Okay, here's my plan for a speedrun on console. Most of it would also be applicable to a TAS, so I thought you all might want to see it. Any polite criticisms are welcome.
http://www.megaupload.com/?d=26J8DNMC
If you're using Firefox, then I would recommend using this to download many files:
https://addons.mozilla.org/en-US/firefox/addon/201
Anyways, yes, I have watched the existing run at speeddemosarchive. My plan is a potential replacement for it, shaving off at least 20 minutes.
i was planning on making a single segment paper mario run at speeddemosarchive, and hav a few lil tricks, not much, i no that u should get the last boots before u go to chapter 6
You can't get the Ultra Boots until mid-Chapter 6 (you need Lakilester). And the time saved on Huff N. Puff from getting them early is not nearly large enough to offset the detour necessary.
Have you read my plan yet? I really would like some comments/help on it.
It all looks pretty good, but I dunno, something about leveling up got confusing around the Koopa Bros castle guide. It's more of just a readability error if anything. But anyway, *applauds*
For most battles, I show Mario's complete stats before the battle begins, and right after the battle ends. At one point in the Koopa Bros. Fortress, you fight 3 fights in a row, so I only showed the before-stats & gave one single after-stats for after the 3 fights.
Oh yeah, level 2.18 means that Mario is at level 2, and he has a total of 18 star points (he needs 82 more to level up).
Does that clear up the confusion?
Oh yeah, I'm working towards a console speedrun, not a tas. But this would be a good starting point for a TAS -- simply have Mario do more than 5 bounces in some instances, use Close Call instead of Bow to dodge the Lava Piranha's attacks, etc.
I think for a Console Run, you should abuse the Charge Badge for either the Hammer or the Jump, or both.
Of course, same could be used for a TAS as well. :3
It could potentially save more time than it wastes to get the Jump Charge and Hammer Charge Badges. All you need to do is charge up for a few rounds most of the time, and use your Power Bounce to inflict massive damage.
Once Goombario gets his Charge ability, using his Multibonk could become a Time Saver as well. Just make sure you pick up the Spike Shield Badge from the Tutankoopa Fortress at the beginning. :3
Let me know what you think about this. ;3
I'm two steps ahead of you. Here's the link to the first draft of my plan, in case you missed it from the previous page http://www.megaupload.com/?d=26J8DNMC
As you can read, I do abuse the Jump Charge/Power Bounce from Huff N. Puff onwards. Spike Shield is collected, but only used for Jr. Troopa #4.
I would love to see a Paper Mario TAS.
I can get this game work gr8 on Pj64, Video : Glide64 0.5
Sound : any you like
Input : any you like
The bad thing is that its preety hard to see the text when choosing badges, and selecting an battle command.
Those who sees this must accept that TAS'es almost skips the whole game..
Given the lack of luck-based battle tricks or precision platforming moves, this would hardly be better than a decent speedrun. Probably the only real advantages would be luck-manipulating final Bowser and skipping Bow entirely in Tubba's Castle.
Now, a TAS should really try for low% or 100% -- both would have some real advantages.
low%:
- manipulating Fright Jars to work completely every time.
- manipulating status ailments to always work on bosses
100%:
- getting Chuck Quizmo to always appear
- always winning the Jump Attack game for an easy 900+ coins (need over 2300 to get all badges).