Post subject: New Super Mario Bros. 100% TAS
mindnomad
He/Him
Joined: 11/2/2009
Posts: 100
Hi. I normally don't make posts on this website, so here goes everything. Y05H1 and I plan on making a 100% TAS of NSMB for the DS, but there are 2 things that are in our way: -If we're making a 100% TAS, should we also get all Star Coins, or just clear all the exits in the game? -How can we manipulate red ? blocks and Hammer Bros. on the map? Another thing is, should we also unlock all the backgrounds from the Blue Toad House after beating the game? I think I may have posted this in the wrong place... :SSSS
Patashu
He/Him
Joined: 10/2/2005
Posts: 3999
Does getting all the star coins unlock anything tangible or does the value get recorded as being the maximum somewhere you can look?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
mindnomad
He/Him
Joined: 11/2/2009
Posts: 100
well, getting star coins allows you to unlock toad houses and extra levels that also have star coins. and on the map screen, there's a counter showing how many star coins you've gotten, and a little picture for each level showing if you've gotten all the star coins in that level. i believe it also gives a star on your game file if you open all the star coin signs on the map
Joined: 7/2/2007
Posts: 3960
Actually opening every gate would be tedious and largely pointless, but acquiring star coins does require you to play parts of the levels that you would otherwise be able to skip. I'd say you should get all of the coins but not be required to spend them all, but this is an oddball case. It could easily be argued that 100% for this game means getting all of the stars on your savefile.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 2/26/2007
Posts: 1360
Location: Minnesota
I am all for star coins, and ALL levels (even ones that require use of star coins,) but the toad houses are kinda pointless. What does SMB3 100% do? Does it visit all toad houses?
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.
Joined: 7/2/2007
Posts: 3960
We don't have an SMB3 100% run, actually. We just have warps vs. no-warps (and the no-warps run skips many levels through hammers, clouds, and simply taking a different path when there's a choice). However, an "all-levels" run of SMB3 would almost certainly ignore the toad houses since they aren't "levels".
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
mindnomad
He/Him
Joined: 11/2/2009
Posts: 100
another thing is, when you beat the game, you unlock a Secret Challenge Mode that basically enables no left side scrolling in horizontal levels (no down scrolling in vertical levels) which could be useful in some levels, but im not to sure if it would help in a lot of levels. I did make this video on a level it can be used in. i know this run can be improved, but right now im too lazy to do anything about it :P
Joined: 6/22/2010
Posts: 44
Location: The Hell of Blazing Fires
I think a 100% run of NSMB could be really, really entertaining. There are a lot of Star Coins that require some ingenuity to get rather quickly, and makes for a challenge for the TASer to think up fast strats for getting them cleanly in each stage since a lot of stages require a specific powerup to get all the coins. In order for it to count as 100% you would have to SPEND every Star Coin possible. I don't think this is too much of a problem anyhow because it's not like you have to actually go down any opened paths, and a lot of star coin gates open up new levels you couldn't get to any other way. (Which also include more star coins)
This is only a little obsessive.
Player (59)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Words from the 100% WR holder: The challenge mode only works on stages you've already completed. My indication of a 100% is: * Clearing 8-Bowser castle ** Clearing all stages, secret exits and cannons (5-Castle Alt is not required) *** Collecting and spend all 240 Star coins. + The good thing for this rule is that you have definitely cleared 100% of the game. + The SDA run does this too. - The bad thing (most of you lot are saying for a fair reason) is paying the sign posts that leads to bonus toad houses (& touch screen backgrounds) to get the ALL CLEAR message next to the star coin counter ------ I did a 100% test a year ago until I stopped at 1 Tower Alt to find out how the Red ? box / Hammer bro bonus works. This game will be a nightmare to RNG for the 100% run. The other rule is pretty similar but you only pay the sign(s) that leads to new stages, the movie then can end the TAS input with the Credits after 8-Bowser. You could call it "All Exits and Star coins" the only problem calling that is that 5-Castle Alt exit is strangely not required to get a reward star you get on the File Select Menu. New Super Mario Bros Wii 100% rule is much nicer because you get a message saying that you've completed everything, and the star coins are only required to be collected (you can buy movies with Star coins but it doesn't make a difference to the %).
