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Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
The cloud item gives you a Lakitu cloud. Unfortunately using it in the Bowser fight seriously fucks up the game. Bowser will just fly from left to right and never throw any mechakoopas, or the flames won't stop falling down from the sky, or whatever You can also screw up the other boss fights with those special items (for example look what happens if you use a Koopa in a fight against Morton or Roy ;)) And yes the no Yoshi sign simply meant that Yoshi can't walk through this pipe (because the level would have been too easy with him)
Joined: 5/4/2004
Posts: 90
Location: New Brunswick, Canada
Just finished watching the whole thing. Wow, what a crazy game ;)
Joined: 6/14/2004
Posts: 646
Has anyone compiled a list of info text for each level? I'd like to see that.
I like my "thank you"s in monetary form.
Former player
Joined: 3/8/2004
Posts: 1107
Has anyone compiled a list of info text for each level? I'd like to see that. If you open up the rom in Lunar Magic there's probably some way to see what all the info boxes say, though I don't know too much about Lunar Magic so maybe I'm wrong.
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
you can't open the SDW rom in Lunar Magic, it's somehow protected. Although maybe some of you computer experts can crack this protection...
caitsith2
He/Him
Player (46)
Joined: 3/26/2004
Posts: 194
I looked into the protection, and unfortunately, it is pretty difficult to crack. The locking is a one way process. Lunar magic adds in code, to decode the level/graphics data, that was encoded as part of the protection. Also, most attempts to crack lunar magic, to open the rom that has been protected, will only result in lunar magic refusing to run, although I have figured out how that protection works. The level protecting though, is something that is not so easily reversable. Even if the rom so as to at least be allowed to open in lunar magic, It will hit an error saying "This version of Lunar Magic does not support the map type that this ROM uses". Heck, won't even open an original rom, that has been expanded to the 48Mbit extended format.
Former player
Joined: 3/9/2004
Posts: 484
Location: ­­
http://board.acmlm.org/thread.php?id=9252 Though, SDWTLC doesn't work due to the 48Mb size. Also, one can view the text in the ROM using a text editor and most likely a table file.
Joined: 6/15/2004
Posts: 104
Location: Zürich / Switzerland
Hi, just nearly through the movie... My favourite world ever is this secret star world. Besides it being really odd (with those backward-walking enemies and such), the best thing is this part full of doors and pipes all with an arrow pointing to them. This was very, very funny. Great hack, great movie. Thanks! Philip
Former player
Joined: 10/19/2004
Posts: 142
http://spezzafer.home.att.net/asdfasd.txt The associated level is not specified, it isn't formatted properly and it doesn't have numbers. All I could get though.
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
To do the POW exit guarded by the brown blocks, youcan go faste r bybeing small Ma rio. FuSoYa thinks the POW exit is too hard, but ZeroGclaims that it'sdoable.
haha indeed that was very hard, I needed lots of tries, pressing right in the exact right moment when falling down, so Mario had enough forward speed afterwards.
caitsith2
He/Him
Player (46)
Joined: 3/26/2004
Posts: 194
What a message.
Alas, the messages
for   the  crystal
levels  don't showup!    
So,  umm...how   
exactly  are you  
reading this,then?
Joined: 5/4/2005
Posts: 40
Location: Sweden
OmnipotentEntity wrote:
Super Demo World : Super Mario World :: Super Mario Bros. 2j : Super Mario Bros. Probably a futile gesture, but does someone want to contact the author and Nintendo and see if they can't get together to make a little deal? I would very much like to play this on a console.
There are two options here. Either you use a flashcart (www.tototek.com) or you use a copier. Problem is most copiers only have 32mbit of memory and the game is 48mbit. In the case of tototek-flashcarts this is not an issue as they have 64mbit of memory. Also the Super Wildcard comes with 64mbit of memory and the GameDoctor can be upgraded to 128mbit(!). Well I've run the game on my GameDoctor and it works great which means it should probably work great on most other copiers and flash carts. For more info on copiers i recommend the cherryroms hardware forum.
