Posts for Dooty


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Sorry guys, but those new glitches can save some time on the 102% run also, I'm redoing some parts of Slime Climb right now, so, wait for the new wip. /Not really the new glitches, but the way ISM used the big jump via damage saved some frames on Slime Climb, here, it's 250 frames faster than before.
I am old enough to know better, but not enough to do it.
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Thanks SpiDeY, I edited my previous post, check it out.
I am old enough to know better, but not enough to do it.
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I guess there's a glitch in Klobber Karnage that prevents the use of v1.1 for the 102% run, something related with a spining barrel, that's really sad. Okay, I'll stop whining about those new glitches, I can't use them on my run anyway. Here, the run is done and now there's just the submission text to worry about. I'm thinking to reuse the existing text, if it's okay for the creator of the text. Here's a possible submission text: Donkey Kong Country 2: Diddy's Kong Quest - 102% TAS by Comicalflop, Dooty & NxCy. We proudly present to you, the new and improved, Donkey Kong Country 2 102%. This is our combined effort to obsolete the old 102% TAS. While that run may be good for its time, it contains some mistakes, and does not utilize the current standard of tricks/glitches. These two combined added up to a lot of time to save, and we set about doing just that. Overall, we saved 2952 frames or 49 seconds and 12 frames. The new length is 296501 frames, 1:22:22, and the in-game timer of the game is now 1 hour 6 minutes. Even more new tactics/glitches were discovered prior to and during the making of this run. In fact, many of the tricks that we discovered are applicable to the any% TAS, making an improvement to that movie possible. (Next project? nah, we're sick to death with Donkey Kong Countr... we mean, you never know...) Even though we tried to create a very high level of technical precision (in some areas even being faster than the any% counterpart) we willingly allowed some time/entertainment tradeoffs. Most specifically, we kept the previous run’s attitude towards killing as many enemies as possible. We know for a fact that shooting eggs, spitting webs, etc. causes a decrease in speed. But, we felt that killing as many enemies as possible still remains a good goal for the 102% run, especially since it’s twice as long, and needs to center on doing more impressive things to entertain the audience. Also, the decrease in speed is not noticeable to the naked eye at all. For instance, when Squawks is going at max speed, killing 4 enemies resulted in a loss of 1 frame. Stereo sound was once again selected for superior sound quality. !! The Emulator Settings: * Snes9x 1.43 v17 svn123 * Use WIP1 Timing (Yes) * Allow Left+Right/Up+Down (Yes) * Volume Envelope Height Reading (No) * Fake Mute desync workaround (Yes) * Sync samples with sound CPU (Yes) * Clean FastROM setting (Yes) !! The Game Objectives: * Aims for fastest time * Contains Speed/Entertainment Tradeoffs * Manipulates luck * Uses Warps * Takes damage to save time * Abuses programming errors in the game * 102% completion * Uses a game restart sequence !! New Tricks and Glitches: This time around, we incorporated tricks found in the current any% TAS, and we also found a large number of new tricks on our own. ! The Bonus Coin: The Bonus Coin has some very, very interesting properties. After you touch the coin, there is a 1 frame window where you can perform some actions, just after the game unfreezes. Inside this window, one of the buttons you can press (if you have both kongs) is A, to team up. But if you're already in a team up formation, pressing the A Button will dismount the other kong, allowing you to keep control of the game, it's useful if the exit of the said bonus is far from you and you can suicide inside that bonus, otherwise it's useless as you get stuck after that. There is a 1 frame opportunity to collect the coin, and press Start, then Select, while still collecting the bonus/DK coin. This is used to save time with some new routes. ! Let Go of Direction When Rolling Into Doors: When rolling into a door, you’ll get caught and your speed will become 384, as you enter the door. The left and right buttons are what activates this animation; by not holding either left or right, you can move into the doorway, and