hmm I thought all stopped jiggies halted you but indeed the one on top of the anthill acts funny. Perhaps because you were never intended to be banjo when collecting it? Who knows.
JSmith, I don't think that's possible due to the fact that once you hit a jiggy your x and y velocity become zero, so I don't know how you could clip the pixel and then fall. a jiggy that is in the process of bouncing (let's call it moving) does not have this effect. so there are a few jiggies where this case may be of interest...
But I did discover something interesting that was overlooked! If you fall into the water before doing a jiggy dance you are holding a jiggy. we thought that this was useless because it just meant once you reached land you would dance anyway. guess what. you can swim underwater like normal, and then one simple hop out of the water and back in (right away or whenever) collects the jiggy for real. Also the hop will have zero x and y velocity interestingly enough. In the video I made, I collected a jinjo jiggy so I had to wait for the jinjo to disappear before I would even be able to dance anyway, which makes me suspect that if a jiggy is close enought to a ledge, that you could hit it and fall into the water and it would be immediate collection.
the reason I don't move in the water is because I can't: banjo is waiting for the jinjo to disappear so he can dance.
http://72.233.35.202/tas/bk/bk-jiggyantics.mkv
flawless :D
VVVVV - Please don't compare speedruns and TASes. :) I think it would be VERY difficult to do a better single segment speedrun (not tas) of this game than the one on sda.
if you get there too late, the inverted song of time could be used to get there exactly when needed. if you get there way too early, then the beaver would have to be the way to go :/
edit: fixed
I believe that while mario is frozen, during star-moving animations, he can't collect anything. Think about it: if he could, then you'd never see star animations in levels where the star is in a box and mario jumps and starts a ground pound in the middle of it.
jimsfriend: that was amazing
in vanilla secret, did you mean to kill the moles and then shell jump, or was that creative on-the-spot thinking after accidentally killing the mole you meant to jump off of?
Also lol at looking up the princess's skirt.
What if mips is against a side wall at the top of the tiny staircase in the first area of the basement (with DDD/BitFS). Could a BLJ be achieved then?(the idea is indeed for mips to block you/form a low ceiling.)
I like that poeple think that encoding AVIs (from a rom and input file) is easier than just playing back said rom and input file. if it's so easy, make one for other people and stop expecting free service while giving attitude.
that "dumb number" can be turned off. it's an option. options help the program work better or worse for your hardware. don't do fancy interpolation at 1600x1200 on a 50MHz machine that has a 512KB graphics card (also if that's what you have, please update your hardware). you can specify auto frameskip to reduce "lag" (Note that I can play gens just fine with no lag or superfluous numbers at 60fps on a 600MHz laptop with 4MB integrated graphics; if you have a system that is less than 6 years old, you are doing something wrong). Do you have a pertinent example or two of a gens graphical glitch that was not present on the original console?
while I'm at it, comparisons use "than", not "then", and possession calls for "its" without an apostrophe.
AKA: was I wrong about my 2 suggestions a page ago, or were you just waiting to test them to give feedback?
I see the same thing as everyone else ("desync" on second hf superlide) but I didn't test to see if it was just a side effect of using the savestate which it possibly might be.
labyrinth 2 ZOMG indeed! The only parts that looks like they MIGHT be able to be done better are in spring yard 2 when you go up a very high wall by bouncing off a red spring, when you reach the top, you don't seem to be going as fast as possible. Also Spring Yard 3, when you are in the cave and there's a block slowly moving out of the way, in the normal sonic 1 run, sonic just uses the curve to spin and follow the land and get through sooner.
I never use a bomb for swordglitch on Ganondorf or Phantom Ganon. Do the jumpslash, then crouchstab and hit Z-target and C-up.
Yeah, that works but it wastes a second or two.
And can't damage Phantom Ganon like a bomb can.
You do realize no one was talking about hitting ganon with a bomb, right? just different ways of activating the infinite sword glitch. getting navi info pauses the action, using a bomb does not (but it wastes a bomb)
Sir VG, don't take it the wrong way. I watched your run all the way through and admired the playing skills, and I like normal speedruns for a different reasons than I do tool-assisted ones. I just ment to convey that the Starfox TAS benefits greatly from the speeded-up play.
On an unrelated (but fairly important) sidenote: Dammit Spider-Waffle, when is that AVI for Half-Hour Half Life going to be released? :(
Uh? there are a few different flavors of that run on sda, and a horrible horrible youtube encode.
edit: or so I thought. All I can find are the youtube and slightly better googlevideo streams. no nice avi :(
You are forgetting that you do a superslide from kokiri forest after a deathwarp. this would have to be done later than currently done if the owl was skipped the first time. so less time is saved than you think. Still some probably.
Also the faulty pause emulation alone is adding like 2 minutes to the run time.
in the begining off adult002-beta, how did you have 10 bombs? last wip you ended with 2..
everything after 7m40s in adult01.mkv is invalid and was just left in to show the desync (tektites not dropping bombs). Guano redid, and so adult02beta picks up from where adult01@7m40s leaves off, i.e. with 2 bombs. each tektite drops 5.
Please read the thread carefully rather than having people repeat things that happened less than 2 pages ago. well, 3 now but still.