If your so confident that it could be done faster, why don't you make a SM64 run right now and submit it? Also, try not to pause in your awesome run, k?
Since a lot (10 people is alot) of people hated the run camera angles, does that mean that if this gets published, and someone submits another run later of the exact same time just without the camera angles, would that run be accepted?
Basement done:
http://dehacked.2y.net/microstorage.php/info/795780881/sweethome-klmz-wip5.fm2
Unfortunately, I didn't realize until now that about 1 second should have been be saved if I had taken the Board in the main room on the second floor, and swapped the Blue (Flash-)Light with the Board in the dining room so that I could repick the BFL after the flying-away by Mistress Mamiya cutting off the detour at the beginning of the run in order to erase the Shadow on the first floor. Should I start this over again?
Well, I can relate to that. There are times that I made simple mistakes that set me back by alot if I had to fix them, but I still went back to fix it. I suggest that you do, but its your choice.
I got a question. Why did you pick up the pickaxe, then without using it, swapped it with the FireX (Fire extinguisher)? Otherwise, great run. Your "grind" sure seemed way less boring than mine. =D
Ok, I think I found a good version of the rom. I will not tell you where I found it, but I can tell you the name.
Jurassic Park (U) [!]
Checksum: a40a
Good luck with the run!
It's interesting how some runs get VERY far before desyncing (like Mega Man 6 and Punch Out) while others desync immediately. Obviously something very very subtle is off.
I think so too. Otherwise how could this movie desync while another movie of the same game sync? Or is there a reason for that?
Also, if "invalid" is an incorrect word, then what word should be used to describe movies from games that may be emulated incorrectly?
One more thing: what are the odds of a movie that heavily relies on luck sync?
Sorry for the late response! I just watched it, and the first stage looks almost exactly the same as my old NES version WIP. I think that since the games are just ports of each other, the mechanics should be the same. So jumping continuosly maybe the fastest way to go.
Edit: Ok, I've seen the run a second time, and it is not so entertaining due to lack of color, and lag. Is the lag becuase of the rom version? Anyway, great wip, I'll see if the glitch you showed is possible in the NES version.
Hello People. While messing around this game in real life, I somehow "defeat" Robo-Sponge(The Last boss, second last stage) in less than the required hits. As I lack a camerea to record it, can anyone with a camerea and this game record it?
Steps:
1. Hit the glowing green buttons on the robot until it starts to karate chop you.
2. DONT HIT IT NOW!
3. When it chops, the platform it hits would spin very fast, right? That's your chance! Jump to another platform to avoid the chop, then quickly jump back on to the still spinning platform and spam jump.
4. If done correctly, you would be sent very high into the air.
5. If you move forward, you can get on the robot, but that's not the point. The point is that if your sent high enough, there's a chance the game ends the battle for absolutely no reason. Its hard to do in real time, but possible.
Btw, Dolphin cant seem to play this game the last time I tried, so yea.
Spongebob Squarepants: Battle for Bikini Bottom
Reason: I recently dicovered a gltich that somehow instantly kills Robo-Spongbob. Also, I like Spongebob.
Kirby's Air Ride
Reason: I took 2 years to complete those checklists. If someone could TAS this game and complete all the checks in like a day, that would be awesome.
Spongebob Squarepants: The Movie
Reason: I like Spongebob. Also, while the 3d versions are slower, it may be fun to watch.
It is a nightmare to manipulate every encounter step number to be a small one (10-15) AFAIK. The game seems to incline to "balance" encounters by rolling out more great numbers (70-74) after you have got several small numbers in a row. Does it reset this behavior if you exit and reenter the same room? I haven't tested this.
Here's my somewhat updated Wip from a week ago. It manages to manipulate MAN encounters to less than 15 steps each. I hope you find it useful.
Oh, ok. Well, good luck!
One more, thing, since ARMOURs don't randomly appear, wouldn't it be faster in the longer run to fight MAN every 10 steps then to reload the room every 2 fights?
It appears to me that you were describing what happens with either the [b1] or [b2] dump. Were you using an out-dated iNes auditing tool? I think GoodNES 3.14 is able to give the correct result.
Oh, thanks!
klmz wrote:
The principle was to minimize the time spent in fighting enemies, as well as that in back-tracking - provided that I could have enough EXP whenever I would be at a puzzle requiring using Mind/Pray Power (abbr. PP :p). Since fighting extra turns would consume a considerable time (1-2 seconds for every team member's individual turn, and over 4.3 seconds for every extra whole round), and all enemies available before the room with two Copper Armors (my own translation to their original Japanese names, might be inaccurate though) all gave too few EXP except for Mad Dogs, I chose to fight the fastest ones getting help from using the effective Hammer on Mad Dogs. However, I shouldn't have bothered with accessing the small room where I acquired the first Log and Rope....
And FYI, the items effective on enemies (remarkable ones in bold):
* Ax: Man, Man Turned Around
* Blue Candle (massive damage!): Zombie, Inveted Zombie
* Blue Light (not sure whether this is useful since there's no enough room for it): Zombie, Inverted Zombie (I think there is a hint about this at the lake), Reaper, Skull Ghost
* Bucket/Extinguisher: Spiritual (artesy name), Fiery Fireball (straight name)
* Camera/Polaroid: Bats, Reaper, Skull Ghost
* Candle: Grubs
* Clay Figurine/Crystal Ball: EVERYTHING!
* Gunbow: Mad Dog, Wolf
* Hammer (weak but early): Mirror, Wall, Mad Dog, Wolf, Skeleton
* Iron Bar: Half-Body Man, Mudman, Decomposited Corpse
* Lighter/Matches (very weak but early): Grubs, Skull Snakes
* Log: Half-Body Man
* Rope/Rope Ladder: Copper Armor, Silver Armor (Wondering how? Just watch Star Wars Episode V!)
* Shabby Board/Sturdy Board: Cursed Doll, Mudman, Decomposited Corpse
These items are mostly useful in the early stages. They become too weak to be worth the precious inventory spaces as the enemies get tougher later on and you can use more PP against them.
Thanks for the info, I didn't know some of the weaknesses due to them not being mentioned in the fansite I used. The fansite uses the names of the enemies from the fan-translated version of the game mentioned earlier in the thread.
Btw, what's the best enemy to train on? In my test run, I trained on *"MAN", "MANIAC", "SKELETON, and "GHOUL(2)"*. What do you think?
Lastly, there are some items that I didn't take but could be useful. They are: "Dress", "Pulley", "Broom", and maybe some more. I was worried about inventory space at the end, so I left them. Since you took the "Broom", do you think the other 2 items will be useful?
Anyway, thanks for all this info! Can we work together on the run?
Thanks klmz for your input!
Btw, the bad dump [b1] was used. Why? Because in the good dump, I get killed off for absolutely no reason what so ever; my team members just vanish off the map, and I get a gameover screen in like less than a minute. =p
Edit: Are you sure you used the good rom? Your WIP synced fine in the [B1] version.
Edit 2: Can you explain the Wip I just watched please? Like your enemy choice?