Posts for m.r.bob

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Joined: 12/30/2005
Posts: 57
I'm starting to notice that Kitsune is the only no vote on an awful lot of runs...
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Joined: 12/30/2005
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I liked it better than the 100% one. I say we star this one for now replacing the 100%. Then star the 100% one and replace this one when the next 100% comes out.
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Now that I've watched it: Woah! That had some completely unbelievable moments. There was one boss that was defeated or something, and then Samus managed to stand still while still blinking blue (going superspeed). Then it was just like godmode was enabled and she literally floated up to the door. That part was insane, reminded me of the memory glitch in the latest megaman.
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It seems like we're obligated to give this a star considering how much its improved over the last video or so (which was given a star).
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Joined: 12/30/2005
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It finally got starred. w00t!
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Joined: 12/30/2005
Posts: 57
/me goes and posts this on youtube Just like I did with the Mario 64 TAS EDIT: Actually probably not now, but sometime within the next week. Google videos is easier because you can see what percentage of it is down becuase of the upload manager, so I'm going to do that first. I prefer youtube though because of comments :) Someone beat me to google video: http://video.google.com/videoplay?docid=-313047519838045454&q=sonic+advance
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I think it's the green star box. I've been spending very little time on this run, I should have nailed the shell jump quite a while ago... I thought you needed big mario to do it, because I thought big mario's legs extended farther into the water. I'll check out you video when I get home. I'm pretty sure that starting from other people's videos is allowed. Anyway, if I did so (less lazily) it would be undetectable. It would seem to be unfair, because I can just copy paste from other runs for the first three levels, but mario's biggness actually affects the game a bunch.
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I'll keep trying. Thanks for the tips.
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Joined: 12/30/2005
Posts: 57
I figured out that the 3 extra frames has to do with him being big so he's able to hit a block earlier, hit the floor faster, and hit the moving platform earlier. It's way more trouble then it's worth to pefect this, so I'm moving on. Anyways, I'm working on the third level, but I can't manage to shell jump across the watery chasm. It's much harder (if not impossible) when you're small.
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INSANE VIDEO. I half exspected sonic to finish the level at an earlier time then he started it.
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m.r.bob wrote:
I know where the frame counter button is... -.- How do you think I'd know exactly how many frames I was behind F&V then. Anyway, I followed your advice and avoided that platform completely, and now I'm 3 frames behind. here is the updated movie.
I thought someone would think to answer this question without it being explicitly stated, but does anyone know what accounts for the three frame loss?
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That's a pretty low rerecord count.
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I know where the frame counter button is... -.- How do you think I'd know exactly how many frames I was behind F&V then. Anyway, I followed your advice and avoided that platform completely, and now I'm 3 frames behind. here is the updated movie.
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Oh shoot, why didn't I realize that before. You want to get the hell off of platforms moving to the left as soon as you can. I feel foolish. Anyways, I'll try that sometime after I come back home from my adventure into the outside world.
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movie is here. Do you know if there is any way to superimpose two different movies on each other, so people can find out when one of the movies falls behind?
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Can I still post the movies in progress to here? Should I PM them to you, because I do need feedback. My 2nd level run is 5 frames behind F&V's run, and I can't figure out why. Look 5 posts up for a post edit.
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Ya, but secretly. I won't show it off as to not spoil Jim's run.
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Joined: 12/30/2005
Posts: 57
JXQ wrote:
Although you've practiced this game a lot, something you may not know about it (that I learned from emulated play) is that if you hold the jump button when falling, your falling speed is slightly slower than if you weren't holding jump. So if you are having trouble timing the SW4 fall, try holding jump more or less than usual after falling.
Why isn't there a list of helpful tips like this? This kind of stuff could really help me out.
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jimsfriend wrote:
The biggest difference between your run and mine will probably be bowsers castle. I use door 8 because it is 100% random-free while door 7 is almost certain death for me.
What are you talking about? I never declared any paths or anything. I think our runs will be pretty much idenical though. Maybe what we should do is collaberate. Confused: Oh wait, so Jimfriend's run isn't a TAS, it's a regular run or something? How would that work? I'm confused? I thought this site was just for TASs...
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Don't worry, you will know the number of exits completed. I won't force anybody to count anything. EDIT: I tried the next level and I lost a ton of frames, so I thought I'd polish the first level. I do a neat shell trick, I release it, and then I hit it spinning coming down. I also made up that one frame I lost because of hitting charging chuck, instead I soar over him this time. No one should both dling it, I'm mainly putting it up here just in case I accidentally mess a file up. Later: A goddamn 1 frame difference in the fadeout. My movie is slower then viper's and it's because the stupid random fadeout takes 1 frame longer.
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The movie was obviously hex editted. I thought that it would be evident. Also, if chargin chuck loses 2 frames minimum, then how am I only 1 frame behind?
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Wait, there is such a button? I was thinking to myself "damn, if only there was a way to make it show what the guy who made the movie was pressing", and there is. Well, thx for enlightening me. Anyways, I have the first level done. I'm doing a small mario run, which is kind of redudant because Jimsfriend is doing one to, but whatever. It is 1 frame slower then the flagitious,viper7 run (going by the time when Mario flashes the peace sign). 1 FRAME! What the hell do you do differently when the difference is 1 lousy frame. BTW, that run is 100% my work, totally... I definatly started completely from scrach (the different intro jump during the long annoying "welcome to SMW screen is proof of this) *shifty*
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Ok, I lied. I attempted it again, and discovered that croching is not worth it, because then you lose the running speed you need in that upper coridor. Anyway, you only gain 5 frames max by jumping earlier. (bye)
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You ran to the left, jumped, and turned to the right. A perfect execution of that would be to jump on the first frame possible without hitting your head, and turn right the first frame possible without touching the wall/ceiling/ground, and holding B just so long that you get on top of the platform. Now if you duck when you jump, you can begin the sequence a few frames earlier = gained time. So try to consider if ducking is useful in spots like that.
So what you saying is a. Not hiting the ceiling saves time b. try to hit the floor sooner The anwser I was fishing for was something like "don't even try to pass off anything longer then 15 minutes, and make sure you never stop, if you stop you can kiss your dreams goodbye", but I like your reply better. Anyways, if you live on the east cost of the USA, goodnight. EDIT: Crap, that's not what you were saying... I'm confused, I didn't even hit my head there, I skimmed the ceiling. Wait, nm, I see now, but I'm not going to do it tonight.
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So if I were to actually attempt to do some kind of capeless run, what kinds of times would be acceptable for an 11 exit SMW run? What I mean is that I don't want to submit something I think is good, but will get me flamed for submitting.