Posts for JSmith

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Joined: 8/1/2006
Posts: 428
Cronikeys wrote:
I thought there might be a way to perform many groundpounds in a row to quickly finish the phase, but after the second one I kept getting knocked back without the ability to flap. A better TASer should probably play with this, though, because it might still be possible.
Do normal air pecks work during phase 3?
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Cronikeys wrote:
I found a lil' bitty time saver (maybe) in phase 3 of the Gruntilda fight. You can ground pound her twice back to back to get two hits. This could be used as the final two hits: http://www.youtube.com/watch?v=y1P88Br2Fto I don't know if it's faster or not.
That means beak bomb is no longer necessary to beat the game?
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bkDJ wrote:
Also, JSmith discovered that Z+C (talon trot, wonderwing, egg-firing) animations allowed for deep water entry (wonderwing goes deepest), and I found that those animations turn cutscenes into normal text (Conga, Nipper, etc)
You can also use A+Z on the surface of the water to go under even if the water doesn't allow normal diving (e.g. ice water). If you're looking for more glitches to record, using this or wonderwing dive to collect Wozza's hollow honeycomb doesn't have any video documentation yet.
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Kyman wrote:
Does anyone happen to know how to do the first back flip in Spiral Mountain? I can't seem to do it.
It's much harder to do in Mupen than on console or another emulator, presumably due to a subtle emulation glitch.
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Kyman wrote:
I'm not sure how much of this is known, because I haven't read the thread too far back.
All of it except for the crouch-slide. The problem with roll-jump instead of roll-jump-flap is that there is a small pause on landing. The best way to move before talon trot, which Sami did not use, is to roll-jump and flap on the earliest possible frame after the jump. EDIT: speaking of which, on normal jumps, always flap a frame before landing to avoid that pause. If you want tricks, try landing a beak bomb exactly (last frame), straight into a crouch-slide or backflip, or landing it exactly or crash-landing on snow.
Comicalflop wrote:
I cannot stress this enough: I have proven that when climbing poles/vines/trees, it is faster to jump and press Z to beak dive to grab a higher spot on the vine. I haven't found the exact reasons why, but you can zip up the vine/pole/tree as well. I seem to get it most when I hit Z right after A. It'll take experimentation, but Banjo should never have to climb anything. Even with doing just Jump +Z to regrab, I was able to save 30 frames over Sami's run, and that was just a test. But the zipping thing really works.
This is known but was assumed to be slower. I think the difference in results is that you are hitting Z earlier. I believe the reason for it is that Banjo keeps his previous vertical speed during the vine-grabbing animation. It's related to a broader bug where Banjo's velocity takes one frame too long to change, which is also why you can move over the edge of a ledge while entering or exiting talon trot.
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If you're talking about the 'all exits' run, I don't consider the goal sphere to be the same as the tape exit.
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ais523 wrote:
eternaljwh wrote:
Would a lowercase one, a la
.....#
####.#
.....#
.###.#.
.......
be valid to generate? (Dark spaces won't matter)
That pattern also has a pillar. The maze generator never generates a loop you can walk around, like the top of the capital A you drew earlier, or the bottom of that lowercase a.
Use an Umber Hulk to remove a wall.
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Well, driving Water Demons/Djinn extinct would be kind of entertaining... Back to speedrun tactics, is it possible to manipulate a monster holding the Amulet into using a cursed scroll of teleportation as an escape item? Or for that matter, is it possible to kick/manipulate one into a level teleport trap? EDIT:Anecdotal evidence from the Wiki suggests that it is. Hence we should manipulate the high priest of Moloch into spawning with a scroll and levelporting into a deathtrap at the VoTD stairs, then have a hasted demon prince or nymph waiting with a scroll in the castle.
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Wish for 5 blessed smoky potions. Use those to wish for potions of gain level and/or attributes, more smoky potions and (un)holy water. EDIT:and speed boots, and whatever else you want. You can get about a hundred wishes out of that loop, which should be more than enough to meet all your material needs. As far as itinerary goes, the next stop should be Vlad while leaving those piles of cursed potions of gain level you'll need on the ascension run, simply because it gives you chances to manipulate items on the way down.
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Some of those patch 14 items look potentially helpful. Particularly Terran buildings training units while lifted (at the very least saving walking time), the "two exploits that allowed players to gain minerals very quickly" (how?) and command center infestation without a queen (could save a few seconds taking out a command center in a couple of missions).
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Derakon wrote:
There was someone working on this awhile back, but I guess either they've stopped or they are deciding to keep quiet about it. I know they started before the HSWK was discovered, so the original rule was "no BLJ", but it'd make sense to adapt that to "no breaking the game's intended max speeds" as a more general restriction.
Backwards sliding down any of the secret slides breaks the speed limit, as does C^ on certain slopes. I do not think we want to forbid either of these.
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In case anyone decides to TAS this in the near future: The diving glitch (Z+C while walking off a ledge over water) works extremely well with the split-up moves. Kazooie's egg-hatching move and Banjo's sack hop and nap moves in particular will get you to the bottom of any body of water and into a few places you shouldn't be able to go solo. And they look hilarious.
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MrGrunz wrote:
I've noticed, that Gyorg is actually a bad way to damage link, because you're in the water. if I remember right, you loose control over link for 2-3 seconds for each hit, so alltogether, we would loose there 5-6 seconds. any idea for a better place to damage link?