enter it faster. This is done when rolling, as the animals, etc. it's used in all doors now. ! Camera Scroll: Pressing the opposite direction you're facing, forces the camera to scroll in that direction. We used it a few more times, to kill or avoid some enemies and to collect one DK coin. ! Tires: For some reason, in Jungle Jinx, if you shoot out of a barrel and land on one of the tires, the camera will scroll to the right very fast. Throw the other kong on a tire also have some wierd results, you can bounce very high or make the other kong land very far. ! Palettes Get Screwed Up: We found even more ways to get some of the colors of objects to turn out wrong. See how many you can spot! ! Controlling the Karts: The Karts move slow when going up hill; by starting to jump at the base of the hill, and keep jumping as soon as you land, you can make it up the hill faster. Unfortunately, in Rickety Race if you jump you'll lose speed. ! Big Jump Via Damage: If you have both kongs and take damage, the other kong will jump higher by just holding the B button. But, if you do some other things first it will jump really high: thrownig the kong upwards then taking damage before the other kong lands, or throwing it to a blast barrel then taking damage makes the other kong jump higher, but by entering a swimable water, switching the kongs and then taking damage, makes you go incredibly high! ! Jump Delay: If you jump for two frames, you can still team up and jump at the same time. It's used to enter some bonus stages, to finish some stages or to go up a little faster in some other places. There are various other tricks that are used, but these are the major ones. !! Level by Level: ! Pirate Panic: Biggest change really was in the way we started the game; by playing in hard mode, we started with both kongs allowing us to use the barrel above us saving some frames right at the start of the stage. 19 frames faster. ! Mainbrace Mayhem: Hard mode saved some frames here too, also, the jump delay saved some time to enter a bonus or set up a team up. 83 frames faster. ! Gangplank Galley: When entering the last bonus, it's faster to bump off of the first two Krushas and then kill the third one with a chest. 56 frames faster. ! Lockjaw's Locker: The route change we mentioned in the previous run was implemented here, the strategy to collect the DK coin was also improved. 417 frames faster. ! Topsail Trouble: Another change that saved some time, Dixie was used to do the bonus and to collect the DK coin. 37 frames faster. ! Kreepy Krow: 20 frames were spent to manipulate the eggs (inside Funky's house), but we started the fight with Dixie this time, so, no switch needed. 81 frames faster. ! Hothead Hop: Slightly improved bonus stages. 21 frames faster. ! Kannon's Klaim: A similar strategy as in Lockjaw's Locker to collect the DK coin was used here, also changed is the way we reach the warp barrel, thanks to was0x for posting a link to a video demonstrating this trick. 265 frames faster. ! Jungle Jinx: The bonus was improved with the jump delay trick. It can be completed faster with Dixie, but using Diddy here to finish the stage, avoids one character switch in Lava Lagoon, wich is pretty good. 80 frames faster. ! Lava Lagoon: Starting as Diddy saved quite some time here. It's possible to duck underwater near the third Clapper, but the time spent to kill or avoid the croc, makes it a little slower, so, it's not used in this run. 127 frames faster. ! Redhot Ride: The glitch were a team up takes twice as long if you're on top of the baloon was avoided. The way Rambi charges was slightly changed in the first bonus and in the second bonus Diddy returns to Dixie, so, the coin trick can be performed here too. 80 frames faster. ! Squawk's Shaft: Almost nothing new here, a jump delay trick was used to save some time. 34 frames faster. ! Kleaver's Kiln: Inside the fight itself 9 frames were saved, but this time we enter in the first possible frame with a pretty good luck, so, some time was saved on the map also. 9 frames faster. ! Barrel Bayou: We followed the any% route, but made a few changes as we must also do the bonuses. We spent a lot of time in spawning the neeks to make the colors of the very last one be completely wrong, so we can have an excuse for some frames lost to grab the cannonball needed to enter the first bonus. 