Posts for skamastaG
Post subject: Movie Fastforwarding
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When watching a movie is there any way to "teleport" to a certain frame so that I don't have to go through the whole beginning just to see the end of a movie? I know there is a fastforward button but that still takes a long time in a long movie. I was just wondering if there is anything I can do to avoid waiting until I get to the part I want to see or if there is a way to significantly speed up the fastforwarding process.
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Here is a quick video demonstrating this trick. http://dehacked.2y.net/microstorage.php/info/1938/shellgrab.smv I did it in real time so it isn't as fast as possible. I am sure I won't even have to slow down at all with frame advance. Hopefully I can just bounce off the koopa and keep going. It only works with winged koopas. What I said earlier was exactly what happens. Mario hits the koopa right when he touches the ground then on the way up hits the koopa again and grabs the shell. This won't work with a normal koopa because it wont bounce up with you. EDIT: If I can figure out how to do this trick without stopping than VS2 will probably be a really cool level. Other levels with winged koopas will also be pretty cool because we will have a shell to screw around with.
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I just tested out one of my theories about the quick shell grab and it worked. I jumped on the koopa right when it touched the ground. I guess I hit him a few frames before he touches the ground then he bounces in to me and I have the shell. If I can, I will make a demo so you guys can see what I am talking about. EDIT: I think I have mastered this now. I have gotten it a few more time. A made a movie but it didn't work so I will make another one.
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Thanks that might be it. It was a normal jump. I hope I can figure it out soon so I can use this trick to make DP1 faster. Edit: AAAAAAA!!!! I just did it again but I don't know what I did and I wasn't recording. Something weird that I noticed was that the baby koopa got shot out of the shell much faster and farther than normal. It looked really cool but I'm not sure if it will save time. Waiting for the koopa to come back up might end up being longer than getting a shell normally.
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About a week ago I was playing DP1 on console and when I jumped on one of the koopas the game froze for about a half a second and then I was holding the shell in my hand. This just happened again when I was trying to do DP1 tool-assisted. It didn't freeze or anything but when I jumped on the winged koopa I had a shell in my hand for some reason. I don't know how I did it but it will make the level much faster if I don't have to stop for the shell and I can just jump on it and keep going. If anybody has seen this before and knows what causes it please let me know. I do know the koopa was at its jumping peak but that's about it.
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Very entertaining movie to watch. I especially enjoyed your passing through walls. C4, for example, was filled with a bunch of unexpected moves through walls that made it go much faster than it should have. Yes vote
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I was gone during the day but when I got back thegreginator finished YI4 with the shell bounce. I am starting C1 right now. I don't think the p-jump over the lava pit will work small. At least not the same way that jxq did it. When you bounce off of that koopa small you don't hit the ceiling right away and start falling to the lava. Instead you go straight into the wall. Any ideas or tips?
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You can't set it up with hopglitch the same way you can without. Usually I either kick the shell too early so when I get to it above the water I can't reach it or If I wait longer I drop the shell off the edge and can't kick it. In that video JXQ posted he had the shell on the edge and ran into which I can't do. There is probably some way of doing the shell bounce with hop glitch, I just haven't done it yet.
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Thanks JXQ. I still am not sure if it is possible with hop glitch though. I have tried everything and can't get it too work.
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Is the YI4 shell trick possible small or do you need to be big to reach the shell? I have tried everything and cannot bounce off the shell. If it isn't possible than I can do the shell bounce in mid air to cross the water.
