Posts for JSmith


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Joined: 8/1/2006
Posts: 428
MikeRS wrote:
Nice shot suggestions, though I don't have the AVI, so I can't tell if these are the exact frames you wanted.
On Giant Mario's giant leap, I meant a bit earlier when the tiny black ball is in the background but not the coin next to it. The illusion of height is rather impressive.
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With Kirby on Mario Bros, does a suicide drop throw (off the retreating end of the moving platform) on Mario count against pacifist? And does it kill Mario before Kirby? If so, try the same thing on the kirby team stage (with wind blowing) and maybe on Fox (off an Arwing).
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FODA wrote:
oh yea, it could be for the fool-assisted speedruns site: compete to see who can find the quickest star to get, but starting the level with "Z" button pushed all the way. start from 120 stars acquired (all doors unlocked).
Try "In the Deep Freeze". At the start, backflip onto the snow slope behind you, then slide down it. Now that you are moving forward, you can long jump. Jump sideways over to the slope nearest the maze. Then do a couple more backflips up the slope, slide down and do a triple jump to the star.
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More screenshot locations (I'm having trouble taking the screenshots, but I've gotten a good-looking pause screen at each location) (list still in progress) Grabbing the second red coin at Bowser 2 (45:04) Climbing the lavafall in LLL (57:06-ish) Mario falling into the underground lake (59:30-1) (1:03:01-2) Giant mario's giant leap in THI (1:14:37) (personal favorite) Any frame in Rainbow Ride where he lands on a carpet that's not rendered because it's flickering (such as 1:33:52) Being shot across the course on the final RR star (1:38:15-6) Others that look cool but aren't good for movie screenshots: Mario's legs sticking out of the ceiling (1:06:09) Sliding halfway over the edge after KTQ2 (1:13:45) Mario flying after the wind wears off (1:20:04) Underneath the rotating platform in TTC (1:28:15) Any screenshot of mario doing a star dance for a star that's not above his head. EDIT:If someone would be so kind as to post example screenshots...
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For Super Metroid, there should be something related to murder beam. Rygar's crouch hover could also be funny if done right.
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I just found this on YouTube: http://www.youtube.com/watch?v=30PoZ0tlIwM The interesting one is the BLJ in CCM. I did not know BLJ was possible from deep snow/grass/sand.
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JSmith wrote:
mwl wrote:
I seriously doubt there is, but I'd be amazed if someone figures out a way. The walls are spread too far apart.
AKA wrote:
Aside that while I was working on the TAS, I discovered a weird wall kicking technique, which might be useful in a few places in a 120 run, because instead of giving the normal animation it gives the double jumping animation while still facing the wall, this could be combined with a A+B dive and could speed up many places and make a few things possible like the quick Tall, Tall Mountain star after the slide. Here the Link I hope this isn't already common knowledge.
?
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FODA wrote:
I've been working on it after i posted the WIP. I've made a "final" version 41 seconds faster than that test. I'm at bowser stage now. If someone points out some mistake in Rainbow Ride which i didn't correct, i will consider remaking. But if not, i'm almost done :)
Did you at least show off AKA's wall-kicking bug once?
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Sami wrote:
JSmith: I can't do that glitch when I get purple Jingo because water level is raised so there is not slope anymore :/
In that case, use the other one. Just walk along the slope on the side of the tunnel until you slip. That polygon's a glitchy slope, but it only takes you part of the way down.
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mwl wrote:
I seriously doubt there is, but I'd be amazed if someone figures out a way. The walls are spread too far apart.
AKA wrote:
Aside that while I was working on the TAS, I discovered a weird wall kicking technique, which might be useful in a few places in a 120 run, because instead of giving the normal animation it gives the double jumping animation while still facing the wall, this could be combined with a A+B dive and could speed up many places and make a few things possible like the quick Tall, Tall Mountain star after the slide. Here the Link I hope this isn't already common knowledge.
?
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I should have mentioned this earlier, but on the ladders in TTC with notes along the edges, if you jump at the edge of the stairs by the notes in talon trot, you'll slide all the way up and collect the notes, because the tiny platforms on the staircase give you a boost by ejecting you upwards. I think this would save around 1.5 seconds over the three ladders.
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A couple of new tricks with swimming: 1)On the surface, you can hit A and Z 1 frame later to collect an item a short distance underwater without any diving/beak busting animation. 2)Swimming into a steep underwater slope at the right angles gives Banjo a boost along the slope EDIT: Some stuff in Clanker's Cavern: 1)There are glitchable slopes in Clanker's mouth, In addition to talon trot diving on them, if you talon trot off one at an obtuse angle it will mess up Banjo's sprite for a few seconds by rotating it sideways. 2)There is a glitchable slope by the purple jinjo (use talon trot diving). 3)In the grinder near where you learn Wonderwing, it is easily possible just to talon trot to the jiggy and back. 4)At the start of the course, you can get on top of the pipe you started in in several ways.