224 frames faster. ! Glimmer's Galleon: Underwater Dixie can perform as fast as Diddy, so, doing this stage as her didn't slowed us down. We can also exit the stage as Diddy with a target switch trick, wich will save some time in the next stage. 4 frames faster. ! Krockhead Klamber: Start the stage as Diddy proved to be beneficial here. Since we're playing in hard mode, there's no way to sacrifice Dixie near the DK coin to pass those bees, as we need her to enter the bonus stage. 54 frames faster. ! Rattle Battle: Another stage with almost nothing new, and again the jump delay was the only time saver. 75 frames faster. ! Black Ice Battle: Another stage with... hey, we already said that, nothing new, the jump delay thing and blah, blah, blah. 10 frames faster. ! Slime Climb: Another stage with... just kidding, there's lots of new things here. Remember that huge jump on the any% run? it's also used here, but on a different place, you may also remember the bump off of the Krushas in Gangplank Galley, it saved some frames to enter the first bonus, and a camera scroll trick was used to avoid the last two crocs before the second bonus. 329 frames faster. ! Bramble Blast: Start playing as Dixie is not desired in a great number of stages, but here it's a good thing to have her in front, with her helicoptery hair she can skip the first barrel, wich saved some frames. The through-ceiling trick was slightly changed, we don't need to worry about sacrificing the other kong anymore, so we can let Diddy land on the brambles to avoid some barrels and dragonflies. 122 frames faster. ! Kudgel's Kontest: We redid this boss battle, but it's a pretty boring fight no matter what you do to make it interesting, so, the old fight was hex-edited here as in the any% run, just the end of the battle is different. 1 frame faster. ! Hornet's Hole: Utilized almost the same tricks as in the current run, but get in the first bonus without Squitter saved some frames, (something we wish have worked on Pirate Panic with Rambi...) We also avoided to step on the honey at all costs as it slows you down considerably. 96 frames faster. ! Target Terror: Nothing much new besides being the first slower stage of the new run, looks like collect all KONG letters was not a good idea after all... We know it's a lame excuse, but you can say it's a speed entertainment tradeoff. 3 frames slower. ! Bramble Scramble: The route was already pretty solid in the current run, but since we don't have to break two DK barrels, it's faster. The bonus was also slighltly changed to save even more time. 142 frames faster. ! Rickety Race: We first thought that the jump up hills trick could save some time here, but we were wrong. Again the jump delay trick was the only time saver. 81 frames faster. ! Mudhole Marsh: Something really wierd happened on the first bonus of Barrel Bayou, useless there, but useful here; after the coin was collected, we tried to do a coin trick by dismounting a team up, but it failed as we couldn't exit the bonus after that, but here we can suicide to exit the bonus saving some frames. It was also here that a camera scroll trick saved some time to collect the DK coin. 171 frames faster. ! Klobber Karnage: Oh, oh... a big, and we mean a big time lost here. We're forced to use Dixie almost in the entire stage, as only Diddy can enter the bonus stage and we need to sacrifice one of the kongs to minimize the loss. 314 frames slower. ! Rambi Rumble: Ah, hard mode, we almost gave up the idea to use it in the previous stage, but then it saved some time here and we gave up the idea to gave up the idea of use it (?). 32 frames faster. ! King Zing Sting: A big dillemma on this boss fight: avoid lag to save time or make the fight entertaining? A mix of the two was then used. 7 frames faster. ! Ghostly Grove: We'd love to be proven wrong, but this seems to be the last stage where the pseud failed bonus can save time. 41 frames faster. ! Haunted Hall: The any% run was combined to save some time here. Unfortunately the glitch in Arne’s any% movie, where the last ghost failed to appear, is impossible to reproduce in the 102% run, you must pass above the last bonus to set up this glitch. 60 frames faster. ! Gusty Glade: The jump delay trick saved some time on the goal target, but a change in the second bonus saved even more. 118 frames faster. ! Parrot Chute Panic: Not using Squawks in the first bonus saved some time inside and outside it, as we don't need to pass the no animal sign with him. 61 frames faster. ! Web Woods: It's impossible to kill 100% of the enemies without wasting time, and sometimes killing just one more enemy creates lots of lag, so, some of them were just avoided and not killed, less lag = more frames saved. 