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I just finished evil ninja's run and thought it was pretty good.  While there were a ton of small mistakes and it looked pretty clear he didn't worry about optimization of items and such that much, it didn't look like it should have been rejected to me.  I guess it's not quite worthy enough to hold a record, but it's a great jump off point for other runs that I hope are coming soon.
Glitching EB 1 flying man at a time
I mean, if you read back, we didn't think the entire run that evil_ninja did was bad. In fact, I was very impressed by the luck manipulation in some places, especially in The Past. There was enough of it done badly, though, that I can understand the run being rejected, and would have done so myself, if I was one of the verifiers at the time.
There's a word for that
I read back through the thread a while ago, and he was still taking half-hour chunks out of the game every time he ran it. It's a pity he didn't do a couple more or he might have gotten a really good time... Anyways, in a game like this, I'm sure there'll still be plenty of new tactics to find when someone decides to run it Smiley
Edit history:
Mickey_Mage: 2008-08-15 07:48:01 pm
Glitching EB 1 flying man at a time
I mean, there are different ways to do things in this game, but it all comes down to luck whether you get the best item for the right situation or not :P. There is the walk-through-walls thing that came about at the time we watched this, but I've found that glitch almost impossible to do fast, even if you think you know the right position. It's possible to do at least one of the wall glitches on console (I've done it in Peaceful Rest Valley at least), but it just takes so damn long to squeeze through...

Whoever does this run, me or someone else, it'll be nice to see that person use as much luck manipulation as humanly possible, but not overdo it or we'll lose a valuable player; because they'll go insane from so many restarts... I think evil_ninja had something like 20 or 30 segments total already.

Personally, I'd definitely do this run right now, but I just can't get the same luck evil_ninja did in Onett with Frank, Frankystein, and the Police (moreso the police, but Franky is a pain at a low level too). Once to Twoson, it gets a tad easier (a lot more in Threed, but Paula helps still after gaining a few levels).

I don't think the next runner should even continue their run until they do about as well, if not as well as ninja did in Onett, timewise.

Onett was probably the best couple of segments ninja did in his entire run, save for the Rabbit cave in Dalaam, and the Past.
In order to avoid runners going crazy with luck manipulation (and to differentiate from the current TAS), perhaps we should be thinking of a plan for a single-segment run instead.

This would force us to come up with reliable, consistent strategies, rather than just spam PSI Flash beta for bosses.

Of course, this would present its own problems, and we'd need to have contingency measures for practically every situation.  Heck, Paralysis fails with a 1/256 chance on Mondo Mole, so even that fight isn't guarranteed.
Glitching EB 1 flying man at a time
Really, because I've never had all that much trouble with Mondo Mole with paralysis. Oh well, you're the number guy, and that makes sense actually, with SS at least.

Well, it's not like we can really use flash on every boss anyway, since some bosses don't even come at the very beginning of the segment (and most bosses take awhile to get to in their dungeons as it is). The only boss I was thinking of even using flash on (and it doesn't take that many restarts to do) is the Kraken in Summers. I know it will vary, but it only took me like 5 restarts or so before killing him one time testing that out; and just think, once we kill him and get to Scaraba, we can save there and not have to ever worry about that battle, or segment, again. That's the only good thing about segmented is keeping the best segment and just moving on (but SS has it's benefits as well).

Single Segment would be nice for a game like this but, we would have to figure out where to level up and such, since we can't manipulate bosses to not attack us as much, and would have to deal with death (of at least once character) at times. We can look into it, though, and see what comes up. Either type of run will be hard because of luck, but it'll be nice to have both segmented and SS at one point on this site, too.
D:
I've been working on a dry-run of EarthBound in ZSNES over the past month or so.  I did not use savestates in any of the recorded segments, though one of them got broken up into a few pieces since the controller input kept getting out of sync with the actual gameplay for some reason.  The video is about 5 hours and 28 minutes long, including the intro and all of the file-select screens.  A few of the segments were pretty sloppy and most of them could've used a little more luck abuse.  I think someone really dedicated could pull off the same route (minus obvious mistakes) in under 5:15.  Getting through in 5 hours or less would probably require a strategic breakthrough.

I'm still in the process of re-encoding the final video, since I think a whole bunch of lossless XviD files totaling 2 GB would be more than most people would be willing to download.  I think I set the current encode for ~700+audio size MB.  If it still looks pretty good, I may try a lower-resolution encode and upload that instead.  Unfortunately, the first encode probably won't finish until sometime tomorrow (yay old computer :D) and I still haven't figured out how I'm going to get the run hosted, so it may be a while before anyone else gets to see it.  I'll try to get my own summary/analysis posted in the meantime, along with suggestions for a more-betterer route.

I would like to start an official run at some point in the near future, but there are a few things that I'll have to wait on.  First of all, I'd like to go over the final route plan (whatever that turns out to be) with you guys, since many of you seem to know more about the game than I do (and you all know more about SDA's standards for runs than I do).  Secondly, I need to see how much time my classes are going to be taking up this semester.  On paper, I should have a few hours of free time each week, but I don't know that for sure yet.  Lastly...  I need a computer that can encode video in realtime.  This problem should resolve itself a week or two into September, assuming Dell processes my order correctly.

So... in summary, we now have another reference point for run-planning.

Also, to be on topic, I think a single-segment run is a great idea, but it would probably have to be redone several times to make sure it's really as good as it can be.  That would drive me completely insane.
[+--oo] In control since '86
If you can somehow get that out so that us forum members can see said video, we can critique your route and see if improvements can be made.

...where to upload to...?  ...Split it into segments and try video.google.com?  Youtube? 

Highly interested to see it.  Keep in touch.
Edit history:
__sdfg: 2008-08-20 02:04:40 pm
D:
Google Video seems like a good idea.  I've got the first segment up and I'll try to put the rest up over the next few days.  It may take a while, though.  I'm getting very poor upload speeds and I don't really know why.

Anyway, some general notes:
  • I'm going to try to give my own summary of each segment.  If you catch an error in my summary, please point it out, since I'm going to use the summaries to plan my next attempt at this.
  • There will be no sound.  The audio I got from ZSNES is terrible:  it's a few seconds out of sync with the video and there are occasional screeching noises.  Sorry guys.
  • I stole a number of ideas from Evil_Ninja's run, the Halamantariel/Nitrodon TAS, and the comments in this thread.  I hope nobody minds.  The TAS was responsible for showing me when I could teleport around photographers, for example.
  • The insanely low TAS time should be enough to demonstrate how luck-dependent this game is. Every segment will probably need to be redone a few times just to see how low the time can get.  Any segment run that takes longer than an equivalent segment from my run should be redone.  If the new segment gets more work done or has something incredibly rare and useful happen, it would probably be okay.
  • I am of the opinion that fighting should be avoided whenever possible.  You can make the game easier by leveling, but you probably won't make it faster.  This means doing even more restarts on the tough segments.  I'm convinced it's worth it.  There are a couple exceptions, though:
    • Ness needs to be level 8 before fighting Titanic Ant because you won't have a chance without PSI Rockin (the Attack Slugs' rare Bomb drops notwithstanding).
    • Ness needs to be level 14 to get Paralysis in time for Mondo Mole.  If I remember my math right, he'll be okay if you get him near level 12 before going into the Happy-Happy cult office.
  • When I give times for my segments, I'm going off of the per-segment videos I made with ZSNES.  It's much easier for me to look up, and it's easier to check when recording an actual run.
  • After viewing some of these segments over again and realizing how inconsistent I was about choosing good paths... maybe it would be possible to get under 5 hours.


And on to the run.

Segment 1 (The Meteorite Falls)
Summary:
  • Sorry about the brief and unnecessary save management.
  • I hope everyone here likes Pokemon puns because you're going to be seeing that Psyduck joke for the rest of the game.
  • I apparently have difficulty going through doors and opening gift boxes.  Expect to see a lot of little mistakes like this throughout my run. Sad
    • At this point, I had the excuse that I wasn't used to playing in an emulator.  That doesn't apply so much to the later segments.
  • Grab the Cracked bat early to get it out of the way.
  • Skip the Bread roll.  This makes the battle with Frank really hard, but I guess a good run should be lucky enough that the Bread roll isn't necessary.  We're basically praying for a smash attack.
  • Talk to Pokey at the top of the hill to get Ness's mom to appear.
  • Pokey joins.
  • Talk to Ness's mom after Pokey to get changed.
  • Talk to Pokey directly since it skips the exclamation point thought bubble.
  • Skip King since I agree with the comments from earlier in the thread about his relative unhelpfulness.
  • Save immediately after answering your dad's first phone call.  The luck abuse is about to begin.

Run time:  5:26.
Total video time:  5:26.
Est. total run time:  3:38.
Inventory changes:
  • Ness:  +ATM Card, +Cracked bat

Status:
  • $20 dollars on hand, $30 in ATM.
  • Ness (1):  ATM Card, Cracked bat (equipped)
Edit history:
__sdfg: 2008-08-20 02:05:51 pm
D:
The next five segments are up.

Segment 2 (Your Destiny)
Summary:
  • Flash status screen a bunch for no particular reason.  I think I was tired of running into Coil Snakes and I figured that if B button mashing worked for the TAS, it'd work for me.
  • Fight Runaway Dog.  Missed a few times, but made up for it with a smash attack.
  • Get Buzz-Buzz/Picky.
  • Auto Fight Starman Junior.  Nothing special here.  Picky chants a lot of magic spells.
  • Lose Buzz-Buzz/Picky/Pokey.  Get Sound Stone, learn Ness's destiny, etc.
  • Get the Mr. Baseball cap.
  • “I'm fightin' the Sharks!  I'm fightin' the Sharks!  Oh, crap, I still have a Cracked bat...”
    • I probably should've done this segment, but I figured it'd be easy to just subtract 11 seconds or so from my time and pretend I didn't go wandering.
  • Grab Hamburger out of trash can.
  • Buy Tee ball bat.  Forget that I need to use the ATM first.  Oops.
  • Save in drugstore.

Run time:  7:38.
Total video time:  13:04.
Est. total run time:  11:04.
Inventory changes:
  • Ness:  +Sound Stone, +Mr. Baseball cap, +Tee ball bat, -Cracked bat, +Hamburger

Status:
  • $30 dollars on hand, $3 in ATM.
  • Ness (3):  ATM card, Sound Stone, Tee ball bat (equipped), Mr. Baseball cap (equipped), Hamburger



Segment 3 (“Failure” Frank)
Summary:
  • Skip buying Hamburgers for now.  This segment is possible with just the one from the trash and the one from the Pogo Punk.  It's really hard, though...
  • Avoid sharks on the way to the arcade.
  • Fight Pogo Punk, gain Hamburger.  Use Lifeup to recover.
  • Fight Yes Man Junior.  Be lucky enough to not need healing afterward.
  • Fight Frank.  Use Hamburger, Lifeup x 2.  Die momentarily.
  • Fight Frankystein Mk. II.  Use Hamburger.  Switch to Auto Fight when healing powers dry up.
  • Heal with Frank.
  • Talk to mayor, get key.
  • Go to burger shop and buy two Hamburgers.
  • Use ATM in drugstore and buy Cheap bracelet with the money.
  • Save in drugstore.

