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Raiker Z: 2010-12-18 11:34:01 am
Yes the peril strategy is by far the fastest for a segmented run, danger strategy would be more for a SS run if your going to put up with the risk. I have no intention of putting power rush in the chest at all until after chapter 6. It does not stack so there is no reason to get it untill I buy the other badges from the badge shop.

Each one is planned for the most efficient time that I could remember. Jr. Troopa Playground and the Goomba Path will be done when I get Lucky Day (something like that) from Goompapa, Pleasant Path is after a chain letter to Koover, Dry Dry desert and Outpost are during a trip there, and Mt Rugged is after my Desert trek. Luckily the hidden panel in DDD is at the stone cactus, so I can follow the path.

If your wondering for a more accurate timeframe.
Jr. Troopa Playground and K.G. Fortress should be around segment 46
Pleasant Path's will be around segment 19
Dry Dry outpost should be 18 and Desert/Rugged should be in 19.

Segment 10 is when I get the boots, and I believe the desert/pleasant path is done 4-5 intermission and Jr. Troopa/K.G will be done after chapter 7.
Segment 25 is when I get the Ultra Hammer, which is also when I'll stop whining about hidden panels, B is alot easier then A twice, for some reason the butt stomp only works like half the time when you try it after a spin (Naturally how I want to get the panels)

There are only a few segments that I'm worried about with hidden panels, and that's just because there will be a lot of them to deal with within the segments. Segment 10 I have 4-5 Segment 14 I'll have 3 but they are spaced out and segments 18 and 19 have 8 between the two of them. Naturally after 25 (only 11/36 panels) they are easier to get, without them being crammed in because the programmers thought of a fun new idea to implement!

EDIT: Just a side note, all these segments are approximate, if one segment turns out to difficult to do correctly, then I'll split it up. I'm sorta regretting not doing that to segment 2, but I still at least got a good run through. All the segments I mentioned at least came before the main quiz segments. I'm not sure how many of those there will be, but hidden panels and world star pieces should be done by then.
Lots of segments planned! Lots of fun to come!
No matter how long it takes, we will wait, and we will desire! For the day will come when new segments arrive.

Good luck with the tricky segments.
Oh man, I am really looking forward to this. As Mystery said, good luck with the tricky segments.
Good news, maybe news, and bad news.

Good news one of my takes for segment 10 went well, and after looking at it a few times I decided I'd keep it. The two boo games and the record game don't go great, but I get all 5 hidden panels easily, I don't make any serious mistakes, and the second boo game does 6-7 throws (Depending if you count the first) so although hitting the boos could've gone better, any time that could've been earned through perfection there is overturned by that, I average like 10 throws. I'm happy with it, and I should have it up by tomorrow sometime.

The bad news is practicing for the spike room isn't going so well, I'm consistant with what I do, but I can only do it 1/5 going to the chest and like 1/10 coming back. I'm going to need a lot of practice, and thats only one of the things I need to practice for on segment 11 (you can skip every wall master thing without using Bow *Sorry for the LoZ reference, but I don't know what they are called in this game) so this will take a bit of time.

The maybe good/bad thing is I may just record my practicing attempts tomorrow and make a montage of my failure. Its a possibility, I'd like to use the editor for more then just compressing the videos (I've started doing that since segment 5, no noticeable difference in quality, but they are half the size). That one is a maybe at best, I doubt I'll be able to do one that well, and even if I can do it, it'd need a better music track then listening to the spikes go up and down.
Well as promised here is segment 10:


Happily the uploader did it pretty fast, so it wasn't finished around midnight.

I made a pretty long summary of this one, just noted in it that this is the first of three difficult segments. And a few minor notes on hidden panels, mostly about why I switch to Parakarry several rooms before I needed to.

On a happier note after a few hours of practice I'm doing decent at the spike room, not quite to the point where I'm willing to attempt running this segment, but I'm happy to say that 5 out of my last 25 attempts ended with me unscathed (although Mario was at 1/10 hp to begin with) and at least 10 of my attempts I got to the chest at least. Hopefully by tomorrow I'll be happy enough with that specific part to do a few practice runs on the rest of the castle. I still plan on ignoring all of the whatever they are called monsters except the one time where being taken back to the beggining of the mansion is faster then spinning.

A few other annoyances I need practice with are: The cracked wall for D-Down jump, Tubba's Hallway (with him in it) and the locked door with the clubba sleeping by the lock. I want to work on those before I attempt anything, because I remember during practice they gave me a bit of difficulty.
Definitely keep up the good work. This run has needed to happen for so long, it's not even funny.

Great Segment 10, you pretty much owned the Disc and Boots minigames, but I see that you're kind of loose on the jumping to cancel out the spin. Though you have, for the most part, tight execution when it comes to the overworld, a few minutes of just familiarizing yourself with the maps can help make the overworld stuff a bit more fluid.

