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I've found blockbuster to have some good quality blank tapes at a cheap price. But then again I haven't looked much elsewhere than that. Make sure they're 2-hour tapes.
Edit history:
jimsfriend: 2005-11-17 02:11:12 am
Like A Fox
My first attempt that I accepted as a reasonable time was 20:49 (basically it just gives me something to beat).  This run had one death that cost 21 seconds, so obviously I will be trying for a deathless run, and if I can never get it, then I will make a run that has a slower but safer route through the hardest level (DP3) because obviously 21 seconds is way too much.

A perfect run for me (still not literally perfect, but if I do everything I have planned) would probably be 20:18, but I am hoping to get 20:22 as it is very hard to be perfect and most non-death mistakes don't take much time.

Just wanted to let you guys know I was still working on this and making progress, if slowly.
Yay! Well sounds like all the planning is done and you know the definite route. (Almost) clear sailing from here.
So did the star world level work out? The one with the impossible shell jump?
Edit history:
jimsfriend: 2005-11-17 02:25:53 am
Like A Fox
Unfortunately not.  I could never manage to get it, but after I finish this with the switch palaces I will go try some more and find some "super-fantastic" way of doing it.  If this ever does happen, an easier route in DP3 will definately have to be used as success rate is only about 1 in 4 for the nifty time saving trick I use, no matter how much I practice it (and I have practiced a lot), and if no switch palace is possible, Star Road 4 will be incredibly hard.
Like A Fox
I am much better at DP3 now, I make about 4 in 5.

I am refreshing this topic to let you know that the red switch palace is not necessary for completion of the game, so I can leave 2 level completions plus the switch palace out of the run (VD1, VD2, Red Palace).  This cuts out about 2.5 minutes for those levels, and adds 10 seconds to VD1 secret exit, and about 17 seconds to SW4.  So basically, it saves about 2 minutes, bringing ideal time to approximately 18:18.  I might have to add in a couple more tricks to see if I can get it to sub 18 minutes, but I will time it to see where I am at first because I already have several hard-to-pull-off tricks in it and I don't think I could find 18 seconds worth of improvements.  Time starts at the fade of the "Welcome!  This is Dinosoar Land." and ends when the last mechakoopa hits Bowser right?

And after next Tuesday I have no school, so it will probably be 5 or 6 hours of SMW per day for the rest of next week.
Isn't it cute?
Sounds like an interesting idea for a run, I'll watch it.
He has at least one trick that'll make you wet your pants. Wink

jimsfriend, goodluck with getting this to fruition over Christmas. Let me know if you need any easy questions answered. Wink
I love YaBB 1G - SP1!
I took a look at this topic after you responded to mine yesterday on Bisqwit's forum jimsfriend. I decided to try to reach the key platform in Star World 4 without any switch palaces and fairly quickly came up with a solution. It's probably not useful for your run though because 1. it uses Yoshi (to jump off from, not fly with) and 2. it would be insanely difficult to perform on console, frame advance is very necessary. Still, I thought you all might like to know that it's possible.

How's the run going? Have you discovered a method to reach the key in DP1 without the green switch palace?
Edit history:
soteos: 2006-01-18 07:09:51 pm
This topic hasn't been updated in a while, but for that while he's been talking to me through pm's, asking me if those pictures he sent you would work on a console run, and other stuff (he doesn't have an emulator, so it's more difficult for him to test stuff).
I'm not sure what the exact route is, but I don't think he gets the key in DP1 (uses star world beside vanilla secret 1). He gets green switch palace to do SW4 (can't use Yoshi for the run). We tried a bunch of shell jumping strategies in SW4 to try and reach the key without the switch palace, to no avail.
I hope those pics he gave you come in useful.
I love YaBB 1G - SP1!
Yes all the pictures and strategies were very helpful and I'm very thankful for them.

I tried a bit more to finish SW4 without the help of Yoshi, but was unsucessful. I then bitched about it on Bisqwit's forum, and within 30 seconds (a possible underestimation, but still) JXQ, the guy I did the Super Demo World movie with, had found and recorded a way to do it. Here it is.

I don't think this can be reliably performed in a console speedrun either, but it might be cool to know it's possible.
Like A Fox
Ackk.  Can't watch.  Is it the 2 turtle bounce?

