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Post subject: New Super Mario Bros. Wii.
Joined: 4/29/2005
Posts: 1212
I just got this game today, and I've been hooked on it the last seven hours straight. xD Anyway, since this game isn't really that heavy on the graphics, I think a TAS of this is foreseeable in the near future.
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
As much as I am interested in this game being TASed... I really think we need to get the first game down first in terms of being actually optimised. I am however, very interested in a four player TAS.
Joined: 4/25/2004
Posts: 498
As am I. Penguin suit for the win. :D Wouldn't surprise me if quite a few of the glitches from the DS game carry over, too. The romhackers are already working on an editor for it, and they say many of the data formats are the same or similar between the two games...
Joined: 7/2/2007
Posts: 3960
Some of the "Super Skills" demo videos are awesome (and I'm pretty certain all of them are tool-assisted). In particular, the one where three players on Yoshis pass Luigi around, and the one that has the four players climbing a vertical level using propeller hats and those helicopter blocks are both excellent examples of the kind of whacked-out speed/playaround stuff you can do with four players. Luigi continues to get no respect at all. <3
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 4/29/2005
Posts: 1212
Yes, I believe those Super Guide things are tool assisted myself. Needless to say, a TAS for this game is going to be longer than New SMB on DS, that's for sure. And Luigi needs more respect dammit! >.<
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1559
Yeah, do it with 4 players.
Joined: 8/27/2009
Posts: 159
Location: California
http://www.youtube.com/watch?v=aAPuVnUQ4bM Just linking this in case anything can be gleaned from it. I've never played either NSMB game, but just in case no one has seen this. . . .
Player (150)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
The Super Guide and Super Skills videos are not tool-assisted in any form. They were made by the players in the Super Mario Club (Nintendo's QA team) by playing the levels over and over until they got it right. Some of the testers wanted to fix things manually (ie hex-edit) when changes in the level design resulted in desyncs, but Tezuka-san refused to let them do so. Source
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
TRT
Former player
Joined: 5/13/2009
Posts: 132
PikachuMan wrote:
Yeah, do it with 4 players.
Yes. I agree that if it is possible, all 4 should be controlled at once. The added chaos should increase the entertainment of the run, in my opinion.
Player (37)
Joined: 9/9/2006
Posts: 388
During gameplay, I have found that it is possible with 2 players to cause zipping. It's not easy nor is there many spots to pull it off. I will try provide a video example sometime.
A whisper in the wind~~
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
Playing 2 players is enough to make a good race. But I do not understand in the video that introduced us Antoids because let mario die once if it was not necessary. Is that it was to avoid battle with the pitcher plant, but it can be avoided without the necessity of dying.
TheKDX7
He/Him
Player (118)
Joined: 7/9/2011
Posts: 392
Location: Switzerland
I think that he would be interesting to have: "any% 1-player" "100% 1-player" "warpless 1-player" "any% 4-players" "100% 4-player" and possibly a playaround 4-players. But this is only my opinion.
Joined: 7/2/2007
Posts: 3960
I'd say that the first run should be any% with however many players makes it fastest (probably 1 or 2). The second run should be a 4-player 100% playaround.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
I see you're right in saying that, Derakon. If playing with 4 players at 100%, will be more fun for the observers of these movies. Also, there are movies that beat the game completely like Super Mario World for Super Nintendo, should exixtir one for New Super Mario Bros DS and why not with New Super Mario Bros Wii. I have experience on the secrets of this game, 100% complete, I can help to create Speedruns.
Joined: 4/25/2004
Posts: 498
Speaking of playarounds, here's an idea I came up with for one: a mini-only run. You'd start from a hacked save that starts you off at the beginning of the game with 1 mini mushroom in inventory and nothing else, use said mini mushroom immediately, and have all the players keep it for the entire game, doing various level speedruns and other insane jumping tricks with the resulting mini players. The goal would be like the SMW small-only run: to see how many of the star coins and secret exits you could get in this state. :p
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
I have a question. Who is beginning to make a movie of New Super Mario Bros Wii? I can not because I can not use tools TAS in Dolphin. And I want to try to do it.
