Posts for Zowayix


1 2
14 15 16
19 20
Experienced Forum User
Joined: 12/29/2007
Posts: 489
Not sure if that's meant as a joke or something, but there's no way to get a Lakitu's Cloud into the reserve box except in SDW 100%.
Experienced Forum User
Joined: 12/29/2007
Posts: 489
Waiting anxiously for an encode!
Experienced Forum User
Joined: 12/29/2007
Posts: 489
I assume a 100% run that aims for speed only will end up using Luigi at least part of the time anyway, especially since Luigi flies marginally faster than Mario.
Experienced Forum User
Joined: 12/29/2007
Posts: 489
What makes this shorter than the SNES version? On the surface, this run doesn't seem different enough from the SNES version to warrant publication. A 100% run on the other hand would have a yes vote from me almost instantly. I won't vote until I see an encode.
Experienced Forum User
Joined: 12/29/2007
Posts: 489
I liked the run, but unfortunately I really can't see it being published alongside the existing runs, even as a concept demo. Voting meh.
Experienced Forum User
Joined: 12/29/2007
Posts: 489
Is getting the free star from Toad in the Hazy Maze Cave entrance really slower than any of the other 8 stars?
Experienced Forum User
Joined: 12/29/2007
Posts: 489
Oh, I forgot about all of those. Bad idea then. I was thinking about all those interesting ones like Power Shielder and Meteor Survivor.
Experienced Forum User
Joined: 12/29/2007
Posts: 489
I'd like to see a run that gets only the Diskun trophy (get all the bonuses) as fast as possible.
Experienced Forum User
Joined: 12/29/2007
Posts: 489
I prefer the "1 error" because it's unique to this run. The screwed up inventory occurs in all the other runs of this category.
Experienced Forum User
Joined: 12/29/2007
Posts: 489
Warp wrote:
What is the mysterious 152th pokemon?
Believe it or not, it's actually Scyther. Watch the movie, and after the credits end and the game resets, get the Pokedex. Slot #152 is listed as Scyther, right after Mew. Why? No idea.
Experienced Forum User
Joined: 12/29/2007
Posts: 489
Yeah, but there are plenty of hacks of Gen III games out there that allow the player to catch all 386. Why this one in particular?
Experienced Forum User
Joined: 12/29/2007
Posts: 489
System Error wrote:
There's others, of course. For Celebi, you could be clever and grab a GS Ball as part of the Celebi Egg glitch to cut out one of the uses of it.
Nope, the GS Ball only works if a certain flag is set. Obtaining the GS Ball through an event will set this flag, as will the proper cheat code. Simply hacking or glitching the GS Ball into your bag will not. All event items work this way.
Experienced Forum User
Joined: 12/29/2007
Posts: 489
Oh. I didn't know that an extra seventh digit was added to the score after 999,999 or that the score reset upon beating the game. Oops.
Experienced Forum User
Joined: 12/29/2007
Posts: 489
I'd love to see a "fastest 999999" run with the rules "no death" and "no hitting a shell more than twice" (to prevent repetitiveness). IIRC that score requires entering the second quest at least once.
Experienced Forum User
Joined: 12/29/2007
Posts: 489
Stand as far to the right as possible on one step (hug the staircase). Right when the koopa is falling off the step two steps above the one you're standing on, jump to the maximum height (4 blocks), and land. That's the exact timing that I use to pull it off.
       K_|
      _|
    M|
  _|
_|
Excuse the shoddy ASCII art, but right at this point, when the koopa is falling off the indicated step, press and hold the jump button to the maximum height.
Experienced Forum User
Joined: 12/29/2007
Posts: 489
Voting no because people have done better than that, unassisted.
Experienced Forum User
Joined: 12/29/2007
Posts: 489
How does power-up incrementation work? I searched through a bunch of the previous pages to try to find if someone had explained it and couldn't find anything. What I know is that power-up #0 is small, #1 is big, #2 is caped, #3 is fiery, and everything beyond that causes glitched palettes. #4 appears to make a star show up at the gate when holding an item, and #106 causes the keyhole/goal glitch shown just previously. But I can't find how the glitch actually works.
Experienced Forum User
Joined: 12/29/2007
Posts: 489
Use a save file. It's a far less arbitrary starting point. The only reason Super Mario Land used a save state was because no save file exists since the game cannot save.
Experienced Forum User
Joined: 12/29/2007
Posts: 489
Well, I managed to do BitDW on SM64DS without the jump button. I'm completely unfamiliar with the original's controls, though.
