TASVideos

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

Game Information

DS Super Monkey Ball: Touch & Roll


[Tier: Moons]DS Super Monkey Ball: Touch & Roll (USA) "Challenge Mode" in 26:19.51 by Silverbawxer, Taechuk, xy2_ & Gonquai.
DeSmuME movie (.dsm) (date: 2019-09-26)
MKV file via BitTorrent (Modern HQ) (size: 417.35 MB, length: 31:04)
MP4 file via BitTorrent (Compatibility) (size: 407.04 MB, length: 31:04)
Mirror archive.org (MKV Modern HQ)
Mirror archive.org (MP4 Compatibility)
Watch on (www.youtube.com)
Submission #6504 — Author's comments
Discuss this movie
Rating: 8.0 (3 votes)
View Publication
- Aims for in-game time instead of real-time
- Uses death to save time
- Genre: Platform
Super Monkey Ball: Touch & Roll for the Nintendo DS has our favorite team of monkeys rolling around in a huge mix of old familiar levels, as well as totally brand new stages. The monkeys are tasked with beating 120 levels, and they whip through these stages at higher break-neck speeds than ever before.

Taechuk, Silverbawxer, xy2_, and Gonquai utilize every trick up their sleeves to grind, bounce, clip, and fly their way through any obstacle the game can throw at them. Many of the techniques are explained in the submission text because if you blink, you just might miss them.

The authors have created an alternate encode featuring an upscaled resolution. You can watch it here.


Note: Due to poor emulation there are several instances of incorrect layering throughout most of the worlds featured in this game. A skybox visual glitch is also present during Fantascene Falls.
#49648117857693568 - 5-8 Swing 55.88
5-8 Swing 5588.dsm (60.3kB dsm movie [DS])
Uploaded 2018-09-05 21:35:37 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:31.07 [1859 frames], 3742 rerecords)
1872 views, 285 downloads
Beats the previous TAS by 5 frames, and WR by 7.
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#49644778870958839 - 5-2 Sword 55.65
5-2 Sword 5565.dsm (50.1kB dsm movie [DS])
Uploaded 2018-09-05 17:59:05 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:24.64 [1474 frames], 1515 rerecords)
1888 views, 276 downloads
Beat the previous TAS by 6 frames
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#49643768706341728 - 5-2 Sword 55.55
5-2 Sword 5555.dsm (51.0kB dsm movie [DS])
Uploaded 2018-09-05 16:53:35 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:25.19 [1507 frames], 870 rerecords)
1868 views, 261 downloads
Beats the current WR by 4 frames
Info Download

#49626841129450668 - Monkey Ball Touch & Roll Movie that ends with all worlds
MonkeyBallTouch&Roll Save Movie.dsm (6.23MB dsm movie [DS])
Uploaded 2018-09-04 22:35:49 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 1:07:23.6 [241913 frames], 25526 rerecords)
1896 views, 269 downloads
This will be the verification movie for the Monkey Ball Touch & Roll TAS, it is basically my first try TAS with world 10 looped until world 12 is unlocked, then beats world 10 to save it.
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#49621036802585212 - 9-2 Converse 57.26
9-2 Converse 5726.dsm (49.4kB dsm movie [DS])
Uploaded 2018-09-04 16:19:24 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:24.22 [1449 frames], 643 rerecords)
1853 views, 261 downloads
-1f over wr, most rerecords come from trying a different strategy that ended up not working.
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#49619588690789478 - 5-4 Long Winding Road 52.23
5-4 Long Winding Road 5223.dsm (54.3kB dsm movie [DS])
Uploaded 2018-09-04 14:45:29 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:27.28 [1632 frames], 342 rerecords)
1853 views, 282 downloads
that's some good stuff right there

(-14f over previous tas)

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#49601883309703293 - 5-8 Swing 55.80
5-8 Swing 5580.dsm (60.0kB dsm movie [DS])
Uploaded 2018-09-03 19:37:17 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:30.92 [1850 frames], 2133 rerecords)
1851 views, 250 downloads
Beats the current WR by 2 frames. That clip is sick
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#49583173895950240 - 6-6 Acute 57.71
6-6 Acute 5771.dsm (45.4kB dsm movie [DS])
Uploaded 2018-09-02 23:23:57 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:21.65 [1295 frames], 923 rerecords)
1873 views, 250 downloads
Beat the previous TAS by 2 frames, thanks to magic collision.

