Well, we do have a published Mario kart TAS for the snes, so you could follow what it does as an "any%".
Also, the same TAS starts from SRAM to enable Hard mode, so I guess you could also make a verification dtm that has Funky Kong and Hard mode unlocked as well.
Uh....not sure where to post this, but:
(MOD EDIT: Moved to a more appropriate thread, which already has a lot of tier discussion in it. -Mothrayas)
The previous pokemon gold movie is GBC Pokémon: Gold Version (USA/Europe) "no memory corruption" in 2:54:27.15 by FractalFusion.
However, that's not a vaultable movie, since if it were to be in that tier, it has to be the fastest possible without any limitations on glitch abuse.
Edit: Heck, if anyone want's to argue about "all gyms == 100%", it's still unvaultable because of this:
Well this "Koops" will still be fully operational in battle, but if you try to switch partners... You can't. Just like the partner menu, the game only thinks you have Goombella, but it has Koops appear because he is required for the note cutscene right before Red Bones.
What happens after you recruit Flurry? Would it be like Chapter 5's Crystal star where the game would consider it obtained despite not in your party or would he mysteriously appear in your group?
A small little trick I just found.
http://www.youtube.com/watch?v=kPLxDK3Gl1U
Useless to this point (you can't get the Chapter 4 shop room key)
Though, we can do this strat after getting Koops which would save time from using Koops to hit the switch.
Assuming this can actually reverse aging, my only thoughts of this would be how sad it would be if shortly after you've done this, you got killed off by a car accident. I wonder how many people would actually think biological immortality == true immortality? :P
That's poorly formulated. Let me give you an example: The Shadow Queen, second phase (real form). The maximum number of jumps you can do on her is 10. For every jump starting at the 5th jump you have a 67% chance of getting a jump cap. Getting jump cap meaning that you stop jumping on the enemy even if you hit the action command. So that we basically had a 0.39% chance (around 1 in 256) of getting 9 jumps in a row.
I never knew that. :o
I always thought the reason the power bounce stopped was because I missed the action command. So, what's the maximum number of jumps possible with other enemies? Is it still 10?
Since the starter is pretty much abandoned after Clefable is obtained, I'm just wondering whether choosing Charmander would be faster since that would mean Blue/Gary/U would not have a Gyrados and instead use Exeggutor.
Charmander would have issues against Brock. I'm pretty sure that would lose more time than one Intimidate message.
Actually, he has Gyrados starting from the encounter in Pokemon Tower. Also this means Clefable's physical attacks wouldn't be weakened (although I'm not sure would that be enough to kill anything without critical hit).
A run with Clefable ends up being faster... Who knows whether using other unexpected Pokémon would be faster in other games?
Since the starter is pretty much abandoned after Clefable is obtained, I'm just wondering whether choosing Charmander would be faster since that would mean Blue/Gary/U would not have a Gyrados and instead use Exeggutor.
Vertigo 2 - A puzzle based platformer where the goal is to paint all the blocks purple. Just to make it harder, at the later levels, some tiles must be destroyed due to lack of paint, but destroying said tiles would cause parts of the stage to be inaccessible.
Mine Tower - Minesweeper with a twist.
100% is vaultable. Main thing is though that 100% can be defined in many different ways in a Pokemon game.
Another way to look at this is that the longer run is a normal playthough while this is glitched.
I don't know what the best naming scheme / break up is, but it seems that one really should not be obsoleting the other. The vault accepts normal and 100% runs, it's just the naming isn't clear in this case, but it seems that vault run is one of them.
Well, if it was to be a 100% gyms, it would be like this:
Patashu wrote:
It's best described as glitchless, not all gyms.
I'm pretty sure all gyms would get instant victory glitch and bulldoze through the game.
But if the run is going to do that as a vault run, then it might as well go all out and do this:
Patashu wrote:
Zowayix wrote:
Would something like "no memory corruption" or "no memory overflow" be a good description for the old run?
It abstains from two things:
The 'coin case arbitrary execution' route (executes data as code, corrupts memory via controlled writes)
The 'box cloning/bad clone/map distortion' route (resets mid-save, corrupts memory/buffer overflows a lot)
If you call controlled writes to memory memory corruption (and I think this is correct) then 'no memory corruption' should work on its own.
Chapter 5 was mostly skipped and 6 and 7 were short, so those went fast. We mostly worked on Chapter 8 and getting the best luck manipulation during the Shadow Queen battle.
Is that the only part that requires heavy luck manipulation? If so, maybe those beam animations could be cancelled so that Almo would stop cringing. :P
Mario or his partner needs to attack her three times after she becomes invincible. Since a stage prop doesn't count as an attack by one of them, the fastest method is to jump with Mario and then have two Bomb Squad bombs explode at two different times to count as the second and third attacks.
We don't have an encode of it. We just moved on because it didn't save any time.
Huh. What happens if a stage prop hits her the turn she becomes invincible? (Right after she transforms but before the end of the turn)