Posts for Kyrsimys


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JXQ wrote:
1) In the first world, you jump on a muncher, losing firepower, which you get back soon after. If you switched to Magic Mario, could you take a hit while switching (the infinite-hit glitch) to keep the flower?
You're right. I wasn't planning on getting the fireflower first so I missed this. I will fix this when I have the time.
JXQ wrote:
2) In the fortress, you do a walljump. Could you instead switch to the leaf and fly once to clear the gap?
I was thinking about this too just now. I'll test if it's faster.
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Hey, BoltR, is this still in the works? Haven't heard from you in quite a while.
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I vote for NO fireworks at all. I don't think it's a good idea to "be as fast as possible with the exception of getting fireworks 3 times". I think there should be definite, accurate goals.
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Update time, sorry to keep you waiting. World 4 is completed. It turns out that doing the Hammer Bros. scene is faster than getting and using a music box. The one I get is for World 6. A problem I had with World 4 was that there are no fireflowers in the last stage, and I needed a feather for the level before that. I ended up getting a flower from a toad house and even though I didn't do any EXTENSIVE testing, I'm positive that it's faster than to not take the feather in the first place. Input appreciated, as usual.
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Watched it earlier and I gotta say that I admire the effort you've put into this. The movie is great and the stuff you planned many stages ahead just shows the amount of planning involved in the making of this movie. I wouldn't really recommend this to be starred considering that SDW isn't really an official game plus the run is two hours long. But don't get me wrong, this is definitely one of the top 5 runs I've seen.
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Looks like I'm on a roll here, World 3 completed! I found some new through-the-wall shortcuts and I managed to avoid taking damage from the Koopa inside the wall. I had to slow down a bit to do it but I'm sure it turned out faster. As always, comments are welcome. And thanks for the kind words, daniayaw!
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Ah, of course. My bad.
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JXQ wrote:
I see no speed improvements
Perhaps not in the levels themselves, but I did skip one Hammer Brother and the "timebomb" level.
JXQ wrote:
Level 2 - Whoa! Is this a variation of the duckjumping into a corner trick?
It's a strange trick really, because Mario isn't calmly transported to the other side, but instead shot up in the air like a rocket. I've really no idea why.
JXQ wrote:
Level 3 - I think I understand why you took the hit - the screen needed to be scrolled to start the battle. I know you can get hit 3 times with the Magic Wand - does that counter reset between levels or something like that?
No, the counter never resets, but I have found a glitch that allows me to take as many hits as I want without actually taking damage. It involves changing powerups just as an enemy hits me.
JXQ wrote:
Level 4 - What caused the level to end?
Some levels simply end when you reach a certain point in the level.
JXQ wrote:
Level 6 - Curious - if you don't kill both Boom Booms at the end, will the other one cause damage or mess up the end-of-level counters, etc.?
If you only kill one Boom-Boom and leave the other one alive it can still kill you. If it doesn't, the level will be completed normally. Thanks for the comments!
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I had some time on my hands and I'm now done with World 2! Before you say anything about not having running speed at the end of the self scrolling part of the last level, I'll save you the trouble. I tested it and it wouldn't have been any faster to have running speed. You can't preserve it when coming out of pipes that are upside down. You CAN save some of the speed but in this case, it would not have made a difference because I still get to throw the ice blocks right away and I have to wait for the vine to grow. Please post your comments!
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Didn't Tilus try to kill Lavos as soon as possible in his TAS? I think he came to the conclusion that it's impossible to kill Lavos as soon as you have the chance because of the "Destruction rains from the Heavens" event right at the beginning of the battle. Even if you could survive that, all the points Zurreco posted above would still apply.
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Okay, I think it's safe to say that the annual award ceremony is cancelled. This obviously wasn't as good an idea as everyone thought it would be, so I think this forum should either be deleted (the good option) or all the topics cleared and the voting restarted (the bad option). Any other options come to mind? Please comment.
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I did test not going through the wall and it turned out to be just as fast as going through the wall, and I thought glitching through the wall was cooler, especially since I don't even kill the Whomp but instead jump over it almost touching it. Thanks for the positive comments, I'm not sure I can get anything done this weekend since I have some plans but hopefully you'll hear from me next week.
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Thanks for the movie, I'll be sure to use that. Here is World 1 of the new version. I'm quite happy with this, I think I found the fastest ways to get the mushroom, the leaf and the fireflower. Please tell me what you think.
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The yellow shyguys are perfectly stompable (I did it in my movie, too), it's the black spikey ones that you can't jump on. The yellow Shyguy is just fireproof.
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Spoony_Bard wrote:
In 8-5 I was able to run and slide under the ledge and hit the three blocks with the Racoon tail, granted it took four attempts since it slides you back out to the right. But it's a heck of a lot faster than running back and forth across the canyon.
Really? You must be a lot better at this than I am because I tried and tried and couldn't get it to work. Great to know it's possible! EDIT: And Foda, it seems to me that you're just looking for excuses to bash this hack.
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Well the spiked shyguys and giant hammer bros obviously aren't the same as the ones seen in SMB2 and SMB3, but instead their twisted cousins or something. I don't see any harm in adding more variety to the good old list of enemies.
