Posts for Weatherton

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Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Definite yes vote. Great job on this... now, if only we had an emulator that could record resets. How much time would be saved from that? Screenshot 2 with the flip is my fav, btw.
Current Project: - Mario Kart 64
Post subject: Paks and Controllers
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Is there any way to enable a rumble pak with this plugin? It would save time in the game I am TASing because it wouldn't ask me to put it in (I'd also like to have my controller rumble). If it is possible, could I have both a rumble pak and a memory pak installed (or could I switch them)? Is it possible for me to switch the number of controllers partway through a run?
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I have done extensive testing with 2-players and was unable to get far enough into the center to be placed on the other side. I was only able to get far enough by using Moon jump / speed altering gameshark codes, unfortunately.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Wasn't there discussion over the issue of RBA technically acquiring a large number of items (albeit for a short amount of time)? Because of that, Low% would be tough to define.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I have seen those, thank you. I am currently 6 seconds into the race and am .6 seconds ahead of Xenos' 1:06.40 TAS.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Well executed improvement on a very enjoyable run; yes vote.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
The only way it would be useful to spin around the finish line would be from inside the tunnel (it's certainly not worth waiting for the computers to complete a lap and it's not possible when the computers are not moving fast, at the beginning) and that is only useful if I drive differently to get the computers to speed up. By the time the computers are in the tunnel with this strategy, I am on my third lap. By waiting around a couple seconds on my last lap and jumping straight up off of Bowser, I got 25"27. If I can get to the end at a similar time using Toad (which requires a different first lap strategy), I may be able to jump off Wario with less delay. For now, I'm burnt out on the course and moving on. Regarding spinning around the finish line in Moo Moo Farm, the nature of that course allows that finish line to be quite robust. I have tested with moonjump codes and was not able to trigger a new lap unless I went across the center of the land in the middle and back. That is further than I can jump off another character, even in 2-player.
Current Project: - Mario Kart 64
Post subject: 1 Down, 15 to Go
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I beat my previous version of Luigi Raceway by 4.41 seconds (25.06): http://www.youtube.com/watch?v=A7xNxnegumI I have now moved on to Moo Moo Farm, so this is the "final" version of this course for this particular TAS. It may be possible to beat this time by using Toad and jumping off Wario on lap 3 (though I'd have to adjust the strategy on the first lap due to Toad's lighter weight and the timing on lap 3 may or may not happen, so I'll save that for a later all-cups TAS [if I ever do one]).
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
So, extrapolating that pattern downwards, it looks like you'd pay $3 for Goldeneye and $1 for Mario Kart 64...
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Swordless, I think Synx would be willing to provide you a hefty supply of... rupees ;) Good to see Mario Kart 64 is on that list, I am working on that as I type.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Wow; yes vote.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Wow, very cool. Now someone needs to make that forest water expire faster than 20 minutes.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I thought I should add that this run inspired me to begin some Virtual Boy TASing as well as to purchase a nice pair of anaglyph 3d glasses. (Seriously, you can get ones that look like regular sunglasses on Amazon for like $5).
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Yes vote; very enjoyable run. Now, how about doing a new game + and beating in on the expert mode that you opened up after completing the game with all treasures?
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I see what you did there... (with the ironic double post)
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I hereby declare this: the FRAME War... seriously now; really? One frame people, it's not the end of the world. Wishing death upon someone? You automatically lose a huge amount of respect from most people who see that sort of thing.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Kyman wrote:
What does Brian have a trademark on it or something? I don't think it's copyright.
Actually, in this case, it is what is called a "trade secret." This is a type of protection that the holder is allowed to keep for as long as they wish (i.e. there are no term limits).
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Awesome WIP, I look forward to seeing the finished product. Question: Why is the pause emulation bug present in the WIP while the published run does not have it?
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
For whatever reason I had been pronouncing it (in my head) as "Kay-Man"
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
In that BitDW TAS, he doesn't go through the pillars, he goes next to them (there is a small ledge on the side).
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Small break from LR to explore a few things that have been on my mind. I need to get this to work INSIDE the tunnel: http://www.youtube.com/watch?v=RF4o-8uI2as Any ideas? I wasn't able to get a shroom cancel jump (off a shell) to work... I need something to give me fast upwards motion before hitting the item box. In the tunnel, I also have not been able to figure out how to plant the item box above the ground (if it's even possible). If I could get it stuck in the wall...
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Well, it wasn't submitted to SDA and I didn't see it on their forum. Plus it is amazing how many strategies he was able to do that were developed here.
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I stumbled across this a few days ago and am surprised it hasn't gotten more views: Mario 64 1-star completion, non-TAS (7'08"5 in SDA Timing): http://www.youtube.com/watch?v=Ap3xorCvU3o Pretty sick for non-TAS
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
I'm roughly 2.5 seconds ahead (of my 29.47) half way through the second lap :) .... and it looks SICK B^)
Current Project: - Mario Kart 64
Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Kyman, MMF and KTB are the only courses with no significant shortcuts as of yet. Xenos did a nice demo of MMF, grabbing 2 stars at the beginning and then racing well. As for KTB, the current strat would be: 1. Grab 2 stars (as in MMF) 2. Manipulate shrooms at most item boxes (which item boxes are worth grabbing is the main open question) 3. Consider skipping the ramp into the tunnel and get up by bouncing up the wall (may be faster). 4. Consider clipping outside of the tunnel (if possible) to cut the corner on the way out 5. The last item box before the start line will be manipulated as a ghost so that a special item (presumably a star) can be manipulated on the right side of the finish line (Royal Raceway and KTB are the only courses I know of with this finish line glitch available). Note: It's possible to clear that big rock directly in front of the finish line, but you sacrifice an item to do it. Which is probably not worth it. 6. Repeat for next laps I tested a lot to see whether it is possible to cut the course in half by cutting left off of the ramps before the tunnel. However, It's just not a realistic jump (even if you jump off of Bowser while he jumps off of a ramp). I tried playing around with a Blue shell as a secondary boost, but the main problem is that blue shells will not hit you unless you are on the ground. The only way I see it possible is if you could bounce way up on the wall and get a blue shell to knock you forwards as you touched the top of it. Honestly, I've given up on that jump (especially since you have to actually land on the track on the other side, I was not able to trick Lakitu at all). All other courses have test runs made and, though I have some improvements in mind for some courses, nothing is earth shattering. One big improvement is, unfortunately, on Banshee Boardwalk where you can just land in front of the finish line (rather than jump to the ghost house) to skip much of the lap :( The biggest improvement that I am uncertain of is on Sherbet Land. The path would be to jump to the island in the middle with a blue shell in tow and then getting thrown off towards the finish line. I know the trigger is nearby, but I don't know for sure if that strategy will reach it, I also don't know whether it can be used in conjunction with the other jump optimally.
Current Project: - Mario Kart 64
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