(Link to video)
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This run is definitely not with the intention of obsoleting the published SMB any% TAS! This movie aims to present what the fastest and the best SMB PAL TAS would look like. It improves MUGG's submission for 66 frames, and tubby's TAS for 46 frames.
The Europe version of SMB is an official game run in PAL mode. The physics are almost identical, but the speed values are set differently, causing more potential glitches. TASes on this version are only faster due to a different version of flagpole glitch, which allows Mario to skip the castles without the help of other enemies or entering the ground.

New Trick: Falling into the Ground

It's probably no secret that Mario can sometimes fall into the ground after stomping on an enemy in SMB Europe version, but to do this without the help of anything but a lift is something new. The lift is still required for manipulating Y position before jumping. This trick is used in 1-2, saving 18 frames (a frame rule).

Time Saver: Faster Acceleration

It's faster to accelerate on the floor in this version. This simple new way of acceleration saves 18 frames in 8-3, and 10 frames in 8-4 (along with other arrangements).
This run also differs from the normal SMB any% TAS on details. For example, only in this TAS is Mario able to kick some shells in 8-1, and to show the 1-UP mushroom in 8-2, to walljump on the higher floor and to swim through the ceiling in 8-4.
I'm submitting it here mostly to show people what the best SMB PAL TAS would look like, regardless of whether it has reached TASVideos' standard for publication.

Nach: Let me start off by saying that judging this was one of the most difficult to judge TASs. The verdict I'm presenting here is based off of the current rules and knowledge I have regarding this run. It is subject to be revisited if anything significant changes. It should also be noted that no matter what the decision here is, a large chunk of people will not be happy with it. I will however lay out some additional info not discussed in the thread which factored into my decision.
Before I dive in, let me also iterate that this was an entertaining run, and there is little to dispute that, certainly by the audience at large.

NTSC vs. PAL theory

In terms of PAL games in general, different platforms, different companies, and different games all exhibit varying levels of quality. Obviously if a PAL game is the original then it can be easily considered the main version of a game. For some platforms, there are also no difference game-wise if something is running in NTSC or PAL mode. However, for platforms designed to be timed and framed into old television sets, there are important differences between the two modes.
Once there is a difference between the two, games designed for NTSC which are not modified for PAL generally exhibit some very weird behavior. As one example, I've seen fighting games where the key combos to execute various moves barely work when playing in PAL mode, the timing is altered enough that the game doesn't recognize the key presses the same way. As many PAL ports are like this in some fashion, it's ample reason to reject them, Just play the original which works normally.

Game variants on TASVideos

When we look at PAL ports, we must understand that these games are adaptions or variants of the original. Although there are many kinds of variants. Some variants are ports to a later platform. One kind of variant such as those seen in Mario Bros. has completely different levels (even though all the levels are repetitive). Some variants like those in the Street Fighter 2 series are the same game but with changes with varying levels of importance. Castlevania II: Belmont's Revenge exists in two variants where the entire game is the same, except one has a boomerang as a secondary weapon, and the other has a throw-able ax. The Pokémon series has game variants at each generation, generally limited to monster selection, where a dozen out of 150+ are different (which may not differ at all with certain glitches exploited), but barely has any affect on how a well planned run plays. Other differences are ports from the NES to SNES to Gameboy Advance and so on. The deciding factor in how these are dealt with on the site always boils down to how identical are the engines, and how unique and interesting is the gameplay that each variant offers over others.
Taking SMB2 as an example, the SNES variant adds on a save game feature which can be abused which can change the warped route considerably. Same for the Gameboy Advance variant, which further has other game changes. Due to these considerable changes in what one would see in a TAS for them, we have accepted them all.
In the case of Pokémon, since the engine/quality of the game between say Blue and Red is identical, and the observable changes in a TAS are insignificant, any new record with one will always obsolete the other.
In the case of various Street Fighter games, there is a large similarity to the TASs being produced. The audience at large doesn't notice much other than some Street Fighter characters are more or less beating up the same set of Street Fighter characters, using many of the same moves. In these kinds of cases, we have the best version of the game obsolete the others. Best version often is based on figuring out which has the broadest set of move possibilities, most fluid version of the fighting engine, and so on.
We haven't had multiple variants of Castlevania II: Belmont's Revenge submitted yet, but if someone submits a boomerang heavy run with sizable differences from the existing ax run, I can see accepting them side by side. It's sort of like accepting various X and Zero runs side by side for the later Megaman X PSX games (note: I rejected some MMX5 runs for being too similar to others).
In terms of Mario Bros. since a full variety run of levels while similar is quite different, we have accepted both.

