@Gordo Terremotanque De Ravioles it only works on the VC version right? And iirc the VC version still has another separate currently insurmountable A press
considering after the glitch was discovered pannen made a video USING the glitch to get past the pole im 100% sure it was "aproved" @Gordo Terremontanque De Ravioles
Yes that's it! what if we managed to switch bitdw and bitfs that way we could use the moat door skip to skip bitfs instead of bitdw. That way we could get passed the basement without going through bitfs.
Does anyone have a time machine? I'm going back and "highly" suggesting Nintendo to rearrange the level layout a tad. *goes back in time PUT THAT BOMB-OMB THERE NOW DAMNIT!
Not many, I think. The physics engine was completely overhauled, so most of the glitches are different. I know PUs no longer exist (the game actually caps Mario's x and z at 30,000), hyper speed is a lot harder to achieve, and collision overall is more accurate.
Ok, just in case somebody doesn't know why this is a problem, here is why. 1. You can't skip BitFS. There are no entrances to the higher floor that's not the door, and we can't skip past getting the key, because even if we speed past it, we get in a BRoD. 2. You can't remotely get the key as of now. As of now, there is no way to wrong warp to the 2nd Bowser Fight. However, there is a possibility for ACE wrong warps. We just need to find ACE. And there's also memory manipulation which could get the key. 3. We cannot get past the pole without an A press _in N64_ as of now. This video shows why. However, in WiiVC, we can just wait for 3 days. There is also a strat currently being worked on.
You know how you have that 1000$ reward for anybody who can figure out that upwarp glitch in TTC? I want to propose something similar for the BitFS A press. I'm willing to pitch 50$ to the reward.
While that sounds good in theory, there's a critical difference between the two. For the TTC upwarp, the goal is to recreate it. As far as we know, it may just be really precise, in which case simply trying to do it a large number of times could be the key to recreating it. So a bounty that incentivizes others to try it would be a worthy investment. For BitFS 0x, the goal is to find some new strat. This will most likely require in depth knowledge of the game, its glitches, and its mechanics. So a bounty that incentivizes others to try it probably wouldn't be a worthy investment, since not even the most ABC experienced minds could solve it
I was about to say "you could use the pillars at the start of the level to wall jump up to the second level!" But then I remembered you need to press A to wall jump so that idea is out the window.
Dear diary, today my dog died, my wife left me for another man, I lost my job, my house burned down and pannenkoek2012 uploaded another video. It was the best day of the week.
I genuinely misread the title and was absolutely prepared for an in-depth tongue-in-cheek parody video where you said you just had "0x ideas" about what to talk about for this stage.
Well, I guess it is back to making blood sacrifices to the Mystery Goomba, I hear the Dark Master allows Mario to make one jump without the A button for every million Goombas sacrificed.
Before starting to watch this video: The title "[X] ideas" always suggests that there are a number of ideas that Pannen tries and none of them work. Especially when other people suggested the ideas and not Pannen himself. So with this pessimistic supposition, let's head right in. ...okay, as expected, but there were some interesting ideas. A video containing PUs is always a good video. It's all as if the developpers knew about the A-button challenge and thought "hmm, they would only need one Bob-Omb. So let's place it out of reach". Illuminati, I tell ya!
I can assure you that an ideas video will never have a success in it. The way I make videos follows a sort of "follow the path of least resistance" mindset. Videos that are funner, easier, or more interesting are more favorable to me, and so I tend to make them before the more boring, harder, and less interesting ones. So a video that shows one strat and works would always be easier and more interesting than one that shows many strats that don't work.
pannenkeok2012 I know, but there's this first second when your brain focuses on the "BitFS 0x" in the title, throws out all the endorphins and then notices the "ideas" behind it. But that doesn't change the fact that these videos are really interesting, too. Especially the unusual ideas, that make me think "oh, never thought about that".
Damn man, talk about being so close, yet so far. This is SO frustrating. But hey, the impossible coin was collected, so I'm confident that some solution will be found. Just like in mathematics, when there's something that can't be proved with our current understanding, it's exciting news, because now we know that some new stuff will have to be developed.