Notes:
  • If we fight Frank at level 4, as I did here, there is no reason to go looking for extra enemies. Starman Junior (16) + the Pogo Punk you meet on the way in (15) + the Yes Man Junior blocking the door (13) = The 44 exp. you need to reach level 4.
  • Healing with Frank adds a few seconds to the run, but frees you up to use Lifeup in the first part of Giant Step.  I tried Giant Step without healing first a couple times and quickly gave up.
  • If I put off Hamburger-buying until the next segment, I could have three burgers instead of jusy two.  It is possible to get by without the third burger, but it would make Giant Step easier.  Meh.

Run time:  5:33.
Total video time:  18:37.
Est. total run time:  16:25.
Inventory changes:
  • Ness: +Hamburger, +Key to the Shack, +Cheap bracelet.

Status:
  • $13 dollars on hand, $8 in ATM.
  • Ness (5):  ATM card, Sound Stone, Tee ball bat (equipped), Mr. Baseball cap (equipped), Cheap bracelet (equipped), Key to the Shack, Hamburger, Hamburger.



Segment 4 (Giant Step)
Summary:
  • Open shack.  Accidentally trigger message about door being locked.  Skip Travel Charm.
    • The only reason I could see for getting it would be to make $30.
  • Fight Attack Slug x2, Attack Slug x4, Rowdy Mouse, Attack Slug x4, Rowdy Mouse/Black Antoid, Attack Slug x2, Attack Slug/Black Antoid.  Heal with Lifeup as necessary.
  • Use Magic butterfly to recharge PP.
  • Fight Black Antoid.  Use Hamburger to recover.
  • Grab replacement Hamburger from gift box.
  • Fight Black Antoid x2, Black Antoid (red).  Use another Hamburger to recover.  Get a Cookie.
  • Fight Titanic Ant.  Use Rockin x2, then bash to a dramatic last-second victory.  Use the remaining Hamburger.
  • Fight Black Antoid (green/instakill).
  • Grab Skip sandwich on the way out.
  • Talk to cop.
  • Pull cash out of drugstore ATM and use it to buy Hamburger x3.
  • [li]Save on hotel phone.

Notes:
  • It looks like I did a lot of fighting in here, but I actually didn't go too far beyond my target of level 8 before I fought Titanic Ant.
  • I haven't decided if I should get a fourth Hamburger here or not.  My math says there's a 42% chance of getting a Hamburger from at least one of the cops, so I guess it's not so bad without it.  My concern is that the way I've done things, the next segment is very tight on money.

Run time:  10:14.
Total video time:  28:51.
Est. total run time:  26:27.
Inventory changes:
  • Ness: -Key to the Shack, +Hamburger, +Skip sandwich, +Cookie.

Status:
  • $271 dollars on hand, $17 in ATM.
  • Ness (9):  ATM Card, Sound Stone, Tee ball bat (equipped), Mr. Baseball cap (equipped), Cheap bracelet (equipped), Cookie, Skip sandwich, Hamburger, Hamburger, Hamburger.



Segment 5 (Onett's Finest)
Summary:
  • Walk to police station.  Talk to Strong.
  • Cop fight.  Use three Hamburgers, but pick up two more.  Defeat Strong with Rockin x2, burning another Hamburger in the process.
  • Skip healing with Frank.  I'm not convinced this was a good decision since it means I'm doomed if I can't find a Magic butterfly, but I guess it saved me time.
  • Walk south toward Twoson.  Get Exit mouse.
  • Use Skip sandwich to dodge mushrooms before Twoson.
    • I borrowed this idea from Erik_McLennan's comments on his single-segment run.
  • Save in hotel.

Notes:
  • The gift box on the road would be a good way to pick up food for Apple Kid in the event that you don't have any.  It's faster than stopping at the bakery in Burglin Park.

Run time:  5:04.
Total video time:  33:55.
Est. total run time:  31:19.
Inventory changes:
  • Ness: -Hamburger x2, -Skip sandwich, +Exit mouse

Status:
  • $271 dollars on hand, $248 in ATM.
  • Ness (10):  ATM card, Sound Stone, Tee-Ball Bat (equipped), Mr. Baseball cap (equipped), Cheap bracelet (equipped), Cookie, Hamburger, Exit mouse.



Segment 6 (Will Invent for Food)
Summary:
  • Withdraw $240 from ATM.  As you'll see in the next segment, I should have taken out $242.
  • Get bike.  Avoid photographer by sticking close to the fence.
  • Bike down to Apple Kid's.  Feed him the Cookie.  Get the phone.
  • Find that Magic butterfly I needed.
  • Discover the pencil-shaped statue.  Avoid fights completely.
  • Bike over to park and get Pencil eraser.
  • Sell Cheap bracelet, then put the money toward a Copper bracelet.
  • Bike to bus station; save.

Notes:
  • I probably could have eliminated this segment if I'd kept the previous segment going until after I feed Apple Kid, then saving in the bus station.  The only part that requires any luck manipulation is the brief trip into Peaceful Rest Valley.

Run time:  5:56.
Total video time:  39:51.
Est. total run time:  37:03.
Inventory changes:
  • Ness: +Bicycle, -Cookie, +Receiver phone, +Pencil eraser, -Cheap bracelet, +Copper bracelet.

Status:
  • $10 dollars on hand, $8 in ATM.
  • Ness (10):  ATM card, Sound Stone, Tee ball bat (equipped), Mr. Baseball cap (equipped), Copper bracelet (equipped), Hamburger, Exit mouse, Bicycle, Receiver phone, Pencil eraser.
Edit history:
SkratMan: 2008-08-20 01:04:47 am
[+--oo] In control since '86
OK, I've watched everything you've posted so far.  Looks like you've pointed out all the major mistakes in your comments.  I have to admit I haven't seen much of Ninja's run (I had a crappy laptop when I last tried, and it kept freezing VLC for some reason), but I have seen/listened to the TAS.  I'll have to review both before I can really get critical.

But I do have a couple comments.  First off, I found some of your early menu work to be rather sloppy.  Not as bad as aquatiger's first Mega Man: Command Mission run, but some more precision could be done.  It got better, though, so good.

Second, is it possible for Buzz Buzz to SMAAASH attack Starman jr.?  If so, some luck abuse could be used to defeat him in two rounds rather than four; that might be 30 seconds saved.  But as you said, some more luck abuse could be used throughout. 

And lastly...  well, is it just me, or is it driving anyone else crazy that you're not utilizing the diagonal backgrounds so you don't swing widely around corners?  Just as an example, while walking to the meteorite, diagonal parts of the back walls and foreground can be walked at in a straight line and it won't hinder your progress.  It automatically pushes you up or down while you walk forward so you end up hugging walls.  Using this trick saves you from walking up or down too far and often saves time.  If you need reference, watch the TAS, 'cuz I know it utilizes it in every possible situation.  And that's just one example...  there are quite a few places where your travels could be streamlined, and you haven't used any of them. 

Questions: how many segments are there in total?  And you DO have a hard copy of EB and a SNES to do a real run on, right?  You're just planning on using your computer to record the run?  ...Just making sure!  Grin

Keep uploading when you can.  I've got a lot of time to waste at work, so if anything you're keeping me entertained!!  Besides the obvious glaring mistakes, you've shown you've done a relatively decent job so far.  Now I'll have to DL Ninja's run when I get home for a reference point... 

EDIT: Oh, and you might think about adding the total so-far run time during your comments.  I could do the math...  but I'm lazy...  8)
D:
Quote from SkratMan:
OK, I've watched everything you've posted so far.  Looks like you've pointed out all the major mistakes in your comments.  I have to admit I haven't seen much of Ninja's run (I had a crappy laptop when I last tried, and it kept freezing VLC for some reason), but I have seen/listened to the TAS.  I'll have to review both before I can really get critical.


There weren't too many big problems with Ninja's run, in my opinion.  There were a few places where he did more work to trigger events than was necessary.  For example, he talked to the captain in Toto before going into the Stoic Club, which didn't accomplish anything.  He also should've luck-abused his segments more than he did, which is probably the main reason why his run was over half an hour slower than mine.

Quote:
But I do have a couple comments.  First off, I found some of your early menu work to be rather sloppy.  Not as bad as aquatiger's first Mega Man: Command Mission run, but some more precision could be done.  It got better, though, so good.


I agree.  For a real run, I would want to eliminate that, since it's basically insulting to the reviewer.  For this, though, I was more concerned about minimizing encounters and not getting the snot kicked out of me.

Quote:
Second, is it possible for Buzz Buzz to SMAAASH attack Starman jr.?  If so, some luck abuse could be used to defeat him in two rounds rather than four; that might be 30 seconds saved.  But as you said, some more luck abuse could be used throughout.


It is possible and the TAS does it.  However, it only does 150 damage, so it won't be enough to one-hit KO Starman Junior.  The best we can do is to have Buzz-Buzz charge forward twice in his non-shielding rounds.  The extra noise for the smash attack actually makes things slower.

Quote:
And lastly...  well, is it just me, or is it driving anyone else crazy that you're not utilizing the diagonal backgrounds so you don't swing widely around corners?  Just as an example, while walking to the meteorite, diagonal parts of the back walls and foreground can be walked at in a straight line and it won't hinder your progress.  It automatically pushes you up or down while you walk forward so you end up hugging walls.  Using this trick saves you from walking up or down too far and often saves time.  If you need reference, watch the TAS, 'cuz I know it utilizes it in every possible situation.  And that's just one example...  there are quite a few places where your travels could be streamlined, and you haven't used any of them.


Well, I said I was dissatisfied with my path-finding.  I was better about it in a few places later on, but not everywhere.  I didn't worry about it at the time because I figured I'd only be losing a few seconds at most in each segment.  Of course, a few seconds per segment times 40-ish segments becomes a few minutes...

Quote:
Questions: how many segments are there in total?  And you DO have a hard copy of EB and a SNES to do a real run on, right?  You're just planning on using your computer to record the run?  ...Just making sure!  Grin

Keep uploading when you can.  I've got a lot of time to waste at work, so if anything you're keeping me entertained!!  Besides the obvious glaring mistakes, you've shown you've done a relatively decent job so far.  Now I'll have to DL Ninja's run when I get home for a reference point... 

EDIT: Oh, and you might think about adding the total so-far run time during your comments.  I could do the math...  but I'm lazy...  8)


There are 43 segments.  One of them only exists to make up for shopping mistakes in the previous segment, so it can be discounted.  A couple others probably should have been folded into the previous segment.  For example, I saved right after going through Deep Darkness, then made another segment where I went back and took care of all the stuff in Fourside leading up to the Plague Rat of Doom.  Since there are hardly any enemies in Fourside, there was no reason to segment other than to give myself a breather.  If I'd done things right, there'd be 40 segments, and I'm not even sure about some of them (see notes on segment 5).

Just in case anyone was worried, I do have real hardware, but I don't want to put my cartridge through the abuse of running more than once.  I restarted some of the harder segments (e.g. Frank) at least 20 times.  The cartridge battery's almost a decade and a half old and I'd rather not do a single-segment run.