108 frames faster. ! Kreepy Krow: 16 frames were spent to manipulate the barrel setup, but this time we got perfect luck! 22 frames faster. ! Arctic Abyss: Guess what? Yes, almost nothing new here, but as we need Dixie to hover above the red bees in Animal Antics, we finished this stage as her. 2 frames faster. ! Animal Antics: The reason is unknown, but the last web that Squitter must spawn to reach the Squawk's barrel took much longer to be available. We also must do a target switch here to control Diddy in the next stage, so, it's another slower stage. 13 frames slower. ! Windy Well: Those slower stages are becomming a little constant, isn't it? Well, this is the price we have to pay for choosing hard mode, there's no DK barrel to kill one of the yellow bees. 21 frames slower. ! Castle Crush: Another slower stage, but not as slow as we first thought it would be. The jump delay trick was very useful here, and we think it's the most important of the new tricks. As Rambi we avoided to jump on any enemy, as it stops the floor for two frames, we used his charge or his lunge instead. Also, there's no lag when playing as Rambi, and it helped to minimize the loss. 10 frames slower. ! Clapper's Cavern: We tried very hard, but the golden Krusha could not be replicated in this run without wasting time, so, only the golden Clapper this time, sorry about that. The rest is the same as in the current run. The jump delay trick didn't save or wastes time to reach the hooks, but it sure looks cooler. 13 frames faster. ! Chain Link Chamber: Utilized the current route, but the team throwing in bonus #1 was faster with the jump delay trick. 18 frames faster. ! Toxic Tower: Rattly is still a ninja, and this time we found a way to reach his barrel even faster, also the new any% route was used to save some frames. As Squawks we changed the route a little. We can't sacrifice again on one of the red bees, but oddly enough it saved some frames! Nothing new as Squitter, sadly, but pay ettention to the goal target. 36 frames faster. ! Stronghold Showdown: It's not a joke, we saved time here too. 1 frame faster. ! Screech's Sprint: Followed the current route, but again the jump delay trick saved some frames to reach the bonus, as did the lack of a DK barrel to break. 76 frames faster. ! K. Rool Duel: Like in the any% run, Diddy was used to do this fight. 4 frames faster. ! Fiery Furnace: We started as Diddy this time, so, some frames saved right at the start of the stage. We also sacrificed him to do a big jump via damage, so, Dixie can hover on the last stretch towards the end, thus, avoiding a switch inside the bonus. 181 frames faster. ! Krocodile Kore: The first draw in our run, and looks like it will be the last one, as this is the final battle. 0 frames faster/slower. !! Possible Improvements: The use of hard mode slowed down some stages, but it saved time on many others, so, if you want to improve this movie, your best bet is to use normal mode. Enjoy!
I am old enough to know better, but not enough to do it.
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No, I just know some words in English, but I use Google Translator most of the time. anyway, I finished Fiery Furnace and I can compare the times again, it's 49 seconds and 12 frames faster.
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All right then, I'll PM you if I find anything useful, but about the IRC, I can't since I don't speak English. (it would be a pain in the ass to use Google Translator to chat, I guess...)
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Nothing new for the 102% run with those glitches, so, here's a new wip and I guess it's the last one... anyways, if you know something that can save some time, please let me know and I'll implement it, even if I have to redo a whole stage or world again, that's what wips are for isn't it?
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Too bad, this new glitch is not so useful for the 102% run. I must complete all the bonuses, so, it's useless to use the glitch to complete just the stage, but it's tremendously useful for the an% run, and I'm testing all places where there is a beetle, and if I find anything that can help to improve your run, I'll post it here. (even though I'm pretty sure those two spots in the ISM video are the only ones...)
