Joined: 4/17/2010
Posts: 11477
Location: Lake Chargoggagoggmanchauggagoggchaubunagungamaugg
Nice, nice.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
I must sound really dumb when I ask this, but how can you tell it is recorded from a savestate? When the movie starts, it says it is playing it back from a soft reset. I actually looked around to see if there is a legitimate way to start the game in phase two, with beetles instead of goombas. So all that encoded stuff at the beginning of the FM2 file is the savestate?
Joined: 4/17/2010
Posts: 11477
Location: Lake Chargoggagoggmanchauggagoggchaubunagungamaugg
adelikat hacked the savestate to change these enemies.
Also, if you open this movie through the menu, you'll see what I quoted.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 8/14/2009
Posts: 4090
Location: The Netherlands
Isn't it just Hard Mode?
http://www.youtube.com/Noxxa
<dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects.
<Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits
<adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Emulator Coder, Site Developer, Site Owner, Expert player
(3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
My point which seems to have went over everyone's head is that with a few loopholes, a 1-1 high score run can reach infinite points. I used the 2nd quest and deaths, and by getting the 1up from the shell chain, I could keep dying and rack up more points.
The more subtle point I was hoping to make is that score runs have a TON more entertainment potential using the 2nd quest :)
It's just that I couldn't figure out how you started on the second quest. Apparently the button presses begin after a savestate is loaded, but I wasn't clear on that point at first because when you open up the movie from the menu it says that it is "Recorded From: Soft-Reset". So that's what confused me. I got the main point you were making, though, and it was a fascinating main point. So thanks for making it.
I'd love to see a "fastest 999999" run with the rules "no death" and "no hitting a shell more than twice" (to prevent repetitiveness).
IIRC that score requires entering the second quest at least once.
Except 999999 isn't the max score in SMB1. 9999950 is. Which is impossible in one life even with max spamming of the shell-and-stairs trick.
Even on Vs. SMB, where, when doing the trick, after one 1UP, the points go back down to 8000 and stay there. <_<'
And said score gets reset upon starting the second quest in the NES version; you only get to keep it into the next quest in the All-Stars version, I think.
...Actually I think the score counter rolls over at 10 million, too. Been a while since I checked that though.
Joined: 4/17/2010
Posts: 11477
Location: Lake Chargoggagoggmanchauggagoggchaubunagungamaugg
Some post about the score (read with all quotes).
Post #252588
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 8/14/2009
Posts: 4090
Location: The Netherlands
adelikat wrote:
Seriously people? It is the 2nd quest after you save the princess, you guys need a SMB lesson!
Yes, that is what I meant by "hard mode".
http://www.youtube.com/Noxxa
<dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects.
<Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits
<adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Except 999999 isn't the max score in SMB1. 9999950 is. Which is impossible in one life even with max spamming of the shell-and-stairs trick.
Even on Vs. SMB, where, when doing the trick, after one 1UP, the points go back down to 8000 and stay there. <_<'
The SMB and Vs SMB scores do roll at 9,999,950. In Vs SMB, the turtles stop giving 1-ups momentarily when bouncing, but they will give you them again if you keep doing it.
In SMB, I think you could score over 9,999,950 on one life, but just barely. TASing it I'm sure you could. Without TASing, I doubt it though.
Zowayix wrote:
I'd love to see a "fastest 999999" run with the rules "no death" and "no hitting a shell more than twice" (to prevent repetitiveness).
IIRC that score requires entering the second quest at least once.
With these rules, I think the highest you'd be looking at is about 3 million TASing, and without TASing my high score with those rules is ~1,100,000. When you reach the 2nd quest, your score resets so it wouldn't work if you tried beating the game a ton of times.
Super Mario Bros. console speedrunner
- Andrew Gardikis
Joined: 7/5/2011
Posts: 3
Location: North Carolina, USA
Hello TASvideos,
I was wondering if anyone could explain to me how to clear the ends of the levels in SMB by hitting the flag without activating the end. It can be seen in MUGG's 456 TAS for example.
With a Bullet Bill or shell, you can enter the block and touch the flagpole and still be ejected to the left so the end is immediately triggered.
http://img811.imageshack.us/img811/1913/shellglitch.gif
The same effect occurs in my 4:56 TAS because the PAL version was used and the game runs slightly faster compared to the NTSC version.
Apart from this information, I can't really help. You have to deal with subpixels and button combinations (when entering the block) etc.
Welcome to TASvideos. This run is fairly good for a new TASer, and I'm glad you know not to submit practice runs for publication - we've had a problem with that lately. Please post the input file of your TAS to Microstorage so someone can watch it directly instead of the Youtube version.
I recommend you look at the Super Mario Bros. Tricks page to learn more timesavers for your future TASes. You've got potential, and I'd like to see what you can do in the future.
Welcome to TASvideos, mate. Admirable restraint by not submitting this, you don't always see that :P
You can just let the emulator dump an avi for you. That makes it look better and sound's included then.
The run's pretty good overall, but it could be optimized a bit better. There also are a few tricks you could do, such as going through walls and the related flagpole glitch.
I'm not sure if this glitch is known, and I don't see how it could improve the time of the speedrun, but it would probably make for a better "playground" tas.
I was playing Super mario on my wii, and I was at 3-4 while big (no flower), I was almost stuck at the corner fighting bowser and I managed to jump and get the axe, but around the same time (within a few frames) bowser had hit me and mario was still flashing as bowser fell, now this is where it gets weird, mario walked towards toad the same way he moves if you hold A+B while coming out of a pipe. On 4-1 I was surprised to find that mario was still big, so I hit the ? block to get a fire flower, BUT IT WAS A MUSHROOM, no palette swap or anything, so I touched it, and mario shrunk! later in the level I hit the next ? with a powerup in it, and it was a flower, so I touched it and then mario had the palette he has when he has a fireflower, but he was still small. I shot a couple fireballs and noticed that for about a frame mario returned to his "big" height. I decided to find out what happens when I get hit, and mario grew back to his "big" height, I don't know what happens when he dies "big" from an enemy or from time.
I hope someone puts this glitch to good use!