In New Super Mario Bros, Mario once again goes from world to world trying to rescue Peach. Now watch as Luigi proves to his brother that anything Mario can do, Luigi can do better and faster.
This run is an improvement of the current published run, completing it faster by about one and a half minutes.
  • Emulator used: DeSmuME version 0.9.4
  • Aims for fastest time
  • Takes damage to save time
  • Manipulates luck

Comments

At first, I thought there was a gameplay difference between Mario and Luigi. But now, I know that there really is no difference between Mario and Luigi in this game.
In an any% speedrun, you take a cannon from world 1 to world 5, another cannon from world 5 to world 8, and complete world 8. This run does that as quickly as possible.
In order to achieve fastest time, I relied a lot on watching the addresses of Luigi's speed. That way, I can be assured that I gained speed for the most possible number of frames and lost speed for the least possible number of frames. This is especially used in levels where you generally go from left to right.
Note: As long as the jump to the flag gives 1000 points or less, there is no time loss. So I used the flag to aid in luck manipulation
The most frustrating part of making this run was the manipulation of the movement of the Item Boxes and Hammer Bros. I actually stopped the run for a few months because I couldn't figure it out. That is, until I learned how to use RAM watch. Using RAM watch, I was able to narrow the addresses down to a few. I used them to see what address values to avoid. If certain combinations of values led to undesirable map movement, I would try to avoid that combination of values as I play the level. Whether these results are just coincidence or not, I cannot be certain. One thing I do know is that it helped me.
I used the following tricks/techniques in this run:
- Corner Boost: By pressing the jump for a certain number of frames at certain times, you would miss the block but get a small boost. Usually this leads to .5-1.5 frame saved
- Super Corner Boost: By ducking, you can jump at a block. If done right, Mario/Luigi would straighten up just as he hits the block, doubling or tripling his speed for 1 to 2 frames. This can lead to 1-3 frames saved per boost
- Shell Jump: Similar to a trick involving Diddy Kong in Donkey Kong Country. When you are in the shell and going off a cliff, you can let go of the dash button and jump. Even though you are not technically touching any solid ground, you can still jump. This was done once in my run.
- Rope Jump/Rope Boost: As Luigi grabs a rope, he gets a small boost in speed to anywhere between low 50 to high 80 depending on where on the rope. However, when the rope is grabbed, Luigi loses most of his speed. So, if you jump just as you are about to grab the rope, you would get the boost and jump off the rope without losing speed.
- Delayed Cliff Hanging: Throwing an item delays Luigi's cliff hanging.
- Second Wall Jump: This is usually possible after a normal wall jump as mini-Mario/Luigi. After this, if you jump at a certain frame to do a second wall jump, you jump upwards. This is useful in gaining vertical ground (especially if you cannot reach it normally with a wall jump). One can tell that a second wall-jump is possible if Mario/Luigi's speed for one frame suddenly becomes a value in the 20s (this is the frame to jump at)
- Ducking Direction Change: When running in one direction, duck, then turn the other way. You can change directions very quickly without sliding

Stage by stage comments

1-1

Small number of frames saved from corner boosting.

1-2

Focused on trying to minimize speed loss in this level.

1-Tower

Tried to keep speed at 48 while trying to break the blocks as Shell Luigi.

1-Cannon

Nothing new here.

5-1

I noticed later on that the Luigi's actions kinda went with the level's music, to my amusement. Touched the flag at the exact frame that the timer hit 365.

5-2

Tried to stay in the shell for as little time as possible. Also managed to avoid fireworks.

5-3

Rather than killing the Snailicorn, I tried to avoid them so that I can avoid the slower "inside the shell" dash.

5-Ghost

Stored a Fire Flower. Got the mini-Mushroom. Apparently the Hammer Bro's item depends on the frame it is killed. Mini-Luigi also manages to squeeze past Broozers, saving a bunch of frames.

5-Cannon

Because of mini-Luigi's floatiness, I had to get to the cannon in one jump, which involved slowing down for a couple of frames while in midair.

8-1

Crowber bouncing. Nothing else to say here.

8-2

Mini-Luigi's ability to walk on water and do the second wall jump allowed me to save a bunch of frames.

8-Tower

More use of Mini-Luigi's floatiness and the second wall jump to scale the tower faster. Had to rely on coin collection to manipulate Hammer Bros movement to 8-3 since killing enemies would waste more time. Used the stored Fire Flower at the end to kill Bowser Jr faster.

8-3

Water-only levels have been a bane to my gaming for a while. Got a Blue Shell for swimming because 27 speed per frame is much better than 18 speed per frame.

8-4

Tossed away the Blue Shell before I arrived at the left-right platforms. Tried to get the highest average speed during that segment.