NTSC vs. PAL in practice

If a PAL port offered the exact same engine/quality as the original, it could make sense to have it obsolete the original (and this could make sense to occur in games that are not meant for old television sets). If a PAL port offers a somewhat different engine, the question becomes whether it deserves to be added to the list of accepted variants alongside the original. The answer to that hinges on do the engine differences necessitate very different ways to play the game, and do those differences register with the audience at large. In most cases, PAL runs should be rejected, but based on the various aforementioned criteria, there are cases where PAL runs will definitely be accepted.
Nintendo unlike other companies has always aimed to do a decent job porting NTSC games to PAL. Nintendo is often one of the only companies where you will see the PAL game having various timings corrected to ensure that the game-play closely matches that of the NTSC version. Nintendo is often one of the only companies that adjusts the resolution of the displayed game to match the different resolution PAL televisions are capable of. Nintendo often also does some localization, converting currency, weight, and measurements to be those used locally. The attention to detail by Nintendo in PAL porting started with early NES games, and improved as Nintendo ported more and more and with newer platforms.

This game in particular

For its time in history and in comparison to a bunch of other early NES PAL games, Super Mario Bros. PAL is actually a relatively decent port (although maintains several noticeable differences from the NTSC original in terms of movement and other factors). Since the game is non-original but a decent port (relatively during its debut), it definitely qualifies for consideration as to whether it should be published alongside the original as another game variant.
This game happens to also be a game I'm quite familiar with. I played many of its variants on NES (since the 80s!), SNES, and Gameboy Color. I also dabbled in its programming and made various hacks on NES and SNES versions. In my opinion, I find this game qualifies for having many branches made of it. I can also see the SNES variant qualifies for certain branches as an acceptable TAS to show off a run without as many glitches being possible, and the Gameboy Color variant for some of its challenges that earlier versions do not offer. The question of course is, is there value in this PAL variant that we have lacking from all our other variants and branches thereof?
The first thing I want to shoot down is the idea that SMB PAL is faster than SMB NTSC. There are quite a few parts of the game that are non-playable. These include score countdown, castle animations, pipe transitions, 1-2, 2-2, 4-2, and 7-2 initial cut screens, level banners, vine climbing, and Bowser drowning to our princess is in another castle. When comparing across versions we need to take all this into account and figure out actual game-play time. NES SMB processes the non-playable segments of the games in multiples of 21 frames and 18 frames for NTSC and PAL respectively. Nintendo altered the number from 21 to 18 because 21/60 and 18/50 is 0.35 and 0.36, which should provide a close gaming experience on the port. In actuality, using more precise numbers, NTSC has frames which are ~0.0166 seconds long, and PAL ~0.0199 seconds. This means the non-playable parts are processed in multiples of ~0.3494 seconds and ~0.3599 seconds. Since these non-playable segments run on boundaries that are multiples of these, it means that the NTSC version allows slightly more time to get in activity before the game will round upwards. Conversely, if you just went a bit over a multiple, the PAL version will proceed to the next multiple sooner.
In order to get a better handle on this, I went to time the actual playable segments between the fastest NTSC and this PAL run (note, there may be rounding errors, and it's possible I was a frame off either way for some calculations):
LevelNTSCPAL
1-112.230512.083
1-221.58321.15
4-123.98323.967
4-217.949517.567
8-140.082540.233
8-224.865523.383
8-322.698522.767
8-432.527532.601
Total195.92193.751
Based on this NTSC is slower by ~2.169 seconds (about 130 frames in NTSC). However, there is a flaw with this logic. These runs aim for overall fastest real time, and thereby performs some actions which are slightly slower in the playable segments in order to abuse how the non-playable part is played as well as avoid 3 or 6 castle fireworks animations. However, the NTSC run goes significantly out of its way in 8-2 to abuse this trade off, by ~2.379 seconds in my calculation. If the run would discount non-playable segments to achieve the fastest possible any-variant time, we'd instead be looking at:
LevelNTSCPAL
8-222.486523.383
Total193.541193.751
In this case, the NTSC version is faster by 0.21 seconds (about a dozen frames)!
NTSC improves further if we decide that the mid-level non-playable segments must be included in 1-1, because unlike other levels, going through that here is a decision that can be avoided. In that case the 1-1 times become:
LevelNTSCPAL
1-118.165518.433
Gaining the NTSC run an additional 0.415 seconds (about 25 frames). All in all, PAL being necessarily faster in terms of game-play is doubtful.

