Joined: 10/24/2005
Posts: 1080
Location: San Jose
skamastaG wrote:
I think tubular is impossible without out a p-balloon.
I dunno about that, we have a lot of turtle shells to play with, plus some footballs, and a POW! Chocolate Battle Arena looks to be impossible too. If only there was something you could take with you like a turtle shell.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
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Joined: 6/4/2006
Posts: 267
Location: CO
I still dont want to give up on CBA, though I think you might be right. The option is still there for anyone who wants to try it and prove me wrong, though. I havent even looked at VoB4, so I dont want to call that impossible yet. One thing that comes to mind is somehow getting into the wall from the right, since it kills you from the left (or vice versa, I cant exactly remember). Then you could do something with a shell, spring, or key to get yourself back out. Since there are many items invloved here, there are many possibilities that need testing out. Lakitu clouds and p-balloons are definately allowed. Whether or not they fit the dictionary defination of "powerup" is irrelevent. In fact, here's a list of what is and isnt allowed. Allowed (includes but is not limited to the following): P-Switch P-Balloon Lakitu Cloud Coins, Yoshi Coins, 1-up Mushrooms, 3-up Moons Shells, Keys, Springs, Baby Yoshis Any and all enemies can be used in any way possible Not Allowed: Switch Palaces Mushroom, Fireflower, Cape Feather Getting midway gates Starman Sitting on a Yoshi Some of the "allowed" ones are obvious, but I thought I'd try to cover everything. "Not allowed" items can appear on the screen as long as they are not collected/used (except Switch Palace blocks, they can never appear, even if they arent used).
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Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
I originally meant going into the wall from the right when talking about VoB4. The thing is that the wall is solid so there is no point in trying anything.
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Joined: 1/17/2006
Posts: 775
Location: Deign
thegreginator, I don't think you understand. Red means dead.
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Joined: 10/24/2005
Posts: 1080
Location: San Jose
jimsfriend wrote:
thegreginator, I don't think you understand. Red means dead.
Is it possible to push different items through the wall, and maybe fill up that hole, and push the key out? Or can you somehow go from underneath, ala Fabian. Or even above...
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
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Joined: 6/4/2006
Posts: 267
Location: CO
Ok if you say so. Put VoB4 on the impossible list. (EDIT: This was in response to jimsfriend). I just thought of something for CBA. When I was messing around on console a while back, I somehow made it so that the bar at the end gate did not appear. This meant that you can walk in and out of the gate and nothing would happen, it's like the gate isnt even there. I have no idea what circumstances are necessary for this to happen, but I know that it has happened before. If I remember correctly, this glitch has happened to skamastaG as well. I remember specifically that this has occured in SW3, but I think it's also happened another time in a different level. Does anyone know anything about is glitch or how to make it happen? Hopefully if this glitch does work, it wont remove the bar from the second gate as well. I think maybe you can regenerate the bar if you just go off screen, though. EDIT to DK64_MASTER: I dont see how you could possibly push the key out. I dont think you could go under ala Fabian either because there's no way to prevent yourself from falling to your death, in the unlikely event that you could get under the ground. The only feasible option would be going through either the wall or the "ceiling," but apparently this is impossible as well.
Joined: 5/13/2006
Posts: 283
I have experienced this bug on the console as well, but I can't remember which level and the cricumstances.
<Zurreco> if so called professional players cant adapt to every playing field, theyre obviously not that great
Former player
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
That is a good thought thegreginator. I think I saw something on some cheat site on how to do that. I will look into it. I just did my first ever recording of SMW on an emulator. I did sw3 small getting the key exit. I didn't watch mario's speed to make sure he moved at the fastest possible speed. I just beat it normally to show the strategy. http://dehacked.2y.net/microstorage.php/info/1788/sw3key.smv I probably could have grabbed the key sooner if I took it from the right instead of the left. There might also to be way to get in the cloud and abuse the left+right glitch to the keyhole after getting the key. A fun little thing to watch is the cloud's smile on the left side of the screen when mario is on his way to the keyhole even though the cloud is on the right side of the screen. Hope you like the video. Just keep in mind that when I seriously record, I will actually watch mario's speed to make it as fast as possible.
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Joined: 3/9/2004
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If there's too many sprites on screen then the goal tape will disappear. That'll be hard to pull off in CBA without a reserve box item and/or Yoshi though.
