Posts for thegreginator

1 2 3 4 5
10 11
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
laughing_gas wrote:
I believe this is the fastest route for BtT (i haven't watched any of the BtT wr videos) 1: take out the two closest to you using the up+B move 2: jump two and a half times and do up+B to land on the platform and take out the target 3: jump to the target next to the wall, take it out with a kick, then keep jumping and do up+B to land on the topmost platform 4: use a rock drop to take out the next three 5: get out of rock mode and break the one on the lower moving platform. 6: take out the last two normally.
Close. This is the realtiome record vid, which is probably very close to what the tool-assisted vid will look like. Antd is probably the expert here though.
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
For this 100% completion, you might want to consider hexing together the high score and fastest time runs so you dont have to redo either of them. Unless of course an improvement is found. I also would love to see a third "mess around" completetion of the game. If antd's YouTube videos are any guide, this type of run has enormous potential. Seeing all the BtT and BtP would also be nice, antd already has experience with this as well as general mess around stuff (Ness baseball with Samus' blast FTW!) EDIT: comicalflop, I see that you have the SMW Small Only run in your "anticipated videos" section of your profile. We just finished Special World, and I dont think you'll be disappointed. ;)
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
To get a directors account on YouTube just go to http://www.youtube.com/director and fill out the stuff. Dont give up on that Mew comicalflop, it will make a really nice addition to the video. :) And I dont know what you guys think, but I think it'd be nice to see the Ness fight in both videos. Also, kind of off topic but I tried to make an AVI of one of my SMW levels on snes9x but it didnt work. Do you need some sort of special program or does it only work for mupen?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
AntD that Yoshi fight was amazing. If the other levels are as entertaining as that, this will definately get published. Question for you: are the "bullets" that the Master Hand shoots out able to be reflected? Also, can you manipulate what attack the Master Hand will do? If so, then you could get him to always do quick attacks that dont take him out of your range to beat him extra quick, not sure if the previous movie did this manipulation.
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
I just thought of one other thing for Link. He's a big fan of doing his aerial down a (the one where his sword gets stuck in the ground). If you could run to the edge and put on your shield and manipulate link to do his aerial down a, it would "slide" off your shield and Link would fall right off the edge. I dont know how manipulation works too well but this should be possible, the question is if it's faster. Also, if you say Link only throws bombs and stuff when you hang on the left edge, you could try falling from that ledge to see if he does anything differently (maybe an aerial down a right off the edge ;) ).
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
comicalflop, for you Link battle I have a few questions: Could it be faster by going to the left edge of the level to do it? Could you manipulate Link to not roll at the beginning (maybe if you jump over him or something instead of running through him)? And, is it possible to suck in Link as you're falling off the edge, so you dont have to wait on the ground with him? Maybe the problem here is that you cant spit him out in time and you end up dying. Also, I understand shooting Link out of your mouth horizontally ruins the pacifist bonus, but what about shooting him out the top by copying his ability? Could this work in conjuction with falling off the edge and then swallowing him as you fall? And could it be possible to save time by swallowing Link at a different time so he doesnt jump after you spit him out (as seen in psychoticworm's video)? Good work.
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
It's nice to see that both this run and AKA's got a star. It does beg the question, however, of why Fabian's SMW 96 exit didnt get a star on top of the SMW 11 exit. It is the highest rated movie on the site. Just pointing it out.
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
antd your first level looked very nice. I am eagerly awaiting the rest of the run. You too comicalflop. Cant wait to see this. :)
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
Switch palaces are a type of upgrade which defeats the purpose of a "no upgrades that make levels easier" (such as cape, yoshi, etc) run.
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
comicalflop wrote:
Yoshi Team: up+B seems to work perfectly, try to manipulate yoshis or hit them faster
Using up B is very slow, and it takes a while for it to start moving. Using shine should be a much better bet. You can manipulate any item you want and can also manipulate which pokemon you want to appear out of a pokeball. I know for the pokemon manipulation it depends on what you press while the pokeball is being thrown/opening, and I imagine other kinds of manipulation would work the same way (depends on input). For the high score run, you should make getting under 8 minutes a priority since that will give you a huge(r) bonus at the end, even if you have to sacrifice points on the way to get speed.
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
Zurreco wrote:
So what is the idea for this game? 100% speed or every goal acheived? What about competitions?
I would definately say a 100% run, as even this will only take around 10 minutes. For competitions, you can win them in only 2 rounds (there are 3 total), and you can end the rounds whenever you want. So the competitions could be beaten in the time it takes to do two decent combos. Also, I would sat THPS2 would be the game of choice, but this is up to the runner.
