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Former player
Joined: 7/29/2005
Posts: 459
Location: Brazil
definitely, i dont care if this hack is not that good visually, the game is fun, the actual WIP is very entertaining^^ gj kyrsimys
<small>My big signature was cleared by admin; i should read <a href="http://tasvideos.org/ForumRules.html">forum rules</a>. But... who does?</small>
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Looks like I'm on a roll here, World 3 completed! I found some new through-the-wall shortcuts and I managed to avoid taking damage from the Koopa inside the wall. I had to slow down a bit to do it but I'm sure it turned out faster. As always, comments are welcome. And thanks for the kind words, daniayaw!
Former player
Joined: 8/17/2004
Posts: 377
I see no problems. Good use of the Music Box to bypass the Hammer Bros mini-levels.
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Update time, sorry to keep you waiting. World 4 is completed. It turns out that doing the Hammer Bros. scene is faster than getting and using a music box. The one I get is for World 6. A problem I had with World 4 was that there are no fireflowers in the last stage, and I needed a feather for the level before that. I ended up getting a flower from a toad house and even though I didn't do any EXTENSIVE testing, I'm positive that it's faster than to not take the feather in the first place. Input appreciated, as usual.
Former player
Joined: 8/17/2004
Posts: 377
I couldn't spot any errors, I might have commented on some of the stuff you already brought up, but it all seems to work out alright. Now, World 5 is probably my favorite in the game, in terms of level and graphics design. Good luck with it.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Finally got around to watching this, and I have two questions: 1) In the first world, you jump on a muncher, losing firepower, which you get back soon after. If you switched to Magic Mario, could you take a hit while switching (the infinite-hit glitch) to keep the flower? 2) In the fortress, you do a walljump. Could you instead switch to the leaf and fly once to clear the gap?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
JXQ wrote:
1) In the first world, you jump on a muncher, losing firepower, which you get back soon after. If you switched to Magic Mario, could you take a hit while switching (the infinite-hit glitch) to keep the flower?
You're right. I wasn't planning on getting the fireflower first so I missed this. I will fix this when I have the time.
JXQ wrote:
2) In the fortress, you do a walljump. Could you instead switch to the leaf and fly once to clear the gap?
I was thinking about this too just now. I'll test if it's faster.
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
World 4 redone. Thanks for pointing out my mistakes. Hopefully I'll get to World 5 this weekend.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
I'm not sure why I didn't notice this before, but in the first level of world 4, you can jump farther at the end, hitting the Boom-Boom earlier, and saving 16 frames (maybe more if I didn't optimize it correctly). FCM here. Also, any reason why you took the switching-powers-to-the-music out of the coin level? I thought that part was fun to watch. This is looking good, as I've said numerous times, I love the power switching and the strategy it allows.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Gah, I really don't feel like redoing the entire World 4 again for 16 frames, especially since I've already started on World 5. I'm sorry but I'm just not that patient a man. Thanks for watching my movie critically, though. I'm not too good at seeing my own mistakes.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Kyrsimys wrote:
Gah, I really don't feel like redoing the entire World 4 again for 16 frames, especially since I've already started on World 5.
Hey, I don't blame you. Sometimes runs never see the end because the author keeps correcting things and ends up getting sick of the entire thing :)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Former player
Joined: 7/29/2005
Posts: 459
Location: Brazil
to redone entire world 4 once for me you already have too much patience XD
<small>My big signature was cleared by admin; i should read <a href="http://tasvideos.org/ForumRules.html">forum rules</a>. But... who does?</small>
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Yay, an update! World 5 done. Pretty straightforward. One level was significantly faster thanks to Spoony Bard's trick of breaking blocks while ducking. The boss battle was pretty difficult because Roy kept shooting at me with his wand. I had to jump behind him so I could shoot him fast enough. It would have been slower to shoot from afar because you can only have two fireballs in the screen at one time. Now I'm just hoping I won't need a second music box in World 6. Or that there is a toad house in World 6 before I need another one. EDIT: Whoops, sorry Spoony Bard, I misremembered. It was indeed you who told me about the trick and not JXQ.
