Posts for Kirkq


Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
I recorded a short video of what I believe we're talking about. http://dehacked.2y.net/microstorage.php/info/297456533/Super%20Mario%2064%20Grinding%20%28USA%29.m64 I earlier had forgotten that I used the ceiling in the lobby to assist me. So what uses does this have? I don't really know. Anyone want to try zipping to the moat door? Highly doubtful yet semi-plausible. I believe I've done this previously without hitting my head on the wall, but I won't swear to that.
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
I think it's surface dependent. When I was trying to BLJ on the lobby ceiling I received this effect a few times. I would be clipping the wall and basically just teleport down to the floor. I attempted to recreate this outside on top of the castle. I can clip the wall by the spires multiple times, but I never get any effect shooting me towards the floor.
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
Microstorage just got back up. http://dehacked.2y.net/microstorage.php/info/708664563/BOMBERMAN%20HERO%20Final.m64 It desyncs in Heaven Sky. I don't plan on redoing past that point. I may again look into Boss strategies for Natia and Garaden later. I think my notes will be enough to get you through the rest of World 4.
ThMrksman wrote:
By the way, stopping at the pillar was unavoidable, i tested it, and i think that there is no way to improve on it. The fire resistant vest is necessary as it saves 12 frames overall (even with the pause considered).
Oh, I was unaware that this actually saved time. I thought you were doing it for entertainment purposes. Good find. Anyway that's about all the work I'm going to do for quite sometime unless there is an issue you would like me to investigate. Periodic WIP updates would be nice, but do it as you please, you're doing an awesome job.
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
Wow. I didn't realize so many people had so much information on this run =p. Nitrodon, thanks for answering almost every one of my questions. Honestly, I think we may need to recruit someone to kill Red Pison at a lower level. Just having two turns to his one is a huge advantage. We could feasibly kill them off at the end of the fight so Lux gets all the experience. We can revive them later before recruiting Olvan. Actually we could possibly recruit Olvan here and kill off Lux during the fight. So I'm hearing that we need to recruit Olvan, which sounds logical. Olvan has the highest attack power right? One of Olvan or Lux is probably better than the other for S Brain killing. Perhaps we will need both for the first few. We will probably get enough money during S Brain grinding to purchase suitable gear, so having Olvan start with optimal gear may not be the best method. What I'm hearing is that at S Brains we should kill off Lux for the rest of the game. If what Nitrodon says is true about the apprentice level, we can walk into Patrof, leave, level up on S Brains, return with the wind rune, and probably one shot the apprentice later.
Animand wrote:
---I've had the Sky Rune apprentice want to join my party. Having Olvan hold the Sky Rune and getting him to join you would be insanely useful.
This is possible a solution to the above speculation worth considering, but I think since we could just one shot the apprentice later the choice we make should focus on the other variables. (Olvan's equipment and level upon joining us.) If having Olvan at a low level helps us kill S Brains fastest, this is probably a very good option.
Dromiceius wrote:
Incidentally, has anyone any experience with the "corruption" this (Game)FAQ speaks of?
I believe what he is saying is that the maximum number of items you SHOULD put in is 50. I seem to recall that there is a limit on items below 50 even, so this would be unfeasible. New point: I recall there is a point later in the game where having Olvan creates a slightly different scenario. Can anyone elaborate on this point? Does he have to be your main character for this to occur, or can he be your apprentice? Is the Olvan path faster (less walking), or is the Normal Route faster?
