Posts for spezzafer

Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
Ego Buff wrote:
Can't see the run now but I think using that kind of glitch-warping will just ruin the game. I'd rather see a run where the game is defeated like it was supposed to be played than a run where you just use glitches to skip the whole game.
I fully concur. Just the only reason the -5 min run I posted was a demonstration of the glitch and why it would be pointless to use it in a 'full' run when you can easily finish the game in less than 5 minutes if the glitch is put to use. Much like the SNES zelda, the left/right up/down glitch used in the full run (submitted in the workbench) was somewhat of a turn-off because you know the game can be finished in less than 5 minutes IF it was used and it wouldn't be plausible in a console-based run anyways. If someone was to do a full run, it would need to be teleport glitch-free. Not one use of it would be permittable. But I still prefer the black and white original since you can skip over unimportant text.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
Would it be too much trouble to add turbo support for the directional pad buttons? If this feature has already been suggested/acknowledged please accept my apologies and ignore this post.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
okay, here is the finished game using the instructions posted by Bladegash I guess it could be seen as an appendix (if it is published) to any actual full run, like the up/down left/right glitch in the SNES zelda in a way sort of.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
here's a quick example of the teleport glitch, up to the sword right here use the "Legend of Zelda, The - Link's Awakening (V1.2) (U) [!]" rom EDIT: now it's up to the shop I haven't played this game in 7 years so I remember next to nothing, so I'm just mimicing the run at SDA (original b&w version). If anyone has any phenomenal advantages I could use the teleport glitch for drop me a line.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
after every improved run I am always amazed at the flexibility and versatility of this game, and the newly discovered strategies and techniques that can only be utilized after months and months of revisions and obsoletions of older time attacks keep up the magnificent work, you've pretty much lived up to your words so far so I wouldn't want you to stop now!
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
http://spezzafer.home.att.net/asdfasd.txt The associated level is not specified, it isn't formatted properly and it doesn't have numbers. All I could get though.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
nitsuja wrote:
Also, I think your boss fights can be a lot faster by manipulating them more - their randomness is determined almost entirely by how many times you've pressed the B button to suck in air, so for instance you can inhale some air for no apparent reason during the battle with the tree boss to make it skip its gust-blowing attack and go straight to dropping enemies at you (EDIT: looks like you actually do this starting with the second tree battle, but it should also be done earlier.)
The first tree battle was manipulated; I just didn't need to suck air to get two apples to fall every round. I wasn't able to prevent the gust-blowing attack at the beginning, but I don't think I tried sucking air right at the beginning. I was barely able to beat the Lololo's in only three rounds. I couldn't get the cloud boss to drop bombs consecutively three times, as I think that may be impossible. Both the first and the second cloud boss fights turned out exactly the same. Also the boost from enemies doesn't actually speed you up, although it may look like it. When you get hit, you pause briefly and you eventually end up at the same place you would have if you had avoided it. BTW this is noteworthy, but spitting out enemies slows you down a little whereas swallowing them loses you no time at all. I don't know if shooting fireballs slows you down any. Thanks for the critique!
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
Thanks for the videos, Gigafrost! Looks like the fastest path to area 9 is through area 7, judging by your videos. Also, I switched to 'stone' right before King Golem and saved around 100 frames in the fight (a lot was lost during the ability switch) but there's a Wheelie near the beginning of the next area that'll more than make up for it, since they supposedly have the highest velocity in the game. Check the OP for the updated movie.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
Gigafrost wrote:
In other words, since it saves time either way to activate the mirror rooms\gateways, and since for each one there's pretty much two destinations you'd go to, it pretty much doesn't matter which destination you choose from that mirror room once you've activated it so you can go as far across Area 1 as you want.
Thank you for your input! So what you're saying is that I should hit every big switch because the shortcut or area entrance that's opened from it will save time later? Check first post for an updated movie. I'm still wondering whether I should hit the switch shortly after the polar bear fight, since that only opens up a shortcut to the same place, whereas the switch shortly before King Golem opens up a new area.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
You can't enter the door until a certain number of frames after you explode regardless of how close to it you are, so I had to manually explode a little bit before. Also, if you are too high up, you can't enter until you have gotten close enough to the ground.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
started over w/lag reduction turned on..check the link in the first post finished up to the polar bear fight
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
Mole boss defeated I've never actually beaten this game and have only played it a few times, so I don't know what the most efficient strategies or the fastest order of paths to take are, so I stopped near the branch of two doors. Any comments and advice are welcome.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
Thanks a bunch! This will be very helpful for the upcoming levels. Unfortunately, all of the hidden star clouds are too out of reach to favor over stomping the crates. The cloud in the teal-colored dirt is a 1-up. Getting stars will probably be easier in castles because I can ricochet the eggs up to red to hit the bosses for 2 stars each (except Salvo the Slime which is the quickest kill in the game).
