Joined: 12/22/2009
Posts: 291
Location: Michigan
Patashu wrote:
Is this going to be so substantially different as to need a new category? glitched 96-exit?
Most likely.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Joined: 11/1/2011
Posts: 2
So we finally know exactly how to do this http://www.youtube.com/watch?v=YLjscDrtGkU
Joined: 5/12/2009
Posts: 748
Location: Brazil
These reserve goal sphere... can it be used in bowser's Castle too? Edit.: Hahaha... it can, but nothing happens. Mario is just sent back to the castle entrance.
Masterjun
He/Him
Site Developer, Skilled player (1986)
Joined: 10/12/2010
Posts: 1185
Location: Germany
well, if you do it in the any% of smw, you will lose like 300 frames...
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Editor, Skilled player (1438)
Joined: 3/31/2010
Posts: 2107
Oh, wow, it's amazing what kind of stuff gets found and discovered for the game, even today. I do wonder, where will this end?
Active player (264)
Joined: 4/15/2010
Posts: 197
Location: England
Masterjun wrote:
well, if you do it in the any% of smw, you will lose like 300 frames...
I think the only way this will work is by going to yi1 for the clapping chuck at the end. I think that is the closest one on the any% route. But even then, we need to fill more sprite slots than normal due to yi1's sprite capacity, so we'd need sprites #08 - #11 to be filled (I think?) in order for this to work. This would lose a lot more time than 300 frames, so I'm wondering which idea you had? ^^ In other news, all my tests in SDW resulted in a crash, maybe I was just unlucky or it just doesn't work there.
Retired smw-96, smw any%
Masterjun
He/Him
Site Developer, Skilled player (1986)
Joined: 10/12/2010
Posts: 1185
Location: Germany
bahamete wrote:
But even then, we need to fill more sprite slots than normal due to yi1's sprite capacity, so we'd need sprites #08 - #11 to be filled (I think?) in order for this to work.
you can do it like in this video: Link to video at 0:35 in my test run i exactly lose 386 frames, and i think with my strat, you can save like 80 frames...
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Joined: 10/20/2006
Posts: 1248
This is so unreal! Totally made my day. x_x
Active player (437)
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Posts: 3517
Location: Stockholm, Sweden
Congratulations on the discovery. With all due respect, I hope this won't be incorporated in the future any% and 96-exit run as it really loses it's entertainment value if basically all or huge amount of the stages will look like that. Own category (if people find it entertaining enough, I don't if all stages will be completed in 2-3 seconds) is probably the best thing.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
I don't think it would result in all stages being completed by the clapping chuck goal sphere, at least in smw. You'd have to find a level where getting to clapping chuck and then trekking back to your level is shorter than just doing the level. So I think at best it would result in skipping longer levels, like Forest of Illusion 2. Maybe I'm wrong. In super demo world it could have larger consequences because there are many long levels. What happens if you pick a goal sphere in big boos tower? Are there any changes to this glitch if you are riding different colored yoshis, or if you are riding chargin chuck? Edit What happens if you item swap the baseball chuck, the football chuck, and the whistles to wake up all the fishies chuck? Are there more chucks that I'm not thinking of? Can you use baby yoshi to item swap by grabbing items at the same time he eats them? Can you item swap other bad guys like Hammer Bros or the flying item box or giant bullet bill or an activated blue brick (or standard monsters like a koopa troopa?).
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Joined: 12/6/2008
Posts: 1193
Masterjun wrote:
Because, screw the rules.
Yeah Mario has money! He has a successful plumbing business. Why should he jump through Bowsers hoops?
AngerFist wrote:
Congratulations on the discovery. With all due respect, I hope this won't be incorporated in the future any% and 96-exit run as it really loses it's entertainment value if basically all or huge amount of the stages will look like that. Own category (if people find it entertaining enough, I don't if all stages will be completed in 2-3 seconds) is probably the best thing.
