Posts for Avin

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Anyone still here? I've been so impatient for the completed video, since it's so close to the end!
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IMO, getting killed and doing it over takes too long to make it worth it, even at Land's End, which is the best levelling spot since you can get two consecutive stars. It's always possible to kill every boss easily enough via luck manipulation, so getting a couple extra levels doesn't actually save that much time.
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I've tried that many times myself without success as well. I HAVE noticed however that after beating them once, I am able to evade them the next time I go through that area. If you're sure that you can evade them the first time through Land's End, could one of you make a video demonstrating?
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That's very interesting about the ice and fire weaknesses. I just took a look at http://db.gamefaqs.com/console/snes/file/super_mario_rpg_boss_a.txt and found that there were more than I had realized. Were there any more than what that list describes? It's not possible to obtain a bomb before Seaside town, is it? (Other than the rock candy)
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I'm also interested in doing this, and I too would take forever in doing so. Is there anything for which left+right would be significant?
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Whoa! There's been a lot of activity on this thread which wasn't there a while ago. spezzafer, I haven't watched your video yet, but I'm looking forward to it. You say you're not actually attempting a real time attack? Is anyone out there planning one or doing one? I may acquire sufficient motivation to continue my abandoned attempt with the help that spezzafer's run is generating, but it wouldn't be for a while yet, and I'd be even slower working on it than before, because now I have a full time job (and a wife), whereas before I was only working part time. A few questions I have that I had when I was doing my run before: 1. Desynching. I recall that all the movies I made would desynch after a while. I am assuming that this is fixed in the latest version of snes9x? 2. Luck manipulation - what is available now for help with this? What tools are available to see the game's memory status or whatnot, that would help me to determine when to press buttons during battles? 3. Did anyone test the supposed glitch I described a few pages back with Jinx and levelling to level 30? Any successes, or is this a completely unfounded rumor? 4. I still am unsure whether it is worth obtaining the quartz charm and experience booster. spezzafer, are you doing any sort of testing to determine whether it is faster to skip them or get them? 5. And for a longshot, has there been any update on the land's end/kero sewers shortcut possibility, or is it a completely shut case?
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Alright, so I probably didn't have a different version of the game, and I KNOW for certain that I used to press start+select when I took more than 30 timeunits at least the last few times I've played through, so the only thing I can conclude is that I was doing that needlessly when I really had 20 more timeunits to spare! Anyway, with Choco Island 3, I notice for the regular exit, you stop flying and start running at the platform towards the end so you can fly upward to the goal. This running slows you down, right? Because flying the entire way would have been faster? If so, why not switch the way you do the levels? I.e., for the regular exit (first time), fly high above the pipes through the entire level and dive to get the goal post. For the hidden exit (second time), then fly low underneath everything, and don't bother running on the platform because you don't need to. Wouldn't that save you a bit of time? By the way, much thanks for posting that guide to how the exits work for Choco 2 - I had always been curious about it, and as I was looking it up on gamefaqs earlier today I couldn't find anyone who could define exactly where you go on which conditions.
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50 timeunits? I thought that if you exited the first section as quickly as possible, and in the second section with all the inclines and troopas flying around, as long as you finished in more than 30 timeunits from start, you would proceed on a track that would lead to the regular exit. Actually I'm pretty sure that's the case, because I remember playing on SNES and having to Start+Select because I got through the first two sections in longer than 30 timeunits and so couldn't get to the keyhole. Unless the route you take is still faster, even after wasting those 20 seconds.
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Was there a Purple Yoshi in another version of the game? Because on the page you linked to, Fabian, there was more than one person who claimed you could get a Purple Yoshi. At first I thought it was just posted by someone who had their color skewed on their TV, but now I'm a bit curious.
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You can move the camera in the race?
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Is there actually anything to consider for that level? :P I mean, I'm even actually confused why you would bother to update the thread with 4a without tacking on 3a, since it would probably take all of a minute to do it, and most of that minute I'm allowing for the fastest time to hit the button to start the level.
