Posts for A_Runnelid

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Veteran Super Mario Kart player Hue Lee has posted a video of a Mushroom Cup 8th place finish console performance. It is linked from his profile on the below time trial page, if I'm not mistaken. http://www.mariokart64.com/smk Huffers: I will take a second look at these routes you have posted, but you seem to have covered most all of what I had in mind. Andreas
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I looked at the files, and there are better shortcuts than what you've drawn for most of them. The following of the courses you posted have different routes/more abusive SCs: BC1 BC2 The insane jump on BC3 is possible. CI1 CI2 DP3 GV1 GV2 KB1 (you should use Mushrooms/Feathers to skip water. but this will be all Water SC. KB2 MC2 MC4 RR Assuming you're using the NTSC version. In a different topic on this subject, I have posted a link to a page with a clip showing better routes, and earlier in this topic I list the courses that allow for finish line tricks, in one form or another. An emulated run shouldn't need slowdown to pass difficult areas. There's an offroad boosting technique you might not know about. It concerns delaying or creating boost and releasing it to go over an offroad surface without slowdown. There's also the concept of long-boosting, which involves using a Mushroom, crashing into a wall, and releasing the gas for a much prolonged boost. I don't know the exact mechanics behind it, myself. I don't want to sound harsh, but if these are the routes you were planning to use, there is a chance people will be able to beat your times using a console. Send me a PM if you like. There is also a 150cc. records site with videos, etc. (Maintained by SeB), where you can see techniques routes and whatnot. http://smkgp150cc.free.fr/ Andreas
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While that's entirely true, it's infinitely more fun to see it done. Andreas
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Yes, playing through all levels without dying to see how many coins you could obtain. Andreas
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Not that it's of any relevance to the case in point, but the treasures in Duck Tales are worth $1M. Someone should get as MANY coins as possible running through SMB, emptying coin boxes along the way. Would be fun to see what it amounts to. Andreas
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Read more about this here: http://www.kontek.net/davidwonn/ Could that have been what you did? Andreas
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Just to attempt an answer to the vote query, didn't Viper7's SMW 100% get 74 votes or thereabouts? Andreas
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The game broken beyond recognition is destroyed even further! Next time I watch it, I'll count the screens where you are not glitching to see how few they are. Yes vote! (It's not a very good introduction movie so much as an exuberant glitchfest.) Andreas
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Yes, I was being serious. I never knew why it appeared there until now. Andreas
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THANK YOU jimsfriend for putting an end to my noteblock confusion. Andreas
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It's enough to be 2nd to warrant Star possibility. (Which is why it's actually useful with 2 players.) Otherwise I wouldn't have raised the point. Probability of occurence increases with lower positions, but you'd manipulate things your way anyway, so that's not as relevant. Andreas
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What I meant by breaking even is that once the best player is done racing a course, he has to wait for the other player to finish before advancing to the next track. It's always possible to kill off the slowest player retrying after the first has finished, but it doesn't look all that impressive, even doing stunt meanwhile, if all it leads to is eventually comitting a competitive suicide. If the players are decently close to each other - which they would be if you played equally well with both of them - don't you think the first player attempting the itemless finish line ytricks could be positioned such that he gets in the way of the incoming player attempting to do it at the same spot? (I mean, they wouldn't be all that far apart.) This is a minor problem, but it would still interfer with a trick type run. Here's why it's a lot better (at least for one of the players, and for destroying the courses, competition and whatnot) for a normal racing run. The items. There are a few items you can't obtain when you are in 1st place. The Star and the Lightning Bolt. (The Star of which is preferred at all times.) Andreas
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Shinryuu wrote:
i agree with Bisqwit too... you can't compare Morimoto's movie to yours.. you should make a topic or ask someone about the games before you are making any TASes.. absolutely NO vote
You do realise how rude you sound in your post, right? It's one thing to say that you think he could have done something differently. It's another to tell someone "you should do it like this and this." There is also the possibility to avoid writing that you "absolutely" vote "No". It's like this post is a mission to let everybody know how wrong and horrible this person is for not doing it the way you prefer. Easy, easy.. Andreas
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I meant picking up one of the vegetables when you reach them and dispose of it right before you pick up the Snifit, if that's slightly faster than not carrying anything for that short distance, but maybe vegetables don't apply for speed increase in the first place. Andreas
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Well, doing the finish line trick with 2-players wouldn't be the best thing since they might get in the way of each other, and ultimately slow each other down in different ways. The 2-player factor interfers with the as-fast-as-possible approach. It would be ideal to have them showcase different SCs different laps for great variety, but they'd need to break even in finishing time, which isn't possible without compensation in some way, I'm sure. One of each would be best, perhaps. (As in, one run with the finish line tricks, and one without.) Andreas
