Posts for tmont


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Experienced Forum User, Published Author, Player (51)
Joined: 10/6/2005
Posts: 138
Location: Oregon
Is this the game where Daffy Duck says "mother" in a high pitched voice every time he gets hit? Because if that's the case, then this has the potential to be the most amusing TAS ever if someone can figure out a way to play it quickly while getting hit as much as possible.
Experienced Forum User, Published Author, Player (51)
Joined: 10/6/2005
Posts: 138
Location: Oregon
xebra wrote:
Taking your example, should you have reason to value a path that walks you straight to a blocked exit but does nothing to unblock it? If not, why even attempt to use distance from the exit as a method of evaluating fitness? The true distance from the exit in a room where you have to do something to unblock the exit is both temporal and linear. How much time do you need to unblock the exit from this position, and how far away from the exit will you be when you do it? I find the former part of that question to be so problematic as to make it impossible to evaluate without knowing the entire game tree.
At the risk of getting flamed, I'll field a response. Your argument makes sense (even though I don't know what all the words mean), but I think it's less complicated than you make it out to be. As far as I can tell, you're saying that it's too difficult/time-consuming/impractical to create a program that's smart enough to decide what the fastest route through a room is when there are multiple tasks to accomplish (like killing every monster, pushing a block, getting a key, etc.). Bear in mind that I'm no programmer (or at least not a very experienced one), but what if you treated each room as a series of tasks, instead of just one? For example, suppose Link enters a room where he has to kill everything, and then push a block to open the door so that he can proceed to the next room. Instead of treating the room as one task, treat it as a series of smaller tasks. For instance, the first task might be to kill everything as quickly as possible. The second task might to be to push the block, and the third task might be to go through the now-opened door. I'm not entirely sure, but I don't think it would be all that complicated to figure out the fastest way to kill everything so that after the last enemy was killed, Link would end up nearest to the block. The way you were describing it, it sounded like Bisqbot would only be trying to accomplish the fastest way to get to the door, which would obviously not entail Link killing anything or accomplishing any other task that would open the door. If you set restrictions like "kill all enemies before pushing block" and "push block before going through door," it might make things easier to deal with. Hopefully that made sense.
Experienced Forum User, Published Author, Player (51)
Joined: 10/6/2005
Posts: 138
Location: Oregon
I put it on my free school-supplied bandwidth: http://www.wou.edu/~tmontg1/SNES%20Emulator/ Hope that helps. I think it should work...
Experienced Forum User, Published Author, Player (51)
Joined: 10/6/2005
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I use Luigi because I could not figure out how to get the star perfectly to kill Mouser
I kind of figured this implied it was at least possible to kill Mouser with a star (this quote is taken from your comments about the current run, by the way). I guess not, though.
Experienced Forum User, Published Author, Player (51)
Joined: 10/6/2005
Posts: 138
Location: Oregon
GuanoBowl wrote:
Im starting to think that Luigi is the best character for world 1-3...Im not sure though.
Well, if you use Toad, you probably save about 2 seconds before going in the door, since Toad has the mysterious ability to run faster while carrying heavy things. Once you get in the door, you have to double jump or power jump up to one of the platforms, so that will be a little longer. After you get the key, you're just falling, so Luigi or Toad will probably be the same at that point. Once you get through the locked door, Toad can pick up an enemy again, so he'll get through that part faster, so mabye another 1-2 seconds. I heard a rumor that you can kill Mouser with a star, so Toad or Luigi should be identical for Mouser. If you use Luigi, the only advantage I can think of is that you'll be able to shoot up the ladders/double jump off the ladders, which will make getting the key go much quicker. So if that saves more time than like 3-4 seconds, Luigi's your man. Otherwise, Toad might be quicker. I'm only going off what I can remember from when I did the real-time console speedrun, so those figures might be inaccurate.
Experienced Forum User, Published Author, Player (51)
Joined: 10/6/2005
Posts: 138
Location: Oregon
So I finally watched the smb2 warpless run here, and it was pretty sexy. I have two suggestions, for whoever's working on this. In 2-3, the guy who did this run didn't pick up an enemy until he was like halfway across the overworld (after you go up the ladder). The crazy ladder thing that he does might screw this up, but if you move to the right of the ladder before ascending it, that will trigger the beezos to start moving. So when you get to the top, one is waiting for you to pick up. Of course, you might get there too soon since you shoot up the ladder so fast, but I think it could work out. In 4-2, he got the five cherries at the very end of the level, after going up in the rocket. Since the game counts cherries no matter where you get them in the level, just get the very first one you can, which is at the first whale screen. Instead of dropping to the lower level immediately, stay on top and then jump, get the cherry, land on the whale's tail, and you're on your way. You won't have to slow down at all. Then, when you go up the rocket, you only need 4 cherries, and you don't have to drop down to get that first one. That's all that I immediately noticed. Hopefully this made some sense.
Experienced Forum User, Published Author, Player (51)
Joined: 10/6/2005
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Location: Oregon
nitsuja wrote:
Since warpless is an artificial limitation in the first place, I don't see why a warp glitch would be acceptable in such a run where a warp non-glitch would not be acceptable.
I kind of figured the glitch wasn't really a warp. I would think the warpless limitation refers to using the actual warps (1-3 to 4-1, 3-1 to 5-1, 4-2 to 6-1, 5-3 to 7-1). It's not a glitchless run, so if a glitch gets you past a level, that's not using a warp. At least, that's the way I was thinking of it. Not that my opinion really matters.