Judgment

Armed with all the aforementioned information, how do we look at this? I decided to ask other judges for their opinions for the different possibilities, raised a few counterpoints with them, then assessed how they changed their opinion. I will not list their names because I should be the sole person receiving any fallout for the judgment on this run. What follows is how I characterize the opinions they conveyed to me.
Before I mentioned (counter)points:
JudgeObsoleteNew VariantReject
AAbsurdYes!No
BAbsurdYesMaybe
CYesNo way!Maybe
DAbsurdYes!No
After:
JudgeObsoleteNew VariantReject
BAbsurdNo way!Yes!
CMaybeNo way!Yes
DAbsurdMaybeYes
EAbsurdNoYes!
(One judge was unique in each group)
When I initially saw this run, knowing the differences right off the bat between variants and our aims, it seemed clear to me that obsoletion was lunacy. However my knee-jerk reaction was that I love this run, the engine is a bit different, let's just accept this as another variant. However, those are not good reasons to accept something, we have rules.
Thinking about how this run actually differs from the NTSC when viewing, it's not by much. More than that, there's nothing that really necessitates a difference. Just because one run decided to randomly jump at some point does not make it different from a run which does not. It has to be different as a branch in a significant manner, not just how it was played back in a particular run or mere moments of it. The new glitch, while new, does not look so different going through the wall than going through the wall otherwise. Also, I'm not convinced every run of this PAL branch would require this glitch being abused. So looking at changes across the run, they seem minor, and 4/5 judges I spoke to are now in favor of rejecting.
After assessing everything yesterday for one last time, I was conflicted on what to do. After sleeping on it, seeing no new convincing posts one way or the other, and considering the different factors listed above further, one side in my mind now slightly outweighs the other. In conclusion, while some PAL games are acceptable, and other branches for SMB PAL may be acceptable, this TAS does not seem to be acceptable with what we know right now and how we handle these sorts of things. Rejecting.

Nach: Since some people had a hard time following the above points, I put together a decision tree.

Nach: The last judge (Judge A) has since wrote back to me that in light of additional data/(counter)points, they now also favor rejection.

Summary

Nach: When we accept improvements across game versions, we only do so when there are actual improvements in the game-play by the player(s). The quality of the existing published NTSC run and this submission are practically the same. This submission did not improve upon the existing NTSC publication in any meaningful way. All time-related improvements are due to subtle version differences that the player has no control over. Since there is no improvement upon the existing publication once the version differences are factored out, this submission is not considered an improvement.
The game-play in this submission is similar to existing publications, and there does not seem to be substantial differences to warrant this submission to be published alongside them. After speaking to five judges regarding the similarities, they are all in favor of rejection. Rejecting.

