Posts for JSmith


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Joined: 8/1/2006
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Voted meh. Got boring quickly towards the beginning because I'd seen more or less the same stuff every TAS. HMC was original enough to drag a "no" into "meh" territory. I understand that anything done differently would have slowed you down, but that doesn't make it more entertaining. And there's really no excuse for the camera gaffe on the CCM penguin star
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IIRC you can't get a crate over there before beating the miniboss. We'd better recycle the fish.
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AQwertyZ wrote:
Could the trick that was used at the beginning of the slide (that I think involves pressing the C up button) be used anywhere else in the run to save time?
There are only a few places where you can even get above running speed with it over any distance. Princess's Secret Slide works, but it doesn't save time because you need to turn around afterwards. In Snowman's Land, you can get up to glitch speeds by doing a triple jump up the snowbanks around the course's edge and then turning and hitting C-up. It doesn't carry far enough to be useful. The only other places I know of where you can gain extra speed are in TTM, but if you're going down the steepest slope in the basement, a perfectly timed C-up does save a few frames. I have confirmed that this glitch can gain you enough speed to glitch through walls, but not in any useful places.
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Too repetative it does nothing but beat levels over and over again ;)
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I think it'd be too repetative... plus too much time on bonus screens. This is probably better suited for a playaround.
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Teh currently published run uses Ganon Early. It's the trick with the Armos statue.
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Even if he doesn't go 100%, the fact that there are level-ups literally sitting there waiting to be picked up can be useful. IIRC, there are several that are only a few seconds out of the way throughout the game. Levelling one element only seems like the best tactic to get more powerful attack spells earlier. Also, if you level the right element to level 35(?) you get the Exit spell.
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Acryte wrote:
Damn.... catching a bug in the bottle w/ that damn odd potion gives you all 3 stones, and the song of time... I kid you not... shame it is an adult item... damn.
What items do you need in order to use reverse bottle adventure to get the odd potion and broken sword? (also, could you please concisely summarize the steps needed to reproduce Reverse BA?)
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comicalflop wrote:
Edit: Here's some uses for the heart fruit: 1. It saves you a ton of eggs. If you pound the ground next to a fruit trapped in a bubble when you are invincible, the fruit will break open! 2. It makes your tongue much longer, helpful for getting enemies from a distance. 3. Lastly, if you pound the ground next to a shyguy while you are invincible, the shyguy will turn into fruit!
4.Your eggs have larger explosions. 5.You have infinite eggs. 6.It refills your health meter, in addition to giving you invincibility. 4 and 5, between them, can save time on the final boss. Also, it saves time if it makes it so that you don't need to go out of your way to pick up eggs later. Also, you should test to see if being invincible protects you from instant-death hazards such as the pistons in mecha castle.
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As I said before, I can't run mupen on my computer. So could someone please tell me if A)Sami used Beak Buster climbing or jumped up the climbable surface or if it turned out to be slower after all?
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The number of points you get from beating enemies varies both by enemy color and by combo. IF you nail a line of 5 ordinary enemies with the last one being the right color, it's worth 3x2x5=30 points instead of the normal 3.
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I don't think this game's cut out for a 100% run; a High Score run would be preferable and almost equivalent.
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Walrus is needed for 4 jiggies (Wozza, Jinjo and both Boggy races) and no notes, since all walrus notes can be collected with a surface dive (while swimming on the surface of the water, hit A and then Z 1 frame later). Termite, as demonstrated in Sami's TAS, is completely skippable. Alligator is needed for an additional 6(?) notes in the area under the breakable huts; the overhangs with stuff under them are too close to the ground to go under as Banjo. However, the jinjo in a similar location can be collected using a beak barge. The Bee figure is accurate. However, a bee may still save time because it can climb up the tree much more quickly than Banjo. Pumpkin is not skippable. The loading zone into the chapel that contains the water level switch is apparently hardcoded to reject Banjo.
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mwl wrote:
My understanding of Bottle Adventure, as explained on JayTheHam, is that the bottle on B must happen as an adult, making three trips through time the bare minimum. I could be wrong, of course.
I have an alternate theory; I think that the first time you become an adult, it automatically adds the Master Sword to your equipment and equips it. IIRC, it does something similar to your c-button slots the first time you pull the Master Sword.
