Here are a few pointers to consider about the game, a few of which I believe Chef Stef also mentioned:
1) The first cape is located in the second level of world 5, Lava Lake 2. When Chef Stef was TASing the game, his plan was to get there as soon as possible so as to minimize time getting secret exits with the cape.
2) It is important to know that many levels have some sort of power-up blocker, so you may have to lose the cape (or Yoshi) and get another later. Some of the levels (if I remember correctly) that make you lose the cape are Twilight Fortress, Mystery Castle, and the Blue Palace. Of course, if you somehow manage to get past with a cape, that's good too.
3) I highly recommend playing through the entire game first, as I imagine the optimal map route is extremely complex and will take some serious planning.
4) I strived for conformity in this game in terms of number of exits. Every yellow level, house, and switch palace has only one exit, and every red level, castle, and fortress has two.
If you have any other questions, feel free to ask.
Yeah it's especially point 3 I imagine would be tough to get right if mrz begins right now.
I just realized, it would actually be very neato to see a walkthrough run like the one VIPer7 did for SDW when that hack was new (or at least started being discussed here). I imagine that would help A LOT with people being able to offer input and have ideas for someone who eventually attempts an actual run, and would provide the runner a good opportunity to search for "easy" sequence breaks (the tougher ones would probably require more testing than you'd use for a walkthrough type run).
I'd almost go so far as to say seeing such a run first is necessary to come up with a decent final product.
I'd rather see a walkthrough of how to beat every exit the intended way, because I'm sure some levels (read: jimsfriend and fort house) can be beaten in other ways.
Also, are you sure there are no capes at ALL (I'm not talking about unreachable capes) in the first few worlds? If there is an unreachable cape (you need a cape to reach it), then it would be awesome if one could reach it.
You actually get a cape in Twilight Fortress, but you have to lose it shortly after. And you can't start+select out of ANY level in SCW. Twilight Fortress is probably the earliest you can get the cape, but you can't bring it out... unless we find a way, but it's doubtful.
I suck too much to actually make such a movie, but I remember quite a few of the solutions, and can communicate them, and/or ask the creator when I can't remember.
Just remembered one thing I've been meaning to ask: Is there an exit in the secret Star House? I've been wandering around it for quite some time without coming up with any revolutionary ideas so it would be nice to know if I'm searching for something that isn't there.
You need an IPS patcher, like Lunar IPS. Here are some patchers.
Then you need the SMW (U) ROM. Be sure to make a backup copy, because this process will overwrite whatever copy you patch.
Finally you need the patch for this specific hack, which is linked to at the beginning of the thread (here).
Patch your copy of your SMW (U) ROM with the patch for this hack using the patcher, and it should change your SMW (U) ROM to SCW.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Funny thats what i did and it did not work. :( maybe my rom is damaged.... The rom changes to scw but the screen stays black. Anyway thanks JXQ ill try to find a way.
Yeah that's just how they tell me it's done; it screws up for me a lot. (For example, I just went and found Super Demo World's ROM by itself)
I've heard that ROMs with headers / no headers can affect this process, but I don't really understand it well enough to offer any explanation.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Are you doing a 100% run?
I liked your WIP so far, very nice.
If you are doing a min percent exit, can you get the Key exit in Mt Eerie 2 (the one that requires a cape) using wall-jumps+shells? Could this potentially change some routes? (I'm not sure, I haven't completed the whole game).
I'm tentatively doing a video walkthrough of this, but don't hold your breath for it. I currently haven't passed Chef Stef's speedrun, so I won't bother posting a WIP of it.
The secret exit to Mt. Eerie 2 doesn't require a cape. Has someone managed to complete it that way? I thought I forced Mario to be small to run up the wall and get the exit...
I thought it required the cape. I grabbed a shell and entered the pipe, flew up to the bones, took damage from the shell and became Small Mario and then completed the level.
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
I tried for a really long time to get to the key in Mushroom land 3 without the cape. The best-case scenario was to jump off the message block (with yoshi), bounce off a shell (that was in yoshi's mouth), walljump, then yoshijump to the top. But, it just so happens that there are only red koopas in this level, so no shelljump. I'm pretty sure that ascending the wall is only possible with multiple walljumps and a yoshijump.
By the way, the key exit in Frosty Cave 3 is possible without a cape. You just yoshijump up to the key. But, getting to the keyhole requires keyjumping, and getting there as fast as possible requires keyjumping over the entire lava stretch (which is a lot of fun to watch, but rather tedious to optimize).
Keyjumping across lava is awesome. I did some of that when I played Acryte's "near impossible" hack over at SDA for fun.
Not at home currently, but I'll take a look at what you've done when I get home tonight mrz.
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
mrz, I watched your progress, and very nice! You found a couple of extra ways to save time. I didn't try really hard with 6/5 on my run because it was for "fun," and I didn't want to spend hours optimizing for a couple of frames.
Oh, and in an attempt to bring a shell with me to climb that wall in ML3, I did the glitch of holding an item and riding Yoshi at the same time. Unfortunately, the game somehow treats that as being "hurt", so you get thrown off Yoshi a second after.