Posts for flagitious


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Been busy, but have had time today to do the big boo fight and star world 1 I intended to juggle the same 2 blocks the whole time (with none left on the floor), but they only last so long so I had to pick a new one up. Normally you can not finish the level like this because it waits for you to hit the ground to go into victory sequence. This is fooled by hitting the wall in a wall jump like way. Finishing like this was first shown possible by BoltR, so thank you very much. Also I do not think any more blocks can be juggled at once while flying because for the bug of you staying in flying animation to work, you need to throw it during the initial lift off part. I finish the next level 83 frames faster than Alex's 11 exit and 57 frames faster than Viper's 96 exit. I'm not certain that even this is the fastest possible, so I would like you try to an beat it too. The main reason that it is faster is because I use A to bounce high enough to start the smashola glitch sooner. The next level looks pretty easy but I think I'll wait to start it until after we are sure we have nailed star world 1.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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I don't think either should be in the filename, just makes things harder to find without adding any value.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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I watched it when it was the only the first level. It was very entertaining then, I hope you make a time attack of it. How many levels are there by the way?
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Ghost house complted. Big boo fight is going to be redone, it was just a test to make sure fadeout lag is good, and a control in case fancy stuff I add causes slow down. The second room of the ghost house was pretty hard but I utilize a glitch I discovered today to save lots of time. Earlier I said there might be some sort of hybrid flying that is higher, today I found it. To do it all you need to do is hold forward for about 25 frames to get into swoop motion then pull up. This alone will get you higher than normal flying, but there is the glitch which totally pwns. As your start to come down from lifting, 2 frames before you can hold back to lift, press forward every other frame for 10 frames. You will now be in swoop animation in 10 frames instad of 25, so you lose less height and you can act sooner. Also this swoop last longer than the regular, if you stop pressing forward you have more time before you can press back to lift. Also another nice feature of this is that since you press forward for a total of 5 frames you maintain fast flying (fast flying is mod 5 #forward press frames). This glitch allows you to fly very high. I use it twice, once before the pswitch, but I let myself fall extra so thats not its full height, then again while flying to the door, this time it is used to full potential, but too bad you can't see how high it goes because it goes off the screen! It might be faster to use this in the first room of the ghost house but it does require more initial drop down so it couldn't be done without hitting anything, you would have to slow down and make space. This will require some more experimenting. Also this may save a frame or two in donut plains 1 because you can be in fast flying longer, it might also make a couple more kills possible in this level, so it might be worth back tracking. Right now exactly 5 seconds ahead of Alex's run. http://wam.umd.edu/~darreon/smw_/bigboobeta.smv Edit: oh yeah forgot to mention previous version I made of this is a little slower but is more interesting due to lack of flying glitch http://wam.umd.edu/~darreon/smw_/hehe2.smv
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Bisqwit I hope you like the acting: http://www.wam.umd.edu/~darreon/smw_/7b.smv BoltR told me about the trick to with the stompers, so thanks to him! No real progress though other than that. Looks like the next room in ghost house will be very challenging due to the way the circle of ghost are oriented, so I was afraid to make a real start it yet. EDIT: Ok which does everyone like more that or http://www.wam.umd.edu/~darreon/smw_/7c.smv ?
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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I improved the ending of donut secret 1 by 5 frames and the beginning of donut secret house by 13 frames. Regretfully I do not have any more time to optimize donut secret house today due to exams, because I am sure it can be done even faster. I ran out of time so at the end just got to the door simply from the flying, but there has to be a better way. I think some frames you release the shell and regrab it are better than others for horizontal speed, to optimize end of the water level this is important but also to hold the shell for as long as possible between drops to get your horizontal speed back. I think you did a good job of this but somehow I hit the question box 2 frames sooner, and it might be this. Also at the end of the water level I found it faster by a very small amount (1-2 frames) to not use your shell+key glitch, instead I regrab the shell as soon as possible and start moving so that my speed is already up and then drop it and grab the key. However it might be possible to use the glitch and still get the same fadeout time, although I did get a good fadeout time (it saved 2 more). Now for the really cool stuff. I discovered some things about flying that you may not know. The first is that you can use forward button press anytime to convert to fast flying, it doesn't have to be during lift off or a swoop. This also leads to the first use (that I know of) for pressing both backwards and forwards at