Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
Don't forget to swim like you would in real life. There are also 16 or 17 spots you could do it in Soda Lake assuming torpedos don't get in the way, which is a big assumption. You would have to do that silly hex editing stuff though, so maybe it's not worth it. If someone could figure out how to use a Big Boo to push yourself through a wall that would be really cool. For FoI Ghost House. If it is possible (which I'm going to say it isn't) then it would probably work best if you push yourself in the leftward direction. Also, any progress? Off topic: I have a mosquito bite on my palm. It is very annoying.
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Former player
Joined: 6/15/2005
Posts: 1711
I will not go back and redo swimming levels (like Soda Lake) with that technique. Too little for too much work. It will be in the run starting from Donut Secret 1b, which is the first swimming level I did since learning about it. I'm done with the Big Boo fight, so next level is the ghost house again, but normal exit this time. Donut Secret 2 -> Vanilla Dome 1b -> etc after that.
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
Warning: very wordy. I haven't found any uses in SMW for !Yoshi, and I have looked at every level. It is still nifty to know how it works. Perhaps if anyone ever tries a new SDW run there might be uses for this. If that didn't make sense let me know and I will try to explain it better. Also, !Yoshi can't be taken from one level to another, and he can't go through a pipe that brings you to a new area because then there is no original height in that area from which he spawned. Moving !Yoshi off of the Yoshi box gives you a new height that !Yoshi spawned from so you can get to different places and jump through different cielings/floors. It can sometimes be challenging to find !Yoshi because he is invisible. Just thought someone might like to know.
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Joined: 10/24/2005
Posts: 1080
Location: San Jose
jimsfriend wrote:
Warning: very wordy. I haven't found any uses in SMW for !Yoshi, and I have looked at every level. It is still nifty to know how it works. Perhaps if anyone ever tries a new SDW run there might be uses for this. If that didn't make sense let me know and I will try to explain it better. Also, !Yoshi can't be taken from one level to another, and he can't go through a pipe that brings you to a new area because then there is no original height in that area from which he spawned. Moving !Yoshi off of the Yoshi box gives you a new height that !Yoshi spawned from so you can get to different places and jump through different cielings/floors. It can sometimes be challenging to find !Yoshi because he is invisible. Just thought someone might like to know.
Whisky Tango Foxtrot !yoshi? If you were writing C code, that would mean false. if(!yoshi) { printf("WTF"); } I didn't understand a word of that. A picture with hidden words, coins, and stick figures doesn't help either. ;)
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Active player (277)
Joined: 5/29/2004
Posts: 5712
Is !Yoshi an invisible Yoshi, or is it something different?
put yourself in my rocketpack if that poochie is one outrageous dude
Twisted_Eye
He/Him
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Joined: 10/17/2005
Posts: 629
Location: Seattle, WA
Okay, lemme see. Hitting the yoshi block with two items creates two Yoshis, which causes a conflict and this glitch and yadda yadda, and when you get off of the extra, invisible Yoshi (since you can't have two Yoshis on the same screen,) called !Yoshi here, he teleports back to the block that spawned him, and you teleport to the HEIGHT that you mounted him (not the distance, though?), allowing you to teleport into, for example, the A shape in the diagram to get the keyhole? So what this does, then, is, following the pink lines, if you go UNDER the F (to the empty circle) and dismount, you'll be transported to the MIDDLE of the F (the full circle) because that corresponds with the height of the Yoshi block (on the left) that the !Yoshi was made from. So the GRAY LINES show how you would use this to get to the keyhole: Go to the gray empty circle, dismount, and, tada, the keyhole is unlock forever. ...Freaky glitches are always so cool haha
Former player
Joined: 6/15/2005
Posts: 1711
I did a demo of this. Click me.
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 1/23/2006
Posts: 352
Location: Germany
Can you walk on spikes with !yoshi?
Former player
Joined: 6/15/2005
Posts: 1711
I can't think of a level with a) A P-switch/key+Shell/something b) Yoshi and c) spikes. If I think of one I'll test it. Or you could tell me if you think of one.
Zoey Ridin' High <Fabian_> I prett much never drunk
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Joined: 9/11/2004
Posts: 2623
Does Mondo have a P-Switch?
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Former player
Joined: 6/15/2005
Posts: 1711
I'm pretty sure the answer is no.
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
Fabian wrote:
I did a demo of this. Click me.
Perfect. I think you showed everything. DK64_MASTER, I don't program in any language. I suppose I could make one up. Let's go for jimScript (the 's' makes a 'z' sound). That should cover anything I ever say. Fabian, I don't think you will think of that kind of level. Not in SMW. If I had to guess I would say you can't walk on spikes because enemies still hurt Mario as if he was not riding a Yoshi. You can fly with !Yoshi and continue flight after dismounting. You can also dive into him and then continue flight. Also, its been a while since this topic got that many posts in one day. Maybe I should make all of my pictures confusing.
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Tompa
Any
Editor, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
He didn't show everything. When jumping off !Yoshi you can also jump through the blocks. I got stuck in Choco 5 (Not sure it is the right number, the course before 6:th castle.) in one of the "Block Squares". Not sure it will be for any use, but the possibility excist.
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
From this page which is filled mostly with junk I found these two glitches. Glitch: Fire Cape: Eat a Cape and a Flower at the same time with Yoshi and you will have a Cape and a Fire Suit. Information in this section was contributed by videogamer. Glitch: Small Mario with a Flower or Cape: Get a Feather or Fire Flower at the same time Super Mario gets injured. Information in this section was contributed by videogamer. I don't know if they work, but having a cape and a flower at the same time would mean you don't have to switch during bosses.