Mario Wings to the Sky wasn't possible with our current goomba structures (i.e. staircases, bridges, ladders). So I did a lot of experimenting and eventually created the goomba oasis, which was the final piece needed to solve that star 0x
Timestoppa on RU-vid Oh, right. I watched pannenkoek's video about the glitch again and it seems I just misunderstood something about it. Well thanks, now I know more than before!
Is there nothing that can be done from, say, letting the global timer go for a very long time i.e. Waiting for some number of years in-game just for some glitches to arise from it? I remember one of pannen's videos talking about how some weird things can happen if you let the game run for 9+ years on a certain level. [And also it would make for an interesting a press save if the solution is to wait for 9+ years in that level]
You've demonstrated before that objects in Tick Tock Clock exhibit unusual behaviour when certain patterns of RNG happen. Have you investigated more common objects - Goombas, for example - along those same lines?
But OG N64 controllers are hard to find/expensive, and 3rd parties suck, tho. This entire series is basically an intricate and lengthy lesson on how to save money!
I MAY have an idea here. It's about using the lava boosts for VSC, namely about STACKING lava boosts. Right now, it looks that when you use VSC with a lava boost, that speed is immediately used when you next leave a platform. This would seemingly make stacking impossible, as you're boosted up, not letting you hit the lava again. However, there's that one platform with the amp and the pole that raises up and down. My idea is as follows: 1) Use the lava boost for VSC as you showed in the video. 2) Make sure the lava boost angles you so that you can punch your way into the raising and lowering platform with the amp. It would have to be frame-perfect, I'm assuming, but during however many frames the raising platform is even with stone platform that you're already on, you would move onto the raising and lowering platform. This would hopefully conserve the VSC since you're moving onto a platform with equal height. 3) Let the platform lower back into the lava. Your VSC would not have been consumed yet, and you would then be lava boosted as it lowers down. If angled correctly, it could be possible to do another VSC with THAT lava boost. The sticking point is this, however: does the lava boost give you a set amount of vertical speed, or does it stack with vertical speed already stored? This, along with difficult angles, are the two flaws I can see in this. But would this method allow you to stack the lava boosted VSC?
Stacking vertical speed was a hope I had had back when VSC became a main ABC tool. But alas, it doesn't seem to be possible in any situation, since things that give Mario positive VS simply set it to that value, not add a value onto it
Wait, only 1 single A press is left?! That reminds me of an achievement in "Half-Life 2: Episode One"(an FPS game if anybody doesn't know) which is about completing the whole game by shooting only a single bullet in the whole campaign, that is to break a lock that's too far to reach by anything else than a bullet.
If I could go into the past, work at Nintendo, and then subtly alter the game's code before release, I could make it so that many A presses could saved while hardly changing up the game
Some day you should end one of these videos with a final point where you're like "Idea #18: Do x... YES! IT WORKS!". Maybe add some confetti and some balloons. I am desperate for a happy ending.
Pannen has already stated that if someone gives an idea that works, he won't do this, since it's far easier for him to just make a video about the idea that works.
thats not possible without hacking the game with cheats as nobody knows how it works or what goes on in the game that triggers it, to "ttc upwarp" now they'd have to get under the pole glitch spot, hack mario so hanging cieling registers outside the jump or double jump requirement, then hack the non grabbable cieling to touch mario, hacking and cheats however, do not count towards any speedrun or challenge
I actually had a nightmare about this pole last night. The BiTFS music was playing in the background, and there were just a bunch of cuts of Mario trying to get off of the pole with a handstand
This A press is very valuable to save because it is the sole remaining A press in the any% run. However, it also adds 1 A press to the 120 star run, and so that run could still be improved from a 0.5x reduction
Considering how the SMW community has learned so much about the game that they can make the game inject code into itself and make a Flappy Bird clone out of it, I really wonder how far this challenge will go...
I imagine if you collect a star or exit a course with something hat-in-hand'ed it goes away. There are very few tools available, so obviously being able to bring more to the level would be beneficial, not that are even any hats to be had. While you obviously can't manipulate the bully's AI, can you influence its wanderings via RNG manipulation, similar to Yoshi? Get the higher one to walk the whole way down to the pole. If that doesn't work, the only thing I can think of would be to mimic Koopa the Quick's wall climbing shenanigans somehow and go up the columns. If cloning the pole doesn't let Mario get through, is that hole the smallest possible gap that can be climbed through on a pole?
