Posts for Mr._Pwnage

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D3 was one of the levels I found a better route for while I was still playing, but after the most recent guide edit. Basically you want to have the cat run harmlessly across row 4 while you harvest mice; manipulate the cat to come out of the row 3 hatch first thing, then place K3-D, J1-D, J2-U, and then J3-U after the cat passes by. Once 100 mice get on the field and they stop spawning, drop K1-D (assuming the cat's not in the way), then J4-D and the rest is obvious. That should get to the 13s easy (assuming you get a fast row 3 cat), and 12s with enough effort and finding a way to make mice spawn quickly. Also, a TAS strat for D5 will involve the cat spawning multiple times and you'll want them all on the same hatch. How might your start delay cope with such a thing?
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Just to point out, I wrote most of that guide 7 years ago and the strategies have superseded me in most stages. Here's the current record list: A1 05.43 B1 03.70 C1 03.46 D1 06.40 E1 11.10 A2 09.55 B2 06.08 C2 03.21 D2 09.11 E2 14.58 A3 04.13 B3 04.56 C3 06.81 D3 12.53 E3 20.28 A4 07.81 B4 08.46 C4 05.26 D4 08.68 E4 13.63 A5 15.61 B5 03.70 C5 09.25 D5 16.65 Fin 02.00 Furthermore, much of this game is completely deterministic, with the mice starting in known positions and moving one square every 13 frames, the cats moving at two-thirds that speed, and the cursor capable of moving at three-halves the speed of mice. Unless you can find the random generation algorithm and abuse it to pull off fantastic manipulation in the Ds and final, I don't think this is a very worthy TAS game. For Ds you'd obviously want to choose one or two hatches to harvest, get all 100 mice to come quickly from only those hatches, and have the cat be the only thing coming out of the rest (repeatedly if necessary). I'd think the fastest way to do final would be to have a gold mouse come out of the top right hatch at start (but delayed just long enough that you can get your cursor in there), followed immediately by a mystery mouse which gives Speed Up, and another gold mouse to run in at the faster speed. Anyway, if stuff like that isn't possible, any such TAS will probably end up as gruefood.
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The video subtitle lists this movie as having length "6:64.77," so a quick rewrite is probably in order.
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AF1 start is simply based on the method you use to get onto the plane. Air Base is faster when you take the side door, but if you go down a different lift and climb the ladder to get on the plane, you get the good AF1 start, which means both levels can't be optimized in the same single-segment run. It'll come down to which level's improvement saves more time.
Post subject: SECURITY ALERT
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TAS Advisory: TAS1958 Release Date: 2008-04-29 Critical: (5) Extremely critical Impact: Item forgery Location warping Doing whatever the hell you feel like doing Where: From local Solution Status: Who needs a solution when you have this? Software: Pokémon Red Pokémon Blue Pokémon Yellow Description: A buffer overflow exploit has been found in first-generation Pokémon games via a race situation when writing to the save file. When exploited, the player/attacker can write almost arbitrary values to practically any memory location. Solution: This is TASvideos. To exploit this vulnerability is the solution.
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What good is Transform for this purpose on your own Pokemon? It's the opponent's special that you draw from in battle manipulation.
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Are there any enemies that have Swords Dance relatively early on? If you can get a manipulative battle where the opponent uses Swords Dance twice, you'll be able to face a Pokemon at L11, which for Mew would give it Transform built in.
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Max score in this game is 9,999,999,999,999, which you won't reach in any reasonable amount of time even with the x10 field multiplier.
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Most likely 3...it seems like it'd just be a flag bit used for more than one check.
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It's Tron. Single Tron battles are not meant to be played in isolation.
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Probably something like what's seen in the dokokashira trick. What about "Mr. Mewtwo/Missingno. Generator"? Would he qualify as the same type of repellent and the Pewter City and Cycling Road guards, thus allowing you to skip the minute or so sidetrack for Oak's Parcel (and coincidentally also save 2 frames for each time you would go to the item menu for the entire game, and possibly also not have to go through the Pokedex data screens for each of the captures)?
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The Meowth is one of the Pokemon on route 6 with the potential for special 21 (the one that takes the least time to battle in the necessary way), and the low byte of special draws from the same address as the "incoming opponent" that's normally reserved for trainer battles but, via the FCBM trick, is used for wild Pokemon fights. The enemy will thus be whatever 21 (0x15) points to in the Pokemon/trainer table, and note that it's the same 0x15 as in the well-known code 0115D8CF for getting all wild Pokemon to be Mew. Growl x6 causes the Mew to be level 1, because similarly the opponent's Attack modifier and the enemy level draw from the same address as well. Stat modifiers are stored as a mapping of the range [-6,6] onto the range [1,13], with unchanged modifiers being treated as 7 (hence the common "Mew trick" explanation expects you to find Mew at level 7).
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That's nice and effective except for one thing: it puts the opponents into the background, where you have to wait longer before they respawn compared to getting side kills.
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Against three Jigglypuffs on 200% damage, I've done 105 kills unassisted in 5:00 (though not without damage), relying on Falcon's back throw rather than any items. Kirby's U-air has also been cited as a fast source of kills. Of course, using Falcon and Jigglypuff would require spending a lot of prep time in 1P mode or unclean starting RAM. You might want to test--can Kirby's U-air kill other Kirbys in 200% mode? Otherwise, is there anything else fast enough to at least match 21 kills a minute against CPU Kirby?