Samsara: Disregard that, let's test Playground!
Samsara: Disregard that test, let's test it properly this time without accidentally using senior level permissions! ._.

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Noxxa
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feos wrote:
If the argument against this run is that it uses a poorly modified version of the game, which is proven by the glitches that modification introduces, these "bad" glitches have to outweigh the good merits of the run to lead to rejection.
Does this movie have "significant technical and/or entertainment merits" over the NTSC run? I think that's a very legitimate question, and it is what your argument rests upon.
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.
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Mothrayas wrote:
Does this movie have "significant technical and/or entertainment merits" over the NTSC run? I think that's a very legitimate question, and it is what your argument rests upon.
Let's see...
Movie Rules wrote:
See Rygar and Blaster Master for examples of good usage of the PAL ROM.
Blaster Master's first any% publication wrote:
This movie plays on the European version of the game, which includes a few bugs such as stopping movement by pausing and allowing double (and more) jumping. A changed zip mechanism is also in the European version which allows warping through things you really shouldn't be able to warp through.
Different glitches themselves aren't a bad thing. And if a PAL game tries to compensate for the slower framerate, it's hard to clearly tell if it is what causes those glitches (not impossible probably). I can't easily find any explanation on why European Rygar is justified. The USA pub just says that the glitches are different. Also, different region versions don't have to obsolete one another. Now about "significant technical and/or entertainment merits". Neither the rule, nor the above cases clearly define what is considered significant here, but the votes for this run are fine. Differences in glitches and difficulty probably affect both tech and entertainment aspects, but don't exhaust them. I guess it should be first figured out what merits are expected from a run to justify different region versions published alongside each other, then we could evaluate the significance of what we have here. My personal opinion though, is that considering how close to impossible finding any newer tricks in SMB is, I think having the PAL version that does showcase such tricks is a good addition to the existing SMB movie set. On the other hand, I see no harm that such addition might introduce. If you see, tell me. tl;dr: Moons, separate branch.
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.
Spikestuff
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feos wrote:
Also, different region versions don't have to obsolete one another.
Sorry to burst your bubble. There are 4 versions of Mario Bros: American/Japanese FDS known as Kaettekita Mario Bros. European/Australia German known as Mario Bros. Classic Serie Classic Serie is an enhanced version on Kaettekita with more and it's goal is to be more faithful to the original Arcade version compared to the other 3 versions. The true Euro/Aus version cannot be TASed as they are 1:1 with the US/JPN version with no difference besides a refresh rate. Edit: User movie #40749942477359099
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
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Yeah, how does that counter my argument exactly?
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.
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The run is not very different/entertaining than NTSC version, it looks visually horrible and lag. For me this can be published as separated branch of the game (PAL) or vault, but at the same time TAS Videos rules say..
TAS Videos wrote:
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.
I hope that the judges take these rules into account as they were created to be fulfilled and to avoid problems when making submissions on this site, and to leave aside only because it is "Mario" has to be published at all costs. I hope this is not a beginning of anarchy in this site and the rules got respected a little, Or they will start doing TASes of Zelda or Mario in Mupen just because they will be entertaining or be a popular game ignoring the rules that says mupen is deprecated, just to give a example. and my vote is Meh, for HappyLee efforts
You can see more TASes on my youtube channel
Samtastic
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I gave it a 'Meh' vote because I prefer the NTSC version of the game.
Enjoys speedrunning, playing and TASing Oddworld games! Has TASed: Oddworld: Abe's Oddysee in 12.06.13 (with Dooty) Oddworld: Adventures II in 20.03.78 (with Dooty) Oddworld: Abe's Exoddus 100% in 2:08:28.4 (with Dooty) Oddworld: Abe's Oddysee 100% in 1:05:01.65 Oddworld: Abe's Exoddus in 37:18 Oddworld: Abe's Exoddus in 37:15 Oddworld: Abe's Exoddus 100% in 2:!5.44.12 Oddworld: Abe's Oddysee any% in 13:01.3 Oddworld: Abe's Oddysee any% in 12:59.95 Oddworld: Abe's Oddysee 100% in 1:04:16.27 Oddworld: Abe's Oddysee 100% in 1:04:01.07 Currently working on: Waiting for Windows TAS Tools to work so I can TAS PC version of Exoddus.