Can't wait for the rest of it, good luck with the spike room--it's a bitch.
Edit history:
Raiker Z: 2010-12-20 02:55:40 pm
Were we looking at the same segment 10? The boo minigames were terrible, both were below average. The only reason I kept this is because 7 throws is rare, and the mistakes aren't costly enough for me to reset. As for moving around outside of "dungeons" (which in this game are mostly castles/fortresses/mansions) you don't need to really be familiar as much as just know what to do on each one. The only real flaws outside of boo's mansion are the fact I didn't get the hidden panel on the moving jump (which I didn't expect it to, its harder doing it moving then stopped) and I didn't go offscreen in Gusty Gulch (I don't think I lost any time there though, again I do it 50% of the time, I probably just jumped a bit higher then I should've once there).

Side note, I'm getting better at the spike room, in 10 minutes of practice I got through it five times. And somewhere around 20 times past the first half.

I'm fairly certain I can do the first half (Up to the spike room) consistantly without failure, but the second half (mainly the last hallway with TB in it) I'm not so sure of. I may start attempting running this segment seriously before Xmas, but it all depends how practice goes. Any tips you can think of *outside the spike room* for TB mansion would be most appreciated. I've got most of it pretty much down, but if anyone has a trick that would make something go by faster I'd love to hear it. (I'm looking into the stupid drawer by Mega Rush atm, Mario refuses to jump while it comes out, I'm gonna try making him jump into it to save a second or so)

EDIT: Been having amazing practice runs, I may end up recording a bit tonight. Most of my issues are coming from minor things, and the last 3 practice runs all had BEAUTIFUL spike room attempts, no perfect rounds yet, but 2 of them took me only 2 tries to get the key, and the latest I got the key first attempt (still didn't make it out correctly) These runs are around 1:32, 6 minutes ahead of my speed test. Hopefully with a good execution and a flawless spike room I can get around 1:31 but I'm not sure, that would require a lot considering I have 4 seconds before the clock goes to 1:28 (so I can... get inside in that time)

Right now most of my problems are stemming from Mega Rush, oddly enough I don't seem to have the ability to get it first attempt,  its nothing major since I grab it coming back, but its a funny flaw regardless.


It's a little rough at the end, I didn't do what I wanted in the sleeping clubba room, but overall it went well. ^.^
It went great the end room only cost you a couple of seconds but hey what can ya do
THIS RUN CONTAINS SECRET WORLDS
Wow, Raiker, for someone who thought he'd (or she'd?) have trouble with these segments you finished them rather quickly, and only a few negligible mistakes (such as the boo games which are semi-random anyway), and neither falling victim to the spikes nor messing up the process of uncovering the hidden panels. To you I offer my congratulations on your efforts and patience so far and wish you luck in turning Tubba's arbitrary decision to do precisely 9 damage to you against him.

EDIT: Sorry Raiker, I just wasn't sure about your gender because it's not specified on your profile page. I didn't want to be offensive so I was as ambiguous as I thought was necessary.
Whoa. Awesome job navigating through the castle. Especially dodging the clubba at 1:36. I agree with qwerty and SGC in that these segments are great. You're pumping them out pretty quickly too, so hopefully we can have a finished product relatively soon.

In any case, the clubba room at the end only cost you a couple of seconds which, if you compare to the pretty flawless rest of the segment, is completely understandable.

Definitely rooting for you, Paper Mario is one of the finest games ever made and it deserves more speedruns.
Thanks, I'm a he to start off with. I have had loads of trouble with the segments, the listing count is only for attempts, I practiced a bit for segment 10 mostly so that I wouldn't fail the hidden panels (a missed spin jump costs ~ 1.5 seconds, while a regular jump is 1/3 that. Practicing for segment 11 took me the better part of two days, a lot less then I thought, but I'm fairly happy with it. I think I could do better (like not messing up in the clubba room) but the spike room is a very big obsticle to overcome. The only reason these seem quick is because school is out, and I don't watch tv, so I do this in most of my free time, which without school is pretty much all day.

Also, pure freaking luck! I think I mentioned how substandard I was doing while practicing the spike room, until I started working on the post spike room part of the segment, during my practice and testing of it all my spike room attempts were a complete reversal, and I was willing to try a few serious attempts. This one has a few mistakes, and then a pretty big one, but I kept what I wanted out of it, and I don't think anything except the clubba room lost me much time.

Segment 12 should come out faster then predicted, assuming TB works with me, most of my problems from this segment are just me failing to block his attacks consistantly, and close call "saving" me... I had one where I got to the heart, and messed up with the power bounces, and then the badge exchange after *whoops forgot to work on that part :P*

And depends what you mean by "relatively soon" while these three were some I was dreading, chapter 5, 6 and 7 all have worse luck manipulation then 12, and then there is Bowser's Castle... luck manipulation to put them to shame, enemy dodging and puzzle manipulation from hell, and not to mention the blind room (Which I'm going to do, it saves LOADS of time overall) I think being generous I may be able to finish them by next year, not considering submission/validation.

