I've noticed that grinding thing before. If you try it next to the entrance to Shifting Sand Land's pyramid, you'll die immediately with the "Mario sinking into sand" animation, even though you're not touching the sand.
The structure of the star modifier codes I used is like this:
7 stars from Course 1-15 = 105 stars
70 secret stars = 70 stars
In the second video, the file I used for testing had all 120 stars "legally" collected, without using any codes. If you watch closely, you'll notice that after I used the "0 stars" code I still had 5 secret stars collected, and when I used it again but changing the "0 stars" to "170 stars", I had 75 secret stars collected. The code is supposed to give you only 70 secret stars, so I'm guessing that 2 of those 5 extra stars came from MIPS, and the other 3 came from the Toads. This makes 180 stars the absolute total of stars stored in memory, unless there is another GameShark code that lets you get even more secret stars.
I made a little test just to be sure of what really happens:
http://www.youtube.com/watch?v=1iGpoBnNzX8
In this video, I used the star count modifier GameShark code. The first half of the video shows what happens when you increase your star count from 0 to 120 stars, while the second half shows the opposite. As you can see, the game doesn't really check your star count for the door opening animation; if you had unlocked the door before, it stays unlocked even if you decrease your star count. Oddly enough, the existance of the beam of light from the Wing Cap course IS determined by your star count.
This makes DRybes' theory possible, but...
http://www.youtube.com/watch?v=A2AWwDCTtLo
In this second video, I used another GameShark code which lets you modify what stars you've gotten before (without altering your star count). This video proves that the game actually checks what stars have you gotten before, and according to this makes the door be locked or unlocked. This is also true for Yoshi and the cannon outside of the castle (I guess this also works with MIPS, the hallway Boo and the Hazy Maze Cave Toad).
According to this, Curtis' statement is correct. I hope this was understandable and actually helpful. :P
I tried it. After opening the 2nd floor door I went back and tried with the basement door. As I didn't have the key anymore, the basement door gave me the normal "You need a key to open this door" message.
I made a savestate after getting to the lobby. Then, I tried the 2nd floor door and, after noticing that it worked, I loaded the savestate and tried with the basement door.
I just tested this using GameShark. I got into Bowser in the Fire Sea before getting the first key using the Level Select code. Then, I beat Bowser and got the second key and then used the Level Select code to get into the lobby.
I was able to open the 2nd floor door using the key I got, but the basement door gave me the same message that appears when you try to open the 2nd floor door with the first key: "This key doesn't fit! Maybe it's for the basement..." I lol'd. >_>
Ah, but we still needed the first three BoB stars for the Koopa shell to appear.
You just need the first two stars for making Koopa Troopa appear. Why did you get "Shoot to the Island in the Sky"?
EDIT: I'm sorry, I forgot to say that I think this run is getting very good. I loved Mario's maneuvers in "Footrace with Koopa the Quick". Keep up the good work!
That was completely awesome! The only probable optimization I noticed is the grabbing of the box coins. Instead of grabbing the box and then throwing it, you can just dive into it and bump your head against the wall, breaking the box and grabbing the coins at the same time. Other than that, it looks perfect. Keep up the good work!
I liked this run a lot, nice job mr_roberts_z! Even if some stars looks similar to their "120 stars TAS" counterpart, the new routes and methods used to get some of the semi-impossible CCC stars make up for it. The problem is that if you haven't tried this challenge in SM64 before, you won't find this run as entertaining as someone who did. Some of the stars are VERY hard to get on a console, like "Pyramid Puzzle" or "Somewhere over the Rainbow". I almost smashed my head against the wall when I saw "Pyramid Puzzle" being collected that fast (it took me around 4 hours to get it coinless XD). Anyway, I'm giving this a YES vote.
if you only have to select the star, you only have to do that one star the first time (when you selected the only star available), then after that all stars up until that star will be available so you can select it, if I remember right. so you don't have to do 4, but just 1 star before you can select it and use the shell if what you said is right.
Well, I started a new file and got to LLL in order to check that, and it seems that I was wrong. You need to grab the first four stars AND select the fifth or the sixth in order to make the yellow block appear. :P
BTW, I also checked that, after all, it is possible to get all the coins without the Wing Cap, and it even looks faster.
It would be a minimum star run, collecting all coins.
Note: he needs to collect a star that ends the level in order to compute the acquired coins. So he can't grab the coins and then exit the course (pause menu).
But you can get 100 coins and make the star appear, and then continue with the rest of the coins without grabbing the star. After getting all the coins you can grab the 100-coins star and then exit the course via pause menu.
I seem to remember that it's possible to get infinite coins on bowser fights due to his flame breath. It's been several years but I remember screenshots of people with over a 1,000 coins in bowser fights alone
That's possible only in the Japanese version. In the American version the coin counter stops at 999.
mwl wrote:
Also, on some sub-courses, such as Tower of the Wing Cap, it's actually impossible to collect all of the coins in one go.
That's not true. :P Watch this video made by DigiLuigi (it's very bad quality, but it's enough proof that it's possible to get all 63 coins in one go):
http://www.youtube.com/watch?v=k8s9BvHq6gA
BTW, the all-coins run would need more than just 16 stars... For example, in BoB the Koopa Troopa appears only after you get the first two stars from the course, and in JRB you can't get all the red coins without the ship being afloat. Also, in LLL you don't get to use the Koopa Shell until you get the first four stars; not using the shell would make the coin collecting much slower. I'm looking forward to this run, but there are some little details that need to be corrected. ;)
Hmm ... is MIPs solid or partially solid? If it is the former then maybe we can drop him somewhere so that he forms a low ceiling from which Mario can BLJ.
But we still need 15 stars to make MIPS appear. :P
Then I guess I should congratulate him.
Congratulations.
Thank you! ;)
mr_roberts_z wrote:
One more thing... I think I found an insanely hard, but fast method for Pyramid Puzzle... Jump+kick off the top platform, and hit the sides of all the coin platforms; you can still move in mid-air, but since you kicked, you can't grab onto a ledge. You should still be close enough to the coins that you activate their triggers.
AFAIK, a Coinless run means no coins AT ALL in the game. That means no Lobby Glitch this time. :( Oh, and FODA is right; Capless means "doesn't hit any Cap Switch". In the CCless challenge you're allowed to get the stars from the cap courses and use the cap that you start them with until it runs out, but obviously you can't activate the switch. So, you can use a special cap as long as you don't activate any switch.
BTW, I'm ameba2 from the GameFAQs board. :D