I can do total times, I suppose.  A question, though...  should I include the entire time for each video in the total or should I try to take off the loading part?  Assuming I read the SDA FAQ correctly (which I probably didn't), the intro and loading times don't count toward the actual run time.  However, it's much easier for subsequent runs to compare times if the intro stuff is included, since the runner would only need to total the length of their own segments.  I guess I could do both.  I have the week off, after all.

I'd have more segments to show everyone, but the processing failed on segment 8 and segment 9 somehow never started uploading last night.  It's probably just as well, since I haven't finished reviewing the next batch of segments I was planning on uploading.
Edit history:
Mickey_Mage: 2008-08-20 10:10:11 am
Glitching EB 1 flying man at a time
I'll watch the videos later, but I'm just glad someone has finally started an attempt at this game. Good luck with this, and I'll be sure to comment on whatever I can after I watch those when my classes are done for the day.

Under 5:15 is probably possible, getting certain items along the way to speed up battles. The TAS is pretty beast, though, and I think Evil_ninja's run was somewhere in the 5:30-5:45 range anyway, so it's gotta be possible to get even under 5 hours in this game.

I probably should read through all the posts before commenting, but anyway, before you fought Kraken in Summers, did you save it beforehand so you could try to get lucky at the beginning of the next segment to kill him with PSI Flash (beta?). That is something I mentioned, and I think it would be very helpful in the run, since it would be a fight at the very beginning of the segment (yes, you have to listen to the guy talk until then everytime), but that kill would save a hell of a lot of time overall. Takes a lot of luck yes, but better to at least give it a few attempts before saying it takes too long to manipulate it, imo.
D:
Ness didn't have Flash Beta when I fought Kraken.  I put off Milky Well, Magnet Hill, and Pink Cloud until after Deep Darkness.  Plague Rat of Doom has 730 more hit points than Kraken, so I felt I'd save more time MBR-ing that fight than I would Flashing Kraken.  I don't think I lost any time, at least.  I compared my Kraken fight to Evil_Ninja's Plague Rat of Doom fight and found that mine was 10 seconds faster.

Also, I have more segments up.  My estimated run times are based on the following assumptions:
  • I can subtract 1:48 from the first segment's time, since that's when Ness gets out of bed.
  • I can subtract 12 seconds of intro and file select screens from the beginning of the other segments.



Segment 7 (Peace and Happiness)
Summary:
  • Withdraw $2 from the bus station ATM.  I need $12 for egg-buying.
  • Use Pencil Eraser, then continue through Peaceful Rest Valley.
  • Fight Li'l UFO.  Recover from the inevitable cold.
  • Use the remaining Hamburger in preparation for a Territorial Oak fight, then do some bizarre move to dodge it anyway.
  • Grab the Bomb.
  • Fight Spinning Robo.  Use Rockin (Robos are hard).  Heal again, exhausting all of Ness's PP.
  • Get really lucky and find a Magic butterfly.
  • Grab the Hard hat and equip it.
  • Buy an egg.  Pay for it.
  • Fight Insane Cultist.  Use Rockin to end the battle quickly.
  • Talk to Paula.  Get Franklin badge.
  • Fight Insane Cultist x2/Spiteful Crow.  More Rockin.  Have that Fresh Egg I went out of my way to buy stolen.  Get a Cookie.  Get a huge PP windfall from leveling up, making it possible to go through the cult office without healing somewhere else first.
    • I have no idea if we can count on getting this much PP back or not.
  • Fight Insane Cultist x2 in cult office.  Resort to Rockin.
  • Fight Mr. Carpainter.  Use the Bomb from earlier, then wait for a Crashing Boom Bang Attack.
  • Grab Skip sandwich on the way out of the cult office.
  • Free Paula.  Go around back of cabin to avoid photographers and crows.
  • Use ATM in drugstore.
  • Sell Mr. Baseball cap.  Buy Sand lot bat for Ness and Ribbon for Paula.
  • Save in drugstore.

Notes:
  • Avoiding fights in Peaceful Rest Valley wasn't as hard as I expected.
  • I probably should have saved after the self-service stand and split this segment in half.  I shouldn't have lost that egg and I should have done a better job in the cult office.
  • I think saying, “Yes,” to Carpainter makes his dialogue half a second faster or something.
  • It's probably better to save the Bomb for Mondo Mole.  You can luck-abuse Carpainter into killing himself fairly quickly, but there aren't any shortcuts for the mole.  You may not even want to use Rockin on Carpainter...

Run time:  13:02.
Total video time:  52:53.
Est. total run time:  49:53.
Inventory changes:
  • Ness: -Hamburger, +Hard hat, +Franklin badge, +Cookie, +Skip sandwich, -Mr. Baseball cap, -Tee ball bat, +Sand lot bat.
  • Paula:  +Bread roll, +Teddy bear, +Ribbon.

Status:
  • $335 on hand, $6 in ATM.
  • Ness (13):  ATM card, Sound Stone, Sand lot bat (equipped), Copper bracelet (equipped), Hard hat (equipped), Exit mouse, Bicycle, Receiver phone, Pencil eraser, Franklin badge, Cookie, Skip sandwich.
  • Paula (1):  Bread roll, Teddy bear, Ribbon (equipped).



Segment 8 (Lilliput Steps)
Summary:
  • Fight Mole Playing Rough, Mole Playing Rough.  Freeze then to death.  Hit level 14 after the first one... I probably could have skipped a couple fights and been fine.
  • Abuse wall glitch to skip some fights.
  • Fight Mighty Bear (green/run).
  • Pick up PSI caramel.
  • Fight Mighty Bear legitimately.  Pick up a second Teddy bear.
  • Use PSI caramel on Ness so he can use Paralysis.
  • Slog through Mondo Mole fight.  Use Exit mouse in Lilliput Steps area to escape as quickly as possible.
  • Save in Happy-Happy drugstore.

Notes:
  • I probably wouldn't have considered using Freeze this much if it weren't for Evil_Ninja's run. It's a really good idea.  If you don't get in too many fights, Paula will gain PP from the leveling faster than she expends it.

Run time:  5:25.
Total video time:  58:18.
Est. total run time:  55:06.
Inventory changes:
  • Ness:  +Teddy bear, -Exit mouse.
  • Paula:  (none).

Status:
  • $334 on hand, $527 in ATM.
  • Ness (15):  ATM card, Sound Stone, Sand lot bat (equipped), Copper bracelet (equipped), Hard hat (equipped), Bicycle, Receiver phone, Pencil eraser, Franklin badge, Cookie, Skip sandwich, Teddy bear.
  • Paula (11):  Bread roll, Teddy bear, Ribbon (equipped).



Segment 9 (Magic Bus)
Summary:
  • Leave Happy-Happy village.  Cross Peaceful Rest Valley.
  • Fight Spinning Robo.  Freeze it to death.  Lose Teddy bear.
  • Walk into the preschool.  Talk to Paula's dad.
  • Talk to Everdred's messenger outside.
  • Talk to Everdred, get Wad of bills.
  • Talk to Dan Akroyd, get Backstage Pass.
  • Walk into theater, avoiding photographer.  Use pass to get in.
  • Talk to fan to get backstage, then turn around and leave.  Enjoy the show.
  • Use Wad of bills to free Runaway Five.  Leave theater, avoiding photographer again.
  • Talk to John Belushi to get permission to tag along.  Ride into Threed.
  • Save in the drugstore.

Run time:  9:13.
Total video time:  1:07:31.
Est. total run time:  1:04:07.
Inventory changes:
  • Ness:  +Backstage pass.
  • Paula:  -Teddy bear.

Status:
  • $333 on hand, $548 in ATM.
  • Ness (15):  ATM card, Sound Stone, Sand lot bat (equipped), Copper bracelet (equipped), Hard hat (equipped), Bicycle, Receiver phone, Pencil eraser, Franklin badge, Cookie, Skip sandwich, Teddy bear, Backstage pass.
  • Paula (11):  Bread roll, Ribbon (equipped).



Segment 10 (A Friend Who You Have Never Met)
Summary:
  • Walk through graveyard, avoiding encounters.
  • Get close enough to zombies for them to notice the party, then turn around and leave.
  • Walk to hotel.  Get hit in the face by ghosts.
  • Switch over to Jeff.
  • Steal two Cookies, making Tony's birthday party only mildly depressing.
  • Get the bent key from Maxwell.  Verify that it doesn't work.
  • Go back and get the Bad key machine.
  • Retrieve Holmes hat (left side of lower row) and Pop gun (right side of upper row) from lockers.  Equip them both.
  • Leave Snow Wood.
  • Get the Bubble Monkey.  Save in drugstore.

Notes:
  • The cookies were unnecessary.  I basically waste them in the next segment.

Run time:  5:11.
Total video time:  1:12:42.
Est. total run time:  1:09:06.
Inventory changes:
  • Ness:  (none)
  • Paula:  (none)
  • Jeff:  +Big bottle rocket, +Boiled egg, +Ruler, +Protractor, +Broken spray can, +Cookie, +Cookie, +Bad key machine, +Holmes hat, +Pop gun, +Pak of bubble gum.

Status:
  • $1 on hand, $??? in ATM.
  • Ness (15):  ATM card, Sound Stone, Sand lot bat (equipped), Copper bracelet (equipped), Hard hat (equipped), Bicycle, Receiver phone, Pencil eraser, Franklin badge, Cookie, Skip sandwich, Teddy bear, Backstage pass.
  • Paula (11):  Bread roll, Ribbon (equipped).
  • Jeff (1):  Big bottle rocket, Boiled egg, Ruler, Protractor, Broken spray can, Cookie, Cookie, Bad key machine, Holmes hat (equipped), Pop gun (equipped), Pak of bubble gum.



Segment 11 (Winters Cross-Country)
Summary:
  • Cross northern Winters, skipping the tent in the middle.
  • Stay the night at the stew tent.  Jeff fixes the Broken spray can.
  • Wander over to Tessie, going around the north of the last tent to avoid the photographer.  Ride Tessie across the lake.
  • Stick close to the left wall after getting off Tessie to avoid the Gruff Goat trigger.
  • Fight Worthless Protoplasm and Mad Duck.  Use Boiled egg.
  • Fight another Worthless Protoplasm.
  • Use the two cookies from Snow Wood for no good reason (I can heal right outside).  Save.

Run time:  5:22.
Total video time:  1:18:04.
Est. total run time:  1:14:16.
Inventory changes:
  • Ness:  (none)
  • Paula:  (none)
  • Jeff:  -Broken spray can, +Defense spray, -Boiled egg, -Cookie, -Cookie.

Status:
  • $x on hand, $x in ATM.
  • Ness (15):  ATM card, Sound Stone, Sand lot bat (equipped), Copper bracelet (equipped), Hard hat (equipped), Bicycle, Receiver phone, Pencil eraser, Franklin badge, Cookie, Skip sandwich, Teddy bear, Backstage pass.
  • Paula (11):  Bread roll, Ribbon (equipped).
  • Jeff (4):  Big bottle rocket, Ruler, Protractor, Defense spray, Bad key machine, Holmes hat (equipped), Pop gun (equipped), Pak of bubble gum.



