Former player
Joined: 7/21/2006
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z0MG wrote:
isn't there two BLJ's that can be improved? the one into BitDW and the one into PSS. that's 4-5 seconds.
Exactly.
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I was messing around on this game on Wii's virtual console the other day. I was doing a BLJ up the 70-star door endless staircase and I ended up inside (I kinda dropped down - behind?) Wet Dry World. I was in the middle of the staircase and I appeared to go through it. More specifically - I started a BLJ on the stairs, got going quite fast, and about halfway up the stairs I just went straight through them (I cannot remember if I was hugging a wall or not). It may be worth trying to recreate this on the "50 star door stairs" to maneuver around the lobby area there for the 120-star run. Also, because I did this on virtual console may mean it can't be done on a 64 emulator, but from my experience the games appear to run exactly the same.
Mitjitsu
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Thats a pretty ancient glitch, I think SL did some testing on the 50 star door stairs to see if there of use for THI or SmL. I can't remember what the outcome was.
Chamale
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Joined: 10/20/2006
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Of course, what would be really useful would be if there were a way into wet-dry world from the lobby. Then you could get a star or die, and you'd be at the 50-star door.
Joined: 7/26/2006
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Chamale wrote:
Of course, what would be really useful would be if there were a way into wet-dry world from the lobby. Then you could get a star or die, and you'd be at the 50-star door.
the way into wet-dry world from the lobby is called the spiral staircase... Speaking of which, is it possible to BLJ in there to skip opening the wooden door? I know it's already very tightly optimized in there to open the door as quickly as possible but none of the tasers ever mentioned that a BLJ attempt was made, I think.
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No, I meant without having that key. The BLJ suggestion is interesting, and it might be faster if you can keep your speed through the door.
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bkDJ wrote:
Speaking of which, is it possible to BLJ in there to skip opening the wooden door? I know it's already very tightly optimized in there to open the door as quickly as possible but none of the tasers ever mentioned that a BLJ attempt was made, I think.
It would be too slow; in the time it takes for Mario to actually get into a good position for BLJing, do the first BLJ, then do more BLJs to grab on, and then run backwards all the way up the staircase, he'd already be at the door with the other method. That is, if the BLJ works at all on those stairs.
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AKA wrote:
I think SL did some testing on the 50 star door stairs to see if there of use for THI or SmL.
This was my main thought. Also there are stairs in front of both THI and SmL. Is it possible to do a BLJ similar to the one done after BitDW in the 0 star TAS off of either of these? I suppose I should get Mupen running on my computer this summer (in 2 days XD) if I keep coming up with schemes like these.
Joined: 8/30/2007
Posts: 37
This topic needs to be reactivated, dag nabbit. Notice the triple jump up the TTM slope: http://www.youtube.com/watch?v=OFb2GPDJB4Q Much faster than the backwards jump kick thing TAS players have been using. Myles
Joined: 5/9/2007
Posts: 93
Location: The Netherlands
I have a question for you guys. I'm trying the Lobby BLJ into BitDW (the 'easy' one, not the TAS one), but I'm kind of clueless on how to manouver the BLJ (granted I don't always know if I have enough speed). I've seen Drybes pausing the game and in that way manipulating the course of the BLJ and with testing I think I know how it works for a bit (holding the direction in a mirror-kind of way). Yeah, need some help here. x_X
Joined: 7/26/2006
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Thomaz wrote:
Yeah, need some help here. x_X
Try downloading the .m64 from a previous submission that doesn't use "the TAS way" and look at the inputs in frame advance.
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ShadowOfMyles wrote:
This topic needs to be reactivated, dag nabbit. Notice the triple jump up the TTM slope: http://www.youtube.com/watch?v=OFb2GPDJB4Q Much faster than the backwards jump kick thing TAS players have been using. Myles
Actually in the CCCless TAS Mario jump-dives up the side of that slope, which is a bit faster. =P Agree with you 100% that this topic could be a little more lively though.
Joined: 7/26/2006
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mr_roberts_z wrote:
this topic could be a little more lively though.
What is the 120star progress?
Joined: 8/30/2007
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mr_roberts_z wrote:
ShadowOfMyles wrote:
This topic needs to be reactivated, dag nabbit. Notice the triple jump up the TTM slope: http://www.youtube.com/watch?v=OFb2GPDJB4Q Much faster than the backwards jump kick thing TAS players have been using. Myles
Actually in the CCCless TAS Mario jump-dives up the side of that slope, which is a bit faster. =P Agree with you 100% that this topic could be a little more lively though.