-23f over wr

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#49582794884009684 - 6-6 Acute 57.68
6-6 Acute 5768.dsm (44.8kB dsm movie [DS])
Uploaded 2018-09-02 22:59:22 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:21.28 [1273 frames], 815 rerecords)
1860 views, 263 downloads
Beats the current WR by 21 frames and my previous TAS by 14 frames.
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#49580589468915743 - 1-8 swathe 56.00 wip
swathe 5600.dsm (46.3kB dsm movie [DS])
Uploaded 2018-09-02 20:36:21 by Silverbawxer (9 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:22.2 [1328 frames], 632 rerecords)
1779 views, 278 downloads
closest to human record ever, xy2 found that speed bumps occur on the bridge too
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#49580255144709199 - 1-8 swathe 55.96 wip
swathe 5596.dsm (46.3kB dsm movie [DS])
Uploaded 2018-09-02 20:14:40 by Silverbawxer (9 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:22.23 [1330 frames], 384 rerecords)
1746 views, 284 downloads
this level is wacky
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#49578713276367729 - 7-08 Plummet Chasm 58.06
7-07.dsm (36.9kB dsm movie [DS])
Uploaded 2018-09-02 18:34:41 by xy2_ (127 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:23.1 [1382 frames], 747 rerecords)
1973 views, 261 downloads
Syncs on 0.9.11. Easy to tie, will be significantly less trivial to break it. I spent zero effort on the boost, so that will likely be the path to take for optimization. The more frames you spend holding up-right after the fall, the higher the angle is, but the better your speed. I chose the sharpest angle but couldn't get a 08 with this boost&fall.
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#49556501277087436 - 7-8 Tornado 57.05
7-8 Tornado 5705.dsm (48.5kB dsm movie [DS])
Uploaded 2018-09-01 18:34:13 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:23.62 [1413 frames], 316 rerecords)
1853 views, 248 downloads
Ties the current WR.
Info Download

#49555930893289723 - 10-04 Scraper Descent 56.90
10-04.dsm (60.9kB dsm movie [DS])
Uploaded 2018-09-01 17:57:13 by xy2_ (127 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:31.48 [1883 frames], 11157 rerecords)
2010 views, 280 downloads
Syncs on 0.9.9. The same baseline: boost, fall fast, glitch bounce, sidegoal. The difference is we sidegoal off the left rather than the right, which is faster because the distance we have to travel between the bounce and sidegoal is lower. Now it's .90!
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#49555125391631075 - T&R 10-04 Scraper Descent .88 TAS
10-04.dsm (62.2kB dsm movie [DS])
Uploaded 2018-09-01 17:04:59 by xy2_ (127 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:32.29 [1932 frames], 11104 rerecords)
1994 views, 256 downloads
Syncs on 0.9.9. The same baseline: boost, fall fast, glitch bounce, sidegoal. The difference is we sidegoal off the left rather than the right, which is faster because the distance we have to travel between the bounce and sidegoal is lower. Given some optimisation, this may reach a .90 time.
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#49340642701509503 - 5-6 Conveyor 56.03
5-6 Conveyor 5603.dsm (47.1kB dsm movie [DS])
Uploaded 2018-08-23 01:15:36 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:22.72 [1359 frames], 1148 rerecords)
1923 views, 253 downloads
-21f over previous TAS and -848f over WR I think.
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#49320478813837796 - 12-4 Gesticulation 53.88
12-4 Gesticulation 5388.dsm (53.5kB dsm movie [DS])
Uploaded 2018-08-22 03:27:57 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:26.76 [1601 frames], 1649 rerecords)
1913 views, 262 downloads
Beats the previous TAS by 7 frames and WR by 65 frames
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#49317237621815934 - 12-4 Gesticulation 53.76
12-4 Gesticulation 5376.dsm (54.0kB dsm movie [DS])
Uploaded 2018-08-21 23:57:46 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:27.13 [1623 frames], 879 rerecords)
1926 views, 245 downloads
Beats the current WR by 58 frames.
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#49314288724445360 - T&R World 2 Resynced
world2.dsm (195kB dsm movie [DS])
Uploaded 2018-08-21 20:46:31 by xy2_ (127 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 02:03.66 [7398 frames], 258 rerecords)
2095 views, 270 downloads
Syncs on 0.9.11
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#49313321881822496 - lua with timer change
smb.lua (2.60kB Lua script)
Uploaded 2018-08-21 19:43:49 by xy2_ (127 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
2097 views, 285 downloads
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#49294386252362949 - 9-8 Pendulum 54.48
9-8 Pendulum 5448.dsm (55.6kB dsm movie [DS])
Uploaded 2018-08-20 23:15:50 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:28.15 [1684 frames], 215 rerecords)
1919 views, 259 downloads
Beats the current WR by 4 frames and my previous TAS by 2 frames.
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#49293919686200899 - 10-8 Revolution 56.65
10-8 Revolution 5665.dsm (53.9kB dsm movie [DS])
Uploaded 2018-08-20 22:45:34 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:27.03 [1617 frames], 711 rerecords)
1942 views, 262 downloads
Beats current WR by 3 frames.
Info Download