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I had this game a really long time ago and couldn't beat it. It was pretty annoying at times because I couldn't figure out what to do or how to do things. I was actually thinking about requesting this game to be done so I am glad to see someone started it. Good luck
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I don't want to be mean or harsh or anything but you didn't listen to any of the advice I gave you earlier. -First off I don't understand why you aren't using hop glitch. It is the fastest way for mario to move on land. -At the beginning of YI2 you run off the edge after spinjumping the koopas. You lose speed doing this. You have to jump off of a ledge to not lose speed. -You need to run on the spinning platform for as long as you can to get a 259. They move to the right as mario does so he moves more to the right then he would normally so he gets to the tape faster. -Nothing too wrong with YI4 except for that you didn't do the shell jump across the water. -You still didn't jump across the first big lava pit as fast as you could. Read my last post on how to do that. Basically just watch JXQ's run for near perfect play, watch flagitous/viper7's run for near perfect play without hopglitch, and watch all of the other obsoleted 11 runs to watch near perfect play that can, for the most part, be replicated on console. I just want to ask you a question. Are you using frame advance, slow speed or real time? It didn't seem like you took all that many rerecords. You shouldn't really make any mistakes when you have frame advance to help you out. I'm not criticizing you run to be an asshole. I am trying to help you. I really enjoy seeing great mario playing, but I can't stand seeing poor/average mario playing. Good Luck with future attempts at mario speedruns. :-)
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Yeah I noticed the time up thing too, I just forgot to mention it. One thing I did notice though was that DP1 was different. The key was surrounded by two pipes which aren't originally there. A while back thegreginator was explaining the differences between the gba version and the snes version and he said that the key was surrounded by pipes so it made it hard to kamikaze to the key. Maybe that dp1 is the same as the gba version and maybe the levels are actually from super mario advance two, which is why SMA2 is written in blocks.
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I couldn't get my computer to save a movie file. I recorded but then couldnt find the file. Recording works fine on smw but I guess the ROM I have for sdw doesn't work with recording or something. The farthest I could go was FoI1. YI1>DP1>CI5> SGS>FoI1 That's it. Getting the key exit in DP1 or FoI1 connects Boo world 5 and 6. Also hitting that rotating item block thing after the halfway point in FoI1 sends you back to the beginning of FoI1 but with the floor messed up a bit. Well it was fun while it lasted. Too bad FoI1 doesn't have a pipe.
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I just discovered a cool "glitch" in SDW. I just beat Big Boo's Tower and was in Big Boo's Secret. In the second room I got the lakitu cloud item, jumped inside it and did the left+right glitch. I went through the wall and kept going until I found those golden blocks that cannot be broken by small mario. They spelled SMA2!. There was a pipe there and when I entered it I was sent to Yoshi's Island 1 from SMW. The level was the exact same except for that the colors were faded and there wasn't a time limit. There were two info blocks and were the same as the two in BB secret. When I beat the level it just counted as the normal exit for BB secret. Also you can run past the pipe and off the screen but no exit is given. You can also left+right through the wall in any of the yoshi room but you just go off the screen and don't get an exit. WHOA! I just found some even cooler stuff. If you enter the first pipe in YI1 you get sent to DP1. If you enter the first pipe in DP1 you get sent to CI5. I wonder if you can access every level in SMW, that would be crazy. They all have the faded colors and no time limit. I will keep checking more pipes to see what happens.
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Yeah, we aren't going to worry about fadeout lag. I am posistive the run I made is the fastest. The only differences are that YI1 wil be after special world, we won't play FoI2 twice in a row and the whole forest of illusion route will probably be different. I dont want to make WIPs public. We can just show them to you or somebody else to look at them but I don't want to post them in the SMW topic. I am glad that you didn't show any WIPs for your 96 run. It is much more satisfying to watch a run at once and to be completely surprised by it.
