It's a combination of the two. While Flash does execute client-side (hence the CPU issue) it still streams the data from somewhere, which is why connection speed also matters.
It's processor dependant, but Flash generally does not heavily tax the CPU; it's usually bandwidth that bottlenecks streaming videos. I only wish Macromedia Flash Developer also didn't rely so heavily on processing power too lol...
That whole area behind the blue wave is apparently an interance to DDD. You'd likely have to be Under the wave in order to skip it.
Didn't AKA say it was proved that using a gameshark to get hyperspeed allows you to shoot straight through the blue wave into Bowser 2?
I'm not sure, but I remember a video being posted utilizing the Moonjump code and showing that the DDD entrance extends well up above the hall you go through, and possibly below and on either side, at least until you get Board Bowser's Sub.
I know, that's exactly what I was saying in my other posts. The point I've been trying to make is that it doesn't matter whether they're stairs, or slopes with stair graphics, or slopes. It's completely dependant on the angle of the slope and the angle of Mario's BLJ.
I haven't been able to play in a while, but regardless of whether it's a slope or stair, it shouldn't have any effect on whether you can BLJ on it, or any other surface.
The reason you can't BLJ on the lobby stairs is because it's actually a slope with stair graphics. Quoted from FODA.
The reason you can't is not because it's a slope. It's not even a slope, it actually does increment in steps. You can BLJ up slopes, stairs, elevators, or anything else that causes you to hit the ground before decreasing the elevation from your jump.
That's why you can BLJ on the BBH elevator, and that's why you can BLJ on the slope outside the castle, by the pond and the cannon. The only thing that determines whether where you can BLJ is the angle of the BLJ (determined by the speed you're going, since the Y-axis will always increase by the same amount with each jump in relation to the angle of surface you'll be BLJing (if successful) against.
The elevator "catches" you as your Y-axis is increasing, allowing you to get many, many jumps in without losing momentum. It works the same when you BLJ against a slope or a stair.
The surfaces that you BLJ on don't need to be in "staircase format", it's more about the proper angle of the surface you'll land on in relation to the angle of the BLJ..
For example, it's impossible to BLJ up the Lobby stairs, but it is possible to BLJ on the slope outside the castle next to where the cannon is, as well as on the elevators in BBH.
Has looked videopassage spezzafer.
I have seen tricks about which did not represent...
Nobody knows, how them to carry out? Namely to pass through the closed doors with a subject in hands?
And how to do a broad jump, but after that that Mario slided back?
To do the jumping backwards, it's just like doing the jump forwards, but holding down on the control stick instead of up. You need to do it a lot of times in a row though to make it useful. If you're trying to do it, do a regular long jump, but after jumping, change from holding up on the stick to holding down. Hold Z, and keep pressing A each time you land. If you do it in certain places, like the stairs leading to Bowser, he will get faster and faster until he can go right through doors and stuff.
For getting Mario through the door while holding the rabbit, it's hard to do. You need to go up to the door, drop the rabbit using Z, and sometimes you will go through the door. If that doesn't work, you need to try jumping in between where the rabbit is and the door, and sometimes you will merge with the door. From here, you just need to grab the rabbit, turn around, and put him on the other side, then go through the door to the side the rabbit is now on. It's the same for the door with a star on it, except if you need to do the jump trick, you'll go right through the door instead.
That may not be 100% accurate, it's been a while since I tried to do that glitch.
There's a space in between polygons at the beginning you can jump through so that you can swim straight up through the mountain. It's the quickest way up, though FODA might use the air current for a couple of the stars, such as "Mysterious Mountainside".
For short stars, yes it is plausible. I was talking about doing it in a speedrun, specifically larger ones like the 120 Star run like the one FODA is doing.
Please note that that was done on a console, not emulated.
That's why TASses are so fast though. A lot of the tricks and elements in TAS runs were discovered on console, they were just perfected for the TAS beyond what a human could plausibly do on a console.
If you saw the 70 star run, some people actually thought it was a TAS because they couldn't believe it was a single segment speed run.
I also remember when the guy who did that stuff saw some of the real TAS stuff he was quite disheartened, and his run is one of the very best SDA has to offer.
I read that topic at SDA, and this is a real shame. I've never been concerned about speedruns vs TASes and that whole debate, but it really sucks that Jacob lost interest in speedruning after watching the TAS. I mean the 70 star run is ridiculous, I'd have loved to see more from him.
At the time he lost interest, he was actually working on a 16-Star run, trying to get sub-18. He was at 18:08 when he stopped, and supposedly the 18:08 run wasn't recorded.
I haven't gone looking for different versions of the Slide for at least 6 months, all I know is the version I had downloaded was the cross at the top one. I was going by memory, and thus my post there on GFAQs.
No matter which method you choose, it requires crossing the slide to make the turn. And even a perfect long jump across at the top (as seen in the 12'3) takes around as much time as sliding across at high speed (as seen in 12'6).
I think it's not the fastest method because you do a 180° turn AFTER the timer started counting, whereas with the 12'3" strategy, you do only a 90° turn after the timer starts counting.
I agree it's faster, but the difference of 0.3 seconds can't be explained away by a 90º turn. It likely has to do with being able to get more speed by turning at the top than half way down the tunnel.