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Joined: 6/4/2006
Posts: 267
Location: CO
Bladegash, thanks for the info. That explains why it happened on SW3 for me, I was probably messing around with blocks and had them all stacked up near the gate or something. EDIT: I just tried messing around with the L and R scrolling to try and get more sprites on the screen, but it didnt work. Even if the scrolling did work, I dont think there would be enough sprites to make the goal disappear anyway, it takes quite a few. I tested on SW3 and had about 6 on the screen and it still wasnt enough. So unfortunately, I dont think making the tape disappear will work, unless there is another way to initiate the disapperance or a way to get more sprites on the screen.
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Joined: 6/4/2006
Posts: 267
Location: CO
skamastaG, I have been messing around with SW3 and I have found a slightly different and faster strategy. Just kill the lakitu as fast as possible, but have a block with you when you get into his cloud. When you go through the wall, immediately jump out of the lakitu cloud as soon as you can do so with your speed being 52. While doing a 52 hop glitch, throw the block at the key box from the left, and have a jump land you on top of the key that has just come out. Do a keyjump when you land on the key and continue 52 speed hop glitch to the keyhole. I know you said you were just showing the strategy, but using a block and jumping out of the cloud right away is kind of a different strategy than what was in the video. And by the way, when you are going through the "cement" blocks and you try to jump out of the cloud you die, so this eliminates exiting the key room in VoB4 via the cement blocks as a possibilty. Even though there's no known way to get into the key room anyways.
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Joined: 5/29/2004
Posts: 5712
Fabian wrote:
Anyway to sum up, JXQ is right like he fucking always is.
What are you talking about? I thought JXQ was never right.
put yourself in my rocketpack if that poochie is one outrageous dude
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Joined: 6/15/2005
Posts: 1711
Bag of Magic Food wrote:
Fabian wrote:
Anyway to sum up, JXQ is right like he fucking always is.
What are you talking about? I thought JXQ was never right.
No no, you're thinking about yourself. Too easy?
Zoey Ridin' High <Fabian_> I prett much never drunk
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Joined: 5/29/2004
Posts: 5712
Yes, I'm always too easy!
put yourself in my rocketpack if that poochie is one outrageous dude
mrz
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Joined: 8/24/2006
Posts: 119
Location: New York City
Heres some of the places i did indivisually, Yoshi Island 2 - http://dehacked.2y.net/microstorage.php/get/1792/YI2.smv Yoshi Island 3 - http://dehacked.2y.net/microstorage.php/get/1793/YI3.smv Yoshi Island 4 - http://dehacked.2y.net/microstorage.php/get/1794/YI4.smv Castle #1 - http://dehacked.2y.net/microstorage.php/get/1795/Castle%20%231.smv Please comment, i really am forward to doing this speed run.
mrz
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Joined: 8/24/2006
Posts: 119
Location: New York City
Can anyone tell me how to fuze smv files together?
Joined: 2/12/2006
Posts: 432
You can't if they record multiple spans.
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Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
YI2- Better than before. You have the idea now about doing tricks and shell drops. If you want a fast TAS than start using hop-glitch. YI3- The fastest way to do this level without hop glitch is to run along the spinning platforms for as along as you can. You should get a 259. YI4: Kick the shell later so you can jump off of it onto the next platform without hitting water. C1: The fastest way to get over the first lava pit without the pjump is to jump and bounce off of the koopa then hit your head on the ceiling and catch the fence right before you are about to hit the lava. Then jump two more times to the right. The boss could have been beaten faster. A 242 is possble on this level without the p-jump if you execute everything else perfectly. You need to watch the TAS's for this game a bunch of times to know how to beat it as fast as possible. JXQ used the fastest strategies for every level so if you don't do somewhat similar strategies then you are doing it slower. You don't have to mimic every movement but follow the same techniques. As far as I know his run can't really be improved more than a few frames, if that. If you aren't sure about how to do the hop-glitch I will try to explain. On the top of the emulator go to cheat, then search for new cheats then find and click on 7E007B then click watch. This will show mario's running speed. At full run his speed oscillates between 47, 48, and 49. Let go of right so the speed stops on 49 then jump the exact frame mario hits the ground so he keeps up this speed. Never press right again or his speed will decrease and you will have to get up his run again.
