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Post subject: a commentary
LSK
Joined: 4/17/2006
Posts: 159
In some spare time, I recorded a commentary. Unfortunately, it ended up segmented, so you'll need to synch up your AVI every 30 minutes or so. Also, I really don't like what happened in the second half, so it's half a commentary. (You'll need to sign up for a YouSendIt account...) http://www.yousendit.com/transfer.php?action=batch_status&batch_id=T2dlakl1K3hGOFEwTVE9PQ
ITK
Joined: 7/15/2007
Posts: 3
Location: Japan
http://youtube.com/watch?v=4uFosTEcTq4 Sorry to no explanation. I think this glitch usage Low LV run. Japanese この裏技はごくまれにでき、ケンゾールイベントを無視できます。 また、この裏技を使うとメニュー欄に「スターピース」の項目が現れなくなります しかし、2個目を取ると、一個目も取ったことになるのでストーリーに影響はありません ちなみに動画は私のものですが発見者は私ではありません
Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
That's a pretty great skip! Too bad it requires replanning with the leveling.
Joined: 2/14/2007
Posts: 127
Awesome! Does the game still work later, since Mario never actually collects the first star?
ITK
Joined: 7/15/2007
Posts: 3
Location: Japan
Yes, please go to second star. Star piece first can also take it.
Chamale
He/Him
Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
Is it needed to move so slowly, or can you move faster?
Joined: 10/26/2007
Posts: 35
Chamale wrote:
Is it needed to move so slowly, or can you move faster?
I just tested it out and it is possible without doing all the waiting the guy does in the youtube vid. http://www.fileden.com/files/2007/8/29/1392707/super%20mario%20rpg%20mack%20skip.smv Note: Frame advance wasn't working for me for some reason. Even when I hold the button down, it only advances 1 frame, unlike fceu's frame advance. So this was made just with slowdown and savestates.
<i>If the day before the day before yesterday is three days after Saturday, what day is today?</i>
Post subject: Re: New glitch
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
ITK wrote:
この裏技はごくまれにでき、ケンゾールイベントを無視できます。 また、この裏技を使うとメニュー欄に「スターピース」の項目が現れなくなります しかし、2個目を取ると、一個目も取ったことになるのでストーリーに影響はありません ちなみに動画は私のものですが発見者は私ではありません
Translated for convenience: This underhanded trick is an extremely rare one, allowing the Mack battle to be skipped outright. Also, when using this trick, the "Star Pieces" menu will not show the first piece having been collected. However, upon collecting the second star piece, the first one will also be acquired, resulting in no impact on the storyline. By the way, this is [ITK's] movie, though [he] was not the one who discovered this glitch.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Post subject: truck TAS (fast?)
ITK
Joined: 7/15/2007
Posts: 3
Location: Japan
Thanks to translate. And Kingcobra's smv very nice! I discover it. http://www.youtube.com/watch?v=rdv7Pmrh19s This made 0xwas.
Joined: 3/16/2006
Posts: 289
Does he have to break on those turns like that?
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
Joined: 6/8/2005
Posts: 236
Location: Madison, Wisconsin
I like these findings. They are impressive, and I wouldn't mind seeing how they would affect the current leveling strategy (and game time.) Unfortunately, I can't seem to find the appropriate SNES9X version to watch the run currently on the site..
Joined: 6/2/2007
Posts: 55
I'm not too sure how useful this is (I watched the published SMRPG run a long time ago, at a time when I wasn't playing the game), but on nicovideo.jp (big Japanese-language video site), someone shows how each boss can be annihilated with the ultra-jump, in a TAS video. He also shows how one can do what would be 5 digits of damage on weak enemies using the same attack (comes out as like I500 damage. *not* 1500. The "I" equals some integer, I forget...18?) while it's not important to do 18,000+ damage, has it been noted to use ultrajump when necessary, even on 1 enemy? while it uses more FP, it cuts down on number of jumps/uses (however, recently I have noticed that the ultrajump's bounces go way higher, so each consecutive hit takes a bit longer. not sure how that balances out overall) Also, again, not sure if this is useful, but it was useful to me, who still hasn't gotten 100 jumps on SNES/SFC (92 ;_;): Mario will spin during a Super Jump if he is wearing the Jump Shoes and landing on an enemy that is normally immune to Jump attacks. For example, when ordinarily jumping on a Spikey, Mario will face forward, and the damage will be 0. With the Jump Shoes on, Mario will spin on the way down (every time) and will actually do damage. I feel that the spins make it harder to focus on timing the jumps. Also, the Scarecrow model will not spin, so if you want to time numerous jumps with the shoes (on a "jump-immune" enemy), the S'crow form is the way to go. I guess they never drew multiple angles of the Scarecrow. Just some (perhaps-) useless info on Jumping.
Joined: 2/14/2007
Posts: 127
The spinning thing is a detail they added to coincide with Super Mario World -- there, spin-jumps would allow you jump on and damage enemies that you couldn't with a normal jump. With the jump shoes on, Mario spins during all 3 of his jump specials. Note that Super Jumps done while the Jump Shoes are equipped will not count towards getting the Attack Scarf/Super Suit in Monstro Town (marshmallow found this out midway through his unassisted console speedrun). The thing with using a single, massive Super Jump is that the animation takes a long time. Every 8 bounces increases the base damage (0 bounces) by 100% -- in the same time, even considering the enemy attacking, you could get off several regular attacks that would probably end up doing more damage.