8-Castle

First use of the Super Corner Boost and Rope Jump/Boost. Movement along the platforms made to try to maximize speed and not spend too much time on a single platform.

8-5

More Super Corner Boosts. I tip over the unstable rock things(?) to get tiny speed boosts.

8-6

A different and faster route from the currently published run.

8-7

Used the delayed cliff hang to gain some frames. When I get the star, I try to be in the air for as little time as possible.

8-8

More Super Corner Boosts. When I got the star, I tried to get to the ground as quickly as possible to get the Star Dash boost for as long as possible.

8-Tower2

More of a freerun because there isn't much to do to save time overall. I did get a Fire Flower so that the Bowser Jr fight would go by quickly.

8-Castle2

Different approach to the flame-throwing things and generally trying from one door to another with as little delay/slowdown as possible. Also, Bowser fails at grabbing ledges (either that or the floor is slippery).

Special Thanks

- All those who helped me understand how RAM watch and RAM search works
- GreenaLink for help in power-up planning
- adelikat for the .wch file that contains some very important addresses
- LightBlueYoshi for some of the cool tricks mentioned in the description of his unfinished any% run.
If I missed anyone, I apologize.
Note: So I've heard that version 0.9.5 is out. I see that it takes away much of the map lag. So if it is possible, I'd appreciate it if someone made a video encode using this new version. Thanks.

adelikat: Accepting as an improvement to the published movie.


