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Post subject: Psycho Waluigi
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Joined: 4/30/2009
Posts: 791
http://www.brothersoft.com/games/psycho-waluigi.html It is about time Nintendo saw the light and made a Waluigi game. Heck, even Tingle has a game (2 in fact *shudder*). In the meantime, this is a worthy little title, and deserves a TAS imo. Waluigi wakes up in a strange land discovers he has psychic powers, and naturally for him tries to take over and get a bunch of treasure. Some pretty neat platforming stages, along with the ability to manipulate pretty much anything makes this kinda fun.
Post subject: Psycho Waluigi
sack_bot
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Player (112)
Joined: 11/27/2011
Posts: 394
Location: Massachusetts
Link to video The first level
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sack_bot
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Player (112)
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Posts: 394
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btw have level 2 working on 3
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sack_bot
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Jumping
    There is a variable jump height, however, you jump imedeitley and you hold the key (shift) to jump higher, up to a max height
    Interestingly, you fall at a flat rate which is the same as your jumping rate
Falling
    You fall at a fixed rate, so jumping off ledges is only faster if you can clip the corner.
Movement
    Jumping repeatedly is very slightly faster
Psychic Powers
    Sometimes, you can release a object while it is in other objects [TODO] Also, you can grab stuff as it is "dying"
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Post subject: Re: Psycho Waluigi
sack_bot
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Toothache wrote:
http://www.brothersoft.com/games/psycho-waluigi.html It is about time Nintendo saw the light and made a Waluigi game. Heck, even Tingle has a game (2 in fact *shudder*). In the meantime, this is a worthy little title, and deserves a TAS imo. Waluigi wakes up in a strange land discovers he has psychic powers, and naturally for him tries to take over and get a bunch of treasure. Some pretty neat platforming stages, along with the ability to manipulate pretty much anything makes this kinda fun.
Thanks btw it means a lot to me
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sack_bot
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and now.. more levels Link to video
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sack_bot, I just found a potentially useful glitch you may be able to use. I was playing around with L+R/U+D combinations and I found that if you get "bumped" by something like an enemy, ice block, arrow panel, or similar (my guess would be sprites in general) you'll start moonwalking in the opposite direction. This might be a way to preserve a little bit of speed after taking a hit. After further experimenting, I found that after landing on the ground after a L+R damage boost, if you collide with a solid object, you start sinking into the object. When inside a wall in this game, rather than being ejected to the left or right, you are ejected in an upward direction. I managed to find a spot in the tutorial level where I was able to skip the entire underground section as a result. Link to video EDIT: If you embed yourself in the wall after the level boss, instead of doing a high jump, Waluigi will teleport to the throne. I found this while testing some more in the tutorial level.
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Joined: 2/19/2007
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sack_bot wrote:
and now.. more levels Link to video
Hmm. I haven't played this game, but your movement looks pretty sloppy in many places. I just watched level 3, and you keep hitting walls, stopping your motion, for example at 4:26, 4:47, 4:55, 5:17, 6:18, ... Basically all the time. At 4:53 you let your walrus freeze another walrus, which slows you down a lot. Couldn't you just throw away the old walrus and pick up the new one? And do you really need walruses at all? Creating ice blocks seems counterproductive when all they do is to push you back (on the other hand, perhaps it could be exploited to get a forward push with precise positioning). Also, can you destroy ice blocks without being pushed back by them (by hitting them with objects, for example)? The overall impression from me, a viewer unfamiliar with the game, is that this is more similar to an unassisted playthrough than a tool-assisted speedrun.
Joined: 2/18/2010
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After playing around in 1-1 some more, I found out that it is possible to skip the entire underwater section of the level. To do this you have to break the wall blocks in the upper path, L+R moonwalk off of the pipe fire, and jump between the 3 tree wall and the 1 tree wall after the L+R wall glitch. EDIT: I made a small test run of the tutorial level and 1-1 to show a couple of applications of the L+R glitching. http://www.esnips.com/displayimage.php?pid=33022677 I can upload to youtube it if asked.