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mwl wrote:
EDIT: Would it be possible to skip Hover Boots as well, by using lots of explosive hovers for Ganon's Castle early?
How do we do an explosive hover after we polymorph our sword into light arrows?
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comicalflop wrote:
At the first set of item boxes, I had to wait 5 or more seconds for the CPUs to catch up and get ahead of me. that's a lot of time lost, especially considering that I can shroom at that point, and was almost at the next shroom. by the 2nd item boxes the CPUs were 4 seconds behind me because they had reached their max speed; again, still not worth it.
Have you tried backing up at the beginning and physically pushing Yoshi up to the first set of item boxes? It's definitely going to be quicker than waiting around for him at the other end.
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Bisqwit wrote:
JSmith wrote:
This felt kinda like the Pokémon TAS. Except the entertaining bits were shorter.
I have no idea how that is possible. But I can understand the "entertaining bits were short" part, although in my opinion, the good music makes even the long hyperspace travels interesting.
What I meant was that the vast majority of time was spent executing the route. I played the game, but never beat it. I failed to write down some critical pieces of information and wound up following the Kohr-Ah around picking up artifacts. One thing that did occur to me was that you might be able to beat the Druuge faster by manipulating them into burning crew twice. (Not likely in that short amount of time)
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This felt kinda like the Pokémon TAS. Except the entertaining bits were shorter.
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Weatherton wrote:
Hmm, while not entirely new (see the compilation video I made to see it done in the late 90's) I've never seen that jump cause THAT much height. I will have to experiment with this a bit to see what caused it (and if it can be done with items rather than turbo strips...). Do you know who made it? I wish we could see the input. Definitely won't help in ComicalFlops' run though since he does not have another player to drive towards him.
He can turn around and run into a starred Bowser coming the other way. Indeed, such an arrangement may be more convenient as he'll land closer to the finish line.
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Potential quicker shortcut on Royal Raceway. Can you do this with a mushroom instead of a speed strip?
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Bock wrote:
I'll be working on it! I'm very busy and can't make any promise, but feel free to harass me periodically for such feature. :)
Anything new?
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I watched some of it, so I'm not voting yet I thought this would make a fitting screenshot
I'd rather see a screenshot of lvl100 Nidoking vs. Brock's Onix.
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I'd like to see an entire wave annihilated by 1 or 2 Vultures' worth of well-placed mines. EDIT:Even better, just mine the spawn point and watch them appear and get instantly blown up.
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comicalflop wrote:
JSmith wrote:
Okay, on the sliding glitch: When you exit a slide in an AB-spin by turning in the opposite direction, it boosts you if you'd charged it to red, or the next time you slide, if you do nothing to discharge it in the middle, it will start with one more level of charge than when you canceled the slide. The charge doesn't seem to degrade over time, but your MT doesn't charge itself in the meantime either. The charge is lost whenever you use a mushroom, go airborne, or exit the AB spin.
I discussed this with Weatherton, and neither of us can picture this in our mind's eye. can you make a video possibly?
Better, I can post explicit directions on how to perform it. 1)From a standstill, push A and B. Hold them for the remainder of the glitch. 2)When your speed tops off, begin a slide, holding the control stick to the left. 3)Do not try to charge a mini turbo. Instead, hold the control stick to the right. After a delay, you will veer to the right and stop sliding. 4)Drive an arbitrary distance (while holding A and B). 5)Repeat steps 2-4. Your smoke should be yellow when you start the slide. You now have a stored mini turbo 6)Repeat steps 2-4 again. Your smoke will start off red, and you will be able to perform a mini turbo as soon as you start sliding.[/i]
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Okay, on the sliding glitch: When you exit a slide in an AB-spin by turning in the opposite direction, it boosts you if you'd charged it to red, or the next time you slide, if you do nothing to discharge it in the middle, it will start with one more level of charge than when you canceled the slide. The charge doesn't seem to degrade over time, but your MT doesn't charge itself in the meantime either. The charge is lost whenever you use a mushroom, go airborne, or exit the AB spin.
I think the game just looks at the positions of all the computer players behind you when you finish a race and calculates an estimate for what their times would have been based on their distances to the finish line. Not 100% sure one this though.
This is correct. If a computer player gets halfway through a race and then gets stuck so that it's not moving at all, the game still gives it a time based on how far it went before it got stuck. (Yes, this does occasionally happen)
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