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I just pulled off a successful switch right after getting the DK coin, however, it might be slower then actually going up the chains and getting to bonus #2 the normal way... I'll test them both, and show both, here's with the backwards switch Chain Link Chamber backwards switch to bonus #2 Sadly, Doing it the backwards switch way is more impressive, but loses 43 frames.
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Chain Link Chamber 1/2 done by ending with failed backwards switch This is not the desired place where I want to do a backwards switch (I believe there's possibly 2 more before this, and 2-3 afterwards) but gives the idea of a "failed" backwards switch on the left wall, as well as showing my progress of where I am up to that point.
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I'm getting to the point where a backwards switch is beneficial for getting the DK coin fast and efficiently, as well as skip a good portion of climbing, but my suspicion is that you cannot do a backwards switch into the right side of a wall, because when I successfully entered the wall on the right side, it pushed me out (maybe because there was not enough room? I'll test it like all hell, however the climbing technique I use due to exclusive Frame Advance usage makes me climb faster than Sami, and it takes time to set up a backwards switch so I may just not try it at all and wait until V9 to truly attempt it. I will give it a go, but if no success then I will continue unhindered. Edit: just did some more testing, backwards walking into walls is only possible by doing it on the left side, not on the right. So to get to the DK coin=impossible but the bonus on the right=possible. Too bad it's backtracking to get the bonus first. Edit again: just did it into the left wall, and once again got ejected. So, Arne was correct in his asusmption that it had to do with the screen scrolling- Diddy/Dixie needs to be accomadated enough room to shoot up, instead of merely getting ejected out. It's not as difficult to perform as I thought- go as close to a wall as possible, mount/dismount the kong, and move away from the wall while pressing "switch" and generally it works. So now to get the desired vertical shooting inside the wall.....
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Thanks. When I saw Arne's test run of castle crush I'm like "no way am I going to be able to do that, it'll take so much time just to do the team-throw, nevermind avoiding the bees... I'm quite happy with the result though. I just found one spot in Chain Link Chamber (before the barrels/Bees) and was able to do a backwards switch there, but it immediatly pushed me out of the wall so I did not go zooming straight up. But now I know that I can sort of do it, which feels awesome, I'll try the other side of the wall and see if I get success there. I'm questioning whether or not I should use it as much as possible, because it didn't work in one spot that I wanted it to, and the toughness of the trick could make this level take days to complete.
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Clapper's Cavern A quick level. I love bonus #2. What applies to ice in other games applies here too- landing on clapper, then jumping is better than trying to gain friction again by rolling.
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no, unprofessional in conduct. I've noticed that the two main N64 topics- this one and OoT- have the greatest amount of straying from the run itself to bickering amongst the posters about trite subjects. But I digress.
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Hyena wrote:
FractalFusion wrote:
I'm tempted to do a MMX run with a strong entertainment emphasis instead of speed. I'm not sure what the point in that would be since it couldn't be tried on the same merits as a time-attack (and hence not publishable?). Maybe as a demonstration?
Speed can be entertaining, but generally sacrificing speed for entertainment is not a good idea. Games that have entertainment that is fastest are the best TAS games, but you should only try to make things entertaining if it will not lose speed, such as in areas (side-scrolling phenemenon) where faster possible advancement is not possible, most notably in bosses. I also find extremely tight maneuvers to be very entertaining, so use frame advance to do things either on the first or last possible frame; also the killing of enemies, especially on a big scale and with no loss in speed looks very entertaining.
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Castle Crush improved to get DK Coin This was hex-edited, and it worked out perfectly for me since there was no luck manipulation nor landing-on-edge-rolling that could make it desynch. I'm so glad I didn't have to redo the entire second half. The level turned out to be very good, I found a few places to do faster team-throws than in Arne's Castle Crush test run, as well as tried to show viewers the extremeties of Rambi's jumping/charging capabilities (sadly his second jump is not THAT high, so there are many places where he has to wait, but I got to bonus #1 faster than intended which is good.)
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I don't consider sarcasm of that kind to be nescessary in a forum where constructive criticism/review is desired
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Not this level of unprofessionalism though...
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Castle Crush EDIT: I F***ING FORGOT THE DK COIN AGAIN, I will do that tomorrow ARG
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JXQ, are you going to work on this again with knowing Arne's fly after enter door trick? a potential 3-4 second saver
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I...Missed...Funky...in...World...5. ARG I'd have to redo a boss and 2 levels to fix a few frames of overmap movement, so I will get Funky just after Screech's Sprint. V9 will, depending on how the luck manipulation of Kreepy Krow goes, fix that problem, but because it is less than 1/4 a second wasted I will not go back and fix it. Nitsuja describing the zombie rambi thing made me try it, and I got very far, but eventually I get to a part where zombie Dixie is holding Diddy, but I can't go any higher and/or the game will freeze. And for some reason the wall crushes Diddy, but I get him back without getting any DK barrels? Rambi Zombie Glitch- very close to end of level
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When starting Castle Crush I'm thinking to save time to start doing the team-throw at the first possible moment, and throw up to the Rambi barrel, but since Rambi has to wait for the scroller to bring him up to bonus #1 does I have to sit and wait for the floor to reach him after becoming Rambi? This is important to know before I start, I might just test run team-throwing up there and see what happens
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is the 4209 rerecord count for a half an hour run correct? I can't wait to see this run published
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Windy Well When I started this run I hated Windy Well. When I TAS'd the level I loved it. I did quite a lot of time savers here, like in both bonuses. But by far the best is getting to bonus #2- that alone took hundreds of rerecords to get the kleaver dude just in the right spot. That place has the barrel kroc placed a little too close to the Kleaver, making my intended maneuver near impossible. they both have aggravating attacks- the barrel kroc can bounce you up to hit the target, or bump you into kleaver's swords. And kleaver's swords make you try to stay out of reach, but you bump barrel kroc. So, I manipulated the monsters just so that that as the barrel kroc hits me, kleaver is swinging his sword, so that the barrel kroc bumps me OVER the swords and land safely where I proceed to roll into kleaver just before he gets his invincibility back. That move was extremlely tight, there was only one frame to do that and it took me hundreds of rerecords to find it. But the seconds saved was worth it. As I was recording, the fastest way to get to bonus #1 ended up not being the best... see for yourself... bonus#1, Diddy disappears
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As I was watching Petrie's awesome vids of doing Stone Tower, his latest of hitting the stone with the light arrow through like 3 solid objects was great. I looked at his bomb/bombchu count, and since he has upgraded bags for both (I think?) he had somewhere close to 30-40 for each, I think that's more than enough for stone tower. One thing I've noted is that bomb hovering is WAY faster in MM than it is in OoT because of much less lag, makes for faster/more entertaining bomb hovers.
