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I think it might be doable with the platforms at different areas, or something like that... Or maybe actually getting on the fulcrum of the platforms and BLJing!
EDIT: Having watched the video now... Damn. I think it's plenty possible in at least one of the 2. Time for a new TAS! I think we could break the 15 minute mark with this. I still believe enough control is possible in the level you demonstrated. But I wonder which is faster, doing the trick and getting the missing star in LLL (Red Hot Log Rolling) or not doing the trick for the star.
Is it possible to stop Mario somehow? Like, if he hits a wall for example.
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How could Raccoon mario be slower than Super Mario in any scenario? I can see him being slower than little mario (going under a gap) but not Super Mario.
With that said, I think the best place to get the mushroom (if the wall-jumping thing could work) would be that one part of the first autoscroller where the current run grabs a leaf for points. The fire flower would be grabbed in the last run's place.
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WHOA WHOA WHOA! I figured something out. I was working on my SMB 1, 2, 2j, and 3 run when I noticed something. Despite also going through 4-1 in SMB, 1-2 in SMB2j, and the between-levels thing in SMB2, I managed to have a faster start of 1-3 in SMB3. The main difference in route between my SMB3 and Genisto's route (other than the fact that Genisto's run doesn't involve running into walls or in circles) is that 2 powerups are grabbed in 1-1. The reason 1-3 is faster (almost 1 second faster) is that with the leaf power-up, Mario can kill the Koopa Troopa at the start instead of jump over him. Hence, he fills the P meter much quicker.
Here're my proposed route changes:
1. In 1-1, grab a mushroom by throwing the turtle shell at the block on the ground.
2. Grab the turtle shell, and use it to hit the next power-up block and grab the leaf.
3. In 1-3, kill the Koopa Troopa with the spin attack.
Time saved: About 10 frames.
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Hey, I had a thought. You know those checkered platforms on the first and last Bowser levels? I think they could be used as BLJ points. If they were used, it would mean grabbing another star somewhere else, because the 1st Bowser level won't have its star collected. It's definitely worth trying.
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I think Rampage: World Tour for N64 would be better. There's items for instantly destroying buildings, quite a few of them, many levels can be skipped, and there's a bug which lets you damage buildings at 30 hertz. Plus there's better graphics and more attacks.
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This won't be the first time a graphic change is used. Many Megaman TASes use an emulator extension so the magnet beams are solidified*.
*No, I don't know what that means.
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Well, I'm doing OK... So far I'm at early 1-2 in SMB, early 1-1 in SMB2j, late 1-1 in SMB2, and early 1-2 in SMB3. It's going OK. It's not as hard as I thought. Expect a WIP soon.
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You don't learn Mega Kick by leveling up or TM.
About the TMs: They're very hard to get. IIRC, Flamethrower costs 5,000 coins in the casino, and idk where you get the other 2. If it's too hard to get the TMs, then it's not worth doing.
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I'm having some troubles with FCEU 0.98.16, which I installed for this run. One problem is that I get "error 22" when I run Super Mario 2 (J).fds. The disksys.rom file is on the desktop, as is the FCEU icon.
Another problem is that it won't display the current frame. How do you turn that on?
I've been thinking about route. One thought which strikes me is to only use 1 warp in SMB.
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Rridgway wrote:
But when you go to the rivals room, the conversation leading up to the fight is automaticaly initiated. Plus, the game isnt designed for self registration in the hall of fame. Most likely, nothing would happen.
Well, you don't need to fight the rival. Just never enter the room with the rival in it (preffering to go "through the black"). Also, though the game isn't meant for self-registration, it will work. I've seen it work with "warp-to-anywhere" glitches.
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Interesting thought. One problem I see with Blaziken is the first gym - I don't think Torchic will know any fighting moves yet. A problem with Dusclops is that we don't like to train pokemon in TASes - IIRC, the most training against wild pokemon in any TAS was Tilus' Pokemon Blue run, where Squirtle fought 1 wild Ratata to learn Bubble in time for gym #1.
Oh, and @ fractalfusion: I think the use of Machop will bring on some massive timesavers. Facade will pwn all!
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Phallosvogel wrote:
http://www.trsrockin.com/glitchcity.html
well wiki says that the place you come out is manupalted by the steps you take and where you were wrped back from. could this be of any use to skip to the victory road without having all the 8 badges?
Well, actually, it's only manipulate by the place you were in when you got "ding-dong" See, one area of the game has up to 16 places the character can emerge from. When he leaves the Safari zone, he goes out of the 4th place in Fuchsia, the Safari zone. But in other places, the 4th place is different or non-existent.
I remember a couple years ago, when I first heard of Glitch City, I found an even weirder glitch. I haven't posted here until now because idk how useful it would be.
Here's the process:
1. Go into the Safari zone.
2. Go out. Say "no".
3. Save and reset.
4. Go out again and say "no".
After this point, I'm a little fuzzy on the details, having not done this in years.
5. Fly to Vermillion City (Note: The city actually doesn't matter, but I like vermillion).
6. Bike around for 500 steps without fighting anyone or anything.
7. A message will come up saying "PA: Ding-dong". Clear it.
I'm REALLY fuzzy on the details here.
8. Go into the Safari Zone again (?)
9. Go out (?)
Now you can walk through walls.
One problem is, I forget exactly how to execute this glitch, and the game tends to freeze up when you enter the black outside the Safari Zone room. But, it might be possible to somehow walk over to the Hall of Fame and register yourself.
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Well, if it's not a TAS, then that means you'll have no luck at all. So the route must be very different. The TAS route takes too much luck. And keep in mind that you'll want to use the experience overflow glitch for many pokemon.
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Generally, 3-stagers have fading experience. I'm not sure about 2-stagers, but it seems like they would have medium slow (I know some do).
I think the Machop plan is the best plan so far. I think Quick Claw still allows first strike if the pokemon is paralyzed, so speed isn't a big issue.
Kirbymuncher, when you say it improves by "150%" do you mean;
1. From 100 attack to 150 attack
2. or from 100 attack to 250 attack?
I'm guessing you meant the first. In any case, that means Facade's power goes from 70 to 105, then doubles to 210, then there's the possibility of critical hits for twice the damage. The only thing I see being any sort of problem is Ghost pokemon. They can be beaten only by Ghost or Dark attacks. What's the plan for beating them?
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Giving it a shot, here I come! My completion time goal is 12:00. I figure SMB will be about 6 minutes, SMB2j maybe 9, SMB2 about 10 (because boss-fighting won't be too optimal).
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Would anyone be interested in a run of SMB3 without getting any mushrooms? So far I'm partway through the first airship - I'll post a WIP later tonight.