Posts for Fabian


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If I've given you the impression that I'm interested in doing any of these I'm sorry. You may or may not know that I'm doing a 96 exit regular run right now. I've also never said "it would be really fun to do this". What I have said is "it would be really fun to watch this". If you read all my post in this thread again I don't think you'll find me saying anything to imply I was going to do any of these. Misunderstandings happen though and I'm sorry if you feel I have tortured you.
Zoey Ridin' High <Fabian_> I prett much never drunk
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I don't think there's anyone interested in doing any of these runs so don't worry about missing out on anything.
Zoey Ridin' High <Fabian_> I prett much never drunk
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Yes that's a good summary. The small mario run we've been trying to help out with is for console though, it's being done over at SDA. What I personally would like to see as a TAS in the small mario department is a run that completes all level possible. I think the rush to Bowser-run isn't for us, I'm going to leave it to jimsfriend. That's the first option. The second option I think would be with Yoshi and switch palaces and any other things you can think of, the only restriction there is the feather thing. Of course, it's up to the author but that's the best idea I think. Just a quick word on the hopping glitch. It's not so much that it's difficult to perform it (it probably takes a few minutes to set up, at least for me who's not very used to it), I just think it makes the levels look uglier and also more boring to make. I can't really explain why I dislike it. It's not a huge deal at all of course, if whoever makes the video wants to include it (I mean it does speed things up so why wouldn't you, really?), go right ahead. It doesn't make it less entertaining to watch. Edit: Graveworm, the "hopping glitch" is a trick discovered by flagitious and used in the most recent 11 exit SMW run and mine and JXQ's 120 exit SDW run. It's used when Mario does not yet have a cape. What you do is you run up to full speed and jump. While in the air, you release -> at the correct frame. Then, you jump the very first frame you reach the ground, over and over, hopefully until the level is over. This is slightly faster than usual running, if you want an explanation why, go find flagitious topic here in the SNES forum called "new trick for Super Mario World" or something. It should be on page 2 or 3. Hope this helps, if you have any other questions just ask them.
Zoey Ridin' High <Fabian_> I prett much never drunk
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That actually might be a really fun challenge. If there are plenty of levels that are almost impossible but we figure out a way, that would be awesome to watch. As long as we don't have to use the hopping glitch of course!
Zoey Ridin' High <Fabian_> I prett much never drunk
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JXQ wrote:
Edit: Case in point. Despite this, an 11-exit is absolutely impossible with small Mario alone. (Today's riddle is - try to figure out why)
Yup. When I woke up this morning I realized I'd have to try that. Now I don't have to :) Very nice, you made it a lot easier to perform on console too. Since I jumped from the ground to the left of the pipe, I either had to spinjump for exactly one frame to land on the message box and jump from there (awful), or make a big jump and land on the second koopa from the top, then turn around at the right time (another one frame window), to avoid colliding with the top one and die (awful). The point of finishing DP1b was to not have to do DP2 (before SW4 was solved, DP2b and GSP were also required) and instead do DS1 and go from there. I won't ruin the fun for those still trying to figure out the 11 exit riddle :) I thought the pipe leading to the coin bridge from the key room was a one way pipe. That's what you get from just having played the game through 2 times ever. Stuff like that doesn't exactly come up when making a speedrun. Now all questions about the route should be answered though, it's just up to someone to take on the challenge!
Zoey Ridin' High <Fabian_> I prett much never drunk
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First of all, we have the same name! Second, unfortunately your idea won't work. It's impossible to bounce off shells thrown in the air (or dropped). Shells that have been kicked can be jumped off of, and P-switches can always be used this way.
Zoey Ridin' High <Fabian_> I prett much never drunk
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I don't know this particular game but if it's exactly like the SNES version of Super Mario World (and it sounds like it basically is), I strongly suggest checking out the avaliable speedruns of that game for hints on how to improve this further, apart from the things you accidentally forgot this time around. It sounds like you're aware of some huge flaws in this movie yourself, and I'm afraid that it will get rejected until they are fixed. Good luck if you decide to improve this!
Zoey Ridin' High <Fabian_> I prett much never drunk
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Since I posted about that Star World 4 thing earlier in this thread, I figured I might as well post about what I'm trying to accomplish in Donut Plains 1 here too: It's once again for the small mario run on SDA. The goal is to reach the secret exit without utilizing Yoshi. The closest I've come is this, and from there it almost seems like a walljump might be possible. I don't actually know how much forward speed Mario must have for a walljump to be possible. Anyway if anyone can figure out a way to do it or to find another strategy that'll work please post about it.
