Posts for JSmith


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Joined: 8/1/2006
Posts: 428
Sami wrote:
How to hell you can get those in a one dance? :D http://img227.imageshack.us/img227/8222/banjokazooieusnap0000ud6.jpg
Hmm... I've done it before. It must be a luck manipulation thing. Or, you hit the crates in the wrong order. Which one of those jiggies came from the crates and which one did Conga throw? I can't tell. EDIT: bkDJ: If you shoot the egg at Conga from the switch platform, it goes over his head. About the Ticker's Tower thing, I think it won't reset the slide because you're directly below another slope. Finally, the jiggy dance isn't a cutscene. You can do a jiggy dance during a cutscene.
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What about two Marios alternating BDowns in a place with a low ceiling, on two characters at once? Or two Kirbys spitting an enemy back and forth, through a damage source? Or Ness' DJC below a hard ceiling, with Luigi's UpB?
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AdmiralJonB wrote:
DK64_MASTER wrote:
Isn't the mountain slope (the entrance to the first level) a lot larger than the first note door's slope?
By large, i'm guessing long distance not the angle of the slope.
It's strictly horizontal distance; The steeper the slope, the higher you can go up it, as long as you can stand on the slope. A few misc. mumbo's mounatain points, some of which you may already know: 1)The orange can be collected with a backflip 2)Hit conga's orange crates in 1-3-2 order so that you can grab two jiggies in one dance. 3)You can hit Conga from anywhere when he's done throwing oranges. 4)in Ticker's Tower, for some reason the gaps between the platforms won't reset Banjo's slide. 5)theres a glitchy slope in the white cliff that extends underwater. I have not successfully egg dived on it. Egg diving in the main room in Clanker's Cavern would be awesome if I could just find where to do it...
kwinse wrote:
Has any progrees been made on this run?
Do you count rewriting the route for the first level due to new gliches as progress?
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AKA wrote:
Hyrule Castle (learn lullaby; this is the greatest uncertainty of the whole run) Lon Lon Ranch (get bottle from cucco game; this is required for the bottle adventure and to defect thunderbolt to Ganondorf) Zora's river (blow boulder; use ground jump to skip owl and cucco to bypass waterfall) Zora's Domain (Skip King Zora and attempt another roll into jabu;I'll have a shot at this when the time comes; then again jumpslash if it doesn't come off)
I thought watching King Zora move was quicker than a Lon Lon Ranch deteur. Then again, I can't manipulate the super cuccos.
GraveYard (get hookshot; test to see if its quicker to bomb hover up Dampe's roof)
Also consider doing a sword glitch and charging a ground jump off the same bomb here to save a couple seconds. Do a short superslide off the same bomb for bonus points!
Forest Temple (Complete Forest Temple; getting the bow and boss Key and then glitching into the room below and levatating upto the elavator might be worth trying)
Wouldn't it be faster just to learn the prelude of light?
Ganon's Central Tower (use bombs bombchu's and explosives to beat all three rooms, I suspect this will be hard to do)
Don't forget you can use light arrows! On a related note, in Forest Temple, would it be faster to use the Endless Sword Glitch to fight the Stalfos?
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Post subject: Re: The Lost Generations
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Mukki wrote:
Basically, there's a new gaming generation coming round the corner (PS3, Wii, Xbox 360, DS) and even consoles gone past (PSone) that have not been TASd at all. And even only the surface of N64 has been scratched.
Some companies are still making GBA games...
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GuanoBowl wrote:
I took damage in the deku scrub room because I should have lost hearts, but getting the heart in the chest was a bummer. I need as little as hearts as I can to die/savewarp easily.
Use the heart for a damage boost off a leever or similar later. Unless you can't when supersliding.
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I wrote:
Could someone test this? I don't have the reflexes: Tested Part 1)Beak bomb 2)Hold Z 3)Land as the Beak bomb ends. Untested part 4)Right before the slide ends, release Z for 1 to 3 frames 5)Hit Z
I got it to work, sort of. I lost most of my speed, though. Could someone test it for one frame? I think it can be done with no speed loss.
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DK64_MASTER wrote:
anubis wrote:
DK64_MASTER wrote:
How do you get the jiggy on top of the mountain after hitting the witch switch (I'm talking about when you enter the level) without being a termite? Can you just get there normally using frame advance?
Yeah - somebody posted a couple pages back with a method for getting to the top by jumping/rolling/etc in the right places.
Oops, I missed that... Does this mean you can climb all slippery slopes? Without the talon trot?
No. You can get anywhere within a certain (large) distance of any edge of the slope. You cannot (for example) reach the first note door without Talon Trot (slope too long) or enter Gnawty's lair in the summer. (The back wall of the tunnel blocks the technique.)
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Could someone test this? I don't have the reflexes: Tested Part 1)Beak bomb 2)Hold Z 3)Land as the Beak bomb ends. Untested part 4)Right before the slide ends, release Z for 1 to 3 frames 5)Hit Z This should lead to an extended slide at a slightly lower speed. 6)Repeat 4 and 5 until destination is reached.
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Here's the quickest way I know of to complete a (hypothetical) map of infinite size: Choose Colin. Until your cash hits $200000, use only your regular power, and build only the units you need to expand at the beginning, then hold your opponent at any bottleneck. Once you have the necessery cash, start building a bomber/fighter/T-copter/Mech/Neotank army, but continue to use your normal power for a net profit. Once your cash maxes out, your bomber's and fighters are A)Unstoppable and B) disposable, and with your Super power only AA units and Bombers will try to attack your mechs. Compund interest is your friend. Of course, this takes so long to set up it's only worth it to set up on a very large map.
