Joined: 2/19/2011
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This video has all the glitches you mentioned, just read the annotations: http://www.youtube.com/watch?v=W7tq6Rq8Dso
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Link to video A TAS from me and Penangbenny
Super Mario World
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Very nice work right there, I liked it.
Joined: 1/22/2008
Posts: 319
Location: Brasil
that's impossible, hahahahahah =D =D =D
Run..Run...Run.....
Joined: 9/20/2010
Posts: 80
Awesome tas as always dawn :D Also, for those who follow it, here is part 3 to my spw3 tas! Link to video
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
Joined: 9/20/2010
Posts: 80
yo, smw awesome taser people, check out my blog to see the new thingy i am working on with some other smw tasers (hint: smw 100% glitched tas) thefinalboss726.blog­spot.com EDIT: lawl, forgot to post the question I wanted to bring up to you guys. What is considered 100%? is it just getting 96 exits and beating bowser, or even just 96 exits and beating bowsers castle? either way, if we do not have to beat every level this would save a lot of time since we can get secret exits from levels with only normal exits using this glitch :D
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
Patashu
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Posts: 4042
any% is 'reach credits as fast as possible' 100% is 'do everything that the game tracks'
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
Joined: 7/28/2005
Posts: 339
I don't think people would very much enjoy a 100% run that doesn't do everything.
Joined: 9/20/2010
Posts: 80
Kles wrote:
I don't think people would very much enjoy a 100% run that doesn't do everything.
well either way we get the goal on the fiest screen so you dont see really any bit of the levels, though if all we need is 96 exits than we can save a bunch of time by not taking some side paths.
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
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Wasn't ISM already working on a 96 exits run?
Joined: 9/20/2010
Posts: 80
MUGG wrote:
Wasn't ISM already working on a 96 exits run?
ya, ours is a 100% glitched tas because it is very different from his, though it will still save a lot of time from his. EDIT: Link to video Thats a video I posted on youtube about some of the awesomeness of the glitch!
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
Joined: 12/30/2009
Posts: 49
Am I right in thinking this makes it possible to do 96 exit in like... half an hour or so?
XkyRauh
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Location: Southern California
The submission notes for that one are going to be a novel. :)
Patashu
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I don't think you can reach power increment 106 in a reasonable amount of time, but it would be an amusing dirty sram TAS "Nega Mario spontaneously begins to exist due to a glitch in reality. His one purpose: To prove no one can defeat bowser faster than him. His speciality: Memory corruption."
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
Joined: 4/19/2008
Posts: 31
Location: Chicago
Super Mario World: Cage Fighter Edition
Joined: 9/20/2010
Posts: 80
well through a test run kaizoman found it took 30 minutes to get to 180 (he made a test run for the old method which was somewhere near 180 where every time you got a flower you got a goal point in your stock.) so we are assuming it shouldnt take more than 20 so minutes, then probably another 30 minutes for the rest of the game (maybe more or less, im not the best at judging time.) so it should save about 30 some odd minutes from Fabians time. :D
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
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Location: England
Well when we were working on the Goal Sphere run, it took me about 110,000 frames to (macro) powerup increment 128 times, then when I testran the game (really lazily), it turned out to be about 20,000 frames short of Fabian, believe it or not.
Retired smw-96, smw any%
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TheFinalBoss726 wrote:
MUGG wrote:
Wasn't ISM already working on a 96 exits run?
ya, ours is a 100% glitched tas because it is very different from his, though it will still save a lot of time from his. EDIT: Link to video Thats a video I posted on youtube about some of the awesomeness of the glitch!
Oh my lord what is happening? Auuuuuuurgh!
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A run consisting of 20 minutes of powerup incrementation and 30 minutes of clearing levels in the same manner may not receive good feedback. In this case the proposed run sounds to me to be too repetitive to be entertaining. It is a novel concept for sure, but I probably don't really care to see every exit in the game glitched through by the same 2-3 methods. The approximate purpose of the 96-exits run is to show off the whole game as fast as possible for entertainment. The purpose of your run seems to be "to be faster than the 96 exits run by not showing off the whole game." If there really is some variance in the execution, maybe I would find it worth watching. Though if you just do the same thing ~106 times, and then similar things ~96 times, it won't be particularly entertaining. I really have no basis on how varied the run will be. It could be worthwhile, it just depends on what the run requires.
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Kirkq wrote:
The approximate purpose of the 96-exits run is to show off the whole game as fast as possible for entertainment.
FTFY Edit: FMFTFY
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Joined: 9/20/2010
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the purpose of our run is to complete the game as fast as possible, and still getting 100%. there will be some variation for multiple reasons, some levels we have to tas part of it to get to the power up we need, others it may be faster to complete (especially with yoshi wings) rather than get the power up/go to another level to get a 1up then enter the level. so ya, the tas should have variation.
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
Joined: 2/18/2007
Posts: 63
Location: New York City
Lets wait until the tas is submitted to judge it. thefinalboss won't be convinced that he should not work on this tas, so all that's left to do is judge if it should be published or not. This will be judged when the tas is submitted.
dnnzao
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Joined: 11/5/2010
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Location: Toronto, ON
what this glithc gives you??? Sorry for my stupidity, and my horrible english, but what you gain by making mario turning into this thing?!? EDIT: Yes, I read your blog, and didnt understand :/
sorry my bad english... - Finished projects: Super Demo World any% - SMW Hack - Dropped projecs: Super Demo World All Exits - SMW Hack Super Mario World All Exits
Masterjun
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dnnzao wrote:
but what you gain by making mario turning into this thing?!?
when mario is like this, then if you get a mushroom at the perfect frame and with a perfect input, it acts like a goal point or a keyhole with key... its maybe hard to perform but still possible...
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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I would be very interested to see a run using this glitch, but I think a run using that glitch should obsolete previously published runs. If some people fear a new run will take away entertainment, then what about Mario Land 2? The any% 21 minute TAS which I considered the most entertaining gameboy TAS on the site was obsoleted by the glitched 2 minute TAS which even had the wrong and monotone BGM in the credits. Either we are strict with obsoleting previous runs or we revert those past decisions, I'm fine either way but please don't make exceptions (such as introducing a seperate glitch category for SMW).