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Joined: 6/4/2006
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Location: CO
Okay I'm going to call CBA impossible. This means we need to think about some route planning on the overworld map, since we cant get into Star World via Soda Lake and follow the traditional route. What would be the fastest overworld map movement with this in mind? Also remember SW1 cant be beaten and might create a minor roadblock.
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Posts: 138
Location: Fort Collins, CO
I don't know the exact route but I know that star road has to be entered through star road 2. SW1 can't be beaten so the only way to get to SW2 is through the Vanilla Dome star road. The route might possibly look similar to Jason Baum's 96 console run. I know he went to star world through the VD star road so it could be a good route. I have too much HW tonight but maybe tomorrow during class or something I can figure an ideal route. EDIT: I was wrong about Jason Baum's run. He actually enters star world through soda lake like the other runs so his route won't help at all. I think I have a good route planned out though.
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Joined: 6/25/2006
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Location: Fort Collins, CO
I think I just made a fast route through the game small. It might be the fastest. 1. YI1 2. YI2 3. YI3 4. YI4 5. C#1 6. DP1 key exit 7. DS1 Gate 8. DGH 9. DP3 10. DP4 11. C#2 12. VD1 Key 13. VS1 Key 14. SW2 Key 15. SW3 Key 16. SW4 Key 17. SW5 Gate 18. SW5 Key 19. Gnarly 20. Tubular 21. Way Cool 22. Awesome 23. Groovy 24. Mondo 25. Outrageous 26. Funky 27. DP1 Gate 28. DP2 Key 29. DP2 Gate 30. DS1 Key 31. DSH SW exit 32. DSH DS2 exit 33. DS2 34. VD1 Gate 35. VD2 Key 36. VD2Gate 37. VGH 38. VD3 39. VD4 40. C#3 41. CBA CM exit 42. CM 43. C#4 44. FoI1 Key 45. FGH FoI1 exit 46. FoI1 Gate 47. FoI2 Key 48. FoI2 Gate 49. FoI3 Gate 50. FGH FoI4 exit 51. FoI4 Key 52. FoI5 53. FF 54. SW4 Gate 55. SW3 Gate 56. SW2 Gate 57. VS1 Gate 58. VS2 59. VS3 60. VF 61. BB1 62. BB2 63. FoI4 64. FoI3 Key 65. C#5 66. CI1 67. CGH 68. CI2 Key 69. CS 70. CI2 Gate 71. CI3 Gate 72. CI3 CF exit 73. CF 74. C4 75. C5 76. C#6 77. SGS 78. VoB1 79. VoB2 Gate 80. VGH Key 81. C#7 82. VGH Gate 83. VoB3 84. VoB4 Gate 85. VoB2 Key 86. VF BACK DOOR There aren't that many backtracks or unnecessary movements so I think this is a good route. Tell me what you think. If you know where it could be better tell me and I will fix it.
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Joined: 6/4/2006
Posts: 267
Location: CO
Nice, looks pretty solid to me. Star World can be be ideally done in 16 movements if you do it all at once, and you did it in 17. I think this extra movement is unavoidable though since your route does not have Star World done all at once (which is a good thing). We need to make sure we get this perfect since there's nothing worse than realizing you could've done the worldmap faster after you're done with the run. I think this might be just about perfect though. For Valley of Bowser, I thought of an alternate route that has the same number of movements as yours. Mine is SGS, VoB1, VoB2 gate, VGH gate, VoB3, VoB4 gate, C#7, VGH key, VoB2 key, VF, Back Door. We can choose out of these two which has the better level sequence and looks more entertaining (same goes for FoI, several routes are possible there).
Joined: 5/13/2006
Posts: 283
Also, that route seems to allow you to get the red and green switch palaces and not muck about with making star world easier and less entertaining, though it's still your choice if you don't want to do them...
<Zurreco> if so called professional players cant adapt to every playing field, theyre obviously not that great
Former player
Joined: 6/4/2006
Posts: 267
Location: CO
I was wrong about your Star World, you did do it in 16 movements so it is the fastest possible way. For VoB4, the route I posted wont work because there is no pathway for the C#7-->VGH movement, so we can just use your route. What did you come up with for the improved FoI route (as far as entertainment)? I think we should do YI1 after Special World so Yoshis Island is more spread out. Also, this way we wont start off the run with a long boring map movement (up to the Switch Palace and back), which might just confuse some viewers as to why we ignored the Switch Palace.
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Joined: 1/17/2006
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Location: Deign
They're probably going to be confused anyway.
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