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FAQ

Aug 27th, 2020 (edited)
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  1. ⡟⠛⢻⣿⣿⣿⡟⠛⢻⣿⣿⣿⡿⠛⠛⠛⢿⡟⠛⢻⣿⣿⠛⢻⡟⠛⠛⠛⠛⣿ ⡇⠄⢸⣿⣿⣿⡇⠄⢸⣿⣿⡟⠄⢠⣶⡄⠄⢻⡀⠈⣿⡇⠄⣼⡇⠄⣶⣶⣶⣿ ⡇⠄⢸⣿⣿⣿⡇⠄⢸⣿⣿⡇⠄⢸⣿⡇⠄⢸⣇⠄⢹⠄⢰⣿⡇⠄⣀⣀⣀⣿ ⡇⠄⢸⣿⣿⣿⡇⠄⠈⠉⠉⣷⡀⠈⠛⠁⢀⣾⣿⡄⠄⠄⣾⣿⡇⠄⠛⠛⠛⣿ ⣷⣶⣾⣿⣿⣿⣷⣶⣶⣶⣶⣿⣿⣶⣶⣶⣿⣿⣿⣷⣶⣾⣿⣿⣷⣶⣶⣶⣶⣿ ⣿⣿⣿⣿⣿⡟⠛⢻⣿⠟⠛⣻⡿⠛⠛⠛⢿⣿⡟⠛⣿⣿⠛⠛⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⡄⠄⠏⠄⣰⡏⠄⣠⣶⡄⠄⢿⡇⠄⣿⣿⠄⠄⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⡄⠄⣰⣿⡇⠄⣿⣿⡇⠄⢸⡇⠄⣿⣿⠄⠄⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⡇⠄⣿⣿⣧⡀⠈⠛⠁⢀⣿⣇⠄⠙⠋⠄⣰⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣷⣶⣿⣿⣿⣿⣶⣶⣶⣿⣿⣿⣷⣶⣶⣾⣿⣿⣿⣿⣿⣿⣿
  2.  
  3. Q: Is it good?
  4. A: YES, VERY GOOD THANK YOU FOR ASKING
  5.  
  6.  
  7. Q: Why is he ignoring my comment?
  8. A: I'm just trying to focus, I can't read everything sometimes (especially at the end of the run). My reading comprehension is also not great. I appreciate you being here and for commenting.
  9.  
  10.  
  11. Q: What route do you use?
  12. A: I always have this route open while I do runs so make sure I stay on track -> https://pastebin.com/M7DW8XBP
  13.  
  14.  
  15. Q: What controller do you use?
  16. A: N64 Controller that connects with a Raphnet (N64 to Gamecube) adapter, and an official Smash 4 Wii U to USB. I use homebrew to force it to work, while the legality of this is questionable, Nintendo even to this day reuses to let its users have the controller of their choice. (Look at the Super Mario All-Stars Mario Sunshine community. They can not assign custom controls to the GameCube controller on the Switch home menu and there is no reason it needs to be like this.)
  17.  
  18.  
  19. Q: What console do you use?
  20. A: Wii U Virtual Console.
  21. Q: Why that over N64?
  22. A: It's faster because it loads faster and does not lag at all. I need it to get the WR back.
  23. Q: Why do you complain about Wii U so much?
  24. A: Because it's different from how the N64 and Wii VC versions play. There is input lag on the buttons making it fundamentally different, requiring new muscle memory to run. This version also drops inputs a lot making stuff like jumping out of spin (at an optimal level, pressing the button for 1 frame) more difficult than it should be. Also the mashing drops a lot of inputs making Power Shock even more RNG based than it already is. In some situations like on Electro Blooper, the mash can go from working every time (on N64) to failing sometimes (on Wii U), this has ended 8 of some of my best paced runs.
  25.  
  26. Q: So I heard you can't get WR back, why is that?
  27. A: I'm unlucky.
  28. Score board:
  29. Electro Blooper - 8 deaths from Wii U dropping my inputs while I mash
  30. Huff N' Puff - 1 death from 3 cap
  31. Crystal King - 3 deaths from risky fight failing
  32. Jr. Troopa - 3 deaths from 4 cap then power shock fail
  33. Hallway Bowser - 15 deaths from no Power Shock stun or Close Call
  34. Final Bowser - 10 deaths
  35.  
  36. Total Rng/Wii U deaths = 40
  37.  
