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Joined: 11/20/2010
Posts: 19
Location: Germany
I can upload a few SMS runs on Nicovideo. This are then (The boss of tricky ruins, Meach Bowser Appears and The Secret of Casino Delfino). And i have closed me account, because i don't have anymore mood of TASing.
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Joined: 5/15/2007
Posts: 3933
Location: Germany
If that was the sole reason, you should have left it open so your videos stay available for everyone. However, if what Oel-Boy suggested applies here too, then I understand. I think it is a big loss since you had more than a dozen videos that were listed on the wiki page. When someone does work on a new any% TAS in the future, those videos are useful for comparison.
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Posts: 3933
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Found a Bowser battle cutscene skip... almost. The game reset itself.
Joined: 4/1/2010
Posts: 52
The same thing happened when I tried doing a Petey Piranha cutscene skip...I'm not sure why that happens.
Joined: 9/10/2011
Posts: 2
I have tried Yoshi's infinite glitch, and I noticed that it becomes much faster when you fly exactly opposite direction of where yoshi's watching. Link to video Also, after this discovery, I have done dozens of retries to reach the island that requires Yoshi to destroy the goop blocking the Pipe, but I falied...
Joined: 4/1/2010
Posts: 52
This is already known; it can be found on my video over here: http://www.youtube.com/watch?v=fbFncFZdZDQ&feature=channel_video_title
Joined: 9/10/2011
Posts: 2
Kimimaru wrote:
This is already known; it can be found on my video over here: http://www.youtube.com/watch?v=fbFncFZdZDQ&feature=channel_video_title
I should have searched more... Thanks for letting me know!
Editor, Expert player (2329)
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Joined: 4/1/2010
Posts: 52
I've always used that method when playing because the boats are way too slow. However, in a TAS, I think hovering to the island would be faster.
Editor, Skilled player (1536)
Joined: 7/9/2010
Posts: 1319
Couldn't this game be beaten with one shine? We only need to find a way to go to walls. I did once a random glitch, that allowed me to fall through the floor, it was near the entry to the Corona Moutain and there's water to swim into the Corona Mountain level.
Favorite animal: STOCK Gt(ROSA)26Sortm1.1(rtTA,EGFP)Nagy Grm7Tg(SMN2)89Ahmb Smn1tm1Msd Tg(SMN2*delta7)4299Ahmb Tg(tetO-SMN2,-luc)#aAhmb/J YouTube Twitch
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well i glitched through the floor near the entry of Corona Mountain and I was able to swim, but I messed it up :D
Favorite animal: STOCK Gt(ROSA)26Sortm1.1(rtTA,EGFP)Nagy Grm7Tg(SMN2)89Ahmb Smn1tm1Msd Tg(SMN2*delta7)4299Ahmb Tg(tetO-SMN2,-luc)#aAhmb/J YouTube Twitch
Joined: 12/30/2009
Posts: 49
ulillillia found an interesting glitch: http://www.youtube.com/watch?v=gwgWC05U148 Anyone have any explanation? This application is useless but this sort of thing probably can occur elsewhere.
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that's something you can do in some places. If the statue at the beginning isn't raised, you can glitch into the house to enter Sirena early.
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http://www.youtube.com/watch?v=uNzPjLB3mxk Pianta Village #2, Piantissimo text skip This glitch happens if you talk to the girl at the finish right before Piantissimo arrives. So after you click away the girl's dialogue you get the shine. It saves time because her dialogue is shorter. However, I can't get this to work on emulator. If I talk to her early, he runs through the girl and nothing happens. If I talk to her on a very specific frame, both Piantissimo's and the girl's sound effect play but Piantissimo's dialogue appears. I would like Renebalow (and others?) to test this please. It might be an emulation inaccuracy.
Joined: 11/20/2010
Posts: 19
Location: Germany
what revision have do you used? Because by me works it with the revision 3.0 159 [Savestate].
Editor, Expert player (2329)
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7719, I will try with 3.0 191. EDIT: 3.0-191 didn't fix it for me.
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I just tried skipping the Gooper Blooper Breaks Out cutscene (when the Blooper appears) and found I can't because pausing and choosing Exit Area causes Mario to let go of the tail, and waiting any longer causes the cutscene to start. Also, I tried skipping Petey Pirahna's cutscene and got the same result as Kimimaru (reset).
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Wow, that's weird. I wonder what they will find out about this glitch.
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MUGG wrote:
http://www.youtube.com/watch?v=uNzPjLB3mxk Pianta Village #2, Piantissimo text skip This glitch happens if you talk to the girl at the finish right before Piantissimo arrives. So after you click away the girl's dialogue you get the shine. It saves time because her dialogue is shorter. However, I can't get this to work on emulator. If I talk to her early, he runs through the girl and nothing happens. If I talk to her on a very specific frame, both Piantissimo's and the girl's sound effect play but Piantissimo's dialogue appears.
It turns out this glitch only happens in NTSC-U. I got it to work on Dolphin now, and I didn't even need to press any button... I'd be interested in seeing if the wallclip in sirena hotel works in NTSC-U, I'm kinda bad at it so maybe renebalow can test it? I'm talking about the fruit wallclip in the 3rd chapter (the one that doesn't require yoshi).
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MUGG wrote:
I'd be interested in seeing if the wallclip in sirena hotel works in NTSC-U, I'm kinda bad at it so maybe renebalow can test it? I'm talking about the fruit wallclip in the 3rd chapter (the one that doesn't require yoshi).
Well, the Under the Bell Tower fruit wallclip works in NTSC-J. By the way, you could link to that video on your records page if you made a Delfino Plaza section.
Joined: 11/20/2010
Posts: 19
Location: Germany
The glitch in sirena beach episode 3 works on NTSC-U and J. But what me wondering, is that the Piantissimo text skip not works on the emulator in the NTSC-J Version. Because here in this any% speedrun work it on the NTSC-J Version. http://www.youtube.com/watch?v=GLw6AXMwXu4
Active player (426)
Joined: 9/21/2009
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Location: California
Instead of SA2B, Mapler and I have decided to TAS an any% run of this game, as we're rather familiar with SM64 TASing. Can someone more familiar with speed running this game go ahead and list all of the major tricks/skips/sequence breaks? That would be extremely helpful to us. It would also be great if someone used to memory address-locating could find the following addresses: - Mario's facing angle (what direction Mario is facing) - Mario's movement angle (what direction the stick is being held) - X position - Y position - Z position - Mario's speed value Thanks to anyone willing to help us get started!
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