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one thing he did that was neat was get the nipper jiggy without worrying about the crabs
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thanks Mahrla =) but um.. since when does one need to login to download from yousendit?
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That's because my run is an individual level run to be compared with times on the N64HS site. You don't need the witch switch, mumbo tokens, and your time ends when you get 100/100, 10/10, 2/2
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So, what's happening here right now. Havent seen a post on how the runs doing since: "I did it ;) I get combine Bottles and Leaky cutscenes :D That was really hard trick. Every angle and Banjo place must be perfect because eggs bounsing randomly." Ok.. so what now?
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Weird question :D I redone TTC. I'll been busy lately so my work is pritty slow.
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it's slow working but pretty good stuff. how much time did you save in this redo of TTC? any chance for .m64 or AVI?
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Its not finished yet so i don't know
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Tompa
Any
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How's it going Sami? Any progress?=)
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No new progress....Maybe next week I have time make this
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so, sami, what are you doing???
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Sami must have a lot on his or her plate at the moment. Probably hasn't had a lot of time to continue the TAS yet. I'm sure we will hear something when there is some progress. ^^
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omg, good to see you're still working on it! :)
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damn, you got 7:01! everything was incredibly tight and smoothly executed. Puss in Boots picture FTW! (inside joke)
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I'm glad to see you are still doing this Sami. ^^ I am going to watch this new WIP now. 7:01 is an incredible achievement, even for a TAS! :3
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flawless :D VVVVV - Please don't compare speedruns and TASes. :) I think it would be VERY difficult to do a better single segment speedrun (not tas) of this game than the one on sda.
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Sami. I will only say this once, but I think I have before. :3 You are awesome! ^^ I have never seen this game played so Flawlessly, or so quickly in my life. ;3 You are definately going to blow the SDA Speed Run clear away. ^^ Keep up the excellent work. ^.^
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Wow, that was absolutely beautiful. I can't wait to see more, great job Sami!
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I haven't been able to pull this, but I strongly suspect that if you jump, grab a jiggy off the ground,and clip the last pixel of a ledge on the way down, you will start a jiggy dance, then fall off, possibly into the water. I do not know what happens next, but it may leave you at the bottom of the pool or cancel the jiggy dance. (You can do this with Bottles in TTC. It looks funny but is useless.)
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
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JSmith, I don't think that's possible due to the fact that once you hit a jiggy your x and y velocity become zero, so I don't know how you could clip the pixel and then fall. a jiggy that is in the process of bouncing (let's call it moving) does not have this effect. so there are a few jiggies where this case may be of interest... But I did discover something interesting that was overlooked! If you fall into the water before doing a jiggy dance you are holding a jiggy. we thought that this was useless because it just meant once you reached land you would dance anyway. guess what. you can swim underwater like normal, and then one simple hop out of the water and back in (right away or whenever) collects the jiggy for real. Also the hop will have zero x and y velocity interestingly enough. In the video I made, I collected a jinjo jiggy so I had to wait for the jinjo to disappear before I would even be able to dance anyway, which makes me suspect that if a jiggy is close enought to a ledge, that you could hit it and fall into the water and it would be immediate collection. the reason I don't move in the water is because I can't: banjo is waiting for the jinjo to disappear so he can dance. http://72.233.35.202/tas/bk/bk-jiggyantics.mkv
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Thanks to all :) bkDJ: awesome find. I use that next levels if it possible.
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It appears that x and y velocity remain unaffected when the jiggy on the top of the anthill in Mumbo's Mountain is collected. Maybe there is a way to achieve this for all jiggies?
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bkDJ wrote:
JSmith, I don't think that's possible due to the fact that once you hit a jiggy your x and y velocity become zero, so I don't know how you could clip the pixel and then fall. a jiggy that is in the process of bouncing (let's call it moving) does not have this effect. so there are a few jiggies where this case may be of interest... But I did discover something interesting that was overlooked! If you fall into the water before doing a jiggy dance you are holding a jiggy. we thought that this was useless because it just meant once you reached land you would dance anyway. guess what. you can swim underwater like normal, and then one simple hop out of the water and back in (right away or whenever) collects the jiggy for real. Also the hop will have zero x and y velocity interestingly enough. In the video I made, I collected a jinjo jiggy so I had to wait for the jinjo to disappear before I would even be able to dance anyway, which makes me suspect that if a jiggy is close enought to a ledge, that you could hit it and fall into the water and it would be immediate collection. the reason I don't move in the water is because I can't: banjo is waiting for the jinjo to disappear so he can dance. http://tas.monotoli.org/mov/bk/demo/bk-jiggyantics.mkv
I actually mentioned that a view pages back but what I said was overlooked
AKA wrote:
Just finished watching it, it seemed pretty optimized for a test run, but one general note, maybe you could collect the jiggy and jump into the water when you collect the last jingo. What is the WR for TTC anyway?
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And i tested that view pages back but i cant get dancing start in the water :p
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AQwertyZ wrote:
It appears that x and y velocity remain unaffected when the jiggy on the top of the anthill in Mumbo's Mountain is collected. Maybe there is a way to achieve this for all jiggies?
I noticed this too, but it appears that for other jiggies in MM, that your x and y velocity do stop and freeze you in place, for example the ones near the orange tree with Conga on top.
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