  38. Finished Runs - 3... WR of 2:45:47 on 9/6/2020, WR of 2:46:03 on 4/23/2020, one from finishing a run after I lost a ton of time to Hallway Bowser, which is a huge insult.
  39.  
  40. I made an entire highlight video with some of these fails -> https://www.youtube.com/watch?v=UR7QdakyvSg
  41.  
  42.  
  43. Q: I heard that Power Shock is less likely to work than the mash bar appears, is this true?
  44. A: Yes, details of this can be learned from JCog's video of it here -> https://www.youtube.com/watch?v=FagUpV0c67s
  45. The "Too Long Don't Watch" is that Power Shock recycles the "OK" meter scrolling across the meter from the Run Away action, and when that "OK" meter stops, it's biased to the right side in all fights. In order for Power Shock to work, you need the "OK" meter to be to the left of the highest point on the mash bar. In some situations, even in TAS, it could be literally IMPOSSIBLE for Power Shock to work on, Crystal King, Jr. Troopa and Hallway Bowser. It's very unfair. Pray for me imglowBless
  46.  
  47.  
  48. Q: What will you do after you get All Cards WR back?
  49. A: I've been flirting with the idea to run 100% again, my PB/WR is 2 years old now and surely I can beat it at this point. I also want to get the Any% (no PW) WR back. I also have want to get back into Glitchless (I want 3:39 on VC and N64 WR) and Any% (I know it sounds crazy but Kooper Skip saves about 2m20s, might be worth at least TRYING to get it in a run) eventually. I also want to run Super Mario 64 and want to try to compete in that, I've always been interested, I just have my priorities set on Paper Mario and I keep losing WRs. Stop taking my WRs guys, go away. Lmao.
  50.  
  51.  
  52. Q: Does All Cards have more RNG than Any% ?
  53. A: This answer is very long, sorry. I would say yes at this point. Not only is All Cards an hour longer than Any% (meaning you need to wait 1 extra hour before getting to the RNG gauntlet at the end), it also has stuff in the middle of the run that can go wrong. While Any% only has to worry about 4 fights (Duphlighosts, Jr. Troopa, Hallway Bowser, Final Bowser); All Cards has to worry about 9 (Lava Piranha, Lantern Ghost, Huff N' Puff, Clubba 2, Crystal King, Duphlighosts, Jr. Troopa, Hallway Bowser and Final Bowser)
  54.  
  55. If you get too many 3 caps on Lava Piranha, you just die.
  56.  
  57. If you get double 4 cap on Lantern Ghost, you game over. Or if going for risky strat, you need 5+5 or 7+4 caps.
  58.  
  59. On Huff there is a 2% for a 3 cap, that's a rip.
  60.  
  61. On Clubba 2, it loses a massive ~22 seconds for Up&Away to fail on a Clubba, this isn't run ending but it's a huge timeloss late game.
  62.  
  63. On Crystal King there is a 2% for a 3 cap if doing the safe fight. The risky strat is very bad and needs power shock (which you have 2
  64. chances for) to work, or if that fails you need a close call (30%), on top of that you need to at least 5 cap to kill. This saves ~15 seconds over safe fight and can be worth it on bad runs.
  65.  
  66. On Jr. Troopa, you need to kill him to keep peril, if you lose peril the run is over. In Any% you can 4 cap and still continue, in fact my PB/WR in Any% has this. In All Cards if you 4 cap and Power Shock fails, you lose peril unless you get a double close call, and even then it's so slow than it might as well just be a dead run at that point.
  67.  
  68. On Hallway you need either Power Shock or Close Call to work along with good bounce caps. Little bit under a 60% chance to win but it sure doesn't feel like the odds are that high.
  69.  
  70. The Final Bowser fight is the worst fight imaginable. The odds of actually winning the Final Bowser fight is actually LOWER than in Any%. If you do not get close call in phase 1, you lose peril, meaning you lose a LOT of damage, meaning that you won't kill on turn 4 in phase 2, meaning that bowser is likely to star shield, which makes it faster and more likely go for double close call to make up the missing damage. Even if you get the close call in phase 1, you still need to get peril in phase 2 from either his fire(50%) or buttstomp(25%) attacks, if buttstomp takes away your boots(25%*33%) then you're pretty much dead, it's winnable but it will be slow unless you somehow close call every turn and he doesn't shield ever. If buttstomp takes away your items(25%*33%) you need 2 close calls(9%) to win. Fun. You can still win if he gives claw(25%), but it's slow and super unlikely to win because you intentionally don't block and use your life shroom, and hope next turn he doesn't heal(25%) to get peril next turn(100%). On top of that if you get a bunch of bad power bounce caps you probably don't kill unless close call.