Experienced Forum User, Published Author, Player (51)
Joined: 10/6/2005
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Location: Oregon
Phil wrote:
I think it's simpler than we thought. He did the glitch warp 3-1 to 1-2 then finishes 1-2. For some reason, the game still considered you in world 3. Since he is now in 1-3, the game considered you in 3-3. So when he uses the warp, he goes to 5-1. That's my conclusion after reading some glitches at David Wonn page. I'm referring to the "Get back to the top of 1-1 or return to 1-2! " glitch. It's hard to know if that trick is useful or not. Since earlier stage are easy and not long to do.
Actually, if you scroll down a bit farther, Wonn describes the exact glitch that GuanoBowl is trying to keep on the dizzle-lizzle. Apparently if you don't take the warp in fake 1-3, it just takes you back to 3-1, which is fairly worthless. And taking the warp to 5-1 is moot, since this is supposedly a "no warps" run. But if you can figure out how to manipulate the glitch so that it takes you from 3-1 to 3-2, then that would cut like 50 seconds off the total time.
GuanoBowl wrote:
The low down part was me glitching from world 3-1 to 3-2 and now it wont seem to do that again so there is no reason to keep it on the low down.
If that actually happened, you should figure out how it happened so you can use it. And maybe you should reverse its down-low status so others can help you figure it out. No doubt.
Experienced Forum User, Published Author, Player (51)
Joined: 10/6/2005
Posts: 138
Location: Oregon
tmont wrote:
I've wondered if you can do the "walk on the ceiling" trick in 5-2. Specifically, the part where you climb up vines for 4 screens. If you vine jump, you should be able to land on the ceiling at the right of the screen. I haven't tested it to see if it goes through to the next screen, but it seems like it should. And if this is possible, then it should also be possible on a regular console. See this map to understand what I'm talking about. Or maybe this has already been done, as I haven't seen the old run.
Never mind, doesn't work.
Experienced Forum User, Published Author, Player (51)
Joined: 10/6/2005
Posts: 138
Location: Oregon
I've wondered if you can do the "walk on the ceiling" trick in 5-2. Specifically, the part where you climb up vines for 4 screens. If you vine jump, you should be able to land on the ceiling at the right of the screen. I haven't tested it to see if it goes through to the next screen, but it seems like it should. And if this is possible, then it should also be possible on a regular console. See this map to understand what I'm talking about. Or maybe this has already been done, as I haven't seen the old run.
Experienced Forum User, Published Author, Player (51)
Joined: 10/6/2005
Posts: 138
Location: Oregon
LocalH wrote:
Edit: Here it is. I repeat the trick three times (since the ball resets when you go into the pots).
I don't know if it's just me, but that link didn't work. But I think I know what you're talking about. It's actually fairly easy to get stuck under the pearl while it bounces on your head, especially the ones that come out of Birdo's stomach. I didn't know you could jump through them, though. When I was recording my run, that actually happened to me a couple times, and I was forced to wait for the pearl to get off of my head before continuing. It was kind of frustrating.
Experienced Forum User, Published Author, Player (51)
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LocalH wrote:
it's the area with the crystal ball surrounded by two pots, both of which contain a POW.
I don't recall a place like that. Do you remember the level?
Bisqwit wrote:
Birdo's eggs are double-jumpable, but I don't know of Clawglip's rocks. The general rule is: If it is animate and can be stood on, it is double-jumpable.
That's pretty much identical to my definition, albeit a little less clumsy. And by either definition, that would make that crab thing at the end of 5-3's rocks double-jumpable.
Bisqwit wrote:
To make it deliver more hits, is difficult, I think. if it isn't, feel free to suggest on how to expand the article.
It is difficult. I don't know. That trick isn't really useful when playing on a console anyway; it just looks cool. :)
Post subject: Super Mario Bros. 2 tricks explanations
Experienced Forum User, Published Author, Player (51)
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I've been floating around this forum for a little while, but never really registered because I never had anything to say. I recently did a speedrun (on a console) of Super Mario Bros. 2, and needless to say, I got intimate (it's not what you think, pervert) with most of the glitches/tricks in that game. I noticed that there were a few requests to explain some of the tricks for SMB2 on the Mario Tricks Page, so I'd thought I'd help out, or at least try. I hope I'm posting this in the right place. Double Jump The description that's up right now says that you can double jump off of enemies, which is true. My definition of it is that you can double jump off of anything that you can stand on that also has the potential to hurt you. This definition broadens the double jump to most enemies (for example, the little plants that shoot fireballs are un-double-jump-able, because you can't stand on them), Birdo's eggs, and Clawglip's (I think that's his name) rocks (although I've never actually tried this one, it makes sense). Mushroom Block Bouncing for Multiple Hits I'm not sure what exactly this one means. To bounce a mushroom off a character's head, you just have to have it land on the character's head. I do this a couple times in my no warps speedrun, like at the end of levels 3-1 and 3-2, I think. Most noticeably, you could probably do it against Fryguy in 4-3 for the most benefit. Jumping Up Vines and Chains This is by far the most annoying and frustrating trick (to do on a console). You can only perform the trick every 8 pixels on the ladder/chain/vine. I don't know if the 8 pixels is correct, but the point is that you can only do it at constant intervals on the ladder/chain/vine. My method was to press right/left and up at the same time, and then jump immediately after that. I imagine you guys know the exact method of doing it a lot better than I do. This is much easier to do with Luigi, for some reason. I think it's because he jumps the slowest (i.e. his acceleration after he jumps is much lower than the other characters, so his jumps are kind of "floaty"). See 5-2 in my run. Running Across the Ceiling This can be done for benefit in 7-2 and 3-2, and maybe in 5-3 (although it's definitely not faster to do on a console). But I'm sure that's common knowledge by now, it's just not mentioned. Due to my crappy computer, I am unable to actually watch any of the runs from this site, so if I'm stating things that are obviously in the runs, I'm sorry. That's also why I referenced my run, instead of the tool-assisted ones.
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