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VisualBoyAdvance 1.7.2 Rerecording v19.3 has emulation issues with
GB Dirty Racing (both "Race Days (Dirty Racing & 4 Wheel Drive) (U).gb" and "Dirty Racing (J) [!].gb").
When entering a track the screen stays mostly colored white.
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Well, I compared times of both your run and the Japanese run and it turns out you already lost time after the platform parts.
And it looks like you didn't go through the first platform part as fast as possible. So I was actually right when I first stated this.
As for your water level problem, it looks like it has to do with spawning times as well. I didn't look into this matter much, but you can see, before the wall glitch, the Japanese player goes to the total right (so that the first spike spawns maybe), then goes back and performs the glitch whereas you didn't go to the right. I think some testings are required to get good spawning times of the spikes.
I did a testrun of the first Macro Zone level (it's incomplete, though)
http://dehacked.2y.net/microstorage.php/info/1620490857/sml2%20macrozone1.vbm
Some stunts I perform in this movie don't cause lag frames at all, and I missed exactly such stunts in your run.
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Yeah, it isn't like you didn't. In fact, there are some spots in the run which surprised me (like the glitch in the middle of the hippo level).
I'm still sure it can all be done in a more interesting way, though.
Ah, didn't see you had to wait for the fish to get out of your way.
You didn't go through the spot with the platforms where you have to duck as fast as possible. There was another platform you have to wait for in this level - But it has to spawn first. So maybe you thought, it didn't matter how fast you manage the first platform spot? (not sure about this anymore)
Anyhow, I'm making a movie file right now for comparision later.
Will check this out later.
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Very nice, Soulrivers.
Gonna watch it later and edit in comments here. ;)
E: I'm very happy to see a submission of this game.
However, I didn't quite like the stylistic choices in this run (for example the hippo level or the way you grabbed coins in the star level - You just grabbed all the coins... I would have found it more interesting if you had grabbed them in an interesting way like in the Japanese run or if you had just missed some... - Overall, I found the Japanese run more interesting to watch. The player added some funny scenes in the autoscroller level in Macro Zone, his witch fight was more interesting since he played with the lids. ... And so on. This run is no way close to what could have been achieved to make it a really interesting run.)
I know, some stunts and actions would have caused the game to lag...
I personally think, this game needs a run with some entertainment/speed trade-offs...
Also, I found some places which I felt could maybe be improvable.
At frame 10300, you didn't gain running speed when jumping over the pit, grabbing the mushroom.
This level is definitely improvable as I got a better time on it myself (1 ingame second better).
At frame 47500, you didn't gain horizontal speed in the water.
These are my opinions so far.
I look forward to your response.
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So here's one last idea from me.
I didn't test it much, I don't know so much about the mechanisms in the game anyway... It's just a last idea that's maybe worth testing.
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GBx:
A - A
S - B
num7 - start
num 8 - select
E - L
R - R
W - next frame / pause
strg - fast-forward
For saving or loading savestates, I use the menu.
SNES:
Same as GBx, but with more buttons around W.
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Why don't you skip the flagpole in 2-1?
Why do you get fireworks in 4-3?
What was going on in the end of 7-1?
Sometimes I think you faced to the left side too much.
Otherwise, a good run.
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There've been so many game-breaking glitches discovered recently, I wonder how a ZZAZZ* run, if submitted, would be treated.
Where is the line to draw, at which point does a run with XY glitches count as a 'glitched' run? If a warp is involved?
Before this run was submitted, it looked like a ZZAZZ run would obsolete the current Pokemon Blue run by primo in 1:20.
*(that's that one glitch with ditto and his transform move, right?)
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An improvement is being worked on, but at the moment I experience problems with the 4rd boss. I can't manage to kill him in a good and fast way. (If I run just towards him, he throws his 3 shuriken which produces tons of lag frames. If I kill the little bastards who try to catch me, I lose time for killing them and can't manage to beat the boss while going to the goal.)
This will take some time...
http://dehacked.2y.net/microstorage.php/info/615162951/kungfu%20master%20gb%20tas2.vbm
In level 3, I manipulated three shuriken throwers to appear since this gets me a bomb item.
You can sometimes notice how I kick in the air for no reason. When landing soon after attacking midair and jumping again to keep horizontal speed, you kick in the air - often even too high for enemies to hit...
So I often jump another time and kick again to make it look less unoptimized or less pointless.
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Here's now another problem that annoys me, concerning route planning.
Since there are so many dead-ends where I'll sacrifice wheel (for example in order to get treasures that are behind grey blocks), the spots where to get wheel easily in beginnings of routes are important now.
For instance:
-> You can take routes, sacrifice your wheel ability and get a new wheel ability at said spots where to get wheel easily in the beginning of a route (for example at the Cabbage Cavern, Carrot Castle or Peppermint Palace switches).
-> Up till now, I ensured having wheel at all costs at the end of all the routes I took till now. Now there's plenty of routes where I have to sacrifice wheel. With the thoughts above in mind it will be faster ... than having to go to Rainbow Route switch 1 all the time and getting the wheel there...
I realised this a bit late - the current route will change after pressing the switch at Cabage Cavern, maybe even before entering Olive Ocean...
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I just realized, isn't there a treasure chest up above the door surrounded by blocks before the room before King Golem?
What's the room number of that chest?
At frame ~14000, you exit a door underwater. Then you walk on the ground until you start falling down - wouldn't it be better to take a stroke or two to gain some extra speed?
No, because the horizontal speed gained isn't worth it in regard to the extra vertical distance you would have to dive.
What was the reason for going down that shaft at the beginning of Carrot Castle?
100% indicates you have to enter each room.
Close to the end of the WIP you enter a room it seems only to grab a 1-UP. Why?
100% indicates you have to open all the chests. *gg*
Thanks for the comments.
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Time for a new WIP:
http://dehacked.2y.net/microstorage.php/info/1373094116/MUGG-KAM%20v3%2C100.vbm
(I missed a treasure chest in room 10 of the ice world, so I'll need to redo the last part of the run)
I found some new tricks:
Faster way of climbing ladders
Pressing 6 frames upwards than 1 frame sidewards is the fastest way to climb ladders. (Somehow, however, pressing upwards 3 frames instead of 6 apparently has the same effect)
Keeping momentum when bumping against walls
Press the opposite direction right before bumping against a wall. Directly landing on the floor without any bumping is better, though. So it's only good to use it when there's no other way.
No momentum during starting-animation of wheel
Sorry, I'll have to do some research on this, but you can see an example of it in the WIP at frame ~16500.
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Sorry, but that's clearly sub-optimal playing.
You started the project a month ago, the re-record count is pretty low -
and when watching the movie, I can spot many errors which makes me think there can be at least 3 minutes saved only by optimization...
You rushed through the game, leaving many errors uncorrected, and this is Mario Bros 3. Sorry, but this ruined it for me.
I'd pretty much like to see an improved version, though.
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You can get wheel right after the battle, you'd have to manipulate the enemy to do the roll attack and you'd have to wait for it.
No, I don't care for these multi-ability Golems anymore since they're so rare and in inappropriate places. Much more I care about abusing the Magic ability used by a buddy Kirby. Manipulating it to be used shouldn't be a great deal. But getting the other Kirbys equipped with it...