Regrding any%: before Iggys castle the levels are too short for this to help and after you alway use the alternate exit, so you can't use the sphere. Only place it might help is in Iggys castle itself. I think that's what the video was about. Seems pretty close though. Imo it would be really fun if the only koopa you actually defeated was Bowser. You just ignore his children. :D
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
I just remembered that hogehgoe61 told me there is another way of item swap using an invisi-yoshi. Here are its demos: http://dehacked.2y.net/microstorage.php/info/1603409301/smw-eat-chuck1.smv http://dehacked.2y.net/microstorage.php/info/300708601/smw-eat-chuck2.smv 1. duplicate yoshis. 2. catch an item (in slot, say, #09) on the tongue (do not eat!) before the yoshi becomes invisible. 3. then the game remains to regard as if #09 were on the invisi-yoshi's tongue. 4. fill #09 by another item, in this case a chuck. 5. kill the visible yoshi. 6. then the invisi-yoshi becomes visible and catches #09 on his tongue again. 7. \o/ The advantage of this strategy is that you can eat a chuck even if you have no fireflowers nor red shell flames nor berries etc. Hopefully someone will rephrase my bad description. :p
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Joined: 12/22/2009
Posts: 291
Location: Michigan
I have yet to view those SMVs, but what I think he's getting at is that you can essentially freeze Yoshi's animation if he's licking an item before he goes invisible, i.e. the invisible Yoshi's tongue is technically sticking out and holding a null sprite that will always occupy its own sprite slot (in this case, #9), while not filling it (sorta like a Banzai Bill). When you kill the visible Yoshi, the invisible Yoshi reappears and 'resumes' his licking animation with the null sprite. Since this null sprite can only be in slot #9 (in Mister's example), it will shove itself into that slot when Yoshi reappears. If there happens to be a sprite in that slot when this happens, the null sprite will force the sprite out of its slot. However, since the sprite on Yoshi's tongue is in fact a null sprite, the sprite that would get replaced 'becomes' the null sprite in a sense that it warps to where the null sprite is, which is on Yoshi's tongue. I don't know if this is what happens (because I haven't seen it yet), or if I made it at all easier to understand, but this is how I interpreted Mister's wording.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
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I think with the usage of this bug, we have to think about which runs it would be acceptable to do this in. Obviously, in 100% runs of games, such as VIP, smw and sdw, we could return to previous levels containing Clapping or Bouncing chucks to gain a key in reserve or a goal point in reserve to be used. I don't think this should be the case even as a seperate category. In any% runs of hacks, the goal of course is both speed but mostly entertainment. In this case, I think the bug should be avoided. For example, we found a way to shorten tsrp2 by many, many levels. In this circumstance, the run becomes very short, and the only entertainment comes from the performance of the TASer in the other levels. So I think this bug should be excluded from both 100% runs and even any% runs of hacks. Never before in SMW have we had a bug like this whereby much of the game's content can be skipped, and considering it can be abused ad infinitum, it should be avoided. I do, however, think that if the bug could be exploited in smw any%, then it should be done. My reasoning for this is that smw any% is the one run whereby entertainment can be traded off for speed; its intention is to show the game pushed to its limits. I'm wondering what others think about this grey area. Perhaps it is arbitrary to exclude a bug because "it's too powerful".
Retired smw-96, smw any%
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bahamete wrote:
I do, however, think that if the bug could be exploited in smw any%, then it should be done. My reasoning for this is that smw any% is the one run whereby entertainment can be traded off for speed; its intention is to show the game pushed to its limits.
I agree. Runs of hacks are for showing off the hack and showing more of an entertaining superplay than a pure speed run. If this glitch can save time in SMW any%, then by all means, implement it!
Joined: 12/22/2009
Posts: 291
Location: Michigan
This glitch has motivated me to try out so many things in SMW. I'm also against the usage of this in full runs of hacks. However I wouldn't be against using this exclusively for Boo's Tower in the SDW 100%, due to the extreme length of the level.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
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Posts: 748
Location: Brazil
I'd like to see how fast SMW can be beaten, so i agree with the usage of this new trick in an any% run.
Joined: 12/22/2009
Posts: 291
Location: Michigan
Eye Of The Beholder wrote:
I'd like to see how fast SMW can be beaten, so i agree with the usage of this new trick in an any% run.
The problem is that we don't know if there's a way it can save time. Masterjun's testrun lost 386 frames over the current run. Even with perfect optimisation, it's still pretty far behind.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
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Location: Deign
>>I wouldn't be against using this exclusively for Boo's Tower in the SDW 100%, due to the extreme length of the level. The coolest level in the run. One of the most fun to watch imo. Skip it and nothing else. Makes perfect sense.... >>we have to think about which runs it would be acceptable to do this in. all of the ones that are likely to get accepted here (note how this pretty much excludes any hack except sdw). Post whatever you want on nicovideo and youtube. >>in 100% runs of games, such as VIP, smw and sdw, we could return to previous levels containing Clapping or Bouncing chucks to gain a key in reserve or a goal point in reserve to be used. Enter a level, do some amount of it, trek across the map to it, trek across the map back. This is going to save time? I think it will be less useful than you think. Show me in smw96 where it would be good to use this to save time other than by spawning the goal sphere powerup on your first time through a level. I counted 8 levels with clapping chuck, and some of those are probably bouncing chuck which I don't know the difference here. >>it can be abused ad infinitum, So can the cloud in sdw. Or the extra key. There is a reason they are not, that being the trekking I talked about above. Frames add up on the overworld map very quickly. http://vgmaps.com/Atlas/SuperNES/index.htm#SuperMarioWorld I may or may not do something similar for sdw.
