Player (36)
Joined: 9/11/2004
Posts: 2630
Could you hex everything to one file? I'm kinda eager to watch everything from the beginning again. =D EDIT: Nevermind, I missed it in your last post.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 5/4/2004
Posts: 90
Location: New Brunswick, Canada
Does not disappoint. btw, if this doesn't get a star, there's something seriously wrong ;)
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
time for another update :) Chocolate Island 4: In my first attempt I started off to a normal flight, but somewhere in the middle of the level I had to land, and then couldn't regain running speed. So I went back to the start and did a spinjump flight instead, and now I could get through the maze more or less fluently, and lift off to a flight before the end Chocolate Island 5: I think this is the fastest way to get Yoshi. Entering the pipe shortcut is a lot faster than flying normally through the level. At the end I managed to gain running speed and fly under those football chucks :) Castle #6: At two points I had to stop because of the stompers, but I made sure that I would run forward again as soon as possible, with maximum speed. In the 2nd room I had to use spin-jump flying, otherwise I would get stuck at a certain point :S At the beginning of the fight against Wendy I stand still for a few seconds, I found that quite entertaining (maybe somebody thinks I fell asleep? :P). She still gets hit as soon as possible everytime, no worries You can download the movie from Chocolate Island 2b till Castle #6 here I also hexed the Chocolate levels into the full movie, you can download it here I then started a new movie: Sunken Ghost Ship: When the ghosts apear for the first time, I get hit two times (but only start blinking and lose Yoshi). It's impossible to avoid these ghosts, and waiting for them to disappear would have taken a lot longer. For some reason the first ring of ghosts didn't spawn, guess I was too fast :P At the second ring of ghosts I again get hit on purpose, because I couldn't get through the ghosts otherwise. On the way falling down I tried to hit as many enemies as possible (without having to slow down), I think I found the best route now (collected two 1UPs). It was not possible to collect all dragon coins :( Valley of Bowser 1: I think this is the fastest route through the maze (it's the same that Gamecube04 also used). Yoshi is on a mole-diet :D. At the end it was faster to spinjump and kill the football chuck than to wait and jump over him. Valley of Bowser 2: I ate a few bats that were flying above the screen, and also ate a yellow koopa and killed another one by stomping next to him Valley Ghost House: Instead of activating the coin-chain to get to the key, I just did a duck-flight up there. I had to carry the p-block with me, because otherwise I couldn't continue running after landing Castle #7: In the second room there were several forced slowdowns... Flying through the first two wood-blockades was very hard, although it looks kinda sloppy now because I have to land, but that was already an accomplishment that I didn't get stuck before the second blockade. The walls of yellow rotating blocks were also really annoying, it was not possible to spin and duck-slide through them in one move :( At the next wood blockades I could duck-jump through the holes without slowdown :) But then at the next blockade I had to stop, so I made sure that I continued forward as soon as possible with maximum speed. At the next two barricades I had duck for a few frames, this is hardly noticable at full speed. The fight against Larry was a bit slower with feather, but it was still faster overall than switching to fireflower and back again. You can download the new video here Btw if you wonder why I didn't drop Yoshi after VoB2: In VoB3 I lose ~ 80 frames because flying with Yoshi is slower than normal flying, but therefore in VoB4 it takes ~ 140 frames to get a new Yoshi (which I need to get the key into the keyhole)
Former player
Joined: 5/3/2004
Posts: 366
Wow, still good, and so close to the end. You're almost there. :)
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
The only small things I could think of: If you want more coins in the ghost ship, you can try eating some as you go trough the layers of coins when you fall down. At the flying yoshi bonuslevel, do a small hop before clearing the ledge, maybe you'll have slightly more speed going down. Probably minimal as usual.
Joined: 4/23/2004
Posts: 150
Maybe you have already tested this, and confirmed it slower, and again I wouldn't know if it is actually faster. In the Valley Ghost House, when you're in the second room, doesn't the second door on the right take you directly to the section underneath the "boxed in" keyhole? Getting through to the key without an item would perhaps be so much slower time isn't made up, I wouldn't know. Andreas
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
IIRC it's not possible to eat regular coins. It is however possible to eat coins that was enemies. If an enemy is shot he turns into a coin, right? then you can eat that coin. And maybe those coins which are tossed out from those bonus clouds that appears rarely after eating a certain amount of fruits in some stages. I'm not sure though. I hope I'm right here because this sounds very logical to me as I'm typing it down ;)
/Walker Boh
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
I didn't know there was a different types of coins. Strike that suggestions then.
