nesrocks
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Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
mr_roberts_z wrote:
WIP - 33 Stars Done (what ShinyDoofy posted) Anyway, so yeah, there it is. I'm redoing much of it (for the last time..) because of all the new timesavers, but this should give you a good idea of what's been going on with it. Enjoy, and any/all feedback is appreciated. I'll try to answer any questions about it, but just keep in mind that all the obsolete stuff will be redone.
I was either thinking "damn why didn't I think of that?" or my mind was being blown away. keep that up!
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
Kyman wrote:
Would the play around even get accepted?
There is nothing to stop anyone from making one. If they can make it different enough from a speed run, while still showing things which aren't possible on a console without being too long.
Active player (301)
Joined: 9/2/2006
Posts: 504
Amazing "extreme jump" and super high flying. Guess bouncing during BLJ has more advantages than just funny animations. Great job. Curious, is the speed while flying downwards limited? Otherwise, what would happen if you tried to fly into the blue cap level while water not yet gone? I know high speed water entrances has been discussed before just don't seem to remember an answer to this specific case?
Experienced player (622)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
I believe bobmario511 made a few playarounds. Extremely impressive. There was a 16 star and 2 star run of SM64. Personally, I think one should be published; the run was more entertaining than the current 0 star.
Measure once. Cut twice.
Former player
Joined: 12/1/2007
Posts: 425
andymac wrote:
the run was more entertaining than the current 0 star.
Your mileage may vary. this will help the 120
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Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
FODA wrote:
I was either thinking "damn why didn't I think of that?" or my mind was being blown away. keep that up!
Johannes wrote:
this will help with the 120
Thanks. The one thing that I've always wondered about a published playaround would be what the grounds might be for it's "obsoletion". If it were based purely on entertainment for people to vote "Yes" or "No" on it, I think we'd have a new submission every day or so. If it were barred from being obsoleted, it would quickly get boring and people would start demanding a new one. Just my thoughts.
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Joined: 8/2/2008
Posts: 420
Location: italy
mr_roberts_z wrote:
The one thing that I've always wondered about a published playaround would be what the grounds might be for it's "obsoletion". If it were based purely on entertainment for people to vote "Yes" or "No" on it, I think we'd have a new submission every day or so. If it were barred from being obsoleted, it would quickly get boring and people would start demanding a new one. Just my thoughts.
This makes perfect sense, but it has been done.
Gone.
Joined: 12/28/2004
Posts: 210
As long as you make steady progress as you go it should be okay. Don't jump around in the castle courtyard for 5 minutes (Oh snap he jumped off the castle and grabbed a tree, ah k now he's doing that new blj thing, k now he's... alright go in the goddamn castle already) or randomly stop to break dance or do rapid backflips for no reason whatsoever.
Player (79)
Joined: 7/7/2008
Posts: 873
Location: Utah
They're glitches not tricks.
Experienced player (622)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
I think the ridiculously high jump could be used in BOB to get to the top of the spirally mountain quicker, or in CCM its possible that it could be used in the cccless run to get to the top of the mountain and in the chimney without getting the coins. Or possibly the most useful thing would be to use the super massive jump to get to the top of the castle in RR. It's probably not possible, but it's worth a shot.
Johannes wrote:
Your mileage may vary
Sorry if you took offense at my earlier comment, but I though I implied that when I said "Personally, I think".
Measure once. Cut twice.
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Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
andymac wrote:
or in CCM its possible that it could be used in the cccless run to get to the top of the mountain and in the chimney without getting the coins. Or possibly the most useful thing would be to use the super massive jump to get to the top of the castle in RR. It's probably not possible, but it's worth a shot.
With which wing caps? :P
Joined: 3/14/2008
Posts: 152
Location: United Kingdom
You also NEED to see this: http://uk.youtube.com/watch?v=sadg0AEfJy4 (HD) Credit goes to Blaze and Johannes.
Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
New ridiculous BoB 100 coins method? XD Also, 8 red coins probably. Maybe others if it is faster than the BLJing. I don't think this would be widely applicable in any other stages though, maybe I'm forgetting something. EDIT: Would the C-up glitch be able to let you perform faster wall jumps at the end of BitDW in the 0 star run, or does it have to be initialized early in the BLJ?
Experienced player (622)
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Posts: 650
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MrRobertZ wrote:
With which wing caps? :P
I mean the semi-ridiculous-jump-that-people-forget-about-because-there's-a-ridiculousl-ridiculous-jump-ten-seconds-afterwards jump at 1:17. Not the one that's so high that it forces the skybox to cut through half of the polygons on the ground so you can't see them. We've got a speed glitch, now we have a height glitch. What more could you possibly want from this game? I thought you'd see the significance of this leap sooner. (this is assuming that it works on other levels.) EDIT: BTW the BOB video is insane (the super high jump described is demonstrated at 1:45 I think)
Measure once. Cut twice.
Kaylee
She/Her
Editor, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
Kirkq wrote:
Would the C-up glitch be able to let you perform faster wall jumps at the end of BitDW in the 0 star run, or does it have to be initialized early in the BLJ?
