(Link to video)
Update: Re-recorded 8-4 with an improvement of one more coin found by andrewg, along with 1-3 and 1-4 and a few minor adjustments. (Watch or download the encode for the previous version if you like.)
One day Mario got bored defeating the old lame Bowser and rescuing the same princess so many times, so he started challenging himself by wondering: how many coins could be gotten in one life only? In the end, Mario and the princess lived richly and happily ever after. Unfortunately, in the end, the princess took away all the money he had collected for 26 minutes and 10 seconds, and was immediately kidnapped again.
Unlike other SMB TASes that basically run through the whole stages, here you can see Mario slowing down for coins very often, which presents more actions. If you're merely thinking of something like a fuller-scaled warpless run with Mario getting all the coins he can see, you'd be surprised, for it's actually NOT warpless, and Mario has skipped a few coins on his way according to the strategy.

Goals

  • To get as many coins as possible without using death (because if deaths were allowed, the number of coins would be infinite and therefore meaningless)
    • To complete the game within the fastest time
      • To be as entertaining as possible

Questions

1. How many coins are there in SMB?
Counting each coin bricks as 16 coins (the best you can get, although not possible in every condition), and searching through every routes found on the map, we may find 1225 coins in total.
2. How many have you got?
We've managed to get 1431 coins, in one life only.
3. How is that possible?
We've created our own routes using loops.

New tricks

We've applied the most advanced SMB techniques to this run, including most of the glitches shown in previous SMB TASes. Here are something more:

Supernatural loops

We all know in SMB there are natural loops inside mazes like 4-4, 7-4 and 8-4, but we've also found 2 places where you can travel back to where you've been before through pipes as many times as you want, one in 4-2, and the other in 6-2. The principle of it is similar to the Wrong Warp glitch in 4-2 of the any% run, a pipe will lead you to the previous exit if the new entry point hasn't been loaded from the screen. It's likely that the designers who placed those entry points weren't aware that we can manipulate Mario's screen X position to the right side of the screen to alter the exits of some pipes, leaving a few loopholes we can use.
In 4-2, the Warp Zone information won't be loaded until the point where the screen stops scrolling, therefore, as long as the Warp Zone's text isn't shown, Mario can return to his starting point through any of those 3 empty pipes. The quickest way of moving Mario to the right side of the screen here is to continually bump into the stairs, and the previous fall to get 2 coins underneath also matters a lot as it saves a bump and about 4 frames each time. The strategy in the Warp Zone stage brings us 19 coins every 23 in-game seconds, which far surpasses the number of coins from the rest of 4-2, 4-3, 4-4, and the entire world 5 all together. And because of its high performance price ratio, it's totally worthy for Mario to skip some of the coins underground in exchange of more loops from the Coin Heaven.
In 6-2, manipulating screen X position for the loop is pretty extreme and almost impossible. We have to make the best of everything we can use to push Mario further to the right: the first 3 pipes, the left and right side of the bricks, the edge and the corner of the entrance pipe, everything. Because there are only 26 coins within a loop of 36 in-game seconds, which are much less compared to the Coin Heaven's route or the underwater route plus another secret coin room's route, we choose to focus on Coin Heaven and only loop for 8 times, which is the route with the most coins according to our calculation.
In 8-4, normally we can only get 19 coins from the maze, but with the improvement from andrewg, 1 in-game second can be saved from each time by entering a glitched pipe, bringing us one extra coin. However, performing a wall jump then the pipe glitch is about 2.2 seconds slower than running ahead in real time, so it's best to do as few times of the pipe glitch as possible to ensure "the maximum coins within the fastest time". Getting hit to save a time doing the pipe glitch will be one of our future improvements.