Bladegash wrote:
Can you do this in the remaining five worlds to skip the map and level score scenes?
I couldn't do it with 1-4 or 1-8. When I reach the later worlds I'll be sure to try it. I tried this at the goal rings, but the game won't allow it. I think it might have something to do with the boss's sprite, which doesn't reappear until the screen lightens all the way back up, giving me time to press start+select prior. It's probably also because the level is set as complete right when the boss explodes, and since 1-4 and 1-5 the boss explodes after you lose the option to pause whereas you can still control Yoshi right up to the point Bowser explodes.
A Runnelid wrote:
Use the bats (I think they're named Fangs) to get up to the top of the left-hand wall at the start. This would somehow disable auto-scrolling in the level.
I tested this and it works! Once you get up there, you have to float high up in the air to the right until you reach the second high ledge, then you can fall back down and continue foward. It's most likely because the scrolling doesn't begin right off the bat...you have to run foward a bit to activate it, and the game's code is unable to recognize the auto-scrolling scheme if the level has a large enough span of height. All of the other auto-scrolling levels more or less have a fixed height...except the second area in 6-5, which I mentioned before doesn't activate the instant you start.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
1-1 through 1-3 Does anyone knows of any hidden ? clouds containing stars in 1-3 (besides the one ingrained in the stump near the end)?
Bag of Magic Food wrote:
No recording a reset?
This run will include 6-E Masterpiece Set. You can hit start immediately before Bowser's defeat (ie.one frame before you can no longer bring up the pause screen), close the pause screen and hit start+select at exactly the same time as soon as the screen starts to reappear. You'll exit the last castle and appear on the world map, with the Extra 6 and Bonus 6 unlocked (based on the assumption that you have 100 score on the levels). edit: fixed the strategy for the last flower and 3 red coins in 1-3
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
I know you're going to hate this but...it desynced at the fight with Coldman. edit: nm sorry
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
If anyone IS willing to incorporate turbo input or rerecord to an N64 emulator, you could try Mupen64, which is not only the only N64 emulator I know of that has movie recording capabilities, but is also open source. http://mupen64.emulation64.com/ It's actually pretty good and could be preferred as second choice to PJ64 (if not first)!
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
A Runnelid wrote:
If you're planning on a 100% run with the Extra levels included, there is reportedly a trick to disable the auto-scrolling in Extra 1: Poochy Ain't Stupid. Use the bats (I think they're named Fangs) to get up to the top of the left-hand wall at the start. This would somehow disable auto-scrolling in the level. This is another trick I've only heard about but never tested, so there might be something else to it. (It's been a while..) I've seen it mentioned ´by several players, so I think it works in one way or another. Andreas
This is weird, because in world 6-5, the very long cave (which is indeed a very long cave) I was able to run straight through the second area without stalling, no autoscolling. Beforehand, in a test run without pause/advance frame it was originally a fast autoscrolling area, and I noticed by running through it as fast as possible that the screen would not slowdown but when I stopped, it slowly started scrolling then picked up speed. If this autoscroll-cancel effect can be applied to all three of the left/right AS areas, then I will be very pleased.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
getting tired of seeing rock bottom scores on the tally sheet so here we go only the first level and it took all of my energy and patience to grab every item in the most efficient way possible...now I realize how all of that practice with the any% run has paid off! don't imagine I'll be finishing THIS one anytime soon that's for sure no siree bob
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
