Posts for andrewg

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I'm rated andrew - G
Super Mario Bros. console speedrunner - Andrew Gardikis
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I think you mean in-game time of 5:52. It's not a very interesting TAS, but it's as interesting as it can be really. The reason I did a real-time speedrun of it was because it was interesting to me how you could really exploit this game. I've always thought that there should be runs on TASes of popular/well known games, even if they aren't the most entertaining runs ever. It's always interesting to me to see the absolute limits for games I've played. Voting yes. EDIT: A no ring-out run could be interesting. I'm guessing that would involve a lot of repetition as well though.
Super Mario Bros. console speedrunner - Andrew Gardikis
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I really like the idea, as I've stated previously, but I don't know if I'd want to see it up on tasvideos or not. Regardless, I enjoyed it and I am not voting. In some ways, I don't get why the walkathon was even accepted as a category. It's the same exact situation. The goal is just very arbitrary, but obviously results in something interesting.
Super Mario Bros. console speedrunner - Andrew Gardikis
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@brainstormer Actually, jumping at the top of the flagpole is faster due to the fact that once Mario drops off the flagpole, he accelerates quicker to the castle (thus, activating the timer sooner). The jump at 0:15 was made because he must hold B and right, but if he does not jump, he will just end up on the top of the pipe instead of dropping down and going through it. Yes, I'd say it could be improved time-wise, but probably not to a degree you'd imagine. Limiting the button presses puts a great restriction on how fast the run is completed. EDIT: In all honesty, I don't know if TASvideos should accept it. However, I'd be interesting in making these TASes, just because of some of the creativity involved. I mean, it's a great concept demo. In some ways, I don't think the walkathon TASes even deserved publication. It really is along the same lines. I mean, the restrictions in both cases are very arbitrary. However, they are both interesting concepts (to me at least), so I would definitely enjoy helping out and looking for solutions to these kinds of runs (with Mario 1 being a game I know well). Is it right for TASvideos? I'm not sure. Is it fun to watch? for me, yes, therefore regardless whether it's published on tasvideos, I'd be interested in these kind of runs. EDIT2: I mean, the fewest amount of jumps could prove to be a lot more interesting if it were done well. At least, I'd imagine. I think there's a lot of potential for creativity in TASing.
Super Mario Bros. console speedrunner - Andrew Gardikis
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I tried to eliminate the walljump in 8-4 by using the turtles, but I came about 1 block too short on the vertical, which was disappointing. hmmm...
Super Mario Bros. console speedrunner - Andrew Gardikis
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In 8-4, You can hold "A" going out of the pipe into the water area instead of pressing it again. (Unless that was just an error of DDR input), I think it was just an oversight.
Super Mario Bros. console speedrunner - Andrew Gardikis
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8-4 won't work actually... Well, I still need to test more, but I've nearly exhausted my ideas on it. I'll tell you if I make any progress.
Super Mario Bros. console speedrunner - Andrew Gardikis
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Brandon wrote:
OK, so I was able to complete 1-1 in one less press thanks to andrewg, and 8-2 in one less press thanks to...you'll have to wait and see. Assuming the rest syncs and I don't find any further improvements, that brings us to 143 presses.
I think I know what you did in 8-2 ;) I bet I do at least. I almost managed one less press in 8-4 by the way. I'm not sure if what I'm thinking is possible... but I really feel like it should be. I'll look into this deeper once I finish school. I just find this to be an interesting concept.
Super Mario Bros. console speedrunner - Andrew Gardikis
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I mean, I don't know of any other games with a hidden in-game debug code (no game genie use, etc). I'm curious just how many exist.
Super Mario Bros. console speedrunner - Andrew Gardikis
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I'm wondering if there are other improvements, but it seems very solid at this point. I'd wager it's possible to find a few minor ones. EDIT: Also, I really like this idea.
Super Mario Bros. console speedrunner - Andrew Gardikis
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my mistake on the last post. I'm trying to think up a way to get fewer presses hehe... EDIT: Improvement to 1-1: (one press) after going down the pipe, continue to hold "down." Then, make two jumps in the under ground while still holding "down" upon exiting the pipe, release "down" once the goombas get close.
Super Mario Bros. console speedrunner - Andrew Gardikis
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Why did you jump twice in the underground? Well, anyway, idk what your goal is haha.
Super Mario Bros. console speedrunner - Andrew Gardikis
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For those interested, this was actually done be going through the game's debug mode. I am curious though, are there many other games where the credits can be accessed via debug mode? I don't know of all that many games where the debug mode can be accessed in general. This just seemed like a very rare case so I figured I'd share.