Segment 12 (Flight)
Summary:
  • Walk through cave toward the lab.
  • Fight Attack Slug x2 (run).
  • Get Hamburger from gift box.
  • Fight Attack Slug/Rowdy Mouse.
  • Spend a very long time trying to dodge enemies, then fight Attack Slug x3 anyway.
  • Get Bottle rocket from gift box.
  • Lose Bubble Monkey.
  • Walk to lab.  Talk to Dr. Andonuts and board Sky Runner.
  • Jeff joins the party.
  • Use Bad plot device to escape from zombie prison.
  • Save in drugstore.

Notes:
  • I put off shopping until after I fight the Boogey Tent.  I had more money then.

Run time:  8:23.
Total video time:  1:26:27.
Est. total run time:  1:22:27.
Inventory changes:
  • Ness:  (none)
  • Paula:  (none)
  • Jeff:  +Hamburger, +Bottle rocket.

Status:
  • $332 on hand, $615 in ATM.
  • Ness (15):  ATM card, Sound Stone, Sand lot bat (equipped), Copper bracelet (equipped), Hard hat (equipped), Bicycle, Receiver phone, Pencil eraser, Franklin badge, Cookie, Skip sandwich, Teddy bear, Backstage pass.
  • Paula (11):  Bread roll, Ribbon (equipped).
  • Jeff (6):  Big bottle rocket, Ruler, Protractor, Defense spray, Bad key machine, Holmes hat (equipped), Pop gun (equipped), Pak of bubble gum, Hamburger, Bottle rocket.
Edit history:
Mickey_Mage: 2008-08-20 02:57:00 pm
Glitching EB 1 flying man at a time
Comments so far:

Segment 1 and 2: I agree so far that menu hopping is a little bad right now, but I know you'll fix that easily later. I also agree that cutting the corners a little closer would help, too. You don't have to be "perfect" like the TAS, but maybe a little closer would help. Also, is there a reason you saved in the drugstore instead of the hotel? I mean, being closer might help getting to Frank be a little less annoying, and help the luck process a little more.

Segment 3: Frank went pretty well, and you noted you needed a SMASH, and you do, since I think evil_ninja might be a little ahead of you at this point because he had a better Frank battle, but I could be wrong. Franky went well, I thought. Too bad those two smashes couldn't have been closer together though :P.

Segment 4: Good use of luck to get easy battles for leveling up in the cave, and good Titantic Ant battle I thought, too. Very little things in here wrong, but nothing major that can't be helped sometimes.

Segment 5: I don't know if we talked about using the skip sandwich where you did, but it obviously works well. This segment is also the reason I quit trying to do a speedrun of this for awhile myself. How long, in general, did it take you before getting a good segment against the Police; because seriously, getting good luck on 5 battles is hard to do?

Segment 6: Smooth segment. Things here and there that could be improved, but nothing that would matter too much, since no matter how much you restart, luck maniputing enemies during the game is still necessary, and annoying, at times...

Looks good so far. At the end of that last segment, it's unfortunate you ended with not enough money to buy an egg before leaving. We did discuss something about buying an egg or two (if money provided for 2) before leaving, so we could have extra money to spend once in Happy Happy village. I don't know if that really works with your current route or not, but it's not really out of the way to buy one, since you go back to the park anyway to talk to Apple Kid.

I think you would have had enough money to buy one if you had taken out more money in previous segments, but I don't know if doing all of this saves or loses time overall.

Edit: Ok, I saw that you answered my question about the Kraken problem. It makes sense to not have Flash Beta by him, I just didn't know if you leveled enough get it by then anyway (since it was discussed, but we had no other working run to go off of other than Ninja's at the time). I don't think you would lose any time either, since you said you would MBR him anyway, which would definitely kill him instantly, if not without at least one fire attack from Paula, or an attack from Ness.

Edit2: I could have put this in my segment 7 comments, but I'll say it now. Isn't it better to buy an egg before leaving Twoson, instead of waiting until you get to Happy Happy? All that would require would be you withdrawing more money in previous segments; nothing big. Also, you can get those eggs for free when you first reach that town, correct? Why pay $12, less text?
D:
Thanks for the mostly positive feedback so far.

Quote from Mickey_Mage:
Also, is there a reason you saved in the drugstore instead of the hotel? I mean, being closer might help getting to Frank be a little less annoying, and help the luck process a little more.


I was already in the drugstore, so I figured it'd be a couple seconds faster.

Quote:
Segment 5: I don't know if we talked about using the skip sandwich where you did, but it obviously works well. This segment is also the reason I quit trying to do a speedrun of this for awhile myself. How long, in general, did it take you before getting a good segment against the Police; because seriously, getting good luck on 5 battles is hard to do?


It wasn't especially difficult.  Probably something in the neighborhood of 10-20 restarts, which was typical for a segment with fighting.

Quote:
Edit2: I could have put this in my segment 7 comments, but I'll say it now. Isn't it better to buy an egg before leaving Twoson, instead of waiting until you get to Happy Happy? All that would require would be you withdrawing more money in previous segments; nothing big. Also, you can get those eggs for free when you first reach that town, correct? Why pay $12, less text?


Yes, it would have been better to buy an egg in Twoson.  I don't know if I can count on having enough money to buy one, though, since I had a couple more encounters in Giant Step than absolutely necessary.  I guess I could get the Travel charm and then sell it if need be.  Also, stealing from the egg stand in Happy-Happy Village didn't occur to me until after I'd copied over the save slot.  I've never actually tried it. :-[

The bigger question, though, is whether getting the extra money saves time in the long run.  I don't know that it does.  I was underfunded in Threed, but I think that contributed more to the difficulty of the run than the length.  After that, I don't think $98 made much of a difference for me (or $196 or even $294).  I could be mistaken, though.  It's been a few weeks since most of these segments were recorded.
Edit history:
__sdfg: 2008-08-21 10:59:28 am
D:
Another batch of segments is up.  I'll probably be taking a bit of break after this, since I haven't finished reviewing any of the subsequent segments.

Segment 13 (Zombie Paper)
Summary:
  • Fight the Boogey Tent.  Use Rockin/Fire/Bottle rocket to take it down.  Lose the Teddy bear.
    • This would have been a good candidate for my Big bottle rocket.  I think I ended up using it in the mole cave :|
  • Get Fly Honey.
  • Go to the ATM and withdraw most of my money.
  • Buy a Minor league bat for Ness and a Copper bracelet for Jeff in the drugstore.
  • Go out back and buy a Toy air gun and three Bottle rockets.
  • Wander north until the pizza guy delivers the Zombie paper.
  • Use the Zombie paper.
  • Stay the night in the hotel.  Save.

Notes:
  • I didn't buy any more items because I needed $180 for the hotel.
  • If I had been smart, I would have sold the Defense spray so I could afford a Copper bracelet for Paula.  I eventually pick up a Silver bracelet, but the tunnel is murder before then.
  • Chicken-selling might've enabled me to buy a Hard hat for Jeff here.  I don't know if that would've affected the run very much, though... it's only a 5 point difference in defense.

Run time:  5:10.
Total video time:  1:31:37.
Est. total run time:  1:27:25.
Inventory changes:
  • Ness:  -Teddy bear, +Jar of Fly Honey, +Minor league bat, -Sand lot bat.
  • Paula:  (none)
  • Jeff:  +Bottle rocket x2, +Copper bracelet, +Toy air gun, -Pop gun.

Status:
  • $206 on hand, $22 in ATM.
  • Ness (16):  ATM card, Sound Stone, Minor league bat (equipped), Copper bracelet (equipped), Hard hat (equipped), Bicycle, Receiver phone, Pencil eraser, Franklin badge, Cookie, Skip sandwich, Jar of Fly Honey, Backstage pass.
  • Paula (12):  Bread roll, Ribbon (equipped).
  • Jeff (11):  Big bottle rocket, Ruler, Protractor, Defense spray, Bad key machine, Holmes hat (equipped), Toy air gun (equipped), Copper bracelet (equipped), Pak of bubble gum, Hamburger, Bottle rocket, Bottle rocket, Bottle rocket.



Segment 14 (Mini Barf)
Summary:
  • Proceed into tunnel.  Fight Urban Zombie/Zombie Dog.
  • Get Skip sandwich DX from coffin.  Fight Urban Zombie (green/run) as a result.
  • Fight Urban Zombie x2.
  • Get Silver bracelet from coffin.  Equip on Jeff.  Give Jeff's Copper bracelet to Paula in exchange.
  • Fight Zombie Possessor x2/Urban Zombie (green/run); Zombie Possessor x2/Urban Zombie (red).
  • Fight Mini Barf.  Expend Bottle rocket x3.
  • Ignore salesman.  Find a Magic butterfly and use it to heal... which was probably unnecessary since any more fights would've doomed this segment run.
  • Get the Bomb, Protein drink, and Bottle rocket from their respective gift boxes.  Shuffle things around so Jeff gets the Protein drink and Bottle rocket.
  • Stay in the Saturn Valley hotel to recover from the trip.  Save.

Notes:
  • This was the most frustrating segment for me.  Paula and Jeff are extremely vulnerable and the tunnel enemies are tough.
  • Since I didn't use the Skip sandwich DX around Saturn Valley, I should have waited until the return trip to grab it.  At least I surprised the zombie who came after me.
  • I probably should have skipped the Bomb.  90 HP isn't very useful at this stage of the game.  I ended up selling it.

Run time:  8:23.
Total video time:  1:40:00.
Est. total run time:  1:35:36.
Inventory changes:
  • Ness:  +Skip sandwich DX.
  • Paula:  +Copper bracelet, +Bomb.
  • Jeff:  -Copper bracelet, +Silver bracelet, -Bottle rocket x2, +Protein drink.

Status:
  • $206 on hand, $930 in ATM.
  • Ness (18):  ATM card, Sound Stone, Minor league bat (equipped), Copper bracelet (equipped), Hard hat (equipped), Bicycle, Receiver phone, Pencil eraser, Franklin badge, Cookie, Skip sandwich, Jar of Fly Honey, Backstage pass, Skip sandwich DX.
  • Paula (15):  Bread roll, Ribbon (equipped), Copper bracelet (equipped), Bomb.
  • Jeff (16):  Big bottle rocket, Ruler, Protractor, Defense spray, Bad key machine, Holmes hat (equipped), Toy air gun (equipped), Silver bracelet (equipped), Pak of bubble gum, Hamburger, Bottle rocket, Protein drink.



Segment 15 (Suffer, Spanky!)
Summary:
  • Talk to Mr. Saturn to learn the secret of the Belch base.  I should have done this in the previous segment.
  • Walk back through the tunnel.  Spend entirely too much time trying to dodge roaches.  Succeed.
  • Put up with the photographer.
  • Walk into the waterfall.  Wait three minutes.
  • Tell the door guard that I have Fly Honey.
  • Fight Foppy x2, Foppy x6, Foppy x2, Slimy Little Pile.
  • Fight Master Belch.  Almost forget to use Fly Honey.  Waste a Bottle rocket and some PP by attacking before the Fly Honey is used (it doesn't look like any of that damage counted, since I still needed Freeze Beta x3 after Fly Honey to kill him).
  • Jeff passes out from nausea.  Use the hot spring to heal him.
  • Go to the store and withdraw most of my cash.  Talk to the wrong Mr. Saturn (for the record, the one by the table in the center of the room has the useful stuff).  Buy a Silver bracelet and Red ribbon for Paula, then get Ness a Silver bracelet.
  • Talk to Mr. Saturn, who gives all of his stuff to Paula.  Equip the Mr. Saturn coin on Jeff.
  • Stay at the hotel.  Save.

