Posts for GWing_02

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For those who don't want to chomp through the scientific analysis by flagitious: Basically the game will waver around the highest running speed possible if you constantly hold right because of the way it calculates acceleration; it will actually hit a speed faster than the game will let it and it will slow you down slower than the speed limit to compensate. Hence you should hold right to exactly the maximum speed then make the game think you did a massively long long jump to the end of the level by only ever touching the ground for a frame at a time after that. Oh, and flagitious: I'm assuming the backwards-moving platforms no longer have an effect on your speed if you only land on them for a single frame?
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It's..... beautiful...........
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Try being slightly closer to the wall as you kick the key. Seems the key falls much farther than it did in jxq's video. Also, I'm not entirely sure if landing on the platform on the downards dive is faster. edit: I mean that it seems the key falls much farther down and it's much slower before you get in the proper position to jumpgrab.
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I'm sorry I have nothing real to contribute... I feel like the stickler in the mud right now. =\
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Yeah, that's a good tip. The every-other-frame glitch seems to work in all sorts of places in SMW.
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Definite yes. Remarkable improvements, especially on Backdoor Star World, I heart your execution of that level. Also, fast flying appears to have been implemented this time, which is of course good. The last run was awesome, and this one is wayy better.
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Awesome, jxq, watching now. edit: Watched. As I said in the submission thread, this is amazingly better. Especially backdoor star world. Bowser's star world goes without saying.
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P-switch jumping will be cutting it close but I bet it can be done. Good luck with that. Oh, and jxq: no, you're not the problem, I am. ;)
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Oh, Salty Isle was unintentional. Okay.
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Well if I recall correctly the only points during which VIPer ever lost frames for the sole sake of entertainment was one dive to collect one shell, as well as the ghost house. With your run we're talking 3 or 4 out of 7 levels so far.
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I saw the part you were referring to in Salty Isle and while it's cool I'm not sure if it's cool enough to miss the 30 frames that you did... Most people would miss why that section is so nice. edit: sorry if I sound so harsh/whatever towards you or entertainment, I don't really mean to be negative, I'm just putting my opinion out there.
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Yeah personally I'd rather not "compare" runs either, but only one run can be on the site... =/ We could always revolt and create our own site =P edit: when he's ascending the pit I don't think they're walljumps, they're just state-reset glitching with the key.He does perform one walljump though, but at a different point.
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Wait, BoltR, are you referring to the run JXQ submitted? Because the shell to get over the pit there was to avoid the springboard, which instantly stops all horizontal velocity.
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The firepower-less desert pyramid is nice, I think it's faster than the time it takes to navigate the lava pit for the actual second switch, too. Of course, people who haven't played the game won't get that a second P-switch even exists... :P As for the lag: yeah you have a point.
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As for lag: the more I think about it the more I worry about this movie in terms of comparison/competition. The problem is when things come like Fabian here where on one hand he's sacrificing frames on some levels for entertainment but then when lag comes he will fly above levels. Maybe we should all agree before we rush into something? (Personally lag CAN be cool... think Matrix. =P) Michael: Haha I was half-smiling as I wrote TSA and realized how it could be taken and I was like "well I could type it out but I want to see if anyone gets confused, heh" =) [/reply to random comment]
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Well techincally you could hit B five frames before you hit running speed because B jumps take 5 frames to start and A jumps take 3-4 (in general). Also, you should be holding right during the downdraft of the cycle.
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I haven't watched it yet, and I won't until tomorrow morning, but I find your comments interesting. I think that overall in a super-long run like this it may be okay to sacrifice a few frames here or there for the sake of entertainment, but I don't think it should be done every level... say 10 or 20 frames a world or so, that way too much time isn't lost. I think I'll begin my own run of this before long.
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Well besides to get the odd special item here or there (the block-eating vine comes to mind).
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Actually that might be a good idea, jxq... I'll look into where it'll really really save time, though in some places (like many parts of Desert pyramid) there's always the chance that you won't be able to release the key from its box without getting it stuck in a ceiling. Oh, one thing... do we have to technically enter and exit each Top Secret Area to "complete" them besides the one hidden in Water TSA? And I stand corrected about Bowser's various star warps. =P
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In fact, if Cisco starts getting boring I might even work on this one during class. I'd imagine it's gotta be done in several run-throughs of the game, figuring out what needs to be optimized after each runthrough. I'd imagine jxq's awesome key glitch can be used several times (the desert pyramid comes to mind).
jxq2000 wrote:
This unfortunately isn't possible. You can't access the BackDoor star unless you warp to it via that same star because the rest of the map isn't connected to it.
That's not true. Bowser's castle has 3 exits. One unlocks Big Boo's world, one unlocks the backdoor star warp, and one leads to Bowser. We need to plan an overworld route first and then start doing individual level runs (need the overworld route so items are consistent), then we can ask VIPer7 how he hexeditted all together. Also -- another alternative to this run is to do the shortest route possible WITHOUT taking star road (or maybe the warp that skips all of crystal and ice worlds). It would show off more of this game and stir up more interest before we try to cram a 100% exit game down their throats, which frankly, could end up being very, very boring at parts. It's a slow game. =P
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The number of optimizations some levels are going to need is going to be insane. There is no way a perfect run will be made very soon on this run... no way.
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I was thinking of doing that but it would be the craziest task ever. I'll attempt it in December. For now, I have no time for such trifling matters.
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Very nice. Couple of things to point out though... First, you dove a lot while flying - isn't diving slower than flying which is slower than fast flight? Second, there were some points where you could've easily gotten more coins/points with only minor adjustments, but you didn't, which I think is detracting. The first level comes to mind. I was impressed with the jump-off shell trick on the second level, hadn't thought of using that, and I thought the bowser battle was the most entertaining I've seen with juggling 3 items. I also liked the key glitch on pipe star world, mind explaining it? Also again the controversy with last frame timing or last hit timing... since both of the previous movies went for timing the last hit instead of the last frame, that's what I would recommend, but as it is, it is your choice. It's a yes from me, but I expect that this movie can be beaten.
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Um... your link is to a game called Blue Shadow... This is the actual link: http://tasvideos.org/797S.html
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Oh, I have most definitely been beaten and put to shame if you got that far that fast. Maybe I'm just too much of a perfectionist. =P I don't know how the programming for the game's camera works, but for example in Donut 1 it pans up when you fly higher at the beginning, but not later, as Flagitious demonstrated - so maybe if you fly close enough to the lava at one point the game will think you're on the platform?