Joined: 9/29/2004
Posts: 39
Anyone still here? I've been so impatient for the completed video, since it's so close to the end!
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Avin wrote:
I've been so impatient for the completed video, since it's so close to the end!
Yeah, quite close indeed. :D
Joined: 11/2/2004
Posts: 5
Location: Vasa, Finland
Hats off to VIPer7, amazing work you did here on a game i played almost everyday for two years when i was a kid. I enjoyed following this thread. Some of my favourite levels in your run are Donut Plains 2 and Butter Bridge 1, both autoscrollers. How easy you made Tubular look is also cool. Under water levels are boring both when playing and watching. Thanks.
Joined: 12/17/2004
Posts: 99
Location: Karlsruhe, Germany
Bobix wrote:
Under water levels are boring both when playing and watching.
Disagree. I _never_ could get the water level with the torpedo teds done. Even on an emulator I find it quite difficult ... cu Fabian
Former player
Joined: 3/13/2004
Posts: 1118
Location: Kansai, JAPAN
OK, I had this crazy thought: Has anyone tried throwing fireballs at Bowser? VIPer7 has shown that Mario can easily fly over Bowser's head, and he has a fire flower on standby. Theoretically, Mario could fly up, switch to the fire flower, and then hit Bowser up a few times before falling to the ground. Or has someone already explored this?
Do Not Talk About Feitclub http://www.feitclub.com
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
@feitclub: Yes I had tried this out; the fireballs only fly through Bowser and hit the propeller, which has no positive effect at all But there was something else which I had *not* tried out, and which Andreas Runnelid pointed out to me: In Valley Ghost House b it would have been faster to go to the left in the 2nd room and enter that door, instead of flying to the right and entering the 2nd door there. My bad, I was so sure of this route that I never even considered going to the left :( Improving this level gained 2 timeunits and 60 frames (= 1 second). After some hexediting, I was still 57 frames faster than the old movie when entering Bowser's backdoor. However, this small passage before entering the red boss door always desynched, no matter how much delay I put into it before entering the level :(. And after I fixed it manually, the Bowser fight kept desynching and I couldn't find a way to fix it. So I gave it up; it wouldn't really have been worth it to encode the whole avi again anyway... If you're interested, you can watch the improved smv here
Joined: 11/2/2004
Posts: 5
Location: Vasa, Finland
Fabianx wrote:
Bobix wrote:
Under water levels are boring both when playing and watching.
Disagree. I _never_ could get the water level with the torpedo teds done. Even on an emulator I find it quite difficult ...
I agree that it's maybe the most difficult level in the game after Tubular. But just because it's difficult it isn't entertaining, Mario moves slowly in the water and there are not many tricks to do. Compare it to Tubular where VIPer7 has more room for his skills, he did a wonderful job on that level.
Player (201)
Joined: 7/6/2004
Posts: 511
I thought I saw someone mention that there is a way to bounce extra high off a shell compared to just holding b. I'm probably mistaking, but thought I would check. Is there?
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
I assume you mean bouncing off enemies while Mario is flying? you can vary the bounce height by pressing the (<-) button in different frames, so Mario opens the cape and hits the enemies in different angles (1 or 2 frames difference can have a big effect here). For example in Donut Secret 2 I needed lots of tries till I finally hit the last red Koopa in the right angle and could fly over the green pipe before the goal without slowing down
Player (201)
Joined: 7/6/2004
Posts: 511
Dang. I was asking because I was trying to make the jump in Yoshi's Island 4 without having to land in the water and jump back out. I can get very close to making it by hitting the shell slowly (releasy y just before you would grab it) and then jumping onto it as late as possible and bouncing. It is depressing when something comes that close but can't be done. The video you made is very good and entertaining btw. I had a couple of questions for you about it. In donut secret house you jump straight through the stairs. This was surpising how did you discover it and why does it work? Also how do you wall jump in this game. I don't know if you used it anywhere in your run but I saw someone posted on the 3rd page of this thread that they used it in Iggy's castle.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Former player
Joined: 3/8/2004
Posts: 1107
In donut secret house you jump straight through the stairs. This was surpising how did you discover it and why does it work? Viper didn't discover it. I think I first saw it mentioned on the TG forums, but I'm not sure who discovered it first. If I remember correctly, LucidFaia said that he saw MegaPowerNinja discover this trick by accident, and then I think someone else said that they knew about this trick already.