Notes:
  • I should have thrown out the Stag beetle immediately since I never, ever used it.
  • I gave the Mr. Saturn coin to Jeff because Paula's Red ribbon is much better than Jeff's Holmes hat.  After buying the Zip gun and Mr. Baseball bat in Dusty Dunes, I didn't have enough money to get him a Coin of slumber instead.
  • This is one place where selling a bunch of Chickens may have made a difference.  Even so, the mole cave segment wasn't too tough for me, so I think I got by just fine.
  • Yes, I put off Milky Well.  Originally, I did it because I had a tough time getting a decent run and I was tired of restarting.  However, I noticed something when I went back later:  about half of the enemies ran away from me, and the ones that did pursue me hesitated for a few seconds.  It let me skip a fight or two.  It'll be interesting to see if I can reproduce it on a real cartridge or not.

Run time:  11:50.
Total video time:  1:51:50.
Est. total run time:  1:47:14.
Inventory changes:
  • Ness:  +Silver bracelet, -Copper bracelet.
  • Paula:  +Silver bracelet, -Copper bracelet, +Red ribbon, -Ribbon, +Cup of Lifenoodles, +Stag beetle.
  • Jeff:  -Bottle rocket, +Mr. Saturn coin.

Status:
  • $1821 on hand, $48 in ATM.
  • Ness (20):  ATM card, Sound Stone, Minor league bat (equipped), Silver bracelet (equipped), Hard hat (equipped), Bicycle, Receiver phone, Pencil eraser, Franklin badge, Cookie, Skip sandwich, Jar of Fly Honey, Backstage pass, Skip sandwich DX.
  • Paula (18):  Bread roll, Red ribbon (equipped), Silver bracelet (equipped), Bomb, Cup of Lifenoodles, Stag beetle.
  • Jeff (20):  Big bottle rocket, Ruler, Protractor, Defense spray, Bad key machine, Mr. Saturn coin (equipped), Toy air gun (equipped), Silver bracelet (equipped), Pak of bubble gum, Hamburger, Protein drink, Holmes hat.



Segment 16 (Welcome to the End of the World's Longest Traffic Jam)
Summary:
  • Leave Saturn Valley.
  • Spend a long, but somewhat justifiable amount of time dodging the enemies outside.  Make it back into the tunnel without an encounter.
  • Take the bus from Threed into Dusty Dunes.
  • Save in the drugstore.

Notes:
  • I should have done the in-drugstore shopping before saving.

Run time:  4:42.
Total video time:  1:56:32.
Est. total run time:  1:51:44.
Inventory changes:
  • Ness:  (none)
  • Paula:  (none)
  • Jeff:  (none)

Status:
  • $1821 on hand, $48 in ATM.
  • Ness (20):  ATM card, Sound Stone, Minor league bat (equipped), Silver bracelet (equipped), Hard hat (equipped), Bicycle, Receiver phone, Pencil eraser, Franklin badge, Cookie, Skip sandwich, Jar of Fly Honey, Backstage pass, Skip sandwich DX.
  • Paula (18):  Bread roll, Red ribbon (equipped), Silver bracelet (equipped), Bomb, Cup of Lifenoodles, Stag beetle.
  • Jeff (20):  Big bottle rocket, Ruler, Protractor, Defense spray, Bad key machine, Mr. Saturn coin (equipped), Toy air gun (equipped), Silver bracelet (equipped), Pak of bubble gum, Hamburger, Protein drink, Holmes hat.



Segment 17 (Sunstroke)
Summary:
  • Give the Jar of Fly Honey to Paula to free up space for Ness.
  • Buy the Mr. Baseball bat.
  • Go out back and buy the Zip gun for Jeff.
  • Auto fight the obligatory Mole Playing Rough.
  • Find a Criminal Caterpillar on the second try.  I couldn't instakill it even on a green swirl, but Freeze Beta was enough to get rid of it.
  • Run across the desert.  Get the Big bottle rocket from the gift box.
  • Feed the Cookie to Gerardo.
    • If the EBDB on starmen.net is correct, I'm guaranteed to get this Cookie from the Spiteful Crow in Happy-Happy Village.  Good to know.
  • Walk across the bridge and into Fourside.
  • Pay for a ticket at the Topolla and talk to the manager.  Leave.
  • Walk back to Dusty Dunes.  Save on the mine phone.

Notes:
  • After I did the mine segment, I left myself a note saying not to get the Zip gun in the future.  The gist of it is... almost all of the work in the mine is done with PSI Freeze.  After the mine, Jeff can get a Hyper beam from the department store, which is a huge step up.

Run time:  5:52.
Total video time:  2:02:24.
Est. total run time:  1:57:24.
Inventory changes:
  • Ness:  -Jar of Fly Honey, -Minor league bat, +Mr. Baseball bat, +Big bottle rocket, -Cookie.
  • Paula:  +Jar of Fly Honey
  • Jeff:  +Zip gun, -Toy air gun.

Status:
  • $1168 on hand, $84 in ATM.
  • Ness (22):  ATM card, Sound Stone, Mr. Baseball bat (equipped), Silver bracelet (equipped), Hard hat (equipped), Bicycle, Receiver phone, Pencil eraser, Franklin badge, Skip sandwich, Backstage pass, Skip sandwich DX, Big bottle rocket.
  • Paula (20):  Bread roll, Red ribbon (equipped), Silver bracelet (equipped), Bomb, Cup of Lifenoodles, Stag beetle, Jar of Fly Honey.
  • Jeff (22):  Big bottle rocket, Ruler, Protractor, Defense spray, Bad key machine, Mr. Saturn coin (equipped), Zip gun (equipped), Silver bracelet (equipped), Pak of bubble gum, Hamburger, Protein drink, Holmes hat.


EDIT:  Got the levels wrong in segment 17 and didn't take the Cookie out of Ness's inventory.  Fixed now.
Edit history:
Mickey_Mage: 2008-08-20 09:14:35 pm
Glitching EB 1 flying man at a time
Segment 7 comments: Bad luck on the few fights you had while in PRV. You sure that wasn't worth a redo at the time you did it? I mean, you can't dodge every enemy in that place, but one of those fights I think could have been skipped without wasting much time. It's actually worth fighting the Blue Cultists, even if they are a pain, and appear in random places as you just showed us at the beginning of the Happy Happy Village cave. Yeah, splitting the segment in two might've helped with the Carpainter battle, and you're right, you don't need to use you PSI special against him really (though it is a good thing there's a butterfly in the Mondo cave that's just about always there).

The benefits of having an egg before going through PRV, is that it will be hatched (and grown) by the time you get to HHV, and you can possibly get 2 more eggs when you get there (two if you have room, and also two in case the crow steals one of the eggs, like it did in this segment). I don't think crows can steal chickens, so that's why it's beneficial to have one beforehand. Also, having the extra money will be fairly helpful when you're deciding on what to buy, and you can would also have more money than you normally would, so you can carry around extra to use if there is anything small you need to buy, or whatever (always get all of your money out of the ATM whenever possible or, as much as you think you'll need).

I know Threed is right after you beat Mondo Mole (well, next place you will need to buy armor), and you get a good amount of money from that dude, but having that extra money from the chickens will help a bunch in the long run, and you can sell the chickens at the same time as you buy armor (wherever's convenient at the time, and room permitting, of course).

All in all, this was a good segment, and still not a bad fight with Carpainter either. I wish the wall glitch was easier to do on console; because it would help a bunch to get to Paula faster in that segment if possible, and then steal a few eggs before going to Carpainter. Ah well, it's a long segment, so it would be too much of a pain to practice that glitch anyway, imo...

Segment 8: Very nice on using the wall glitch. That one is much easier, but had to be a pain to get used to. Having more PP coming in here might have helped, but you couldn't help it since you spent all your PP in previous segments. Mondo Mole fight went well, too, so that's all I have to say.

Segment 9: The tree on the way back through PRV could have been skipped, since you can easily outrun one of those, even with 2 people behind you. I know it's nothing to dwell on too heavily since going back and doing that segment again would be completely different, just pointing it out. All other encounter skips looked good, though (there always seems to be more enemies on the way back than going :P). Too bad for the two enemies you saw on the street on the way to Everdred.

Segment 10: In Threed, near the zombies guarding that area, why did you make a wide arch before going to them? Was it in fear of bees being there, or were there some you saw (I missed them if there were)? Othewise, not much to comment on here since it's basically just the transition phase to Jeff, and getting the monkey :P.

Segment 11: Yeah, waste of cookies. Oh well, you learn from your mistakes. Are you sure you won't be needing the gun that's in the maze for Jeff?

Segment 12: This segment was good, but the cave could've been a little better, I guess. If it's too hard to luck manipulate I can understand, it's just that you backtracked a lot to avoid encounters (the forced fights were good for exp though, since they were easy). I wonder if selling chickens prior to this, you wouldn't have to hold off shopping. Doubt it, since items are starting to get a little more pricey, but we don't know that for sure.
Edit history:
Mickey_Mage: 2008-08-20 09:22:27 pm
Glitching EB 1 flying man at a time
Decided to separate these two comment replies, sorry.

Segment 13: This segment looked fine to me. So, it's worth buying the Toy Air Gun, instead of picking up the Stun Gun in the Maze in Winters? I guess the extra rat to fight to get it might be a pain in the ass. The Boogey Tent battle was very good as well. I wonder if you or evil_ninja were faster killing him. The extra boost in money for the chickens now is still a good thing for the future, as you'll always be a slight step ahead with even just a little money more that you didn't get from battles. Even if the hard hat wouldn't give but only 5 more defense, the result in the end might've been better (I have to speculate here since different runthroughs will get different amounts, so you might end up with a better sum).

Segment 14: I was going to comment on the surprise attack on you near the end of the tunnel, but you made up for it with a very good segment. Very risky maneuvers in the big rooms, but very effective nonetheless. Some luck has to play in there, but it's almost impossible at times to get that room completely empty, so fighting enemies in there (small groups) makes sense.

Segment 15: Not much to say here, I guess, except that getting through the cave could have gone better. I don't know, those damn roaches are hard to get rid of as it is.

Segment 16: Not sure what to really comment on here, since you said the only thing really was no shopping. It'll be funny when you come back to Milky Well later much stronger. Trillionage won't know what hit him ;).

Segment 17: Nice work on getting the Criminal Caterpillar. We talked about getting two, but I don't really think that would be necessary anyway, and also would be time consuming in the long run probably. Too bad about 2 sunstrokes. Be nice if a segment could only have one, but you have to do what you can since the caterpillar is rare enough to get as it is. Small errors in this like bad menu hopping, and forgetting where to do slightly, but that's about it.
D:
Responding to things at random here...