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
Here's the rest of it, I decided I would put my WIP up for public viewing in case someone knows of timesavers I'm missing. Baruda: Get the first hit in as soon as possible. Make sure he doesn't get away from you, you should hit him as soon as possible every time after that. I enjoy the lethargic helicopter spin at the end personally. Bonus: Skip this by pausing and exiting again. Hades Crater: Grabbing the crystals is probably the best stylistic choice at the beginning. All that really matter is hitting the last tower on the first frame possible. Magma Lake: Pretty straightforward. Magma Dam: I think I made the best possible health rationing and route choices here. Crysta Hole: The last jump is all that really matters obviously. Death Temple: The jump across the pit can be made from the second (top right) platform if you jump to that platform and run vertically on the left side of the stone head. If that doesn't make sense ask and I'll clarify, Death Road: Don't take damage getting into the first portal. Jumping into a dagger is probably best to get into the second portal. Float Zone: Jump onto the Bubble Powers to be highest off the ground when you start floating. You won't need the first heart that I grab. Hanging on the ledge at the end is slower. Just stand and jump when you can get in the door. Aqua Tank: No heart needed. Do your best with the last jump/throw. Aqua Way: Going into the creature is about 1 second faster than doing the stage normally. Nitros: My starting hits here were quite amazing, unfortunately I could not recreate it on final Nitros. Hard Coaster: Try to keep us entertained. Do things we haven't seen yet. Do the charged bomb throw. Maybe to try lay four bombs in each cardinal direction from you and kick them as fast as possible. Be creative. There has got to be a better way to open that last crate without wasting so much time. Dark Maze: Salt one of the slugs if you can. Mad Coaster: I doubt you need to bomb that enemy at the end of the first track. If you need to, throw the bomb such that after it dies you can immediately jump up. Move Stone: This seems to be the most optimized solution. I don't think it matters if you jump in or walk in at the end. Bolban - Shouldn't be too hard. Hopper Land - When wall jumping, Try to jump into the wall from a distance such that you land as low as possible at the top. Optimally you should jump from far away and your first wall jump should be off the very bottom of the wall. Junfalls - There has got to be a better way to do those first platforms, I came close, but couldn't produce much better. Cool Cave - Grab the first or second ice bomb, the third one clearly wastes a small amount of time. Unfortunately we have to wait for that last guy to raise up just a little bit. Maybe you'll beat me there by enough that it doesn't matter. If you can recreate my damage taking jump, it will look really good. For the last guy if you have time position yourself such that you can freeze him and still jump on him. Snowland - Easy Storm Valley - Same thing applies with walljumping here as previously. You should be able to jump on the first windmill and initiate a walljump afterwards without having to stop before it like I did. Oh, and I broke the game. I did this run using only the 8 cardinal directions (keypad), so I had to turn the camera to get him to turn the direction I needed. Snow Circuit - I'll leave it up you you to solve the physics of this mess. I would guess going straight is fastest. Jumping may or may not slow you down. ARGH I DESYNCED HERE. I'm not doing it again though. My notes should be enough from here on though. Heaven Sky - The boss takes quite a while, your entertainment potential should be good though. Why three water levels and one jet level =( Eye Snake - Towards the beginning of the course you can jump off the course onto another part, other than that just cut corners with jumps. You can walk on the left side of the enemy at the end. Air Room - Jump into the very bottom right air duct, go all the way up, drop onto the platform to the left, jump into the air duct in the center, land on the rising platform in the back. Jump into the air duct in the back left. Fall onto the CD and go into the door. Zero G Room - Jump and bomb the switch from a distance, ride the platform up. Bomb the gravity enabler from the platform directly to your right. Jump and bomb the last switch such that you are falling far down to the lower platform instead of onto the top platform. Never land on the top platform. Fall to a lower platform. One jump should get you to the door. Mirror Room - Once you climb up the hill at the very right of the stage. Jump up, grab the ledge, start running towards the portal. You should be able to bomb the switch from the direction. In the back half of the level you can make some semi ridiculous jumps to make a somewhat linear path across the level. Vs Natia - Get Natia off the screen before you kill Cronus. You can manipulate multiple hits on Natia per drop down. I believe I hit her three times once because she insisted on cartwheeling away from me while on a hill above me. Endol 2 - Easy Baruda 2 - I think the best way to do this is to get him to fly diagonally across the screen so he isn't so far away when he is over the hole and you can still bomb him. Cronus 2 - Try to minimize the number of cycles he requires, some of his attacks allow more hits than others. Nitros 73 - Killing the pillars is harder this time. Bolban 2 - The easy way to do this is to oscillate up and down and fire when necessary. Natia 2 - This should look really cool. I was jumping over one Natia's whip while threading the spikes upon landing, and alternating which one I was bombing. On second thought see if you can manipulate them within blast radius of each other. dodging the attacks isn't that hard. Bagular Phase 1 - I managed to hit him once right before he went to teleport, he teleported and I hit him again faster than usual. I apologize for the short comments on the latter end. I'm kinda frustrated that I desynced in Heaven Sky, but it was my fault for not checking sync periodically. If you need help on the later portion, I can describe it more in detail. The final bosses should look really good though. I look forward to seeing your progress. I will either edit this post or add a new post when microstorage is back up with my progress up to Heaven Sky.