greenalink.blogspot.com
Editor, Player (44)
Joined: 7/11/2010
Posts: 1022
I don't see any reason why it would be a great burden to spend all the coins and collect them; you could spend on the signposts as you went around the map (probably leaving the backgrounds for the end), and it might even help reduce lag or at least make route planning a little more interesting. Nobody wants to watch the player running around spending all the coins right at the end, but there's no reason to do it that way, because it's almost certainly suboptimal. And when the game has an in-game definition of 100%, why not use it?
Player (59)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
mindnomad Do you have a Save (state) file that contains a 100% completion. I need to test something on a certain level and it's pretty far away to get to.
greenalink.blogspot.com
mindnomad
He/Him
Joined: 11/2/2009
Posts: 100
GreenaLink wrote:
mindnomad Do you have a Save (state) file that contains a 100% completion. I need to test something on a certain level and it's pretty far away to get to.
actually, i did finish the game 100% some while ago, and i DO have a raw save file. im actually working on making a bunch of raw save files that have mario in different suits and reserve items (standard mario with super mushroom in reserve, standard mario with flower in reserve, all that jazz) ill be happy to send you a rar with all the saves when im done :)
Player (59)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Thank you very much. I would have gotten there myself but having a PC that doesn't playback 100% fast and lack of a 'start from save' feature (if you were TASing in 2009) hold me back. I'm planning to get a new PC unit in the future (probably stable enough to use a Blackmagic Capture card and stream stuff online) but I'm hoping it does playback DSM files at least 50%+ faster or so.
greenalink.blogspot.com
mindnomad
He/Him
Joined: 11/2/2009
Posts: 100
here's the link to the .sav files: http://www.mediafire.com/?ksval3o53lr4fe3 if you have any questions, just ask ;)
Player (59)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Here's the video everyone has been waiting for!!! http://www.youtube.com/watch?v=R8M1Unubm-g Edit: Version 1 of 100% route!! *Pay all of the signs you encounter since TAS runs are SS there shouldn’t be any detours required for the run. We need to test 2-A to check the difference between playing the level as Normal and then Mini. -If mini is slower then we do both exits of 2-A right after 2-3 Alt exit. -If Mini is faster then we collect the mini mushroom from 2-4 doing the secret exit. We need to test on World 5: * Check if Hammer Bro Bonus on 5-Ghost + Red ? Box on 5-B is faster than... Red ? Box on 5-Ghost and Hammer Bro on 5-B RNGing hell  World 1 1-1 (3 Coins) 1-2 (Coin A & B, normal exit) 1-2 (Coin C , Alt Exit) 1-3 (3 Star Coins) 1-Tower (Coin C, normal exit) CARRY ON ONLY IF Red ? Block is on 1-3 OR 1-4 1-4 (3 Star Coins) CHECK IF Red ? Block is on 1-Tower) 1-Tower (Collect Blue shell from Red ? Box, collect Coins A & B, Alt exit) 1-Cannon Go back to World 1: 1-A (Collect 3 coins and collect Fire Flower for reserve) 1-4 (Lose shell, collect 3 coins) 1-Castle (3 Star Coins, use reserve to become Fire Luigi/Mario). World 2 2-1 (3 Star Coins) 2-2 (3 Star Coins, pick up Fire Flower for reserve). 2-3 (Coin A & B, Alt exit) 2-3 (Coin C, normal exit) Carry on if (Save only if the red ? box is on 2-4 or 2-5) 2-4 (3 Star Coins & Normal exit) Carry on if Red ? Box is on 2 Tower 2-Tower (3 Star Coins (Get mini shroom from Red ? Box as timesaver)) 2-5 (3 Star Coins) 2-6 (3 Star Coins) Carry on only if the Red ? box to get a shroom is on 2-4 MAJOR NOTE: We need to check whether or not the Red ? Box item changes after clearing other stages. If it doesn’t then we can do 2 more stages (2 Castle and 3-A) before going back to 2-4. 