Former player
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Nice! I especially liked the Rainbow Road one. Edit in response to Kyman, below: D'oh! You're right. I guess I call it Rainbow Road because I hated Rainbow Ride when I played Mario 64 (crappy music, annoying level design) and so never bothered to pay much attention to its name, whereas Rainbow Road was quite awesome in SMK.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Editor, Active player (429)
Joined: 9/29/2008
Posts: 706
Location: Canada
Why does everyone always call it rainbow road? It's rainbow ride. Rainbow road is from the mario kart series :P
Joined: 4/18/2006
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Kyman wrote:
Why does everyone always call it rainbow road? It's rainbow ride. Rainbow road is from the mario kart series :P
Maybe people wouldn't call it Rainbow Road so much if the level didn't have a road made of rainbows in it.
"I think we can put our differences behind us... for science, you monster."
Player (58)
Joined: 7/7/2008
Posts: 872
Location: Utah
The way I see it, Rainbow Road is a road that you "drive" on, such as Mario Kart. Rainbow ride, on the other hand, has rainbows that you "ride" on. There's a huge difference between the two.
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Last time I checked they were floating carpets..
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Sure Nintendo has a rainbow fetish of some sort. However, amazing stuff, Johannes, like always =]
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The Rainbow Ride on is my favourite freerun. The Kyman's strat is amazing and the wall kick trick is wonderful.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
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Could that blj into and out of water trick be of any use in a 120 star run?
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Mitjitsu wrote:
Could that blj into and out of water trick be of any use in a 120 star run?
I would guess so, namely for the 4 chests star as seen in the video.
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Can you keep the momentum through doors, cutscenes etc, or only in the water?
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I'm running out of words. Is "awesome" enough? I don't think so.
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Player (58)
Joined: 7/7/2008
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Location: Utah
Did you plan all this out, or did you just went with the flow?
Former player
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[URL=http://www.youtube.com/watch?v=ay8WOvumrlE&feature=channel_page]Yet another[/URL] No luck trying to think of uses for this. But there probably are.
Player (208)
Joined: 7/7/2006
Posts: 798
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I'm just going to throw out some ideas. Out of curiosity, can you transfer this momentum outside of the castle? Possibly by saving and quitting or something similar? I assume it was already confirmed that the momentum can't be regained after grabbing a star. Perhaps BLJ into a chuckya and preserve momentum after being thrown (probably not useful.) Maybe BLJ into a painting of a world we normally can't get good speed in and be able to preserve it. Hyperspeed in BoB exit, out into WF, preserve momentum into WF stage? Through keydoors?
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I can confirm you can't keep momentum through paintings or bowser course entries. EDIT: Key doors don't work either
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does it work on key doors after you've unlocked them? or death?, for example, if you die with enough speed.
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Joined: 3/11/2008
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keydoors = don't matter, opening door required to change floor anyway
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I found that you can c up into the lakitu cutscene at the start of the game and do a jump dive and land on the roof. I'll upload in a bit. It doesn't work if you don't c up off of a hill and go forwards into it. EDIT: http://www.youtube.com/watch?v=67OcmwV4ML0
Former player
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SilentSlayers, JohannesSM64, JumpDiveSlope - BLJing YouTube: Best quality (HD) If you have a poor video card or slow connection (HQ) This game just doesn't get boring.
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.....that was awesome.
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Johannes wrote:
This game just doesn't get boring.
This. Super Mario 64 never stops to amaze me. Awesome work, SilentSlayers, JohannesSM64, JumpDiveSlope.
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Joined: 3/11/2008
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Location: USA
What has been said before-particularly, the reverse shellride was stylish above. Nice editing, too. In total: Tool-assisted superplay Mario.