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
I would be willing to put more effort into this run in the future. I'm currently looking to finish my Bad Dudes TAS over Christmas Break. If someone could decode a way for me to set my stats to values I choose, it would make finding levels I could feasibly beat bosses at much easier. It would help me to move on a bit more. I assume there would be memory addresses I can set to set these stats for testing purposes? My previous strategy issue was finding an efficient way to level to an unknown level required to beat bosses. I believe the first segment of the run is "How do we get to and beat Red Pison as fast as possible?" Lux seemed to be the best option. We have B Powers and B Protects at our disposal, but Lux needs to be fairly high leveled in order to damage Red Pison a fair amount. I don't know if this next point ever got answered previously. This point is very important to implement the run appropriately, and I don't know the answer. If we recruit a new character and kill off Lux, does the new character gain full experience and function like a single character switch? What if we wanted to recruit a new character after that while Lux is still dead? Would that character's level be based on Lux's, the previous recruits, or a combination thereof? The most efficient way to level would be with a single character so experience doesn't get split in half. Is there a character we could recruit that is good for killing Red Pison at a low level? We could actually kill off this character right before Red Pison is dead so that Lux gets full experience and we can get a new recruit later at a higher level. We would need to gain a substantial amount of experience before this recruit would consider joining us. What character can beat S Brains at the lowest level? This will almost surely be our method of grinding levels for most of the run. Can we get to S Brains and start killing them without having to level up at all after Red Pison? The castle boss for the Third Rune is actually supposed to be easier if you are at a low level. What character combination would be best for beating all bosses thereafter including the final boss? This is all based off of memory from about 6 months ago, so I may not recall some things correctly. That's stuff I need to help me move on with this run in the future with regards to route planning. Dromiceius stated in the past that he could help to implement the run with regards to luck manipulation if I was able to lay out the realization. We have a lot of resources available. If I could get some help with the issues and questions above, I would be glad to take another look at this run after I hopefully finish Bad Dudes in December.
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
Judging by the rest of the video, he took damage from the flame, which essentially places damage on you over time, and then died just before/while jumping into the water. We could feasibly recreate that by the slope outside the castle by jumping into the water from high up with 1 health left and killing ourselves underwater, but I doubt this would be beneficial seeing as in the video he just died and respawned. Interesting video though.
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
ThMrksman wrote:
And another thought, how many blue crystals did you collect during the run, ie. is there enough to bring total health to 5? or would that be unreasonable?
It takes 200 crystals for the extra health, I had like 60 at the end of the run. Also, that extra health comes "empty", not with an extra heart, so it won't help us at all.
ThMrksman wrote:
In death road, im quite sure that you don't need to take damage, you can just land on the edge of each portal.
I double checked this just now. I'm pretty sure you can't, at least not with the first portal where I tested. Float Zone - Yes, take damage to get out of the bubble every time. It saves probably like 3+ seconds each time. EDIT: I forgot to add. In your Last WIP, you stopped for a few frames in front of the pillar before you grabbed the body armor.