#49293485017411204 - 9-03 Motion Gear 55:68
motion gear 5545.dsm (68.0kB dsm movie [DS])
Uploaded 2018-08-20 22:17:23 by xy2_ (127 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:35.99 [2153 frames], 1558 rerecords)
2091 views, 257 downloads
easy level, very unoptimized
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#49290483392083836 - 6-9 Tunnel Vision 55.66 wip
tunnel vision 5566.dsm (78.9kB dsm movie [DS])
Uploaded 2018-08-20 19:02:44 by Silverbawxer (9 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:42.87 [2565 frames], 548 rerecords)
1834 views, 263 downloads
only ties the human record, but god I hate this level
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#49290412122074795 - 9-3 Motion Gear
motion gear 5545.dsm (69.2kB dsm movie [DS])
Uploaded 2018-08-20 18:58:06 by Silverbawxer (9 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:36.77 [2200 frames], 241 rerecords)
1840 views, 251 downloads
almost optimal, I think
Info Download

#49290377763368314 - 3-10 Millipede 55.63
millipede 5563.dsm (127kB dsm movie [DS])
Uploaded 2018-08-20 18:55:53 by Silverbawxer (9 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 01:13.13 [4375 frames], 481 rerecords)
1840 views, 256 downloads
very unoptimized, but fast hit
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#49290276003894278 - 6-7 Menacing Conclusion 56.00
menacing conclusion 5600.dsm (49.5kB dsm movie [DS])
Uploaded 2018-08-20 18:49:17 by Silverbawxer (9 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:24.24 [1450 frames], 245 rerecords)
1839 views, 269 downloads
very untopimized
Info Download