Jumping is vital if you're traveling up/down slopes or inclines, because being even a frame off could slow you down if you don't time a perfect jump off of one. To make eggs or spit enemies, it needs to be done in the air at full acceleration with plenty of falling space. Also, the new acceleration trick I noted for the start of new levels/areas requires jumping. I'll try jumping less on long recumbent paths if it makes everyone happier, or maybe at least big long jumps instead of doing so many little hops. I only noticed one or two instances where I lost maybe 2 frames because of the doors (e.g 3-4 I think), but I guarantee every other time was to the frame, even if there was jumping in. I'll be sure to make everything timed to the frame this time. It should be done by the end of the year.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
I'm starting a new run, not merely because I wasn't aware I was able to skip the entire intro level but that I've found out how to accelerate much faster at the beginning of each level/level area. This, and only this, is the reason I am starting from scratch...and maybe one or two other things. I tried hex editing, adding and removing frames to fix the randomness. It's hopeless...if anything is even a pixel off it desyncs. If anyone has ANY suggestions regarding shortcuts or otherwise...please...I implore you...let me catch wind of it before I'm 2/3 finished and with just nearly enough time and stamina to do one more level until I take a week long break from this very familiar game. I'm not sure I'll be posting updates for the new time attack, because I wouldn't want anyone chiming in just as I'm about to finish the 3rd world or whatever to reveal an embarrasingly obvious shortcut in the starting levels that would have saved me several seconds. Not to say I don't appreciate the tips and time-savers people have already given me...but at the rate I'm thinking of doing this it looks to me like we're never going to see a complete YI run, let alone 100%. At least not from me.
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
Michael Fried wrote:
Shouldn't you be able to hex edit it? I thought this game didn't have randomness, or if it does have a little like SMW then maybe you can add a few frames of delay to fix it like Viper did.
oh dear god this game is agonizingly random from the position of the enemies to their color to the graphical patterns of the flowers on the ground to the color the platforms and so much more even implementing a little hex editing will not guarantee full synchronization for more than a single level (I have never successfully hexed more than one entire level before) in fact, back when I had just finished world 3, at the end of 3-7 I had to hex-fix synchronize the timing of the fish with a jump (this was unnoticed until AFTER I completed 3-8) and it miraculously worked and played back perfectly all the way through 3-8, until the entrance to 4-1, where the A button was pressed a frame too early on the world map...all with the exact same frame count as the unedited version so you see, timing is not the only factor of randomness in YI what's even more discouraging for me to fix this is the fact that I make two eggs with the enemies in the training level...which is also a strong determinant of randomness, not to mention the rest of the run (based on my arbitrary, yet very definite egg strategy) I lose ~8 seconds because of this, but... ...save 50 more in World 4!
Post subject: Re: Useful tip
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
GeminiSaint wrote:
You can skip the training stage ("Welcome to Yoshi's Island") by pressing Start + Select. That will save you several seconds.
haha too early in the game so late in the run no go buddy
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
Thank you! I think there were a few times where I shouldn't have taken damage, but the biggest mistake can be easily seen just by comparing the first cloud fight (and the mid-boss cloud) to the second one in Mt.Dedede. A couple of other ones I discovered in Mt.Dedede...you don't need to touch the clone Kirbies at all to go through the doors (capriciously demonstrated in last section before Dedede boss). Just duck for a few frames to squeeze under the spike to get in the door.
Post subject: Kirby's Dreamland
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
movie very erroneous though but have at it
Experienced Forum User, Published Author, Former player
Joined: 10/19/2004
Posts: 142
/*- wrote:
i honestly saw no reason to watch it AGAIN, but i did anyhow... from megasmilax on. again, superb job. however, id still want a write up as to why everything happens and why you choose the things you do, but the movies excellent as always. also, thanks for the savestates as well. nice idea. YES.