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Thanks for the help ... I always forget about spin-jump. Wow, that Yoshi-Fire powerup in Big Boo's Secret is cool! It's too bad there aren't any levels left to use it on.
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Nice work! I've been away for about 5 days now and I am very impressed with the progress. By the way, I'm stuck in the Demo World hack! Viper, since you've beaten it, do you think you remember how to do this part? I'm on the Big Boo Tower, level 40ish, and I can't seem to find any help by searching online. I'm at a point where there's two chains leading to the next level and the level I'm on has a bunch of thwomps everywhere. If I take the left chain, I can maneuver my way up a couple floors but then reach dead ends no matter which way I go. The right chain I can't grab a hold of because 1) There's a Thwomp right under it and 2) I can't even reach it, since it's at the rightmost corner of the screen and there's no place to run to try to fly up to it. The only thing I can think of is to jump on the black plants on the floor, making me small, get a running start and jump into my backup feather as it's drifting down so I start flying right then, up to the chain above the thwomp. However, every time I've tried that, I've failed because I inevitably hit either the thwomp or the candle that's in my way before I make it to the chain, and I fall to the ground. Is there an easier way?
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WOW! Thank you for the link! Demo World is incredibly fun! For speedrun purposes, you could also note that it's possible to "warp" from World 3 to World 7 by using the secret exit from the mushroom house in world 3. According to the FAQ for Demo World, you're only supposed to do that with a blue shell or Lakitu cloud, but I was able to do it without either just by getting Yoshi, then running back and forth in slow motion on top of the mushroom house until I had a running start, and then flying up to where the first blue shell is in the clouds. Although maybe that's not as fast as using the star roads, I haven't tried beating any of the star road levels yet.
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Hah, given the timestamp on your post, I'm guessing you didn't even see my suggestion before you did it.
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On the platform with the beetle and upside down piranha, if you land on that platform by regular flying you can stomp near the beetle to throw it in the air and as it lands, knock it into the piranha plant before it ascends. Then back up and get a running start ... and you can somewhat time your flight to hit the top of the pipe so that you have just enough room to get some downward momentum to get under the lowered ceiling over the lava .. however in my experiments, I haven't been able to get farther the width of four or five blocks width from the end of the platform before I sink into the lava. But maybe you could try it and see if you think it's feasible? The reason killing the piranha plant I think is necessary is because you need to hit your head against the pipe it comes out of, but I could be wrong. Another alternative is to just time it so that it's up when you bump your head against it, which would mean waiting for a moment, and kill the beetle en route. *edit* Using this method, I've gotten right next to the yellow pipe, flying JUST low enough that I can't reach the pipe, but if I were a few pixels higher I think I would be able to reach it. So I'm convinced it's possible, especially since I know a lot less about the exact timings with regard to flying to get Mario to do different things.
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The way you do it in the normal flying route is now probably more impressive, unfortunately, even though I do still like the spin-bounces better. Maybe in the World 7 ghost house you can do the spinjump flying? I would like to see spinjump flying for at least one level in the movie, since it's something I hadn't previously known about at all.
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I love the spin jump flying! If it's a cost of two frames, go for it! I am one of those who did not realize that it was possible!
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I also really like how you're doing it now. It keeps me very interested in daily checking your progress and looking at the levels as you're doing them. By doing one level at a time, I can really focus in on that level, and have my mind geared to that level specifically, the things you've done recently and what you'll be doing in the near future, to think of ideas to help you in any way I can, and I'm sure most others who have been following this thread are doing the same. However if you did a really fast run of the entire game, I would be completely overwhelmed. I would watch the entire thing once and not really want to go through level by level and look for improvements. I also wouldn't appreciate each level nearly as much, because I probably wouldn't pay as close attention to the improvements others have suggested. So that's a bit of a selfish reason on the part of myself and probably others who are keeping up with this thread, but it's probably valid to the progress of this run, because as you mentioned, our support has been encouraging you, and I think the current one level at a time method is the ideal way to have most of us continue to give as much feedback as possible. Also, for yourself, I don't know about you, but I personally think that if I were you, I would like the one level at a time thing because I could personally master the ins and outs of that level completely, and after a few days per level, pronounce that it's "done" and move on to the next. If you do them all at once, though, you have the burden of having to remember every detail of every level all at once.