#49290257438714616 - 11-4 56:86 TASWIP
10-04.dsm (61.2kB dsm movie [DS])
Uploaded 2018-08-20 18:48:04 by xy2_ (127 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:31.69 [1896 frames], 6467 rerecords)
2082 views, 232 downloads
hard level
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#49289968711949713 - 10-7 Intertwined 51.11
intertwined 5111.dsm (58.7kB dsm movie [DS])
Uploaded 2018-08-20 18:29:21 by Silverbawxer (9 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:30.09 [1800 frames], 184 rerecords)
1841 views, 260 downloads
insane new clip, collision makes no sense
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#49289539159341029 - 6-9 Free Ride 52.75
free ride 5275.dsm (58.4kB dsm movie [DS])
Uploaded 2018-08-20 18:01:30 by Silverbawxer (9 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:29.89 [1788 frames], 740 rerecords)
1851 views, 278 downloads
new strategy for TAS, barely works with this speed
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#49289237583479203 - 6-3 Coil 50.30 (Double Bounce)
6-3.dsm (59.1kB dsm movie [DS])
Uploaded 2018-08-20 17:41:56 by Silverbawxer (9 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:30.36 [1816 frames], 215 rerecords)
1853 views, 250 downloads
First time two bounces worked. wip
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#49220964752124831 - 8-10 Road to Nowhere 50.31
8-10.dsm (61.6kB dsm movie [DS])
Uploaded 2018-08-17 15:54:23 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:31.94 [1911 frames], 3539 rerecords)
1953 views, 243 downloads
Beats the current WR by 886 frames or 14.76 seconds, and beats xy2_'s TAS by 1 frame.
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#49220932333111692 - 5-6 Conveyor 55.68
5-6.dsm (52.6kB dsm movie [DS])
Uploaded 2018-08-17 15:52:17 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:26.19 [1567 frames], 509 rerecords)
1972 views, 268 downloads
Beats the current WR by 827 frames, or 13.78 seconds.
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#49137557626986711 - 12-10 Palpitation 53.75
12-10.dsm (57.2kB dsm movie [DS])
Uploaded 2018-08-13 21:45:22 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:29.17 [1745 frames], 353 rerecords)
1970 views, 263 downloads
Beats the current WR by 43 frames thanks to a clip that happened once to SilverBawxer 2 years ago.
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#49090278993160476 - smb lua 2
smb.lua (2.37kB Lua script)
Uploaded 2018-08-11 18:39:18 by xy2_ (127 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
2170 views, 294 downloads
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#49089997547856064 - 3-01 Racket -1f [55:96]
3-01.dsm (44.9kB dsm movie [DS])
Uploaded 2018-08-11 18:21:03 by xy2_ (127 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:21.33 [1276 frames], 5265 rerecords)
2167 views, 288 downloads
1 frame off WR
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#49089697739886232 - 3-2 Basin 58.45
3-2.dsm (47.8kB dsm movie [DS])
Uploaded 2018-08-11 18:01:37 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:23.17 [1386 frames], 680 rerecords)
1973 views, 256 downloads
Ties the current WR
Info Download

#49076423055371651 - unfinished 3-1 Racket
3-1.dsm (45.0kB dsm movie [DS])
Uploaded 2018-08-11 03:40:44 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:21.39 [1280 frames], 2251 rerecords)
1979 views, 276 downloads
Still 1 frame behind
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#49023977547981422 - Super Monkey Ball initial lua script
smb.lua (2.04kB Lua script)
Uploaded 2018-08-08 18:59:36 by xy2_ (127 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
2179 views, 285 downloads
Info Download

#49005552563362360 - 2-10 Labyrinthine 57.43
2-10.dsm (51.7kB dsm movie [DS])
Uploaded 2018-08-07 23:04:43 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:25.67 [1536 frames], 528 rerecords)
1998 views, 263 downloads
Beats current WR by 2 frames.
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#49003333323714265 - 2-9 Displacement 54.86
2-9.dsm (54.0kB dsm movie [DS])
Uploaded 2018-08-07 20:40:48 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:27.13 [1623 frames], 580 rerecords)
1998 views, 266 downloads
Beats the current WR by 2 frames.
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#48964614352247990 - 2-8 Receding Curves 56.50
2-8.dsm (52.1kB dsm movie [DS])
Uploaded 2018-08-06 02:49:51 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:25.93 [1551 frames], 976 rerecords)
2020 views, 259 downloads
Ties the current WR.
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#48961308933985953 - 11-1 Backslide 54.60
11-1.dsm (62.1kB dsm movie [DS])
Uploaded 2018-08-05 23:15:29 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:32.24 [1929 frames], 654 rerecords)
2021 views, 272 downloads
Last one is already outdated. Saved a frame over it lol.
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#48960952915151393 - 11-1 Backslide 54.58
11-1.dsm (62.1kB dsm movie [DS])
Uploaded 2018-08-05 22:52:24 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:32.26 [1930 frames], 651 rerecords)
2019 views, 259 downloads
Beats current WR by 28 frames and my previous TAS of this level by 11 frames (I think).
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#48957806232225597 - 2-7 Deviant Drop 57.00
2-7.dsm (49.9kB dsm movie [DS])
Uploaded 2018-08-05 19:28:20 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:24.52 [1467 frames], 1022 rerecords)
2009 views, 247 downloads
Beats the current WR by 1 frame.
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#48954637716261355 - 2-6 Starfish 57.08
2-6.dsm (51.2kB dsm movie [DS])
Uploaded 2018-08-05 16:02:51 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:25.31 [1514 frames], 655 rerecords)
2016 views, 256 downloads
Beats the current WR by 4 frames... somehow.
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#48939495030751929 - 2-4 Pincer 57.33
2-4.dsm (50.0kB dsm movie [DS])
Uploaded 2018-08-04 23:40:50 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:24.55 [1469 frames], 434 rerecords)
2017 views, 285 downloads
Beats the current WR by 1 frame.
Info Download