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I meant you wall jump off the the vertical wall of green switches. We can just leave them out so that our rules for the run can be solid and do not make exceptions for anything. I just wanted to tell everyone that getting the switches doesn't affect any of the "cool tricks" so it is ok for them to be in there. I guess it is final that no switches will be used? I am cool with that. I know we said we wouldn't start until after we finish our 11 exit but I don't see why we can't start now. We can't get together to record often but it is easy and convenient for us to just work on the computer. I don't think this project will take THAT long to make. I bet I will be proven wrong once we start but it doesn't seem like it will take too much time to do. What do you think the time will be. I am thinking at least sub 1:20. I know you can't go as fast without a cape and you can't fly under levels but with the 10 exits cut out, I think it is possible. How long did it take you guys(Fabian and JXQ) to finish your run of SDW? EDIT: Damn I didn't see your post. We said pretty much the same thing. I wrote mine about 20 minutes ago then started playing SDW(on big boo's tower right now) and forgot to send it. I think I know someting really cool for YI2. I will test it out.
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Good job on VD1 thegreginator. That killed my best cape time for that level. I don't really care about who does what level. I don't think we should divide them up now though. We should just do the levels as they come and who ever wants to do it does it.
Also, that route seems to allow you to get the red and green switch palaces and not muck about with making star world easier and less entertaining, though it's still your choice if you don't want to do them...
I was looking at the route then I saw this comment and looked at the route again and he is right. Green switch palace is completed after dp1 and Red switch palace is completed after VD1 key exit. SW4 key is beaten before getting the G/R switch palaces and SW5 is beaten way before all of the switch palaces have been completed. The main argument against switch palaces is that they ruin a few cool tricks. I actually now think they could and should be allowed since they don't mess up anything and are exits in the game. The only level that could be done later after the switch palaces have been completed to be beaten faster is DP1. A walljump off the green switches could be used to get up to the key faster. If we get the key before the switch palace to have a cooler trick people will complain that we should have just done the walljump off the green switches. "If you are beating the switch palaces then you might as well use them to your advantage to beat leves faster". Then there will be a speed vs entertainment debate and our movie won't get accepted. Actually I just realized that DP1 won't be as cool as it was when first discovered. Now we will probably just use that shell bounce in midair tricks. So using the green switch to wall jump or shell bounce isn't really ruined anything. It is still cool. Even though they don't affect any of the awesome tricks, do you think we should just avoid them to make things simpler or should we get them? Sorry to bring this back up but I don't want to finish the run and then realize we could have done that. I want everything clear before we start. I personally think we should get them.
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Jimsfriend, could you make a demo of FoI3 key exit small please. I found your picture from a post on SDA and I tried a bunch of stuff but couldn't get into that key area. I got pretty good at getting a shell and spring into that pipe but had no success getting to the key. The shell would just go into the key area when I threw it. When I tried to throw it up or jump it would just bounce back and forth on the outside of the key area. I got a 291 on SW1 last night on my console using my standard route. If I get it perfectly clean in a run it should be possible for our 11 exit run.
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I think I just made a fast route through the game small. It might be the fastest. 1. YI1 2. YI2 3. YI3 4. YI4 5. C#1 6. DP1 key exit 7. DS1 Gate 8. DGH 9. DP3 10. DP4 11. C#2 12. VD1 Key 13. VS1 Key 14. SW2 Key 15. SW3 Key 16. SW4 Key 17. SW5 Gate 18. SW5 Key 19. Gnarly 20. Tubular 21. Way Cool 22. Awesome 23. Groovy 24. Mondo 25. Outrageous 26. Funky 27. DP1 Gate 28. DP2 Key 29. DP2 Gate 30. DS1 Key 31. DSH SW exit 32. DSH DS2 exit 33. DS2 34. VD1 Gate 35. VD2 Key 36. VD2Gate 37. VGH 38. VD3 39. VD4 40. C#3 41. CBA CM exit 42. CM 43. C#4 44. FoI1 Key 45. FGH FoI1 exit 46. FoI1 Gate 47. FoI2 Key 48. FoI2 Gate 49. FoI3 Gate 50. FGH FoI4 exit 51. FoI4 Key 52. FoI5 53. FF 54. SW4 Gate 55. SW3 Gate 56. SW2 Gate 57. VS1 Gate 58. VS2 59. VS3 60. VF 61. BB1 62. BB2 63. FoI4 64. FoI3 Key 65. C#5 66. CI1 67. CGH 68. CI2 Key 69. CS 70. CI2 Gate 71. CI3 Gate 72. CI3 CF exit 73. CF 74. C4 75. C5 76. C#6 77. SGS 78. VoB1 79. VoB2 Gate 80. VGH Key 81. C#7 82. VGH Gate 83. VoB3 84. VoB4 Gate 85. VoB2 Key 86. VF BACK DOOR There aren't that many backtracks or unnecessary movements so I think this is a good route. Tell me what you think. If you know where it could be better tell me and I will fix it.
