I found a TAS of minesweeper while browsing Youtube. I think it could be faster with a bit of luck manipulation, but that's beyond the capabilities of the tools that were used.
Enjoy: http://www.youtube.com/watch?v=F0WDvYl1q9M
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This sounds like a perfect application of the infinite sword glitch.
Activate the glitch on the altar, sidehop through the acute angle, catch on the ledge due to the glitch, center yourself and then jumpslash into the corridor.
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I personally think Sherbert Land promises to be even better. There are no known fast shortcuts, so we can expect to see the whole track and a lot of perfect jumps. (Bonus style points if you somehow manage to jump over a penguin.)
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Well you don't need the sling shot if you can find a way to hit the trigger for the bombchus. Maybe you can super flip up there or something.
I just tried triggering it with a deku nut out of a backflip. Unfortunately, you (a) can't use deku nuts during a backflip and (b) can't trigger switches with deku nuts at all.
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I guess it doesn't matter though, as far as I know, there are no areas where you can BLJ and get enough speed to break the surface of the water and end up underneath...so it can't be tested anyways.
There are a few places (like CCM underneath the penguin) where you can enter a region of water from the side and end up swimming.
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Seems you have a FoW map next, the address code to change the fog is located at 0300431C, keep in mind that the enemy ignores the fow, but you can't...
True. I've seen an allied computer player fire on a unit in fog of war that I couldn't see with shared vision.
I think Grit-Andy-Sami might be the best combination to use on the final battle if you can get the following strategy to work:
Sami has the unique ability to get a relatively large number of decent units (mechs) over the mountains in a relatively short time. Grit presents the computer with a large number of tempting targets. If you can use Grit plus two of anyone's t-copters to lure Sturm's forces away from the capital, you can wipe most of them out with his special on the next turn. At the same time, emerge from the mountains on the east with Sami's infantry/mechs and t-copters. See if you can send a few of Andy's units to suicide up the center to draw fire from Sami's units. Then, move Grit's remaining artillery into Sturm's space to draw fire, suicide a couple more of Andy's tanks, but one way or another place a mech or t-copter on each of Sturm's factories and start capturing. If he can only produce air units and you manage to somehow come up with an anti-air squad in the same space, you win.
To further this, you should probably give Sami control over the center airport.
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Okay. Just don't forget that if you cancel a beak bomb into a flip-flap jump you keep the momentum during the windup.
In fact, now might be a good time to test my earlier theory that you can keep beak bomb speed indefinitely by going from a beak bomb directly into a crouch-slide, then extending the crouch slide by exiting it and re-entering it one frame later. I couldn't get this to work in a console test becaus I couldn't achieve the required precision.
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Are you planning on using a Cruiser to carry a transport copter at some point in the run? You hardly ever see that tactic used, yet under the right circumstances it might save you a turn or allow you to smuggle a copter past roving cruisers, fighters and missile batteries.
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I think it would happen at about the same time that they give Link an infinite sword glitch move. Unlike pikachu/jigglypuff/mewtwo, missingno has never appeared on the anime/in the movie and has exactly two classic moves to draw on. Then again, that didn't stop them from using Captain Falcon.
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A few things to keep in mind for FP,
*Ending a Beak Bomb exactly at ground level cancels the pause that happens when you exit the beak bomb. If you do this on snow or ice, you keep some of the speed from the Beak Bomb.
*Crash-landing a Beak Bomb on snow covers a lot of ground quickly, even on steep slopes. Finishing the crash animation on a steep slope cancels part of the recovery animation.
*Burning two red feathers right before a Beak Bomb makes it gain height rather than lose it.
*Similarly, if you pull back on the control stick before a Beak Bomb, you can dive at a steeper angle. With this technique and the previous one, it should be possible to snatch the jiggy off the snowman's hat in mid-beak bomb for major style points.
*Running in tight circles makes the snowmen (and Gruntilda) look stupid.
*You can dive a short distance even in freezing water by hitting A and then Z 1 frame later, or by using the diving glitch with Wonderwing.
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Why you don't say that before :P Well maybe V2 someone use that trick but I don't. I use a diffrent way to go loading zones and doors middle of the movie :o
I brought it up on page 12 of this thread, and bkDJ posted a test on page 14 showing that it saves time. I think bkDJ used it once in his most recent spiral mountain TAS.
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One small six-frame criticism,
When you roll into a loading zone, such as a doorway, you can sometimes save a bit of time by starting a backflip at the fastest part of the roll because you keep a constant speed while winding up for a backflip. I notice that you have not been doing this.
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What's the spin attack strategy? Reach the powerstrip area first and use spin attacks to launch direct victims into secondary victims so that they both go off the edge?
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Yay! Can't wait for the AVI.
(Wow. 4 1/2 minutes saved without any major route changes.)
EDIT:Three minutes of unskippable minigame = ><
Further EDIT:All right, one major route change.
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For what it's worth, the route I use for DT is S-1-K-2-3-E-4-5-A-T-tape. While this is suitable for an untimed all-goals run (because T -> tape is relatively easy in real time) its value in a TAS is questionable.
Also, keep in mind that S -> 5 is slow because it's uphill.
One thing to check out: I have occasionally managed to get a lot of height by going from a quarter-pipe straight into a wallride. The easiest place to do this seems to be at the start at San Francisco.
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