Posts for MUGG


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Editor, Experienced Forum User, Published Author, Expert player (2315)
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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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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)
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, I also watch your runs, Pekopon. As you find more and more improvements I start to like the WIPs more and more ;) Keep doing.
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As for the entertainment issue, I can only apologise that you didn't like my way of doing it. Non-tradeoff entertainment is a very subjective part of a run, and so it is impossible to satisfy every viewer. I tried my best to make the game look as interesting as possible.
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.
Why would I want to?
Ah, didn't see you had to wait for the fish to get out of your way.
Specifically the first micro zone world, I get one time unit slower than him even though I used more corner boosts and such.
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.
Also in the second water level, between the wall glitch (after it has been performed) and setting foot on land I lose ~30 frames for unexplainable reasons. I tried everything like reducing lag, stroking at different rates and so on, but nothing helped.
Will check this out later.
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While there were one or two places where I simply couldn't match his time for unexplainable reasons
Which places? I edited my other post in this thread btw.
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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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Yeah, sorry. My mistake. I made a new movie and editted the old post.
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http://dehacked.2y.net/microstorage.php/info/1739422610/blah.fcm http://dehacked.2y.net/microstorage.php/info/140737234/blah2.fcm One is a failed attempt of crossing the pit without pressing b. And the other is a successful attempt, but with pressing b for 1 frame. If it was possible to get an extra high-jump from the stomped koopa shell... Sorry if this has been mentioned before. I've just now discovered the topic.
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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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I doubt this user reads our comments here...
Editor, Experienced Forum User, Published Author, Expert player (2315)
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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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Bag of Magic Food wrote:
So if you do that and then get the Pokedex, will it be completely filled in, since the game said you'd seen and owned 152 Pokemon before? Or does it not work like that? It would be nice to see all the Pokedex entries in the game without having to do so much.
Btw, you already glitched the Pokedex, so there's no need to get it anymore.
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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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Watched it on youtube Amazing run! Yes vote!
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Nicovideo crashed in the middle of the video, but I liked it so far. Yes.
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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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This run is awesome I find funny how I go sleep, wake up and there's a new MM TAS with 32 yes votes which is soon gonna be puplished.
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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...
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girfanatic501 wrote:
I don't know if this will save much time in the long run, but here goes. With the grey (not brown) Golems, whenever they use their Uppercut moves, they take the move from Dessie (Boxin). However, they use a different value, butall they do to the move is change the sprite. So, if you start to swallow directly after that move, it won't revert back to Golem and allow you to obtain Fighter!
The light brown ones which sometimes make a roll attack, can give wheel. This is interesting...