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I just recalled a strategy I used on the GBA version. I completed the first mission normally, then ran a quick mismatched multiplayer battle, in which I lost on turn 1. From this I won a power-72 weapon. This allowed one of my heros to OHKO anything in the first five or six missions, saving more than enough time to make it worthwhile. Such a tactic is probably not allowed on this site, but there may be something similar available.
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Bag of Magic Food wrote:
They can't hurt you after you've grabbed the Jiggy, can they?
Yes, they can. You are vulnerable between grabbing the jiggy and hitting the ground.
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Slipping tasable tricks past QA is easy. For example: Stand with your back to a wall. Now hold left and put right on 30Hz autofire while hitting (down and B) every 6th frame. After doing this perfectly for 2 seconds or so, the game warps you a hard-coded 32 pixels into the wall. If your timing's off by 1 frame and it doesn't work.
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There's a fine line between such a feature and a difficult-to-enter] debug code. http://tasvideos.org/Rules.html#cheat_keys_and_debugging_codes_are_not_allowed_
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Post subject: Re: Source Code Access?
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fruitofwisdom wrote:
Is it legit to do a speedrun for a game you have source code access to? Or is that cheating? I don't really see a rule against it...
As long as you don't slip some arcane feature into the game so that you can use it in a tas...
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AKA wrote:
Can the jiggy on top of the mountain definitley be got as B+K?
Yes. The reason it cannot be collected in talon trot is that the "mountain" is composed of a steep normal slope, followed by a steeper slope (of the same type used do egg dive, which a termite can walk up but kazooie can talon trot on only moving down), followed by a shorter normal slope. EDIT:Apparently the glitch-type slope is a different type. It's narrow band near the top, and it sets the slide timer to 0 when you pass over it, so that you start to slide next time you touch a slope, If you're rolling, it waits for the roll to finish, which is why you can roll-flipflap jump over it. The ground pound seens not to count as touching the slope either. The glitch-type slope is to high to talon trot over, but it can be jumped over with a normal jump. If the same normal jump is used to reset the slide timer or had the slide timer reset right before it, then Banjo can climb the rest of the way up. EDIT:It looks impossible the first time you do it, but it's easy in realtime once you know what to do.
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What was that fooling around at the end? Trying to get up to the jiggy a different way?
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Post subject: Re: Ideas on Transformation Skipping
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e_alert wrote:
Yay, first post. Well, I finally read the entire thread. I actually joined these forums because I am working on a Banjo-Kazooie Any% run over at SDA, and I thought I'd get involved here to see what tricks/glitches could be ported over to console, not to mention get myself acquainted with TAS.
I have performed most of the glitches (with the exception of the bottles skip and turning the Conga cutscene into normal text) on a console, plus a few more that the run hasn't gotten to yet.
Very smooth. I actually watched this before fully reading the thread, and gaped the whole way through the Termite Mound. I then proceeded to try it on console. I got as far as the final ledge (the one that comes level with the egg ledge) before the second story. It took about 20 minutes from the start of the level. I think it's possible to do this in realtime, with an insane amount of luck. At any rate, I am 99% sure that getting to the third storey in the Mound will be MUCH easier than the second storey, and I almost got there.
Ive gone all the way up on a console with only one mistake (after a lot of tries). There's a slower but easier way than rolling and midair jumping. Just jump toward the tower center, and when you're well past the edge of your current ledge platform towards the next platform, or a later spot on the same platform. I still find the last layer easier to do with roll-jumps, though.
Well, I think that's a formal-enough introduction *bows*. And a question: does anyone have/can anyone point me to a bunch of save-states in this game? It's not utterly important, but it would make things quite a bit easier in terms of searching around the game and testing stuff. Consider me a part of this discussion. :P
Do you want me to PM you my full programming error/trick list?
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I've got a page or so of glitch/trick information. I've mentioned all of it in the forum at some point.
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Shadoblade wrote:
And how do you get up the tower? perfectly timed talon trot with jumps and stuff?
There's a glitch that lets you reset the slide timer without starting to slide.
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hardest mode without savestates
You could probably improve this movie quite a bit by using savestates. Not to mention frame advace and...
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Are you skipping the termite transformation?
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Zurreco wrote:
SXL wrote:
too glitchful that it breaks the game, etc.) ?
All but the last one are good. You would have to define what 'breaks' a game, and that debate would never end.
My definition: Makes either winning or reaching the final stage/boss battle as trivial as activating the glitch. Alternatively, it could instead render a playthrough (after the glitch) unrecognizable as part of the original game.
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