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Like Majora's Mask- find fantastic optimizations with that before someone commits to a run of it Guano, I've said before I'll say again- keep going
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Ooh wow that is funny... only usable in water levels I assume, and yeah since it slows down Diddy's speed it might not be useful... I assume it treats him as the second kong because he floats like that when Dixie floats as main char, I wonder if that makes him invincible, and if so where it would be applicable (only places are Lockjaw's Locker, Lava Lagoon, Artic Abyss and Clapper's cavern, I'm guessing Clapper's cavern has best application if it makes him invincible and still able to roll to avoid the many enemies ini the way. IF it works.) Edit: I looked at it again, I don't know why i got the invincible idea, it just gives you floating capability of Diddy, where in same case you could just use Dixie. So, um considering all water levels I don't need to hover with Diddy at all, that makes this trick, unfortunately, useless. But very fun to watch. Windy Well time- it's here that people start making suggestions in the thread of Sami's Published run, I'll take a look at it and see if there is any good stuff in it, I know there was no helpful suggestions for windy well (due to miscommunication) Castle Crush I know how to do that level team-throwing but stopping for Rambi and Sqauwk's, Chain Link Chamber is going to be insane if I can pull off the backwards switch in all my planned places, and if not it still should be fast. Toxic Tower Kongs will take a few more hits to save some time, and Screech's sprint I think there is 2 shortcuts Sami didn't take that I'll check out. These next 6 levels will be the hardest (Clapper's Cavern excluded) levels of the entire run, period. Windy Well is long and has precise maneuvering, castle Crush has really hard sections to do the team-throw, Chain Link I fret about performing the glitches; Toxic Tower has to be done perfectly executed for Kong sacrifice/time saved/ending with Kong needed, and Screech's Sprint has a tough beginning and tight flying. Then it's the boss, restart, Animal Antics, and then final boss!
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Hm, test run will have to wait a long while. Doing 2 TASes at the same time is a very bad idea, my workload at college like doubled so I won't look at this until I'm done with DKC2 102%. Plus, the DKC2 run is really fast- Kirby 64 100% is a very slow game, I would feel a little disappointed, I think I can find a faster game to TAS next. But I played this when I was younger, it has a great soundtrack, would add to the small n64 list, it should be easy to teach me how to use Mupen so maybe I will just to have it out... so this will be put on hold for a few months.
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Arctic Abyss An easy water/ice level. The hardest part was the charge just before bonus #2- that took a lot of rerecords to find the best spot to stop the charge and go down to the animal sign without overshooting or missing
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You'd have to start the section with a charge and jump up to get the coin, and then you hit the wall, which stops your charge, and you have to charge up again. I don't think more than 1 second can be saved from it, I think V9 will take care of all the less than 1 second mistakes that some people and myself have noted. Any word from Arne if he's mastered the mechanics of the backwards switch?
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Boss fight improved 78 frames saved, World 5 officially done.
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World 5 done Sorry this took me so long to do... I have been quite busy both doing work and procrastinating that I didn't actually start working on this again until tonight. As all bosses, I try to keep the viewer entertained, and as luck (pun intended) would have it, the frame I enter makes the barrels WAY closer to Ghost Krow than in Sami's movie. (I wasn't even aware luck manipulation was at this boss.) So I'm pretty sure my boss fight is faster. In my entertaining attempts I discovered at the end how to go below the level without dying- how I finish though is not optimal, I hit the real mini-krow a bit late and have to have Diddy dismount, which wastes time, so tomorrow I'll probably redo the ending (though keeping the part where I go below, that part was suprising even to me) but I'll try to save frames by getting Diddy off Dixie's back earlier (they're boyfriend/girlfriend in the plot, makes you wonder when they're giving each other piggy-backs) and hitting the Ghost krow much sooner for a quicker finish. And then it's on to (oh man) world 6, where I might have a complete nervous breakdown at the castle levels if I cannot pull off the backwards switch.
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it would take a lot of bombs, most likely replenishing on the way, but theoretically yes, since all vertical/horizontal restrictions could be bypassed. I looked at a few youtube vids of people trying to find the right spots to bomb hover, and using item in a bottle to activate the swtiches, some successful, most not.
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