the same time. Now you can convert to fast flying while lifting holding back. I noticed that initially holding forward to swoop actually lifts you higher than holding backwards (in the smv I just uploaded if you hold forward right after going through the stairs you hit the ghost but if you hold back you won't). I think there could be a hybrid method for flying that can gain more altitude than normal by switching between fast flying and not fast flying, possibly even swooping. It would definitly be slightly slower but there are some instances when you need the height. I don't have time to figure it out yet but I suspect it might be something like fast fly the rising motion slow fly the lowering motion. Anyways I think this stuff could be put to some really good use. In the ghost house I fly through the stairs but switch to fast flying as soon as I can. Then I swoop a little (probably not needed) and lift to get through the ghost without hitting them. I got pretty lucky doing this because it is extremely difficult and I would have thought it impossible if I did not get it by chance early on. Anyways then I switch to fast flying again and fly as far as I can before hitting the stairs. It might be possible to somehow rise high enough not to hit the stairs, or maybe to fly through these stairs too and land on that square and jump to the door, that would be cool, and slightly faster. http://www.wam.umd.edu/~darreon/smw_/7door1.smv
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Progress report: We finished donut plains, with fast fadeout but had to sacrifice the 1 up. There might be a way to get the best of both worlds, I tried for a good amount of time, but its hard to test things due to how difficult the ending is, and all this work would not save any frames. I started donut secret 1. Entered the first pipe 1 frame faster (compared to viper's thing). I entered the next pipe 2 frames faster (3 total). To be honest I do not know how I did this part faster, I think it has to do with how the game is weird and some frames are better to start pressing a direction, anyways I used A jump, but I don't think it matters, I didn't even try B jump because it was faster already. This room probably deserves a closer look. After that I got near the key hole but some how lost a few frames in the horizontal direction doing the drop shell and regrab rise. I don't know why, but in one simple test my horizontal speed differed based on when I dropped the shell, I think its another quirk. It does not have anything to do with that I pressed left for 1 frame before the fish, I tried going under this fish and not pressing left at all and the horizontal distance was the same. http://www.wam.umd.edu/~darreon/smw_/6b.smv Anyways. I have finals coming up this week so I need to study for and take them, I don't know how much I'll be able to play.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Illuminati
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Illuminati
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Cool, thanks. For some reason in mine the camera doesn't even try to move up, and it still doesn't glitch, no idea why.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Finished donut plains -> http://wam.umd.edu/~darreon/smw_/5.smv I got an extra life so that is nice, not sure if its possible to get 2. I got kinda of lucky at the end: on my first attempt in mario's placement was correct. I should toy with this a little more because its likely a couple more frames could be dropped, although it is already 12 frames faster than Alex and 6 faster than Mazzic. I don't really understand what is up with the ending to this level. I land up there and the camera won't even try to focus on me, and apparently I have to stop fly or drop key or something for a frame other wise I'll be carrying the key past the keyhole and it won't recognize it. Further more I don't know why the colors all glitched in Mazzic's run, this is pretty cool, I don't think it saves any time though. Lastly the dreaded fadeout strikes again, 15 frame slower fadeout than Mazzic and Alex. So hopefully there will be an easy way to fix this, I'm going to sleep for now though. Oh yeah I have a cool idea that I will hex in later.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Solstice
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Thanks BoltR that could come in useful at the end of donut secret 1. Heres the update: Viper and I found out that you can fly through the first set of stairs in the ghost house. Viper made a video that does this quickly, making it a clear cut choice not to get the fire power in Iggy's castle. I started donut plains 1, and I got the get feather start fast flying part down. But I haven't done anything after that because I think it might be possible to fly over the top pipe to the key hole, but it is very difficult because you can't see and there are several obstacles up there that you will hit on your way. On top of that it isn't as simple as just try to stay as high as possible but let sink some of you hit something because there are 2 variables to vary, height and phase. It would be alot simpler if I could see, any advice? http://wam.umd.edu/~darreon/smw_/5b.smv Note entertainment will be spliced in on scrolling part of iggy's castle. Sorry viper for spamming a+b to select level here, I won't do it again, but did here because having to press a for text of level victory and save and stuff. Edit: something is weird According to those calculations it should be easy to fly high enough, but it is not, is there some sort of dimishing effect on flying or max height gain or something?
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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BoltR wrote:
He has one button being hit on the even frames, and the other on the odd.
