Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
Damn... So no zero-star game for a while... Well, the Lobby Glitch is still incredibly useful, TAS-wise.
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
not exactly sure what you meant by toad being too repellent, but I have gotten inside the pillar behind the first toad in the basement. I have a save state of it too.
They're off to find the hero of the day...
Joined: 2/16/2005
Posts: 462
And the plot thickens....
This signature is much better than its previous version.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I have done that before too, but it's impossible to start BLJ from inside it, since it's too thin. And we don't know if mario would get stuck between the floor and the wall like it happened in the lobby, which had nothing to do with the pillar itself. You could start BLJ outside the pillar though and be pushed inside it after touching toad, but i doubt that'd do anything. My guess is that it worked in the lobby for the same reason that it works to come from the stairs below: the poligons have an opening.
Joined: 8/1/2006
Posts: 428
You know that place near the Bowser door where you have a steep slope and a translucent wall that keeps most players from jumping up it? Could you use the corner of the transparent wall as an artificial low ceiling for BLJ? If so...
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Joined: 2/9/2006
Posts: 124
JSmith wrote:
You know that place near the Bowser door where you have a steep slope and a translucent wall that keeps most players from jumping up it? Could you use the corner of the transparent wall as an artificial low ceiling for BLJ? If so...
That's a good idea, it'd be like the dry pipe BLJ.
Experienced player (614)
Joined: 4/24/2005
Posts: 612
JSmith wrote:
You know that place near the Bowser door where you have a steep slope and a translucent wall that keeps most players from jumping up it? Could you use the corner of the transparent wall as an artificial low ceiling for BLJ? If so...
Probably not, if I remember correctly, it's too steep, like a slide, you'll slide down it upon contact but this is in realtime I'm talking about, maybe, in frame advance, it may be possible. (Too Many Damn Commas!).
Joined: 9/15/2006
Posts: 36
Location: Winnipeg, Manitoba, Canada
VANDAL wrote:
JSmith wrote:
You know that place near the Bowser door where you have a steep slope and a translucent wall that keeps most players from jumping up it? Could you use the corner of the transparent wall as an artificial low ceiling for BLJ? If so...
Probably not, if I remember correctly, it's too steep, like a slide, you'll slide down it upon contact but this is in realtime I'm talking about, maybe, in frame advance, it may be possible. (Too Many Damn Commas!).
I've tried it. No matter what you slide as soon as you come in contact with the slope. :(
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
How about the space between the bottom of the glass and the floor? Try BLJing against the wall right there... It could work as a wedge.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I've tried that blue glass area, but it doesnt look possible for various reasons, first being that the ceiling is too high (so you can't jump too many times per second). I've managed to enter the basement pillar with the toad while BLJing, but i didn't get stuck on the ground. Was there any especific angle for it to work on the lobby pillar? screenshot of the place
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
FODA wrote:
Was there any especific angle for it to work on the lobby pillar?
To BLJ, not really. The whole area was invisible wall, so you could do it at almost ay angle (you'd have to go at a specific angle if you were aiming for something, of course). I'm almost sure the Toad-pillar would work, if only it were wide enough to allow a BLJ.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Nah, that's not how it works.The outer part of the wall (the pillar) has nothing to do with the trick. It only gets in the way, actually. Mario got stuck in the lobby between the inner side of the wall (the continuation of the big wall with doors) and the floor. Like i said, i managed to get inside that pillar in the basement while BLjing, but mario doesn't get stuck between the wall and the floor. I was wondering if it was because of angle, so i've tried it on the lobby and it's hard to get stuck. I've managed to get stuck but mario did some unexpected BLJing near the stairs (he shakes frame by frame, but it's like he isn't really jumping many times per second).
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
Ohhhh, now I see what you're talking about... I wasn't aware that you could get stuck in the ground until now... Does getting stuck in the ground compromise any chance of BLJing?
Joined: 6/12/2006
Posts: 368
Would these stairs work? [URL=http://img215.imageshack.us/my.php?image=mario1vw1.jpg][/URL]
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
L4yer wrote:
Would these stairs work? [URL=http://img215.imageshack.us/my.php?image=mario1vw1.jpg][/URL]
It might be possible to BLJ on them, but it's very unrealistic (even TAS-wise) that you could get enough speed to take you all the way past the DDD door.
Joined: 2/9/2006
Posts: 124
http://i64.photobucket.com/albums/h176/TheFrigz/screen01.jpg Could we use these in sort of a sideways motion?
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
mr_roberts_z wrote:
Ohhhh, now I see what you're talking about... I wasn't aware that you could get stuck in the ground until now... Does getting stuck in the ground compromise any chance of BLJing?
Getting stuck between the ground and the wall is what allowed him to BLJ many times per second. None of these stairs allow for that though. Not in the conevntional way, unless they allow you to get stuck too.
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
Well, it looks hopeless, at least for now...But we can still get to the basement with zero stars, which is good enough. Now back to the TAS?
Active player (348)
Joined: 3/21/2006
Posts: 940
Location: Toronto, Canada
Very nice work FODA. Though the levels seem a little unoptimized (such as one painting entrance) I must applaud you for your camera work. Very inventive angles this one has!
My current project: Something mysterious (oooooh!) My username is all lower-case letters. Please get it right :(
Joined: 2/16/2005
Posts: 462
It seems strange that the stairs up to JRB would work but none of those found in basement... There is another toad near HMC entrance but am not sure what to do with him...
This signature is much better than its previous version.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
theenglishman wrote:
Very nice work FODA. Though the levels seem a little unoptimized (such as one painting entrance) I must applaud you for your camera work. Very inventive angles this one has!
thank you very much. the different entrance on whomp's fortress painting was a stylistic choice (now i regret using it since so many people complain about it) that was 2 frames slower. But with current knowledge the run can be improved by several seconds, so that is insignicant. The other stairs seem to have different step size, which unfortunately doesn't fit the way mario jumps. I've tried to get inside the wall using the toad near the HMC entrance, but i think that wall is solid.
Joined: 8/1/2006
Posts: 428
This is probably wrong for some obvious reason, but: Have you tried building a BLJ during an edge-of-ledge stutter glitch?
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Unless it can be worked out somehow, that wouldn't work because that effect happens when mario constantly falls from a ledge and lands on it. Whenever he falls from the ledge, the animation changes to that of falling from a ledge (and then he lands on the ledge again for another fall).
Joined: 2/16/2005
Posts: 462
Yeah I couldnt get into the wall either.. For some reason I have a feeling that it should be possible somewhere in the HMC entrance room. I will have to look some more. Ohh FODA.. for entertainment I dont think you've done any crawling yet (Z+move). Mario looks kinda funny doing that in circles/along stairs. Whenever you have a few frames to kill... EDIT although i guess we'll see that going into the igloo!
This signature is much better than its previous version.
Joined: 8/1/2006
Posts: 428
Unless it can be worked out somehow, that wouldn't work because that effect happens when mario constantly falls from a ledge and lands on it. Whenever he falls from the ledge, the animation changes to that of falling from a ledge (and then he lands on the ledge again for another fall).
Yes, but with a perfectly timed long jump can you go into a long-jumping animation instead of a falling animation? Or if you went directly into the stutter from a long jump in the first place? EDIT: added quote
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host