Still, I love this game, and I have no plans to quit Smiley
I have done a number of casual speedruns myself, one of them being Paper mario. I know how much crazy luck it takes to beat Bowser, and it's something I never want to relive ever again.

Still, when I did it, I wasn't doing 100% and it was extremely casual (I beat it in a weekend on emulator) but I think you are doing a great job so far. I wouldn't worry about the Segment because most of it was flawless except the Clubba room, and if there's one thing i've learned from running Pokemon XD is that you may have segments where you end up doing awesomely and then you screw up at a point, but the fact that up until then everything was flawless, it "makes up for" the mistake during that part, because in other attempts you may have not had as much good luck.

Basically the time you wasted was made up for by the good luck you had in the segment as well as the awesome maneuvering of the castle.

It's great that you aren't discouraged, with any segmented speedrun the trick is to take it bite by bite, so you don't get overwhelmed. You don't have a deadline, and even when school comes back you can manage both. Just take one step at a time and you'll get the run finished.
Edit history:
Raiker Z: 2010-12-22 01:00:42 pm
I don't know about trouble with Bowser per-se, I never fought him at 10 hp, in my test, I stopped a few segments before that fight, because I had all the info I needed. And I know, every segment (Except 9 BOO-YA!) has flaws that I'd love to fix, but realisticly I can't expect to fix them. I do already have plans to try to beat whatever time I get out of this run, but beating it may not happen. The idea's to beat it also call for tons more manipulation on the part of Quizmo, and of course pefecting segments.

Also after a little bit of trying here is segment 12:


I had 3 attempts actually get past the first 2 minutes, but this one avoids the message that you can get when the ghosts are blocking him, and has way better menu optimization then the other two. I'm not sure if I'll get any more done before New Years, 13 has a sorta annoying manipulation, plus a lot of running around (which means mistakes) and then 14 is the first 3 stations in shy guys toybox. Add into account that Christmas is coming up and I'll have that as a distraction, and we recently found Donkey Kong Country (The original) so I may end up playing that with my Mom (like I did with DKC2) with that new secret (the warp glitch) I think I'll have some fun >:)

If distractions prevent me from making attempts, I promise that I'll get at least one out before Awesome Games Done Quick, but during the marathon I'll be distracted again (Then again so should everyone else)

Edit: That is an epic thumbnail for the video isn't it Tongue
Looks really great keep it up you are doing really well at this.
btw love your avatar picture thingy
Oh man, sick segment. Great work, especially the overworld and menu optimization.

The fight with the heart was great, completely avoiding his charge attack by using Mega Rush is great. And who doesn't like Power Jump 10'ing Tubba Blubba in one hit?

Definitely enjoy a nice break, can't wait to see your work when you get back to it.
For some odd reason I haven't gotten much access to my Wii since Xmas(Probably shouldn't have given my family Wii games... backfire!), so I've been enjoying some Paper Mario.

Segment 13:


Segment 14:


Segment 15:


Segment 16:


Enjoy these, by the way, did I forget to mention these have ALL of chapter 4 in them? I'm on 4-5 intermission, this is from my last save through General Guy.

Tell me if you see anything off in any of these, I uploaded all 4 at once, most I've done is two before this. I don't think there will be any issues, but can't hurt to watch for them.
Jesus Christ. Two Close Call Miss manipulations AND a chuck quizmo manipulation? How long did it take for you to finally get a segment where all three of those things happened? Regardless, awesome segment. Fights went flawless, and overworld wasn't bad.

14 was nice, too. I forgot that you can just use the hammer on those blocks/the train station switches. I just spent the last two days doing a Paper Mario playthrough, out of boredom, and I was double jumping them =P

Nice dash over to that treasure chest with the key, definitely quite fluid overworld movements in this segment. I also totally forgot you can just go and unlock the storeroom door. Other than that, nothing to really complain about the segment. Snazzy work with the rising blocks right before the Dictionary, those can really be a bother, especially at the end of a long segment like this.

Segment 15 was short, but sweet.

Segment 16, general guy is one of my favorite characters ever. You did a great job annihilating him and his squad.

You are going at an awesome rate, and Shy Guy's Toy Box was definitely an awesome string of segments. How do you plan on getting enough money to get all of Rowf's badges? (sorry if you already answered this)
13 had most of its failures come from Jr. Troopa and Blooper, Quizmo killed one segment, one came from poor shop manipulation, and another came because I timed something wrong and the shy guy saw me in the room before the toybox... yah, stupid mistake. It actually wasn't to bad to manipulate everything, Jr. Troopa seems to have a pattern, when he doesn't miss he wont for a few tries, but when he does, he will generally miss once within the next few tries.