  71.  
  72. Worst fight in any category. I miss having Bow.
  73.  
  74. Additionally there are many RNG minor time losses throughout the run, There are things like:
  75. FP drop on Dark Koopa 1, if you get it, you skip eating the Honey Syrup and skip getting the Strange Lead from a bush.
  76. Double FP Drop on Dark Koopa 3, if you get it, you don't have to heal FP in tubba's mansion, 9 FP if enough for the Heart fight.
  77. General Guy has 2 attacks, lightning and bomb. Bomb is faster by 2.5 seconds, but is a 40% chance. He attacks twice making this fight vary by 5 seconds.
  78. Spiny Spawn: If you get it, you need to star storm on the maze fight instead of power jumping the lakitu. This loses around 10 seconds.
  79. 4 cap on Spike, Huff, Crystal King: These all lose about 4 seconds.
  80. Dizzy Dial Fail on Magikoopa: It has a 25% chance to fail, if it does, it loses 8.8 seconds.
  81. Up & Away fail on Duplighosts. I have Parakarry out usually and the Air Lift wastes an extra 10-11 seconds.
  82. 4 Cap Jr. Troopa and then Power Shock stuns loses about 11 seconds.
  83. If you don't Power Shock on Hallway Bowser then you lose time because he attacks and misses which wastes something like 7 seconds, not sure on this one though.
  84.  
  85. So yeah at an optimal level, with all of these tiny things that can go wrong, IMO it's just not a good idea to run something like this. Not only is All Cards as a category arbitrary (touching the cards does not actually do anything), it's also at least equally (or more) RNG heavy as Any%, which is not arbitrary. I foresaw this many years ago and never took this category too seriously until this year. I am now suffering as I am now taking it seriously to get 2:44. Any% is better to run at a top level IMO. I know All Cards can be a better watch though so don't listen to what I'm saying.
  86.  
  87.  
  88. Q: How does All Cards have more RNG than Any% ?
  89. A: Specifically needing to keep Peril (1HP) to maximize damage with Mega Rush is the main problem. Without Bow there is no guarantee that we keep peril. In Any% we get Power Rush instead which increases attack by 2 at 5 HP or less.
  90. Mega Rush = Mario at 1 HP is +4 attack
  91. Power Rush = Mario at 5 HP or less is +2 attack
  92.  
  93.  
  94. Q: Where is S'mores?
  95. A: She's probably chillin' downstairs.
  96.  
  97. ⡟⠛⢻⣿⣿⣿⡟⠛⢻⣿⣿⣿⡿⠛⠛⠛⢿⡟⠛⢻⣿⣿⠛⢻⡟⠛⠛⠛⠛⣿ ⡇⠄⢸⣿⣿⣿⡇⠄⢸⣿⣿⡟⠄⢠⣶⡄⠄⢻⡀⠈⣿⡇⠄⣼⡇⠄⣶⣶⣶⣿ ⡇⠄⢸⣿⣿⣿⡇⠄⢸⣿⣿⡇⠄⢸⣿⡇⠄⢸⣇⠄⢹⠄⢰⣿⡇⠄⣀⣀⣀⣿ ⡇⠄⢸⣿⣿⣿⡇⠄⠈⠉⠉⣷⡀⠈⠛⠁⢀⣾⣿⡄⠄⠄⣾⣿⡇⠄⠛⠛⠛⣿ ⣷⣶⣾⣿⣿⣿⣷⣶⣶⣶⣶⣿⣿⣶⣶⣶⣿⣿⣿⣷⣶⣾⣿⣿⣷⣶⣶⣶⣶⣿ ⣿⣿⣿⣿⣿⡟⠛⢻⣿⠟⠛⣻⡿⠛⠛⠛⢿⣿⡟⠛⣿⣿⠛⠛⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⡄⠄⠏⠄⣰⡏⠄⣠⣶⡄⠄⢿⡇⠄⣿⣿⠄⠄⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⡄⠄⣰⣿⡇⠄⣿⣿⡇⠄⢸⡇⠄⣿⣿⠄⠄⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⡇⠄⣿⣿⣧⡀⠈⠛⠁⢀⣿⣇⠄⠙⠋⠄⣰⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣷⣶⣿⣿⣿⣿⣶⣶⣶⣿⣿⣿⣷⣶⣶⣾⣿⣿⣿⣿⣿⣿⣿
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