Posts for Mr._Pwnage

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Joined: 6/6/2004
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On the subject of masks, the mask quest involves four masks that you have to drop off in a certain order with the right people somewhere in the world, and after you've done that you unlock the "final mask" but you also unlock three other masks which serve no in-game purpose except to change the dialog of a few irrelevant NPCs. Since you can only have one item in your mask slot at a time, what's to say the Mask of Truth is any more final than the Gerudo Mask? And couldn't a hypercompletionist insistence require that every one of those "endgame masks" be in your inventory for some time, even though it just means stting through the salesman's spiel a few more times since they're free to swap out at that point?
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So then should you have to buy the bombchu shop (in Hyrule Market, not the carpet salesman) out of chus, since they're collectibles and you can only ever make 8 purchases from it?
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The game is supposed to end at 6 consecutive non-scoring turns, not just 4.
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Was that the only Eternal Engine clip you were able to make work? I know there's a tank in a similar position in the very first room, which is at a height of -31, and the goal is at -1798. Horizontally, that endpoint is just over 9000 units away, so the question, beyond does the geometry actually allow a breakout there, is whether hovering allows you to fall slowly enough to travel on a 1:5 slope. In the Dreamcast version where there are no invisible barriers blocking such a path, it's just barely possible to backtrack on the fly from checkpoint 5 (-1680, +944, -9150) to the corner of the falling weight room below checkpoint 2 (-690, +177, -4790). A perfect hover jump gives an extra 50 height from the departure point, but even an unassisted 35-height jump can make it, for a distance of 802 vertical units and 4471 orthogonal units, easily better than the required 1:5. You sped past the last section of the run quickly enough that Eternal Engine was never part of a WIP to give feedback, but if that wall in the first room is breakable, then you can most definitely hover in a straight line start-to-finish. If not, you might also consider trying to clip into the exploding canister tube in the corner of the room behind checkpoint 2, which is easy to do on DC, and yields a route similar to what you already have minus the sidetrack to the left.
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Why does it say 9 emblems at the end instead of 17?
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Sunglasses aren't actually needed in 180, but at a loss of about 9 seconds to obtain them, Death Chamber 2 will probably make it worthwhile by itself. Pumpkin Hill 5 also saves time if the suicide launch doesn't work, which is still an edge case that I'm not sure has been explored properly.
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1657 days would cross the 4,294,967,296-frame barrier at 30fps, giving rise to potential overflow vectors based on the memory location of the frame counter. It probably isn't nearly so friendly, but this is the land of far-off imagination, after all. If you try it on a real system, the most likely outcome is that the power supply burns itself out after 10-20 days of continuous use.
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Does playing around on the wobbly platform next to the pole let you build up to anything useful?
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It's definitely possible, but pannenkoek said he went with the 11-hour version because it was easier to develop a movement pattern that ensured Mario's coordinates were exactly the same each time through the loop, so he could copy-paste the input in the m64 file. Draining the water down will probably still take about 1 hour, but at least that's more in line with some of the long cloning stars.
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Cloning goombas requires a bob-omb (by re-grabbing it right as it explodes), and there are none of those until after the pole, which is the big problem. WDW water overflow would be a lot faster by reaching the crossover point in the downward direction, because then Mario doesn't have to make all those sidetracks to resurface for air, and can just wobble around in place between the wet and dry halves of the tunnel.
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jlun2 wrote:
Speaking of badge checks, does that actually exist, or did you corrupt memory to say you "got the badges" despite the contrary?
Each badge enables the use of one HM move, and the game is designed so that in the normal course of the game, the player will have to use most of those moves to get past obstacles. The only HMs that don't have any effect on the player's short-distance mobility are Flash and Fly, so in theory the player could follow the normal route without getting the badges that unlock those moves. For some inexplicable reason, the game only checks against those two non-essential badges instead of all 8, and indeed the last thing that happens in this run before going to the end is that the character picks up the Fly badge.
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I heard U likes Mudkips. (And bad eggs, but that's just a side effect of the fact that she wants it now.)
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I assume you're optimizing Hidden Base for game clock instead of real time?
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For some of the door-trigger enemies, have you checked if it's faster to dispatch them with Magic Hands? When I ran EE Sonic, I found it to come in handy.
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That doesn't have much of a "freerun" vibe to it, even compared to an unassisted run like this.