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Those are exactly the enemies with the black spikes on top of them. You can see them clearly. So they DO have hazardous tops.
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Run complete!. FCEU reports a final time of 59:42. I will now comment the run in it's entirety. World 1: I need to rethink my strategy here as I will not have 300 coins right at the toad house. I will probably just play a couple of more levels and then return to the toad house to get the wand. I also need to find a way to manipulate the random weather effects so that it doesn't snow. Other than that World 1 was pretty good. World 2: Found some nice shortcuts here. In addition to the zipping through the wall, I used a glitch that's a little harder to notice. In some levels, when you press left while you are entering the level, you start at a different point than normally. I abused this in one of the levels: Mario appears right in the middle of a pipe and continues to slide out of it, allowing me to enter it right away. Normally Mario would start farther to the right. World 3: A pretty boring world. In the next version, I should try harder to avoid taking damage. Especially from the flying goomba. I think it was a good decision to use the star in one of the levels because it allowed me to get a flying start instead of waiting for the vine to grow. World 4: Pretty bad screwups here. I need to get a feather for the coin collecting level and a fireflower for the castle. Lots of other minor mistakes here too. World 5: There was one wall here I couldn't get through that would have saved a lot of time. I don't know if it's because the walls here are composed of tiles that are completely square instead of having round corners. The wall is in the coin collecting level, and if I could have pulled this off, I could've skipped collecting the coins. World 6: This was pretty good actually, nothing here that really annoys me. I use a glitch here that involves switching powerups while getting hit by an enemy. This allows me to take two extra hits as Magic Mario. I use this on a stage boss (forgot the name) and later in the castle (on a flame). World 7: This one's a bit tough. It would take a crapload of time to test all possible routes. I did play through all of the levels and I got the impression that going straight to the right and then down was pretty fast. The three wait-it-out levels are really boring. I used the same glitch in the fortress as I did in World 2. That is, pressing left while entering the stage. As you can see, I start off in the middle of the wall and at a pretty advantageous point in the level. Mario is supposed to appear next to the door instead of inside the wall. World 8: This was actually pretty boring to do. There are seven boss fights that are all pretty much identical with the strategy I use. One of the fights seemed a lot shorter than the others, I'll have to see if I can use that strategy on all the others next time. The final boss fight turned out to be pretty entertaining. Hope you enjoyed it! I'm not promising anything with regards to a version 2, but I'll see if I'm up for it next weekend.
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FODA wrote:
If it's meant to be a new game then it shouldn't be "Mario" game. change the characters as well. because mario can always stomp on enemies that have a harmless top.
The only enemies you can't stomp on (in addition to the ones from the original game) don't have a harmless top. There are black spikes on top of them if you look closely. I think it's explained on the hack's homepage.
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Okay, I guess I'll take part in this conversation too. When I first played the hack, I fell in love with it right away. All the other SMB3 hacks I've played have either made the game hellishly difficult or the author has gotten tired halfway and half of the levels have been utter crap. I think Mario Adventure has some good stuff in it, such as the new powerups, the powerup switch box, and a nice amount of (well designed) levels. The switch box is especially welcome because it allows for great TAS tactics. I also found a glitch involving it: if you change the powerup exactly as an enemy hits you, you get to keep both of the powerups. This will be used in my video later on. It also has some bad stuff in it such as the random weather effects, but in my opinion the good stuff definitely outweighs the bad. The worlds have consistent themes that keep their promise to the end, and I especially like the very original worlds 4, 6 and 7. The seven keys are great for prolonging the experience as is the added difficulty. The coin collecting levels add even more variety to the mix. For me it comes down to this question: is it so much fun that you don't feel like whining about the small mistakes the author of the hack didn't see coming? In my opinion, hell yes. I admit that I lost my nerve when I noticed I didn't have enough keys to complete the game because they had been overwritten by some other items, but since that was fixable, I got over it. To anyone who doubts this hack's potential: play it. Play it and fall in love with it, like I did.
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I think it'd be okay to just delete submissions that are over, say, 9 months old. They obviously aren't anything all that great because they haven't been published yet.
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Whew, I just watched this. Really beats the crap out of the published movie, yes vote from me.
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Thanks for the feedback everyone. I'll be sure to remember to start with a clean rom if I'll ever do a version 2. Hopefully I'll be able to finish World 6 and get a good start on World 7 this weekend, so stay tuned. EDIT: I just realized that it costs 300 coins to get the magic wand from the first toad house, and that if I already have 166 coins (I seriously never noticed that) I can't buy the wand at the same point in the next version. I'll have to rethink that.
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Okay, I'm back in business. Get the new WIP up to stage 6-4 here. Feel free to point out any mistakes.
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I'm thinking that maybe magic doesn't need to be leveld that much outside of boss battles if you always keep 4 Fairy Walnuts in store. For example I think the Fire Gigas can be beaten using only Undine even if you haven't used Undine at all before, but you must have 4 Fairy Walnuts. EDIT: And I mean with only the sprite, not using ice sabre.