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Dwedit wrote:
Kimimaru wrote:
I voted yes and also agree it should obsolete the current run. A faster run of the same category is a faster run; the version used doesn't matter as long as it's official.
PAL Super Mario Bros is NOT Super Mario Bros. The graphics match, but so many mistakes were made during the region conversion that it's almost like a separate game.
I don't think it's fair to say that it's not Super Mario Bros. and ignore that it's an official release by the same developers for a different region. There may have been mishaps in the conversion (sidenote: are the version differences detailed somewhere?), but there are glitches exclusive to regional versions of other games (Ex. J) and those versions are often preferred if said glitches result in a faster time. Unless the game is fundamentally broken, I see no problem.
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FWIW, I don't think this should obsolete the current publication. SMB is one of the most well-known speedgames there is, and people expect to see the version they're familiar with. The PAL version, however, has way too fast music, which just sounds incredibly offputting. It might also come across as cheating to some to obsolete a run as optimized as the current SMB run not by any improvements or new tricks, but by switching the version. Hence I propose publishing this as a separate category (fuck we did it for super metroid) or not at all, as sad as it would be to reject a submission like this.
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Great run! My vote for published screenshot is the end of 8-3 with the flag just floating in the air. I won't give an opinion on obsoletion (new word!) of the NTSC run or not, but just hope the final choice is what would make this site better. What would make it more interesting for newcomers when the come to the site, and prompt more people to join our community?
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I can see how this would obsolete the current movie simply due to being faster, but have seen no compelling arguments so far as to why they should be different branches. Standards for speedrunning sites aren't generally binding for tool-assisted speedrunning.
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If this was to be accepted, I agree on obsoletion; the run itself has like...1? trick that's different than the NTCS one, and for people not familiar with the inner workings of the game, chances are, they won't even notice (ie. they think that one trick underground was a new discovery or something, rather than a branch splitting behavior). Most of the run looks "similar" to the previous versions as well. I know it's technically redone, but after watching the 5th or so versions they all start appearing "similar".
creaothceann
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jlun2 wrote:
Most of the run looks "similar" to the previous versions as well. I know it's technically redone, but after watching the 5th or so versions they all start appearing "similar".
I dunno, after watching some Super Metroid runs I can see more differences.
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Radiant wrote:
Standards for speedrunning sites aren't generally binding for tool-assisted speedrunning.
What is that supposed to mean?
Radiant wrote:
no compelling arguments so far as to why they should be different branches
1. The warped branch has been overtased over the years, it was improved only by 1 frame since 2009. It's way too optimal to be obsoleted by a run that's only faster due to differences in the engine. And that won't be the authentic SMB that people are competing at for all these years, if we simply replace it with a PAL version. 2. Moons rules have no problems with having several branches if certain requirements are met. Here's a list of requirements that are used by the judges:
feos wrote:
to co-exist as separate branches they have to: 1) be significantly entertaining, 2) have significantly different content with little overlap, 3) have the majority of the vocal audience support the separation, 4) have some definable aspects that could prove that there's really enough difference.
Let's go through these. 1) 92% (43/3/2) is really good perception. 2) Overlap is unavoidable due to the nature of the game, but the 2 runs are so short, the WRs are so tight, and the game is so well known, that the difference will be clear to the people familiar with the WRs, assisted or not. 3) I see 9 people wanting this to be a new branch. Didn't count how many want it to obsolete the existing run, but I don't consider that a serious option, and I don't see it ever happening at all. 4) The only part that's really clear here is "different regions result in different tricks", the technical aspects of these differences are to be evaluated.
