I'll make an example run rn This category isn't really boring if you ask me, the competition would be really good. It's short and fun. This category should have been in CE when CE was added like seriously lol. Heres the Example Run I ended at BitS but you get my point
@Mruns_05 This is not wasting my time. I don't know what's wrong with this category. They've added 10x Cannonless so it's like wtf up to this point
Ah man But if your being serious, if someone got WR It probably be like 3-4 minutes that's faster than the TAS World Record and the TAS is impossible for a human so therefore this category is not the same as 0 and 1 star as it doesn't include the key strats that hold together 0 and 1 star and make those 2 categories possible.
So I have a cool category in mind to share to the community. It's called "Bowser Stages"
You enter the Bowser In The Dark World Stage by either just walking into it while in the castle or if your playing on Usamune, you can use the level select If your using a normal cartridge/ROM, you can use the 120 Star File Code to unlock everything. Exit Course is Allowed Once you beat Dark World, you can head through the 8 Star Door and get to Fire Sea. After that, you can just re-enter the stage and exit course to save time. Move your way up through the castle to get to the last stage.
Timing Starts the first frame you can see everything after entering Dark World Timing ends is the same as the main category Ends the frame you touch the big star in BitS
Let me know what you think about it lol.
This category compared to 0 Star
- No SBLJ (No point to do this because you can easily mess up)
- No Intro -No Stair BLJs (Can save time)
- No LBLJ
- No Lakitu Skip
This category could also potentially improve castle movement a little bit.but really because you wouldn't use this type of movement in real runs obviously as 0,1, and 16 Star all require Stair BLJs.
Dude thank you so very much man. Yeah I did have the 1.6.1 update. The problem was the input plugin. I was using 1.8.3 but I download 2.2.3c. The difference is in the "Devices" Tab, N-Rage 2.0 doesn't have a option where you can choose which controller you want to use to map buttons with while N-Rage 1.8.3 does. Therefore, you can map buttons with any controller! This is awesome!
@Spifflet Hey man, I have an issue. So on N-Rage. It only allows you to use one device to map things with. I made the macros and the configurator to switch between my analog stick configs and I did in fact set Config One for my primary controller and Config 2 for my secondary and I still can't use both
Thanks man for helping me out appreciate it.
@Heyzeus, I understand but what I'm trying to say is I want to use 2 controllers on SM64 Emulator. I already have the controllers I need, I just need to figure out how I can use both of them while playing on emu. On N64, I think you unplug your current OG N64 Controller build and plugin your Hori but on EMU, you'll need a specific input plugin which I'm not sure how to find. I'm sorry if I misunderstood you.
So I have a OG N64 Controller but I don't want the stick to like loosen up when I'm doing bowser throws. Obviously the stick will wear out anyway over time but bowser throws requires moving the stick very fast and it'll make it loosen up faster I think. Most players use a hori pad for throws or any other stick that is better than the N64's. But I wonder how you can do that on Emulator for SM64. If you guys have a certain PJ64 1.6 Input Plugin which allows you to do that or anything else that might help, I'll be happy to know.
Alright sorry Locked
Alright honestly, I'm sorry if I'm kind of being annoying with these routes like seriously. For some reason, I find these to be some-what interesting and after this I'm done and I promise. I'm gonna try to break these down according to door openings and castle movement everything like that. BOB (2) - Island Hop and GPless (Bomb Clip) WF (5) - Cannonless, Owless, Wild Blue CCM (8) - Penguin, Wall Kicks, Slide So were not going to say anything about a normal time for Slide is faster than the singlestar WR for King Whomp? Slide WR - 25 Flat Slide Normal Time 26-27 King Whomp WR - 28'74 King Whomp Normal Time - 29 -33 Seconds It's still faster! BitDW (8) or (9) SSL (11) or (12) LLL (13) or (14) - Sidehop, Reds HMC (15), - Emergency Exit and Toad or Just Emergency Exit Yeah Ik it's a hard route but it's less harder than the last one
Alright Thanks Bro, correct me if I'm wrong, this is the fastest No LBLJ route right? BOB (1) WF (6) CCM (8) BitDW (9) SSL (12) LLL (14) - Sidehop and Reds HMC (15) - Emergency Exit
Idk how exactly faster this is from the current fastest no LBLJ route but the only way to figure out if this is faster or not is by making a comparison video. Other than that, there's no point in using this route if the time save is atleast 8 seconds or something like that @TheGaming100, that's a good idea. It actually might even make Mips Clip easier, if you come out of LLL with 15 stars. Mips is straight ahead of you.
Well this route is not for beginners obviously. No LBLJ 16 Star Runners who go for the WR like for example, KANNO. KANNO is an experienced 0/1/16 Star Japanese Runner. He is really really good and currently holds the wr for 0 Star and No LBLJ 16 Star at the moment. He knows Instant LBLJ, Tama Pless, all those type of difficult strats. This route is mainly for top-level players who want a really good time and can do expert-level difficult strats.
Oh right HMC (15) - Emergency Exit, probably slower idk If this route is slower idrc I just wanted to see if it was faster or not
I want someone to help me out and break this route down to determine if it's faster or not. Please do not make fun of me lol BOB (2) - Bomb Clip and Island Hop Island Hop is like 22 - 21 seconds which is faster than King Whomp but slower than Fortress WF (5) - Owless Sub 13 / Wild Blue / Texture or OG Cannonless PSS (6) - 23 to 22 seconds long (WR is 21) CCM (8) - Ordinary Route BitDW (9) - Shigeru Cycle / Xiah Cycle / Tsukishima Cycle SSL (12) - Ordinary Route LLL (14) - Sidehop and Reds HMC (15) - Toad Star