The 21 frame rule of the coin brick

You can get a minimum of 2 coins and a maximum of 16 coins from a coin brick before it turns to a used block, as the trigger is based on the timer starting from the first hit instead of the number of coins. Due to the 21 frame rule from its internal timer, only in one third of the time in each 21-frame period is Mario able to hit 16 coins from a coin brick, so in this run, sometimes it's important to delay for certain frames before hitting the coin brick to get the first hit at the right time.
There are 2 coin bricks in 1-2 that are higher than the rest. To get the maximum number of coins from those two, Mario has to keep hitting them with the maximum jumping speed by hitting the edge of a solid object or the screen at the running speed first, jump the instance he touches the floor, and release and never push direction keys until the last jump. Even so, Mario's only able to get no more than 12 coins from each of them due to their height.

Keep moving upward after breaking a brick

It can sometimes be very significant and useful when hitting the corner of a brick, like in the secret coin room in 3-1.

Fireballs hitting invisible objects

Probably due to the ghost of the penultimate Goomba in 1-1, an invisible object coming out of thin air right before the flagpole can be hit multiple times using fireballs. The principle of this odd glitch still needs further studies.

Shooting a new loaded enemy from the left side of the screen

One of the most unusual glitches I've met in SMB. It only happened once in 8-4 right after getting the 1425th coin, when Mario shot the exact fireball on the exact position at the exact time, so rare that I haven't been able to reproduce it ever since. The fireball indeed hits the Piranha plant the moment it's loaded (but not shown on the screen yet) from a strange universe, but up until today I haven't figured out how it works, or whether it can be applied to other spots with other types of enemies. If it can, this glitch could be quite useful in SMB TASes once we learn how to reproduce it.
And some minor glitches mentioned below, such as going through the wall on a moving lift (in 6-2); axe not disappearing (in 1-4); hitting the star inside the wall (in 1-2); fireballs and enemies disappearing in the maze (in 8-4); completing the stage on 000 (in 4-2, 6-2, 8-4, technically not a glitch though), etc.

Spoiler Alert! (Stage by stage comments)

