Posts for Kimimaru


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Joined: 4/1/2010
Posts: 52
Amazing work! How does this Tails glitch work?
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Joined: 4/1/2010
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This TAS is a masterpiece. The routing and coordination between Sonic and Tails is insane throughout the entire run, and the run fully utilizes so many tricks and glitches the game has to offer. It's clear just how much effort was put into optimizing it, down to the last frame. Easy yes vote; congrats on an amazing TAS!
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I loved every moment of this TAS despite not knowing what was going most of the time. The routing was insane; Yes vote for me!
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Posts: 52
Amazing! What was that glitch with the cannon at 46 seconds?
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I love this game, and it's always a joy to watch these WIPs destroy it. Keep up the great work!
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Joined: 4/1/2010
Posts: 52
I share Niamek's statement; this was very entertaining and I would love to see more!
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Joined: 4/1/2010
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I just wanted to chime in and echo what other users said. I've been watching this TAS progress, and it's really amazing so far. I think choosing to get the new rings was a good choice, and I really appreciate all the work you all put into this so far.
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It's played on the mGBA core. I'll be sure to let you know if it or something related happens again.
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Joined: 4/1/2010
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I was participating in a TwitchPlays of this game, and we encountered a weird bug that may or may not be known. https://clips.twitch.tv/TemperedFriendlyHippoKlappa Basically, we went mostly around Beanbean Outskirts from the southeast to the northwest, going in caves, obtaining items, and digging up beans, until we unlocked the North pipe and went to Castle Town. After leaving the Castle Town pipe house, the game booted back to the Title Screen for some reason. We're playing on BizHawk 2.2.1 (x64) and are using savestates pretty regularly. After that happened, we reloaded the previous savestate, which was before we went in the pipe, and left the pipe house again except it acted normal this time.
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Posts: 52
Dwedit wrote:
Kimimaru wrote:
I voted yes and also agree it should obsolete the current run. A faster run of the same category is a faster run; the version used doesn't matter as long as it's official.
PAL Super Mario Bros is NOT Super Mario Bros. The graphics match, but so many mistakes were made during the region conversion that it's almost like a separate game.
I don't think it's fair to say that it's not Super Mario Bros. and ignore that it's an official release by the same developers for a different region. There may have been mishaps in the conversion (sidenote: are the version differences detailed somewhere?), but there are glitches exclusive to regional versions of other games (Ex. J) and those versions are often preferred if said glitches result in a faster time. Unless the game is fundamentally broken, I see no problem.
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Posts: 52
I voted yes and also agree it should obsolete the current run. A faster run of the same category is a faster run; the version used doesn't matter as long as it's official.
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Posts: 52
r0bd0g wrote:
Link to video The number of partners required to finish the game has been reduced by 1; Parakarry is no more. If you want my guess as to how much faster it is I can throw out a random number and say 35s. NPC pushing tech found by imglower. You can use it for a whole lot of stuff but it takes so long to cover such a small distance that it's hard to find anything that would be worth it to use it for. Video by rain.
How exactly does this glitch work? Why do you need Bombette explosions to push NPCs? From the looks of it, the actual pushing happens after the explosion is complete.
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I'm participating in a Twitch Plays of this game and we encountered a bug in the death river stage where the lily pad went out of bounds. It looks like it hit the corner at a precise angle which allowed it to clip. I vaguely recall seeing something like this ~8+ years ago, but I don't remember how it was triggered or if it has any applications in any runs. You can find the clip here: https://clips.twitch.tv/twitchplayspapermario/FancyOysterRiPepperonis
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I've been following this thread for a while, and I just want to say that I enjoy how you all are collaborating. The results show; I really enjoyed the latest WIP! Keep up the good work, and I look forward to the submission!
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Ah ok, that makes sense. I find it interesting how in both cases it happened after catching Big Poes. I have one last thing. We finished the run a couple hours ago, and on the final hit against Ganon we somehow did a jumpslash even though no one pressed Z. You can see it here: https://clips.twitch.tv/twitchplayspapermario/DistinctCarabeefThunBeast The only thing I can think of is that Link is in some type of target mode shortly after that cutscene, and he isn't in the air so an aerial jumpslash seems unlikely. Any ideas?
