Posts for skamastaG
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I am 100% sure that DGH TSA exit is impossible small. I am also 100% sure that SW1 both exits are impossible small. CBA might however be possbible. It didn't work for me but I never thought of trying it with p-speed. This might work if you jump at the bottom of the rope. I am 99% sure VoB 4 is impossible small. The only way it could work is if you get pushed through the wall by the spring while holding a shell then bounce off of the shell into the key area. Then have the key push you through the wall and somehow grab the key on your way out and keyjump up onto the surface. This is a pretty crazy idea and I don't know how going through walls works but this wall looks hollow so you shouldn't get killed. I am not going to count it out just yet because I have been proven wrong on many occasions before where a trick that I thought was impossble was performed and proven possible. So far only 3 exits are absolutely impossible small. VoB4 is also most likely impossible but I don't know about CBA.
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Any suggestions on how to do hop glitch or any suggestions on level strategies?
Experienced Forum User, Published Author, Former player
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Yoshi isn't allowed but they are saying that switch palaces should be included. I see what you guys are saying but what does this do to SW4, SW5, VD1, maybe others. I just fear that the run will lose lots of its entertainment value when you add switch palaces. SW4 and 5 are probably the coolest levels done small and will be ruined by the switch palaces. I think it is cooler to watch small mario being forced to perform jawdropping Macgyver like tasks with no aid than to cheat by getting the switch palaces. EDIT:
We've all seen levels beat with switch palaces, or yoshis, or capes. TASes are supposed to produce entertainment, which is often done by doing the unexpected.
That's exactly what I was trying to say. Thanks for wording it so nicely JXQ.
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Saying except when absolutely necessary is kind of a loose rule and makes people ask what necessary means. I think it will bring controversy so it is better to just leave out. EDIT: Also, would you want to see a run where somebody goes into DP3, gets the cape out of the green switchblock, then start selects just to be able to get the DGH tsa exit? That seems like a waste of time and entertainment to me. Also SW1 for example. Do you want to see someone fall for a minute not doing anything. Maybe as he is falling he picks up the feather. I mean, he might as well since it will make it go faster and he already has a powerup. Than he might as well keep it for the rest of the game since it goes faster. You get the idea. The "only when absolutely necessary" rule is stupid to me as it leaves so much room for debate. This is why I say impossible levels shouuld be skipped.
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Well I was thinking that the run is a no powerup run. Anything that assists mario is not allowed such as mushrooms, feathers, fireflowers, stars and sitting on a yoshi. Activating switch palaces counts as helping and will make some levels boring. It will completely ruin SW4. Running along the switches is obviously faster so we would be obligated to go that route instead of purposefully wasting time to do a cool trick. Vanilla dome 1 key exit will also be affected by switches. A few other might be too. On the other hand, Jimsfriend skips the switch palaces because his run is minimalist and he is aiming for the least amount of levels as possible. Our run is 100% which means we have to beat every level that small mario is capable of beating. I think the goals would be: Beats every level possible Never gets a powerup These sort of contradict eachother because getting the 4 switch palaces acts as powerups for other levels.
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Great job on that jimsfriend! The number of exits is now 86. DGH TSA exit, CBA SL exit, SL*, VoB4, SW1 gate exit, SW1 key exit still cannot be done. That makes 6 exits plus the 4 switch palaces. -DGH is impossible because those boos are not spinjumpable and there is no wall to walljump up. -CBA is impossble because you need a yoshi or a cape and there isn't a single shell or pswitch or anything to use to get under the goal. -Soda Lake cannot be reached because of CBA. -VoB 4 requres a yoshi for the key. Even if you could use items to push yourself through the wall there is no ground so you would die. Even if you have an item with you to jump off of to get to the key, you cannot get back out so it is impossible. -SW1 both exits cannot be completed small because of the blocks that you have to be big to break. I am almost 100% sure that the number of exits will be 86.
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Yeah the smb b-less run wasn't made to be a serious TAS, it was just showing a concept. I haven't watched the movie you posted but I can't imagine an entire run of that game without holding "b" being exciting. You can always do a smb3 run on the snes allstars version. There is a glitch in that game where if you press left+right at the same time you run really fast. It might just be the same as p-run but no acceleration is required so it is faster. This is very helpful for water stages as you go much faster than by just swimming. Im not 100% sure if you can do the walk through walls glitch but I think you can. I would like to see this run if anybody did it. It would probably have to be warpless so you get a larger benefit from the left+right glitch. A minimalist run would probably not be much different than a minimalist on NES.
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AHH that video was so close. Is there anyway to do the same thing but jump later so you bounce off the far right side of the first shell instead of the far left. It seemed like that one square difference would get you across. Or can you wait to do that second shell jump when you are near the bottom. You don't fall far enough right in the movie because you jump off the second shell right away. If you let youself fall right more and then bounce off the shell you might be able to get closer to the platform.
