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Sry but I have to bother you again =P
"This run will definitly be finished"... "I'll work on it in the holidays"... just remebering you Wink
Edit history:
Bulblax: 2006-07-14 11:31:38 pm
hi
Hi. I am still doing this. Next week is exams, then after the week after that I will be gone for two weeks.

the two weeks is done, so I'm back to this <_<

don't worry this will be done

and if you want to know why it's taking me so long, because whenever I work at it theres this little SMS devil somewhere out to get me

Segment 5.

First time I successfully reached the first moving blue platform in the red coin Yoshi go round (usually it moves too fast and I've died a lot trying to jump to it)
One of the first times I got the spin jump at the top of the YGR course perfectly on the first time.
Everything else just kinda moved, nothing exceptional but no big mistakes.
So I finish the balloon course and figure I'm good to go.

No, the coconut lady didn't mess me up...she was fine.
Wasn't the sewer.
It had to be the chuckster shine, the very last thing I do in that segment. Literally about 5 seconds away. 
The throw was perfectly lined up
but it landed just_high
So Mario goes flying over into the water

Also note I have NEVER missed that throw before. Never. Not since I knew what that guy was for.

So that's another reason segment 5 isn't done :p
Edit history:
Bulblax: 2006-07-14 11:32:07 pm
hi
After that annoying performance ^

segment 5 is complete

No major problems, yoshi took his time eating the butterfly, birds were annoying as usual, i'm thinking maybe I shouldve tried to eat the one near the pineapple with yoshi as well...since eating the one near the Yoshi go round saved a lot of time.

Did not get the first blue platform in YGR but my final time was like 15:46 which was almost a minute faster than the above.

Balloon race - took 15 hits (and 6 misses) to pop all 20 in less than 2 laps. Missed the last group of 3 like 2-3 times but made up for it getting them all in one last effort shot (loved that shot lol)

3/3 for coconut attempts/successful as well Smiley
I love YaBB 1G - SP1!
Hehe.  I am highly looking forward to seeing this run finished, almost as much as the EarthBound run. :3

Good luck!! :3
hi
Just figured I'd give an update, I may finish segment 6 tonight, I had a decent run going and I was gonna finish it but I just made a lot of little mistakes that looked bad as a whole (2nd duck mirror, everything turbo nozzle was a disaster, missed all 3 gates plus the jump to the shine (not in the minigame or I wouldve instant restarted due to death), shadow mario went the wrong way with the rocket nozzle), just a lot of random crap.
I love YaBB 1G - SP1!
Hmm, I haven´t read the whole topic, but didn´t FIERCELINKMASTER start a run at this game? I remember that  the segment I saw was amazing.
Also tenkiforecast
yeah, I think he did... it kinda died down though.

neat... I'll definately watch this run, SMS is a good game, and 100% runs are usually very hard. *waits in anticipation*
Edit history:
Bulblax: 2006-07-27 03:07:13 am
hi
too bad he didn't...if he did one it would probably be a lot better than mine...

anyways segment 6 is sort of done...I was giving up for the night then I just watched tv for half an hour and said what the hell one more chance...

Not bad...Gelato Beach was all right, it's amazing how you can just hover up that hill (for the shine in the dune bud on the 2nd level)...with this game's mechanics you slip on a grain of sand sticking out ._.

Turbo nozzle worked but it wouldve been nice if this game wasn't stupid and didnt make me bonk into one of the policemen, instead of going through that gate the first time...got the jump on the first try to the beach shine Smiley

Ugh. Shadow mario can go screw himself. He is incredibly random, even the amount of damage he needs. He'll either die in 2 seconds or 2 hours ._. Rocket nozzle one took longer than I wanted him to.

3/4 rocket shines were great, first bell decided to be annoying. The way I get this shine is so weird anyway..I dunno how they expect you to...fell off the tower and had to rocket back up.

Then the grasslands...ugh...I figured this would decide to shit up on me. Seriously. This stage is not only completely random where things are located (it's like being half blinded in a sublevel of a Pikmin 2 cave), but you have to run around everywhere to even FIND the enemies...then there's that stupid hole that took like 10 jumps to get out of, a bird, another fire pianta, I sprayed the first pokey but that just pushed him back further, the first seed thing decided to be hide, the 2nd one decided to hide in the corner...