#48937056315873610 - 2-2 Double Scepter 55.05
2-2.dsm (55.2kB dsm movie [DS])
Uploaded 2018-08-04 21:02:41 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:27.85 [1666 frames], 621 rerecords)
2031 views, 246 downloads
Beats the current WR by 2 frames
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#48936473539625244 - 2-1 Mini Bump 58.38
2-1.dsm (49.7kB dsm movie [DS])
Uploaded 2018-08-04 20:24:53 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:24.4 [1460 frames], 128 rerecords)
2014 views, 276 downloads
Ties the current WR. Most probably no possible improvement.
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#48934907704942295 - 1-10 Spiral Staircase 57.76
1-10.dsm (52.3kB dsm movie [DS])
Uploaded 2018-08-04 18:43:21 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:26.04 [1558 frames], 817 rerecords)
2025 views, 255 downloads
Beats the current WR by 2 frames.
Info Download

#48929737313681089 - Touch&Roll initial research RAM watch
des.wch (583B Memory watch file)
Uploaded 2018-08-04 13:08:02 by xy2_ (127 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
2193 views, 275 downloads
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#48928196358567703 - 1-02 Sine Wave -1f [52.71]
1-02.dsm (50.9kB dsm movie [DS])
Uploaded 2018-08-04 11:28:06 by xy2_ (127 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:32.03 [1916 frames], 1772 rerecords)
2208 views, 275 downloads
Info Download

#48918956180190168 - 1-7 Fluctuant Travelor 54.20
1-7.dsm (56.2kB dsm movie [DS])
Uploaded 2018-08-04 01:28:52 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:28.48 [1704 frames], 714 rerecords)
2055 views, 256 downloads
Beats xy2_'s TAS of this level by 4 frames
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#48915122208844710 - 1-6 Anaconda 53.76
1-6.dsm (55.2kB dsm movie [DS])
Uploaded 2018-08-03 21:20:14 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:27.9 [1669 frames], 828 rerecords)
2058 views, 250 downloads
Beats xy2_'s TAS of this level by 3 frames
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#48913033815958729 - 1-4 Progenitor 50.96
1-4.dsm (61.6kB dsm movie [DS])
Uploaded 2018-08-03 19:04:48 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:31.91 [1909 frames], 1226 rerecords)
2053 views, 280 downloads
Beats xy2_'s TAS of this level by 3 frames if I'm not wrong. From 50.91 to 50.96
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#48895704112637995 - 1-3 Curvature 56.81
1-3.dsm (51.2kB dsm movie [DS])
Uploaded 2018-08-03 00:20:58 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 00:25.34 [1516 frames], 530 rerecords)
2069 views, 278 downloads
Will update if i beat that. This TAS ties the world record for SMB:T&R 1-3
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#48869176322987241 - Monkey ball touch&roll TAS world1to11
SMBT&R TAS.dsm (2.36MB dsm movie [DS])
Uploaded 2018-08-01 19:40:37 by Taechuk (38 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 25:34.16 [91783 frames], 25018 rerecords)
2114 views, 288 downloads
My TAS of SMBT&R, done from world 1 to 11. Some times do not beat the WR. Still has optimisation to do.
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#29487111802115752 - Super Monkey Ball Touch&Roll MRGP TAS - Alpine Raceway
races at an exciting and heart-shattering speed.dsm (187kB dsm movie [DS])
Uploaded 2016-03-11 22:37:23 by xy2_ (127 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 01:58.29 [7077 frames], 1867 rerecords)
4911 views, 539 downloads
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#26486672734294737 - saved a frame yo
SmB Touch and Roll All Worlds 230 TAS.dsm (152kB dsm movie [DS])
Uploaded 2015-10-28 19:36:23 by xy2_ (127 files)
For DS Super Monkey Ball: Touch & Roll (59 files)
In 01:36.11 [5750 frames], 36137 rerecords)
5304 views, 501 downloads
1-7 is now 54:13
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(TODO: make this page prettier)