Experienced Forum User
Joined: 12/29/2007
Posts: 489
I tried doing that once without the jump button in SM64 DS. Managed to get all the way to the third floor with 61 stars, and was able to glitch in BitS. Unfortunately I couldn't find any way to beat BitS as there's a high cliff or something that I can't scale without jumping.
Experienced Forum User
Joined: 12/29/2007
Posts: 489
The levels automatically order themselves after being beaten.
Experienced Forum User
Joined: 12/29/2007
Posts: 489
I believe whether the switches are enabled or not is stored in the save file, so it would be possible. The TAS attempt that I did recorded the normal levels, with a separate file showing only the classic levels. I think Bag of Magic Food has both save files. You can play the levels in any order, but you'll have to scroll through the list to do so.
Experienced Forum User
Joined: 12/29/2007
Posts: 489
@MUGG: The Japanese names are garbled because that's just what the game reads from their untranslated titles. You'd have to hack the level card itself to change it, essentially making it a ROM hack. The five-digit coin counter, unlike the two-digit counter, records every single coin you've ever gotten and does not reset on a game over. You must beat every level to save it to the file, and every level cannot be completed without getting at least 3 coins in total, so a completed save cannot have a counter less than 3. Also, that save file is missing a level, specifically the promotional level [Bダッシュでかけぬけろ!] or (Break through with B-Dash!). This e-card was extremely rare because you could only obtain this level in Japan by going to a specific store to have the card scanned in, instead of actually obtaining the physical card to scan yourself. No one has dumped it, and the only known footage can be seen here: http://www.youtube.com/watch?v=Vp8lTn0AX94 Currently, people are attempting to make a level editor for SMA4 and recreate the level as best as possible, then store it in level card format. However, the format for level cards has not been decoded yet (only demo and power-up cards), so this may take quite some time. By the way, you can see vgmaps.com for maps of every e-reader level, including B-Dash. Also, another TAS of SMA4 that would be interesting would be to play the main game 100% with some of the e-switch cards active. These are special power-up cards that, once scanned, change the mechanics of the game in some way. Here's a list of switches (ones I've marked with * are ones I consider the most interesting) Switch cards released in USA and Japan: - Orange Switch: Fireballs turn enemies into coins like SMW. - *Teal Switch: Turnips like SMB2 appear in the ground. Some give a coin(s), some give small/medium/large turnips, and some give Super Mushrooms/1-Up Mushrooms/Poison Mushrooms. Switch cards released in Japan only: - Yellow Switch: Luigi's jumps are higher, more floaty, and have less traction like SMB2j. - Blue Switch: 1-Up Mushrooms are replaced with 3-Up Moons like SMW. - Green Switch: Timer slows down - Light Blue Switch: P-Meter is cut in half, meaning a shorter run is needed for flying speed. - *Red Switch: Enemies are replaced with harder versions (such as Goomba->Spiny) and give a x2 point bonus. Switches never released but can be hacked in: (These switches all show up as gray because this default color was not changed.) - All blocks that sprout 1-Up Mushrooms now sprout 3. - Boom-Booms and Koopa Kids require 6 hits to defeat instead of 3. - *The first time you fall down a pit in a level, a flying platform two blocks wide (like the ones at the start of Forest Secret Area from SMW) will lift you back out. The second time, it will be one block wide. The third time, you will die. Could lead to some interesting level routes. - After non-small Mario is hit, he will turn to small Mario regardless of current power-up, like SMW. - *There is an item reserve box on the screen. Unlike SMW, it starts the level containing a Mushroom. After taking a hit, the item will drop down and a random new item will replace it, which will either be a Mushroom/Flower/Leaf/Frog Suit/Hammer Suit/Tanooki Suit. - Demo e-reader cards will play back with Luigi instead of Mario. Due to Luigi's altered jump physics, this will often lead to desyncs.
Experienced Forum User
Joined: 12/29/2007
Posts: 489
Yes, once people develop computer programs to enter every possible combination of input into a game and see which one is the fastest. Until then, no.
Experienced Forum User
Joined: 12/29/2007
Posts: 489
The Trainer-Fly level cap is 13, because that's the highest the attack modifier can go. The modifier starts at 7, can go down 6 stages to 1, and can go up 6 stages to 13. Without some direct RAM hacking, you can't get that modifier beyond 13.
1 2
14 15 16
19 20