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Wow, that lua script will sure come in handy, be able to know exactly what Diddy is holding and when brings some interesting possibilities, thanks alot was0x.
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Thankyou for the tips, I'm redoing some sections of the run and will use more of the any%. by the way, I used Diddy to finish Jungle Jinx so I don't need to switch the kongs in Lava Lagoon, it saved ~80 frames and gave me a very good luck with Kleever. I'm currently fixing some desyncs in Web Woods and will post a new wip soon. /I'm doing Animal Antics at the moment, and yes, I forgot to use the let go > trick... I guess it's also possible to pass through the cannon ball with Rambi, like I did with the hook in Castle Crush. //The cannon ball failed... but I found something that maybe save time in Castle Crush; when Rambi is about to kill an enemy with his horn, you can cancel it with the A button, and if you repeat he can pass through the enemy, but he can also pass through the ceiling without dying! Now I must find a place where it can be useful. ///by the by, Animal Antics is still slower: a web is taking longer to be available next to the point you tranform into Squawks and I also must do a target switch to control Diddy. In Windy Well I don't have a barrel to kill one of the bees. ////nah, it's useless to enter the ceiling in Castle Crush, so here's a new wip. what's new: Jungle Jinx is 30 frames slower, but it saved time in Lava Lagoon. Lava Lagoon is faster (duh...) Boss battles are reused/redone or both, and (I hope) are more entertaining now. Fixed a mistake in Animal Antics, thanks to Comicalflop. there's some minor changes here and there, the rest is the same.
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I need to fix some mistakes in Animal Antics and Windy Well, 49 and 17 frames slower respectively... anyways, I'm also doing some small fixes here and there, Kannon's Klaim for example is 9 frames faster using Dixie to collect the DK Koin, it gave me better luck with Kleever.
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Thank you wicked. Why I like this game? I don't know why, I just like it that much! here's the new wip. /after this point there will be no new wips but the finished movie, and maybe a submission...
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Castle Crush burned me out, so I decided that it will be faster to finish my run if I reuse the existing run, besides not long ago I said that I don't want any hard work to be wasted so, here's the new wip, please watch the movie and read the movie's description to know what I'm talking about.
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Really nice video, thank you for sharing was0x. I just finished Windy Well, but that Kannon's Klaim warp barrel must be tested more carefully, let's see... /it worked like a charm, and saved 131 frames, thanks again was0x. //but Kannon's Klaim must be redone, the way I did it is slower, oh well... ///it's done, Kannon's Klaim is now 174 frames faster, now let's fix some desyncs... ////here, 1210 frames ahead before Kleever. /////I also tested the hold air with a beetle, but it's 60 frames slower. //////Unfortunately there's lots of desynchronization, many stages must be redone... ///////Everything's fixed and Castle Crush is almost done. ////////Castle Crush is done, and believe it or not it's only 11 frames slower!
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Comicalflop wrote:
Are you still doing the reverse order final bosses?
No, but I'll do Fiery Furnace after restart to avoid one character switch.
Comicalflop wrote:
Also, that Kleever gltich, would it possibly lead to warping to later stages?
Unfortunately it's a useless glitch, it freezes the game, warps to Cranky or to the Title Screen with a corrupted save data... Since I'm changing the stage order, I can't compare time anymore, but after Web Woods I was 2466 frames ahead, here's the new wip. /Arctic Abyss is done, I'm heading to Animal Antics now. //Animal Antics is also done, Windy Well is my next stop.
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I had to delete my last post, the wip was desynchronized. I must redo Rambi Rumble before I can post a new wip :( /Everything's back to normal, and here's the new wip, 2084 frames ahead before Ghostly Grove. //Looks like Klobber Karnage is the weak point of hard mode... ///Ghostly Grove is done, I'm 2115 frames ahead now, but look what happend on Kleever here, pretty similar to the hold-air glitch, it can freeze the game or transport you to somewhere else. ////Haunted Hall is done, and I'm 2175 frames ahead now, but still testing the Kleever Glitch, it can also save a corrupted data where you lose all your coins but keep the progress, weird! /////Gusty Glade is looking like a shameless copy of the current TAS, but it's not, there's some small changes here and there, and I'm 2210 frames ahead now. //////Parrot Chute Panic is done, also redid a bonus on Gusty Glade. I'm 2356 frames ahead now.
