Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
Thx Kyrsimys :) Another level has been added: Star Road 4 a Nothing really special, again I had to miss some turtles to not get bumped into the next one... New video is here Now on to the hardest level of the whole game: Star Road 3 a! I just hope I can finish it within the time limit... :S
Joined: 9/29/2004
Posts: 39
Is there actually anything to consider for that level? :P I mean, I'm even actually confused why you would bother to update the thread with 4a without tacking on 3a, since it would probably take all of a minute to do it, and most of that minute I'm allowing for the fastest time to hit the button to start the level.
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
Nevertheless I took some time for this level, to test out every possibility :P Flying with the cape is a bit faster than just normal running; unfortunately Mario automatically grabs this P-Block, so I tried to get rid of it. The problem are those violet blocks; as soon as I throw up the P-Block, Mario picks up a new block. I finally managed to throw up the P-Block without picking up a new block, by throwing up 2 other blocks before, but then came the next problem: those few blocks in the air. I could fly neither above nor below them without bumping into them... So in the end I just took the P-Block with me :S Next problem: The P-Block turns into a cape when I carry it into the goal. So I throw it away just 1 frame before I pass the line, and now it turns into a coin instead :) I might still change this level later, because it's one of the few (well, so far the only :P) level where I could reach the finish line at "15" (most other levels I'd get a "14"). So, unless I can get a "40" or even "50" somewhere, I will later edit some levels and get 6 * "14" and this one "15" (so in the end I'll have 99 :)) So, here is the new video. Tomorrow I'll do some quick tests whether it's worth it to get a blue Yoshi in Star Road 2. I guess Star Road 1 will be quite a lot slower with him (is the smashola glitch possible with him?), but therefore Star Road 5, Gnarly, Tubular and Way Cool could all be sped up quite a lot with him.
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
The quick tests took some more time... I found out that Star Road 5, Gnarly and Tubular can all be done in (almost) the same time without blue Yoshi, and I think especially Tubular looks a lot more spectacular without the use of Yoshi, balloon or P-block :) Getting the blue Yoshi in Star Road 2 costs ~ 200 frames. Getting him in Way Cool (where I need him to finish faster) costs ~ 270 frames. Add in the little time lost in Star Road 5, Gnarly and Tubular, this makes ~ 100 frames difference total. Now the problem is Star Road 1: I couldn't do the smashola glitch with Yoshi. I could slide only one or two blocks down, then Yoshi would stomp on a brick and that would slow down again. So, I didn't even try out the total time that I could get here; it was obvious that the difference would be far more than 100 frames. So, I'll continue without Yoshi and just get him for Way Cool :) New movie with Star Road 2 a can be found here
Former player
Joined: 3/13/2004
Posts: 1118
Location: Kansai, JAPAN
When you get a chance, I think we'd all appreciate a post containing links to all the most current runs, because after spending Thanksgiving weekend away from the board I'm a little lost. I watched the latest movie which goes through most of star road. Is there a movie that gets to that point from the beginning?
Do Not Talk About Feitclub http://www.feitclub.com
Former player
Joined: 3/30/2004
Posts: 1354
Location: Heather's imagination
feitclub wrote:
I watched the latest movie which goes through most of star road. Is there a movie that gets to that point from the beginning?
Sure.
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
Boco's link is correct, it could have been found on page 15 :P I have now completed all 10 Star Road levels, you can watch them here I'm not 100% happy with Star Road 1a yet, the 5th row of yellow blocks (with the big empty space with turtles) looks like it could have been done faster using the smashola glitch again. I'll have another look at that tomorrow. If you wonder why I stop at the key: That's because otherwise Mario would get too far below the visible screen and die... I think Star Road 5b couldn't be finished any faster, as I'm moving forward with running speed all the time (only one necessary slowdown before entering the key room). Normal flying would have been a bit faster than spin-flying, but then I'd lose running speed and couldn't get up to the key anymore When I'm happy with Star Road 1a, I'll hex the Star Road levels into the complete movie, so then you'll have a 30 minute video with 36 levels from reset till entering the Special World! I'm already looking forward to Gnarly and Tubular: In Gnarly I found a nice shortcut that I hadn't known before, and Tubular without Yoshi or balloon is just awesome, I doubt anybody could perform this without slow-motion or at least savestates! As always, comments and suggestions are more than welcome! (has anybody seen Michael Fried lately? Normally he always finds something to criticize... maybe he's just too busy with the Lunar Lander game :D)
Former player
Joined: 10/19/2004
Posts: 142
Are you going to finish the levels in the Autumn-themed world, since the game doesn't store any newly completed levels in the save ram after entering the autumn world. ...but I assume this is particularly a matter of completing every level, regardless of how the game stores progress. Just a question.