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I don't know the exact route but I know that star road has to be entered through star road 2. SW1 can't be beaten so the only way to get to SW2 is through the Vanilla Dome star road. The route might possibly look similar to Jason Baum's 96 console run. I know he went to star world through the VD star road so it could be a good route. I have too much HW tonight but maybe tomorrow during class or something I can figure an ideal route. EDIT: I was wrong about Jason Baum's run. He actually enters star world through soda lake like the other runs so his route won't help at all. I think I have a good route planned out though.
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YI2- Better than before. You have the idea now about doing tricks and shell drops. If you want a fast TAS than start using hop-glitch. YI3- The fastest way to do this level without hop glitch is to run along the spinning platforms for as along as you can. You should get a 259. YI4: Kick the shell later so you can jump off of it onto the next platform without hitting water. C1: The fastest way to get over the first lava pit without the pjump is to jump and bounce off of the koopa then hit your head on the ceiling and catch the fence right before you are about to hit the lava. Then jump two more times to the right. The boss could have been beaten faster. A 242 is possble on this level without the p-jump if you execute everything else perfectly. You need to watch the TAS's for this game a bunch of times to know how to beat it as fast as possible. JXQ used the fastest strategies for every level so if you don't do somewhat similar strategies then you are doing it slower. You don't have to mimic every movement but follow the same techniques. As far as I know his run can't really be improved more than a few frames, if that. If you aren't sure about how to do the hop-glitch I will try to explain. On the top of the emulator go to cheat, then search for new cheats then find and click on 7E007B then click watch. This will show mario's running speed. At full run his speed oscillates between 47, 48, and 49. Let go of right so the speed stops on 49 then jump the exact frame mario hits the ground so he keeps up this speed. Never press right again or his speed will decrease and you will have to get up his run again.
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That is a good thought thegreginator. I think I saw something on some cheat site on how to do that. I will look into it. I just did my first ever recording of SMW on an emulator. I did sw3 small getting the key exit. I didn't watch mario's speed to make sure he moved at the fastest possible speed. I just beat it normally to show the strategy. http://dehacked.2y.net/microstorage.php/info/1788/sw3key.smv I probably could have grabbed the key sooner if I took it from the right instead of the left. There might also to be way to get in the cloud and abuse the left+right glitch to the keyhole after getting the key. A fun little thing to watch is the cloud's smile on the left side of the screen when mario is on his way to the keyhole even though the cloud is on the right side of the screen. Hope you like the video. Just keep in mind that when I seriously record, I will actually watch mario's speed to make it as fast as possible.
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I originally meant going into the wall from the right when talking about VoB4. The thing is that the wall is solid so there is no point in trying anything.
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I really can't see how CBA is possible. The way marios jumps arc, it just doesnt seem possible to make it under the goal then up to land from so far back. Also VoB4 is impossible since those walls kill you. This makes the official number 86? Are pballons and lakitu clouds allowed? I think they should be. One because they don't fall under the category of illegal items that was made. Two because they are necessary for two levels. I think tubular is impossible without out a p-balloon. The level will be really fast using a pballoon though because of the left+right glitch. I am pretty sure SW3 key exit is impossible without the lakitu cloud. I can make this level exciting and fast with the left+right glitch.