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JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
The fire/cape trick is probably easily testable, but I doubt it works. Wow, that page is filled with useful tricks.
page wrote:
Bomber Mario: Get a Cape and pick up a Shell. Start flying, then drop it.
Fascinating.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Former player
Joined: 6/15/2005
Posts: 1711
Here's a trick I just thought of which I imagine will save time in lots of places. It's somewhat complicated so I wrote a step by step guide: 1. Get cape. 2. Start flying. 3. Release -> on just the right frame. 4. Profit.
Zoey Ridin' High <Fabian_> I prett much never drunk
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Joined: 9/11/2004
Posts: 2623
Running Mario: Place finger on Y or X button. Depress said button. Use the left or right buttons on the D-Pad to move Mario to the left or to the right (respectively.) NOTE: you will have to wait for a few seconds for Mario to reach full speed. Don't give up, you can do it. I promise this isn't a fraud, it's just rather difficult to do. DON'T GIVE UP! There are several other interesting bugs that you can perform once you have this bug going as a base. Like the "flying" as explained in the previous post.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 11/29/2005
Posts: 317
Location: Sao Paulo - Brazil
make videos people.. it's easer when you make videos..
Former player
Joined: 6/15/2005
Posts: 1711
Dude. I made a step by step guide. If you can't figure it out from there I don't think I can help you.
Zoey Ridin' High <Fabian_> I prett much never drunk
Active player (277)
Joined: 5/29/2004
Posts: 5712
A video is a frame by frame guide, so that works even better!
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
I don't know about you, but a frame by frame guide just doesn't give me a good enough picture. JXQ, that was also my favorite. I read the whole page, it is full of gems. Well, colored glass anyway. OmnipotentEntity, I couldn't get your glitch to work. I give up, it must be impossible.
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Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
Where is mario now? Also, did you ever check the fire flier (cape) mario?
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Former player
Joined: 6/15/2005
Posts: 1711
Mario is at Butter Bridge 1. I haven't done anything for a few days, but I'll hopefully start up tonight. Sidescrollers always take a lot of time to finish. I haven't tested that fire cape thing.
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 6/4/2006
Posts: 267
Location: CO
To flagitious/VIPer7, JXQ, Fabian, etc: In my 11-exit console run (see SDA forum) I am able to get 365 timeunits (which I will now call "marios") remaining on Donut Plains 1. My method is as follows: Starting out without cape, I get the cape from the first flying koopa by jumping on him at a p-run, turning around in midair, grabbing the cape, and when I land I am still in p-run, so my run is never lost and I can take off to flight right away. (I dont use the method in the current TAS run becasue I need to spinjump fly). I spinjump fly until I get to the fist upside down pipe, which has a gap under it becasue I dont have the yellow switch palace. I get into the pipe at 382 "marios." I spinjump fly into this pipe, and when I enter the bonus room I exit to the left right away. This makes me come out of a pipe much further in the level, and I still have flight upon exiting the pipe at 382. I do a flight dive into the ground, then jump up and do another flight dive over the gap, landing on the flying koopa's back with a kamikaze dive. If I'm lucky, the kamikaze dive will kill the koopa (with his cape still coming out) and the nearby volcano lotus. I grab this second cape for Bowser, hop up to the platform with the yoshi box, get up my run while caping the incoming flying koopa, and fly up to the key. I go over the green pipe instead of under it. Using this method, I can get a 365. I'm sure that if this method was done tool-assisted, it could be improved to a 366-367. I'm not sure if you can regualr fly up into a pipe, but if you could you could do the TAS method for getting the first cape and save a lot of time. Also, you could skip getting the feather and get it later at SW4, saving time. You guys might also be able to come up with a way to keep flying upon exiting the pipe and go all the way up to the key. And of course, it'd be faster to go under the green pipe instead of over it. With a time of 367 (I think it could be done, maybe even 368?), that gives you 4 (5?) "marios" on the old time of 363, which should make up for the real time lost by going in the pipe. Am I wrong or did you just not know about this method? Does going in the pipe take up too much time for this method to be beneficial? Anyway, just thought I'd let you all know. It'd be cool to see in an improvement to the 11 or 96 run, if it's beneficial that is. EDIT: Just got a 366 with this method, even with a very sloppy key grab, so I'm guessing tool-assisted its possible to get a 338, maybe even 339.
Former player
Joined: 6/15/2005
Posts: 1711
Very interesting. I'll try it out and come back with my thoughts. Edit: Here is what I tried out. As you can see, I didn't grab the extra feather, so this doesn't prove anything. However, this was 72 frames slower than JXQ's 11 exit time (1788 frames to 1716), and slowing it down further to get the feather doesn't seem worth it for the TAS run. I do think this sounds like a very good strategy for the console run though, since getting the extra feather quickly in SW4 should be very difficult. Note, though, that even though this was a 370 (and only a few frames away from a 371), it's still quite a bit slower. The time spent in pipes is longer than one might expect. Edit 2: Just to clarify, I don't actually know if your strategy would be faster in a console speedrun either, it just sounds like it to me without knowing exactly how quickly you can get the feather in SW4. Just wanted to make it clear that the regular strategy very well might be faster on console as well.
Zoey Ridin' High <Fabian_> I prett much never drunk