Joined: 6/2/2007
Posts: 55
Floogal wrote:
The spinning thing is a detail they added to coincide with Super Mario World -- there, spin-jumps would allow you jump on and damage enemies that you couldn't with a normal jump. With the jump shoes on, Mario spins during all 3 of his jump specials. Note that Super Jumps done while the Jump Shoes are equipped will not count towards getting the Attack Scarf/Super Suit in Monstro Town (marshmallow found this out midway through his unassisted console speedrun). The thing with using a single, massive Super Jump is that the animation takes a long time. Every 8 bounces increases the base damage (0 bounces) by 100% -- in the same time, even considering the enemy attacking, you could get off several regular attacks that would probably end up doing more damage.
Ahh, I never thought about the SMW connection. Interesting. Also, glad to know they won't count towards the record. Not that I'm trying it that way. Also, when all bosses/minibosses are conquered (only Smithy and machine-made left), what enemy is the best to Super Jump on? I love doing it on the Monster-in-a-Box types, but I'm all out of those attempts.
Joined: 6/2/2007
Posts: 55
Also, the way Spezzafer's run currently stands, the Mack battle (from the first dialog to talking with the Chancellor) is something like 3 minutes 24 seconds. A run with skipping Mack would be very interesting, and you might be able to simply make up for his Exp. by fighting more monsters in Mushroom/Bandit's way - if one were to use Jump, it might make Croco a bit faster (the Hammer Bros. are already fast enough without a lot of effort. Someone calculated it, right? - 12 earlier Jumps just to defeat them in one hit each?). Also, if someone could get EXACTLY the same Exp. from other enemies as they would from Mack, they wouldn't have to redo the rest of the run...but hey, this run's a bit old now, isn't it? ;)
Experienced player (873)
Joined: 4/11/2008
Posts: 157
Location: Anime land
http://dehacked.2y.net/microstorage.php/info/958341661/0xwas-supermariorpg.smv My run is 3 mitutes and 59 seconds faster than previous run. But I made some mistakes. So I'm making it again. I want to save +10 seconds. Here is WIP. http://dehacked.2y.net/microstorage.php/info/1991037241/mariorpg%20tas.smv (Emulator:snes9x v1.43+ v12 beta8) Sorry,I can't read and write English well.so I might not be able to answer to a question.
Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
... WOW! Can't wait to see the final run! By the way, what is your language? (The language you speak everyday)
Former player
Joined: 10/19/2004
Posts: 142
I really should have posted this years ago, but I have a short WIP that I abandoned some time ago that is 5 seconds faster up to the entrance of MK castle during Mack. It doesn't have the Mack skip though. http://dehacked.2y.net/microstorage.php/info/1689367062/smrpg.smv The main differences are: 1. The first battle: move the cursor to a different Terrapin and you can kill them all without getting hit once. 2. MK Castle: don't bother getting the frog coin. I didn't get it because in this WIP I wasn't planning on getting the Exp.Booster, and the Crystalline and Power Blast can be bought using the frog coins found at Midas River without losing time. It might be a better idea to get the frog coins needed though, because closing the Exp gap with the Lucky Jewel/Lucky Hammer (with the "find yoshi" crap at the end of a lot of battles) might end up taking more time than needed. Or, it might be faster to not get it because being 2 or 3 levels lower might not cost so much time in the long run seeing as how once you get the Rock Candy its one of the most often used items thereon (first place it's used is Knife Guy Grate Guy battle). 3. Entering MK after Bandit's Way by moving to MK, then moving back to Mushroom Way, then back to MK then entering the level. This puts Mario at the western entrance closer to the entrance of the castle. There might be a few more time savers in there but that's all I know of.
Experienced player (822)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Welcome back, spezzafer, after a long 11 month hiatus! How've you been?
Living Well Is The Best Revenge My Personal Page
Experienced player (873)
Joined: 4/11/2008
Posts: 157
Location: Anime land
>Halamantariel I speak Japanese. >spezzafer Great WIP! Your smv is very useful and nice. By the way, I don't know about Terrapin. So I have to re-doing. But It is possible to do still fast in Midas River. When you take only 60 coins,The below message and sound isn't appear. "I'll hold your 10 extra coin(s)." This trick can fast about 70 flames. And Not (just)guarding the enemy attack,you can save a few flames. But this trick not always work. edit http://dehacked.2y.net/microstorage.php/info/1261167372/mariorpg%20tas.smv Almost 2 seconds saved. edit http://dehacked.2y.net/microstorage.php/info/796325054/mariorpg%20tas.smv 5 seconds faster than my previous run. edit http://dehacked.2y.net/microstorage.php/info/631021690/mariorpg%20tas.smv 8.12 seconds fast.
Joined: 7/28/2005
Posts: 339
Hi, 0xwas, I've seen your YouTube channel. It's so great! I've subscribed. :) Best of luck with your TAS.
Former player
Joined: 10/19/2004
Posts: 142
When you enter the World Map at around frame 55558, navigate to Mushroom Kingdom from Bandit's way. Then, navigate backwards to Mushroom Way, then navigate back to Mushroom Kingdom. You'll arrive at the western entrance to Mushroom Kingdom where the path to the castle is shorter. This saves 42 frames.
Experienced player (873)
Joined: 4/11/2008
Posts: 157
Location: Anime land
>spezzfer Oh,I forgot using it. I'll use next run. http://dehacked.2y.net/microstorage.php/info/1284241448/mariorpg%20tas.smv Finally this run is "613 Flames" faster than my previous run.
Joined: 5/9/2005
Posts: 748
was0x wrote:
Finally this run is "613 Flames" faster than my previous run.
Sounds like you obsoleted the Super Metroid Topic.
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
very nice movie so far, was0x. I am pretty sure it was mentioned somewhere on this thread that it was actually faster to fight booster than to avoid him in the curtain game. Keep up the great work.
They're off to find the hero of the day...
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