This is a resource page showcasing tips and tricks for the game 'Super Monkey Ball: Touch&Roll' for TASing use. At the time of writing, I (xy2_) is mainly running this game and is free to accept anyone who is interested in TASing this game: PM me on the tasvideos forum. I also recommend checking my channel for progress: https://www.youtube.com/user/Videoteur



Input - How does input work in this game?

Input in this game is very special because it is based on touch screen input (what is referred as 'input'). There are 256 * 196 (size of the touch screen) = 50196!! different inputs possible each frame; for one X input there are 196 Y inputs and for one Y input there is 256 X inputs.

Movement - What is movement and how to optimise it?

Before going into optimising movement, we must define what is movement.
There are quite a few types of movement, but I will define the main types:

Ground movement

Ground movement is defined as having speed while Aiai (your character; he is referred when talking about the player) has a solid platform (generally under him) that can be used for movement.

Air time

Air time is defined when Aiai is not into contact with any solid platform and has velocity. Air time is very different to optimise from ground movement.

Falling

Falling is when Aiai is in air but is falling downwards. In this state, the fastest way to gain downward velocity is to not do any inputs once you are getting the position you want (see How movement works). Not doing input at the start is the fastest, as this will increase Aiai's speed much more than if you do your input then not hold anything: the falling speed at the start will be amplified.

Grinding

Grinding is defined when Aiai is in contact with a solid platform but has very little to no ground for walking on it: he also has a sliding animation in his ball, not a walking one like in air time and ground movement. This is the hardest to optimise.

Optimizing Movement

While doing ground movement, the fastest way to move is moving diagonally (up right, up left, down left, down right). Hovewer, ground movement is limited to a mere 70 speed if on a exactly flat platform. As such, you want to get air time as much as possible, and grind when possible; grinding is best used in long sections, such as Coil.

How movement actually works: while holding the stylus in the blue part, you gain speed; while in the red part, you lose speed. The reason for this is that you automatically turn, so this rule is always true except at the beginning, where you can do a reverse boost (see Boost section).

Optimising air time is completely different: when falling off, there are two 'arrays' of inputs: the outer array and the inner array. The limit is at which point the game considers the input is diagonal and massively slows you down (you lose from 2 to 6 speed). In the 'inner' array, all directions give you the highest speed possible you can have when holding that direction, but they all are slower or faster when bouncing: the middle one (here in blue) is generally always the fastest. When the median input is uneven (for example 131,5) you want to hold up on the touch screen 131 and 132 for the same number of frames, which amounts like you were holding up 131,5. This array of inputs and position changes each time, but the consensus is that holding up center (128) is always in the 'inner array', unless your angle is very diagonal, and the diagonal inputs in air (up left, up right) are always slower.

For optimising grinding, the general goal is to be balanced but with the last input where you would fall off otherwhise. For example, if for one frame, you would fall off starting at 197,0, you would hold 196,0 and do that for a frame-by-frame basis.