you asked for it ============ GAINING LEVELS: I never raise HP, and from the Belome fight on I always raise Atk.Pwr in favor of it at every level up. Mag.Pwr is always still raised according to its highest increment (alternates between +2 and +3). Nothing wrong with Mallow in these circumstances (to fell the Shysters in one Thunderbolt in the Mack fight), but there are some problems with Mario here...I once raised Mag.Pwr in favor of Atk.Pwr when the Atk.Pwr had the highest increment (+3, I recall) and I would have had a higher Atk.Pwr later in the game. I decided every battle that rewarded with Flower Points should be fought and all FP boxes should be hit up to Kero Sewers, since FP increments are very important early in the game with only 10 FP max; only so many jumps are usable before rejuvenation w/Honey Syrup is necessary. This only continues until Mack's defeat. All KeroKeroCola's are grabbed because they are worth 200 coins each (and I needed to use one against Bowyer). In the Mushroom Kingdom, I buy two extra Honey Syrups* to use in the Croco and Mack fights, which make constant use of Mario's 'Jump' and Mallow's 'Thunderbolt'. I also get the Cricket Pie after Mack to obtain the Froggie Stick from Frogfucius, which has high resale value and I needed as high as an attack power I could get with Mallow to face off against Bowyer (the longest and most tedious fight in the game right after Smithy and Culex). I grab as many coins as possible in Midas River for whatever reason*. All of the 10-coins are grabbed in Rose Way to stock up for expensive items later in the game. I bought the Froggie Drink* at Tadpole Pond to use in the Yaridovich fight later in the game. In Moleville I buy up the strongest equipment plus three pairs of Work Pants which will be the choice attire for all three party members until the Super Suit/Attack Scarf.* The bosses in the mines are able to be defeated much quicker due to this. Afterwards bought the Lucky Jewel to use in boss fights to level up faster. Took the Rock Candy in Booster Pass for obvious reasons. Grabbed all Frog Coins in Booster Tower and the Masher and Zoom Shoes. Zoom Shoes raise speed by 10 and make the Grate Guy/Knife Guy fight faster because Bowser (who is the slowest character) is able to take the first turn to use Terrorize. The Masher is Mario's strongest weapon until the Lazy Shell; due to it's unusually wide attack range, it can be manipulated to do a lot of damage. Got 16 flowers from Booster Hill, which I think is the most possible. Bought up as many Fire and Ice Bombs as I could afford to use a lot in later battles without timing for freebies*. Got the Exp.Booster to get Mario quickly caught up to the others level-wise and surpass them shortly after. I use the Fire Bombs in every turn in every fight in the Sunken Ship up to Johnny. I save a Lucky Jewel use in the Johnny fight because incidentally the Bandana Blues give Lucky Flowers. The last attack often needs to be manipulated to double XP instead of coins (this proved to be a little vexing in many battles). The rest of the game is pretty much just monotonous abuse of Rock Candies. I fought Culex not just to get the Quartz Charm, but primarily to take advantage of the shitload of experience by doubling it with the Lucky Jewel and QUADRUPLING it for Mario, equipped with Exp.Booster! I wish I could have taken more breaks from the candies, but few instances were there that I would have dealt more damage to all enemies on the screen than the 300 yielded by the candies, what with the low levels and all. About the Super Jumps/Ultra Jumps...many people might consider that I should have used these a lot more. The thing is, these take a lot longer than one would think to pull off the desired amount of damage. Many monsters have rather high MagDef, and even with the ultimate relics Mario's equipped with plus a Geno Boost, doing 1000+ damage takes quite some time. Birdo had a high AtkDef, and Zombone had a low MagDef and a Jump weakness, as did Countdown. The battle puzzles in Bowser's Keep would have taken too long (although I'd probably had been at a much higher level come Smithy) if I went through them, so I ruled them out. I think the game is programmed to have Smithy always morph to Tank head at the beginning of the battle, unless someone has had a contrary experience. Really, really wish Smithy had've changed to Magic Head like in the last version; I could have dispatched of him sooner and I fucking hated manipulating freebie luck over and over and over and over and over. Magic Head has a horrible AtkDef, and I find nothing wrong with doing 800+ damage every turn. Chest Head is vulnerable to fire, hence the Fire Bombs. This is the only battle in the game where I use Mario's fire attacks (which unfortunately take longer). *didn't need to; should have just used Toad's from Mushroom Way for freebies *should have stuck to the right lane because changing lanes loses time, and only 60 coins are needed for a Frog Coin, 19 less than what I got *didn't need to; should have just used the Red Essence from the Forest Maze at the beginning of Yarid...makes manipulation easier and saves more time overall *should have sold some items/equipment while buying to make enough money for the Lucky Jewel without having to talk to the Mole at the counter AGAIN right before leaving for Booster Tower *probably better to have just bought two fire bombs and and two ice bombs (900 coins) instead of switching back and forth in the menu selling items for more bombs; the more in your inventory, the longer it takes to wade through the multiple instances of bombs in battle and ultimately it's longer sell/buy extras than timing for freebies