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Yes, you can shoot through it. No, that doesn't let you reach the upper floor. The loading of the upper floor only happens when the door goes through the opening animation (which also includes the key animation if it's the first time through the door). Any other way of getting on the other side without a door-opening animation is no good.
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Actually DDDDDDD only gets level 131 Mewtwo. The 132 comment was in reference to the default name RED, which is certainly the most common name that's been used to get Mewtwo out of the deal. About deathwarping purely for position: How many Escape Ropes does the current path call for? Without death, you'd have P4661 after beating Brock, which gets you 8 Escape Ropes and 1 Poke Ball, or 7 and 4 (though you'd really only get 7 and 2). 8-1 is advantaged only if there's an 8th Escape Rope spot that's going to be hit and that saves more time than it takes to go through an item discovery scene, provided that there's a hidden Poke Ball directly on path by the time you need it, or more time than it takes to go to the Sell screen and sell off Brock's TM34 to make 8-3 affordable. If you deathwarp, you'll have only P3023 at that point, meaning you'll be limited to 4 Escape Ropes, or 5 if it saves more time to find a hidden Poke Ball or sell the TM. With the recent improvements, 8 seems to be clear overkill...but is 4 or 5 sufficient?
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That, and how would you even get to Viridian Forest without Oak's Parcel? Mr. "I'm So Tough I Make Level 132 Mewtwos Appear On an Island Far Away, So Don't Even Think About Passing Me" would be in the way.
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That and Squirtle doesn't get Growl; it gets Tail Whip instead. Does damage heal immediately after the first battle? If not, you could just let both Pokemon critical each other to low health in the first battle, but win so that Pikachu can finish you off quickly anyway (if you're planning on using Pikachu even without a Squirtle start; note that Charmander is lower than Bulbasaur in both defense and special, and doesn't resist Thundershock; it's also susceptible to being poisoned if you go the alternate route of fighting Weedle instead of Pikachu, though 1HP per turn is unlikely to overcome the weak damage of Poison Sting compared to Thundershock, or Caterpie's Tackle). Better yet, does the Pikachu fight serve as immediate manipulation? Level 5 Pikachu -> 10 special -> back to Viridian Forest -> profit?
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Considering that the trip to Cinnabar is done for pseudo-Glitch-City mode, you're going to have to walk around anyway; getting Metronome costs whatever the difference between 43 walking steps and 43 biking steps is, plus item text. Depending on how many enemies can't be dispatched with Cut, would it be possible to skip Thunderbolt/Bubblebeam and go with Cut/Pound/Fly/Metronome and use Ethers or Elixirs for PP issues (provided the current path doesn't skip every place they might be)?
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If you're already going to be luck-manipulating, how about Metronome? It's an extra screen per attack, but as long as any attack can work, so could Metronome with one move slot all the time. As far as strict problem spots go, there are only 7 Rock or Ghost enemies that get fought (presuming that you don't fight Rival #7 when skipping Giovanni), so you can Metronome those away and maybe a few others that look promising. I would point out that just because you're 35-45 levels up, doesn't mean that weak moves like Cut will ride through everything...maybe it is a good idea to get Thunderbolt when you can, then overwrite Pound with Metronome when that time comes.
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Like this one?
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Remember how I said that doing Glitch City on route 23 leaves you stuck in a wall right by the entrance to Victory Road, with the potential to skip all badge checks? Does further use of Glitch City after being able to walk through walls allow CD38 to remain set? If so, then just skip all gyms except the first, get Mew when you can (possibly during the same FCBM that makes Snorlax go away), fight some random wild encounter to poison it (this could be done in the 53 EXP fight), get the bike assuming it's faster, go to Fuschia early, set up wall clipping, then do Glitch City again--assuming your escape point is Fuschia, I'd imagine the way to go is Cycling Road uphill, walk through the barrier at the top, get Fly from the secret house, teach it to Mew, and fly to Viridian walking through all the chicanes on 22 and the Boulderbadge check house. Finish on route 23, walk up through Victory Road, profit. Maybe fly to Pallet instead of Viridian depending on how many steps you have left.
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Because the guard in front of Silph Co. doesn't stop blocking the entrance until you get through Pokemon Tower, and the guard in front of the Saffron Gym doesn't go away until you get through Silph and wipe out Team Rocket.
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You can't bike through Saffron at that point in the game, unless the guards' "I won't let you through until you give me a drink" speech doesn't take place as a side effect, and if that's the case then it doesn't matter if Snorlax disappears or not. Cerulean to Vermilion the first time requires use of the underground tunnel. If you're going to be Escape Roping out of Saffron Gym as FractalFusion did, such a point can't be different from the planned Teleport point you'd have to return to later, which means I don't think it can save time over the Poke Flute animation and short Snorlax battle.
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Critical hits only double the "level" component in the damage equation. So: Level 0 or 1 = critical hit doesn't increase damage at all Level 2 = critical hit causes roughly 150% damage (adjusted by a static +2 later on, so actual adjustment may be lower for this and all subsequent levels, and rounded down) Level 3 = 167% damage (5/3) ... Level 100 = 195% damage (82/42) And, since level is limited to a byte, Level 128 = 3.8% damage (2/53), which explains high-level Kingler from Cinnabar Coast having its Crabhammer survived easily
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