LevelNumber of coins gottenComments & highlights
1-126Grabbing the mushroom and the flower. The upper route is chosen because it has 3 more coins than the underground route. To perform kicking a shell and defeating all the Goombas, Mario has to shoot one of the Goombas previously, otherwise it will cause unavoidable lag frames. "Fireballs hitting invisible objects" is demonstrated near the flagpole.
1-278Turning around twice to keep the jumping speed for getting 12 coins from each coin bricks. During his way collecting coins, Mario grabs an additional star in the wall just for fun, as it happens not to waste any time thanks to the 21 frame rule. The ending time is manipulated in order to get 1 firework.
1-323Jumping through a lift, and entering the floor using a Koopa Troopa.
1-46At the end of the stage, the "axe not disappearing" glitch is demonstrated. Usually it costs time doing so, but luckily not here because of the 21 frame rule.
2-176During the time Mario kicks a shell again, don't miss the moment where a Goomba is killed twice. After that, Mario manipulates screen X position to get to the Coin Heaven through the pipe instead of the vine, which saves about 4.2 seconds.
2-228Playing with the music at the start, although CuteQt himself admits that the result hasn't matched his expectation. Going through the wall twice to get the 6 coins inside the hole faster.
2-335100% killing, and the Cheep-cheep glitch for a special ending (saving 84 frames).
2-46Jumping through the block to get the 6 coins faster.
3-183The solution under the secret coin room is really impressive. Shooting fireballs backwards after transporting from the vine. Using the shell glitch like in HappyLee's warpless run to save time.
3-223Playing with the music at the beginning in a really long distance, with a few enemies left alive to produce such effect. Kicking the shell over and over during the coin brick for fun.
3-322"Ice skating" at the beginning, and entering the floor with the help of the lift at the end.
3-45The most ordinary stage. Mario doesn't even have to slow down.
4-162Mario has to make his way to the right side of the screen in order to get 3 additional coins before entering the pipe to the secret coin room. The Lakitu is shot finally, but according to CuteQt, he has no choice but to let some Spinies go.
4-2330Mario skips 1 coin brick, 2 ? blocks, and 1 hidden coin block on his way, only to get more from the loop. The Warp Zone stage is played 16 times in total, and then Mario warps to 6-1 right at the time of 0, just like the plan.
6-145Killing Spinies in various ways.
6-2304Playing with a shell while hitting the coin brick at the beginning. Mario returns to the secret coin room 8 times using the glitchy way, performing walljumps and all sorts of wall-breaking techniques, and also going through a solid cloud with the lift in the following Coin Heaven. The ending time is precisely manipulated to 0 making the whole thing more exciting.
6-324"Ice skating" at the beginning, using the Bullet Bill to get some coins faster, same as HappyLee's warpless run. With few enemies around, Mario shoots some lifts for fun.
6-46Very good luck from Bowser, and no lag makes performing walljump on the axe while shooting Bowser more comfortable.
7-139The Bullet Bill at the very start successfully cooperates with the music, but things didn't work out well when it comes to the final Bullet Bill, as no matter how hard we tried, we simply couldn't get the perfect Bullet Bill like this as we planned, so to not lose time, we have to take the normal flagpole glitch ending instead.
7-228Going through the wall twice just like in 2-2, only more Cheep-cheeps are killed inside the wall.
7-335100% killing, and by coincidence, 2 Cheep-cheeps jumping out of the water makes the final Cheep-cheep glitch look more stunning.
7-40The only level in this run without a single coin. However, Mario runs like crazy through the boring maze. Bowser is killed so instantly even before he could feel any pain.
8-165A performance of fireballs, making this stage a perfect shooting range. The second coin brick takes quite more skills than it seems.
8-246Manipulating luck to get the ideal Bullet Bills that won't cost time during the coin brick, and a perfect ending using Bullet Bill glitch.
8-316Since there are plenty time to waste to avoid 3 fireworks, Mario ice skates at the beginning, and kicks a shell towards the Hammer Bros.
8-420Mario can get only 1 coin from the loop at a time, so he tries to change the way of killing enemies each time to make the long road less boring. A Piranha plant just loaded is mysteriously shot from the left side of the screen after getting the 1425th coin (see "new tricks" above). The final Bowser is killed, because his position is just perfect, which basically labels "shoot me" on his face.
Total1431-

CuteQt's comments (translated)

Well, it's my first time making such an accurate TAS, and I've learnt so much through practice.
Tehh_083 mainly made through the first 3 worlds for the first version, which was the hardest time, because there weren't any comparison videos or anything to rely on except ourselves. And then Tehh_083 has disappeared ever since we finished remaking world 2.
I took part in the project since he finished 4-1 of his first version, and I remade the whole run once again from the beginning, for the latest discovery of getting 12 coins from each two coin bricks in 1-2 along with some minor improvements.
Later on, I finished some ordinary levels and did some simple calculation in 4-2 and 6-2. HappyLee offered some crucial assistance like the shortcut in 2-1, getting 3 more coins in 4-1, and the loop in 4-2 very early. I'd say he's not slow on efficiency, while the quality of his work is astonishing. Running like crazy while shooing fireballs: insane; manipulating screen X position in 4-2 and Bullet Bills in 8-2: incredible; the entertainment in 1-1 and 1-2 after his improvements: totally awesome.
By the way, thanks to KFCMario for putting forward the 21 frame rule of the coin brick first, his warped version of the maximum coins TAS, his previous idea of getting one extra coin from 4-1, and some early assistance.