Super Mario Bros. console speedrunner - Andrew Gardikis
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Super Mario Bros. console speedrunner - Andrew Gardikis
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I've heard this been brought up before actually. It's all a matter of opinion really. I'm not a huge fan of the constant jumping that goes along with mario moving backwards, but it doesn't really matter. It's all subjective.
Super Mario Bros. console speedrunner - Andrew Gardikis
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Watching this video makes me wonder if taking the pipe would be quicker with some creative way to avoid the coins. heh...
Super Mario Bros. console speedrunner - Andrew Gardikis
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thought taking a hit at the pipe to the water area in 8-4 might save some time, but I was wrong. I swear 8-4 should be improvable somehow, but I can't find it. EDIT: Also, that comparison video is especially amusing just because of the varied flagpole methods.
Super Mario Bros. console speedrunner - Andrew Gardikis
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Woot!
Super Mario Bros. console speedrunner - Andrew Gardikis
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klmz wrote:
I am okay with the BADEND run.
love this.
Super Mario Bros. console speedrunner - Andrew Gardikis
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The way I see it, a run which does not reach the last level, nor defeat the final boss, or skips the majority of the game, but still completes the run should be a separate category. The Kirby NES run is facing the same issue. Again, it's the same circumstance. However, a regular any% in Kirby's case might just not be entertaining enough for TASvideos to accept it... or well - the current run should be grandfathered. EDIT: for those who don't agree - OK, remove the Zelda: Alttp run, there's a 3 minute one. Oh, and Zelda: Link's Awakening DX, and Yoshi's Island.
Super Mario Bros. console speedrunner - Andrew Gardikis
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Now... to do this on console.
Super Mario Bros. console speedrunner - Andrew Gardikis
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I think I need to try and incorporate that new Bowser technique into my console running. Great run guys!
Super Mario Bros. console speedrunner - Andrew Gardikis
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Hey there! I'm actually the guy who did the Pro Wrestling speedrun over at SDA. What I found was the fastest strategy was to get over to the opponent as quickly as possible and have them thorw you out of the ring. Winning with 22 seconds was the fastest I could manage. A few things: 1) I tried to pin the oopnents quickly and it was MUCH slower than just throwing them out of the ring. 2) I'm fairly sure that I didn't imagine this. Back 2 or 3 years ago when I was playing Pro Wrestling, I believe I somehow skipped the number of opponents I faced overall. I swear I only faced 12 opponents when I finished the game. Several things this could be: Using King Slender - it should add 5 matches to the totalnumber of matches, however, I believe that losing in a specific manner may somehow screw this up. I have multiple copies of Pro Wrestling as well, it may have been some sort of version difference. It's at least worth experimenting on, but it may have been some strange fluke? 3) Speedrunning this game, I really was hoping it would be possible to keep my opponent on the poles at the corners of the arena. I forget - a 5 second countdown? Anyway, that would be the coolest result for sure if you could manage it. I'm also a TASer, not all that great at it, but I have some experience. EDIT: I feel like this might not a very good game choice for tasvideos unless you can either find some major glitch, reduce the time of the run drastically, or avoid repetitiveness with creativity. Still, I would be interested in this TAS. I was pretty aggressive about finding things myself, but couldn't find anything major. Maybe you will fair better.
Super Mario Bros. console speedrunner - Andrew Gardikis
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uhhhhhhhhh... wow. I often wonder if many other games can be beaten in a similar way.
Super Mario Bros. console speedrunner - Andrew Gardikis
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"PS: Guanobowl, you can warp from 3-1 to 3-2 directly, you're not crazy... the only thing is that it requires a game over. Unfortunately, this cannot save time" Hey Guanobowl. Yeah, you can warp from 3-1 to 3-2. In order to do so, you must have reached a specific spot in 3-2, gotten a game over and then did the ladder glitch in 3-1. Basically, the game activates a "flag" that is essentially the farthest point you've reached(I think). Well, the farthest "flag point" or something It might be easier to describe it with various fm2s. But basically 1-1 and 3-1 both have something special about them that makes it possible to warp to other stages in the same world. Neither of them save time. A warp from 1-1 to 1-2 (using the 1st vine) is barely slower than beating birdo in 1-1 to get to 1-2. I still don't quite understand how it all works.
Super Mario Bros. console speedrunner - Andrew Gardikis