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
Health Rationing: Endol - Take two damage (2) Groog Hills - Take one damage (1) Erars Lake - Three Hearts (4) I think 4 Health is optimal at this point. Assuming we have 4 hearts at this point. Water Pool - Take one damage. (3) Dark Prison - Take one damage (2) Hades Crater - One Heart (3) Magma Lake/Magma Dam - End these with 3 health having visited only one restoration area like in my Test Run that I'll get you eventually. Crysta Hole - One Heart (4) Death Road - Bomb the first bomb over the portal without taking damage, for the second portal jump in and take damage. Take one damage (3) Grab the heart at the end of the level. One Heart (4) Float Zone - Take three damage (1), One Heart (2), Take one damage (1) After this point you will not need to grab any hearts that are off path for the rest of the run.
ThMrksman wrote:
The 2xNatia fight is going to be a bit of a pain to work out, i think . . .
It actually worked out alright for me. Baruda 2, whatever the robot boss in the lava is called, and Bagular Phase 1 will create some problems.
ThMrksman wrote:
so in theory getting a four on hole lake would push the total score up to 26 for the world, meaning it will go on for an extra count.
That's what I was saying, when it does the final tally it goes up one level at a time. 1,1,3,1,1,5 goes up 1-2-5-6-7-12 I'm pretty sure.
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
I finished my Test WIP completely. It is approximately 58 minutes long. In this first segment of five minutes you were about 15 seconds ahead of me. Your run will probably end up being 50-55 minutes. There's a lot of interesting things we need to do during the final bosses in World 5. We actually have to do some boss manipulation instead of just messing around in between hits. I'll write up full notes and pm them to you with the video sometime this week.
ThMrksman wrote:
by the way did you know the shortcut at the very start of that level?
Already found it =p
ThMrksman wrote:
Would you consider this up to scratch in terms of entertainment?
It's pretty good for a water level. Honestly there's not much more you can do. Everything looked really good in this segment.
ThMrksman wrote:
Another thing to consider is that if i scored higher then 3 then that would bring the total world score to over 25, meaning it would (in theory) take longer when the score is added up at the end of the world.
I'm not sure why "higher than 3" has any significance unless I myself am also missing something. I do know, however, that scores are tallied by level and not per point. For example, 1 + 1 + 1 takes as long as 1 + 3 + 1 to tally.
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
I just found something SO AMAZING in world 4 that I'm going to stop publicly posting Test WIPs. ^_^ Of course I'll send it to ThMrksman when I'm finished.
ThMrksman wrote:
it might be possible to pass the level Aqua Tank (i think its called that) faster by jumping into a certain enemy while holding a bomb, flinging the bomb up into the air and hitting the tank.
I could find no monster anywhere remotely near enough to make this happen. I bomb the tank in midair jumping from the top back left platform.
ThMrksman wrote:
I've just been looking at hole lake, and i think that as long as A is held down, the speed isnt actually affected.
That's probably accurate then. Do whatever you so choose to keep us busy during the ever exciting (/sarcasm) water levels then. Be sure to grab at least 1 firepower, 2 if you can do it without slowing down. Honestly I wonder if it is worth considering staying low on firepower. I don't think so, but I will review this later.
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
petrie911 wrote:
Whoever it was that mentioned getting Mario to take damage underwater, what exactly did you do to do this?
I was going by hypotheticals. I was stating that I reached a point when testing on the slope by the moat where I took falling damage on the floor for roughly 1 frame (unmeasured), and was swimming literally the next instant. It was about Mario's height into the water (obviously) Can you try jumping off the castle into the falling animation where mario would normally take damage upon hitting the ground, and then activate the speed RAM to hit the floor right in front of the moat door?
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
Moving on with life....
DaTeL237 wrote:
the following would be a good test i think: 1) find RAM locations and cheats for mario X, Y and Z locations 2) find values for X, Y, Z that are in front of the castle moat door (find these while water is lowered so height for standing-on-ground is ok) 3) stand on solid ground with the water raised on a new file 4) rotate mario so that he would be facing the door 5) pause emu 6) activate X Y Z cheats with the found values 7) continue emu
Could someone try this idea in both standing state and "smashed into the floor" state. If we start swimming instead of opening the door in both cases this rules out numerous possibilities.