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bkDJ wrote:
why does it have to be 90-something? I thought only the one that requires block-busting was the first star road level, but after that, you don't need power ups. blue yoshi obviously not, red yoshi, you can do the hight/16 glitch to go up walls... is there something I'm not remembering properly?
Umm... Isn't yoshi a power-up?
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bkDJ wrote:
jsmith: sweet! another thing sliding and firing and egg helps is avoid cutscenes, and instead turn them into plain text. Sami and I did this in mumbo's mountain so that banjo wouldn't pause when first going against Conga. Just thought I'd mention it since no one said anything about it before.
Yes that's one way to skip the Nipper cutscene. I challenged you to figure out how to beat Nipper in about 2 seconds after the first attack frame AND skip the cutscene. Here's the method, but I would not recommend it in a speedrun! 1)Crash-land a beak bomb right in front of Nipper. 2)Use the crash-landing animation to move inside Nipper. *start timer* 3)Kill Nipper using Wonderwing.
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Tested above trick on the jiggy in the deep pool in TTC and it saves several seconds when I do it correctly.
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Here's a trick, with explanation: There's a glitch on certain slopes. When you're "on" them, you slide down but keep whatever animation you had previously. To check if a slope is glitchable, beak bust it; If you slide instead of bounce, it's glitchable. Now the trick: 1)Find a glitchable slope that extends underwater 2)Crouch-slide on that slope. 3)While on the slope, fire an egg. You will fire the egg underwater and keep sliding! Known places where you can do this: The pool around Spiral Mountain, the deep pools in Treasure Trove cove. EDIT: Sami: have you tried changing the camera angle so that it's directly facing the wall? Rinning directly into the wall for a couple of frames before jumping? Using nitsuja's input plugin? I have the feeling you're doing something completely wrong, but I'm not sure exactly what.
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adelikat wrote:
Improves a published movie, that is always good so I am voting yes. However, I found the run boring. I was all prepared to vote no until I was made aware that there is a published one.
The question is "Did you like watching this movie?" not "Do you think this movie should be published". Does this mean you should have voted no? Either way, the comment explains you intentions, so it's fine.
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bkDJ wrote:
When? After the final honeycomb? surface swimming is slow as hell and should be avoided. jump flapping is preferred (but don't fall from too high, which I did coming off the platform or you take too long to resurface). You can't really see it because of the camera angle, but I roll as soon as I'm on land, and then jump, and then do a mini flap.
Sorry, confusing wording. What I meant was: When one swims on the surface, one can jump and quickly hit B and receive a forward boost. Is doing so faster than swimming underwater or jump-flapping?
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bkDJ, when you jump out of the water and quickly hit B, you make a jump noise and get a quick boost forward. Is this quicker than normal surface swimming or jump-flapping? OT, I cleared Mumbo's Mountain including witch switch jiggy without turning into a termite. It took 15:40, mostly from errors in Ticker's Tower.
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Time-savers: Skip the Toll 8 in Rusty Bucket Bay. Simply jump from the water onto the slope and backflip to the platform with the orange jinjo. You can also save time by using this to get to the platform with the TNT crane instead of climbing up the rope. Local route: TNT crate -> Witch switch -> Orange jinjo -> Drop TNT crate.
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Here's a timesaver: If you grab a jiggy during the jiggy dance, you skip the second dance. It's possible with Conga's two jiggies.
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This is where test runs come in handy. Basic) Normal route. 6 jiggy animations. Option 1)Completely skip termite. High WTH value. 11 Jiggy Animations Option 2)Do mound, honeycomb and underwater notes with Banjo. 6 jiggy animations.
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AKA wrote:
The termite skip should still be tested none the less, but don't you need it for the jiggy on top on MM in the Gruntdila's lair.
That WAS for the jiggy on top of MM in Gruntilda' Lair.
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FULL TERMITE SKIP IS NOW POSSIBLE!! To get the MM Witch switch jiggy as Banjo: 1)Backflip to the spot on the hill above the Mumbo's Mountain sign 2)Roll off the end of the sign and jump back on. Land as high as possible 3)Run up the hill for a bit. 4)Do a jump-flap that takes you over the edge of the Mumbo's Mountain sign and back again to where you jumped from. 5)Roll uphill. 6)Do a flip-flap jump uphill. 7)Right before you land, do a beak buster. The beak buster recovery bounce will take you the rest of the way.
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doing the Tower as Banjo saves you 2 new-area animations and a lot of slow walking as a Termite. Since you're roll-jumping you're ascending the tower at about walking speed, which is faster than termite. With a route adjustment you can cut termite walking down to collecting 4 jiggies on the way to the exit! EDIT:Another way, which would be faster but which is beyond my ability to test, is to talon trot up but never touch the ground for more than 1 frame by perfect jumping. Now, as to the witch switch jiggy, I've gotten quite close. I'll need to test some tricks which I think will gain the last couple of meters.
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That video actually raises a good point. We should put subtitles on the videos, such as *hop glitch* *Difficult jump(185 rerecords)* *Lots of 1-frame jumps* *Boss HP:12(42)*
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HiddenGamer wrote:
This is pretty awesome, I don't know if I'm ever going to be able to explain the glitch where you use swordless Link and then bomb shield jump with it. It just takes incredible timing.
I did it several times by accident while trying to super-slide. Also, a dumb question:Has anyone tried to get a bottle on B by swinging a bottle and then crouch-stabbing a fish/bug/water?
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