I have the ntsc version, and I have still gotten 00:10 first save before, iirc, I am pretty sure, you ARE talking about saving immediately after getting the power jump badge, right?
Well, by comparison, the Speed Run which is currently up has 00:12 on the timer at the beginning of Segment 2. Following that exact route, I had 00:10 after that Segment.
That wall is very much passable. Try Spin-Dashing into it.
Hmm... I always had to jump over an unseen block to get into the Power Bounce cage...
And while we're mentioning out-of-battle tricks, here's something for the lava portion of Bowser's Castle:
There are several spots where you must go to a small island with a switch, hit the switch to get a platform moving, and then go back to the main platform on Lakilester to reach the newly-moving platform.
In two of these occaisions, you can simply jump diagonally SE to the island from the main platform. And, after hitting the switch, jump N from the island onto the moving platform and immediately fly E with Parakarry (the platform will still be moving W at that point).
so you mean that you can jump too the platform?? You can...if you stand on the edge of the stairs shot the switch with the koopa...but i don't know if that is faster!
I believe that strategy has already been mentioned in this thread.
However, I have been considering a different strategy for the Koopa Bros...
1) Power Jump, Bomb 2) Power Jump (Bowser??? dies, Koopa Bros. form tower but don't attack yet), Bomb (knocks over tower). 3) Fire Flower, nothing 4) POW Block (Koopa Bros. defeated)
The advantage to this is that you avoid the somewhat-lengthy Koopa Bros. spinning attack, as well as their "We're going over!" message. The disadvantage is not being able to use the POW Block for one of the many required battles earlier in the chapter.
The absolute latest will be thanksgiving, assuming I am capable to do so at that time, and it will be with a VCR.
I will be very particular, as any random battle that I dont want = scrapped segment; and with 10 segments definately that may be a problem
Anyway yeah I have a new passion like super stunts and retarded crap so i am gonna get struck by lightning deliberately on film thats why I may not be capable of doing the run
To Remember Plan Leveling Make Coin route Get Whackas bump Seed thingys
Well, assuming the lightning didnt kill him, its getting close to thanksgiving(here in Canada it is, anyway, im not sure where jacob is), maybe he has some segments done. IDK, was he serious about that lightning stunt? That's some scary shit.:P
The absolute latest will be thanksgiving, assuming I am capable to do so at that time, and it will be with a VCR.
Anyway yeah I have a new passion like super stunts and retarded crap so i am gonna get struck by lightning deliberately on film thats why I may not be capable of doing the run
Hey, I'm thinking of posting a speedrun on this game but i don't know if Jacob is gonna finish his speedrun or not...
Have speedrunned it a few times but it's hard to say an exact time after the final bowser but my best time so far at the last save block has benn 4:30. =D
Although this is done on tha PAL version and i don't know all the differences except that it's 50Hx instead of 60Hz =/.
If people shows interest i would gladly post my first speedrun once i get one recorded ^__^
I am also enthusiastic about a new run of this game.
I would also love for you to discuss your strategies here, so that we can all try to optimize them. An efficient plan is essential to a good run of this game.
As mentioned elsewhere, my vision of a good run involves never boosting HP, combining the Mega Rush and Power Bounce badges for heavy damage, and abusing Close Call and Power Shock to avoid running out of HP (saying "die" in this game doesn't quite seem right).
Your Koopa Bros. and Tutankoopa strategies have already been mentioned. Not to insult you or anything -- I just recommend you read all of the posts in this thread to avoid wasting time coming up with strategies that others have already done for you.
I really, really, really recommend using Mega Rush and Power Bounce to massacre bosses. Thus, you also shouldn't upgrade HP, as it just makes getting down to 1 HP take longer.
My "Stat/Attack" guide at gamefaqs (look here: http://www.gamefaqs.com/console/n64/game/198849.html) should provide you with all the battle information you will ever need to know. It includes enemy/boss AI (not as random as you would think!), enemy resistences to different status ailments, and item-duration times.
In the current run, it quite clearly shows that you can get through Tubba Blubba's Castle without getting in one battle, so battling would only be for experience (alternative ways to get down to 1 HP are to jump on the spikes in the key room, or battle Jr. Troopa(3) before Tubba's Heart).
Since you are making use of Mega Rush, you will want to plan your battles to not get level-up heals at bad times.
For example, if you decide to defeat Jr. Troopa(3) after Tubba's Heart, you ideally do not want to level up. That would let you start the Big Lanturn Ghost battle at 1 HP, where you could use Headbonk/Power Bounce twice for a quick win (you wouldn't be attacked once!).
Of course, it's not a big deal if start the BLG battle at full health. Simply skip two turns, blocking one attack and not the other, to get down to 1 HP, then proceed as above.
What I'm getting at, is that that single battle in Tubba's Castle could mean the difference between the two scenarios I mentioned above. Experience planning will decide, for example, whether you run from or defeat the B. Bill Blasters in Bowser's Castle.