Ignore the blue blob (I erased red koopa). So have a green shell there. The white M is Mario. Jump on the red koopa so that it pops out onto the platform where the green shell is.


Koopa will get into shell and walk to end of cliff (green koopas don't stay on ledges). Hold red shell.


When green koopa falls, you fall too and bounce off him. Should be able to land on key platform. Then release red shell.
Edit history:
jimsfriend: 2006-01-21 03:44:45 am
Like A Fox
That shouldn't be too hard... *cries*
Even if you don't read here, thankyou JXQ.  You are a genius.

Now I just need to know why the red one doesn't come out of his shell sometimes.  I stomp the shell and I have an empty shell, but no shell-less koopa guy.

EDIT: Problem solved, he comes out every time.  Now I just have to improve my timing.  Counting pixels and koopa-troopa footfalls is a pain.
I love YaBB 1G - SP1!
For those that don't follow the thread on the other forum, I can tell you that Donut Plains 1 (secret exit) is now also doable as small mario. Video here, once again performed by our lovely JXQ after I had come close.
Yoshi's eggs are at my mercy!
Quote:
For those that don't follow the thread on the other forum, I can tell you that Donut Plains 1 (secret exit) is now also doable as small mario. Video here, once again performed by our lovely JXQ after I had come close.


Damn, if jimsfriend can do either of those, then I'll just crap in my pants whenever I get to watch the run! (Esspecially the Donut Plains 1, that requires uber precise timing!)
Yeah, those two tricks are crazy.  Seems to be more suited to a segmented run, maybe an individual levels run on a console, and even then the tricks will require utmost precision? 

Maybe we can have something like what we have for SMW2:YI, and have individual minimalist records (like no coins collected, fastest time, only small Mario (Big Mario for Star World II, to break the bricksm and maybe caped Mario for other difficult levels)...

Unless Jimsfriend can do all these tricks in one 11-exit run  :o.  I'd be shocked, and HIGHLY impressed.
[quote]  

Maybe we can have something like what we have for SMW2:YI, and have individual minimalist records (like no coins collected, fastest time, only small Mario (Big Mario for Star World II, to break the bricksm and maybe caped Mario for other difficult levels)...

I dunno, doesn't seem the levels are big enough or have enough in them to justify individual level runs.
Edit history:
DK64_MASTER: 2006-01-21 08:18:59 pm
And the SMW2: YI levels were big enough?  Roll Eyes

For YI, we tracked 100% completion...

For SMW, we could track minimalist completion?

Just an idea.
Like A Fox
It isn't an 11 exit run, it is a 15 exit+Bowser run.  Fifteen exits because SW1 can't be beat without becoming big.  It will be single segment.  If someone could describe what happened in that video I would appreciate it.  If the trick turns out to be too hard, I will probably try it anyway because the water level is shorter than the sidescroller (DS1 and DP2 respectively).  The trick for SW4 just requires precise timing, no luck involved.  I have gotten close a couple times.  I need faster eyes.
Actually, that trick doesn't seem that hard (for jimsfriend). Will explain shortly. With big, pretty pictures.
Like A Fox
I hope they are as pretty as mine  ;).
Edit history:
soteos: 2006-01-21 10:04:19 pm

He grabs a shell here (the only two in the level) and carries it almost all the way.


He p-runs from the right like this.


He comes back in mid-air to keep the p-run going to the right. By this time, the flying koopa will be under you, and you jump off it.


He releases the shell and does a jump like in vanilla secret 1, only this jump looks easier.
Wink
Like A Fox
That jump looks more like DP3 than VS1, but I'm the only one who knows about that.  Some of you might be able to figure it out though.

I had tried that jump a couple of times, and I was always unable to get enough height to make the shell hit the lower yellow pipe.  It probably depends on getting a high max jump height which in my experience is random.  Very similar to DP4, except there I need a very low max jump height.  Fortunately those are the only two places in the run where max jump height will matter too much.
I'll try to make an AVI out of it

https://webfiles.berkeley.edu/DK64_MASTER/shared/fna.avi

Tell me if it works :).
Edit history:
jimsfriend: 2006-01-21 10:51:32 pm
Like A Fox
It works.  Thanks.

As I suspected max jump height will be an issue.  Bouncing off the turtle when it comes back is second nature to me now.