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
I think a TAS of any Tony Hawk game would be awesome. Good luck anyone who wants to do this.
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
Easy yes vote. FODA, how much time do you think could be saved throughout the course of the run? Also, in regard to the debate as to which SM64 run should get the star, has anyone given any more thought to Tub's idea which conveniently links all movies of the same game? This would ensure that newcomers see both runs, regardless which has the star.
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
erokky wrote:
thegreginator wrote:
I would say with the knowledge we have, this run is perfect. :)
With the knowledge we had back then, the run was perfect too.
If this statement was true, it would mean that the only improvement would have come from the flying through doors trick, since this is the only technique that has been discovered between JXQ's old run and this one. Reading the submission text, this is obviously not the case.
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
xoinx wrote:
Eh... Rikku just posted a complete run on Dehack's microstorage which beats this by 13 frames... http://dehacked.2y.net/microstorage.php/info/2867/SUPER%20MARIO%2064.m64
So is this run going to be redone? Where did the improvements come from?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
I just finished watching this run. Excellent work, easy yes vote. My favorite things about the run were the inputs to match the music and Castle #1 ending screen, the Bowser Fight, C#1, DSH, and the shell hit in SW4.
Fabian wrote:
That's the thing I like about this run too. I feel that it's now very very very close to perfect with the knowledge we have about this game.
I would say with the knowledge we have, this run is perfect. :)
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
Kroxien wrote:
Hello fellow SMW TAS enthusiasts! This game is awesome and I have followed this thread from the beginning and decided to finally post. I'm assuming that both runs will not be unveiled until they are finished, which is fine. I'm just wondering if anyone can tell me the progress on any of the runs, or some sort of estimated time they will be completed. Thanks in advance for this information and good luck to everyone involved in these runs!
The 86-exit Small-Only run being done by myself and skamastaG is currently at SW5. This is the route: 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 So about 1/5 of the way done, and progress has been pretty good lately, so I would say anywhere from 3-6 months until its done.
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
So it looks like coins might be a problem. We should think about the fastest way to get coins. I really dont think battling will be a fast way to get coins, so the way I see it we are left with 2 options: getting some items/badges and selling them or doing the gambling thing. If there is a badge that isnt very far out of the way, we could sell that for probably a good 50 coins, which would be enough for the Speedy Spin badge. I cant remember how the gambling thing works, but do you have to go out of your way to get some kinf od membership card? If so, selling badges we find might be a better idea. If we do fight battles for coins, we could probably manipulate them to yield the most coins and/or items.
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
In the Jr Koopa 4 battle, you could get Mario to 1 hp using a defensive action command so he does 4 damage and then 5. Letting him attack twice, however, will probably cost more time than it saves in this example. If we took the extra time and set it up in this battle, however, we could use it in everything after this battle as opposed to having to set it up later anyways. Is there anyway to get Mario's base hp to 5? I seem to remember a guy in the sewers who can change one stat for another for a price. If we took down Mario's base health to 5, we could not only trade that for some bp or fp upgrades, but then it would be much easier to get him to 1 hp for Mega Rush. The time saved here might make up for the time lost going to find this guy, if it even works.
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
Power Bounce will work on an enemy with defense, you just subtract say 2 from each bounce if it has a defense of 2. Also, there may be times when Power Bounce will need to be used over tidal wave in the interest of conserving fp (and maybe even faster in some cases). The Jr Troopa battles come to mind for warranting a power bounce. As far as Power Rush vs Mega Rush: Power Rush is a side-quest with peach where she has to put it in the transporting chest (between chapters 2 and 3). This will probably take 1-2 minutes since peach is so slow. Then, Mario has to go up to shooting star summit to open the chest, which is probably another minute or two. Mega Rush, on the other hand, you can get immediately afterwards (chapter 3) in Tubba Blubba's castle. It isnt far out of the way, just in a sideroom, and will take a minute max to get. Not only is it faster to get Mega Rush, but it will save lots of time in battles, since it gives Mario 2 more attack than Power Rush. Example of where it could be used: Jr Troopa 4 has 20 hp and we have ultra boots which do 3 damage+4 for Mega Rush=7. If we had any of the attack boosting badges it would only take 3 hops to beat him (8+7+6=21). If we dont, it will take 4 hops (7+6+5+4=22). Whether 3 or 4 hops, this would be much faster than using tidal wave since tidal wave takes around 5 seconds and 3 (or 4) power bounces take maybe 2 seconds. This would also save 3 fp as opposed to tidal wave. Jr Troopa 4 is just an example, but I'm sure there are many more cases where Power Bounce-Mega Rush or anything-Mega Rush would save time and fp. I think power bounce should be used in cases where there are 1-2 (parter takes out the other one), and tidal wave when there are 3-4. Two questions: can you make your partner attack first in this game (I know you can in TTYD)? Is riding on lakilester faster than the ideal combination of spin dashing and jumping? This site could be very helpful in planning. It has info on just about everything in the game. Paticularly useful is it tells you how many star points you get from each enemy and boss depending on your level, so knowing the enemies we have to face, we can calculate exactly when will get level ups and know when and how to get Mario's hp back down to 1 for Mega Rush (or 5 for Power Rush). Also, check out this video of someone getting Power Bounce without getting Bombette first. This could save a lot of time. It also makes you wonder if you can do this with other walls, maybe it needs testing... EDIT: If someone can provide a savestate of after you have Sushi, I can do testing on Tidal Wave.