Something interesting here is that none of these ideas use the heart. In fact, I don't recall a single video of yours that uses the heart. Theoretically, could mario damage boost for the vertical distance while moving with the heart, meaning death would be a non issue, no matter the speed?
If we assumed the hear moved so incredibly fast, it just stays in motion for as long as we need, there's still the issue of getting these infinite boots. Lava boosts can only get you so far, and the enemies are all at too low height to boost you further than that.
If I had to guess, the solution probably doesn't involve getting into the box or off the pole, but bypassing it entirely. Not that I'm remotely qualified to say, but logically speaking the small point of entry, as well as the pole object, are much more constraining than pure vertical movement or some other form of workaround. That, some form of memory corruption, or otherwise creating heavily-glitchy conditions seem like the only venues not thwarted by the chokepoint of the pole-into-hole.
What about those triangular platforms that sink and rise up from the lava? Could there be a way to make them rise up more? Or what about the caged platform that you ride on at the beginning of the course? Could you somehow alter it's track?
MRT129 Edwin Lai RTA strat use a dive recover to clip into the mesh cage, and TAS strat uses VSC to " jump " higher into the cage, so RTA strat requires the platform to be way higher than the TAS strat
Soon this puzzle will be solved. It is getting verified on console as I speak. If it passes then it's really exciting and we can beat the game without the a button effectively
There would never be a successful idea in such a video. The way I make videos follows a sort of "follow the path of least resistance" mindset. Videos that are funner, easier, or more interesting are more favorable to me, and so I tend to make them before the more boring, harder, and less interesting ones. So a video that shows one strat and works would always be easier and more interesting than one that shows many strats that don't work.
Alright, time to start manipulating the bully! I mean who doesn't want to do that right? Get it in an eternal boiling state, and snap back to solid reality. I guess the closest thing to suggest is to manipulate its spawning point, but I somehow doubt that will work. And I highly doubt HOLPS can help since there's no way to perform that glitch for this situation. God, one simple jump off a pole and a platform that's only a little away, and an A Press is needed for this. This is more frustrating than the Treasure Chest Star in Jolly Roger Bay!
Every time an "ideas" video comes up, I go in with the foolish notion that one of them will be it. That he just wanted to build tension instead of making a "X SOLVED" video first.
That would never happen. The way I make videos follows a sort of "follow the path of least resistance" mindset. Videos that are funner, easier, or more interesting are more favorable to me, and so I tend to make them before the more boring, harder, and less interesting ones. So a video that shows one strat and works would always be easier and more interesting than one that shows many strats that don't work.
One thought that came to me lately: Might there be a spawn displacement that lets us out beyond the flagpole? From what I know, it's handled somewhat differently from PU displacements.
Lol, Google+ names Really weird how none of the developers back then at one point said "Wait! What if someone 20 years in the future tries to beat the game without pressing A even once? We can't let that guy down! Someone place a glitch-able object on the lower floor immediately!"
We can't make a star in this course unless we collect all the red coins, several of which are past the pole. So using a star isn't really worth considering
Well, the ideal sequence would be something like: if (Mario is close to goomba and moving down) then {shouldBounceOnGoomba = true;} if (goomba.isOverLava()) then {goomba.unload();} loadNewObjects(); if (shouldBounceOnGoomba) then {Mario.height = goomba.height + 75;}
I know, I consider the new A press save completely legit and I'm looking forward to whatever video Pannen will make about it. Still, the way I see it, the Wii Virtual Console is clearly inferior to the Nintendo 64, both because of the lack of spawning displacement and because of worse TASing tools. The only thing in which the Virtual Console is better than the Nintendo 64, i.e. better handling of PU movements, seems about to become useless, considering the new possible strategy used to enter the Secret Aquarium without using PU movement.
Here's an idea now I might be wrong here, but what if we waited a total of 71 hours for the vertical moving platforms at the beginning to reach a height to where we can get on the elevator?
Hey Pannenkoek, long time fan, wanted to give an idea. See, in the Wii VC version of the game, the blue platform ramp things that rise and lower at the bottom of the level have a bug, of sorts. If you let it keep running, you'll see that the platforms start rising up more and more. I think that if you give it ~71 hours total, you'll have enough height to get past the cage and into the elevator. Hope this comment doesn't get affected by this bug where my comments don't get sent for like four years!