much clearer than my explanation. This saved me an butt load of time in zelda (I admit I recorded the text scrolling parts of the game in fast motion eheheh) Viper no need to apologize, thanks for beating that 3 frames faster, so total is up to 4 frames now. Also watching that I think teaches us why the going through the stairs works, the only requirement is that you aren't going downwards as you pass (I think, I will test this now). BTW I don't think we should count that 4 frames lost in water level fadeout because it will most likely be different when we get there, and also hopefully we can effect the 4 frame in iggy's castle too.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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To get fire power or not to, that is the question. -17 @ Iggy's castle (idealy only 13) -54 @ Water level (Viper you posted 49, I don't have that vid.) +73 @ Ghost House (including transformation back ofcouse) ------------------- +2, Fire power is 2 frames faster woot (this is conservative though). Reasoning: In iggy you lose 13 (32 to get fire power but 20 faster boss kill), but I lost 4 more from the fadeout, you can dl at here. It would be greatly appreciated if someone could help me reduce that fadeout. In water level this is based purely on Viper's 96 exit video versus Viper's test In ghost castle this is based on Viper's test versus the jump through stairs glitch and then bouncing very high off of the big ghost allowing you to switch back to cape before you enter the first door without losing any speed. file So there you have it, pretty likely that fire power is the way to go, still some uncertainty, if you want to reduce uncertainty try beating one of the following areas faster: Reducing fadeout in Iggy's castle (62.smv v 45.smv) Getting from pipe in water level to key hole with cape (viper's test) Getting from pipe in water level to key with fire power (vipers 96 exit) Getting to the first door in ghost house with cape (viper's test, this I think can actually be improved by 1 frame by spin jumping over the ghost instead of regular jumping) I am sure that all other spots are either the same in both or have been perfected already. Good night.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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VIPer7 wrote:
Very well done. I don't like that you have to skip coins and the fish in YI4, but I believe you that you tested it out thoroughly and that this is the fastest possible way. Very nice idea in castle #1. I assume you had to press (<-) for 1 frame to hit the Koopa in the right way? Oh and why did you press A and B all the time before the level started? That looks just ugly in the hex code... Oh and you skipped 5 coins in favour of 600 points - are points your secondary goal? those 5 coins could provide you with an extra life in the end, who knows...
Somehow in Mazzic's WIP he gets all the coins and there is no slow down, I wasn't able to get it to work but I'm not going to spend alot of time trying to get a coin, because that time could be better spent dropping frames. The <- was actually pressed twice about 8 frames apart and it was to affect the angle the pswitch releases at. The first one was to turn him left, so that the second can be pressed while he is in the process of turning right, which drops it in the desired manner. About coins v score. Here is my 'equation' for a good movie, minimize time > all. Maximize Lives * 8000 + coins * 80 + score. But if I see an opportunity to make the movie more interesting I will accept lower score/coins/lives. About excess a+b presses. To select level I just hold A and B turbo down with offset of 1 frame. This way the level will be selected as fast as possible and it won't require and slow motion + rerecords. It isn't visible in the final video product so I figure save myself some time. Does this make it harder for you to edit the hex? If so I will stop doing that. Thanks for getting some extra score, and I'll edit if I get any further
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Thanks Mazzic, and the run that you started has been a very useful reference as well. Runnelid, its the same speed as normal running. After sever thousand rerecords and many many hours I finally figured out how to get to the half way point of Iggy's castle fast. It is 35 frames faster than the others, and 54 frames faster than Alex's. http://www.wam.umd.edu/~darreon/smw_/4-halfway2.smv There is a save state there to get you to the castle fast, and also check out the 4-halfway.smv which was my first attempt which is still very interesting. I'm really happy I got this to work because I thought it was most likely impossible and that I was just wasting my time, but I had to try. Good night (5 am doh)
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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>Voilà! #2 , 3 frames faster than the 10 frames faster one now. Not as much of a voila but still :) 1 frame due to less slow down from star by hitting it as late as possible 1 frame due to less slow down near last yoshi coin 1 frame due to faster fadeout (had to not hit fish though) I am really happy that you managed to make that jump without landing in the water, I tried a few days ago and got so close that it really pissed me off. (I didn't know about dropping the shell while falling to move it forward). Then again I'm still kinda pissed because it was you that discovered it! The happyness outweighs the anger though because I rather have this game done super fast and beautifully by many than it done slower but from only myself. http://wam.umd.edu/~darreon/smw_/32.smv So thanks again, and I'll edit update it if I make a dent in the castle today. Edit: The pswitch can be juggled to the area after the first major fire pit, probably without too much time lost. So I am trying to figure out if I can use it to make that last jump without having to grab the fence. No dice so far, but it might be possible. Edit2: Mission accomplished! ...not sure if it actually will save time yet though. It seems when you hit a pswitch it slows your horizontal movement down a good bit, any way to avoid this? Edit3: Whoa I just discovered if you time the jump exactly right, you can double jump (full height) off a flying pswitch!
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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1 first level done beautifully thank you so much. 2nd level and fadeouts fast too thank you thank you. I will try my best to keep the rest as high quality.
