(Link to video)
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emulator: i used dolphin 5.0 with dual core turned off.
game: New Super Mario Bros Wii (Europe)
this run is about 2 minutes slower then if you were to use powerups in the game, this is beucase you would normally grab a propeller suit when running this game making some parts of the run faster.
1-1: i slide as much as possible to gain speed.
1-2: i turn the movable bridges so i can slide on them again making it faster.
1-3: grab yoshi to be able to reach the world 5 warp.
1-cannon: nothing special.
5-1: i use the vines since they make you go faster.
5-minigame: you have to do this power up minigame if you jump perfectly it goes by fast.
5-2: normally you would choose the other option of level here since you can go another route, but since i dont use powerups this level is the faster one. theres also a pixel perfect jump ducking under 2 bats which is quite difficult.
5-castle: this level is ALOT faster with the propeller suit powerup since you can just fly up the platforms constantly so here i have to wait for the spikes to move before proceding, still quite fast thou.
5-4: this is a slow level since you have to wait for the platform to move, it will stop if there are to many objects on it so just try to have a clean platform:)
5-ghosthouse: this level is were you get acces to the world 8 warp and theres not much special here just fast maneuvering.
5-cannon: nothing to explain.
8-1: this is an annoying level without powerups since you have to wait for some of the lava pillars to go down, some of them you can barely jump over.
8-2: this level i use a secret exit to advance world 8 faster, also sliding alot and avoiding running on the rotating stone boulders which are roatating counter clockwise.
8-7: this is sortof a auto scroll level since you have to stay on the rollercoaster you can make it faster by jumping off the coaster at the right timing to gain momentum.
8-airship: i turn the screws as little as possible to gain time, i also did 1 mistake on the baby bowser fight losing a tiny bit of time.
8-castle: the final level, and its quite long the first part i just go as fast as possible then you enter a auto scroll part which you cant do anything about to make it faster. the hallway leading up to bowser has some rng fireballs but there not much trouble, bowser does different things depending what you do so i jump at the start of the fight making him spit a fireball which enables me to barely jump over him. when facing big bowser i manipulate where he shoots his fireballs by jumping so you can go fast. the next free running part has a really tricky jump where i had to spam jump when on a moving platform so i can barely jump out of the platform, and thats about it, the rest are just cutscenes hope you enjoyed:)

Nach: Although the player canceled this due to the run being subpar, the run would have probably also been rejected for using the European version of the game without a rationale for doing so. Those looking to make future TASs for this kind of branch for this game should do so using the version of the game other TASs are made with.

TASVideoAgent
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Fortranm
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Did you choose 60fps or 50fps?
Spikestuff
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>42:54.52 Uh...ha...Yea that's wrong. Encode that exists: Author added it to submission text Also, branch is called "small only". I'm going to ignore the fact you used the European version for some reason that isn't specified. Yoshi eats a fruit in 1-3 'causing him to slow down a few frames. The difference between an enemy and a fruit is that the enemies won't resist against the tongue. In 5-1 you don't get off the vines as fast as possible, also loses a few frames. Rescuing the first Toad can be improved. 5-2: I don't believe you. 5-Castle: Drop the fancy stuff at the end and you would've gotten out a bit faster. 5-Ghost House: Doesn't look clean 8-1: That downtime yo. 8-2: Needs more air-stalls. 8-7: First/Second/Third coaster. Can't you dismount earlier? 8-7: Last coaster. Lack of the speed dismount compared to the other coasters. 8-Airship: Undersection: Can't you get away if you spin a little less? All in all, for your 3rd attempt (see the YouTube account) it's solid, but more might be possible. I'm giving it a Meh in terms of entertainment though. Also, someone please correct the movie file.
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+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. These colours are pretty neato, and also these.
Joined: 10/2/2016
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yeah as you can probably tell im really new at this, ive watched tas videos for a really long time but not really tried it so thanks for giving me tips etc :) i dont really know how to change the 42:54 time. and for the run part i think i will improve it at some point (the airship really bothers me) about 5-2 i looked at the fastest tas any% i could find which took the other level and mine finished about 0.5 secnods slower i think and without powerups im pretty sure 5-3 is slower, dont quote me on that thou. im not sure if theres a better way to do 8-1 but yeah i see what youre saying it really sucks that you have to wait there, if there not something i dont know of. and why its on europe version is beucase i have no idea, it was just the first i found really, is it better to use the usa version? but thanks for all the info and critique :) (sorry for bad english)
JorWat25
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jacke9708 wrote:
and why its on europe version is beucase i have no idea, it was just the first i found really, is it better to use the usa version?
