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Player (122)
Joined: 1/22/2012
Posts: 45
So, should we submit the run? What does everyone think?
Editor, Player (44)
Joined: 7/11/2010
Posts: 1029
It's worth submitting even if it doesn't get accepted; it'll get more people watching it, and it'll probably get a great encode because there are encoders that are watching the queue.
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
I have to agree. It'll get the run more publicity, and as a wise man once said, "You won't know unless you try." To be fair, there's also something to be said for "Don't ask the question if you fear the answer," but I don't think that's relevant to something like a TAS.
Previous Name: boct1584
Joined: 9/12/2009
Posts: 42
Submit. :) I enjoyed watching it having seen many of the other hilarious fails of other gamers on youtube.
LYF
They/Them
Banned User
Joined: 4/4/2012
Posts: 62
Submit And then cancel.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4038
LYF wrote:
And then cancel.
Why would they cancel it? They are submitting the run because they want it to get published. Cancelling the submission would not help them reach that goal.
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
自作の改造マリオを友人にプレイさせる 第三作 (Kaizo 3) Part 1, Part 2, Part 3, Part 4, Part 5, Part 6, Part 7, Part 8, Part 9, Part 10, Final. For all kaizo freaks. The legend comes back! I'll start working on this hack as soon as the patch is released. I can't wait the next video. :D ----- All parts have been released.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Editor, Skilled player (1441)
Joined: 3/31/2010
Posts: 2112
Woo! This is bound to be exciting.
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
Can't wait to see a new TAS by Mister ^^
Joined: 8/27/2009
Posts: 159
Location: California
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
That is SO unfair and hard. LOVE IT!
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Editor, Skilled player (1441)
Joined: 3/31/2010
Posts: 2112
Level 9 looks utterly insane. I can't believe a human actually managed to do it.
Active player (431)
Joined: 3/21/2011
Posts: 127
Location: Virginia (United States)
Download has been put up here.
YouTube Channel - Twitter Current projects: Sutte Hakkun, Hyper VI, RTDL, own hacking projects
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
kaizoman666 wrote:
Download has been put up here.
The patch was updated. You can get it from the same link.
>新ステージを2つ追加 >「うめだちかがい」の通常クリアの難易度を大幅に下方修正 >「うめだちかがい」に鍵クリアを追加 >「じごく」「てんごく」「クッパじょう きょうとほんぶ」のマップを調整
It reads: > Added two extra levels > Change the difficulty of the normal exit of the first extra level "うめだちかがい" > Added a secret exit in "うめだちかがい" > Change the level design of the 8th, 9th and 10th levels ("じごく", "てんごく", and "クッパじょう きょうとほんぶ")
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
It's been two weeks since the ips was released. There's already a TAS work on the hack: http://www.nicovideo.jp/watch/sm19549575 (not my work). You can look through it to see what the hack looks like. I've teamed up with ISM to work on the projects, and we're now at the fourth level. We're using snes9x 1.43 to make this run, but since our first purpose is to provide our work to nico community, there would be no problem perhaps.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Expert player (2574)
Joined: 12/23/2007
Posts: 831
Mister wrote:
I've teamed up with ISM to work on the projects, and we're now at the fourth level. We're using snes9x 1.43 to make this run, but since our first purpose is to provide our work to nico community, there would be no problem perhaps.
Very well, I'm looking forward to seeing that. But pleeeeease do not quit TSRP2 any% TAS, since you've already worked that hard, and I'd really like to see that first.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Joined: 7/26/2006
Posts: 1215
Mister wrote:
It's been two weeks since the ips was released. There's already a TAS work on the hack: http://www.nicovideo.jp/watch/sm19549575 (not my work).
There is a lot of scrolling and periodic level elements. Like, at 9:49, you could go through the Thwomps a cycle earlier, but it wouldn't matter because of the periodic yellow bar a bit higher. :/ Compared to that video, how much time have you saved up to the fourth level?
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Thank you for feedback.
HappyLee wrote:
But pleeeeease do not quit TSRP2 any% TAS, since you've already worked that hard, and I'd really like to see that first.
I'm not going to quit that run at all, but I'll need time (and motivation) much enough to work on it...
bkDJ wrote:
Mister wrote:
It's been two weeks since the ips was released. There's already a TAS work on the hack: http://www.nicovideo.jp/watch/sm19549575 (not my work).