VIPer7 wrote:
I predict these will be the most frustrating passages: - the water jump in Yoshi's Island 4 (compare with Mazzic's run) - flying up to the key in Donut Plains 2 (I think Mazzic got it done quite well - perfectly?) - Mario's random rotation with shell in hand in Donut Secret 1 (you'll find out what I mean :P) - the random block rotations in Star Road 1
The water jump: I am guessing that this is difficult because sometimes mario jumps higher (faster) than others, repeating every 5 frames? So the trick is to get the fastest jump so that you are on ground again as soon as possibe? Flying key: I noticed in your 96 exit you came from above to get the key, this looks like the fastest way possible, but it might be equally as fast but much harder to come from below? Mario's random rotation: Aw it looked easy but I guess I'm in store for a shock. Random block rotations: Dang I haven't toyed with that yet but my first impression was that it was done on a timer, so I guess I'm in store for another rude awakening. About firepower. Just judging by the differences in splits it looks like the jump through stairs saves slightly over 100 frames. So it will probably save time to switch from feather and back. I haven't experiemented with skipping firepower yet, but I'll be sure to screw around with it when we get there. Oh and bisqwit don't worry we will do some good acting. Anyways thanks again for the help, I'll continue on to the water level now, but its pretty late here so I don't know how far I will get. I'll edit to add link if I get anywhere. Edit: Ok I did the level 1 frame faster than anyone but unfortunetly there was 1 frame longer fadeout :(. At the end I had to skip those 2 coins to avoid the game slowing down. I tried skipping that last yoshi coin to change the score but fadeout was still the same. It might be possible to save a frame or two more by doing avoid fadeout and even better water jump, maybe. http://wam.umd.edu/~darreon/smw_
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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finish level = cross goal post exit level = screen all black This damn fadeout lag is really pissing me off, even though we have done the first 2 levels at the same speed I can't get the fadeout to be as fast no matter what I try. I try hexing out some of the jumps that grab points and tried all sorts of random stuff and nothing is getting me fadeout times as fast as Viper's and Mazzic's 11 exit wips. Hexing the stuff is a real pain because just changing the score I get in 1 level will make it desynch in the next sometimes, and usually I have to redo all the jumps in that level that were closely timed. Would it be OK if we use your guy's WIPs for the first 2 levels? I really hate to ask this but we are getting off to slow start and it is frustrating knowing I can play as fast but randomness will make me do it over again and again. We will be sure to credit you in submission if we make it that far (it just seems alot of people have started and not finished this).
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Well it is nice getting an extra life but I can't stand to waste a frame on such a short run that has already been optimized by people. Interestingly the new version finishes the level 1 frame slower but exits the level at the same time as your and Mazzic's 11 exit WIP. And if I changed it to be 1 frame faster it exited slower... I tried to hit the question mark on the way down this time but I couldn't get it to work, is this because I was jumping from a pipe and not the ground?
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Wow thanks mate. I also used the spin jump at the beginning to hit them all but unfortunatly I used it to get an extra 1 up by hitting the shell that I bounced. This lead to a 1 frame delay during the fade out. Yes that damn fade out crap is anoying. I don't know why it happens but it appears to be based on score and lives, I don't know about coins and other stuff. Was the variance of delay worse for switch palaces and castles (because the method of fade is different)? You can see our progress at www.wam.umd.edu/~darreon/smw_ (25.smv is most recent) For now though I think I'm going to have to redo the beginning to avoid the stupid 1 frame loss.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Yes, working on an 11 exit along with Truncated. I'll be sure to check submission novel for my questions first, it does have alot of info. Right now we are perplexed by time loss during the fadeout after you complete a level. It is only a few random frames but for such a short video this is important. It appears to be somewhat based on score for some reason. Any thoughts on this? Also I notice in your submission text you say supposedly Yoshi's Island 4 can be done 3 frames faster, who said this? Because I don't see how it can be done any faster, maybe possibly by avoiding game slowdown at some point but that is it.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Joined: 7/6/2004
Posts: 511
Dang. I was asking because I was trying to make the jump in Yoshi's Island 4 without having to land in the water and jump back out. I can get very close to making it by hitting the shell slowly (releasy y just before you would grab it) and then jumping onto it as late as possible and bouncing. It is depressing when something comes that close but can't be done. The video you made is very good and entertaining btw. I had a couple of questions for you about it. In donut secret house you jump straight through the stairs. This was surpising how did you discover it and why does it work? Also how do you wall jump in this game. I don't know if you used it anywhere in your run but I saw someone posted on the 3rd page of this thread that they used it in Iggy's castle.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Experienced Forum User, Published Author, Player (201)
Joined: 7/6/2004
Posts: 511
I thought I saw someone mention that there is a way to bounce extra high off a shell compared to just holding b. I'm probably mistaking, but thought I would check. Is there?
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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