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Experienced player (608)
Joined: 10/23/2004
Posts: 706
The glitch is so simple to execute (though I'm sure it takes many tries for an RTA) I'm not even sure it would get into the moons category if a run was submitted and published. I wonder what's really going on inside the game logic. I'm more curious about the reference to "glitched levels." Is it possible to go to levels that are not otherwise accessible?
Current Project: - Mario Kart 64
Memory
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Site Admin, Skilled player (1553)
Joined: 3/20/2014
Posts: 1765
Location: Dumpster
Weatherton wrote:
The glitch is so simple to execute (though I'm sure it takes many tries for an RTA) I'm not even sure it would get into the moons category if a run was submitted and published. I wonder what's really going on inside the game logic. I'm more curious about the reference to "glitched levels." Is it possible to go to levels that are not otherwise accessible?
There is a known debug level in 2 which was accessible in story mode through certain menu glitches, but it appears somebody got to it through challenge mode with this glitch. Actually that brings up the question: Does this do anything interesting in story mode or no?
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
CyclopsDragon
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Player (247)
Joined: 8/19/2015
Posts: 16
Location: Toronto, Canada
TheMG2 wrote:
Weatherton wrote:
The glitch is so simple to execute (though I'm sure it takes many tries for an RTA) I'm not even sure it would get into the moons category if a run was submitted and published. I wonder what's really going on inside the game logic. I'm more curious about the reference to "glitched levels." Is it possible to go to levels that are not otherwise accessible?
There is a known debug level in 2 which was accessible in story mode through certain menu glitches, but it appears somebody got to it through challenge mode with this glitch. Actually that brings up the question: Does this do anything interesting in story mode or no?
Might as well cover a few bases while answering this. The glitch does nothing interesting in story mode. It doesn't even take effect; you just get sent to the retry screen. Warp goals have no effect on this glitch. Taking one for the first goal and also the glitched "final level" goal do nothing differently from simply taking a blue goal. It'll more than likely just take some experimentation to find TAS methods to do this on almost any level that has a way to be airborne near the goal. The glitch has been done on A1 in SMB1, a runner says he was close to finding a setup on SMB1's EX1, and you can be airborne near the goal on M1, as well as Wormhole, Charge, and possibly even Variable Width in SMB2. So it's possible that the entirety of the Expert TASes could just end up being the first level of each set, once with massive playaround while waiting for the timer to run down, and then again fully optimized. It would be interesting as a fully-optimized Vault run (unless for some reason the playaround was good enough to get it into Moons), but we'll just have to see what kind of optimization comes from this. There was an interesting find with the glitch yesterday. Super Monkey Ball Deluxe behaves very slightly differently on Xbox and Xbox 360, so when a strat for E1 Ruin was found on Deluxe on Xbox, a different one had to be found on Xbox 360. However, the one on Xbox warps you to fake floor 92, whereas the one on Xbox 360 warps you to fake floor 56, where you can do the glitch again to get to fake floor 100. Since the goal tape is broken later in the Xbox 360 strat, our theory is that the game counts up a floor every frame after the tape is broken, and when the floor reloads, it ends up on the floor number that it reached before the reload. I've also just realized that this glitch will mean that the new TASes will have game-overs in them. You have to get an extra life in SMB2 to make it to Master Extra before you game over (which thankfully won't actually lose more than a few frames), but SMB will game-over in Master by default. Also, it's worth noting that the RTA potential of SMB Deluxe Expert (and TAS if it was ever possible for Xbox) is now faster than the RTA potential of SMB2 Expert if this glitch is used. The glitchless RTA of SMB Deluxe Expert is more than twice as long as the glitchless RTA of SMB2 Expert. What a time to be alive.
Completely defying all physical logic since 2014
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