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For what it's worth, I personally would really like to see the "Solo, Creation through Normal Baal" run.
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Another thing... VIPer7, are you aware of all the bugs and glitches archived on this page? http://www.classicgaming.com/tmk/smw_bugs.shtml Some of those would be very entertaining to see done in the middle of your run, especially if you can do some of them without losing time (such as in a sidescrolling level). The only one (I think) that actually saves time might be the glitch for walking through walls on Bowser's Valley 2 in the moving maze. Well there's also the "smashola" one with falling through rotating blocks but I think most people already know that one. The "block factory" bug is already in your video in Donut Plains 2, of course.
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Alright, I haven't been very motivated to make much progress in the past couple weeks, ever since getting frustrated in my test run against Smilax - I thus far haven't been able to find a really "nice" way of defeating Smilax. However, I was searching the net and I found a rumor that seems interesting: http://s3.invisionfree.com/The_SMRPG_Legacy/index.php?showtopic=370 This is the ONLY place on the net I have found report of this particular "glitch." According to people on that thread, if you are "around level 18-19", are "up to nimbus land" and have not yet beat Jinx, then "go and vs jinx" and "lose on purpose". Then you will automatically level up to level 29. At first glance I dismissed that as being made up, but I'm intrigued at the possibilities for a speed run if it WAS possible. In my test run, when I fought Jinx at level 13 the first time I got to Monstro Town and lost on purpose, nothing abnormal happened, however, I have not tested this further. Has anyone heard anything like this? Anyone want to try it out with different combinations of character levels, ways to lose to Jinx (i.e. on the first, second, or third battle) and at different points throughout the game (just after arriving at Monstro Town, just after arriving at Nimbus Land, just after arriving at the volcano, etc).
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Something I've noticed that may or may not be true, but it's seemed to me that swimming with a cape on is SLOWER than swimming without the cape. I've noticed this on Forest of Illusion 2 when playing on a console, where I would sometimes enter the level after dying in a later level because there is a green ! block right at the beginning of the level, so I can power back up by entering and then pressing start and select immediately. However, there is a fish that swims right underneath the block. I've noticed that when I enter the level small, I can easily hit the block and get the feather before the fish gets even close, but if I enter the level with a cape on, I really cut it close, because it seems like I take more time to swim to the block. I don't know if this applies to one particular direction of swimming or what, but it's something you may want to check into. Even if it doesn't save you time on this level to switch to the fireflower, it may well save you time on later water levels where you won't be able to swim through holding something. I THINK what it might be is that you fall slightly faster when you're not equipped with a cape, and so for swimming to an exact height or swimming down, the cape is a disadvantage. I also think it may be the case that if you're falling in general (for instance, in the last room of the Sunken Ship) you fall faster without a cape than with one, unless you manage to be able to take off and fly downward in your kamikaze dive.
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I know it was horrible, but what about Wing Commander? Wasn't that a video game that turned into a movie?
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Yay! I look forward to watching these updates more if they're posted in the form of single level runs. By the way, how are you planning to do Tubular? If you've thought about that yet at all. That's always been one of the hardest levels for me. I've never successfully completed it without getting any of the P-balloons, although I've tried - not on an emulator, though. Is it possible to do without the P-balloons, without using Yoshi at all? One thought I had the other day as I was playing through it on a console was to have Blue Yoshi and run through the level, jumping on enemies as you can, until you get to the first Red koopa that's flying around, swallow it, and then fly through the rest of the level. Having any Yoshi would also help save time on the next level (I forget the name) since there's wings halfway through the level, but I don't know if it would be worth it if it's possible to do Tubular without Yoshi or P-balloons. It's too bad the order of those two levels isn't switched!