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
Hmm what exactly do you mean? I'm going to finish all 96 levels plus Bowser, and I'm going to do them in the order that I posted here. It doesn't matter whether I play a level in the "autumn-mode" or not, the only thing that was changed are the graphics, it still counts as one and the same level. I also don't understand what you mean by "the game doesn't store any newly completed levels in the save ram"? You can still save your game normally after finishing the Special World, just play through one of the castles or ghost houses
Former player
Joined: 10/19/2004
Posts: 142
VIPer7 wrote:
I also don't understand what you mean by "the game doesn't store any newly completed levels in the save ram"? You can still save your game normally after finishing the Special World, just play through one of the castles or ghost houses
The levels are actually stored...it just doesn't display the correct # when choosing a complete save file. Say you finish the special world with only 94 levels complete...all levels you've completed afterwards would still be stored, but the # of levels displayed would culminate at 94 and any further increments in the displayed level record would be impossible. Of course this is only in regards to a save file...this is a straight run with no segmented saves. In conclusion, I've just wasted 10 seconds of your time.
Former player
Joined: 3/8/2004
Posts: 1107
At the end of Soda Lake, why do you float to the exit rather than falling sooner so you can run on the ground?
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
@spezzafer: Either I misunderstand you or what you say is not true. I just did a test, after I finished the Special World, I had 90 levels completed. Then I did 2 more levels, and this is what the startup screen looked like after a reset: @Michael:
VIPer7 wrote:
The jump out of the pipe doesn't matter whether it's long or short
(the space is too short too start running)
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
I could improve the passage in Star World 1a; I can't glitch through all the blocks because then Mario would die, so I first dig a few blocks deep and then rush down through the blocks. This improved the level by 55 frames and 2 timeunits :) Unfortunately it made Star World 5 desynch, so I also did that again; I hit 1 or 2 less koopas than in the old version (they were in slightly different positions...), therefore it contains a funny looking flight with a koopa shell in Mario's hands. The Star Road beam into Special World was a bit quicker, so the overall improvement was 58 frames. The new video can be downloaded here I then hexed the Star World levels into the old movie, so now you can download the complete video from reset till entering the Special World (36 levels, ~30 minutes) here I will now start a new video beginning in Gnarly.
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
And here it is: Gnarly I always have to fly a bit above the platforms; if I release A button 1 frame earlier, then Mario won't fly high enough to even reach the platform :( The jumping on the notes was done as fast as possible, if I released B 1 frame earlier then Mario wouldn't reach the next step. I guess not too many know about that nice shortcut (at least I didn't know about it until 2 days ago :O) Now on to Tubular :)
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
How come those links never works for me?
Joined: 5/29/2004
Posts: 757
VIPer7 wrote:
The jumping on the notes was done as fast as possible, if I released B 1 frame earlier then Mario wouldn't reach the next step. I guess not too many know about that nice shortcut (at least I didn't know about it until 2 days ago :O) Now on to Tubular :)
How're you able to pull off that twirl/flying jump? It almost looks like you still have flying animation enough and that's why a bounce/jump seems to send you soaring while twirling... it's really cool! And the shortcut... oy.. I wish I noticed that for my own run! [D'oh] Looks phenomenal mate! Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Joined: 5/3/2004
Posts: 1203
You can sustain screw attack cape flight in much the same manner as tail flight is sustained in SMB3. (Touch the ground for a frame while maintaining velocity and your flight timer resets.)