  • I spent about 20 minutes trying to do the PRV wall glitch on the console and eventually gave up without success.  The Lilliput Steps glitch I can pull off quickly on every third or fourth try.
  • Criminal Caterpillars don't appear reliably.  It'd take some dedicated luck manipulation to get two of them quickly, then not have to fight any other enemies on the way through the desert.  I didn't feel starved for experience until later in the game, where 10000 exp. per character wouldn't have made a difference..
  • I thought I saw some flies north of the trees when going into the graveyard the first time, so I pulled way out to the left to avoid them.  It's probably hard to see on the Google Video de-quality-ized version.
  • The Stun gun only matters in the Rainy Circle area.  I don't think it's worth the extra mouse fight, though I suppose I could've saved some cash by passing on the Toy air gun.  The reason I prefer the Toy air gun over being able to afford a Hard hat is that the Toy air gun gives me ~16 more damage per attack, while the Hard hat only saves me ~5 more damage per attack.  I think Jeff would probably die from a couple hits in the tunnel even with the Hard hat.  Both approaches are valid.


As far as the chicken thing goes, I think what I'm going to do is to total up all my planned expenditures in each segment and see how much money I'll need to pick up from incidental enemies (i.e. not bosses) to get there.  If I can't guarantee myself enough cash to afford what I want, I'll pick up an egg in Twoson (I agree that it's a really good place to get one).  If I still come up short, I'll grab a couple more in HHV.  Once I get past the Fourside area, things get expensive enough that a couple chickens don't make a difference.  I'll have to finish reviewing things to be sure of that, though.
[+--oo] In control since '86
I'm @ work again and just about to start at segment 7. 

Thanks for bringing up the Fresh Egg/Chicken statement about Twoson, Mickey.  I meant to say something myself, but I've been making relpies & comments during multiple breaks, so I plum forgot.  And yeah, I think it'd help out when you get to Threed, but as you've proven it's not necessary.

Quote from __sdfg:
Use Bad plot device to escape from zombie prison.

HA!!  Laugh ensued.  'Nuff said.

I also agree that the Big Bottle Rocket's best used at the Boogey Tent, even without watching the segment. 

I must admit that I skipped ahead to watch segment 17 to see the scene with the Criminal Caterpillar.  I don't know where you learned that technique, whether it came from starmen.net or if it becomes apparent after playing through the game as many times as we have.  But since I was the one who wrote that tip on starmen.net, I was psyched to see you used the exact method I wordily described.  I had never seen anyone else do it besides myself, nor did I really receive much response so I don't know how well known it may be.  Just wanted to tell you that you put a huge smile on my face.  ^_^  Thanks!!

I'll be watching the rest of the segments between work and afterwards at home, so there'll be some comments to come.
Yes, a worthless avatar riding my posts.
Fight Master Belch.  Almost forget to use Fly Honey.  Waste a Bottle rocket and some PP by attacking before the Fly Honey is used (it doesn't look like any of that damage counted, since I still needed Freeze Beta x3 after Fly Honey to kill him).

This is true. The game doesn't subtract from Belch's HP before you use the Fly Honey. Just for fun, I tried to kill him without it, and many bombs and bottle rockets later, probably over 1000 damage, he was still alive. Then the Earthbound board on GameFAQs gave me the hard truth >_<

Well, there IS still one way to damage him without Fly Honey. You have to pray with Paula and hope you get the confusion effect on Belch so he barfs on himself, giving him the nausea debuff. Then watch his health drop from 603? at 20 points per turn, and that's how you win without Fly Honey. THE MOAR YOU KNOW
Edit history:
Mickey_Mage: 2008-08-21 08:39:19 am
Glitching EB 1 flying man at a time
Quote from __sdfg:
Responding to things at random here...

  • I spent about 20 minutes trying to do the PRV wall glitch on the console and eventually gave up without success.  The Lilliput Steps glitch I can pull off quickly on every third or fourth try.


I can do the PRV walk through walls glitch, but seriously, it took me a good straight 30 min to an hour to pull it off (I took a break inbetween before I went insane). So, it's possible, just not worth practicing for a speedrun, and in a segment where you already have to rely on luck to get through most of PRV.

Quote:
  • Criminal Caterpillars don't appear reliably.  It'd take some dedicated luck manipulation to get two of them quickly, then not have to fight any other enemies on the way through the desert.  I didn't feel starved for experience until later in the game, where 10000 exp. per character wouldn't have made a difference..


I think we discussed saving, and then getting another Criminal Caterpillar in the next segment. I can't remember though. One seems fit, for now, since it is a hell of a lot of experience this early in the game.

Quote:
  • I thought I saw some flies north of the trees when going into the graveyard the first time, so I pulled way out to the left to avoid them.  It's probably hard to see on the Google Video de-quality-ized version.


Yeah, it is. Sometimes, I even have a hard time spotting them in the game itself. The damn things like to hide in the trees, so you walk over there, and all of a sudden get a the gray attack screen; and they're so fast, it's hard to tell wtf is over there :P. It is easier for you, but if you do that in an actual run, and it's hard for others to see why you did that, you might want to make that little note in your comments.

Quote:
  • The Stun gun only matters in the Rainy Circle area.  I don't think it's worth the extra mouse fight, though I suppose I could've saved some cash by passing on the Toy air gun.  The reason I prefer the Toy air gun over being able to afford a Hard hat is that the Toy air gun gives me ~16 more damage per attack, while the Hard hat only saves me ~5 more damage per attack.  I think Jeff would probably die from a couple hits in the tunnel even with the Hard hat.  Both approaches are valid.


I looked it up after I saw you buy the Toy Air Gun, and the attack difference in that and the Stun Gun is 8. So, I think you did actually make the right decision there, as Jeff did survive this long, so no harm in not killing a rat for the gun in the maze.

Quote:
As far as the chicken thing goes, I think what I'm going to do is to total up all my planned expenditures in each segment and see how much money I'll need to pick up from incidental enemies (i.e. not bosses) to get there.  If I can't guarantee myself enough cash to afford what I want, I'll pick up an egg in Twoson (I agree that it's a really good place to get one).  If I still come up short, I'll grab a couple more in HHV.  Once I get past the Fourside area, things get expensive enough that a couple chickens don't make a difference.  I'll have to finish reviewing things to be sure of that, though.


Since going from Twoson to Threed doesn't really have a whole lot to do majorly (other than Mondo Mole), getting the eggs and the extra money would be a good thing, for this early in the game, while things are still fairly cheap. I like your idea with keeping tab on your money, too. I think that's actually the decision we came up with earlier in this thread as well. Getting the egg is Twoson is a must, but one or two eggs in HHV, it depends. I would suggest stealing two eggs for you own benefit (possibly even three since it doesn't take long to do all that), but that's just me.

Quote from ShinerCCC:
This is true. The game doesn't subtract from Belch's HP before you use the Fly Honey. Just for fun, I tried to kill him without it, and many bombs and bottle rockets later, probably over 1000 damage, he was still alive. Then the Earthbound board on GameFAQs gave me the hard truth >_<


I always wondered why my math seemed off while killing him every time... I'll remember that, and make sure my lead-off attacker uses the honey from now on, and not attack until said person does so :p.

Quote:
Well, there IS still one way to damage him without Fly Honey. You have to pray with Paula and hope you get the confusion effect on Belch so he barfs on himself, giving him the nausea debuff. Then watch his health drop from 603? at 20 points per turn, and that's how you win without Fly Honey. THE MOAR YOU KNOW


I lol'd

Also, Belch has 650 health but, either way that would take forever to kill him  Grin
Edit history:
__sdfg: 2008-08-21 04:00:07 pm
D:
I did get the Criminal Caterpillar trick from your post earlier in the thread, SkratMan.  Sorry for not crediting you. :|

It sounds like there's a consensus on what was good/bad about the past segments.  I've got a few more ready.  These are a little shakier.


Segment 18 (The True Advantage of Being Third)
Summary:
  • Enter the mine.  Head for the mole at the end of the corridor heading north.
  • Fight Thirsty Coil Snake.  Try a little harder than I should've to avoid another.
  • Fight the first mole.  Freeze it to death.
  • Exit that room via the west ladder.  Wind around toward the rest of the mine.  Get the Big bottle rocket and give it to Jeff, along with the one Ness got earlier.
  • Go after the closest mole from where I was.  Fire a Big bottle rocket that doesn't quite kill it. Have Paula use Freeze to finish the job.
    • Poor showing on this one.  I'd been able to OHKO them in my past runs, but it didn't work here.  I don't know if it'd be better to restart when this fails or just plan on using Freeze.
  • Get the Coin of defense from behind the mole and equip it on Ness.
  • Go back out the ladder I cam in from.  Walk back out to the center of the mine and grab an Exit mouse and a Picnic lunch.
  • Go due north from there and fight another mole.  One-hit KO it with a BBR.
  • Try to dodge an encounter briefly, then give up and fight Noose Man x2/Mad Duck x2 anyway.
  • Leave the Exit mouse area to the west.  Head south for the mole at the end of that passageway. Fight Gigantic ant.
  • Defeat this mole with Freeze alone.  Take the PSI caramel it was guarding.
  • On the way to the last mole, fight a badly-dodged Gigantic Ant and a Noose Man.
  • Find a Magic butterfly, then fight Noose Man x2/Mad Duck x2.
  • Fight the last mole.  Use the last Big bottle rocket.
  • Have Ness give the Backstage pass to Paula.  Take the Platinum band from the southern gift box and equip it on Ness.
  • Walk out of the mine.  The TAS saved the Exit mouse for the Magnet Hill sewer and I thought it was good idea.
  • Deal with the photographer outside.  Talk to Gerardo so I actually get my diamond.
  • Heal up and save.

Notes:
  • This segment could have used more luck abuse.
  • I should have given the Coin of defense to Paula.  I end up giving it to her in the next segment, actually.
  • I was mainly using the BBRs to save Paula's PP.
  • If I do choose to use the BBR in the Threed area, I could use the PSI caramel from the cave to have Paula Freeze the last mole to death.  On the other hand, I may want to hang onto that last BBR so I can use it on the Department Store Spook a couple segments from now without visiting the arms dealer first.  I am unsure.

Run time:  13:00.
Total video time:  2:15:24.
Est. total run time:  2:10:12.
Inventory changes:
  • Ness:  -Big bottle rocket, +Coin of defense, +Exit mouse, -Backstage pass, +Platinum band.
  • Paula:  +Picnic lunch, +PSI caramel, +Backstage pass.
  • Jeff:  -Big bottle rocket.

Status:
  • $1168 on hand, $9451 in ATM.
  • Ness (27):  ATM card, Sound Stone, Mr. Baseball bat (equipped), Silver bracelet, Hard hat, Bicycle, Receiver phone, Pencil eraser, Franklin badge, Skip sandwich, Skip sandwich DX, Platinum band (equipped), Coin of defense (equipped), Exit mouse.
  • Paula (25):  Bread roll, Red ribbon (equipped), Silver bracelet (equipped), Bomb, Cup of Lifenoodles, Stag beetle, Jar of Fly Honey, Picnic lunch, PSI caramel, Backstage pass.
  • Jeff (26):  Ruler, Protractor, Defense spray, Bad key machine, Mr. Saturn coin (equipped), Zip gun (equipped), Silver bracelet (equipped), Pak of bubble gum, Hamburger,  Protein drink, Holmes hat.