Collision - How does collision work? How to optimise and abuse it?

Bouncing

Bouncing is the most basic form of collision. If you enter in contact with a solid object with enough speed, you will do a bounce off it and gain speed relative to the angle at which you bounced. The game registers the collision 2 frames before it happens (although this can be 1 frame sometimes), so this is the timeframe at which you must be ready to do your input relative to the bounce.

A simple example: Aiai approaches the border of a platform at 12 speed, going up-right. 2 frames before the collision with this border happens, the game registers the collision and changes the speed. Since Aiai hit the platform going up-right, he will bounce a little bit upwards but keep going upright.

To go the fastest possible while bouncing, go in the direction opposite to where Aiai is going when the collision triggers. If we take the previous example, if Aiai goes up-left as soon as the collision registers, he will gain about 2 more speed, his bouncing height will be increased (and as such, his air time) and he will go in a direction more to the left.

Boosting

Boosting can only be done at the start of a level, and abuses the fact that you fall on the starting platform at the start of a level. There are two ways to boost: go up-right then up-left (left boost), and go up-left then up-right (right boost).

The direction of a boost has no effect on its speed, but you should do it relative of where you want to go after boosting. The duration you want to hold up-left and up-right is a case-by-case basis, although the second direction should be held as least twice longer than the first direction held.

Reverse Boosting

Reverse Boosting (RB) is exactly the same as boosting, except instead of going up-left and up-right, you go down-left and down-right. This is useful if you want to gather speed, for example for a bounce which needs speed for it to land at the desired location. After doing the RB, input the direction opposite of which you did your initial boost; a left RB should go up-right immediatly after. This gathers more speed than a normal boost, but takes longer to setup.

If you need less speed than what a RB offers, do a Half Reverse Boost (HRB): instead of doing a full RB, only input one direction of a RB, then follow up the second part normal boost. A left HRB inputs down-left, then goes up-right after.

Coiling

Coiling is a fancy name for 'bad collision'. Coiling happens when you collide with two solid objects on top of each other at an angle such that you get pushed into both of them: this puts you on top of the topmost platform and you do not lose speed. Very situational, can be replicated best in Coil (hence the name).

Passing through solid objects

Because of how the game treats movement (you 'blink' a certain distance every frame), high speeds can cause you to pass through objects. If you manage to travel into more than 50% of a platform before the game registers a collision, you will pass through an object. Even if it registers the collision, you have 1 frame to get a sufficient distance into the object.

As such, if you travel exactly 50% into a solid object, you will get stuck into it and wonder about life in a plastic fiber ball.

Quickgrinding

A variant of coiling. Certain platforms are sloped enough that the game will register Aiai as grinding, even though he is falling, allowing him to get in the grinding state very easily and gain horizontal velocity.

Goal collision

It's bad. Everything up to half of the party ball is considered hitting the goal.

Sidegoal

Sidegoaling is a variant of passing through solid objects. While doing a sidegoal, you want to hit the goal from the side and completely pass through one platform, hitting the goal collision box afterwards.

Sliding (Passing through thin objects with lesser speed)

Most notable in Anaconda (try sliding through the edge of the curves) For very thin objects, having an angle that is completely to the opposite of the position of the object allows you to 'slide' into it and completely pass through them, whether or not you have high speed.


Useful RAM addresses

These addresses only work on the EU version. Recommended watching levels with these.

021FB8E4 Aiai's speed
020E95DC Aiai's facing direction
020E95AC Aiai's 'inertia' (this address is only updated in case of collision and determines the direction in which you go after bouncing)
020E8630 Camera 1
020E95CC Camera 2
020E8640 Camera?
020E8660 Aiai's angle (this is the angle the ball is facing, not Aiai's facing direction)
020E8670 Aiai's angle 2
020E959C Collision direction + lock (after a collision, this address determines your angle for about 8-34 frames, then locks it to a direction). Very useful for boosting.

(TODO: more stuff)