TASVideos

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

Submission #4407: Spikestuff's NES Mario Bros. in 09:09.64

Console: Nintendo Entertainment System
Game name: Mario Bros.
Game version: Europe
ROM filename: Mario Bros. (Europe).nes
Branch:
Emulator: FCEUX 2.2.2
Movie length: 09:09.64
FrameCount: 27486
Re-record count: 26468
Author's real name: Adam Stamatakos
Author's nickname: Spikestuff
Submitter: Spikestuff
Submitted at: 2014-08-16 23:43:12
Text last edited at: 2014-08-21 12:07:40
Text last edited by: feos
Download: Download (7478 bytes)
Status: published
Click to view the actual publication
Submission instructions
Discuss this submission (also rating / voting)
List all submissions by this submitter
List pages on this site that refer to this submission
View submission text history
Back to the submission list
Author's comments and explanations:
Well I have quite a bit to explain... don't I?


(Link to video)

The Stuff

  • FCEUX 2.2.2
  • 2 Players
  • Hardest Difficulty
  • Luck Manipulation

Values

The only value I can give out is 002E.
This value is global between both versions and it tells you how much longer till an enemy spawns.
The enemy "Slipice" is not considered as an enemy so it doesn't display when that spawns.
Coins also don't appear on this.

PAL VERSION?

This version is known to be the harder Mario Bros. between the two versions.

The enemy known as the "Fighter Fly" are actually more frequent and there are icicles which exist in this version.

The version also goes on for longer and has less "Test Your Skill" Phases.

The movement also contributes a lot to this version.
Instead of going right slowing down and turning you can actually change your movements while you're in the air.

Luck Manipulation?

This game there are chances where you get coins instead of enemies appearing.
To prevent having a coin and enemy showing up at the same time, I either knocked an enemy as late as possible to receive the coin after the enemy spawns or that it becomes so close that the enemy actually spawns directly after, due to the timer ending after the coin is already out.

The enemies are controlled on my movement.
Depending on what you hit you can either have an enemy spawn from the left or right pipe, the same goes for the icicles which spawn wherever they please.

Frame Wait

There is a thing that I showed which I called "Frame Wait".
"Frame Wait" is actually pointless, I show there is a 1 frame wait when Luigi gets final knock but a 2 frame wait if it's Mario.
When I switch the characters around for that final knock they both show up to the next Phase at the exact frame.

I learned about this at Phase 21...

At Phase 21, I had Mario originally doing the final Knock and noted down 25630 which is the next Phase where I can see both Mario and Luigi. When I did this I went back to check what I did and counted 3 I thought I should switch it to Luigi and counted 2 but I realized then that I miscounted the enemy itself.

The "Frame Wait" works likes this. Frame 0 is enemy flipping then count on from there.

Since I forgot how that worked for some reason I only noticed after knocking the enemy with Luigi so I checked the next Phase to see if the time changed 25630 no difference.

I don't have a theory why this is the case but Mario or Luigi whoever gets the final knock doesn't matter.

Test Your Skill

Ice Physics literally don't exist due to the controls contributing a lot so you can get the same time every time.
The last one is slower as I was going for TAS time and not ingame time.

Looping

This one is a bit easier to explain.
This version the max amount of Phases before a loop is 23. Whereas the other one is much less and has a total of 18.
I asked what to do and was given a go ahead in IRC to do both... I completed the PAL version quicker because it was easier on the controls. ^_^

No POW Block ;-;

I didn't use the POW Block due to the speed on which you go... but don't worry the other version definitely uses the POW due to how much slower you are to get from Point A to Point B.

No B Button

That's right. No B Button. This button wasn't on the Arcade and isn't part of this game.
B Button is a dead button.

I WANT MY NTSC VERSION!

  *sigh*
The NTSC version actually has a glitch which the PAL doesn't have and I shall explain this glitch.
The glitch is straight forward, you can jump through the floor and it looks something like this:

This glitch may only be useful for the "Test Your Skill" Phases but to know if it's faster doing this is something I don't know yet.
THAT'S WHY THERE IS A DELAY ON THE NTSC VERSION!

Special Thanks

Master Nach - For giving me the go ahead and to do this version too because of the differences.
Fortranm & CoolKirby - For both telling me to not "waste" 5 frames just to go for ingame time.
Pause, Got4n & Kura - Each being pleased with the run when it was released.
ScienenceFX - For literally making me pick this up due to his derpish TAS.
Nach: Terrific run, excellent feedback, accepting.

feos: Removed the branch as it's implied. Will publish once sheela901 is ready.


Similar submissions (by title and categories where applicable):