Segment 19 (Boffo Sale)
Summary:
  • Item reorganization time!  Have Ness give the Bicycle, Exit mouse, and Coin of defense to Paula.  Have Jeff take the Picnic lunch from Paula, then give her the Bad key machine and Pak of bubble gum in return.
    • Why give Paula the Coin of defense?  So she can have a semi-usable defensive item when I rescue her without taking up an inventory slot.
  • Equip Ness's old Hard hat and Paula's new Coin of defense.
  • Walk to Fourside.  Get the Diamond on the way.
  • Go into the theater and pay off the owner.  Watch the show and leave.
  • Walk over to the department store and hit the ATM.
  • Sell Ness' Silver bracelet, Paula's Red ribbon, the Bomb from a while ago, and Jeff's Holmes hat.
  • Buy the Hyper beam, four Big bottle rockets, and four Super bombs.
  • Go back down to the entrance and save.

Notes:
  • I did a lousy job of shopping here.  More on that in a couple segments.
  • I may have been able to combine this with the past segment.  All I really do here is avoid encounters in the last part of the desert.  I also make it possible to fix mistakes in shuffling items, but I didn't really take advantage of that.  On the other hand, twenty minutes is a long time for a segment in this game.

Run time:  7:41.
Total video time:  2:23:05.
Est. total run time:  2:17:41.
Inventory changes:
  • Ness:  -Bicycle, -Exit mouse, -Coin of defense, -Silver bracelet, +Super bomb x3.
  • Paula:  +Bicycle, +Exit mouse, +Coin of defense, -Picnic lunch, +Bad key machine, +Pak of bubble gum, -Red ribbon, -Bomb.
  • Jeff:  +Picnic lunch, -Bad key machine, -Pak of bubble gum, -Holmes hat, +Hyper beam, -Zip gun, +Big bottle rocket x4, +Super bomb.

Status:
  • $8238 on hand, $51 in ATM.
  • Ness (27):  ATM card, Sound Stone, Mr. Baseball bat (equipped), Hard hat, Receiver phone, Pencil eraser, Franklin badge, Skip sandwich, Skip sandwich DX, Platinum band (equipped), Super bomb, Super bomb, Super bomb.
  • Paula (25):  Bread roll, Silver bracelet (equipped), Coin of Defense (equipped), Cup of Lifenoodles, Stag beetle, Jar of Fly Honey, PSI caramel, Backstage pass, Bicycle, Exit mouse, Bad key machine, Pak of bubble gum.
  • Jeff (26):  Ruler, Protractor, Defense spray, Mr. Saturn coin (equipped), Hyper beam (equipped), Silver bracelet (equipped), Hamburger, Protein drink, Picnic lunch, Big bottle rocket, Big bottle rocket, Big bottle rocket, Big bottle rocket, Super bomb.



Segment 20 (Gwargh)
Summary:
  • The lights go out.  Paula is kidnapped.
  • Fight Musica x2, Musica x2.  Use two Super bombs.
  • Fight the Dept. Store Spook.  Use a Big bottle rocket and a Super bomb for the win.
  • Buy a Coin of defense for Ness at the toy store.  Go to the south of the top toy rack to avoid a photographer (I probably didn't need to take that wide of an arc, though).
  • Buy a Gold bracelet for Jeff at the tool store.
  • Replenish my Super bomb and Big bottle rocket supply, though in a slightly different configuration.
  • Save by the entrance.

Notes:
  • It'd be nice to see if there is a fast way to do this that doesn't require a trip to the arms dealer in advance (since that adds several seconds to the previous segment).  I'm guessing it'd involve really heavy luck abuse and maybe the Super bomb in the mole cave.

Run time:  4:40.
Total video time:  2:27:45.
Est. total run time:  2:22:09.
Inventory changes:
  • Ness:  -Hard hat, +Coin of defense, +Big bottle rocket, -Super bomb.
  • Paula:  (none)
  • Jeff: +Super bomb, -Big bottle rocket, +Gold bracelet, -Silver bracelet.

Status:
  • $2550 on hand, $2939 in ATM.
  • Ness (28):  ATM card, Sound Stone, Mr. Baseball bat (equipped), Coin of defense (equipped), Receiver phone, Pencil eraser, Franklin badge, Skip sandwich, Skip sandwich DX, Platinum band (equipped), Super bomb, Super bomb, Big bottle rocket.
  • Paula (25):  Bread roll, Silver bracelet (equipped), Coin of Defense (equipped), Cup of Lifenoodles, Stag beetle, Jar of Fly Honey, PSI caramel, Backstage pass, Bicycle, Exit mouse, Bad key machine, Pak of bubble gum.
  • Jeff (27):  Ruler, Protractor, Defense spray, Mr. Saturn coin (equipped), Hyper beam (equipped), Gold bracelet (equipped), Hamburger, Protein drink, Picnic lunch, Big bottle rocket, Big bottle rocket, Big bottle rocket, Super bomb, Super bomb.



Segment 20 1/2 (Boffo Sale, Reprise)
Summary:
  • This segment exists solely to correct mistakes I made in the previous two segments.  As you'll see, I didn't even get it right this time.  :(.
  • Have Ness eat the Hamburger Jeff collected.  Ness is low on HP and it's faster than the hotel.
  • Sell the Defense spray that Jeff's been dragging around.
  • Sell one of Jeff's Super bombs.  This was a mistake.  My Clumsy Robot strategy changes a couple segments from now.  I should have two Super Bombs on Ness and Jeff each as I leave.
  • Fill Ness and Jeff's remaining inventory slots with Big bottle rockets.

Run time:  1:36.
Total video time:  2:29:21.
Est. total run time:  2:23:33.
Inventory changes:
  • Ness:  +Big bottle rocket.
  • Paula:  (none)
  • Jeff: -Hamburger, -Defense spray, -Super bomb, +Big bottle rocket x3.

Status:
  • $2442 on hand, $2939 in ATM.
  • Ness (28):  ATM card, Sound Stone, Mr. Baseball bat (equipped), Coin of defense (equipped), Receiver phone, Pencil eraser, Franklin badge, Skip sandwich, Skip sandwich DX, Platinum band (equipped), Super bomb, Super bomb, Big bottle rocket, Big bottle rocket.
  • Paula (25):  Bread roll, Silver bracelet (equipped), Coin of Defense (equipped), Cup of Lifenoodles, Stag beetle, Jar of Fly Honey, PSI caramel, Backstage pass, Bicycle, Exit mouse, Bad key machine, Pak of bubble gum.
  • Jeff (27):  Ruler, Protractor, Mr. Saturn coin (equipped), Hyper beam (equipped), Gold bracelet (equipped), Protein drink, Picnic lunch, Super bomb, Big bottle rocket, Big bottle rocket, Big Bottle rocket, Big bottle rocket, Big bottle rocket, Big bottle rocket.



Segment 21 (edisnooM)
Summary:
  • Leave the store.  Walk over to the cafe.  Talk to the waitress to trigger the event outside.
  • Give the Protractor to the scuzzy guy.  Talk to Everdred.
  • Walk back into the cafe and enter Moonside.
  • Fight Robo-pump.  I think it's always there, so it's probably not worth trying to luck abuse it into ignoring me like the TAS did.
  • Talk to warp guy to reach the doorman.  Talk to the doorman.
  • Begin the chain of warping to the doorless room.
  • Move one of Ness's Big bottle rockets to Jeff (in place of the Protractor), then take the Night pendant out of the gift box and equip it on Ness.
  • Continue warping into the doorless room.  Talk to the invisible guy and say you can see him. Talk to Mr. T to go back to the hotel.
  • Walk over to the first warp guy and warp down to the doorman.  Get rid of the doorman and the invisible guy.
  • Use a trick I borrowed from the TAS to trigger the Evil Mani-Mani fight without talking to Monotoli (check the statue from the side).
  • Use a BBR in taking down the statue.  Jeff gets paralyzed, but Ness gets a smash attack a couple turns later to make up for it.
    • Ideally, I would've used two BBRs here.  This should be kept in mind when analyzing my BBR use later on.  I don't think I needed the extra one, fortunately.
  • Leave the cafe.  Deal with all the dialogue outside.
  • Take the bus into Dusty Dunes and save at the drugstore.

Run time:  7:55.
Total video time:  2:37:16.
Est. total run time:  2:31:16.
Inventory changes:
  • Ness:  -Big bottle rocket, +Night pendant.
  • Paula:  (none)
  • Jeff:  -Protractor.

Status:
  • $2438 on hand, $5140 in ATM.
  • Ness (30):  ATM card, Sound Stone, Mr. Baseball bat (equipped), Coin of defense (equipped), Night pendant (equipped), Receiver phone, Pencil eraser, Franklin badge, Skip sandwich, Skip sandwich DX, Platinum band (equipped), Super bomb, Super bomb, Big bottle rocket.
  • Paula (25):  Bread roll, Silver bracelet (equipped), Coin of Defense (equipped), Cup of Lifenoodles, Stag beetle, Jar of Fly Honey, PSI caramel, Backstage pass, Bicycle, Exit mouse, Bad key machine, Pak of bubble gum.
  • Jeff (28):  Ruler, Mr. Saturn coin (equipped), Hyper beam (equipped), Gold bracelet (equipped), Protein drink, Picnic lunch, Super bomb, Big bottle rocket, Big bottle rocket, Big Bottle rocket, Big bottle rocket, Big bottle rocket, Big bottle rocket.


EDIT:  Fixed the total video times and the money in the last segment (forgot about the bus).
D:
More segments!  More than halfway there now.

Segment 22 (Monkey Cave)
Summary:
  • Leave the drugstore.  Instakill that accursed mole.
  • Give the Picnic lunch to the left monkey in the first room.
  • Take the Pizza from the chest.
  • Fight Tough Mobile Sprout (green/run).
  • Give the Pizza to the left monkey in the next room.  Grab a replacement Pizza, then get a Fresh egg from the monkey at the end of the tunnel.
  • Go back out to the front and give the right monkey a Skip sandwich.
  • Give the right monkey in the next room a Protein drink.
  • Give away the Fresh Egg to get the Neutralizer.  Give it to Jeff.  Also give Ness's BBR to Jeff.
  • Give away the Ruler to get the King banana.
  • Grab the Hamburger on the way back to  previous room, then trade away the Pizza to get access to the next section of the cave.
  • Use the Hamburger to get a Bag of Dragonite.
  • Give Man K. Man his banana.
  • Fight Struttin' Evil Mushroom/Tough Mobile Sprout x3 (green/run).
  • Use the Pencil eraser to access Talah Rama's chamber.
  • Take the Brain food lunch, but leave the other Cup of Lifenoodles.  Paula already has one and I shouldn't need another.
  • Talk to Talah Rama.  Get the Yogurt dispenser.
  • Talk to the monkey.  Walk back out.  Instakill the mole again.
  • Learn Teleport.
  • Teleport into Fourside.  Give the Yogurt dispenser to Electra.
  • Save in the Monotoli building.