2- Castle (All 3 coins, use flower reserve) World 3 3-A (Collect 3 Coins and become Mini Hero) Back to World 2 2-4 (Alt Exit, get another mini shroom from Red ? Box in reserve for 2-Castle Alt) Keeping the minishroom if it save time. 2-A (3 coins, alt exit) 2-A (normal exit) 2-Cannon Go back to World 2 for Castle (As mini with Mini shroom on reserve). Power up to Fire Mario and then activate the mini shroom before the last fireball hits the second boss. 2-Castle (Alt exit perform the “last fireball contact just after collect mini shroom trick”) World 3 3-2 (Alt Exit) 3-B (3 Star Coins) 3-C (3 Star Coins) Save 3-2 (All 3 coins, normal exit) 3-Tower (3 Star Coins) World 4 4-1 (3 Coins and Normal Exit) 4-1 Alt 4-2 (3 Star Coins) 4-3 (3 Star Coins) 4-Tower (3 Star Coins) 4-A (3 Star Coins) 4-Ghost (Normal exit & 2 of 3 Stars) 4-5 (3 Star Coins) 4-6 (3 Star Coins) 4-Castle (3 Star Coins) Go to World 4 4-4 (3 Coins and the Blue shell from roulette box). World 3 (We do these levels last because the Blue Shell saves a good amount of time!!) 3-1 (3 Star Coins) 3-3 (3 Star Coins) 3-Ghost House (Alt) 3-Ghost House (Normal and 3 stars) Enter 3-Cannon for Warp to World 6 Back to World 3 3-Castle (3 Star Coins) World 5 5-1 (3 Star Coins) 5-2 (Star A & B) Normal exit 5-2 (Star C) Alt exit 5-A (3 Star Coins) 5-Tower Carry on only if Red ? Box IS ON 5-3, 5-4 OR 5-C 5-3 (3 Star Coins) Carry on only if the Hammer Bro is on 5-Ghost.. 5-Ghost (Alt and 3 stars (Collect Mini shroom from Red ? Box to save loads of time)_. 5-Ghost House Normal Enter Cannon to skip future cut scenes ONLY if the Red ? Box is on 5-B 5-B (3 Star Coins, collect blue shell from Red ? box (because Mini Vs a Hammer bro doesn’t 5-B Alt -> requires shell slide. 5-C (3 Star Coins) 5-4 (3 Star Coins) Auto Scroller, entertainment ftw. 5-Castle (3 Star Coins) World 4 Get Mini Shroom from Mushroom House, why? Because you lose the fastest route to the yellow door all thanks to some breakable blocks. 4-Ghost.( Find Alt Exit + Last star coin) Enter cannon. World 7 Part 1 7-1 (Coins A & C) 7-1 (Coin B) 7-Ghost (Alt exit, mini plumber cans skip the hidden Orange Switch and the hidden vine). 7-Ghost (Normal exit & 3 star coins, powerup to at least Super). 7-2 (Since Mini and Lift are now skipped, collect 3 star coins, may require taking damage) 7-Tower (3 Star Coins and probably power up) 7-3 (3 Star Coins) 7-4 (2 of 3 star coins and main exit) World 6 6-1 (3 Star Coins) 6-A (3 Star Coins) 6-2 (3 Star Coins, perform very tough wall jump) 6-Tower 1 (3 Star Coins) 6-3 (3 Star Coins perform the underground skip) 6-4 (3 stars coins, finish as small with Fire Flower on Reserve). 6-Tower 2 (3 Star Coins) Carry on only if the Red ? Box is on 6-5 (water stage) 6-5 (3 Star coins and blue shell from Red ? Box, take damage near the end of the level for an easier 6-6 attempt) 6-B (3 Star Coins, take damage for a easier time savers on 6-6) Get mega shroom from World 6 (not sure if it saves time on a TAS run, we could manipulate the mole to come out from his tank earlier). 6-6 (3 stars and perform tough shortcut) 6-Castle (3 Stars, beware tough level for coins, use Mega mushroom for a 1 cycle kill). World 7 part 2 Get Mega shroom from the M.shroom house. 