Zoey Ridin' High <Fabian_> I prett much never drunk
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bob has had the shortest possible runs in mind, while others seem to have thought more about full runs (at least for SMW where 95 of 96 exits are possible. In SDW that number would be a lot lower). The route for a short SDW run would be this: 1-4 MI 1-4 5 #1 Castle (secret exit not possible without cape) 6 Salty Isle 7 DW 1 8 DW 2a (2b not possible without cape) 9 DW 3 10 DW 4 11 Desert Pyramid 12 #2 Castle b 13 Desert Star World 14-18 Water Crystal Sky Ice and Pipe SW 19 Bowser's SW 20 Backdoor SW 21 Bowser's Back Door I'm not sure about Pipe Star World. You need to bring a shell to the upper part of the level and break the block that's blocking the entrance to the room with the key box. Trouble is most pipes leading up there have piranha plants in them = no shells. I can't remember if there is a path which would allow bringing a shell there. Also, I'm not sure if gombas can break that kind of block. If not, and if a shell from the level itself can't be brought (worst case scenario), the first mushroom house with an actual shell is in Sky World. Neat huh? Not much of a minimal run then. So anyway, if there's no problem in Pipe Star World, that means 21 exits unless I screwed this up somehow. Unfortunately I think the fast route to Bowser is quite boring in SDW so I'm not sure if this run would be the best idea if someone decided to make a SMW/SDW capeless run. My opinion is that SDW is a much much better game than SMW though, so I'd rank a "full" SDW run first, then full SMW, minimal SDW and least interesting is minimal SMW. That's my opinion anyway. Edit: Also, one thing I forgot to mention. If anyone does attempt this kind of run, I would definately not mind if the hopping glitch was not used, I hate it just like JXQ. Since this would be a concept demo or whatever it's called anyway, we can make up this rule if we want to. Up to the runner of course, but I'd like a hopping-less run better.
Zoey Ridin' High <Fabian_> I prett much never drunk
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There's a VINE for the big boo exit?! (ok fine I probably knew that, but I haven't thought about that in years)
Zoey Ridin' High <Fabian_> I prett much never drunk
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Yes I now hear it's been done to death already and that I'm 15 years late to the party. Oh well.
Zoey Ridin' High <Fabian_> I prett much never drunk
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I just did something I've never seen before. I was doing Donut Plains 1b and was having some trouble with the end of the level so I started experimenting a bit. Anyway, look at this.
Zoey Ridin' High <Fabian_> I prett much never drunk
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Very well then bob. That would be the normal 11 exit route. Personally I think a 95 exit run would be better for this kind of run, but I'm not crazy about either. Edit: You're not missing anything jimsfriend. Like I said, you're right.
Zoey Ridin' High <Fabian_> I prett much never drunk
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You're right jimsfriend. I think some people still are a little confused about what the exact goals for this would be.
Zoey Ridin' High <Fabian_> I prett much never drunk
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Nope, starting from the beginning isn't necessary, when starting to record you can choose between Record from reset or Record from now.
Zoey Ridin' High <Fabian_> I prett much never drunk
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I can't explain that bob. I tried downloading it and playing it and it works fine for me. You're not missing out on much though, it's just Forest Fortress done without cape.
Zoey Ridin' High <Fabian_> I prett much never drunk
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Which level do you mean? Cheese Bridge Area, taking you to Star World 3 (via Soda Lake)? Or the fortress in Forest of Illusion, taking you to Star World 4? I thought you meant the Forest of Illusion one, and I couldn't remember what that level looked like, so I did this for fun (I'm bored tonight). Nothing very amazing about this video though :)
Zoey Ridin' High <Fabian_> I prett much never drunk
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There's not a wall on the left side of the screen in that Ghost House, is there? Hm, maybe the edge of the screen can be walljumped just like any actual wall, has anyone ever tried?
Zoey Ridin' High <Fabian_> I prett much never drunk
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Well then i'ts well deserved :) Happy birthday! (Also, I'll post this demo in the SDA thread if you don't mind.)
Zoey Ridin' High <Fabian_> I prett much never drunk
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That is sneaky. Very nice. I suck and you don't.