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
You probably know about about this game then me TGPrimus. I considered Sushi but didnt think it was feasible because the fp was so high. What is the max damage you can get with a perfect Tidal Wave? If this is enough to take out a boss (coupled with an attack from Mario) then this might be a good idea. I'm assuming that the planning should be done mostly for the boss fights since almost every random battle can be avoided. I agree that some badges wouldnt be worth the time it takes to get them, I was just throwing out ideas. I definately think Mega Rush would be more beneficial over Power Rush though. 2 more damage per turn would definately add up, and getting Mario to 1 hp wont be that hard, especially if you choose when to do defensive action commands. Once he's at 1 hp, he will stay there for at least an entire chapter, until he levels up. For the Sushi strategy, what would you do before that? Sushi is gotten relatively late in the game (2nd to last partner). I think we might as well work on planning this run now, even if no one has stepped up to say they'll do it. That way the planning will be ready for them. I am considering working on this run (hopefully with someone else) after my SMW Small Only. As far as planning, we should start by listing out every mandatory battle in the game so we can find the best methods for winning those battles individually and as a whole. (Let's say a mandatory battle is any battle that must be entered, even if a Fright Jar will work on it.) We can also figure out when it would be worth it to go out of your way for a badge, and whether more attention should be paid to bp or fp. The one definite thing as I see it is that we will never upgrade hp and either use a danger Mario or peril Mario strategy most of the time for lots of attack power. Also, speedy spin is probably necessary. EDIT: This SDA topic might be helpful.
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
I think a good general strategy for this game would be to go all-out offensive and manipulate Close Call, Lucky Day, and/or Pretty Lucky to never take damage. Then you could concentrate all on attack and never have to worry about defense. The best way to do this (assuming enemy misses can safely be manipulated in almost every situation) would be to have Mario in peril (1 hp) the whole game and reap the benfits of the Mega Rush badge, which increases Mario's attack by 4 for only one badge point. The bagde isnt found until Tubba Blubba's castle, but before then a different strategy could be used. The following badges are badges that would help with this strategy by boosting offense and luck of enemies missing whenever possible: All or Nothing (4 bp) - Bought at Rowf's Badge Shop after Chapter 4 (100 Coins) - Mario's attack power will go up by 1 if he successfully uses the action command. If not, his attack power goes down to 0. Close Call (1 bp) - Goomba Road - When HP is 5 or lower, enemy attacks fail 1/4 of the time - this should be able to be manipulated to never take damage during the run Lucky Day (7 bp!) - Received from Goompapa after the letter trading sequence - causes some attacks to miss regarless of HP - would make Close Call manipulating easier maybe? Mega Rush (1 bp) - Tubba Blubba's Castle - When Mario's HP drops really low and he's in "peril", his attack power goes up by 4 Power Bounce (2 bp) - Koopa Bros. Fortress - For 3 FP, Mario can bounce on an enemy continuously until you miss an action command - this would be great for boss battles early on before you had a lot of power, bosses could be defeated in one turn with tools P-Up, D-Down (2 bp) - Crystal Palace - Your attack power goes up by 1, but your defense power goes down by 1 - a nice alternative to Power Plus, since defense doesnt matter anyway Power Plus (6 bp) - Shy Guy's Toybox; Traded by Merlow for 25 Star Pieces - power goes up by one (2 if you wear both) Pretty Lucky (3 bp) - Traded from Merlow for 5 Star Pieces - alternative to Lucky Day Speedy Spin (1 bp) - Bought from Rowf's Badge Shop after Chapter 1 (50 Coins) - spin dash goes futher and faster - this is a must Spike Shield (2 bp) - Dry Dry Ruins - Allows Mario to safely jump on spikey enemies without getting hurt None of theses badges except Power Bounce require FP, so most of the upgrading could be used for Badge Points. Health should never need to be upgraded. One thing to consider: Mario's base power with the Ultra Boots is 4 when you first hit the enemy (an action command hits twice and makes it 8). The badges above increase this Power by another 8 (AoN 1, MR 4, P-up 1, PPx2, 2). So