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Experienced Forum User, Published Author, Former player
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
My method of getting out of the cloud and hopping at 52 doesn't work because there is no way to get the cloud out from under you. The flying method should work fine though unless the game doesn't not allow you to fly at a speed of 52. I have jumped off of the cloud and went straight into flight before so I don't see why it won't work. I can't test it tonight but maybe tomorrow. I still don't think a walljump is necessary to get up to the key in SW5. I am pretty sure a shell bounce and a p jump will get you up to the key. The two walljumps and a shell bounce is probably the fastest way but we have to make sure getting up there is possible first before we try the trickier/faster methods. EDIT: I didn't see jimsfriend's post before. That video looked pretty cool. Too bad that last jump didn't work. Doesn't this mean that the picture jimsfriend posted will work? That trick could have been possible if he had a pswitch. It guess it would be a tiny bit different than the picture. The method would be walljump, shell bounce, walljump, p-jump. Wouldn't this be possible?
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I'd comment on your run but I haven't been able to watch it because it desyncs on YI2. Did you use the newest version of snes9x? I think it is called improvemnt-9 or something like that. Also do you know what "emulator sync settings" you had checked when you recorded?
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I just found something that probably has no use in smw but may be of some use in sdw. I figured out how to somewhat control the oscilating speed of a lakitu cloud while doing the left+right glitch. If you let go of left+right while flying in a cloud and you jump straight up yourspeed freezes at whatever number it was at. I tried to see if you could jump the same frame you land in the cloud to keep the same speed throughout a level but the speed always went down two points. Doing this is probably faster than just pressing left+right but is slower than flying at a constant 51. You might however be able to get off the cloud at 52 and hop through a level at a 52 speed. If any levels start out with a lakitu cloud you could do this and hop at 52 and complete the level much faster. I figured this out on sky star world. It might work in this level but I am sure there are other levels too where this will be very beneficial. EDIT: There is also probably a way to jump out of the cloud and start flying at a speed of 52. This might be easier than hopping in certain situations.
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It keeps desyncing on the first level. Above emulator sync setting in the movie play menu it says SETTINGS NOT IN MOVIE;VERIFY: I don't know what that means but that doesn't appear for any other movie I have watched.
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I am just wondering if a wall jump is necessary for the sw5 key. Couldn't you jump bounce off the shell then the pswitch and make it up to the key? Also, how can you grab the pswitch again after throwing it with the shell? I haven't manage to grab it again yet.
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SW1 is the only level that requires smashing blocks but there are other reasons that make levels impossible to do small. I counted and it will actually be 82 exits, or 86 if one trick is proven to work. -You can't get to top secret area unless you have a cape. You have to fly above the ceiling or under the floor to get the secret. -You need a yoshi or a cape to fly under the gate in cheese bridge area to get the secret. This also make soda lake impossible. -SW1 gate and key because of the brick breaking. -VoB 4 key exit requires a yoshi to get the key. -CI3 has a huge gap at the end where you need a cape to cross. Thegreginator and I have an idea to cross the gap but have not proven it to work yet. If this level cannot be beaten then it also blocks off Choco Fortress, CI4 and CI5. This totals to 86 exits, but I will also skip the switch palaces in my run so that makes it 82. Yoshi is considered a powerup. All future comments from me about small runs will be in the SMW topic.
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I just counted all of the levels that are impossible to do small. A 100% completion small is 86 exits. You cannot do Donut Ghost House top secret area exit, Cheese bridge Area soda lake exit, soda lake*, Chocolate Island 3 secret exit, Chocolate Fortress*, Chocolate Island 4*, Chocolate Island 5*, Valley of Bowser key exit. *These levels are possible to complete small but are not accesible due to the preceding level that IS impossible. I could be wrong or I could be proven wrong in the future but as of right now these levels are not possible small. EDIT: Oh yeah I almost forgot. Switch palace will be skipped so that makes it 82 exits. EDIT2: Thegreginator and I have thought of a way to beat CI3 secret exit. Actually he thought of it, I just modified it to make it more realistically possible. This opens up CF, CI4 and CI5 making the total 86 exits. We haven't tested the method yet but hopefully it is possible.
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I will discuss small run strategies in the smw topic from now on to keep all smw related discussions in one thread.
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I agree that the rules that you set are pointless. I don't see how you can keep viewers entertained by avoiding what makes runs look cool. Collecting coins and points and 1-ups is what is going to make a small run exciting. There are only so many variations of doing a speed run without getting boring or making pointless restrictions. I think a 90 something small run will be worth it to make though. I think it might be nice to keep this minimalist topic here so that small run strategies can be discussed separate from the smw topic so that multiple conversations about different runs aren't going on at the same time. I'll try to make a route( it might be similar to the 96 but it also may need to be different) and a general outline for this run tonight.
