TASVideos

Tool-assisted game movies
When human skills are just not enough

Submission #4034: got4n & TehSeven's GBC Super Mario Bros. Deluxe "You vs. Boo" in 04:54.24

Console: Game Boy Color
Game name: Super Mario Bros. Deluxe
Game version: USA v1.1
ROM filename: Super Mario Bros. Deluxe (U) (v1.1).gbc
Branch: You vs. Boo
Emulator: VBA-RR v24 svn480
Movie length: 04:54.24
FrameCount: 17574
Re-record count: 3
Author's real name: TehSeven
Author's nickname: got4n & TehSeven
Submitter: got4n
Submitted at: 2013-08-01 17:13:30
Text last edited at: 2018-01-14 21:19:37
Text last edited by: got4n
Download: Download (3089 bytes)
Status: published
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ALERTS POSSIBLY COMPROMISING MOVIE INTEGRITY:

Movie begins from a reset; should begin from power-on.

Author's comments and explanations:
Encode:

(Link to video)

This is an improvement of 35 frames over TheKDX7's run.

Objectives

  • Emulator used: VBA-RR v24 svn422
  • Stars from SRAM
  • Genre : Platform
  • Minor luck manipulation
  • Completes all "You vs. Boo" levels

General tricks used

Faster start

In the any% run, > <> > <> <>... is used, because the first frame of being in the air rather than on ground makes this the fastest known way to begin. However, the level is already loaded by the time the countdown ends, making the method used in this run the fastest: Jump, then hold <> when speed goes to 25.

Block boost

If you happen to be within a boo block when it is turning solid, you get pushed by it. Jumping as fast as possible in it gives an additional boost as well. This is best seen in 1-1, where it is done twice.

Map selection optimisation

To save a single frame, we do level 2-4 before 2-1, 2-2 and 2-3.

Level by level comments

No exact frame by frame comparison yet.

1-1

We shave off a few frames by block boosting twice. Nothing else saved.

1-2

"Good" boo blocks are turned back into "bad" boo blocks on a timer. If the boo blocks happen to be "bad", nothing happens. This means we have to wait at a point, and allow ourselves for a walljump and some fancy jumping. A few frames saved thanks to optimising hitting the boo block changer at the end of the level.

1-3

We do another 2 block boosts, saving several frames. We also optimise the jump where mario slows down, saving ~16 frames. Nothing saved on the walljump.

1-4

A castle level. We start as fire mario and are therefore able to glitch out the music at the beginning by firing a fireball. For some reason you can shoot fireballs through closed boo blocks, as shown in the TAS. We don't manage to save anything on the duck jumps but kill Bowser in a fancy way. Nothing saved.

2-4

Another castle level. This level is very linear and nothing was saved. Another fancy Bowser kill though ;)

2-1

Another semi-linear level. Nothing was saved on the walljump or on the tight jump.

2-2

A water level where we abuse water physics. Nothing saved

2-3

And another level where maximum speed is kept the whole way. Nothing saved.

Authors' final comments

Got4n: TehSeven decided to pause after the last 3 worlds, so I did those 3 worlds :p

TehSeven: Man, this was so much more difficult than the any% run. I'm glad to be done with it and I'm happy with the result, as is got4n. :D

Screenshot suggestion: Frame 6913


Nach: Sorry for the delay, a trick introduced in #3703: TheKDX7's GBC Super Mario Bros. Deluxe "You vs. Boo" in 04:53.33 caused a bit of confusion. Accepting as improvement to existing run.

Spikestuff: Publishing......


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