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
ThMrksman wrote:
Aren't there two levels where you gradually lose health?
Yes, two levels early in world 3. We HAVE to start the first one with at least 2 health. Depending on how much we health we do have, we can visit different spots in the second one to gain hopefully only as much health as we'll need for the rest of the run.
ThMrksman wrote:
Also i was thinking (but i haven't tested it) that it might be possible to pass the level Aqua Tank (i think its called that) faster by jumping into a certain enemy while holding a bomb, flinging the bomb up into the air and hitting the tank. So that might be a point of health there.
Hm, I didn't try that. I'll go back and see what I can do.
ThMrksman wrote:
Also what is your opinion on the dual level choices in world three? I was thinking Death Road instead of Death Garden and Crysta Hole instead of Emerald Tube.
Yes, both of these are far faster.
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
krohn7master wrote:
Are you lining up with the corner and then diving when you hit the corner while following it with a kick?
I did probably 300 trials which looked exactly like yours. I never once was in a standing still position on the wall which you managed to achieve TWICE in 30 seconds. Sideflip, Dive, Hold A, Mash B I tried this and other variants. If it IS doable, then what could I possibly be doing wrong that makes it so easy for you. I still have my doubts unfortunately. Again, all we're asking is to present this in some form that makes it recreateable. An explanation that allows any of us to achieve the same results or a .m64. No one can stand still on slopes except you.
Post subject: Re: I need some help with a programming assignment
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
DarkKobold wrote:
Welcome to college. Jeez, this happens all the time. He came asking for help, not a debate on the merits of his education. Regardless of the stupidity of the assignment, he has to do it.
Derakon wrote:
Yes, it's possible for you to figure everything out on your own; the resources are all there in the library and on the Net. But then what value is the teacher providing?
Being a sophomore in Electrical Engineering myself, I can strongly identify with these statements. I go to a research university. Many teachers research 20 hours a week and teach 20 hours a week. Just because a teacher is extremely knowledgeable on a subject does not mean he can teach it effectively. I have had a couple classes where I would have been far better off ditching class and reading the book during the hours I am required to be in class. Yes, my teachers for those classes were terrible. Some teachers could be replaced by powerpoint slides because all they do is throw notes on the board. You literally can't do anything about it. It happens every once in a while. I also find myself periodically presented with homework material which I have literally not been provided sufficient background material for. I find it extremely difficult and irritating and unnecessarily time consuming to solve a homework problem without the appropriate background and reference materials. Is it so wrong for Schnretzl to ask for the overview of tackling the problem even though he would code it all himself? A push in the right direction is far from coding it for him. Although, I do agree asking specific questions would have been the better way to go about asking for help. I find myself asking people in my major questions all the time. I don't copy what they say or show me, I just require some piece of knowledge or insight that I don't have and can't find. This would be the sequence of events for attempting a homework problem. 1: Attempt to solve on own. 2: Consult References and attempt to solve. 3: Ask someone or give up. Out of the third options which one helps someone to learn more? Would you rather I get a B in a class doing it all myself and missing key information, or I get an A asking questions and "collaborating" with others, thus acquiring all the material? Should my grade reflect "the information that I, by myself, was capable of", or "the information that I learned throughout the course"? Yes, I realize that copying solutions is bad, but I feel like some of you are frowning upon collaborative learning, which I have found to be an extremely effective way of learning. Perhaps it is partially the difference between the nature of programming and the nature of my major, engineering. The programmer often has to be able to implement his program on his own, whereas the engineer works on a team of contributors, where often no one person is capable of accomplishing the entire task. Constructive criticism of my views is completely acceptable.