There is a lot of scrolling and periodic level elements. Like, at 9:49, you could go through the Thwomps a cycle earlier, but it wouldn't matter because of the periodic yellow bar a bit higher. :/ Compared to that video, how much time have you saved up to the fourth level?
Saved about 1 minute. I don't know which emulator he used so comparison doesn't make sense that much. Hopefully our final product will look completely different from the above video.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
I also did a TAS of this, which can be seen here : Link to video
Joined: 5/29/2004
Posts: 757
Lil_Gecko wrote:
I also did a TAS of this, which can be seen here :
You will rarely ever hear me say this... but this hack was interesting and entertaining enough to keep me till the end. There were some moments it appeared even a normal player could potentially complete a level. And the concepts were definitely something that stuck out as well. But what's with skipping the hidden exit in the one level? Is there literally no Key and it's a deliberate ploy to trick players into looking for something that doesn't exist? Or was it skipped to keep it as an Any% run? Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
My guess is that the hidden exit leads to a Switch Palace, as the next level included what looked like unfilled blocks, and he found a way to make it through without tripping that Switch Palace. Also, you should submit this. The TAS is excellent, and the hack looks WAY more polished than the first two Kaizos.
Previous Name: boct1584
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Good work, Lil_Gecko. It's really looking nice. :D As for the secret exit, it leads to two levels. One contains the bosses which appeared in Kaizo 1 and 2 (namely, the "boss rush" level), and the other is the switch palace having the yellow switch, yoshi, and fireflowers. Activating yellow switch will just make the later levels easier than the original ones the "friend" KIBA played. I think it's fair enough to skip the secret area. Well, we'll finish the fifth level soon. I'm very very sorry to keep you waiting so long but I promise that we'll be back with an extremely surprising work! ;)
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
Thanks :) Yes it's an any% so I skipped the secret exit. The key is actually right above the exit, you have to bring a P-switch there to get it and go back to the beginning of the level. Also Mister and ISM are going to crush my time so there's no point in submitting this :p
Joined: 7/26/2006
Posts: 1215
Lil_Gecko wrote:
I also did a TAS of this
Wow! Genuinely clever and surprising strats here (killing boo with the shell, that crazy stuff with the blocks in the tall vine level, using L/R for better dolphin positions, etc), and lots of entertainment during forced waiting (going through walls, having yoshi eat monty mole, etc), and of course the last few levels are completely destroyed. I can't wait to see Mister and ISM top this. :) Am I the only one who thinks that youtube should not be used for 60fps games like SMW and its hacks? 30fps sucks and there's no way to see, for example, whether 1/1 swimming was used. Nicovideo (and Vimeo?) should be the video sharing service of choice for this kind of thing IMO... I do understand people want to build up YT subscribers/viewers/likes, but still :P
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Our very long fight against Kaizo Mario 3 has finally ended, and here is the finished product: http://dehacked.2y.net/microstorage.php/info/224852809/yuujinmario3-tas-ism-mister.smv Kaizo Mario 3 a.k.a. 友人マリオ3 Player: ISMin (ISM) and Mr. (Mister) length: 17:12.93 (61976 frames) Rerecords: 239380 niconoco: Link to video youtube: Link to video We decided to go to an any% with no eat-chuck glitch so we could show off entertainment to its full extent. Some may feel that our goal is arbitrary, but we would be happy if you find it enjoyable. Just watch and enjoy it! Descriptiion will later be updated in some details. Tricks used, and tips
  • Riding an invisible yoshi: ride both of a visible yoshi and an invisible yoshi, and dismount yoshi in such a way that yoshi vanishes soon. Then mario takes the form of riding yoshi without yoshi displayed. When you move on to the next room, yoshi will appear.
  • Frame rule of sprite interaction: usual sprites can be touched every two frame. Which timng each of them can be touched depends only on the parity of its sprite slot ID.
  • Spinjumping on a melting/broken grab block: you can spinjump on a grab block at the same time it melts or is broken, even if it is not kicked (i.e. it is only released). Because of the frame rule of sprite interaction, you have to take care of the parity of its slot ID so you can touch (= spinjump on) it.
Special thanks to:
  • pirohiko for all his support. His clever sight always surprises us;
  • Lil_Gecko for his excellent run;
  • Niconico community for related videos; and also
  • TAKE and KIBA for the greatest hack and playing videos.
AND thank you for reading and watching!
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
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