Joined: 11/15/2004
Posts: 804
Location: Canada
Rematch With Koopa the Quick was awesome! I laughed out loud. Well done. I'm sure TTM will be glitchtastic.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Tompa
Any
Editor, Expert player (2141)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
Very nice Foda, as always:D.
Joined: 3/15/2005
Posts: 30
Location: Seattle, WA, USA
Yay, a WIP! That was great. I'm with hopper: Rematch was really well done. I also really liked the 5 secret places star--though I don't remember the star appearing out in the middle of nowhere like that. How are you normally supposed to get there? Via cannon?
I ought not to tie the knot too taught.
Joined: 11/15/2004
Posts: 804
Location: Canada
You're supposed to press a switch behind the area where you fight the pirahna plants (for Star #1) to create a bridge to the island.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
Wow, real nice... The Koopa race was phenominal, and the 100-coin route was superb. Keep up the great work, FODA. PS: I know it's a little ahead of time, but is there any chance the House in the Sky star in RR will be any faster?
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Yes, absolutely fantastic (as people have already said)! Tiny Huge Island is my least favourite level but you really made me like it :). The Koopa race was FAST as others have mentioned. It really made me smile also. Another star which I liked quite much - in fact more that Koopa the Quick race star - was the "5 secret places" star. It was so very fast that i couldn't believe my eyes :D. I can't wait to se what you'll make out of the Rainbow Ride, which was once my favourite level ;).
Which run should I encode next? :)
nesrocks
He/Him
Player (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
http://dehacked.2y.net/microstorage.php/info/2278/SUPER%20MARIO%2064%20%28USA%29%20-%20FODA%20-%20120%20stars%20-%20v141.m64 This is a testing of TTM. it's just 1 minute faster than dragorn's TTM in his 120 star speedrun. man, he's good.. O_o. Comments, critics, suggestions all welcome, TTM will be remade 100%
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Looks very nice. Though it got a little boring when you used that glitch so many times (four if i counted right). I liked the way you jumped to get the "Mysterious Mountainside" star. I hope your way is faster than the jump + kick, which we have seen in so many occasions. There were some nice acrobatics and nice usage of the free time in the "Mystery of the Monkey Cage" star.
Which run should I encode next? :)
Experienced player (612)
Joined: 4/24/2005
Posts: 612
I believe whatever is fastest is fine, it's only one level. What's been in this level-test is pretty passable for an optimized run but I do see where optimizations could/should be present (not that I discredit you, it's a test like you stated). So far the whole run looks great, good enough that people would be scared to even try to obselete it.
Joined: 7/26/2006
Posts: 1215
I disagree about it being boring. I never knew about that glitch so it being used 4 times didn't bother me. obviously there are aptimizations (like after using the wind to go up and you want to go in the opposite direction it should not take so long to turn around. I'm sure a backflip and dive for example would be good there) but overall I'd say that's a good route.
Joined: 3/17/2006
Posts: 243
Location: Back to good old Germany
Absolutely amazing, but why did you choose "No" after the 100 coins star?
nesrocks
He/Him
Player (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I think choosing NO is faster. Kinda pointless to start doing that now, it was just to test.
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
Nice test. If there's one thing that I would change, it would be going into fixed cam when you get to the slide, just like the CCM slide. Otherwise, it was perfect.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
Isn't it possible to do a wall kick below the star that is obtained after the slide. I tried that a few months ago and came close but never managed to do it.
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
I think it is possible, but ridiculously hard.
Joined: 2/16/2005
Posts: 462
I agree with all the comments on the awesomeness of THI :) Nice btw back in WDW did you ever check to see if the chuckya glitch was slower than "quick race through downtown" (the one in the city you need either vanish cap or chuckya)? I guess it has to be but its a shame that it can't be showed off in TAS perfection.
This signature is much better than its previous version.
nesrocks
He/Him
Player (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Yea, i tested it, it took a long time to make the star appear on mario's hand, but even before i could get to the load point i had already run out of time comparing to running to the star normally...