Ah, well good thinking then. I guess the video I posted was just a random attempt to revive this topic lol. Myles
Player (98)
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New Trick in Bowser in the Sky. Might save time, might not. http://youtube.com/watch?v=CLMrSWULlWE
Joined: 2/1/2008
Posts: 347
Wow... definitly looks promising. Obviously lining up that triple jump could be done much better, but it sure seems that Mario travels much less distance that way. Now to wait for the SM64 masters to test this out... Yay for a possible improvement after the last few months of inactivity!
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Nice trick, but visualising it optimised in my head, I don't think it'll be faster than the current strategy.
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the last few months of inactivity!
6:39 was published 49 days ago.
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Swordless Link wrote:
Nice trick, but visualising it optimised in my head, I don't think it'll be faster than the current strategy.
It may seem faster in theory, but keep in mind: -You have to wall kick and grab onto the same ledge, which is kinda slow -The elevator positions are really bad when you arrive Now, with the areas that it skips, and if done optimally, and if the elevator positions are better, it might save some time.
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I tested it and it's slightly slower.
Post subject: Here's the TAS
Joined: 1/5/2008
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http://uk.youtube.com/watch?v=4Ka2jCOdebw Player: mr_roberts_z Re-record count: 41305
Joined: 5/21/2008
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Location: Cincinnati, OH
I thought I'd go ahead and enumerate the stars that had to be skipped in this run (75 were collected at the end so 45 were left out): Special (8) - The Secret Aquarium, Wing Mario over the Rainbow, and the Bowser and Cap levels, because all of them are 8-coin stars Each of the 15 courses has an 8-red-coin star and a special 100-coin star (obviously those 30 were verboten) and the others skipped were... Course 1, Bob-omb Battlefield (1) - Mario Wings to the Sky, because it cannot be done without the Wing Cap (though I guess if you try real hard you can do it without a cannon and trigger the five targets without getting a coin as in Pyramid Puzzle over in Course 8, Shifting Sand Land...) Course 4, Cool Cool Mountain (3) - Slip Slidin' Away, Big Penguin Race, and Snowman's Lost His Head, probably because there's no way to avoid running into coins somewhere along the way (EDIT: Snowman requires the other two but by itself is a CCC star) Course 5, Big Boo's Haunt (1) - Eye to Eye in the Secret Room, because that requires the Vanish Cap Course 9, Dire Dire Docks (1) - Collect the Caps, because it requires the Vanish Cap (and probably the Metal Cap depending on how fast you can swim tool-assisted) Course 10, Snowman's Land (1) - Into the Igloo, because you can't avoid coins on the way (EDIT: because you need the Vanish Cap) I also thought I'd make a concise table summarizing the results. The 0 row is the row of special stars, arranged in roughly the order of appearance, the 7 row is the row of 100-coin stars, and the other rows are for the corresponding stars in each of the 15 courses; a point is used for a collected star, an R is used for 8-red-coin stars, a Y (for yellow, the normal color of coins) is used for all other coin run-ins, and a C is used for unavoidable uses of caps:
0123456789ABCDEF
0..RRRR.R.R..R.R
1...Y...........
2.....R.........
3...Y..R.R..R..R
4RRRRR..........
5C..Y...R.RR.R..
6....C...CC...R.
7YYYYYYYYYYYYYYY
Also the column headings are in hex because I'm 1EE7 like that. IMO, the use of glitches to avoid most uses of the cannon, by itself, made this a good TAS.
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Cool table.
Snowman's Lost His Head, probably because there's no way to avoid running into coins somewhere along the way
The star itself is an ordinary CCCless one; the problem is that to get the head to appear, you need to have gotten the other two slide stars in the level, which aren't coinless.
Course 10, Snowman's Land (1) - Into the Igloo, because you can't avoid coins on the way
The coins are no problem; the thing is that it needs the Vanish cap.
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bkDJ wrote:
mr_roberts_z wrote:
this topic could be a little more lively though.
What is the 120star progress?
Don't tease us. :( Are you still redoing your run to include the improvements of the current 0-star run or have you even progressed yet?
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I believe this disprooves that forward speed has a limit on it. http://youtube.com/watch?v=mLeh51uwbq8