Joined: 10/24/2005
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Weatherton wrote:
I have decided my goal is to the Special cup on 2-player GP, 150cc and beat it as fast as possible. This could, potentially be a published movie as it defeats the game as fast as possible (I would see the ending).
Looking forward to seeing WIPs of this run! Is 150cc open immediately? Or do you need to beat 100cc first? If so, you'll probably need to changes your plans, and see if you can start a movie from SRAM... Which characters are you using? Bowser/DK? If you do take a lot of shortcuts that make Lakitu tow you, it may be advantagous to use a character that accelerates faster, but that's up to your discretion. Good luck! :)
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
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I will use Toad with one character and Bowser with the other... and that is my issue with 2-player GP, actually -- I keep forgetting that both characters have to finish (too bad one player can't retire). So, actually, I've come back to the realization that this really has to be a 2-player Vs. TAS. That way, when one player is done, the race is over. I suppose the goal would then be to complete 3 laps on every race in the game. For the record: When the game begins, Every track is available Every character is available You can play on 50, 100 or 150cc on any track Every battle level is unlocked So, really the only thing to acquire is trophies and Extra (mirror) mode. Of course, mirror mode is interesting in that Toad's Turnpike has traffic coming at you :). Still, it makes using 2-player Vs. reasonable as a means of playing every course on the fastest mode.
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Then you could pick a lightweight and a heavyweight and complete the course with whichever is faster. Or you could do 2 lightweights and repeat whatever that boost is where you drive in perfect formation behind another player and then get a sudden speed boost.
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I finally made a better quality video of the Banshee Boardwalk 2player SC. http://www.people.virginia.edu/~avw6s/MarioKart/JonesAndDru/mk64_BB_2player-SC_Weatherton.avi I got together with another karter last weekend and we hit a CM SC I had planned a while back: http://www.people.virginia.edu/~avw6s/MarioKart/JonesAndDru/CM_2player_SC_Weatherton-Jones.avi Also, here is some good fun I had a while back with the FS canyon: http://www.people.virginia.edu/~avw6s/MarioKart/mk64_FS_CanyonJumping.wmv As for drafting behind characters, I'm not sure it could be done well while you were doing mini-turbos and such, I think the characters have to remain relatively straight (which isn't often optimal). Besides, I would definitely need another great player here in person to do that....
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Joined: 11/28/2006
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Hi, i tried today the Mupen64 (i used Project64 before) and it seems that sliding is much easier, i can do slides on a straight way etc. Some1 know why? Has it to do something with the deadzone? MfG
Joined: 3/18/2006
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I'm going to try time trial with MK64. Breaking or matching the current WR's.
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antd wrote:
I'm going to try time trial with MK64. Breaking or matching the current WR's.
Pure awesomeness, thats exactly the type of run this game needs. Do you plan on playing through each and every level one at a time, or just some of the more exciting levels? Either way good luck!
They're off to find the hero of the day...
Joined: 10/24/2005
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antd wrote:
I'm going to try time trial with MK64. Breaking or matching the current WR's.
You sir, have made my day! Especially with your SSB runs coming along so nicely too, I have no doubt that this run will be nice.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
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I will first learn this game by playing through the levels I like. I'm not planning on making a submission run. I've found that when I make a run with the purpose to get it submitted here, I get bored of it and it's less fun. EG. super smash bros - Fox fastest time. This will be like my Smash Bros. BtT/BtP (Bonus Stages) runs I guess. This game has a steep TAS learning curve since I want to use frame advance and not slowdown. Oh well, lets begin with Yoshi on Luigi Raceway shall we. Edit: If any anyone already know's the frame timings for a perfect boost can you please post here :-) The game isn't too bad, I'm finding out the the fastest possible way to get a red letter boost... (I cant remember the exact name. It's when the letters turn from white-yellow-red)
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Called a "powerslide" which causes a "miniboost" I believe is the term used in the nintendo strategy guide.
Has never colored a dinosaur.
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Your SSB Fox run is really good, you should finish and submit it, because at this point it has better odds of being accepted than mine. As for this, you should also do a submittable run as well, with star scecial 150cc. you and I should also see if we can make a submittable run of SSB BtT and BtP. I loved your SSB work, and it'd be cool if you similarly dominate this game! I think there's a youtube movie in a series of three that shows huge glitch/shortcuts that drastically reduce the time.
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I'm going to try time trial with MK64. Breaking or matching the current WR's.
Do you have AIM? If so, give me your screen name so I can add you, and I'll tell you everything you need to know about MK64. If you wanna see vids, check out the fastest available vids at my site (though unfortunately I'm still missing some of MJ's vids): http://wrvids.com/Mario%20Kart/MK64/Fastest%20Available%20Vids/
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Ah Michael Fried, I will download AIM. I believe I have an account under the name Shinkasa. Thanks, I have checked out that site, pretty insane times there. I've worked out how to perfect MT (mini turbo) and I've just looked over at mariokart64.com and seen all the crazy cornering techniques. This will be fun. EDIT: I'm confusing my Japanese with my English. My AIM is shinumbrella ^^;;
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antd wrote:
t how to perfect MT (mini turbo) and I've just looked over at mariokart64.com and seen all the crazy cornering techniques.