now Mario's base jump damage is 12 (24 with action command). If you use a Super Jump Charge (4 fp, 2 badge points, Bought from Rowf's Badge Shop after Chapter 5 (100 Coins)), your jump power goes up by another 3, making it 15. If you then use a Power Bounce, Mario's attack will be 15+14+13+12+11+10+9+8+7+6+5+4+3+2+1+1+1+1.... which gives 124 damage! This is the most exaggerated case, and you probably wouldnt have Super Jump Charge, but this just goes to show how you could easily defeat any boss in the game in one turn. With the boss aspect taken care of, we now have to consider enemy battles. The vast majority of random enemy battles can (and should) be avoided. This means a minimal amount of level ups, but level ups are not really needed. The only thing they're needed for is bp, since hp will always be low and fp will only be needed for Power Bounce in the boss fights. The badges listed above dont really require much bp at all: Lucky Day and Pretty Lucky are probably not necessary at all, and the Power Bounce badge need only be equipped for boss battles. If Mario is at a low level when he reaches a boss, bosses will give him tons of star points, enough for one or two level ups each, which would be more than enough for the suggested badge combination, especially because many of these badges arent available right away so there'd be time to level up from bosses before reaching these badges. If there are some unavoidable battles that arent "boss battles," you could just use a Fright Jar (which gives no star points but oh well) on them (only 5 coins at Shroom Grocery). Fright Jar isnt guaranteed to scare away all enemies, but this could probably be manipulated to work. If you absolutely have to fight an enemy and a Fright Jar wont work (very unlikely), itd be very easy to kill them without using fp or even letting them have a turn in most cases. Baisc strategy: if there are 2 enemeis, Mario attacks one, partner attacks the other, done. If there are 3 or more enemies: Mario attacks 1, partner attacks one, remaining 2 enemies attack and miss, Mario and partner take turn 2 and finish battle. Better strategy: if there are 3+ enemies, kill them all in one turn by option A: sacrificing some fp and using a move such as Sushi's Tidal Wave, any of Koopers' attacks, Quake Hammer, Multibounce, etc. Or, since we wont have much fp, the better option B would be to stock up on Mystery bags in Boo's Mansion (only 1 coin each). Then manipulate these mystery bags to be a Thunder Rage every time, which does 5 damage to all enemies. If the enemies have more than 5 hp, you could use double or triple dip to do 2 or 3 Thunder Rages, do a parter ability that attacks many enemies, or use Star Storm. But there wont be many required non-boss battles that a Fright Jar wont work on. So the way I see it, do a damageless run using maxed out power. Avoid all possible battles since they cost time and you dont need to level up much. Use maxed out Power Bounce for boss battles, and use the level ups you get from them to supply bp, never needing to increase hp of fp. I think this would be the best overall strategy. Thoughts on this? Is anyone thinking of doing this run? I could help make it or just contribute strategies or whatever is needed (I dont think I could or would want to do the whole thing by myself). This would be a very awesome game to TAS and I'd love to see a run of it. :)
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
SpiDeY wrote:
DK64_MASTER wrote:
Yeah, SMW world small, max% (all possible exits) run. I won't spoil it for you. Prepared to be rocked.
mmm ok i'm looking forward to it are there any public WIPs?
I dont want to release public WIPs because that would spoil the run for when it comes out. To whet your appetite for the rest of this run and give you a taste of what it will be like, however, here is a short teaser showing just Castle #2 done small. SMW Small Only - Castle #2 - by thegreginator and skamastaG There's plenty more where that came from. ;) And yes the rerecord count is fake.
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
Mrz, doing a small-only minimalist run would be very pointless. SkamastaG and I are already working on a full (86-exit) small run, and a minimalist version of this run would be very repetitive. It would look the exact same as our run, and would even take the exact same route and use the exact same strategies. I would not submit this run and just wait for skamastaG and I to finish our run, which will show everything that would occur in a small minimalist run plus more.
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
Mario Party!
1 2 3 4 5
10 11