1. Or just make it so that you don't need to move to another page just to rate a movie.
2. This has been suggested for a while now, but I don't recall it being implemented. I never coded for websites, so I won't know, but what's stopping it from being implemented?
I added more information to the game resource page. I additional found that you could skip the last cutscene by going to options, then press resume shortly before said cutscene begins.
Chapter 7 skip as promised:
Link to videohttp://tasvideos.org/userfiles/info/24664879120842320
I'm not sure if it's worth it though due to Chapter 8.
Edit: It takes ~2 minutes and 18 seconds to get through Chapter 7 as intended along with grabbing the machine gun. Also, it's not worth backtracking to utilize the skip in Chapter 7 if you get the machine gun.
Edit 2: Chapter 8 has 20 mouths. Each have 12 HP for a total of 240. Machine gun does 3 damage per bullet, so I need at least 80 bullets if I use that only.
Somehow, despite it being a machine gun, it also benefits from the rapid fire trick.
Edit 3: I think it's worth skipping the gun, shotgun and rifle. Chapter 8 boss died in 20 seconds using only the machine gun, compared to 12 seconds with the other guns as well. I only took damage 3 times as well. It's definitely worth skipping 3 guns (which take over 2 minutes combined just to save 8 seconds).
https://www.youtube.com/watch?v=Cpth6DdW6zE
Sorry for the terrible angles; the rapid fire glitch made the aim stuck at the top righthand corner for most of the time.
Edit 4:
Cleaver v2 has 144 HP, and the revolver inflicts 27 for headshot. Machinegun and nightstick inflicts 9 for the head. Wheelchair v2 has 216 HP, and the damage from said bullets also apply.
Edit 5: Wow...I tried simply skipping the Cleaver v2, and it worked. Seems they forgot to lock the exit and elevator buttons for this particular fight. You can't escape for the first 3 bosses, however.
I found out he respawns like other enemies when you reenter the room. There's also no boss music from the first fight. I think they treated him like a normal foe for this particular encounter.
Edit 6: The clown heads with green tipped tongues have 32 HP, inflict 4 damage, and with a well timed slash of the night stick I inflicted 15 damage.
Rather, finding a new glitch in a game like Super Mario 64 can mean seconds shaved off a world record-setting speedrun. Given how hard this seems to be to reproduce, it will probably mostly benefit Tool-Assisted Speedrun (TAS) which use a computer to calculate every single movement of the character, in this case Mario, for absolute maximum efficiency.
I knew it! You guys are all robots in real life confirmed!
Seriously what lol
The regular sketch% speedrun softlocks at the same point in the ending. It's waiting for an NPC to walk over a trigger but because it's not initialized properly he'll never get there.
If it really bothers people, is it possible to modify the TAS so it won't softlock?
Sorry for bumping, but I got the idea of using infinite health cheats for exploring, and I found out that it's possible to get OoB in chapter 3: The Infant Ward by using the worms to push you out:
Also, I think it's worth skipping the gun and shotgun; I broke chapter 4 using this trick lol.
Edit: Oh, and you have to clip OoB for this to work, since otherwise you can't enter the lift.
Link to videohttp://tasvideos.org/userfiles/info/24630644364351111
Edit2: At chapter 5, get the iron key so you don't need to go through the guard tower again at chapter 11.
Finally tested the magnum. It seems to do the same damage as the rifle. Also I'm definitely thinking that skipping the shotgun and gun is worth it because you get the machine gun later rather quickly, and it takes far too long to grab the (shot)gun.
Edit 3: Chapter 7 is skippable too now. Which means no machine gun. The problem is that I cannot simply use the sniper to reach all of the mouths at the next chapter's boss, so unless I somehow find a way to skip chapter 8, I'm going to either get the shotgun, or machine gun.
Edit 4:Based on the encode, it takes 2 minutes 20 seconds starting from the end of the elevator cutscene to the lift if I do chapter 4 as intended. It takes 55 seconds to get from the cutscene to the shotgun (and I assume around the same to get back). Which means unless I can do the skip in under 30 seconds, it's faster to do chapter 4 as intended if I were to grab the shotgun.
It takes 35 seconds to grab the handgun. It takes 42 seconds to grab the rifle (with 4 ammo left). I suppose I can check how long it takes to grab the machine gun, but the major problem is that the mouth boss at chapter 8 needs tons of bullets (and 16 shotgun shells isn't enough). It took ~12 seconds for 16 shotgun shells, 4 rifle bullets, and a machine gun. I'll have to test using only shotgun and rifle vs. only machine gun.
Going back and rereading the thread again, yes, I inserted 3 blank frames between every level. I was told before doing this that that's generally how console verifications work, so if not, I'd been misled at some point.
This isn't the first console verified movie to be different in length vs the reported time. Why is no one upset that the SM64 console verifications differ DRASTICALLY in completion time to the emulation time? At some point maybe we could add a verification time to the publication info.
In the meantime, 3 empty frames to get it to sync is perfectly fine within our constraints for claiming console verification.
I think it was because SM64 didn't need to add/remove any extra input frames, and it was just Mupen reporting the wrong time. Someone please correct if wrong.
I guess this can sorta count as verified, with a note saying how many extra blank frames were added?
https://www.youtube.com/watch?v=oLCz4IKD0dE
Sadly these are the only bosses in the game with this kind of trigger to my knowledge, I had someone who know a decent amount about programming in this game look at the bosses and they said it was only these 2 and robot spongebob it could be done on.
At 30 seconds into the video, would it be possible to use cruise boost to hit the button and while the cutscene plays, grab the spatula nearby?
Related to that last point: every time you invest on the same stat, the roulette for the next level shows lower and lower numbers. Will it always show +6, or would using the boost on another stat eventually be better in a TAS?
Ok, tested using cheats, and I got this for the first 13 levels for mario by focusing solely on POW.
https://docs.google.com/spreadsheets/d/1MLt_HBK3aZwPPmXKrIECCh2iCJVTPSimXPRo5wcev0o/edit?usp=sharing
It appears the roulette for stache is different that the rest, and the other stats share the same roulette. By level 8, The stache roulette starts glitching up, and a "6" will spontaneously change to "5" mid way down. At level 11, +4 does not exist on stache.
The same happens to the shared roulette by level 12.
By level 5, after choosing ONLY POW for the entire time, it's impossible to get +2; even with frame advance, it will automatically change to +1 for POW. I still managed to get 61 POW by level 13, but I end up with very poor speed.
I also added some RAM addresses for this game after I realized the action replay codes basically use the RAM addresses of the stats.
With this table, is it ever worth investing on speed? Some boss attacks are very lengthy, and with this poor speed they might potentially waste a lot of time.
Edit: I managed to get +2 POW again after applying the boost to another stat once.
Edit2: 0.9.8 desyncs on playback.
Has something like this been tried? It may not be economically feasible for mass checking, but still be useful given that most GBA TASes uses older versions of VBA (and so likely won't sync).