If you're referring to the "Advanced Power Sliding Techniques", just so you know that was written by Tim Everett, who's only ranked 27th. So while some of it may be useful, there's more to know than just what's on that page, and his explanations are also over-simplified and over-generalized. You're probably best off just watching the vids, and then experimenting on your own, then after you do each part show it to me and/or post it on the Mario Kart forum to get input.
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I added you to MSN, I use that frequently. It'd be easier to ask you questions directly. Since I'm sure you know all of the advanced techniques ^^ This game runs at 30FPS btw, so it skips 2 frames... Should I go for Flap first? (*thinks to self* I think it would be easier for me to get a feel for the course by doing fastest lap first. Then after knowing the course it should be easier for me to complete it 3 times normally.) Different Turbo Boost: Fastest 0 Frame Boost: [URL=http://imageshack.us][/URL] +10 Frame Boost: [URL=http://imageshack.us][/URL] +20 Frame Boost: [URL=http://imageshack.us][/URL] As you probably can't see ^^; Holding A on the first possible frame to get a boost is beneficial as it puts you further ahead.
Post subject: Game Physics
Joined: 11/2/2005
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If you need any information on the game physics, I can try to help. I guess the main thing you should know is don't turn, don't hit any walls unless necessary. Player state(ground type, tumbling, speed strip, etc.) is updated every frame based on the ground type that you are on. Walls also update the state, causing all boosts to be lost. I think that all the state updates are part of the clipping routines. I can probably provide more technical information if you wish. I have been meaning to hack the game some more anyway. Best of luck.
Post subject: Re: Game Physics
Joined: 8/1/2006
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Rusty wrote:
Player state(ground type, tumbling, speed strip, etc.) is updated every frame based on the ground type that you are on.
That reminds me, you can jump at the end of a speed strip to make the boost last longer. It only helps on the first strip in Royal Raceway, though.
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This game is very difficult. It will take me a while to learn the game before I attempt to make a serious WIP run.
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For a 2 player GP, which two characters should be selected? one lightweight one heavyweight, but which two characters specifically? or should a 150cc GP be done 1 player? you could use the heavyweight to boost the lightweight into first place, and then try to limp along and get the heavyweight to finish as fast as possible, leaving #1 slot to the lightweight.
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comicalflop wrote:
For a 2 player GP, which two characters should be selected? one lightweight one heavyweight, but which two characters specifically? or should a 150cc GP be done 1 player? you could use the heavyweight to boost the lightweight into first place, and then try to limp along and get the heavyweight to finish as fast as possible, leaving #1 slot to the lightweight.
The best two characters to chose are Toad and Bowser. Toad is the lightest of all of the characters and has equal stats to Princess and Yoshi in all other aspects (to test character weight, go into versus mode and place two characters facing one another and press both accelerators at the same time, the one that pushes the other is heavier). Bowser is the only heavy weight with the quick acceleration feature (triple-tap A when stopped to get super fast acceleration).
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antd wrote:
I added you to MSN, I use that frequently. It'd be easier to ask you questions directly. Since I'm sure you know all of the advanced techniques ^^ This game runs at 30FPS btw, so it skips 2 frames... Should I go for Flap first? (*thinks to self* I think it would be easier for me to get a feel for the course by doing fastest lap first. Then after knowing the course it should be easier for me to complete it 3 times normally.) Different Turbo Boost: Fastest 0 Frame Boost: [URL=http://imageshack.us][/URL] +10 Frame Boost: [URL=http://imageshack.us][/URL] +20 Frame Boost: [URL=http://imageshack.us][/URL] As you probably can't see ^^; Holding A on the first possible frame to get a boost is beneficial as it puts you further ahead.
There is also a method of revving your engine before the first possible boosting frame. This is the fastest (known) starting strategy. Check out the videos Fried linked to and I'm sure you'll see this strategy used on some of the 3 laps and the first lap flaps.
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Yeah I know about that. Thanks.
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I was more wondering about co-op strategies in GP... for a special cup 150cc race, or a full run (all cups, 16 races) would GP benefit more from single player or co-op? I'm downloading the vids to see what shortcuts there are...
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comicalflop wrote:
I was more wondering about co-op strategies in GP... for a special cup 150cc race, or a full run (all cups, 16 races) would GP benefit more from single player or co-op? I'm downloading the vids to see what shortcuts there are...
Co-op would allow levels to be completed extremely quickly... for the first player. I think it's useful for achieving the fastest time for one of the players to finish but then you have to get the second player to finish somehow to move on to the next level. So, the fastest full run would be achieved on 150 cc without co-op to avoid having to wait for the second player to finish (unless someone discovers a way for that player to retire). Still, a lot of the co-op trick videos I showed could be performed by running into computer players. Of course, that requires even more manipulation of/and luck.
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Hm... also, the special cup happens to contain 3 out of 4 stages where you skip laps (DK behind in the cave, Yoshi's Valley over the fence, Rainbow Road a co-op skip) and Boo's walkway which has a nice co-op skip, but not as quick as a lap skip like the other 3. would audiences really be entertained by merely skipping 3 out of the 4 races with a shortcut that the TAS would make look easy, and get a time of roughly 30 seconds to a minute for those three stages?
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