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
so do I understand it right that you are making a new SMW movie? 11 exits or 96 exits? wall jumping hasn't been fully explored yet. I accidentally found it in Vanilla Dome 3 and could reproduce it by hitting the wall 16 or 32 pixels above ground level. Bisqwit could also do it in Yoshi's Island 3 (16 pixels below the ledge, and therefore 16*n pixels above ground level), and Mazzic does it in Castle #1 in his WIP (also 16 pixels above ground level) However in the 2 spots where I could have used it as a timesaver, it did not work; or at least I could not reproduce it in several hours of trial and error (those spots were the last pit before entering Morton Koopa's door, and a spot in Vanilla Secret 1 - both were upscrolling levels, maybe that was the problem...) Btw did you read my comments about the movie? Those should probably answer most of your questions
Player (201)
Joined: 7/6/2004
Posts: 511
Yes, working on an 11 exit along with Truncated. I'll be sure to check submission novel for my questions first, it does have alot of info. Right now we are perplexed by time loss during the fadeout after you complete a level. It is only a few random frames but for such a short video this is important. It appears to be somewhat based on score for some reason. Any thoughts on this? Also I notice in your submission text you say supposedly Yoshi's Island 4 can be done 3 frames faster, who said this? Because I don't see how it can be done any faster, maybe possibly by avoiding game slowdown at some point but that is it.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
Mazzic was also working on a 11 exits run, and he sent me a WIP of it, which included Yoshi's Island done 3 frames faster (I think the improvement was somewhere in the water jump). I don't know if he's still working on it, but you can download his old WIP (up to Star Road 1) here (I hope he doesn't mind - he didn't answer on MSN :(). Also check out his nice stunts in Castle #1 Yes the fadeout sequences are annoying, especially after the castles and switch palaces. They also often caused desynchs after I hexedited some passages, because suddenly a fadeout took 1 frame longer, so I had to enter the next level 1 frame later, and enemies were in different positions... Don't know what causes the fadeouts to be longer or shorter; could be coins, lives, points, or some ingame timer, no idea... I had also started on a 11 exits run after I was done with the 96 levels, but got frustrated and bored quite soon at the passage before the keyhole in Donut Plains 1. You might however want to check out my WIP. I did some nice stunts in Yoshi's Island 2, and would like to see them published somewhere (unless you did something cooler there...) One more thing: I don't think the stairs glitch is worth it for the 11 exits run. Switching to fireflower and back to cape takes some time (~ 70 frames for the transformations and some more time that you lose in Donut Secret 1), so you'll probably lose more time than you win (in my run it was worth it, because I did the ghost house twice). But I'm not 100% sure about this, so better test it out :P If you do not switch to fireflower, it would be nice if you could include the nice glitch of holding both shell and key simultaneously (video is here)
Player (201)
Joined: 7/6/2004
Posts: 511
Wow thanks mate. I also used the spin jump at the beginning to hit them all but unfortunatly I used it to get an extra 1 up by hitting the shell that I bounced. This lead to a 1 frame delay during the fade out. Yes that damn fade out crap is anoying. I don't know why it happens but it appears to be based on score and lives, I don't know about coins and other stuff. Was the variance of delay worse for switch palaces and castles (because the method of fade is different)? You can see our progress at www.wam.umd.edu/~darreon/smw_ (25.smv is most recent) For now though I think I'm going to have to redo the beginning to avoid the stupid 1 frame loss.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
Yes in the switch palaces and castles the fadeout sequence is worse, it can sometimes differ like 5 frames or so... And now I remember that I once just fixed a jump in Yoshi's Island 2 (only optical tuning, it didn't affect points score or anything else), and this influenced the fadeout sequence after castle #1. Just to complete the confusion... So I think you should not change the start of Yoshi's Island 2, I really like your idea of getting 2 extra lives. Did you see what I did with the green shell? I think that looks a bit cooler than just destroying the Koopa... And it would also be nice if you could include the hit-block-from-the-left glitch (I did that after the middle barrier)
Player (201)
Joined: 7/6/2004
Posts: 511
Well it is nice getting an extra life but I can't stand to waste a frame on such a short run that has already been optimized by people. Interestingly the new version finishes the level 1 frame slower but exits the level at the same time as your and Mazzic's 11 exit WIP. And if I changed it to be 1 frame faster it exited slower... I tried to hit the question mark on the way down this time but I couldn't get it to work, is this because I was jumping from a pipe and not the ground?
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}

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