From the Movie Rules page:
NTSC vs PAL (USA/Japan vs Europe) Console versions of PAL games run at a lower framerate than NTSC games, running at ~50Hz compared to NTSC's ~60Hz, and the games themselves are often not modified or poorly modified to accommodate to the change in timing. Due to this, PAL versions of ROMs are generally not allowed, unless there are significant technical and/or entertainment merits to using this version. See Rygar and Blaster Master for examples of good usage of the PAL ROM.
fsvgm777
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JorWat25 wrote:
jacke9708 wrote:
and why its on europe version is beucase i have no idea, it was just the first i found really, is it better to use the usa version?
From the Movie Rules page:
NTSC vs PAL (USA/Japan vs Europe) Console versions of PAL games run at a lower framerate than NTSC games, running at ~50Hz compared to NTSC's ~60Hz, and the games themselves are often not modified or poorly modified to accommodate to the change in timing. Due to this, PAL versions of ROMs are generally not allowed, unless there are significant technical and/or entertainment merits to using this version. See Rygar and Blaster Master for examples of good usage of the PAL ROM.
Except it's not really relevant in this case, since NSMBWii is a game that supports PAL60 (and thus can run at 60 FPS on a PAL Wii). Therefore, the only question remains if this run was indeed made on PAL60 mode or on regular PAL (50 Hz) mode. Nevermind that, it was done on PAL60 mode. EDIT: Actually, what I'm more wondering about is why you have a Gamecube controller plugged in and a memory card inserted. Both are completely irrelevant for NSMBWii (since it doesn't support the former, and the latter is for GC only). By the way, Idle Skipping was left enabled. That may cause desyncs.
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JosJuice
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fsvgm777 wrote:
By the way, Idle Skipping was left enabled. That may cause desyncs.
The consensus among Dolphin developers is that it won't cause any desyncs as long as you're not using dual core: https://github.com/dolphin-emu/dolphin/pull/3806
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while I like the run idea, if you go as a no power up run its a no mainly since Yoshi is considered a power up in this game,(only in certain levels and counts as a hit) to me its a meh run as im confused as to why its run with (E) copy instead of a (J) or (U) copy is there any bonus to this format? altho I think by the time the wii came out everything was running the same speed so its not 100% an issue at this point, it needs to be refined a bit here and personally think it should be a small only run but instead of an any% think it would be better trying like smw and do a max exit under the small only idea, the any% route imho doesn't really need a small only as its slower then just a plain any% run, plus the Yoshi issue at least for me its an issue
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any%,warp,no warp or 100% anything else will have to be really amazing to make me vote yes.
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
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i understand what youre saying and i also belive it need refining and i think i will do a new attempt, but the reason i think any% small only is worth doing is im not a fan of the propeller suit being used the entire game cus in my opinion its not very entertaining. but i understand what youre saying thanks for the comment:)
Unknown394
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voting yes I'm just going to give a few suggestions I have after watching random parts of the run. I've been doing any% for newer super mario bros wii and I learned some mechanics of NSMBW. You skipped a few slopes that can help you go faster, like in 1-1, you can slide down the slope instead of stomping the goomba. Talking about stomping enemies, you forgot to stomp the goomba in 1-1 on the slope for an extra boost, but that's probably because you have to skip the checkpoint, but anyway, you also messed up a little at the pipe before the checkpoint. At the end of 1-2, I think using a wall boost might save a few frames. In 1-3, the way you got Yoshi is a bit slow (I agree with you here, Yoshi is not a power-up but a character) the fastest way is to groundpound from the top and then come down to do another groundpound on Yoshi and then immediately jump up. You can save another 10 frames or so. The way you dismounted from Yoshi was also a little slow, you could have jumped on the piranha plant, then jump immediately after landing on the platform on your right and dismount from Yoshi. And of course the wall boost in the end is missing. (I selected a random part of the run and found a problem. Whenever the game asks you to save, you selected "Don't Save", but you can cancel the save by just pressing B, which saves some frames every time the save box appears.) (When you enter a pipe, it's always good to give it a couple of re-records to test out where is the point on the pipe that saves the most frames to enter. You can do this by using frame advance and recording the number on the frames monitor when Mario completely disappears into the pipe and choosing the best point. I can tell that a few of your pipe entering actions can be improved by a few frames.) (In 5-1, you can gain some insane momentum by jumping shortly after grabbing a vine. You stayed on the vine too long. I only dig into the levels in NrSMBW but I know it works the same way in the original NSMBW. You can see me using this in Springwater Swamp in