Location of various chucks. I'm unsure what the difference is between bouncing and clapping chuck, so I probably just called them all clapping.
YI1: clapping, at the end.
Yi2: chargin, in the middle, at the end.
dp1: baseball chuck, midway and beyond.
dp2: football chuck near secret exit
vd1: football chuck at exit tape
vd2: chargin chuck midway and beyond. clapping chuck at exit tape
vs1: football chuck at both exit tapes
vs2: clapping chuck at exit tape
cm: clapping chuck at exit tape
foi2: whistling chuck at exit tape
foi3: chargin(?) chuck near exit tape
ci1: clappin chuck midway
ci2: baseball chucks at key exit
ci4: clappin chuck at the exit tape
ci5: clappin chucks near the exit tape
cis: football chucks nearish the beginning
vob1: chargin chuck at spawn and throughout
vob4: digging chuck at spawn
tubular: clapping chuck at spawn, baseball chuck at yoshi wings, football chuck near end
groovy: baseball chucks near exit tape
funky: baseball chuck and whistling chuck near middle and throughout
Also worth noting in smw96, getting an extra key from this trick is essentially useless, since the in level key is always right next to the keyhole. And to reiterate: I really don't think this glitch is as game breaking as you guys think it is. I remember myself, Fabian and JXQ having very similar feelings about the dragon coin glitch "oh wow now you can just skip half the game laaaaaame :'(". I can't speak for the others, but I no longer feel that way. And finally, if you want to ignore this for things like VIP and TSRP2 I don't care either way since they aren't games that interest me. Do what you enjoy no matter what. This should be fun!
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Active player (264)
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I don't really think that being rude was entirely called for. Either way we're all excited about this glitch, it's very powerful. I just wanted to put it into perspective. If you look at the 96-exit or sdw 120-exit and genuinely think it won't save time in most levels (edit: not so many in hindsight), then rethink your position. Overworld transitions take a long time but levels take longer. I'm not going to list my ideas (now), as I am tired. The reason I don't want the bug being abused in these runs is because it is incredibly boring. So boring to see, except for shock value. At least the dragon-coin bug is entertaining. For the same reason, ZZAZZ glitch isn't used in Catch-Em-All TAS. I wasn't trying to enforce a position on anybody, honestly! I don't think anyone wants to do that. People are free to handle runs exactly how they want on Nico Nico, or YouTube, but again for TASvideos I don't think it's such a good idea. If you do, great! We'll ask a judge.
Retired smw-96, smw any%
Joined: 12/22/2009
Posts: 291
Location: Michigan
jimsfriend wrote:
>>I wouldn't be against using this exclusively for Boo's Tower in the SDW 100%, due to the extreme length of the level. The coolest level in the run. One of the most fun to watch imo. Skip it and nothing else. Makes perfect sense....
I've never played SDW before in my life. The only thing I know about it is that you've tried your hardest to break it with Luigi, due to its length. I can only assume it's arduous as fuck.
bahamete wrote:
I don't really think that being rude was entirely called for.
^
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Former player
Joined: 6/15/2005
Posts: 1711
"If you look at the 96-exit or sdw 120-exit and genuinely think it won't save time in most levels (edit: not so many in hindsight), then rethink your position." Is this you telling jimsfriend he's wrong, then editing it saying he's right, while still telling him to rethink his position? Looks kinda confusing to me.
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 12/22/2009
Posts: 291
Location: Michigan
Fabian wrote:
"If you look at the 96-exit or sdw 120-exit and genuinely think it won't save time in most levels (edit: not so many in hindsight), then rethink your position." Is this you telling jimsfriend he's wrong, then editing it saying he's right, while still telling him to rething his position? Looks kinda confusing to me.
If you look at bahamete's post again, you'll notice that "most" is striked-out.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
snorlax
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Joined: 5/20/2007
Posts: 174
Location: Wisconsin
I would definitely at least like to see a WIP of 100% SMW with this glitch before dismissing it. I don't think it will end up being much more exploitative of the game than the other recently discovered glitches.
Former player
Joined: 6/15/2005
Posts: 1711
DarkMoon wrote:
Fabian wrote:
"If you look at the 96-exit or sdw 120-exit and genuinely think it won't save time in most levels (edit: not so many in hindsight), then rethink your position." Is this you telling jimsfriend he's wrong, then editing it saying he's right, while still telling him to rething his position? Looks kinda confusing to me.
If you look at bahamete's post again, you'll notice that "most" is striked-out.
Right, and still it goes on to say jimsfriend should rethink his position, which is why I'm confused.
Zoey Ridin' High <Fabian_> I prett much never drunk