Hey guys sorry to make 2 threads in one day I just found a major thing that I think should be changed for the cannonless route. It's in world 5. Since the route will be simple I'll type everything here.
1-1: Grab first star coin 1-Toadhouse: Get blue shell 1-2: Secret exit 1-Tower: Normal exit 1-4 1-5: Grab 2 visible star coins 1-Castle 2-1: Grab the easy star coin 2-2 2-3: Secret 2-A: Normal Exit 2-Castle 3-1: Immediately use reserve shell. You will still make the shell cycle in the rotating box by hitting it optimally. Grab the coin after the p-switch 3-2: Lose shell, secret exit. Get fire. 3-B 3-C 3-Castle: Damage Boost only on the first spiky thing only. Grab the fire flower near the end. 5-1 5-2: secret exit 5-3: Take the bottom route. You may take damage but it's okay. (Use 5 star coins to reach 5-B) 5-B: Secret exit, use reserve shell before slope 5-Castle: Get mini mushroom 7-1 7-2: Secret exit. Skip hitting the second switch. 7-Tower 7-4: Secret exit 7-Castle World 8 is the same as always. Pray for a shell drop.
Welp I've fulfilled my life's purpose. Any% is officially a good category now.
I just tested with a save state. It does not cycle. It's consistent based on the priorly determined RNG. Even when I jumped a whole bunch I still had the same RNG.
Hmm... I'll test with the 2 block strat then if that's true. I just find it odd that I rarely get it with the 2 block and I usually get it with the 3 block.
Yeah I get it every 3-5 attempts now. It's pretty powerful.
To be honest, I'm fine with anything you guys would like. World Record may be exciting but I just love the game and want to see it beaten quickly regardless of who does it. So I agree with the 45.5 second penalty.
I have quite a lot of knowledge when it comes to this game's RNG. To begin with, RNG values change based on certain sound effects ex) double/triple jumps and hitting coin blocks. I do not believe individual coins effect RNG but someone may want to look into that for me. I will make a video showing my jump route but the coin block count seems to be the most important. Hitting 2 blocks will almost always give you a red block. It's like 90%, however it seems that the red block will usually drop the fire flower if you hit 2 blocks. If you hit 3 coin blocks the red block is a bit less consistent but it appears that the blue shell will usually spawn if you do get the block.
These results are nothing official but seem to be giving me MUCH better results than ever before. It also does not appear the in game clock manipulates RNG. Variance in RNG may be due to when you start your game, because of this I always reset my game and immediately mash A and have file 1 be my run file.
Hopes this helps and makes any% more bearable.
Video:
Lachy suggested Low% no star coins in another thread. I downvote because I feel the current low% is the exact same run pretty much and there'd be very little change.
I think he wants an expanded low%. But it wouldn't change the run much outside of a few minor changes. I'll add it to the voting system because you requested it though.
Wait I'm confused... Don't we have a low%?
A new doc has been added to the original post. Go there to submit any runs for categories that have not been added yet. This doc will exemplify interest in any given category. Feel free to submit screenshots of splits, videos, or even simply a statement stating that you have done a run or attempts. Anything is good as long as we know there is interest.
Categories will be added to the doc whenever a noticable amount of votes has been reached.
Nice job lachy glad to see your run! Low% sounds fun. It's a mix of any% and cannonless without powerups. I like it.
I feel we don't want to overcomplicate the loading time thing. If we try to start and stop the timer 73 times we're pretty much begging for an inaccurate timing. The best thing to do would be to test compared to ewaller's PB to see of the loading times still match the 43 seconds that were calculated. We alreadu have a contradiction from the first experiment that was done. If, and only if, the results are equivalent then a time deduction can be simply taken from Wii U and/or emulator. If the results do not correspond there really is no sufficient solution. We would either have to use IGT, keep things the same, or use a questionable timing system that is very prone to human error. I believe Donkey Kong 64 had the same issue when the game was released to VC but it looks like nothing was really changed.
I have one question- should accidental ZR menu's on Wii U count as making the run unverifiable? It's like a 2 second time loss but it happens to me a lot because of the way I grip the controller.
I'll add that if we add luigi% Kappa
This would be a fast category to learn. My main category for a while will be any% but after I'm happy I'll do any% SW
I want to note in 1-Tower the cycle for crushers changes for some stupid reason when you get a powerup. I guess because it's offscreen it keeps going when everything else stops.
Honestly I think the best idea is to simply come up with a new way to time things. I will be beating my PB sometime soon probably so I don't really mind what is said about my PB for now- it is obvious your run is cleaner than mine walrus.
Okay I'll add those. And yeah all levels is a tough run.
Totally against this category and whoever made it Kappa
In reality it'll be really fun. It's an any% variant with no shell RNG