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Speed shoes are susceptible to what's essentially a stack overflow, where the stack size is limited to 1. When you get a speed shoe, the game appears to take the old maximum running speed and stores it in the "stack address", so it can temporarily add a certain amount of speed to that value. When the effect ends in 15 seconds (or immediately, if you die or restart the level), the game restores the value from that address to be the character's new speed. If you get a second speed shoe while the first one is still going, that's where the strange things happen. The game stores the old speed value, but in this case that happens to be the speed value after +1 Speed Shoe. When it ends, that value gets restored (the game doesn't move the pointer address or anything), and you get permanent +1 speed that persists across lives, and indeed everything except exiting the level. The old +0 speed value is entirely lost in the shuffle and never restored, because there's only room to hold one saved speed. At least Sonic and Shadow have another way of invoking the speed storage routine, so they can get the effect even with only a single speed show to make use of. First cross a checkpoint for the shoes, then charge up a light attack. Light attack makes you slower while it's held in reserve, and a speed value gets pushed for that too. It takes a couple seconds standing in place to charge a light attack (plus the diversion spent getting to the character upgrades, neither of which is in a place Sonic or Shadow will be visiting during speedruns of the levels they're available in), so this isn't something that saves any time in a single segment run, but it's good to know. Performing those actions in reverse order is also possible, and results in being permanently slowed down to latent-light-attack speed, which obviously isn't very useful either. There's one other configuration worth noting: charge a light attack, then get into a scripted place where the game forces a somersault. Sonic will do a somersault, but since you're still holding B, it'll segue into another spindash charge, allowing you to charge a second light attack. This is another way to get the permanent slowdown without any checkpoints at all, and more notably it means Sonic will be surrounded by twice as many roving light attack spheres. You can keep this going and I don't think it causes the speed value to lower any further, but you do get more and more spheres. On Dreamcast, the HUD started flickering after about 40 sets of spheres, and disappeared altogether shortly afterward. At 72 sets, the game crashed, presumably from a memory overflow. I suspect the limits on GameCube might be higher, and there's a slim chance that by monitoring what the memory array is doing, we could get total control out of this, not that it would be interesting at all to watch the setup. I don't play on an emulator and don't have access to memory watch for the game, so I wouldn't be able to put a precise number on how high these speed values really are, or how high they're capable of going after repeated speed shoe stacking. I do know that prior to recording this video, I set up by popping balloons for speed shoes until I counted off a +12 bonus, even though the number of those that actually increased the speed could be less.
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Does it gain more than 4 seconds if you get into the poison fight before going to Rival 1, instead of backtracking afterward like the Pi run does? The 2 poison damage you'll incur during the Rival fight this way should be easy to work around with potion timing, and while the messages may take a couple seconds, this is surely less time than retracing those 60 steps.
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Two words: Cookie Clicker.
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If you taught Cut to Bellsprout instead (since it has vacant move slots), does Croconaw still have the Grimers down in 1 with its other moves? That could be another minor saver, overcoming the 8-12 frames from longer attack names.
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For shop stealing--don't you have at least 433 rocks by now? It would be a lot of typing, but this sounds like a great opportunity to show off that particular exploit. Perhaps the best plan with the leashes is to look for a particularly funny circumstance to retrieve them under, so that it looks more like a playaround spot than a sloppy mistake.
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Is it possible to skip the chapter-6 trials by repeatedly jumping higher and higher? I know from a non-TAS test that once you get about halfway across the stage, you run into a vertical barrier and forcefully get dragged down to the cutscene, but I don't know if that barrier has an upper limit to its reach.
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It isn't possible to select star #5 from the menu unless stars 1, 2, 3, and 4 have already been collected. Even if 6 is collected first, so that the menu shows 5 blue stars and then a yellow, you can't move to select any of them beyond #1. Since Board Bowser's Sub is obviously star #1, and the manta ray doesn't appear unless star #5 is explicitly selected, there's no getting around the fact that at least one star must wait until the "painting" moves to the back.
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ars4326 wrote:
Lol, did I just see a subliminal image of Tails @2:19 on the stream link?
No, just the Tails Doll.
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jlun2 wrote:
Just looked at that part again. Why did the timer suddenly gained 10 seconds as soon as sonic reached the ground?
By default, the objective in each of Sonic's levels is to step on top of a capsule to free some small animals inside. In story mode on the first run through, some of those are replaced with story-relevant objectives, such as getting to the wreckage of Tails's plane, or grabbing a Chaos Emerald. These end conditions are more generous than normal (you can hit them on any side to end the level, instead of just the top, and you don't have to go through the button-press animation with the fraction of a second it adds), but the game also tracks your best time in each level, and they didn't want to create a scenario where the only way you can properly speedrun those levels under ideal conditions was with your first run-through on a brand new save file for each of those levels. So instead, they overcompensate by adding 10 seconds to the final time on each first-run level that has a more generous goal object. Obviously, this achieves the exact opposite result: now you can't properly speedrun those levels on the first playthrough, but they find this acceptable since you can revisit the level at any time, as often as you want (either in adventure mode again, or from the trial menu), and it will have the more standard capsule at the end thereafter. Oddly, the same isn't true of bosses: there are some bosses where the timer doesn't start until after the introductory text finishes, but only on the first run (in fact, only on the first life of that run, so don't dare select Restart from the pause menu or you've missed your chance). There is no corresponding 10-second runoff at the end of the affected bosses, so those speedruns must be done during the one opportunity you get to fight those bosses in story mode, at least if you want your time to be anywhere near optimal. Then again, the game does not track individual boss records, just a "boss gauntlet" mode that can only be chosen from the trial menu and that refuses to acknowledge any times that were set anywhere else, so they might have figured there was no permanent record to worry about there.
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Why the apparent apathy in Sky Chase 2? It wasn't all-out scoring as 1 was, nor was it pacifist-except-the-final-cannon nor was the end score a particularly notable number. What was the aim of that one, if anything at all?
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