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
Awesome work! This is definitely enough to press onwards. Are you turbofiring buttons at the beginning or just holding them extra frames? If you are you turbofiring, you should stop. Battle Room - Moving downwards while falling after the booster was brilliant. Hyper Room - You might have lost a few frames by walking (falling) onto the first conveyor instead of jumping. It was extremely minimal though. I enjoyed that you walked right under the yellow floating enemy. Secret Room - Solid, about what I expected. Sky Room - Before the conveyor before the tower you could have adjusted your jump height to land at the very beginning of the conveyor to have the higher velocity for a slightly longer amount of time. The bombing of the crate exceeded my expectations. Overall I was very impressed. This run should be perfect to go on with. The only reason I mention those small errors is so that you will look out for similar situations in the future. You should be able to go on up to Fog Route. I don't think you can get by those bombs without taking damage. I need to figure out our health situation still. I'm halfway through world 3 and it is still dependent on damage we take beginning in world 1. World 3 has the fire levels with the "health restoration units". I found a good strategy to only have to visit one, but it is highly dependent on how much health we have before, and how much health we need after.
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
You would have to gain ridiculous falling speed. Something we have no way of accomplishing currently. From a normal high fall, water won't even completely submerge mario without putting him into the swimming animation.
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
This discussion is required to come up every 20 pages or so, right? I decided to humor myself and attempt this a bit. I'm sure I found stuff most of you already knew. I messed around by the slope on the right side of the castle. I managed to take falling damage in the water one instant (mario's legs smash down), and began swimming almost immediately afterwards. I hit at what I would consider the threshold of where mario goes between swimming and standing. This leads me to believe that even if we somehow managed to take damage at the bottom of the moat as seen in the video, we would instantly begin swimming afterwards. Also, I would rule it not possible to make the dive he makes off the cliff. It is literally impossible to BLJ to the top of that hill and follow it that quickly with a jump dive. As AKA stated he runs for a few frames on the hill which is not possible under those circumstances. I thought I'd bring this point up for speculation. If there was some way to stand inside the castle wall when dropping down to the moat we could feasibly be inside the wall one frame and opening the door the next. In this video by Soulrivers, he is seen swimming on either side of the door, but does not ever have a pose that suggests he is standing even when crossing the wall. This leads me to believe that there is literally no way to do this unless we glitch mario into a state where he can stand underwater. Another somewhat feasible option is bypassing the water and being standing on the floor of the moat within a 1 frame gap, which we currently have no way of doing. http://www.youtube.com/watch?v=rOI4fU8_nmE I'm going to have to go with. "Move along, nothing to see here."
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
Download and install the emulator mentioned here. It is a modified version of Mupen 64 to implement rerecording. http://tasvideos.org/forum/viewtopic.php?t=2934 Open a Super Mario 64 (U) [!] Rom (We cannot give or direct you to this at TASVideos, it is against forum policy.) Wait till the game sufficiently boots up to the intro screens. Go to: Utilities -> Movie -> Start Movie Recording (Check from start.) Optimally you would need a USB controller to play like you would want to on a Nintendo 64. If you could prove that you can reproduce this without cartridge tilting on an N64 without gameshark, we would possibly consider it legitimate as well. If you're so confident you can reproduce this why don't you just tell us how, because it certainly can't be done by conventional means.
z0MG wrote:
KrohnIndustry has no idea - it happened randomly.
krohn7master wrote:
I would be more than happy to setup a time to make a live stream of me demonstrating some of the tricks used in this video.
These don't match for the record. Anyway, it is literally against everything everyone here knows to be true. Feel free to prove us wrong.