I dunno...i'm obviously pissed off and not satisfied with that last part...I dunno what to do ._. I never know what to do with this run...watching my previous segments i'm not really satisfied with any of them...

Beyond everything else I am just so sick of redoing these things over and over and over and getting shitty luck.
Edit history:
deutsch_joe: 2006-07-27 08:24:09 am
............... .......
Quote:
I dunno...i'm obviously pissed off and not satisfied with that last part...I dunno what to do ._. I never know what to do with this run...watching my previous segments i'm not really satisfied with any of them...

Beyond everything else I am just so sick of redoing these things over and over and over and getting shitty luck.


I know where you're coming from dude, I'm getting the same way with DK64. I can't say I'm 100% satisfied with any of my segments from my runs, but I still take them as they come. I had to make myself stop being so picky.

Hang in there. You'll finish it, and when you do, I bet it'll turn out to be an awesome run! Grin
Edit history:
Bulblax: 2006-07-27 05:39:11 pm
hi
More attemps...nothing worth saving...ugh

Shadow Mario has been a total bitch once again. Once on the rocket nozzle he didn't die early then jumped onto the island and just became invincible! That's right. So I had to jump over there to get him moving, then the 10 second delay from being hit, it just got worse and worse.

The other shadow mario likes to be a bitch too. He not only once went the other way before starting (he went onto the platform near Yoshi and back), but sometimes he will just randomly TURN AROUND, bonking mario for the annoying 10 second delay, he's so unpredictable...ugh

Wiggler also likes to be annoying and fall in random places so that you have no idea when to spray the dune thing. Or he'll decide to run up the hill and back like 4 times...

Is there any way to control all this stupid randomness?

Also I've decided to add another segment in which I put pachinko and the grasslands together...that'll be fun and probably the next one after this.
Edit history:
Bulblax: 2006-07-30 08:47:19 pm
hi
Ok that is it. Next time I have a perfect segment going I'm stopping it prematurely.

Gelato Beach was perfect. Perfect.

If it doesn't exist already i'm formally creating the law of speedrunning that says "perfect segments always go wrong"

I did take the grasslands out for later to hopefully make this segment go smoother, but it doesn't really help when you're relying on one pixel of space to make something happen...ie Mario will not grab the top of the belltower if he had to to save his life ffs

I'm not even going to list the mistakes of the post-Gelato part but it was pretty awful and I'm sure no one cares.

There's gotta be some psychological thing that's like if you're going good something bad will always happen because you're nervous and excited that this will finally be the one, I swear...going back to my law of speedrunning

So I dunno what to do. I really don't want to split this segment in half. I don't. Because I'm still trying to avoid having 304380840980 segments...
Yup.  I've had segments go spotless only to make the dumbest mistake because I was thinking too hard about finishing.  Conversely I've made a mistake 10 seconds in, thinking "ah well it's a crap run, might as well keep going for practice", only to finish with a more than adequate run  Grin  I guess the trick is to always think of it as just 'practice'.

As far as the number of segments, I would just ask: "How many segments did you beat the game in originally?" (and how many times did you die).  Most people probably never beat the game this efficiently, and a lot of times they'll be impressed by the planning you've put into this.

And good luck on the run!  Cheesy
Edit history:
Bulblax: 2006-07-30 11:50:44 pm
hi
maybe, because I find all the segments i've kept, while decent are not the best attempts i've done, because all of those got ruined by something at the end etc :p

And just as I say that the segment is complete!

Time was 19:40, only around 20 seconds faster than the previous run, but less mistakes overall...

What to say about it? Not much...I've already gone beyond ranting about most things in it...

Gelato beach was almost at if not the same quality as the other run, though I wouldn't say it was quite as good...but no real mistakes.

Shadow mario with turbo was a little annoying but for the better!
Why? because I had a perfectly lined up shot from the top of that building into the turbo gate behind the police, with also the knowledge that the turbo nozzle controls better in the air than on the ground....

Only mistake of the segment came with those bell towers again...fell off the first one which happens randomly...quite annoying. Got back up quickly and moved on.