HappyLee's comments

At first I thought that a goal like "maximum coins" seemed greedy and pointless, but then CuteQt and Tehh_083 have proved me wrong with their excellent WIPs. Since I discovered the crazy loops in 4-2 and 6-2, I've become really fond of this project.
I officially joined the project since world 6, although previously I already had my inputs in the hardest parts of 2-1 and 4-2, and helped to come up with the strategy for 4-1. In this run, I mainly finished 6-2, 6-4's boss fight, 7-3, 7-4, 8-2 (after the springboard), 8-3 and 8-4, and after that I also redid 1-1, 1-2, 2-1's Coin Heaven for the entertainment, and made a few adjustments in 2-2, 6-3 and 8-1.
Tehh_083 did a splendid job on making and improving the first two worlds, but ever since Tehh_083 mysteriously disappeared after world 2, the pressure and the difficulty have doubled on CuteQt. This run couldn't be done without CuteQt's persistence through 3 years, yet he still argues with me seriously that his name shouldn't be placed at the top of the list. His pursuit of perfection, and his talent of mastering fireballs and playing around with enemies has really blown my mind. Together, we worked day and night (day for him, night for me), and completed world 6 to 8 within 4 weeks.
We're both pretty satisfied with this run, even though it might not be perfect, for we know that there's always room for future improvements. Thanks to people from our forum for providing the idea of making an SMB "maximum coins" TAS, and I hope you enjoy our work as well.
Edit: Special thanks to andrewg for bringing us the pipe glitch in 8-4 of which we never thought before, making 8-4 a lot crazier. Just when I was about to submit the improvement we've been working on for days, I found a more complicated strategy in 8-4 that involves getting hurt, which would save about 1.5 second. Unfortunately I'm exhausted improving 8-4 these days, and probably not going to redo the whole 8-4 again for a while, so I guess I'll leave it to our future improvements.

Suggested screenshot

Guess where all the coins have gone?

HappyLee: Setting this to "cancelled" until I'm back with an improvement of 1 extra coin from 8-4 thanks to andrewg. Can't leave one coin behind!
Noxxa: Replacing the input file with a new version which is 1210 frames slower, but does collect one additional coin in 8-4.
Noxxa: Judging.
Noxxa: This is a very unique and creative run. The goal of aiming for as many coins as possible (without death abuse) ends up resulting in a lot of interesting strategies, both on a macro and a micro scale. The run is full of creative and sometimes counter-intuitive strategies like skipping a world to get more coins, looping through the 4-2 warp zone area (and other places) just to very tightly clear the stage with the timer at 0, and smaller tricks or strategies like the ways coin rooms are efficiently cleared, how with precise timing it is ensured to get the most out of each coin block, and many more things. All these strategies make the run a real pleasure to watch. The only downside of the run is that the three loops do get repetitive after some time.
Accepting to Moons as a new category.
Spikestuff: That's a lot of coins.