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sack_bot
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Btw, I will go back and re doit. I have finished the first world
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sack_bot
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amaurea wrote:
sack_bot wrote:
and now.. more levels Link to video
Hmm. I haven't played this game, but your movement looks pretty sloppy in many places. I just watched level 3, and you keep hitting walls, stopping your motion, for example at 4:26, 4:47, 4:55, 5:17, 6:18, ... Basically all the time. At 4:53 you let your walrus freeze another walrus, which slows you down a lot. Couldn't you just throw away the old walrus and pick up the new one? And do you really need walruses at all? Creating ice blocks seems counterproductive when all they do is to push you back (on the other hand, perhaps it could be exploited to get a forward push with precise positioning). Also, can you destroy ice blocks without being pushed back by them (by hitting them with objects, for example)? The overall impression from me, a viewer unfamiliar with the game, is that this is more similar to an unassisted playthrough than a tool-assisted speedrun.
This is a TAS but onley a draft. help is appreciated. I can't throw away my walrus because i need to use it up. Also, I can't move trou the enmys without getting hurt. I colud get the jelly fish but that would recuie me to go back.
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sack_bot
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heldtogetherwithtape wrote:
sack_bot, I just found a potentially useful glitch you may be able to use. I was playing around with L+R/U+D combinations and I found that if you get "bumped" by something like an enemy, ice block, arrow panel, or similar (my guess would be sprites in general) you'll start moonwalking in the opposite direction. This might be a way to preserve a little bit of speed after taking a hit. After further experimenting, I found that after landing on the ground after a L+R damage boost, if you collide with a solid object, you start sinking into the object. When inside a wall in this game, rather than being ejected to the left or right, you are ejected in an upward direction. I managed to find a spot in the tutorial level where I was able to skip the entire underground section as a result. Link to video EDIT: If you embed yourself in the wall after the level boss, instead of doing a high jump, Waluigi will teleport to the throne. I found this while testing some more in the tutorial level.
Thanks but i am not taking damage in this run.
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heldtogetherwithtape wrote:
After playing around in 1-1 some more, I found out that it is possible to skip the entire underwater section of the level. To do this you have to break the wall blocks in the upper path, L+R moonwalk off of the pipe fire, and jump between the 3 tree wall and the 1 tree wall after the L+R wall glitch.
After even further testing I actually found you can just use the bounce from the ice block at the end of this section to get into L+R moonwalking, saving some time by being able to walk at full speed for more of the upper route. VERY IMPORTANT EDIT:
sack_bot wrote:
Thanks but i am not taking damage in this run.
Forget everything I've said about having to be bumped or take damage to moonwalk. It turns out that a well timed directional change on the keyboard plus L+R will put Waluigi in the L+R Moonwalk state. It's so simple to do that this could probably be a general optimization applicable to so many more places than just where you can get hit or bumped.
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sack_bot
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here is world 1 Link to video The mp4 NOTE: This is a bittorent move file
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sack_bot
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Sholud i do world 2 or redo world 1
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I think it would be a better idea to redo world 1 considering it is no longer necessary to take damage to enter the walls with L+R. Some things to take note of (in no particular order): 1. In the first tutorial and 1-1, there are rather large skips you can do with L+R, and now that it can be done without taking damage you can pull off the underground skip as early as the area by the M switch in the tutorial. 2. You can regrab items that you've already thrown and to a limited extent even after they hit something, so the boss fight should be improvable too. 3. In 1-3, it is possible to go over the wall by the first pipe by entering the wall with L+R, allowing you to take the blue eggplant if you'd rather use that, and also if you L+R glitch into the water area instead of taking the pipe into it, you will retain the above water physics and not be slowed down by swimming. 4. Because the end of level jump onto the throne doesn't start until the screen is locked, you can set up enter the wall with L+R to skip the high jump. 5. If I recall correctly, running into an directional barrier while pressing L+R will preserve the push speed, and if I recall correctly it also works with treadmills. 6. Just because you are taking no damage doesn't mean that you have to fill up your health bar during the level. The lower your health is at the end of a level, the faster the score tally for the health bar is. 7. At the beginning of the World 1 boss level in the area with the blocks, you can break through the blocks without having to land on them. You may be able to skip that section anyways using L+R, but I'm not sure because I haven't tested. 8. Try to avoid bumping into walls while you are jumping to higher platforms as amaurea mentioned. 9. Ice blocks can be broken by throwing things at them. (Edit) Regrabbing enemies won't replenishes their power, but it will still let you reuse the enemy as a throwing item.