I'm proud of 14 a little, there were a few mistakes, but the major ones were left out. 15 wasn't to horrible either, if it wasn't for the fire guy I would get rid of the hammer bit, but every attempt that I got to him he nailed me, this was a lucky pass as it was. For some odd reason the platforms were in better positions if I took the time to set up to get the hidden panel, if I get it without stopping they are in the worst positions imagineable. 16 is 20 seconds faster then the any% despite its errors, but I'm fairly certain it took me more then 20 seconds to get D-Down Jump, so sorry anyone looking to try and beat that run, Noisecrash still has the faster way overall I believe.

I didn't think I'd have trouble with chapter 4, the only part of it I used to think was annoying was General Guy, all in all this is one of my favorites. It also helps that this is as easy as it gets, just a load of annoying backtracking *Honestly from Pink station to Tast E. *Something like that* How terribly necessary.

Chapter 17 May be a bit, the Peach segment is annoying, followed by some enemy hunting (shy guys with items run, grr) and then the anti-guy fight which comes with 2 bits of luck manipulation (Manipulating his attack the first turn, and then a miss the second). Because of that I haven't been very uh, interested in attempts, and I've been having fun casually doing Super Mario 64, just learned how to do 16 stars (I know this has been around forever) so I've been all excited over glitching the doors, and BLJ's Smiley
Yeah, when I played Paper Mario just now I was walking around with 20 HP, the rest I would put into BP and FP until I maxed those out, then upgraded HP from there.

Point being, I had 20 HP by the time I fought Anti-Guy and I believe I had Damage Dodge equipped. Manipulated two turns his regular attack (not his flip that does 12) and got down to 1 HP for Mega Rush.

Shame that you only get one Mega Rush badge as opposed to more like in TTYD...but oh well.

Anyway, gl when you get back to it. Chapter 5 is pretty fun, though when I did my casual run I thought it was really annoying to Spook away all the enemies there. I was hoping there'd be some better strategy to tackle that part than just Spook the enemies away.
Try running around with 10, the only boss that I don't have a plan for at 10 hp no luck manipulation is Bowser (both final forms). You'd have only had to luck manipulate one regular attack. The other bosses aren't to hard with 10 hp. And always remember 10 hp + life shroom = 20 hp. Plus you don't need to worry about little technicalities like hits that do over 10 hp.

I actually like that about the first game, makes it seem more fair, I don't like manipulating the shop to sell me a million power rush's.

Chapter 5 is horrible, but its the errands I don't want to do and why I'm procrastinating. Mostly I don't want to do the Peach bit, then shy guy tracking, then manipulating a fight. Once I suck it up and do that I'm sure the next 2-3 will come quick enough.

Chapter 5 on the other hand is a hellhole of misery for a segmented run. Yoshi kids to hunt with 2 manipulated fights, another segment with annoying cutscenes followed by a very difficult platforming bit, then the constant threat of lava/annoying to dodge enemies. Pirahna plants hate me... and finding hidden panels while dodging them isn't to fair.

All in all though, I'm not to distressed by it, just been having fun brushing up on Sm64, I'm not that great, but its loads of fun to casually play around in.
I have ran around with 10 Tongue

As I mentioned I have casually ran Paper Mario before, on emulator, so I do know first hand how much luck manipulation it takes for Bowser final.

Yeah Chapter 5 seems like it could be annoying. Are you going to spook away the fights like the SDA run does, or do you have another strategy?
Scares, its by far the fastest method, I only advise against scares in a SS or low%. The only reason I advise fighting during a low% is because it may be better to level more then in our runs (We get badges afterall). Its just to risky for a SS (although some may be good).

Yes, Bowser is the only one I don't have a SS strategy for... but I don't plan to do a ss anyway (partly because I don't have an external, mostly because if I make a small mistake I have to redo everything *its like all the annoying segments that I don't want to do combined!*)

I should do it though... sadly my latest attempt at an any% ended at... 20 hrs... Riiiight moving on *whistles and walks away*
Edit history:
cyghfer: 2010-12-31 12:28:17 am
by the way, this is the best known single segment/RTA of paper mario: http://www.nicovideo.jp/mylist/20958170

refer to the nicovideo/nicolive thread if you're not familiar with nicovideo.

i haven't watched it myself, but anyone interested in doing a SS any% should def check it out. and perhaps it could still provide some tricks/strategies for the rest of the 100% segments.

EDIT: 0xwas, the one who did the RTA, said it's a horrible run, and he's aiming for sub-4:30 in the future. but knowing 0xwas i'm sure it's still worth a watch anyway!
Huh. I will check that out.

At the very least, it would be entertaining.