TRT
Former player
Joined: 5/13/2009
Posts: 132
I've mulled over the thought of starting this myself. Its been a while since I last played this game, and it was madness with 3 other friends. However, a few things I have observed that time has allowed me to think a 4-player run through may actually be actually fastest. When the first person touches the flag, a certain amount of time goes by before the flag goes down and the level completes. However, if those who did not touch the flag yet die or transfer into the bubble, the level ends too. And trasferring into the bubble when the level ends does not make you lose your power, if I remember correctly. Also, the bubbles that form make great emergency platforms to jump extra heights and/or lengths. I remember a time all of us playing manage to stay above a platform-less lava pit by jumping off each other's bubbles. Two thing I haven't checked out yet, though: map-movement and level start. I'm not sure if 4-player movement is faster, slower, or just as fast as 1-player map movement. And I'm not sure if P1 in a 4-person run starts the level closer to the goal than in a 1-person run.
Player (137)
Joined: 9/18/2007
Posts: 389
Well, it becomes even more complicated If someone dies, there is a small delay, and the bubble starts from the right side again -- and it can be hit by a fireball from fiery Mario (or Luigi or Toad)... This means that the fastest strategy could be to have one die many times just to join again from a bubble at the right side... And the more distance between the other players, the larger the current screen becomes, the further to the right the dead player joins the scene in a bubble...
TRT
Former player
Joined: 5/13/2009
Posts: 132
Well, in Multiplayer, you don't necessarily have to die to enter a bubble. Just press A and the player would be encased in the bubble, with their power and all. Shaking the Wii-mote moves the bubble closer to an active player while not shaking lets them float about (maybe this can be manipulated for best results).
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
partyboy1a wrote:
Well, it becomes even more complicated: If someone dies, there is a small delay, and the bubble starts from the right side again -- and it can be hit by a fireball from fiery Mario (or Luigi or Toad)... This means that the fastest strategy could be to have one die many times just to join again from a bubble at the right side... And: the more distance between the other players, the larger the current screen becomes, the further to the right the dead player joins the scene in a bubble...
I don't really see how this could be a very fast strategy. First of all, when you die, the screen stops for a moment, so you lose some time there and second, you start at zero speed when you come out of the bubble. By the time the second character has maximum speed, you've probably already run further with your first character, since fireballs aren't THAT fast.
Player (137)
Joined: 9/18/2007
Posts: 389
It doesn't matter if the firefalls are much faster, only if they are a bit faster than all the other characters (and if the fireball doesn't vanish too fast)... You would just have to fire them early enough, they will sooner or later reach the right edge of the screen... And there would be a huge difference for this strategy between real time and in-game time for sure. The penalty from the frozen overall-movement might be too big for a real time run in most locations. It would save time in a few places The slow speed is no problem if you destroy the bubble right before the flagpole, or a pipe. And it might require quite crazy setups, like Fiery Mario staying on top of "Propeller" Luigi (is that the right term?) to throw the fireball on Toad from a high location, but beforehand, Luigi must get to the bottom of the level to increase the overall screen size, making sure the bubble starts from a very far place... I think a run of this game should be going for fastest in-game time anyway, since these can be compared easier, and the speed-up from aiming on real time doesn't make the run more interesting... For example, you would have to avoid collecting power-ups as much as possible when aiming for real-time, which will lead to a minimum amount of changes in power-ups. Manipulating the bubbles to go to the right side is probably the faster strategy -- if you have enough control over them... It's most likely not worth to waste any time for those manipulations.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
One of the power-ups that I would use the freeze, and that this can create small areas above the water. It would be useful for those levels, the video tracks of the same game uses this technique to advance smoothly. I do not think I did not use power-ups always save time (only in some levels), also would be useful also use the special item to fly for a while at levels that are slow.
Joined: 10/31/2006
Posts: 134
Anybody got this game to show all sprites? "?" Blocks/Coin and more seems to be invisible even if I activate (or deactivate) EFB copy . I'm using Dolphin-win-x64-r7719
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
I have a version of Dolphin that looks almost perfect, but the version does not have the tools TAS or I not find them. However, the Dolphin emulator for download from TASVideos I not know how use the decelerator.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
There is a method to accelerate rapidly in some places and seems inclined to do more quickly while the speed is better. If you press jump and after down, Mario hits the ground and if the soil is inclined to jump immediately get a strong acceleration if done right. It seems to be more effective with Yoshi, but I have not tried.
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