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Also if I recall correctly I said it's not been done without Space Jump >.>
rocks, locks, and invisible blocks
Nice Title Man
rocks, locks, and invisible blocks
It was originally longer but youtube made me shorten it.
Edit history:
Hazel: 2015-06-13 03:09:07 pm
Hazel: 2015-06-13 03:09:06 pm
rocks, locks, and invisible blocks
I was looking at this rooms collision while trying to think of a way to get out of bounds in MPWii for 22% (I think the BSJ from the wavebeam door is possible but it's stupid specific). Anyway, there's a hole in the top corner here where the ceiling on this side of the room, and the wall don't touch. It's just big enough for morph ball to fit through, and there's a ledge in front of it that's low enough to stand on while unmorped AND a rock underneath it all that you could potentially do some sort of HBJ off of? It seems pretty high up, I'll admit I don't really think an HBJ + unmorph can go that high, but there are also flying pirates in the room that could maybe push you up? I don't know, I feel like this spot has the most potential for a no SJ SW here.
I'm going to start testing right away!
Edit history:
Hazel: 2015-06-29 08:38:16 am
Hazel: 2015-06-29 08:36:48 am
rocks, locks, and invisible blocks
Ruined Courtyard SW is technically possible without SJ though it's really stupid. I recorded a TAS but it desynced beacuse Dolphin sucks. Basically, you can do a stupid 3BSJ onto this ledge
And then go to the very very edge of the ledge and dash left off the pickup that the box over here drops
There's one frame you can let go of L where a perfect dash (1 frame B press) has enough speed and height hit the bird-statue-thing and bounce upwards onto it. From there you can dash left again off that pick up and bounce off the slanted wall and onto it.


It's probably also possible to HBJ into one of the bird-statue-thing's mouths, and then BSJ ontop of it (I know for a fact the BSJ is possible, and not as hard as it sounds. Don't know about the HBJ though).
rocks, locks, and invisible blocks
OH FUCK
Geez how do you even get the pirate in position for that?
rocks, locks, and invisible blocks
The pirates always back away from you when they're not attacking, and if you back them into a wall, they kind of just don't move (unless you go too far to one side). I used the pirate that's to the right when you come in the wave beam door. I killed the other two quickly and jumped down in front of this one, then climbed up the steps pushing the pirate backwards with me until I got it in front of the door.
eh

Edit history:
Hazel: 2015-06-29 11:01:26 pm
rocks, locks, and invisible blocks
Unfortunately, that strat would only work on Hard because the bombs kill the pirate.
maybe. The extra ice shot at the beginning had an effect.
Edit history:
Hazel: 2015-06-30 04:36:50 am
Hazel: 2015-06-30 04:34:38 am
Hazel: 2015-06-30 01:49:15 am
Hazel: 2015-06-30 01:48:45 am
Hazel: 2015-06-30 01:48:13 am
rocks, locks, and invisible blocks

Quote:
1. stand anywhere on the platform
2. lock onto the grapple point with scan visor and press A at the same time
3. look down as far as possible
4. line up the helmet/bottom of the screen with the corner on that platform
5. put on the scan visor and lock onto to the grapple point, press B, and press start all at the same time (you have as many tries as you want at this)
6. unpause and hold straight left until you finish scanning
7. when you finish scaning, hold straight down and let go of L


Steps 1-4 are only really for getting that exact position consistently, there is definitely a faster way to get that position (just winging it is pretty consistent actually). The real trick here is just pause abusing to get a one frame jump, and using the scanned target to change analog inputs on the same frame every time.
I guess this confirms it possible on console. Just need to actually hit the second set of bombs.

Edit history:
JustinDM: 2015-07-01 12:53:05 am
I have a weird find with pirate collision. I guess you can stick to the front, lower half of flying pirates?



Edit: Flying Pirates always shoot 4 missiles. Did you know that the 3rd missile never hits? >_>
Somebody use this. I'm done with this bullshit.

Dang dude nice. Thanks for posting.
Edit history:
JustinDM: 2015-07-01 01:55:26 pm
JustinDM: 2015-07-01 01:54:41 pm
That's the product of ~6 hrs of trying to get it (Not in one sitting, of course). I am so fed up with it. Just hoping that someone can make use of the setup.

Edit: ReCentral captures game footage in .ts files, which sony vegas hates and doesn't render sound. So I apologize that all my videos don't have sound. I could extract the audio with audacity and lay it in but I don't care enough.
Yeah I don't blame you, I'm frustrated just watching it so I really wouldn't want to have to do it...
Edit history:
Hazel: 2015-07-02 10:42:23 am
Hazel: 2015-07-02 10:27:24 am
Hazel: 2015-07-02 10:00:29 am
Hazel: 2015-07-02 09:11:18 am
rocks, locks, and invisible blocks
I don't know whether to post this here or in the TAS thread...


Quote:
Theoretical method of collecting the Main Plaza missile in 21%. Horizontal speed was edited to a value of "37" which is slower than the max initial speed of a scan dash without space jump (which is around 39).

If you were to bunny hop off this same area with a speed of roughly 36 or higher, you could in theory make it to the missile legitimately. The biggest problem here is that once you've done a bunny hop (pressed R), holding up is the only way to gain more speed/change your trajectory meaning that the only way for this to work is if you're facing the other way than this video does. There are a lot of scan points in this room, but not many give a great angle for this dash. I have however gotten incredibly close with the target on the rocks in front of the door that leads to Hive Mecha. I think that scan target is the best chance. I wish I had the video of me almost making it, but I saved over the TAS recording with other attempts from other scan points that didn't get as close. Anyway, I'll go as far as to say this is certainly TAS viable, I don't know about non-TAS. The main problem is really just how hard it is to bunny hop off the bridge without getting a 'ghetto effect' from the sloped branch, which puts you below the necessary speed, even if you jump first frame. (In my closest attempt, that didn't happen, I had an initial bunny hop speed of 38 and no slow down, but not a great angle).


Also I might as well share this:

Quote:
I've known about this since the 2012 TAS, but never documented it or anything. I don't know how common knowledge it is/isn't.


Daryoshi is going to hate me for this


Oh no :(

(I have an idea on how to make this work, hopefully I get a video up soon).
I'll mess around with the missile right now and see what I can do.

also I swear to god if you land on that blue thing and do a bomb jump off of it I will hate you.
rocks, locks, and invisible blocks
Lol. And good luck, that early missile is probably far beyond non-TAS capabilities.