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
The site is still up, his domain name just didn't get renewed. http://65.93.101.29/microstorage.php
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
PLAY BY PLAY OF MY TEST WIP I will refer to the /72839 numbers. (These are the frames, right?, what is the other column then?) Battle Room: Make sure you're moving as straight as possible throughout the run, as we concluded that gives the best forward velocity. Hyper Room: I tested the Heavy Room path, the only reason it is slower is the huge amount of backtracking in Hyper Room. Secret Room : I spent like 20 minutes trying to bomb jump on top of the ceiling to the fan with no success (with 3 firepower). I would deem this one not possible. Sky Room: 8200: Make the jump more vertically, don't grab the wall. 8900: Do whatever you think is best. Mine was terrible. 9500: I tried bomb jumping from that back platform to the exit platform for like an hour. It's SO close to doable, but I was a few pixels short on height for all my near perfect attempts. Blue Cave: Again, just go as straight as possible. Hole Lake: Get one firepower presumably from breaking the pillar. If this wastes more than 30 frames let me know I have another strategy option. I think it may be possible to time killing the front crab and sneak by without taking damage. Red Cave: 18200: Space your previous jumps such that minimal time is wasted (if any) landing on the last platform to prepare for the jump. Actually it shouldn't matter too much as long as you maintain forward momentum. Dark Wood: Don't skid obviously. Dragon Road 21050: Jump off the platforms, don't walk off like I did. Nitros: Do me proud. Try chaining bombs together dropping them on the ground and activating the first one with a regular throw and having the last one hit him. You can save it for a later Nitros fight if you want though. Clown Valley: 26000: Check if jumping on that platform with the firepower is faster. Great Rock - 27600: Try to kill the cloud AND raise the platform with a bomb while stopping an extremely minimal amount. It will be difficult to pull off. The cloud makes the game lag fairly significantly though. 28200: Don't grab the ledge here. 28400: May not need to kill him. Fog Route: Easy stuff. Endol: Eh, do your best. Bonus Level: After review the SDA Run, pause and quit is probably the optimal choice. Groog Hills: Take the teleporter and the 1 water damage, I think this is the best option. Bubble Hole - Shouldn't need that health. I'm not sure of that yet though so I'll let you know once I'm further into Kanatia. Erars Lake - Yeah....We'll see how many health we need later. Ignore that damage I took here, that was me being bad/lazy. Waterway: Jumping off the box to get across the pit will be slightly better because you will have to move "up and down" the stage less. Letting you go more straightforward with maximum velocity. Pay attention to little things like this as you see them. Rock N Road - Dunno if we need that heart yet, it wastes a few frames. Do get the firepower. Water Pool - Easy. Warp Room - Experiment with the time you hit the switch. You can kick a bomb across the room with the big pink bomb and hit the switch. Dark Prison - Perhaps try going from back to front with a similar route. You may get better platform timing. My run will be a little slower than yours if you want to gauge it. Killer Gate - Hit the sub ASAP, rise, drop again as soon as it will damage it, then drop the last bomb as soon as possible while flying away as fast as possible. Theoretically you want to be as low as possible for the first drop and as high as possible for the last drop if that makes any sense. Spiral Tower - Easy Snake Route - You will want to be jumping onto the gray side walls in most cases. You don't have to comment on everything, just what you feel differently about perhaps. I'll decipher the health route later. If you find/have new strategies, please let me know. Again, I'd like to see your work after you finish Sky Room. No rush, I just don't want you to have to redo anything before that point again.
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
Kirkq wrote:
It is a modified version of Mupen 64.
It's not a plug-in, it's a "different" Mupen 64. Rapidshare - Free User, wait 30 seconds, download file, ?????, Profit!
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
download: http://www.filespace.org/nitsuja/mupen64-rerecording-v8-installer.exe mirror: http://rapidshare.com/files/8876838/Mupen64.7z The first one is down, so use the mirror. 7z can be unzipped by WinRAR (freeware).
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
Download and install the emulator mentioned here. It is a modified version of Mupen 64. http://tasvideos.org/forum/viewtopic.php?t=2934 Open a Bomberman Hero (U) [!] Rom (We cannot give or direct you to this at TASVideos, it is against forum policy.) Wait till the game sufficiently boots up to the intro screens. Utilities -> Movie -> Start Movie Playback (Check the box "Open read only") After the movie starts, tab will fast forward.