jsmith: sweet!
another thing sliding and firing and egg helps is avoid cutscenes, and instead turn them into plain text. Sami and I did this in mumbo's mountain so that banjo wouldn't pause when first going against Conga. Just thought I'd mention it since no one said anything about it before.
And whoa my strategy is obviously flawed, Sami's is better. I picked an arbitrary ground feature that I'd recognize (diagonal line where land slopes up) near the cliff and Sami reached it more than 40 frames ahead of me. Whoops. I guess I'll try to do the jump with sami's file.
Yes that's one way to skip the Nipper cutscene.
I challenged you to figure out how to beat Nipper in about 2 seconds after the first attack frame AND skip the cutscene. Here's the method, but I would not recommend it in a speedrun!
1)Crash-land a beak bomb right in front of Nipper.
2)Use the crash-landing animation to move inside Nipper.
*start timer*
3)Kill Nipper using Wonderwing.
Trying 127.0.0.1...
telnet: connect to address 127.0.0.1: Connection refused
telnet: Unable to connect to remote host
I think they were just trying to get the fastest time for Nipper that you can possibly get without worrying about how it would fit into a speedrun. And don't you get the beak bomb in freezezy peak?
<Zurreco> if so called professional players cant adapt to every playing field, theyre obviously not that great
"If the player can change something and the game can never change it back (even after a hard reset) then the player should change it."
Otherwise it's not 100%.
That's a horrible guideline to go by. For example, what someone said earlier of the game keeping track of every chest and boulder in OoT. Using your rules, the 100% run would be in the double digits of hours. Unwatchable and pointless. It's not so extreme with this game, but I still don't see any entertainment value in getting the extra tokens. I would personally rather see an all jiggy run. It sounds the most entertaining. Either that or an any%.
For example, what someone said earlier of the game keeping track of every chest and boulder in OoT. Using your rules, the 100% run would be in the double digits of hours. Unwatchable and pointless.
Yup, that it would be.
put yourself in my rocketpack if that poochie is one outrageous dude
That's a horrible guideline to go by. For example, what someone said earlier of the game keeping track of every chest and boulder in OoT. Using your rules, the 100% run would be in the double digits of hours. Unwatchable and pointless. It's not so extreme with this game, but I still don't see any entertainment value in getting the extra tokens. I would personally rather see an all jiggy run. It sounds the most entertaining. Either that or an any%.
Otherwise it's not 100%. <- That was my point.
What was yours exactly?
That just because something isn't fun or takes any amount of time that it should be ignored? I mean, hell, killing Grunty isn't kept track of in the sub-menu. Is it? Let's just skip that fight because it takes too long and I find it boring. Is that what you would find acceptable? I mean really the only thing that changes is a boulder outside of Banjo's house and maybe a few dialog changes.
Oh, and I, for one, enjoy seeing 100% runs with my standards met. In my opinion if this game gets a "100%" run done that I could stop right before Grunty and then I could go back into a few levels and actually get stuff the player missed I wouldn't have much respect for whoever it was claiming a "world record 100% run" that I just proved was not actually 100%.
I guess my general point is this: What happens in games like Star Ocean 3? The battle trophies would CLEARLY be part of a 100% run. Yet some would literally take days to get.
Chances are a 100% run wouldn't be made, of course. Or people with low standards would change the rules and redfine the words "100 percent".
So, please, you people asking for a 100% run, accept what 100% means or request an any% run. Do not ask for a 100% run sans a few things that would take too long and you would find boring.
That's all I'm asking.
<i>A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.</i>
Sami - Try this:
While preparing for the backflip, crouch and you'll slide. While sliding, turn to the right (facing the wall), then backflip when you are on ground high enough. This works 100% of the time for me (also note that I'm not using slowdown, I'm just playing on PJ64).
Demonstration video:
http://www.yousendit.com/transfer.php?action=download&ufid=44A304F101A0B815
I hope you can get it. ;)
mupen is easy, if all you want to do is slow down and save states.
PM me your AIM name and I can give a small tutorial. But only on slowdown and states, which is probably all you'd be doing for that jump.
I mean, hell, killing Grunty isn't kept track of in the sub-menu. Is it?
It's kept track of in the fact that there's a boulder outside.
Yes, that was my point. I was being heavily sarcastic when I said to not kill Grunty.
I'm just annoyed at the people who think that 100% should be changed if something isn't fun.
<i>A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.</i>
I'm just annoyed at the people who think that 100% should be changed if something isn't fun.
Yes, not getting the eggs/ice key wouldn't be a true 100% run when going by what the game keeps track of in the submenu and still playing the game *glares at those who forgot that the game should be beaten too*. BUT still, the only references towards actually getting them within normal gameplay would be the movies you get at the end of a no-codes-needed-unless-you-just-want-to-cheat 100%.
Good thing we can argue these points while the runner is stuck back at Spiral Mountain though.
<Zurreco> if so called professional players cant adapt to every playing field, theyre obviously not that great