Other bell and shine gate worked fine, I had a brain fart of some sort (and mario banging into the banana reminded me), to go towards Rocket Nozzle shadow Mario instead of towards Gelato Beach...the way I did may have been faster than what I was doing before I dunno.

Overall pleased with this one and glad to see it out of the way Smiley

so as my sig says my time is around 1:35 I think...I dont remember what segment 2 was exactly but it's around 25 minutes and probably in this topic, oh well I will be retiming al the segments once this is done anyway to remove that extra 2-3 seconds per segment before Mario moves when I start the stopwatch (wow run on sentence)

Finally, check out first post for an update...my time is more like 1:40 when I add them all up actually :x
has anyone started recording???
hi
Try reading my sig Smiley
Master-88
I think it is long run because all blue coins, took much time.
hi
lol yeah

anyway the next segment is gonna be the shortest but probably have the most restarts...thanks pachinko Smiley

I am getting better at pachinko though...just that purple ledge coin closest to the start is insane...you can control your speed for the far ones but not the close ones
In the Pachinko the closest coins are easy to get. Don't get shot upwards by the panel in the beginning but rather wall-jump up the shaft and just drop down and hover to the coins. It's not considerably slower and it looks kinda cool too. Just a thought.
hi
Wall jumping doesn't work as like halfway up the thing you will just fall...

I do have a great way of getting that first purple ledge coin though :p
Ah, the Pachinko machine. My mortal foe. That thing has caused me more deaths than anything else, and my only game-overs, IIRC. I've become something of an expert on the b***. Hate to butt in, but if it's of any use, I thought I might share all I've learned of that annoying mini-game, and to see if any of it's any use to you.

First, you can wall-jump the shooting shaft. There's some weird physics in it that appear to be designed to prevent this, but if you line yourself up dead center  with regards to the front and the back of the machine, you can wall jump up it. If memory serves (and it might not), you'll be synched up better for grabbing the red coins if you simply slowly walk onto the orange bounce platform, and start your wall-jumps on the right from there, using a sidejump/turnaround jump. Most useful jump in the game, says I.

When you reach the top, there's some sort of invisible wall designed to shoot you into the guts of the machine itself, but it's slightly above the retaining wall of the shaft. You can reliably grab the edge of this retaining wall and do a standing jump, and the machine will shoot you to almost dead-center in the same place every time (can't recall if you have to hold right to get the upper shaft, and whether this deposits you high up or in the middle). After grabbing the coin, you can use a side-flip to get onto the pins, which are, oddly enough, the only structure on the inside of the machine that you can stand on.

From here, I'd developed two strategies, depending upon the pack you have with you and your skill and acceptable risk.

Now, needless to say, the Pachinko machine is tough to do the standard way, and it takes a long frickin' time to go through the shooter eight or nine times (ideally). Instead, you want to remain in the machine as long as possible. Always be careful of the glass wall, as touching it usually means instant death (pack use becomes disabled), as does sliding on the wood, if again my sketchy memory serves. You want to use the pins, which, after a little practice, you'll find aren't as hard to get on as it looks like they would be. I've done the Pachinko machine in as little as two or three trips using the hover pack. Some tricks for the hover pack strat I've discovered: when you jump into the acceleration physics from the retaining wall, if you don't move in mid-air (I think), you can land on the same pin every time, and proceed from there. I forget what it takes to ensure this occurs. Secondly, it's easiest to work from the middle slot in the machine. If you fall into the return slot in the upper-most area of the machine, or dive in, you can repeatedly dive at the wall as you slide down and actually make it into the middle-most slot. So far as I know, and again, if my half-assed recollections serve, this is the only slot you can enter this way. From there, it's very easy to get on the pins and line up your jumps.

For a while, I also experimented with the jet pack for this game. While it seems to work, it can be especially difficult to negotiate the Pachinko's weird internal physics once you're falling at full speed, and there's no safety net.