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Joined: 11/8/2010
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If you're planning on submitting it to this site, you need to redo World 1. The TAS won't be accepted unless it finishes the game in the fastest time possible.
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I've prepared a small WIP myself to show the extent of how entering the wall with L+R can be abused. I would say judging by how much gets skipped per level, it may be wise to have both a heavily glitched run and a low glitch run kind of like Pulse Man, since L+R can be used for even small optimizations. WIP: http://www.mediafire.com/download.php?axpubrfwfg23v9y Youtube: http://www.youtube.com/watch?v=xwm11v6MXmM Sorry about the small video, I forgot to add the zoom callout in camtasia when I was editing it.
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sack_bot
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heldtogetherwithtape wrote:
I've prepared a small WIP myself to show the extent of how entering the wall with L+R can be abused. I would say judging by how much gets skipped per level, it may be wise to have both a heavily glitched run and a low glitch run kind of like Pulse Man, since L+R can be used for even small optimizations. WIP: http://www.mediafire.com/download.php?axpubrfwfg23v9y Youtube: http://www.youtube.com/watch?v=xwm11v6MXmM Sorry about the small video, I forgot to add the zoom callout in camtasia when I was editing it.
Remember, i am not taking damage. Other than that, the run is .... im speachless
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sack_bot wrote:
Remember, i am not taking damage.
I know you're not taking damage, but entering the wall with L+R doesn't require taking damage. I chose to take damage in my WIP because it reduced the amount of time it took for the score tally by only having 1 or 2 health crystals left and makes setting up the wall entry after knocking the king or queen off their throne a little easier since the speed leftover from a L+R damage boost is the perfect amount to enter the wall before the screen scroll.
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Patashu
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It's a shame that you can skip the bosses with your L+R trick, but at the same time hilarious. :D
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Patashu wrote:
It's a shame that you can skip the bosses with your L+R trick, but at the same time hilarious. :D
From a review on Mario Fan Games Galaxy wrote:
The engine on the game is almost flawless.
Apparently almost doesn't include unexpected button combinations.
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sack_bot
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heldtogetherwithtape wrote:
It turns out that a well timed directional change on the keyboard plus L+R will put Waluigi in the L+R Moonwalk state. It's so simple to do that this could probably be a general optimization applicable to so many more places than just where you can get hit or bumped.
Huh... I dont get it. tryed at normal speed and i coldent do it. but im not doing it rite
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sack_bot wrote:
tryed at normal speed
The timing for the directional change method is difficult to do in real time, but with practice it is doable. I'd recommend the damage boost method for real time use over the directional switch method.
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I finished World 2. For a nice change of pace, not every level is completely broken. As a matter of fact, World 2-4 and most of World 2-Boss were played as intended. EDIT 1: I'm well aware of the mistake in World 2-4. I was treating this WIP as more of a test run of World 2, and I'm going to be correcting in the next one. EDIT 2: I've redone the first 3 levels of World 2, current savings over the WIP is 733 frames, or 12.216~ seconds, with more likely to come because I still haven't redone 2-4. EDIT 3: Turns out the trick used for saving those frames doesn't complete the level. Looks like I need to redo the end of 2-3 and all of 2-4 now :( WTF File: WIP 2 Youtube: WIP 2 for those who prefer not to watch in hourglass
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