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OK, I thought you made a typo when you said 6/5. I get it now. Dang, I was hoping that counted as the CC key exit. It was hard enough the first time, now I have to look for the key exit. There is a video of the groovy trick somewhere in that SDA individual records topic. If I find it I will give you the link. JXQ made the video but Jimsfriend posted the link. Near the end where there is a wall of pricklies that you can't jump over without losing run, JXQ threw a shell at the bottom body segment then spinjumped through the gap that was made. EDIT: http://dehacked.2y.net/microstorage.php/info/1290/groovy.smv
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I will check the corner boosting tonight if I have time. I have a question about Super Demo World I got the key exit for crystal star world but not the key exit for cyrstal castle but on the world map I can go from crystal castle to star world as if I got the key exit for CC. Does that count as the CC key exit I do I still have to get that? I still haven't watched the 120 exit run yet but I am waiting until I beat Demo World on my own first. I doubt I will find all of the exits. Maybe I will watch it when I get to 100. I have 80 right now. About the small run, I am still thinking about it. The hardest thing will be deciding when to use the hop glitch and when to 8/5. In groovy, for example, I don't think you can do that tricky maneuver at the end where you hit the pirckly with the shell and jump through the way JXQ did it if uyou use the hop glitch. I think you would have to run and do the 8/5 trick but then it would be slower. Maybe getting the star proves to be faster than the one trick if you hop glitch. I dont know. It will be a pretty annoying run to do. I am not sure if this is a good first TAS since it will be over an hour and because it is well known game and I will be criticized on every single little mistake.
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The link is an smv. You can get snes9x on this site and the rom of smw somewhere else and watch it on the emulator. It is hard to explain with words, but I will try. Above the key and to the right is a ledge. You have to grab a green shell and place it on the ledge. Then go on the tree to the right. Jump on the red koopa to make it pop out onto the ledge with the green shell. Grab the red shell and as the koopa in the green shell walks off the edge you have to walk off and jump off the koopa down to the key. Then open the key with the red shell. It is a very hard trick. I still haven't done it yet. One time I had it and if I would have just payed attention and held B I would have made it. This game would be very fun to do small. A full completion too, minus the impossible levels. It think it would make a very entertaining TAS. I would definitely work on one unless Jimsfriend is planning on doing one. He pretty much made up the small mario concept so I guess he deserves the right to do a run of it first. If not then I might work on it when I'm not too busy. Would any one be interesting in a small run? It would involve many more shell tricks and other crazy manuevers that is hard to do while flying although Fabian did an amazing job at doing that in his run. This isn't the place for me to be asking this but whatever.
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4 is almost identical to the flagitious/viper7 run and 2 is almost identical to fabian's run. I personally like 1 the most but 3 is also really cool. If everyone likes 3 the most then I will probably do that. They are about the same difficulty to perform.
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I doubt I will ever be able to get it in a run as the odds are pretty bad. The cool thing is that it should work fine with #4, in fact it is easier than without doing it. I only need to do one hop instead of two if I land on the shell. All I did to get the 361 was 2 hops at the very end. I jumped off the pipe onto the yellow bricks then hopped down and into the goal. I thought more hops were necessary but since i jumped from so high I got a big effect without having to do multiple hops. I didn't do the #4 trick when i got it but doing the trick shouldn't change anything. I really don't think I will get it consistent or if I will ever get it again but it is awesome to know it can be done on console. I don't think I will get the YI4 shell trick again. It is hard and also hurts my thumbs a lot to practice. I know a 276 is completely possible but I don't know when I will see it being done.
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I JUST GOT A 361 ON YI2!!!!!! It's really late right now so that's all I'm gonna say. I'll come back tomorrow when I can actually think intelligently.
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I found some pretty cool stuff in VoBGH. It doesn't save time but is still cool. 1) In the first room you can fly over the right wall and fall to your death. 2) Take door 5. Get rid of the pswitch and fly under the floor to the right. You will go past the wall and be in a room. There is a hole in the corner but you can stand over it. Fly up and to the left and you can run around on the ceiling 3) In the second room you can get in the doors without the pswitch. Just fly under the floor and fly up to the door.( This might actually save time over the pswitch method but probably not. I think it will be faster than the standard non tool method. You can't really fly stuck to the celing(I don't know how) so you have to run, but if you go under and fly you have higher speed. You might still have to hit the pswitch but it should be faster) I will look at more levels for possible shortcuts, but I think most of Fabian's run is not improvable besides a few frames in some levels due to corner boosts and hopglitch and other small things. I know some 10 minutes runs get obseleted by a run a few frames faster but I think that is pointless for an hour long run. I would never even think about beating Fabian's run unless new tricks become known and it can be improved by at least 10 seconds or so. Even then I would be hesistant because I love the run and it would be extremely hard to make anything as impressive and worth watching as this one without being repetetive. EDIT: I changed VGH to VoBGH