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andrewg wrote:
As for the run itself: I found it interesting. Before I watched it I imagined that the 4-2 trick would be banned and assumed it would have to go through all levels. However, I was pleasantly surprised even though potentially it makes it less interesting to watch. The goal is most coins on one life, so the loops make sense. Without the loops, the run would no longer have the best route for the maximum coin count because obviously world 5 is skipped here. The reason it is skipped is because more coins could be obtained in 4-2 by looping the warp zone area than traversing world 5 (clever). By removing the loops, you'd have to change the main route, and so it's not an option unless the goal itself is changed: (1 life, Most coins, all stages, no loops) vs. (1 life, most coins)
I think andrewg's definitely making a point. We'd like to make our goal clear and simple. When I found the loops in 4-2 and 6-2, which are probably the only 2 supernatural loops in this game besides " -1", I immediately thought: how cool to see them demonstrated in a TAS! And the maximum coins TAS makes the perfect and perhaps only choice. Personally, I think skipping the entire world 5 might be the biggest surprise in this run. But my favorite loop is the one in 6-2, for it's so extreme and almost impossible. We've also demonstrated completing the levels at 000 time in both 4-2 and 6-2, which is also cool. Of course it's not as interesting as the first time after watching the loop over and over again, so why not use fast forward to skip those identical parts, like I do during many cut-scenes and dialogues in other TASes? That's why I made that special encode with fast skip in those parts. Edit: By the way, by my calculation, andrewg's improvement brings us exactly 1 more coin, and I'm pretty sure the ending time in 8-4 will also be 000, same as 4-2 and 6-2. Awesome. I'll be setting this to "canceled" shortly and begin to improve 8-4.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
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It's possible to get an additional 3 coins in 8-4 by timing out at the loop and beating Bower on the next life. No vote. i.e. I haven't voted yet.
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JSmith wrote:
It's possible to get an additional 3 coins in 8-4 by timing out at the loop and beating Bower on the next life. No vote.
Death was banned in this category, because it would undermine the main goal: maximum coins, resulting in infinite coins, infinitely long movie.
Joined: 1/13/2007
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Also SMB2J has infinite coins without death, because of warp zone to world 1. so we have to ban warping to previous worlds as well. PS. is there no way to go through the staircase instead of going around so you can drop into the leftmost pipe to save time? i thought entering the staircase and zipping through was possible under tas conditions? or is that only underwater?
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zaphod77 wrote:
Also SMB2J has infinite coins without death, because of warp zone to world 1. so we have to ban warping to previous worlds as well. PS. is there no way to go through the staircase instead of going around so you can drop into the leftmost pipe to save time? i thought entering the staircase and zipping through was possible under tas conditions? or is that only underwater?
So it's kind of meaningless to make a maximum coins TAS for SMB2J. CuteQt has made a "getting all coins" WIP, which uses death several times, interesting to watch but also a bit strange. Thanks for asking. There's no way to go through the staircase in normal conditions except underwater. :)
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
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Bisqwit wrote:
Death was banned in this category, because it would undermine the main goal: maximum coins, resulting in infinite coins, infinitely long movie.
Step 1 - Get as many coins as possible without dying Step 2 - Die Step 3 - Beat the game as quickly as possible
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Hopper262
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A goal of "maximum unique coins" would be a concise way to define a no-loops run. Such a run would need deaths to take alternate paths and reach as many of the 1225 coins as possible, but taking the same coin twice wouldn't advance the goal. I was surprised and entertained by the existence and execution of the loops (disclaimer: I watched the "fast-skip" encode), and I'm not sure which goal I'd prefer if I had to pick only one. Aside from that, I was very impressed with the variety of tricks not shown in the standard categories, and thoroughly enjoyed this run. Thank you, CuteQt and HappyLee!
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JSmith wrote:
Step 1 - Get as many coins as possible without dying Step 2 - Die Step 3 - Beat the game as quickly as possible
Hopper262 wrote:
A goal of "maximum unique coins" would be a concise way to define a no-loops run. Such a run would need deaths to take alternate paths and reach as many of the 1225 coins as possible, but taking the same coin twice wouldn't advance the goal.
To be honest, I don't really get the idea of dying. Dying in SMB just for a few coins is definitely not cool to me. Besides, it's not easy to define "unique" itself, for the basement in 1-1 and 7-1 is actually the very same basement, and perhaps no one can remember exactly which of the coins have been gotten in that run, even if he's familiar with the map.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