Zoey Ridin' High <Fabian_> I prett much never drunk
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No actually I was reading about jimsfriend's small mario run on SDA and they had been unable to finish this level without going to a switch palace first. So I wanted to try just for fun. It's not useful for his run though because he's not allowed to ride a Yoshi at any time. Plus it's basically frame perfect so it wouldn't be possible to do in a console run anyway. Edit: Your idea with the shell bouncing on the right is basically what I've been trying in order to reach the platform without Yoshi's help. Something like this. Of course, if this method worked there would be no shell left to get the key. If you could double grab shells it might be doable, I don't know.
Zoey Ridin' High <Fabian_> I prett much never drunk
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Funny you should mention that JXQ because I've been sitting here an hour trying to reach that stupid god awful platform in Star World 4 without using Yoshi and with no switch palaces, and with small mario. You can finish the level with the help of Yoshi (to jump off of, not using to fly), but I've been unsucessful with no aid whatsoever and am slowly going insane. Stupid game. And the key in DP1 is reachable simply by jumping off Yoshi too, isn't it?
Zoey Ridin' High <Fabian_> I prett much never drunk
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Thanks again for your clarifications, it's much clearer now. About 6/7/8, I think this will work well, with frame advance anything's possible. Stuff like losing forward momentum and regaining it later while flying is almost impossible on console, but this should be no problem to do when I get there.
Zoey Ridin' High <Fabian_> I prett much never drunk
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Hi Gorling, Welcome to 30 minutes ago. This is old news. Yours truly, Fabian Serious response: Read the end of jimsfriends post.
Zoey Ridin' High <Fabian_> I prett much never drunk
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That's like the best response I've ever seen in any thread about anything. Thank you very much jimsfriend. I'll comment on the images individually: 1. This one I have already thought of. 2. I don't think passing through slopes like these is possible. If someone made an smv showing it I'd gladly be proven wrong though. 3. This one I have already thought of. 4. When I did Crystal Cavern 1 in our SDW movie I experimented a bit with lava, with results you'll be happy to hear about. You can indeed fly under lava, and another cool thing is that you can fly up to the "lower edge" of the lava, and go into swimming mode, in the lava, without dying. You can only swim in the lower parts of the lava pool though, if you go to high the game catches you and you die. Not useful of course for any speedrun purposes but cool to know. I should have an old .smv of that (that whole level was discarded when it was pointed out to me that I was taking a route about 60 billion times slower than the correct one. Great job by me), I'll see if I can find it and edit this with the link. Edit: Bah, I hadn't saved it, so I made this instead (it's for Super Demo World btw, not SMW). 5. Fantastic! I haven't thought of this before, and I probably would've missed it, so this is great. I'm not sure when the earliest moment you can return to the ground is. If you fall quickly enough to be able to reach the middle route in that last labyrinth section (where the green shell is) without hitting the wall (while ducking), you can fly up on the ground and start hopping any time after the solid wall just after the two yellow blocks, or at least after the 5 spike guys I don't remember the name of. Otherwise you can do it just before the goal post, killing the chuck in the process. 6/7. This one I don't fully understand. From where do you run up to flying speed? I think this should work, what I'm not sure of is why it would be possible to fly under box 2 but not box 4. 8. This one I don't understand at all. Unless I'm misunderstanding, you're passing through the slope without flying? I also don't get what "DEAD" means in this context. It should also be possible to do this without beetle, although that might be slower. All-in-all about images 6-8, this will take some more experimentation I think. 9. I just realized that some of the things I've said so far can be disregarded. You can't fly up through these walls/grounds while flying underneath the level, can you? I mean, except if you do it where there is an angel or something, but not just regularly. Oh well, time will tell. This should work too, thanks a lot. Also, if it does, keyjumping shouldn't be needed, it should be possible to simply fly up to where the keyhole is. 10. If 9 will work this should too. And I think it will. Thanks again. 11. I don't think this will work. I think hanzou experimented a lot with the swimming mechanics in Water World 4, what do you think about it hanzou? About the extra lives in YI2, if I hadn't already done that level, I probably would get 5 lives now. It won't cost any frames, and while I think the other method might be cooler in general, this one hasn't been done in a TAS, and one of my top priorities with this movie is to show off new cool stuff. Maybe this will be in the final version, I'm not sure. Thanks a lot for all this, it was very helpful. I hope to see more of you around here! Now I'll go look for that lava flying smv. Edit: Added a link.
Zoey Ridin' High <Fabian_> I prett much never drunk