Notes:
  • I should have tried for no encounters at all in the cave.  At least I was able to immediately run from the two I had.
  • The Neutralizer turned out to be a waste of time.  It can be skipped in the future.
  • If I'd hung on to Jeff's Hamburger, I could have saved a little time here.  On the other hand, I would have had less space for Big bottle rockets.  I think the rockets win.

Run time:  8:07.
Total video time:  2:45:23.
Est. total run time:  2:39:11.
Inventory changes:
  • Ness:  -Skip sandwich, -Big bottle rocket, +Bag of Dragonite, +Brain food lunch.
  • Paula:  (none)
  • Jeff:  -Picnic lunch, -Protein drink, +Neutralizer, +Big bottle rocket, -Ruler.

Status:
  • $2437 on hand, $5212 in ATM.
  • Ness (30):  ATM card, Sound Stone, Mr. Baseball bat (equipped), Coin of defense (equipped), Night pendant (equipped), Receiver phone, Pencil eraser, Franklin badge, Skip sandwich DX, Platinum band (equipped), Super bomb, Super bomb, Bag of Dragonite, Brain food lunch.
  • Paula (25):  Bread roll, Silver bracelet (equipped), Coin of Defense (equipped), Cup of Lifenoodles, Stag beetle, Jar of Fly Honey, PSI caramel, Backstage pass, Bicycle, Exit mouse, Bad key machine, Pak of bubble gum.
  • Jeff (28):  Mr. Saturn coin (equipped), Hyper beam (equipped), Gold bracelet (equipped), Super bomb, Big bottle rocket, Big bottle rocket, Big Bottle rocket, Big bottle rocket, Big bottle rocket, Big bottle rocket, Big bottle rocket, Neutralizer.



Segment 23 (Monotoli)
Summary:
  • Take the elevators up to the 48th floor.
  • Walk just up to the door leading out of the elevator lobby, then use the Skip sandwich DX.
  • Speed past all of the sentry robots.
  • Fight Clumsy Robot.  Use all three Super bombs, then use Jeff's Neutralizer to clear away the PSI shield.  Victory after three doses of Rockin, one of which fails.
  • Walk into the room and try to talk to Monotoli before he hides.  Mess up a couple times.  Get through all of the dialogue.
  • Go find out that the helicopter's been stolen.  Shock.
  • Leave the Monotoli building.
  • Talk to John Belushi (which the TAS later showed me was unnecessary), then get on the tour bus and ride it into Threed.
  • Go back into the cemetery and fix the Sky Runner.  Briefly forget that you can't go down the crash-landing hole.
  • Save on the lab phone.

Notes:
  • I'm not looking forward to dodging the robots again.  At least it's fun the first few times.
  • Four Super bombs is the way to go for Clumsy Robot.  It's faster and more reliable.  I had two Big bottle rockets left over after fighting Kraken, so I should be okay to swap one for the fourth Super bomb.

Run time:  11:17.
Total video time:  2:56:40.
Est. total run time:  2:50:16.
Inventory changes:
  • Ness:  -Skip sandwich DX, -Super bomb, -Super bomb.
  • Paula:  (none)
  • Jeff:  -Super bomb.

Status:
  • $2437 on hand, $7293 in ATM.
  • Ness (31):  ATM card, Sound Stone, Mr. Baseball bat (equipped), Coin of defense (equipped), Night pendant (equipped), Receiver phone, Pencil eraser, Franklin badge, Platinum band (equipped), Bag of Dragonite, Brain food lunch.
  • Paula (25):  Bread roll, Silver bracelet (equipped), Coin of Defense (equipped), Cup of Lifenoodles, Stag beetle, Jar of Fly Honey, PSI caramel, Backstage pass, Bicycle, Exit mouse, Bad key machine, Pak of bubble gum.
  • Jeff (29):  Mr. Saturn coin (equipped), Hyper beam (equipped), Gold bracelet (equipped), Big bottle rocket, Big bottle rocket, Big Bottle rocket, Big bottle rocket, Big bottle rocket, Big bottle rocket, Big bottle rocket, Neutralizer.



Segment 24 (Rainy Circle and Summers)
Summary:
  • Revitalize the party.
  • Fight Shrooom!  Use Freeze (which does about as much damage as Fire), Rockin, and two BBRs to take it down in two rounds.
  • Fight Cave Boy/Might Bear Seven (green/run).
  • Talk to Dr. Andonuts.  Fly the Sky Runner to Summers.  Crash.
  • Trek over to Toto and get the phone number for the Stoic Club.
  • Give my name to Tony.
  • Call the Stoic Club.  The TAS used the museum phone and I thought it looked better than using the drugstore phone.  I don't know if it actually makes a difference.
  • Talk to big-headed guy in the Stoic Club to bring up the subject of Magic Cake, then talk to the woman who makes it.
  • Eat cake.  Switch over to Poo.
  • Run down to the training area.  Sneak by the Star Master (sloppily, though).
    • I think I got the Star Master thing from the comments on the TAS, but I'm not positive.  I know it wasn't my idea.
  • Meditate.
  • Grab another Brain food lunch out of the chest back at the palace.
  • Talk to Poo's master.  Level a bunch and teleport to Summers.
  • Poo joins you.
  • Walk over to the museum and save on their phone.

Notes:
  • There wasn't any point in segmenting at the museum.  I just didn't want to get ahead of myself.

Run time:  12:17.
Total video time:  3:08:57.
Est. total run time:  3:02:21.
Inventory changes:
  • Ness:  (none)
  • Paula:  (none)
  • Jeff:  -Big bottle rocket x2.
  • Poo:  +Bottle of water, +Brain food lunch, +Tiny ruby.

Status:
  • $2437 on hand, $11379 in ATM.
  • Ness (33):  ATM card, Sound Stone, Mr. Baseball bat (equipped), Coin of defense (equipped), Night pendant (equipped), Receiver phone, Pencil eraser, Franklin badge, Platinum band (equipped), Bag of Dragonite, Brain food lunch.
  • Paula (28):  Bread roll, Silver bracelet (equipped), Coin of Defense (equipped), Cup of Lifenoodles, Stag beetle, Jar of Fly Honey, PSI caramel, Backstage pass, Bicycle, Exit mouse, Bad key machine, Pak of bubble gum.
  • Jeff (31):  Mr. Saturn coin (equipped), Hyper beam (equipped), Gold bracelet (equipped), Big bottle rocket, Big bottle rocket, Big bottle rocket, Big bottle rocket, Big bottle rocket, Neutralizer.
  • Poo (18):  Bottle of water, Brain food lunch, Tiny ruby.



Segment 24 1/2 (Summers, continued)
Summary:
  • Pay to enter the museum.
  • Bribe the guy at the top of the stairs.
  • Fight Shattered Man.  Defeat him with Freeze and a BBR.
  • Take care of the hieroglyph stuff and get out of the room before the other coffin can attack.
    Ignore the phone on the way out.
  • Go to the Toto drugstore and pull all my money out of the ATM so I can do some shopping as soon as I get to Scaraba.
  • Buy a Skip sandwich DX.

Notes:
  • I used the Skip sandwich DX in the last room of the pyramid.  It saved me maybe one encounter.  I haven't decided if that made it worthwhile or not.

Run time:  2:52.
Total video time:  3:11:49.
Est. total run time:  3:05:01.
Inventory changes:
  • Ness:  +Hieroglyph copy, +Skip sandwich DX.
  • Paula:  (none)
  • Jeff:  -Big bottle rocket.
  • Poo:  -Tiny ruby.

Status:
  • $16326 on hand, $9 in ATM.
  • Ness (34):  ATM card, Sound Stone, Mr. Baseball bat (equipped), Coin of defense (equipped), Night pendant (equipped), Receiver phone, Pencil eraser, Franklin badge, Platinum band (equipped), Bag of Dragonite, Brain food lunch, Hieroglyph copy, Skip sandwich DX.
  • Paula (29):  Bread roll, Silver bracelet (equipped), Coin of Defense (equipped), Cup of Lifenoodles, Stag beetle, Jar of Fly Honey, PSI caramel, Backstage pass, Bicycle, Exit mouse, Bad key machine, Pak of bubble gum.
  • Jeff (32):  Mr. Saturn coin (equipped), Hyper beam (equipped), Gold bracelet (equipped), Big bottle rocket, Big bottle rocket, Big bottle rocket, Big bottle rocket, Neutralizer.
  • Poo (21):  Bottle of water, Brain food lunch.



Segment 25 (Kraken)
Summary:
  • Leave the drugstore.  Stay to the while walking over to the captain to avoid a photographer.
  • Get on the boat.
  • Fight Kraken.  Have Paula and Poo Freeze (in hopes of stopping Kraken from doing anything) while Jeff fires two BBRs.
  • In Scaraba, buy Ness a Big league bat, Paula and Jeff Platinum bands, and Jeff a Crystal charm.
  • Walk over to the hotel and fill Jeff's inventory with Big bottle rockets (7 are purchased).
  • Pull the Kraken money out of the ATM so I can buy Multi bottle rockets in southern Scaraba later on.
  • Save on the hotel phone.

Notes:
  • The Crystal charm was purchased to improve Jeff's success with MBRs.
    • Following the formula we've been using, this increases the chance of an individual Bottle rocket hitting by 15%.  That means that we can expect 3 more of the 20 rockets in a MBR to land if Jeff has the Crystal charm.  That's 360 damage, on average.
  • I probably should have stayed the night at the hotel.  It's a little slower than walking over to the arms dealer, but it would've saved me the trouble of using Lifeup in the next segment.

Run time:  5:49.
Total video time:  3:17:38.
Est. total run time:  3:10:38.
Inventory changes:
  • Ness:  +Big league bat, -Mr. Baseball bat.
  • Paula:  +Platinum band, -Silver bracelet.
  • Jeff:  +Big bottle rocket x5, +Platinum band, -Gold bracelet, +Crystal charm.
  • Poo:  (none)

Status:
  • $10442 on hand, $58 in ATM.
  • Ness (35):  ATM card, Sound Stone, Big league bat (equipped), Coin of defense (equipped), Night pendant (equipped), Receiver phone, Pencil eraser, Franklin badge, Platinum band (equipped), Bag of Dragonite, Brain food lunch, Hieroglyph copy, Skip sandwich DX.
  • Paula (30):  Bread roll, Platinum band (equipped), Coin of Defense (equipped), Cup of Lifenoodles, Stag beetle, Jar of Fly Honey, PSI caramel, Backstage pass, Bicycle, Exit mouse, Bad key machine, Pak of bubble gum.
  • Jeff (33):  Mr. Saturn coin (equipped), Hyper beam (equipped), Platinum band (equipped), Crystal charm (equipped), Neutralizer, Big bottle rocket, Big bottle rocket, Big bottle rocket, Big bottle rocket, Big bottle rocket, Big bottle rocket, Big bottle rocket, Big bottle rocket, Big bottle rocket.
  • Poo (24):  Bottle of water, Brain food lunch.