Post subject: Movie published
TASVideoAgent
They/Them
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1408] DS New Super Mario Bros. by TRT in 25:00.75
Joined: 12/1/2009
Posts: 1
I'm not experienced with TASing, but I've spent some time with normal speed runs of this game. In 8-Tower2 I have found that you can leave the green floaty block snake behind shortly after the level begins and run across the spikes and jump around to reach the check point directly before falling to commit suicide. I would make a video, but I lost my game cart like two years ago. I have timed this to be faster than just sticking with the blocks the whole time, but it may be different in a TAS because of how slow the overworld is. Also, you'll have to use regular ol' Mario to finish up the game. However, I have finished the final castle with 706 on the clock without using the R button in the room of flames with regular ol' Mario. I'm not sure how that compares to how the TAS does it because terrotim does not enter doors at the earliest instance possible (which stops the game clock earlier, but I'm guessing is slower in real time). I'll just list a few techniques in the last castle I used that differ from the TAS, but I don't really know if they're faster or not: - In the second room I would jump directly onto the first block and then ground pound the '?' button block. I found this to be faster than jumping off the right wall, but I didn't wall jump off of the middle block after the room has spun. - In the big thwomp room I would jump to the right side of the big thwomp's smashing pedestal directly after ground pounding the '?' block. From the side of the pedestal I would wall jump and hold left, landing on the left side of the '?' button. - This: http://www.youtube.com/watch?v=e9gqxwvMy0I !
TRT
Former player
Joined: 5/13/2009
Posts: 132
Ialokin wrote:
I'm not experienced with TASing, but I've spent some time with normal speed runs of this game. In 8-Tower2 I have found that you can leave the green floaty block snake behind shortly after the level begins and run across the spikes and jump around to reach the check point directly before falling to commit suicide. I would make a video, but I lost my game cart like two years ago. I have timed this to be faster than just sticking with the blocks the whole time, but it may be different in a TAS because of how slow the overworld is. Also, you'll have to use regular ol' Mario to finish up the game. However, I have finished the final castle with 706 on the clock without using the R button in the room of flames with regular ol' Mario. I'm not sure how that compares to how the TAS does it because terrotim does not enter doors at the earliest instance possible (which stops the game clock earlier, but I'm guessing is slower in real time). I'll just list a few techniques in the last castle I used that differ from the TAS, but I don't really know if they're faster or not: - In the second room I would jump directly onto the first block and then ground pound the '?' button block. I found this to be faster than jumping off the right wall, but I didn't wall jump off of the middle block after the room has spun. - In the big thwomp room I would jump to the right side of the big thwomp's smashing pedestal directly after ground pounding the '?' block. From the side of the pedestal I would wall jump and hold left, landing on the left side of the '?' button. - This: http://www.youtube.com/watch?v=e9gqxwvMy0I !
Well, I'm not as experienced as others on this site at making TAS, but I'll address what you wrote: -If I killed myself at the checkpoint of 8-Tower2, it may seem faster in the short run, but I would lose my Fire Flower and that is around 6-7 seconds loss when fighting Bowser Jr. I'm not sure if the suicide would save more than 7 seconds or not. I would look into that more. -Entering the door as early as possible does stop the game's clock earlier, but because Mario/Luigi is not in the middle of door, you actually waste time watching Mario/Luigi run to the middle of the door before going in. -In the second room of 8-Castle2, doing what you just said would involve losing speed to turn around and hit the switch, and this would end up being slower. -In the big Thwomp room, going to the right is a greater distance to cover, plus, you lose speed going around the right. It takes more time, overall. Edit: Okay, I misunderstood what you meant about the big Thwomp room. Now that I think about it, I think that is a good idea for a future run. However, I cannot hit the switch too early or else the Big Thwomp would break the block and I would lose time. -In that video you posted, I actually tried that while working on the run. For me, it ended up being slower hitting the switch and falls behind shortly after passing the first Thwomp after the switch is pressed, despite the distance gain. Edit: Now that I thought about it more, I really think the video does show some time-saving potential. I'm pretty sure, if optimized, that trick can save a bunch of frames.
Joined: 7/31/2005
Posts: 128
Location: Virginia
OK, one question. In World 5, wouldn't it be faster to kill the hammer bro so he wouldn't waste time moving around the map afterwards?
Working on a mod of an old favorite in my spare time. PM for updates!
TRT
Former player
Joined: 5/13/2009
Posts: 132
Time/SpaceMage wrote:
OK, one question. In World 5, wouldn't it be faster to kill the hammer bro so he wouldn't waste time moving around the map afterwards?
I didn't kill the hammer bro so that he can move to the right onto 5-Ghost and I can get the mini-Mushroom. Plus, the flying box was moving as well (it finished moving after the Hammer Bro finished). Edit: You know, now that you mentioned it, I could have killed that hammer bro and manipulated the flying box to move to 5-Ghost and produce a mini-Mushroom instead
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3576)
Joined: 11/3/2004
Posts: 4754
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My plan was to get the mini-mushroom in 5-3 instead of getting it to move to 5-G. That would possibly allow less map movement, and mini-mario might be useful there. (I never got far enough to do extensive tests on this idea)
It's hard to look this good. My TAS projects
Chamale
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Player (182)
Joined: 10/20/2006
Posts: 1355
Location: Canada
TRT wrote:
-If I killed myself at the checkpoint of 8-Tower2, it may seem faster in the short run, but I would lose my Fire Flower and that is around 6-7 seconds loss when fighting Bowser Jr. I'm not sure if the suicide would save more than 7 seconds or not. I would look into that more.
Couldn't you just use the reserve flower after dying? Or, you could use the red coins later in the level to collect another fire flower.
TRT
Former player
Joined: 5/13/2009
Posts: 132
Chamale wrote:
TRT wrote:
-If I killed myself at the checkpoint of 8-Tower2, it may seem faster in the short run, but I would lose my Fire Flower and that is around 6-7 seconds loss when fighting Bowser Jr. I'm not sure if the suicide would save more than 7 seconds or not. I would look into that more.
Couldn't you just use the reserve flower after dying? Or, you could use the red coins later in the level to collect another fire flower.
Well, technically, I do not get the reserve flower until after the halfway point. But you do have a point about using the red-coin item to get another Fire Flower. Like I said before, I would test it out more and see if this indeed ends up being faster. Speaking of improvement, I think the next improvement should feature Mario, and then, if there is another improvement, it should be Luigi. It'll be like a sibling rivalry of sorts :P.
Joined: 8/23/2006
Posts: 46
Very awesome movie, I'd love to see a 100% TAS of this game.
Chamale
He/Him
Player (182)
Joined: 10/20/2006
Posts: 1355
Location: Canada
TRT wrote:
Speaking of improvement, I think the next improvement should feature Mario, and then, if there is another improvement, it should be Luigi. It'll be like a sibling rivalry of sorts :P.
There might be a slight difference favouring one over the other. For example, if Luigi's end of level sound clip is shorter, or if you can get into the start of the game sooner with Luigi, it would be best to keep using him. If there's no difference, I agree that it's a clever idea.
Post subject: re: terrotim's DS New Super Mario Bros in 25:00.75
Joined: 4/25/2010
Posts: 36
That was an AMAZING and FAST speed run. Well, I'll be waiting to see a NON-TAS run as fast as this!
Post subject: Re: re: terrotim's DS New Super Mario Bros in 25:00.75
Player (105)
Joined: 5/22/2007
Posts: 22
wellbe6 wrote:
That was an AMAZING and FAST speed run. Well, I'll be waiting to see a NON-TAS run as fast as this!
Yes and no. There's a non-assisted movie in 23:55 but that's due to emulation problems in the TAS run (world map slowdown). Without that the TAS run can hardly be beaten without TAS because at least one of the time-saving tricks (mini mario vertical wall jump) needs frame precision.