Post subject: Super Demo World: The Legend Continues -|-
Joined: 5/4/2005
Posts: 40
Location: Sweden
Game: Super Demo World: The Legend Continues, aka Super Demo World 2 | More info Emulator: SNES9Xw-Improvement7 (wip1 off, allow l+r/u+d off, volume envelope on, fake mute off, sync sound cpu off) Movie file: gorling_stefan_fabian-sdwtlc.11exit-castle1.smv Players: Anders Görling (Gorling), Stefan Karlsson (not registered), Fabian Sjöblom (Fabian) --- We have done some of the work, approximately 1/3 of this relatively short run. Now we're looking for input and would appreciate any type of criticism, encouragement and whatnot. I will make sure that the link above always leads to the latest version of the movie file. Be sure to check back for updates. --- Level descriptions: Misty Isle 1 We could've taken more coins by the water. There are also some aesthetical flaws but as the time of completion was good we decided not to redo the level. Misty Isle 2 Maybe the start could've been made a few frames faster by jumping up on top of the blocks instead of going under them. It's hard to tell if the spring is played optimally but I think it is. At the end you can't hit shell-turtle-shell-turtle in one big jump which was very frustrating. Misty Isle 3 In the beginning you can't hit the gomba in the downward slope without getting hit by the fireflower. After the triple-koopa it's possible to do one big jump and land on the chuck instead of two small jumps, which would've looked better. In the end we sort of just ignored a koopa for no reason. No speed lost though. Misty Isle 4 Maybe the cape could've been taken a few frames earlier without losing any speed but I didn't find out how. The rest of the level is kind of "meh". Also, taking the gomba is faster than using the koopa. Note: One could've flewn higher and grabbed a few coins but that would've been slightly slower. Castle #1 Not much to say here. B-style-flying doesn't save time here as far as I know. Tried to do the flying in the last room better but didn't figure out how. --- Update history: Dates and times are CET (GMT+1) 06-12: Posted the initial post togeter with a link to the movie file. WORK CANCELLED
Post subject: Re: Super Demo World: The Legend Continues, 11 exits -|-
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Is your aim at top speed? Because it doesn't look perfect to me, especially in the first level. You should also know that bouncing from those baseball guys actually slows you down.
Post subject: Re: Super Demo World: The Legend Continues, 11 exits -|-
Joined: 5/4/2005
Posts: 40
Location: Sweden
Bisqwit wrote:
Is your aim at top speed? Because it doesn't look perfect to me, especially in the first level. You should also know that bouncing from those baseball guys actually slows you down.
Are you sure? None of us was aware of that, I will definitley look into it. Thanks. Update: It looks like you lose 2 frames when hitting a chuck running towards you compared to jumping over him. Update2: Even hitting a chuck who is standing still set you back 2 frames. This would mean that we lose 10 frames on those things alone. :( And yes, the aim is top speed, do you see any other flaws? --- Also, to any future poster: Level 1 looks really slow in the beginning because it takes a long time to reach running speed, however, just saying "it looks slow" doesn't help that much. Please be more precise.
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
As you already said, you can improve level 1. Not only the Chucks but I beleive it's possible to get the first section a frame or two faster. It's definately possible to collect more coins and a yoshi coin. The second level can only be improved by atleast 3 frames, i'll see about posting a video, but right now am feeling extremely lazy. Not that it would help much, as it's nothing you can really see...