Former player
Joined: 8/17/2004
Posts: 377
Nice. It's good to see more work done on the run. Though.. uh, wasn't it me who showed you the ducking-block-breaking trick? JXQ showed you a few spots of improvement in World 4.. ;)
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Yay, another update! World 6 done. Found some nice new through-the-wall shortcuts here. World 6 is looking better than ever!
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
I always thought World 6 was cool. Looking very good, especially the fortress level! Have you learned anything about where, or for how long, hammer brothers move on the map? Is their movement manipulatable? The turn before your second music box use, all 3 hammer brothers are not in your path, but then one moves into it just before you have to cross. I always thought it was annoying that in later worlds, hammer brothers took their sweet time moving for 8 or 10 "shifts" before letting Mario move again.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
As most of you know, the run is done and submitted. About the Hammer Bros.: their movement is manipulatable, but only to a certain extent. By ending the level slightly later, you can affet their movement, but in this case I couldn't stop the lone Hammer Bros. from getting in my way. Thanks for anyone commenting on my run in this thread, I really hope the movie lives up to your expectations!
Post subject: Mario Adventure NES hack run improvable?
Joined: 4/5/2007
Posts: 72
Is it just me or does the TAS run for the hack mario adventure (smb3) seem really weak? How many people think its improvable? I think I might start working on a run for it later if alot of people think its improvable and would watch it.
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
I'd be very interested to hear your suggestions. I don't really know what you mean by 'really weak' but I do know of some improvements, the biggest one being better Hammer Bros. manipulation (and use of scrolling borders to skip them). I would be very glad to see someone try to improve my run. EDIT: Oh, and there are some major shortcuts I missed (because I thought them impossible). I started a v2 myself a while back but the file was destroyed in a hard drive crash. If all the shortcuts I think I missed can be used and all the Hammer Bros. in world 6 can be skipped, I expect that there is several minutes worth of improvement in my run. EDIT#2: The notes I made for v2 can be found here: http://tasvideos.org/Kyrsimys/MarioAdventure.html
Joined: 4/5/2007
Posts: 72
well after going over your list, you seemed to have noticed most of the areas you lose time. I say weak because some of the things just dont seem frame perfect, and thats mostly whats expected of a tas. I would say the things that lost you the most frames were the areas where you didnt go through the walls.
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
karterfreak wrote:
I say weak because some of the things just dont seem frame perfect
I admit that not everything in my movie is frame perfect, but not many of my errors should be easily visible. Anyway, I quickly went over my movie and took snapshots of the biggest improvements: (In my movie I first bump the block, then go through. It should be possible to just go through the first time) This would be an especially big timesaver, but I just couldn't get this to work when I was making the movie I don't know if this is possible Anyway, I've been trying to get people to improve my movie for a long time now, so I hope you're up to the task.
Joined: 4/5/2007
Posts: 72
well, i think i might just give it a shot. all the areas you pointed out (except the last one, should be possible though not 100% sure on that) i saw in your run as improveable. Do you have aim or msn Kyrsimys? If you do then you can contact me (through pm if you want my msn) and you can give me some small explanations on the hack. (never played the hack myself, but even at that i saw the improveable areas XD)
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
That last one should be possible, it's similar to what I did in 3-9(?) of the SMB3 warpless run. You'll just need to duck when you go through that initial corner, that way Mario's position is in the block instead of above it, and you'll be pushed to the left right until there is no ground underneath you.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
I don't have AIM or MSN (and I don't plan on getting either) but I'm at the IRC channel from time to time. You can always ask questions here as well.
Chamale
He/Him
Player (182)
Joined: 10/20/2006
Posts: 1353
Location: Canada
Here's a question: Where can you find the .ips file for the hack?
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