Posts for GWing_02

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There are 8 days left of August (and thus effectively summer), so that's how long you have to finish this! ;)
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yagz wrote:
GWing_02 wrote:
HA! The nintendo 64's processor can handle numbers up to 32768 [actual statistic], so THERE MUST BE 32768 STARS IN SUPER MARIO 64!!! OMGZZZZ THEY'RE HIDDEN!!11!one!!eleven!11!! ...HAHAHA.
Huh? I don't get. I think star number not more than 256 because it's just 120, so it may be just 1 bytes or just 256.
I was mocking him.
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Guess DHE's computer/server is down at the moment. Awaiting ressurection of tracker...
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Hmm, thought it was too far to use a Yoshiboost. Guess not. I don't trust ANYONE at GameFAQs anymore. Except maybe Kraise.
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Omega wrote:
Moved to SNES Games. To answer your question: flying is much faster than running, because running is pretty slow in Super Mario World. I also believe that it's impossible to finish the game with the fast route that goes through Star Road without using the cape to get to certain areas.
You would be correct. There are several exits that absolutely require flight. The Soda Bridge secret comes to mind. Another tidbit is that not only is flight faster, but fast flight physics/input are required to actually attain maximum speed.
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I'll get back to work on it... eventually. Still only 4 out of 11 exits complete. It's a complex game to speedrun because it doesn't give you many good places to pick up speed (or a cape).
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I would assume that's a "no"...
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HA! The nintendo 64's processor can handle numbers up to 32768 [actual statistic], so THERE MUST BE 32768 STARS IN SUPER MARIO 64!!! OMGZZZZ THEY'RE HIDDEN!!11!one!!eleven!11!! ...HAHAHA.
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It's homebrew. Basically GBA-era hardware gone DS (flash linker+cart). Problem is, you have to fork over nigh $100 for the hardware. PSP homebrew = free.
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There was already a competition on this under the DKC speedrun thread. It was fairly small though.
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Well, it's not as if Mario 64 has the best camera control system anyways. The thing's like a giddy fly in terms of staying where you want it and like a bull in terms of finesse.
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Yeah, the fastest you can press buttons would be every other frame.
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Um, I'd vote yes if I had the permissions to. :P
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You're supposed to hold down the button you want to register for the next frame, THEN press the frame advance button.
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I already knew C++, and in fact I actually became kind of a Teaching Assistant for the teacher because there were too many students for him to handle... people would start asking me questions as well as (and more than) him, because I would solve their problems faster and I didn't smell bad. ;)
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I thought 6 was easy... 8's giving me trouble too...
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Of course, that doesn't stop this game from being much harder (in my opinion) to run than the original SMW - difficult to optimize the extensive sub-running parts at beginnings of first two levels especially (it's like they designed it to be speedrun-unfriendly) as well as the difficulty in obtaining cape on level 4.
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Yeah, I PMed Bisqwit.
Bisqwit wrote:
Yes, SDW and SDW-CONT have a special permission.
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I actually agree with that... it would be more interesting to see how each TAS gets to places faster than "legit" runs without quit-warping.
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Sorry for the doublepost (seems awkward to add-edit to a post a day later with a new file). I redid the first two levels this morning after the go-ahead from Bisqwit. Notes: Went the upper route at the beginning of first level, 4 frames saved Rest of the level about the same as Gorling & co.'s run, but I didn't hit chucks and I got all 5 dragon coins The slide at the beginning of the second level is actually faster, slide is just faster than walking (but still slower than running), helps build up acceleration, and kills shell-less koopa without jumping Noted mistakes: For some reason I'm 1 frame behind at start of 1st level - this might be a random factor First level: Check if I could land earlier after the rebound on the 4th jump Could potentially get more coins at broken bridge segment Second level: Could have started sliding 1 frame earlier On the annoying tall-pipes section, B jump for the 1st jump would have been faster I think... keep A jump for dismount Could've hit one more koopa after 3 pirahnas File: http://www.pole-land.com/colonyl2/random/GWing_02%20-%20SMWTLC.smv C&C please!
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I remember I got most of those hidden ceiling coin blocks and I totally pulled a Morimoto on the never-ending koopa segment. I sacrificed a few points for a koopa shell throw which looked awesome. It's a painful game to run (except for the first Star World) because of the difficulty of getting up to running speed... I always thought it was nice of the original game's developers to almost always give that room. I'll see how much energy I can invest in the first few levels (they're the hardest of the run) to find the best running speed routes. The other annoying part of the run is that it's impossible to get the cape without stopping to pick something up, but the cape is necessary. Edit: and of course I'll have to verify with Bisqwit that a run of this game is considered legit due to the "no homebrew" rule.
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I did a semi-serious TAS of this game during my C++ class over the course of a few days, mostly as a trial to see what was possible... my route is almost identical to yours, except that I didn't jump on Chucks, and my castle route was slightly different. I got the first level of the Star world done, as well (best level of my attack)... but I didn't copy off the movie file from my classroom computer. I'll redo my run and see what I get. edit: Things I'm noticing as I redo my run: I now remember how painful the beginnings to levels 1 and 2 are - they really made it difficult to pick up speed. At the very beginning of the 1st level, rather than going the lower route, I take the upper route, which according to my timings takes the same amount of time but picks up 3 more coins and one dragon coin.
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Hey SprintGod, has there been any progress on this? I think it would be awesome to see, especially having seen your PC PoP speedrun.