7-5 (Alt + 2 Star coins (Use Mega Mushroom)) 7-A (3 stars & Mini power up) 7-4 (Last star + Alt exit) 7-5 (Last star + normal exit) 7-6 (Star A + Alt) 7-7 (3 Star Coins, Auto Scroll stage, power up for an easier 7-6 normal exit attempt). 7-6 (Star B+C + Normal) 7-Castle (3 Star Coins, find a way to kill Lakithunder in 1 cycle, take damage twice here OR 8-2 because it saves a good amount of time on 8-Tower 1). World 8 8-1 (3 Star Coins) 8-2 (3 Star Coins) Carry on Only if Hammer bro is on 8-4, this way it’s much easier to RNG the right outcome after 8-Tower 1. Make sure you have a Fire Flower in reserve. 8-Tower 1 (3 Star Coins) Carry on only if Hammer Bro item is blue shell. Get a Mini shroom from World 3 Red mushroom house Back to World 8 8-3 (3 Stars, get shell from Hammer bro) 8-4 (3 star coins, use Mini Shroom for one of the star coins) 8-Castle (3 Star Coins) World 8 Second Half Manipulating the Hammer Bro to go to 8-8 right after 8-7 for a quick Mini Shroom might be possible but it will be hard to optimise the stage itself all thanks to the debris (volcano rocks) grrr. 8-5 (3 Star Coins) 8-6 (3 Star Coins) 8-7 (3 Star Coins) -- (if manipulating the Hammer Bro doesn’t work out too well). Pay Red Shroom House for Mini Mushroom Get a mini mushroom on reserve -- 8-8 (Coin A -> C -> B for an easier exit and possibly save time). 8=Tower 2 (3 star coins and become Fire hero with Fire Flower on reserve). 8-Bowser’s Castle. (3 Coins) Credits Save Load up the game again. Buy all Touch Screen Backgrounds with your last 80 star coins Luigi/Mario’s victory dance Save Game, reset or quit to show proof of 100% file. It was copied from SDA with a few tweaks being made since 7-2 liftless, miniless is now possible.
greenalink.blogspot.com
mindnomad
He/Him
Joined: 11/2/2009
Posts: 100
Joined: 11/13/2005
Posts: 1587
Is there still dispute about what makes a 100% run of this game a 100% run? To me it's clear as day: Collect every single star coin, so that every world has the "Complete *picture of a star coin*" text. This long run is far more interesting to me than the short run, because I bet this showcases a lot more interesting strategies and tricks and stuff. If I could TAS, I would do this run myself, so I'm really looking forward to seeing this finished.
mindnomad
He/Him
Joined: 11/2/2009
Posts: 100
Brushy, I still feel the same way, and I believe that that's what makes a 100% run for this game For now, LightBlueYoshi and I are making separate runs for each level on getting the starcoins. i have most of them on youtube. But at the moment, he and I are making an any% run to improve the current run... We could actually use some help on the 100% run...
Joined: 5/9/2005
Posts: 748
mindnomad wrote:
We could actually use some help on the 100% run...
What kind of help?
mindnomad
He/Him
Joined: 11/2/2009
Posts: 100
Paused wrote:
mindnomad wrote:
We could actually use some help on the 100% run...
What kind of help?
What I mean is, it's really only LightBlueYoshi and I doing this (as far as I know)... It would be awesome if other people got involved in doing individual level runs... Sorry if I sound pushy :SSSS
TRT
Joined: 5/13/2009
Posts: 132
mindnomad wrote:
Paused wrote:
mindnomad wrote:
We could actually use some help on the 100% run...
What kind of help?
What I mean is, it's really only LightBlueYoshi and I doing this (as far as I know)... It would be awesome if other people got involved in doing individual level runs... Sorry if I sound pushy :SSSS
I'd like to help with individual levels. However, lately, I haven't had the time to attempt any type of TAS. But I have been keeping up with those videos you and LightBlueYoshi have been posting up. Good luck on the any% run, by the way.