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Finish line tricks All courses where it can be done without items: DP1, GV1, GV2, MC4, DP3, KB2, GV3, RR Water trick SC: KB1, VL2 (also itemless) With Feather: BC1, VL1 Add into the mix that CI2 can have normal SC laps under 5 seconds or so with a feather, and there aren't many courses that are unaffected by the Short SC syndrome. Many of these courses offer good variety, but I'd understand if it was used on MC4, for instance. There are a lot of things to be done with shrooming bumpers in GV1, and the CIs, for instance. Maybe on lap could be used to showcase other SCs, since a few would have several with these coming into play. (BC1 and GV3 come to mind.) And then there's the perfect item situation. I for one would like to see the Star(+Mushroom combo) on the VLs. Andreas
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One thing I reflected over in 4-2, was whether it would be slightly faster to pick up a sprout to travel the distance to the Snifit slightly faster. It such a short bit it might not make a difference, and I've assumed it tested. Andreas
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When Zodd talks about "glitches" he refers to bumping into the walls at the finish line area to complete a lap around 2-3 seconds (or other similar situations, which I would suggest are merely demonstrated, at most). This is possible in a good few courses, and while interesting from a time-saving point of view, it would take all the fun out of the course, to just see him revert back over the finish line several times using the same strategy. I think he has the right idea when he speaks of other shortcuts. These would be more interesting to see, as would total abuse of the long-boosting possible with arrows and shrooms. There are a lot of innovative approaches available while doing a bit of actual driving, as I'm sure you all know. Andreas
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This was one of my favourite childhood games, and I still play my cartridge from time to time. It's relatively easy to see that certain power-ups are recurring in certain levels. What I don't know is whether any power-up can occur in any level, but I've been able to get the speed shoes in the very first level. (Whether a 1- or 2-player game makes any difference here, I wouldn't know either.) My guess is that obtaining the power-ups he does was not a calculated effort. Edit: The type of umbrella that appears can be manipulated. There is a blue that allows you to skip 3 levels, and a red that skips 5. (The arcade version also had an umbrella that skipped 7 levels. Differences between games are listed in a Special Items FAQ for the arcade version, that is hosted at GameFAQs.) The exact numbers and other statistics should be in the FAQ. Seems you can affect the appearance of many things in the arcade game, so if this is carried over intact, you could easily get your way. Speed shoes and candy are the most relevant here, but most things have variables, apparently. Umbrellas appear throughout the game, and since every one potentially skips 5 levels, they will be worth waiting for. I think you need to get 20 water bubbles all in all for the 5-level umbrella to appear, so that should easily save time, if it can be affected to this result. Save a few water bubble to skip time-consuming levels, unless umbrellas stop appearing at some point. BSulpher's FAQ has information about "bubble-turned-items", and map layouts, so that is a good read. (Fun to turn bubbles into goodies as often as possible.) I also watched the movie again, and realised how much it bothers me when he doesn't attempt to get all the fruit and other extras. But what's actually detrimental is how he doesn't obtain the speed shoes until level 16 for player 2, and some 10 levels later for player 1. There is time to be saved there. Most levels would not benefit from the use of destruction power-ups, since they take time to appear, and the item activation animation can be slow. The one he used in the movie was one of the better ones, but I'm not sure it ultimately saves time compared to the conventional method with 2 players. Andreas
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The speed increment from coins only applies upto 10 coins, no? Andreas
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I'm sure I've said this to one extent or another before, but it's well deserved still. YI is a very creative and playful game with a lot of good components, and I'm amazed at how you use them to maintain a quick pace and an element of surprise while still being constructive. As someone said before, sometimes it's difficult to keep track of what you're doing. I like how conveniently you recycle/upgrade eggs. The only thing I could think of as wasted time was that you seemed to make a surplus egg right before entering the locked door in 2-4. It looked as though it just bounced off your supply stash. It's very possible I miscounted, but I couldn't be bothered to go back and check. =P Great run so far! Andreas
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"tuped" should be "stupid", right? This is my favourite DKC game. I'll watch this later and edit in comments. Andreas
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This is purely speculation, but it might be because what little Saturn has posted in the form of teasers I daresay is unquestionably considered star material. Most are assuming Saturn will maintain this quality throughout the run, and I think none of us, least Saturn himself, would expect any less. Come to think of it, I haven't seen as much "hype" here on the site as there could deservedly be (Maybe we're all afraid to jinx it. ;-) and those I've seen receive acclaim get it for good reason. This run will naturally be judged on the same grounds as all other existing runs on the site, but this appears to be the epitome of a well-planned and executed run, as far as I know one. Personally, I don't see how this could not get a star. (I'd be hard pressed to see something other than the objective interfering.) Andreas
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Kyrsimys, he means that if this run (Warpless, but not 100%) is considered 100% in the respect that it obsoletes its Japanese predecessor (Actual 100%), the new all-levels run (also actual 100%), would not be able to beat this run in terms of time, and wouldn't make it onto the site, under these rules. Andreas
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I agree with biohazard here. The reason for this may be that the site seems clotted with SMB.3 runs, but the other movie has a somewhat different objective in that it attempts to beat every level as fast (and I guess impressively as possible considering the 100% star card approach.) as possible from scratch; Starting as regular Mario, refraining from use of inventory power-ups. Andreas