Joined: 7/26/2006
Posts: 1215
you people are weird. of course the wing cap can run out in the air. the level music resumes and you fall down as if from a jump
Joined: 4/16/2005
Posts: 251
DK64_MASTER wrote:
nitsuja wrote:
That sounds like what happened when I first pressed "B" in Super Mario Bros. "Oh well, that button doesn't do anything..."
I think it's one of the games unmentionable tricks, that they assume people will find. I find it analogous to holding down the b-button while having a cape in SMW.
I am pretty sure running with B was mentioned in the manual. It was depicted as a running mario, somewhere in the section where they also explained stomping on turtles and kicking their shell...
xou
Joined: 4/26/2004
Posts: 118
Location: france
hello world !
Joined: 11/15/2004
Posts: 804
Location: Canada
FODA wrote:
btw, hopper, i'm 26. Pressing "A" while with the wing cap doesn't do something visually obvious at first sight. So, if i press a button and it doesn't have any instantaneous effect, i assume it does nothing, unless i'm told otherwise. like i said, i've read all the signs in the game, and i don't recall anything about this...
I remember reading that you were new to the game when you started speed running it. I bought an N64 and SM64 the day it came out, invited a friend over, and we played for hours after school every day. I didn't even have internet access back then, so the only way to learn things was to try EVERYTHING. The cape in Super Mario World allows you to slow your descent when you press A, which is probably why it didn't come as much of a surprise when it worked in SM64. I remember discovering it by accident during the course of play and just thinking, "Neat. That's helpful." After all, those wings on his head ought to do something when he's not flying. I'm not surprised that you didn't discover it, though, since you're speed running. It only takes a second to realize that you're not falling at the normal speed, but you definitely wouldn't notice while playing with frame advance or extreme slowdown.
bkDJ wrote:
you people are weird. of course the wing cap can run out in the air. the level music resumes and you fall down as if from a jump
Yup, the cap disappears, you lose forward momentum, and you fall from the sky. You still have control, though, so you can ground pound before you hit the ground. Used to happen to me when I was trying to get all of the coins in Bob-Omb Battlefield after launching out of the cannon on the floating island. That, or trying to get the red coins in the Wing Cap Switch Palace after landing. You can take off from the ground and still get the final two red coins if you miss them.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
nesrocks
He/Him
Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I never said i'm new to the game. Filimonas said, i believe. I had acquired 120 stars quite a few times before tasing it.
Experienced player (612)
Joined: 4/24/2005
Posts: 612
I've always wondered (this regards mostly to the 16 star run) that if you could back long jump on the outside of the castle and gain enough velocity to run like hell into the door submerged by water and gain access to the downstairs of the castle much earlier? Or would you be stopped by the water instantly when you touch it (even at a high velocity)?
nesrocks
He/Him
Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
that door is a loading point, can't do that.
Joined: 4/3/2006
Posts: 269
FODA wrote:
Here is some having fun with flying upside-down: http://www.youtube.com/watch?v=YSzBTAfwup4
I didn't know that you can flyer upside-down. Nice demo! How did you get Mario to fly like that? Any chance that you can provide a m64 file for the flying upside-down demo? I am enjoying all of the M64 WIPs so far. Thanks FODA!
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
Yeah, you'd just get stuck in a BRoD. Anyway you try to get into the castle from the outside (unless, of course, you use the door), you'll end up in a BRoD.
Joined: 11/15/2004
Posts: 804
Location: Canada
VANDAL wrote:
I've always wondered (this regards mostly to the 16 star run) that if you could back long jump on the outside of the castle and gain enough velocity to run like hell into the door submerged by water and gain access to the downstairs of the castle much earlier? Or would you be stopped by the water instantly when you touch it (even at a high velocity)?
FODA wrote:
that door is a loading point, can't do that.
A loading point to get into the basement? In theory you could get into the basement without beating Bowser 1. You would still have to get 15 stars to make MIPS appear, but if there are 15 stars in the basement that are faster than collecting 8+ stars on the main level and beating Bowser 1, it might save some time on the 16 star run. That's assuming that there was a way to aim yourself at the door in the moat.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
nesrocks
He/Him
Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
it still is a loading point, so there's nothing behind it unless you open it.