No in order to face forward, you would have to hit an invisible wall and there isn't any in BitDW.
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Joined: 8/2/2008
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duksandfish wrote:
You also NEED to see this: http://uk.youtube.com/watch?v=sadg0AEfJy4 (HD) Credit goes to Blaze and Johannes.
This is the best thing I've ever seen.
Gone.
Joined: 7/26/2006
Posts: 1215
Wow at the latest freerun! That ridiculousness will be useful for pretty much every BoB star except chain-chomp's. EDIT: this was a pretty boring 1000th post :/
Joined: 6/12/2008
Posts: 84
Kyman wrote:
Kirkq wrote:
Would the C-up glitch be able to let you perform faster wall jumps at the end of BitDW in the 0 star run, or does it have to be initialized early in the BLJ?
No in order to face forward, you would have to hit an invisible wall and there isn't any in BitDW.
Every stage has invisible walls. What matters is a connected route to this wall (in this case land) that will allow mario to link to the wall in a "locked" animation via the C^
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Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
I thought I might clear some things up about "invisible walls" in sm64. First I'll start off by defining invisible walls. These are walls that generally appear in the middle of nowhere and have no texture. More specifically, these walls have properties such that you cannot wall kick off them, and you go into the pushing-a-huge-block animation when you walk into one. They also retain backward speed even if you are stationary. You can also bounce off them during a blj. Invisible walls are part of an oversight of an intentionally programmed part of the game, I believe that it was included so that Mario would not be able to travel out of bounds or fall for an infinite period of time. "Invisible space" is a set of co-ordinates in 3D space. A co-ordinate is in this set if it is directly above either a downward facing collision field, or nothing at all. Invisible walls are the walls bounding invisible space. There are collision fields below a lot of levels. A single enormous collision field below a level will mean it is possible to fall off, otherwise, if a collision field were not present, invisible space would occupy the entire outside of the level and falling of WF would not be possible for example. Mostly, before you encounter the collision field, you will die of "falling infinitely to your death". The main exception is the wing cap tower, where flying directly downwards at full speed will allow you to reach the collision field at the bottom of the level before dying. Invisible walls are so easy to overlook, because they are not directly the result of programming. The co-ordinates of invisible walls will not show up anywhere within the rom image. Also that fact that they're invisible makes them incredibly hard to detect during testing. Keeping this in mind, a lot of normal walls have invisible walls behind them. The requirement of forward facing superspeed is that a non-vertical collision field connects with an invisible wall. Perhaps getting to some invisible walls behind normal vertical collision fields is a possibility, in which case BITDW could benefit, but I doubt it. Also just for the sake of knowledge, the blj is not only useful for gaining speed, but can be used to traverse short distances of invisible space sometimes.
Measure once. Cut twice.
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Joined: 2/23/2008
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Location: CA, USA
This trick is turning out to be quite useful! http://www.youtube.com/watch?v=TnWRx6CBlI8
Joined: 7/26/2006
Posts: 1215
So, reading the above, it seems like this trick (can we name it? "BLJ+C^+Invisible Wall" is kind of impractical unless you want to abbreviate it BLJCIW. I suggest FBLJ for the forward-backward-longjump... or BLJF for backward-longjumping forward, but FBLJ rolls off the tongue easier :P ) could be used for many stars in Shifting Sand Land (I can't wait to see 100-coins done with this method) and Snowman's Land. Also for Cool Cool Mountain since there at least 2 invisible walls that collide with the floor that I know of (the one near the black area close to the lower teleportation bridge and the random one near the top of the elevator). And maybe Tiny-Huge Island. I think that's it though.
Joined: 7/18/2007
Posts: 109
Bobmario511 wrote:
This trick is turning out to be quite useful! http://www.youtube.com/watch?v=TnWRx6CBlI8
how did you do that? something about invisible walls but it's confusing.... =)
Joined: 3/11/2008
Posts: 583
Location: USA
What they keep calling "invisible walls" are what I'd guess to be the boundaries of level coordinate space, where the ejection method differs from that of solid objects in that it negates Mario's velocity rather than stopping him.
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Posts: 650
Location: a little city in the middle of nowhere
What they keep calling "invisible walls" are what I'd guess to be the boundaries of level coordinate space, where the ejection method differs from that of solid objects in that it negates Mario's velocity rather than stopping him.
SM64 doesn't have level boundaries. Overflow is present. You can blj off the map in BOB and see it from both sides at once. Typical characteristic of overflow; it repeats itself. I experimented with bljing off BOB and I couldn't find the purpose of the collision fields off the map. I'm assuming that the ROM loads all the collision fields of BOB and some from another level, but no textures are loaded so they're invisible. Can anyone give a definitive answer to why there are collision fields off the map in BOB?
Measure once. Cut twice.
Joined: 7/26/2006
Posts: 1215
andymac wrote:
Can anyone give a definitive answer to why there are collision fields off the map in BOB?
Not definitive, but it could be a) limitation of the engine, every level needs them or b) it wasn't obvious during testing and the busy level designers forgot and were never called out on it.