Player (200)
Joined: 7/6/2004
Posts: 511
Aside from minor errors already mentioned it is good. I only see one major improvement which is in the castle. When you first fly up to that secret area, you lose your running state because you hit the wall on the right losing all your speed. It is possible to not lose running state if you press to the left a little, this is much faster. Also in the next room same thing, go to the left more so that you can be moving the right already. Also on that long stretch running to that door after you do the secret in the first place you can fly and this will save a small amount of time. BTW I have only played this game a little and I didn't know about that secret, now I can never discover it for myself grrrr! Good luck and keep up the good work.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Joined: 6/13/2005
Posts: 18
I'd like to see an all-exit run. I'm currently trying to do that just for myself, not tool-assisted or anything, and I'm up to Sky World with all exits found in all other worlds, and 2 of the Star Road levels complete [ie, both exits] and one more with the regular exit. I'd do a tool-assisted run, but I'd just be too lazy to make all the little optimizations like how flying a certain way is fastest and whatever. But yeah. Keep at this run, man.
Joined: 8/3/2004
Posts: 325
there is an all exit run, in the other thread for this game ( why is there 2 anyways..)
Joined: 5/4/2005
Posts: 40
Location: Sweden
this project is delayed until further notice
Joined: 6/6/2005
Posts: 124
I did a semi-serious TAS of this game during my C++ class over the course of a few days, mostly as a trial to see what was possible... my route is almost identical to yours, except that I didn't jump on Chucks, and my castle route was slightly different. I got the first level of the Star world done, as well (best level of my attack)... but I didn't copy off the movie file from my classroom computer. I'll redo my run and see what I get. edit: Things I'm noticing as I redo my run: I now remember how painful the beginnings to levels 1 and 2 are - they really made it difficult to pick up speed. At the very beginning of the 1st level, rather than going the lower route, I take the upper route, which according to my timings takes the same amount of time but picks up 3 more coins and one dragon coin.
Former player
Joined: 6/15/2005
Posts: 1711
About a week ago I was bored and started redoing this without hitting chucks, taking the upper route in level 1 as well, and taking one more coin at the end of the level over the water. After that though, I was out of energy and none of us feel like taking this up right now. Most of the energy I spent with this run was figuring out a fun way to do Misty Star World. I'm happy to hear you did it nicely and would love to see your progress if you do redo this. Please keep us updated.
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 6/6/2005
Posts: 124
I remember I got most of those hidden ceiling coin blocks and I totally pulled a Morimoto on the never-ending koopa segment. I sacrificed a few points for a koopa shell throw which looked awesome. It's a painful game to run (except for the first Star World) because of the difficulty of getting up to running speed... I always thought it was nice of the original game's developers to almost always give that room. I'll see how much energy I can invest in the first few levels (they're the hardest of the run) to find the best running speed routes. The other annoying part of the run is that it's impossible to get the cape without stopping to pick something up, but the cape is necessary. Edit: and of course I'll have to verify with Bisqwit that a run of this game is considered legit due to the "no homebrew" rule.
Joined: 6/6/2005
Posts: 124
Sorry for the doublepost (seems awkward to add-edit to a post a day later with a new file). I redid the first two levels this morning after the go-ahead from Bisqwit. Notes: Went the upper route at the beginning of first level, 4 frames saved Rest of the level about the same as Gorling & co.'s run, but I didn't hit chucks and I got all 5 dragon coins The slide at the beginning of the second level is actually faster, slide is just faster than walking (but still slower than running), helps build up acceleration, and kills shell-less koopa without jumping Noted mistakes: For some reason I'm 1 frame behind at start of 1st level - this might be a random factor First level: Check if I could land earlier after the rebound on the 4th jump Could potentially get more coins at broken bridge segment Second level: Could have started sliding 1 frame earlier On the annoying tall-pipes section, B jump for the 1st jump would have been faster I think... keep A jump for dismount Could've hit one more koopa after 3 pirahnas File: http://www.pole-land.com/colonyl2/random/GWing_02%20-%20SMWTLC.smv C&C please!
Editor, Reviewer, Experienced player (968)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
>I redid the first two levels this morning after the go-ahead from Bisqwit. Could you or Bisqwit elaborate on this? Does it mean that this game is now eligible for publishing?
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