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Damn nice movie so far. This will get my YES vote as soon as it's submitted. :)
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
@Mr. Kelly R. Flewin: The spin-jump flight can be performed by running fast and then pressing the A-button (instead of B-button for normal flying). The spin-jump flight is a bit slower than the normal flight, but therefore it maintains the running speed after landing, so Mario can directly lift off again (and some other advantages as well, for example you can continue flying when you bump into the ceiling) @Highness: No idea why you can't download the movies, but we found a solution by sending it via IRC :) (if anybody else has these problems, just try to catch me in the nesvideos IRC chat or contact me on ICQ/MSN). And the movie is still far from done, so you'll still have to wait a bit until you can vote YES :P I did Tubular tonight, and faced a serious problem: In a test I had been able to do this level in one go, without the help of Yoshi / Balloon / P-Block. I wanted to do this again, but then got stuck at the following passage: These football chucks throw a new football every 128 frames. And this does NOT depend on when I enter the level, it's a set time. Now the problem is: I need to jump off the football of the 2nd football chuck, otherwise I don't get enough height. And now he threw the ball in the exact wrong moment, so that I had no chance to jump on it (or only with lots of slowing-down in the air). So, I had 2 possibilities: Either wait on the yellow pipe, or just enter the level a bit later. I chose the 2nd option, so now the run looks smoother and I finish the level in the fastest time possible. I tried to cut the waiting time down as much as possible, so now I enter the level 33 frames (= 1/2 second) later than it could have been done. Call it "luck manipulation" if you want :P Who knows, maybe somebody still finds something to improve in one of the levels before, and then I can enter the level 128 frames earlier (or probably 110 would already be enough) btw this level looks pretty easy now, not like it's one of the (if not THE) hardest levels in the game :D I also added Way Cool. Lifted off to fly as soon as possible, entered the pipe as soon as possible, and I think I also got Yoshi in the fastest way possible. I do not yet know if I can use Yoshi in Awesome, so I kept him for now. Maybe I'll redo the bonus stage and jump off him like I already did in Cheese Bridge You can download the new video here
Former player
Joined: 5/3/2004
Posts: 366
Wow, heh, it really did make Tubular look easy. As for the half-second wait, I think it should count as "manipulation of luck" well enough. I'd suggest mentioning it in the submission since it'll stand out to the unaided eye...
Joined: 5/4/2004
Posts: 90
Location: New Brunswick, Canada
Good stuff! I knew about that shortcut, but only because I'd seen it done by a friend of mine a long long time ago hehe.
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
Awesome has been added, new movie can be downloaded here A quick test proved that leaving Yoshi in the bonus stage was a lot faster than bringing him over to Awesome. Not only can the bonus stage be finished 29 frames faster without him, also Awesome is a lot faster with normal flying in comparison to Yoshi's flying. I also bump on so many enemies that I collect 2 x 1UP in the end :) ---edit--- Groovy has been added. A pretty easy level, the only thing I had to pay attention too was this huge "wall" of yellow "cactuses" (I forgot their name); I needed to get enough height to fly over them. The above download link has been updated. Now Mondo will probably be the hardest Special World level in regards to optimizing the speed. Both the backward streaming water and those hammer throwers need lots of exact timing... ---edit--- Mondo has been added. I tried to spend as little time in the water as possible; for each water drop I tested out several combinations and took were the fastest. After about half of the level I can start running and flying. Mario can fly almost entirely into the water without stopping the flying sequence, and even kick a fish and continue flying afterwards (without losing speed): Guess I can finish the Special World tonight, as Outrageous and Funky will be mostly flying levels (of course I'll try to hit as many enemies as possible!)
Editor, Reviewer, Experienced player (978)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Mondo did not seem to be added to the file online. Forgot to update it?
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
yeah I'm sorry, I only uploaded the picture but forgot to update the smv. But now it should work
Former player
Joined: 3/13/2004
Posts: 1118
Location: Kansai, JAPAN
I believe the catcus creatures are known as "Pokey," originally from SMB2. Flying into the water to kick a fish was very funny, BTW.
Do Not Talk About Feitclub http://www.feitclub.com