Joined: 11/15/2004
Posts: 804
Location: Canada
Oh, you're saying that the loading point doesn't activate unless the door opens. Mario can't simply touch the loading point on the other side.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Joined: 3/4/2005
Posts: 28
There's no loading point behind the door. Opening the door IS the loading point. You can get stuck using MIPS to glitch through the door then open it from the other side, quite funny actually ^^
Joined: 5/13/2006
Posts: 283
You can also see an example of that by flying into the big tower of the castle and ending up behind the front door...
<Zurreco> if so called professional players cant adapt to every playing field, theyre obviously not that great
Experienced player (612)
Joined: 4/24/2005
Posts: 612
Well, what I really meant was being able to open the door, like normal, but the water is what stops you from opening the door. I thought maybe if you back long jumped and gained enough velocity that the water would not stop you like it normally does. I've seen that video of all the glitchy stuff, pretty cool.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
kwinse wrote:
You can also see an example of that by flying into the big tower of the castle and ending up behind the front door...
But you can open the door! What if you can get behind the water? And then open the door?
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Joined: 11/15/2004
Posts: 804
Location: Canada
kwinse wrote:
You can also see an example of that by flying into the big tower of the castle and ending up behind the front door...
Yes, I've done that. It's obvious that there is an area behind the door that isn't the loading point, but I didn't know that Mario couldn't activate the loading point by passing through the door. I guess the animation where Mario takes the handle and opens the door is what causes the next level to load, rather than being physically inside the door. That makes sense.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
nesrocks
He/Him
Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
if you open the door from the wrong side you'll end up on the wrong side after it loads, so it's useless.
Joined: 2/16/2005
Posts: 462
The water extends horizontally in all directions for quite a while. If you get the camera embedded in a wall or the ground you can see the water beneath both. I remember seeing a map once of someone who mapped out that level beyond the normal boundaries. The water was a big square some three times the width of the level and interestingly enough the skybox was octagonal.
This signature is much better than its previous version.
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
If anyone's interested, here's the Lobby Glitch. As I mentioned in the vid, I said it may have been possible to BLJ on the invisible wall... We're still developing this, but it looks like it may be possible to BLJ straight to the Bowser 1 loading point...
Joined: 2/16/2005
Posts: 462
Hey nice glitches. I'm not sure the BLJ is possible there since you need a slope, stairs, or a moving platform to do that. But then I think you found that weird BLJ on the bridge in CCM so what do I know. The various camera glitches don't seem usable for speedrunning but are fun none the less. Getting to bowser 1 early would allow for being able to choose stars from the basement for a 16 star run (but it will still be a 16 star run). Im still hoping for a one star run someday :)
This signature is much better than its previous version.
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
FODA wrote:
if you open the door from the wrong side you'll end up on the wrong side after it loads, so it's useless.
Not unless you jump out from back there. For the one where you go behind the front door, when you go through the door to the unloaded part of the castle, you can jump out of there into the loaded area.
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
asteron wrote:
Hey nice glitches. I'm not sure the BLJ is possible there since you need a slope, stairs, or a moving platform to do that. But then I think you found that weird BLJ on the bridge in CCM so what do I know. The various camera glitches don't seem usable for speedrunning but are fun none the less. Getting to bowser 1 early would allow for being able to choose stars from the basement for a 16 star run (but it will still be a 16 star run).
Yep, that's what we're hoping for... The glitch would be revolutionary if it could get Mario into the basement with 0 stars... And nope, you don't need a slope to BLJ... You can use a slope, a wedge, an elevator, and some invisible walls (like the one in the pillar). So, if we can build up enough speed, we can get through the walls to the Bowser 1 loading point, and hit it under the trap door, Wiggler's Cave-style.
Joined: 2/16/2005
Posts: 462
Yeah that could be the right height to hit the trigger... Does mupen allow editting the memory while playing? This can be tested by editting the position data... I used to do that to warp past things in zelda3.
This signature is much better than its previous version.
nesrocks
He/Him
Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
It doesn't allow to change or view the memory. I'd pretty much like to get the speed address, which is available on-screen on the game's debug mode, so it exists. I'm not sure now how i tested that, it must have been a rom that was hacked to have debug mode always turned on. Btw, BLJ is about being able to longjump many times per second, so it applies to various situations, it would be bad to enumerate them all because you wouldn't have an open mind to new possibilities.