Joined: 12/1/2005
Posts: 107
It surprises me when everybody finds the WIP perfect and I keep finding minor things to comment. :) 1)For the cage star you need 6 air kicks to get up the slope. For "scale the mountain" you did it faster with 5 kicks. I also noticed that you didn't press A all the time while spinning. Isn't it possible to spin fast AND get up with 5 air kicks? Beside that after the 5th jump it seems that you don't need to air-kick, you'll get up the slope only with the jump. 2)I guess it's impossible to catch the monkey with a dive without waiting? About the red coins: 3)the beginning until you get to the wind and after the bomb doesn't look optimal. You move left-right before you get to the final direction. 4)Why don't you long-jump at the beginning of the slide? 5)I guess you can exit the slide faster, if you dive earlier and press A to roll directly inside the hole instead of waiting for Mario to fall. 6)After you exit you don't long jump right away and it seems you get a little further than required. 7)You can also dive on the bridge with the coins. 8)You may also collect the coins in circle better and start the long jump to the right. This way you won't need this extra wall kick to get to the other side. 9)Not sure but the jumps on the mushrooms may be done faster. Try to long jump from the 5th to the 6th coin and let Mario fall on the mushroom with the 7th coin. Mountainside: 10)Is double jump to the wind faster than long jump? 11)Do the trick to get to the star close to the left star wall. You'll still be able to catch the star and you don't have to go that far on the platform with the chuckya. I am sorry for making your life more difficult with these comments FODA... ;)
nesrocks
He/Him
Player (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
1)For the cage star you need 6 air kicks to get up the slope. For "scale the mountain" you did it faster with 5 kicks. I also noticed that you didn't press A all the time while spinning. Isn't it possible to spin fast AND get up with 5 air kicks? Beside that after the 5th jump it seems that you don't need to air-kick, you'll get up the slope only with the jump. Yea, 5 kicks is the right way to go. I did 6 sometimes because i didn't fall on the slope high enough. The final version will do 5. What does tapping A do? i remember someone complaining that i didn't do this on SSL, but i forgot i had that option here. Does mario stay in the air longer? if so, that's better so i can land higher on the slope. 2)I guess it's impossible to catch the monkey with a dive without waiting? i tried, and indeed it seems impossible. maybe it's possible to dive and catch him the moment he's falling from his jump, but that's useless. 3)the beginning until you get to the wind and after the bomb doesn't look optimal. You move left-right before you get to the final direction. not sure where you mean, but it was probably slopyness from being just a test. 4)Why don't you long-jump at the beginning of the slide? because there's a wall in there! if i jump then i hit the wall! i was speedrunning this level 100 coins and did this several times myself XD 5)I guess you can exit the slide faster, if you dive earlier and press A to roll directly inside the hole instead of waiting for Mario to fall. can't roll on that ramp, it's a slope. i'll jump and dive directly in the hole without rolling. 6)After you exit you don't long jump right away and it seems you get a little further than required. the thing is, the wind pushes mario upwards, so i try not to have the least speed downwards when i reach it, so it takes less time to reach up there on the chuck-ya plataform. 7)You can also dive on the bridge with the coins. i tried, but when i roll mario jumps over one of the coins. 8)You may also collect the coins in circle better and start the long jump to the right. This way you won't need this extra wall kick to get to the other side. maybe, if i grab the ledge. 9)Not sure but the jumps on the mushrooms may be done faster. Try to long jump from the 5th to the 6th coin and let Mario fall on the mushroom with the 7th coin. k will try that. 10)Is double jump to the wind faster than long jump? same reason as above, i try to have maximum upwards velocity when taking the wind. unless on the 100 coin route, where moving forward is more important than going upwards. 11)Do the trick to get to the star close to the left star wall. You'll still be able to catch the star and you don't have to go that far on the platform with the chuckya. right, will do. I am sorry for making your life more difficult with these comments FODA... ;) nah, that's exactly what i posted the wip for! :) what about the 100 coin route? there ain't much to be done, it ends up looking like dragorn's speedrun... oh well..
Joined: 8/1/2006
Posts: 428
Did you test the c-up glitch on the slide? It's the only place in the game where using it might save time. (In case you don't remember, the glitch is you have no speed cap when you're sliding to a stop after pressing c-up. On the slide, you accelerate faster than the slide slows you down)
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
nesrocks
He/Him
Player (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I'm not sure i follow .... Never heard of this glitch.
Joined: 8/1/2006
Posts: 428
It's easy. If you hit c-up, it takes a bit for Mario to slide to a stop. Run towards a slope, then hit c-up right before you step on it. If it's both really steep and really slippery you will accelerate instead of stopping, and your speed is apparently only limited by how long the slope is. EDIT:It starts off slow enough that it's not obvious which is faster. And steering is a bit of a problem on a console.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
nesrocks
He/Him
Player (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
JSmith wrote:
It's easy. If you hit c-up, it takes a bit for Mario to slide to a stop. Run towards a slope, then hit c-up right before you step on it. If it's both really steep and really slippery you will accelerate instead of stopping, and your speed is apparently only limited by how long the slope is. EDIT:It starts off slow enough that it's not obvious which is faster. And steering is a bit of a problem on a console.
what the.... why hasn't this been said earlier??? O_o ok, i'll test it later... right now = dinner tested: damn, doesn't this come in handy in THI after getting the 5 tiny secrets?? and certainly other places i can't think right now?
Joined: 8/1/2006
Posts: 428
I thought I'd mentioned it right when I discovered it, at leat 10 pages ago.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
nesrocks
He/Him
Player (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
JSmith wrote:
Speaking of which I found while fooling around on Tall Tall Mountain that your forward speed apparently doesn't have its usual cap when you're sliding to a stop after pushing c^. However, you'd need to go pretty far out of your way to abuse it .
hummm true..... but i've just tested it on THI and it's no good. but in CCM it sure could have been abused some... : / oh well... nice finding, sorry for overlooking it.