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Hey guys, not sure if this is entirely relevant, but I couldn't find a better place to put this. I'm participating in a TwitchPlays for OOT, and earlier today we finished catching the rest of the Big Poes. Right after, I played the Prelude of Light to warp back to the Temple of Time so we can go turn in the poes. However, instead of those light particles showing up to take Link away, the screen just faded to white and transitioned to the next scene much more quickly. Here's the clip of it happening: https://clips.twitch.tv/twitchplayspapermario/DrabKangarooNinjaTroll We're playing this on a PAL 1.2 ROM on Project64 2.1. I couldn't find anything about it, so if this is known and there's a known method of triggering it, please let me know.
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I just checked it out in Dolphin, and jumping over the ledge brings you down into the room with the Palace Key that you get to when doing Palace Skip.
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itsPersonnal wrote:
just messing around. Link to video
What exactly is going on here with the sand blocks?
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Amazy Dayzees end up giving 1 Star Point when you reach a high enough level. At later levels it should be quicker to fight weaker enemies since you get 1 Star Point minimum for finishing a battle at levels below 99.
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Posts: 52
Malleoz wrote:
Finished the TAS! Hex editing was quick and really only took me 3 days. I'm now encoding! I will be making the following encodes for Youtube: -Overlay + Audio Commentary (Public on YT) -Overlay + Subtitles w/o audio commentary (Unlisted) -No Overlay + Audio Commentary (Public on YT) -No Overlay + Subtitles w/o audio commentary (Unlisted) I feel this is important in order to provide everyone with the best viewing experience from their opinion. I will be making the audio commentary encodes the main, public videos on Youtube because I feel that it's important to explain what's occurring in the TAS over audio instead of subtitles. With subtitles, the viewer has to take their eyes off the TAS in order to read what's happening, most likely pausing and taking longer than the already long time it takes to watch a TTYD TAS. I hope people feel the same way about this decision, although it shouldn't matter too much really.
Awesome work finishing this up! Is there the possibility of an encode without subtitles or commentary? If not, don't sweat it. I just prefer to watch TASes with only the gameplay, then I look up any tricks I don't understand by reading the author notes.
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You can also waterslide while riding Yoshi, but the only place I know you can do this is in Bianco Hills by the gate in the village after the starting section with the waterslide. You have to walk on one of those tiny slopes which you'll slide off of into the water below (this can also put you into a sitting waterslide, which is interesting). I have also done watersliding with fruit here a while back, but it's great to see that there are more places to do it now and that it may have some use in a run. It's probably not useful at all, but one interesting thing to note is while you're watersliding on Yoshi, you cannot be knocked back if you slide into a wall while moving fast.
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I used that in my more recent speedruns, especially my Secret of Ricco Tower red coins run, although with less precision because it's not TAS. I'm surprised that more TAS players don't use it because it definitely is a faster way of moving.
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This probably isn't useful, but you guys know how the game doesn't let you pause unless you're on the ground, right? If you do a flying forward somersault (Run + B -> A) aka the "flip" and pause right before you hit the ground, you'll hear the deny sound that plays when you're not able to pause but the pause screen will pop up anyway. I don't know the game's reasoning behind this. EDIT: Also, how exactly does the Eely Mouth's Dentist Cutscene Skip work? Do you just go near him after cleaning the last tooth?
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NintendoG8mer wrote:
There isn't a third fruit till you enter the 6th episode, but I'll try it.
Yeah, I just wanted to see how it'd work with three fruits, but as you pointed out earlier the guy isn't there when you can get three. I experimented a bit with side-stepping but no luck there either. Just how thick is that glass anyway?
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NintendoG8mer wrote:
Hy guys. I have been trying to clip in for many hours now and I believe I found out how the coconuts shut be lined up. I haven't got it work till yet, but I was really really close quite often. Just watch my video and you'll see: http://www.youtube.com/watch?v=ieKoiyoOeuo The coconuts should be as close together as in my video, so you are pushed out, without even talking to the guy, but when done right, you can talk to him while being pushed out (quite frame perfect), like I did in the video, which should push you out even more, but I just couldn't clip.
Yes, I got a little closer than that before when testing and even got a good bit of F.L.U.D.D inside the glass, but like you, I got pushed to the side right after I finished talking to the Pianta. Maybe we'll need a third fruit. Someone should try testing in another Episode how the third fruit would change the outcome, and from there maybe we can see how to realign two fruit to produce the same effect, if possible.