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While I voted yes, I must agree that the loops mar the run. The very fact that the temporary encode needed to speed up the emulation at those loops is very telling.
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HappyLee wrote:
JSmith wrote:
Step 1 - Get as many coins as possible without dying Step 2 - Die Step 3 - Beat the game as quickly as possible
Hopper262 wrote:
A goal of "maximum unique coins" would be a concise way to define a no-loops run. Such a run would need deaths to take alternate paths and reach as many of the 1225 coins as possible, but taking the same coin twice wouldn't advance the goal.
To be honest, I don't really get the idea of dying. Dying in SMB just for a few coins is definitely not cool to me. Besides, it's not easy to define "unique" itself, for the basement in 1-1 and 7-1 is actually the very same basement, and perhaps no one can remember exactly which of the coins have been gotten in that run, even if he's familiar with the map.
I agree with Happylee. However, I think there is some interest in how many unique coins are in the game. I don't think it would be too hard to track the unique coins because the fastest method would likely involve deaths (and game overs). It would go like this: 1-1: 1) Collect all coins and take the pipe, die at the goomba upon exiting the pipe. 2) Start at the midpoint and collect the rest of the coins (including the one you didn't get the first life) = all coins in fastest time. A problem already arises in 1-1 after the first death because you are no longer big Mario, which means you are missing coins from the 1st multi-coin block as small Mario. Thinking about that run, would we have to make a TAS that goes through world -1 and then gets a game over to collect all those unique coins also? In the end, it would be much easier to just count the number of unique coins by hand because otherwise you're looking at a TAS with tons of deaths and game overs to achieve it unless you start skipping multi-coin blocks. "Most unique coins without a game over" seems tricky, but maybe interesting. For example, in 1-1, you actually could get every unique coin (including the multi-coin block) without getting a game over. It would take two deaths to accomplish this. For that proposed goal, world -1 would have to be skipped, and I'm thinking other unique coins would have to be also, but it could be possible to get all unique coins (except world -1) without getting a game over. However, I am willing to bet that even with this goal there would be an instance where you would just have to wait for the timer to expire in order to achieve the best outcome.
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The thing is, the fact that the loops exist is entertaining; but actually watching those loops isn't. I did appreciate that you tried to vary the loops as much as possible in 8-4 though.
BigBoct
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This was marvelously entertaining for most of it, but the loops kinda dragged it down. Not nearly enough that I won't vote Yes, but I would like to see a run in the future that doesn't abuse the loops.
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This movie was very entertaining, but I think a potentially more interesting goal would be "Maximum points" depending on the exact way that the end time bonus interacts with which points can be grabbed. (With the caveat of course that lives may not be lost.)
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I see this variant as one of those goals that are nice to know but because it falls into "repeat x pattern" kind of takes out some entertain (like when in RPG you need to stay a while to gain levels). All in all, I vote yes because it was interesting (and as Bisqwit commented, the speedy version of the cloud theme is nice to hear). BTW, in the water levels I wondered if it could be faster to perform a bug that moves you from the bottom to the top where the current pulls you down (4:23 and 16:58 of the youtube video encode). I don't recall this bug being explained before (as it doesn't even appear on the Game Resources) but all you have to do is press B when you're about to die and you'll appear on top of the screen... (instead of having to swim through the wall)
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Really_Tall
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Personally, I found the loops to be very entertaining. Sure, they dragged on a little, but the fact they're even possible is fascinating to me. I think this is a concise, fun category choice and any sort of maximum coin variation without loops would just be too arbitrary. Though, a maximum score TAS would be a neat thing to see in the future, since this site doesn't have enough challenge-based TASes like this one.
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samurai goroh wrote:
Game Resources) but all you have to do is press B when you're about to die and you'll appear on top of the screen... (instead of having to swim through the wall)