NrSMBW. The longer the jump the more frames you save. At the end when you entered the pipe, you landed to close to it to cause a 15 frames waste. You can jump at the bottom of the vine to avoid it. And also you did not use the wall boost when coming out of the pipe.) (I watched 5-Tower just out of interest and found a few problems. When you don't have to change directions, jump on the frame of landing. Honestly, I don't do a good job on this myself, but at least I try to jump on the frame of every landing unless I have to gain momentum, and about a frame can be saved every jump. When you enter a Boss door, enter it on the right spot where Mario doesn't walk sideways. You can save up to 10 frames every time using this technique at the Boss door. And the crouch jumping was fun, but it might have costed you up to 30 frames loss....) (In 8-1, you missed a few triple jumps that helps you jump pass the lava that shoots up. The last jump of a triple jump is higher than any other jump. For example, you can jump over the lava at time 480.) (In 8-2, you want to reach regular ground as soon as possible to gain momentum after jumping off a rolling hill that slows you down. You could have also gotten to a few slopes that help you accelerate sooner. The turning action when you enter hollow wall was a little awkward. You could have done a spin in midair to avoid being slowed down by the hill on the right.) (In 8-Dragon, you timed the final jump a little too late and you could have saved up to 30 frames by jumping at the right time so that you can reach the very edge of the flagpole with your maximum jump. This trick should also be used in the first part where you enter the pipe. The mushroom trick is really cool though.) (In 8-ship, you screwed the platforms a little bit too much. When you're spinning the screws, you can jump off them whenever you want. You've got save+load, so you want to aim for the right hight that is just enough for Mario to crouch jump through. You could have wasted up to 100 frames by screwing the platforms way lower than you need. The last platform before the Boss was OK, but you could have saved just about two or three frames since you got out without doing crouch jump, which means the platforms can be lower. There is one thing I don't understand though-why did you even bother screwing the coins? Was is for entertainment...? You have wasted at least 150 frames doing it, and it does not help you to progress through the level, so...) (In 8-Final, you entered the pipe in the lava section just a few frames later than when its sprite is loaded. In the first phase of the fight with Bowser, you could have done a wall boost on the left to gain momentum instead of running backwards, which saves up to 10 frames. I also suggest you save a state after landing and give the switch thing a few re-records, so that you can stomp the switch at the very edge but not in the middle. Same thing with the final switch.) The entertainment factors are amazing. I can watch the boat and dragon level forever. I think that you can bring this run up to about 42:40 or something if you want to look into a few of these tricks and give it another shot. I might try this myself sometime after I finish my NrSMBW run and see how much I can get. But this run is not so bad, after all. I'll give more suggestions if I have any, and please watch my video for NrSMBW and give me some suggestions as well. No matter what, always yes vote. P.S. If you're troubled when people say Yoshi is a power-up, there is actually a way to get to the cannon in 1-3 without Yoshi. Stomp a koopa and grab its shell, get to the lower platform, jump and do a bounce stomp, which is basically stomping the koopa shell in midair, and you'll reach the top. If you don't know how to do a bounce stomp, you can watch my run for NrSMBW. The technique is used in Parakoopa Peaks.
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supersonicjc wrote:
while I like the run idea, if you go as a no power up run its a no mainly since Yoshi is considered a power up in this game [...] plus the Yoshi issue at least for me its an issue
I'm actually with supersonicjc on this one. I consider Yoshi as a power up. That being said, it was an OK run. The version did not bother me, especially once I was told that it was running at 60. If I might just add just one small thing that "Spikestuff" did not point out: In 8-7, is there something to do with the coins? I know it's a bit strange to point it out, but it could be nice to take all of them/none of them (or alternating) while you're on the coaster. Although, if it'd be the only thing, I would have voted yes.
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thanks for all the great tips and i will probably remake this run since it kinda bothers me some mistakes i do, and i think i will also do that one without yoshi. but thanks again for all the tips:)
Unknown394
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jacke9708 wrote:
and i think i will also do that one without yoshi.
The shell trick will look really cool I can't wait to see it. I'll be there to vote yes for you. By the way, if you're completely sure you want to discard this run, you can set the status to "canceled" in the edit page, and the judge will not judge your movie.
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Giving this a No. Even if this was optimized, there's not really enough routing differences to warrant a separate category.
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Unknown394
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Really looking forward to see the new run
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