Post subject: Req: Mario Land 2 - Six Golden Coins
Joined: 4/19/2005
Posts: 31
Short, glitchy game. I think it would be a cool one to watch EDIT: Sorry, didn't see other thread
Player (206)
Joined: 5/29/2004
Posts: 5712
Hm, yeah, BombAHead was working on this, but he stopped because he didn't have time to figure out all the glitches that Nach had heard of. They might add some extra planning to the run...
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 1/31/2005
Posts: 121
You mean the old version movie is not good enough?
Former player
Joined: 6/6/2005
Posts: 384
Bag and Nach kept ragging on me for not wanting to restart just to search every level to find possible useful places for some random glitch. I was 4 zones into my v2 at that point and wasn't about to restart. Plus I don't like glitch runs. So I figured I'd drop it and let someone else mess with the game. *shrug* I'd upload the v2, but it was on my old PC and I didn't bother transferring it over. >>
Player (206)
Joined: 5/29/2004
Posts: 5712
I think this run really should have some glitches, because otherwise it's mostly just running to the right...
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 6/6/2005
Posts: 384
So are most sidescrollers, dude. What's your point. o_o I'll look into it, but there's no way I'd be able to find all the useful spots on my own. So if other people are willing to mess around with the stupid thing and point out spots where a glitch like that is actually useful, I might start the project back up again. Even though I hate the damn Moon Zone with all my heart. ><
Joined: 2/27/2006
Posts: 31
Any news on this TAS?
Player (206)
Joined: 5/29/2004
Posts: 5712
I quit working on it, sorry... Does anyone else want to help plan the route? I made myself busy with a couple of other games because I got bored.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 6/14/2007
Posts: 22
Location: Brisbane, QLD, Australia
Dunno if this is useful, but here is a glitch of SML 2 on youtube. http://www.youtube.com/watch?v=hYXdgTK_oM4
Editor, Expert player (2364)
Joined: 5/15/2007
Posts: 3940
Location: Germany
I made a run on this (25:57) . I would submit it but there are some parts I'm not pleased with, especially in the star level. The Bubble Glitch is not useful in the run, I think. It costs too much time to get the bubble and it's too slow... I'm working on Kirby Amazing Mirror, after that I'll improve SML2 and my The Smurfs run.
Joined: 8/1/2006
Posts: 428
MUGG wrote:
The Bubble Glitch is not useful in the run, I think. It costs too much time to get the bubble and it's too slow...
Actually, you could probably use it to sequence break much of the last level in Tree Zone.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Editor, Expert player (2364)
Joined: 5/15/2007
Posts: 3940
Location: Germany
Keep in mind that moving while in bubble is like walking on the floor = slow. + The path to the hippo level and back ... ^^
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
Don't suppose theres a VBM we can see?
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Editor, Expert player (2364)
Joined: 5/15/2007
Posts: 3940
Location: Germany
Don't suppose theres a VBM we can see?
see what? You mean, to compare both routes? In the last level of tree zone you don't even have to stop. So why should getting bubble and flying slowly over the level be faster? You lose about half a minute automatically when you use the bubble glitch due to the extra path and entering the level and flying slowier... That's why I think the bubble glitch is useless in a TAS. EDIT: But (!) there's another glitch you can use after getting into a bubble. If there's a wall and a block alongside, you can walk through the wall. afaik, it can be used in the first level of Macro Zone, but once again: The bubble makes you move slowly, and you have to fly very very slowly in the beginning of this level!
Dwedit
He/Him
Joined: 3/24/2006
Posts: 692
Location: Chicago
Which would save more time? The pipe glitch or the bubble glitch? Even though the pipe glitch works only on about 33% of the levels, it's still useful.
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
Maybe I misundersood.
MUGG wrote:
I made a run on this (25:57) . I would submit it but there are some parts I'm not pleased with, especially in the star level.
Do you mean you won't actually make a submission to hopefully be published, or you won't submit it to the forums for others to see? Personally I would quite like to see the run, even if there are known problems with certain parts.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Editor, Expert player (2364)
Joined: 5/15/2007
Posts: 3940
Location: Germany
no, I'm not going to improve the time which is 25:57... (The time could be improved by about half a minute but I did some mistakes in many parts of the run, it would be a chaos for me to correct everything... note that I'm new to TASing) I'm rather going to improve some movements in the autoscroller stages, because 3 times shooting fire left and right quichly in the same level for example doesn't look nice... Question: Would a TAS that uses the pipe glitch be a glitch run or a normal run?
nesrocks
He/Him
Player (247)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
The fastest run should be called the "normal" run, IMO. If it "doesn't use glitches" it should be called "glitchless run".
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
I would HIGHLY recommend using the rom version which doesn't have the pipe glitch, as the fun is sucked from the game a little each time the glitch is used. I think its 1.2 or something.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Joined: 8/1/2006
Posts: 428
I just used the bubble glitch to beat that level in Tree Zone in ~15 seconds. At the branch, it's the one on the left. Simply float all the way to the upper-right corner of the level and there's the exit. EDIT:Unfortunately, it's slower overall because of an existing sequence break in the same level.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Editor, Expert player (2364)
Joined: 5/15/2007
Posts: 3940
Location: Germany
Yeah I was wondering which level you meant. Even when normal, the same level is beaten in 20, 30 seconds. I think that the run I made sucks anyhow. I didn't know about the quicksave thing at that time... 1.0 was used whereas many of you people say it's more recommended to use 1.2 But to be honest, I actually just copied the TAS on Youtube. However, I'm planning to finally make an improvement of this! Quicksave ftw! :D
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
I don't recommend 1.0 because the previous run that used it was rejected. Among other things, a reason for this is that the pipe glitch was used waaay too much. Dwedit fixed up some RAM echo bug or something which means that it can't be used as much, but I still found it quite boring. Unless its only possible 3~4 times with the fixed emulator, I would highly recommend 1.2.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Joined: 8/1/2006
Posts: 428
MUGG wrote:
Yeah I was wondering which level you meant. Even when normal, the same level is beaten in 20, 30 seconds.
Is that with or without the sequence break used to skip the second and third levels?
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host