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yes, emulator+rom, that's the fastest and (in my opinion) the best way to watch those wips. Bramble Scramble went really smooth, and then Rickety Race will start 2101 frames earlier, so ladies and gentlemen, start your engines, fasten your seatbelts and all that car related stuff... /oh, sorry encoders, let me explain why I think it's better; there's time and effort needed to encode upload and then download the movie, and if by any reason I decide to abandon the project, no work other than mine would be wasted, but if you believe that I'll not give up, then go ahead, do it!
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Thanks alot Marcos, the level of optimization in the current published run is really insane! some stages can't be improved in any way, unless a new trick is found. /speaking of difficult to optimize, Hornet Hole was giving me nightmares, but I'm almost done with this stage, there's just one bonus to do. I managed to save some time here entering a bonus stage without Squitter and cartwheeling close to the ceiling near the goal target, the rest is simply impossible to improve, given the level of optimization... //Since Target Terror is kinda auto scroller, it's useless to try any improvements here, so, it will be exactly the same, except that I've collected all KONG letters and lost 2 frames... I'm now 1955 frames ahead, heading to Bramble Scramble.
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Thank you NxCy. and here's the Castle Crush (rough) test: normal mode 14149 frames hard mode 14386 frames new glitch 16000 frames
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No, not breaking DK barrels will kinda compensate Castle Crush loss, but that's not all, I can sacrifice more kongs in hard mode, see Bramble Blast for example. (here)
Comicalflop wrote:
it could be that complete the stage the new any% way, go back and get the rambi bonus, then get the other bonus and start+select inside the bonus may be faster
I'll test it right away...
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Yeah, Castle Crush will be slower than in normal mode, but not so much.(at least, I hope so...) but I'm still far away from Castle Crush, so here's a new wip, 1861 frames ahead before Hornet Hole. /Castle Crush will be ~237 frames slower in hard mode, but I'll save 232 frames from 8 DK barrels that I don't need to break. //by the way, I don't know how the new glitch (bring the target down) can save time in the 102% run.
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Dooty wrote:
//just one more thing, I'll post wips after each boss fight from here on.
I'm still fighting with Kleever, but Krow's fight was redone, so here's a new wip, before Kleever 1k+ frames ahead.
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You're right, there's no need to be sad about a run being obsoleted, after all that's one of our objectives here. so, if I want to obsolete something, I must indeed compare and try to beat the current time in every stage. I just finished Lava Lagoon, and I'm 893 frames ahead. /and about Kannon's Klaim, it's just 83 frames faster. //just one more thing, I'll post wips after each boss fight from here on. ///Red-Hot Ride is done, 974 frames ahead due to slightly improved bonus stages. ////Squawks's Shaft is giving me a really hard time, it will take longer than I expect to finish Crocodile Cauldron...
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I guess it's ~100 frames faster, but I'm trying not to compare it stage by stage, there will be some slower stages up ahead, so it's better to compare the final time. /by the way, I'm not sure if I want to obsolete anyone elses run, if there's a way to put it in a separate category, it would be nice.
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Thankyou, here's another wip, any suggestions, or corrections please let me know.
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Location: Teresópolis - Rio de Janeiro - Brazil
Dixie did very well in Topsail Trouble, but Krow is really mad at her... This is my luck when I finish Topsail Trouble as Dixie: If I skip Funky Kong, there's two useless eggs untill a good egg drops. If I enter Funky Kong there's twelve useless eggs, no matter what. So, I'm redoing Topsail Trouble to see if I can have a better luck.
I am old enough to know better, but not enough to do it.