This is just my vague recollections on the matter, and I'm not sure if everything I said is pixel-perfect, nor if my strategies are of any help in a speed-run (I also suddenly think to apologize if anything I've said has been covered already, either here or at GameFAQS. I've been reading all eve, please don't hurt me. -_-' ). However, if this sounds at all helpful or viable or such, I'd be more than willing to try the devil-machine out one more time, and nail down any useful info.

Phew. If nothing else, it feels good to rant about that stupid diversion. I think all the crap I learned about it really just goes to show much I hated it.


And my deepest, most heartfelt condolences to anyone who read all that.
hi
Sounds interesting, I do use the pins for the bottom right coin in the purple ledge.

I don't understand how you are managing to beat it in less than 6 passes though. Is it possible to get out of the little ledge after grabbing the coin? The coin is far enough into it that you automatically slide down after grabbing it...
Yeh, sorry, my bad. It's not possible to avoid making a seperate trip for each of the lowest coins, but I think you can use the other tricks to skip going back down for at least three of the others. I'll go back and look at it; I remember experimenting alot with activating the rocket pack in mid-air to try skipping return trips (time it so that I grab the coin, jet up, land on a pin, repeat), but I don't remember if I got anywhere with it. 8/

So, yes, there is a way to use the hover pack to make Pachinko much more predictable, but you're quite right, you'll still be making several trips. I forgot the little slots don't have solid ground to stand on. And I should elaborate on starting up the launch shaft, 'cause it helps alot. What I did was walk onto the orange bouncer (you can stand on it if you just don't jump or run), in the middle of the left, then do an instant turn-around jump to the right. I recall this way working the most.

I'll try today to see if rocket pack works or not.
Ok, sorry for being an idiot. There are two Pachinko slots (Upper-most left and bottom-most right), which you can, technically, with luck, hop back up the return slide into, but it isn't really feasible for a speed run; too unreliable. All you get out of it is nabbing the red coin without dropping through the machine. Second, I really reccomend hover. It was obvious that I hadn't done this kinda thing in a while ( 8P ) but if my experiments are any indication, jet pack can be used to cut down on trips, but it will take a strategy and planning all it's own. I'd suggest doing this thing the standard way if you want to keep your sanity. Third, you can't grab onto the retaining wall, but you can carefully hover onto it, and should be able to do your jump from there. The wall is slick at the very top to try and prevent wall-jumping, but a wall jump from the opposite wall gets you where you need to be. The only advantage to this strategy is getting a very predictable launch onto one of the middle-most pins.

Sorry that the ranting was mostly hot air. I'm still convinced jet nozzle -could- be used, but really, it deserves someone with way too much time on their hands to determine that. And by way too much, I mean, more than me, which should be just about physically impossible (I was well on my way to making a jet nozzle strat for this awhile back when I quit).

Best of luck with the run. Sorry I couldn't be of more help. I'm sure there's more glitches to be exploited with this stupid mini-game (jet jumping onto the top of the back of the machine, maybe?), but I don't have any that'll help.
hi
Oh you meant going in from the back...

iirc it's only possible with the bottom right coin but I've only successfully done it once, not worth the effort and time to attempt

top left is the highest coin, to get that high up the slide you would need to go through the top left slot erasing the purpose of this trick
Yeh, I thought I remembered going into the middle slot for retries. Whoops. And actually, because of the way the ramps are set up, you can get to the top coin from the back by going into the upper middle slot; but it's even harder than the bottom one, completely not worth it.

Still, that's my two cents, and all the little bit of info I can provide that might help make your Pachinko trip a little less nerve-wracking. Summary for those of you playing at home:

1: Jet nozzle works, but is too unreliable, and probably not worth it even if perfected. Hover nozzle ftw.

2: You can wall-jump up the launch shaft in order to alter your entry into the machine predictably in order to land on a pin or hover down. This can be helpful in nabbing the purple slot coins, but unless you have jet nozzle, which again, probably isn't worth it, you won't see any additional benefit from this. If you want to wall-jump it, start on the orange jump-pad, sideflip to the right wall, and be on your merry way.

3: I am an idiot with a very, very pitiful memory. And I rant.

4: Don't touch the glass wall if avoidable, for it is death. The freaky Pachinko physics are annoying.


Man, woulda saved some time and space if I just did that earlier. 8P  Sorry 'bout dat.