Posts for Reya


Experienced Forum User, Published Author, Player (92)
Joined: 1/23/2022
Posts: 4
CoolKirby wrote:
I have a few questions: 1. Once you start the second timer in Ch. 2, why do you exit the room and come back? Is it to cancel a stored jump? 2. Why is Poshley Sanctum already unlocked after you beat Cortez? Does it have to do with the game state/Ultra Hammer Early?
1. No, it's to reset Mario's state. When Mario enters the room, the cutscene activates while he is exiting the pipe, this puts him and the active partner in to a very glitchy state. In this state, if Mario were to jump, he would clip straight through the floor, and if he attempts to enter the pipe, the game will softlock. I don't know what causes this but it probably could've been avoided by taking the Punies with me, since the reason the cutscene activates later than it normally would in an RTA run, is because Punio appeared with us during the Jabbi cutscene, so he had to run back to the panel. If I had brought the Punies with me to the Jabbi hive, then it probably could've been avoided. I didn't go back to fix it due to sheer laziness. 2. Reading the note on the Sanctum door activates the cutscene with Pennington, regardless of what state the game is in, and effectively sets the state to the end of Ch.6
Experienced Forum User, Published Author, Player (92)
Joined: 1/23/2022
Posts: 4
Fortranm wrote:
Speaking of Kroop Skip, is it possible to skip the gate in Ch.4 via Jump Storage in a similar manner?
It might be possible to Super Jump over and even if it is, there is no fast method of getting Jump Storage other than using the Gate cutscene trigger, so it wouldn't save any time.
Experienced Forum User, Published Author, Player (92)
Joined: 1/23/2022
Posts: 4
Fortranm wrote:
What's special about this specific application that it's not used for anything else in the run?
There are no other practical uses for this glitch to my knowledge, and if there are then they probably don't save time considering you have to sit in the pause menu for awhile for the glitch to work. It saves time here because it negates the need to traverse the Great Tree further and complete a couple puzzles in order to get the Blue Key, then go back up and open the Blue Cage, which is ultimately slower than doing the glitch. I have updated my submission to include this glitch under the "Highlights" portion of the post.
Fortranm wrote:
What if you only unlock the door from the room with the letter and proceed to free the Boos on the right and fight Doopliss for the first time so that you can return to the room with the letter from the right side later instead? Does unlocking that door early ultimately cause the same softlock?
I should've been more clear here, falling down to the corridor right before the chest room sets the sequence (you can see that Mario goes into his shadow form between rooms), so there's no way to enter that room without being in a post-Doopliss 1 state. And I can't grab the Steeple Key in the main room or open the chest containing the Boos to reverse the sequence to pre-Doopliss 1, as the key vanishes after entering a post-Doopliss 1 state, and the chest is already opened as well.
Experienced Forum User, Published Author, Player (92)
Joined: 1/23/2022
Posts: 4
Fortranm wrote:
Wonderful to see a TAS with this goal at last. Easy Yes vote. Some questions: 1. Why is the Fence Skip (used since #6509: Malleoz's GC Paper Mario: The Thousand-Year Door in 2:00:58.23) not done? 2. Why is the US/PAL version not used for Goomba Trio Skip (used in #6802: Malleoz's GC Paper Mario: The Thousand-Year Door in 1:47:09.03)? 3. I remember watching a video about the glitch used to break a lock in Ch.2 and how it can be used to perform credit warp a while ago. Is the specific application of the glitch in this movie different from the type that can be used to do credit warp? 4. Why is Clip Blimp Ticket Skip not done? Is it actually faster to do things in the intended way up to the start of Ch.3 if the second Crystal Star is acquired? 5, Would it be possibly faster to use Jump Storage in the mansion main hall in Ch.4 to get the key and then to the saving point instead of freeing the Boos? 6. What if you break into the room with the letter and the key before fighting Doopliss for the first time, so that you can open the box with the Boos along the way as well? Or does that set the story progression irreversibly to a later point? 7. What is the reason that you traversed to a certain room in Ch.5 before entering the boss place from the back? 8. In the room at the 2:33:45 mark, would it be possibly faster to some get Jump Storage use it?
Hello, thank you for taking an interest in my first TAS. To answer your questions: 1. Honestly, because I couldn't be bothered to figure it out or ask for help (pathetic, I know). It's a very complex glitch that I just don't understand. And since this is the first TAS of "All Crystal Stars" I wasn't bothered by not figuring out a trick that doesn't even save 60 seconds. I see it as free timesave for a potential updated "All Crystal Stars" TAS in the future. 2. In "All Crystal Stars" since its a longer category, there are naturally more textboxes to scroll through, meaning the fewer textboxes compared to US/PAL, as well as a couple JPN exclusive tricks used in the run add up to be faster than performing GTS. 3. No, it's not different. It's the same technique used in CW. 4. Yes, it's faster to do things the intended way. Since we are required to grab the Emerald Star in Ch.2, we're already set to get the Blimp Ticket. Unlike in Any% where we set our sequence to a Ch.7 state in order to skip all the puzzles in Ch.2 up to getting the Super Boots, which then sets our sequence back to Ch.2 allowing us to enter Ch.6 to read the note on the door and set our sequence, then grab the Garnet Star, and perform BTS after the Peach and Bowser intermissions, which we are required to do in order to correctly set up BTS. Meaning the "Star Shot" glitch, which saves several minutes over doing the Peach and Bowser intermissions, would not be in the run. Overall, BTS would lose quite a bit of time in this category. 5. I didn't think about this, but I'm pretty confident it doesn't save time, at least not doing a Super Jump for both. Doing a Super Jump up to just the key might be faster, considering it sets our sequence past the point of freeing the boos, meaning we would skip freeing them, talking to the boo, and we'd only be hitting the switch for the stairs 1 time instead of 3. Doing 2 Super Jumps would definitely lose time, because reloading the saves in order to get Jump Storage simply takes too much time however, doing 1 Super Jump would probably save a few seconds at most. Nice catch. 6. This doesn't work for a big reason. Grabbing the letter sets an irreversible sequence to right before entering Doopliss' name and doesn't set the flag that gets rid of our partners, meaning we can't save and reload to get rid of our partner right before fighting Doopliss 2 which is an issue because if we have any partner out except Vivian then the game will softlock, preventing further progress. 7. Entering the wave room sets our sequence to right after getting the Boat Curse and before the Cortez fight. If we were to enter the Grotto from the backside into the plane panel room without setting our sequence, the Toad cutscene wouldn't play and we'd be softlocked in that room. 8. In order to perform a Super Jump, Mario needs to gain Y velocity by walking up a slope or a step, and the only steps in said room are too high up for Mario to reach without jumping, which would get rid of Jump Storage.