As far as I know, this is not the case. When lifts are involved, it is possible to loop top to bottom, but I've never seen it performed an alternate way. Either way, I don't think this would work to avoid the currents that pull Mario down. (EDIT: I see what you're saying now, but I still don't think I've ever seen this glitch happen) ---- My main point with my lengthy post is that it seems regardless of how you do a "max coin" TAS, you're going to have to use the fast forward function at some point. I mean, you could make one that doesn't have any loops or waiting periods, but I feel that category would be arbitrary, less creative, and not as interesting. Max points would suffer the same fate as this regarding the fast forward function. The best scoring method would just be to find the earliest Koopa in each stage and hit it against a wall repeatedly until the time ran out. It might be interesting to see what is possible, but it wouldn't be nearly as interesting as this run. I don't usually like to toot my own horn, but I did a high score run for smb by Twin Galaxies rules, and that was actually pretty interesting. The basic rule there is no abusing Koopas. A TAS following TG rules would be pretty awesome... However, there is a secret scoring tactic that only a handful of people know about that might make such a TAS boring. I am considering making such a TAS :) I just think the goal is way too arbitrary. My score run is here: https://www.youtube.com/watch?v=7PUmN2xJX50
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Let's not forget S&K has a ring attack which is the same goal as this, almost. :) I support this goal and will vote yes as I was entertained. I hope more of this kind of TAS gets submitted. :)(Not for SMB, but in general)
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jlun2 wrote:
https://www.youtube.com/watch?v=_O8ueLLmBK8 Is it by any chance this? Also aw it got cancelled.
heh, uhh no, but that seems even better than the secret i was referring to. (my secret would still have application). Weird. I don't know how that works! Is this possible in the original? It seems like it would be considering deluxe is nearly the same. But I don't get what's going on, which really surprises me. Thanks for posting. Actually, I don't know if this would be possible in the original. How in the world was the shell destroyed by a small Mario? What the heck is going on? hahaha EDIT: It seems that they changed some aspects of the game, but I'm still not understanding those continuous 5000pt hits. Even though this is in real time, this is basically what a high score TAS would be: https://www.youtube.com/watch?v=jUxvjWUxioY
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Improvement is done, setting this to "new". Could anyone please help me replace the movie file? The new one's here (although slower): https://mega.nz/#!Fp9mXSgR!7JvjULmQ7Jbm2lfJqGLLI-yyq6YEUZOAwkHe-s2BUTs Thank you.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
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andrewg wrote:
By removing the loops, you'd have to change the main route, and so it's not an option unless the goal itself is changed: (1 life, Most coins, all stages, no loops) vs. (1 life, most coins)
Yeah, but I'd not consider "all stages" as an extra condition for goal change, since it's the natural consequence for the "no loops" condition. I also do not see any problems with it; this site had very many other publications using planty of arbitrary conditions, like "bad ending", "no Zero parts", "pacifist", "no running" and so.
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Location: Brazil, Sao Paulo, Campinas
HappyLee wrote:
When I found the loops in 4-2 and 6-2, which are probably the only 2 supernatural loops in this game besides " -1", I immediately thought: how cool to see them demonstrated in a TAS! And the maximum coins TAS makes the perfect and perhaps only choice.
Now all of it makes sense, and I tottaly agree that's really cool to see these on an elaborated TAS.
The eyes of a machine are wonderful, but there's nothing like the the eyes of the heart – Old Cid, Cybercop
Zakatos
He/Him
Joined: 7/26/2004
Posts: 90
Location: Brazil, Sao Paulo, Campinas
HappyLee wrote:
Besides, it's not easy to define "unique" itself, for the basement in 1-1 and 7-1 is actually the very same basement, and perhaps no one can remember exactly which of the coins have been gotten in that run, even if he's familiar with the map.
Well, it's the very same principle that made it possible for you to "count" the number of coins of the game as a total of 1225. :)
The eyes of a machine are wonderful, but there's nothing like the the eyes of the heart – Old Cid, Cybercop
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Zakatos wrote:
andrewg wrote:
By removing the loops, you'd have to change the main route, and so it's not an option unless the goal itself is changed: (1 life, Most coins, all stages, no loops) vs. (1 life, most coins)
Yeah, but I'd not consider "all stages" as an extra condition for goal change, since it's the natural consequence for the "no loops" condition. I also do not see any problems with it; this site had very many other publications using planty of arbitrary conditions, like "bad ending", "no Zero parts", "pacifist", "no running" and so.
I realized this after I typed it out, thanks for pointing it out. :) I think that the current goal is probably the best one as far as entertainment. The loops are interesting, although not ideal. Most unique coins with deaths could be interesting, but as I stated before, I am sure that this would involve waiting for a timer to expire at some point. Also, it would be tricky to optimize the path and make sure you didn't recollect coins, etc (as happylee was stating), and also a run with deaths seems silly for this TAS. Most unique coins on 1 life is basically this TAS without as many clever tactics. It might still be interesting, but I would personally find the current one to be more interesting. Yes vote! :) EDIT: This run for smb2j might be cool with the restriction of no backward warps.
Super Mario Bros. console speedrunner - Andrew Gardikis