We have a spare bomb, right? Why can't we just drop a bomb during the Wizrobe battle timed to blow us up immediately afterwards? (bonus: we get to FISS off it)
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Kyman wrote:
In mumbo's mountain couldn't you land on a jiggy from the switch and avoid a dance?
Not enough time. The cutscene starts while you're in midair.
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Kyman wrote:
Also when slamming witch switches after hitting them can you move well in the air?
Any time you hit a switch that causes a cutscene in an area that isn't loaded, it replaces you on the switch afterwards. You can still collect items before the cutscene starts, but you end up in the same spot afterwards no matter what you do.
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I think it's improvable by as many as eight seconds before the first note door. The major improvements are: 1)Manipulating the Conga jiggies so that they land on top of each other (skips one jiggy dance). Not implemented in the current run due to poor luck. 2)When using the roll-jump-flap sequence to move around before getting Talon Trot, start the flap stage as soon as possible to land quicker and start the next roll sooner. If done correctly, Banjo will only be in the air for a few frames. 3)Use a diving glitch to grab the underwater notes faster in Mumbo's Mountain. Not implemented in the current run because the version of the glitch that uses the exiting-talon-trot animation hadn't been discovered yet. 4)When grabbing the Mumbo's Mountain Witch switch jiggy, it's probably faster to hop backwards off the edge and flap back on than to wait until Banjo starts sliding. Rolling off would also work. EDIT:The fastest sequence of moves, if possible, would be to backflip onto the ledge, run up the slope, roll at the last possible frame to avoid sliding, cancel the roll directly into a backflip, and ground pound the rest of the way EDIT: Some testing earlier in the thread showed that when rolling through a door, it's sometimes a few frames faster to perform a backflip.
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Comicalflop wrote:
The fishing pond is an obstacle by way of height, not on whether some CPU is blocking the way. Also, the glitch requires a hole to crawl through (of which only 4 places have, Lake Hylia not having one), so suggesting this new technique to be used everywhere is sillyness.
The glitch seems to be an effect of the triggered dialog rather than the crawl space.
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Looking forward to it.
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Kyman wrote:
MrGrunz wrote:
http://www.youtube.com/watch?v=sL0oF1lirPa&fmt=22
Am I the only one that noticed how close that youtube link came to saying super flip in it? Or am I just insane?
You're over-analyzing. Read that section of the URL backwards.
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Hey, what does the bomb route look like once you take into account the rickroll glitch?(http://www.youtube.com/watch?v=sL0oF1lirPa&fmt=22)
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MrGrunz wrote:
our plan is to shoot the 4 fire arrows and after that we want to have no magic anymore, so we don't have to equip the normal bow to shoot normal arrows ;)
Wouldn't 3 fire arrows + normal arrows be faster?
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The glitch has to do with bouncing off an invisible wall while doing a backwards C^ slide. This allows you to move forwards at BLJ speeds. If you are wearing a Wing Cap, you can then perform a triple jump to take off normally without losing much speed. I played around with the backwards C^ slide on console a while ago; however, I never managed to gain enough BLJ speed on console to even try to bounce off an invisible wall. Someone who is better at the BoB elevator BLJ could probably get this to work. So the steps are: 1)Obtain a high backwards speed (by BLJ, sliding down a long slope etc.) 2)Hit C^. You will go into a funny sliding state where you can cross really steep slopes and can't change direction 3)Rebound off an invisible wall. You are now moving forwards at a high speed and can jump without losing speed 4)Triple jump to fly.
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Depending on how much extra time the stopwatches take, the best routes look like: 1)Go left at the first fork and grab the first joker, then backtrack once and head north. Go to the exit by the most direct route (actually, there are 2 routes of the same length.) Result:22 puzzle squares, 2 of which are timed. 2)Grab the joker on the left, then head straight to the joker in the bottom right corner. Continue along the right hand path, grabbing a third joker if necessary, and burn a joker on each stopwatch, plus possibly the two other most time-consuming squares if you grabbed the third joker. Result: 26 puzzle squares, none of which are timed.
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bkDJ wrote:
Comicalflop wrote:
Is it possible to jump off of a mini game/trivia platform square without triggering the event, much like how you skipped Bottle's speech in Spiral Mountain? If not, it may also be wise to each time a mini game is complete, to jump to the next farthest one you can reach, or skip as many long mini games as possible.
My memory is kind of fuzzy but I think i remember that you are not able to jump on unanswered squares (because 'A' triggers the question) and that, until the quiz is over, there are invisible walls surrounding the walkway which prevent you from accidentally dying and purposefully skipping around.
There are also invisible walls above tiles you haven't unlocked yet, so skipping tiles by jumping over them is also out of the question
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Bobmario511 wrote:
Well, thanks to SilentSlayers, look we have made a to kind of "walk" or glide up hills. In a way its similar to supersliding in OoT/MM to get up slopes http://www.youtube.com/watch?v=BrnIldWXo2A :29
This is old. It was in one of FODA's WIPS but got cut from the final run. EDIT: Back on page 78:
JSmith wrote:
Doing it during BLJ just locks in Mario's path and freezes his running animation. It may still be useful during BLJ for climbing really steep slopes.
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