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.
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Dude, seriously? You're counting the people in support and not even bothering to count how many people oppose? Ever heard of "due diligence"? :D This game pretty obviously fails point two, three, and four on your list.
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Radiant wrote:
Dude, seriously? You're counting the people in support and not even bothering to count how many people oppose? Ever heard of "due diligence"? :D This game pretty obviously fails point two, three, and four on your list.
^
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Radiant wrote:
Dude, seriously? You're counting the people in support and not even bothering to count how many people oppose? Ever heard of "due diligence"? :D This game pretty obviously fails point two, three, and four on your list.
Sure. Here's the people who commented on obsoletion (rather than split): 1. Post #456673 2. Post #456685 3. Post #456687 4. Post #456697 5. Post #456735 6. Post #456751 7. Post #456782 8. Post #456813 9. Post #456816 10. Post #456874 11. Post #456875 All by different users.
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feos wrote:
The warped branch has been overtased over the years, it was improved only by 1 frame since 2009. It's way too optimal to be obsoleted by a run that's only faster due to differences in the engine.
Maybe it would actually be better to replace it with the PAL run if the competition for NTSC version is, well, dead. It seems a lot of arguments for split categories comes down to "this is Super Mario Bros". I totally agree that this game deserves special treatments sometimes, but there are already 5 categories for this game ("warps", "maximum coins", "warpless, walkathon", "warpless", "-3 stage ending", and even a multigame run). FDS version gets a separate category because it's technically on another console, and it beats the game via a glitched ending. This is simply not the case for this run. Sure, the music is noticeably faster, but that doesn't really hurt much.
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Fortranm wrote:
Maybe it would actually be better to replace it with the PAL run if the competition for NTSC version is, well, dead.
So a run gets so optimized that nobody else can obsolete it, and that is a problem? That just shows how unfair it is to obsolete that run without any improvements being found on it. I agree with Radiant's post which says PAL SMB fails numbers 2, 3 and 4 in feos list. Unfortunately, that means the most logical thing is to reject this submission. Not to obsolete NTSC SMB.
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Rejecting a TAS that is so well made and has received so much positive feedback would simply be unfair towards the author.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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Obsoletion for the faster run. The games are not significantly different under PAl or NTSC.
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  • I think this TAS competently answers interesting questions and should be published.
  • I think the PAL port is noticeably deficient in a number of ways that many people will find off-putting (music wrong tempo, sound effects sound wrong, lakitu behavior looks very strange), so it doesn't make sense for a PAL run to obsolete the flagship NTSC run.
  • I think that for a game of this stature, it's reasonable to consider how best to serve the "average fan". When an average fan searches for an SMB TAS on this site, what do we expect them to want to see? I bet it's going to be the best NTSC any% TAS in the overwhelming majority of cases. Obsoleting the NTSC run -- in effect, hiding it -- would defy expectations and make the site more confusing and less user friendly.
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andypanther wrote:
Rejecting a TAS that is so well made and has received so much positive feedback would simply be unfair towards the author.
Well, obsoleting a perfect TAS that nobody could improve for 8 years just because the game works faster and with one extra glitch on the Europe version is also unfair with the author, which happens to be the same person. And he said he doesn't want this to obsolete NTSC.
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aren`t pal versions usually slower? sorrt for bad punctuation i`m on notebook
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
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grassini wrote:
aren`t pal versions usually slower? sorrt for bad punctuation i`m on notebook
Usually yes, but in this game Mario's speed is adjusted to compensate that. And this change causes a new glitch, which allows the game to be completed faster.
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i see, it feels like it should be a separate publication IMO,the new version clearly has different physics due to this compensation
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
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