You'll see different color in my video:) Please sit back and enjoy~ There is desync after 8-4...
在我的视频中你将会看到不一样的颜色︿( ̄︶ ̄)︿8-4之后出现了不同步的现象……
Hey everyone! This time, I improve Hartmann's nsmb warpless run. These improvements come from some more accurate controls, more sppedup keeping in shell by throwing a item. And I have to say, RNG is really hard to manipulate without wasting time.

Goal

  • warpless (Can't use cannon to skip world but allowed to use warps to skip some levels.)
  • takes damage to save time
  • uses death as a shortcut

About the movie

  • Emulator used: 0.9.9. Bus-level-timing is OFF.
  • Total improvement: 312 frames. ~5.215 seconds.
  • World-by-world savestates download: link

Tools used

addressdata sizedata typenote
021B6AAD1 bytesignedx speed own
021B6A5D1 bytesignedx speed
021B6A5C4 bytesfixed pointx speed
021B6A611 bytesignedy speed
021B6A604 bytesfixed pointy speed
0208B70C4 bytesfixed pointx position
020CAEC04 bytesfixed pointy position
020CA2EC2 bytesunsignedx camera
02088A682 bytesunsignedRNG1
02088A6A2 bytesunsignedRNG2

Stage comments

World 1

1-Tower: No improvement.
Though faster than previous run before the pipe connon. But lost times to wait the stone wall and avoid time 366. So I didn't win any frame...
1-5: 18 frames ahead.
Use one more speedup keeping by shell after throwing a item.
Map: 11 frames ahead.
1-castle: 1 frame ahead.
I wanted to use a space jump onto the stone wall. But it waste more frames... You can get it in compared video.
Total improvement: 30 frames.

World 2

2-2: 1 frame ahead.
1 more corner boosting used.
I've tested that it takes more time to slide by throwing a shell.
Map: 2 frames ahead.
2-3: No improvement.
Though I win 15 frames. But lost them to avoid timer 455.
2-A: 12 frames ahead.
Using sliding in shell with max speed bug instead of running. And a faster wallkick.
2-castle: 7 frames ahead.
1(1st view)+6(2nd view). Due to ONE more corner boosting and better speedup.
Total improvement: 22 frames.

World 3

3-A: 21 frames ahead.
Pressing L saves 1 frame in 1st view.
Better speedup at the beginning of the 2nd and 3rd view.

Map: 1 frame ahead.
3-2: 21 frames ahead.
Throwing a shell to get speed which is faster than 3.
3-C: No improment.
Get one more starcoin. It helps me to skip the 3rd one in 5-1. That allows Mario to keep in shell with higher speed in 5-1. (Mario can't get the 3rd starcoin in 5-1 with shell mode due to lower jump height.)
Total improvemnt: 43 frames.

World 5

This world is the hardest one to manipulate RNG. Because there are other things would affect it. And it is hard to manipulate the movement of both the red ? block and hammer brother, too. Also, it takes my most time to do the run of this world.
5-1: 46 frames ahead.
Throwing a shell to get a faster speed, beat timer 366. Sames as Hartmann-warps-run.
This new skill beats the frame war over these years, finally!

5-2: 3 frame lost.
It takes more time to get a good RNG by adding 3-empty-control frames at the last view.
Although I should have beat 1 frame at the first corner boosting with 3-speed-shell. But for 3 more double jump, I give it up.
5-Tower: 11 frames lost.
To get a good RNG.
5-B: 101 frames ahead.
Throwing a shell to get and keep a faster speed.
5-Castle: 58 frames ahead.
Better RNG to decrease the time of boss's movement.
Total improvement: 191 frames.

World 7

No improvement. I copied TASv2 & TASv3's data.

World 8

Most of the data is copied by TASv3's data.
8-3: 1 frame ahead.
Use one more corner boosting after out of the pipe. (It seems that the old one cost that frame to change RNG.)
8-castle: 1 frame lost.
System cost 1 more frame to load the stage.
8-5: 5 frames ahead.
Sliding on the platforms which could give Mario a faster speed. (Lost a frame to control RNG.)
Map: 1 frame lost.
Due to 1 more lag for unknown reasons.
8-Final: 22 frames ahead.
After the 2nd rotating switch, I falls quickly than previous run. Saves 10 frames.
Using space jump instead of step on Bowser Jr.. To avoid a speed down. saves 12 frames.

Total improvement: 26 frames.

All of above: 312 frames ahead.


这次我提升了Hartmann的新超级马里奥兄弟不跳关记录。这些提升来源于更精确的操作、更多的扔完道具后龟壳保持高速移动。并且不得不说,不浪费多余时间去控制RNG真的是太难了!

目标

  • 不跳关(禁止使用大炮跳世界;但是却允许用管子或者捷径跳过部分世界内关卡。)
  • 通过受伤节约时间
  • 利用死亡获得捷径

关于录像

  • 使用模拟器:0.9.9,Bus-level-timing关闭。
  • 总提升:312帧,约5.125秒。
  • 每个世界的存档下载:链接

使用工具

地址数据大小数据类型释义
021B6AAD1 字节分正负自身x速度
021B6A5D1 字节分正负x速度
021B6A5C4 字节定点数x速度
021B6A611 字节分正负y速度
021B6A604 字节定点数y速度
0208B70C4 字节定点数x位置
020CAEC04 字节定点数y位置
020CA2EC2 字节无正负屏幕x位置
02088A682 字节无正负随机数1
02088A6A2 字节无正负随机数2

第1世界

1-塔: 无提升。
尽管我在管子大炮之前做到了一些提升,但为了等待石墙打开,浪费了一些时间;再后来为了避开366时间,又浪费了一些时间。然后,然后我一点时间都没省下来...我擦泪...
1-5::提升18帧。
多使用了一次扔龟壳获得高速移速的技巧。
地图:提升11帧。
1-堡:提升1帧。
我本来想用太空跳跳到石墙上,然后从上面走,以为能避免在下面走被挡住的时间。但是经过测试,那会花费更多时间,因为我需要等待石墙下降,并等待起跳的石墙上升。你可以在对比视频中观看。
总共提升30帧。

第2世界

2-2:提升1帧
多使用了一次斜角增益的技巧。
我已经试过扔龟壳获得高速移速的方案,但结果花费了更多时间。
地图:提升2帧。
2-3:无提升
尽管我超越了15帧,但为了避免455放炮,浪费了15帧。
2-A:提升12帧。
用满速龟壳滑行的bug代替跑,和更快的踢墙。
2-堡:提升7帧。
1(第1场景)+6(第2场景). 多使用了一次斜角增益和更好的加速。
总共提升22帧。

第3世界

3-A:提升21帧。
在第1场景按L键向左拉屏,使旋转台晚出现——马里奥初始位置更靠上,使得能够多在平台上滑行1帧,多获得1帧x增量,节约了1帧。
在第2和第3场景更快的加速。

地图:提升1帧。
3-2:提升21帧。
扔龟壳获得大于3的速度。
3-C:无提升。
多吃1个大金币。这使得我可以不得到5-1的第3个大金币,这样就允许马里奥能够在5-1维持龟壳状态高速运动。(因为龟壳状态够不到第3颗大金币。)
总共提升:43帧。

第5世界

这个世界是最难控制RNG的,因为有很多其它的因素会影响到RNG,并且同时操控红问号箱和锤子龟也很难,光5-1结束后让红问号箱移动到5-B就用了我3天的时间去调整录像,(还好录像能拼接,而且这个游戏不像魂斗罗地图随机性太强。)同时,这也是花费我最多时间做录像的世界。
5-1:提升46帧。
扔龟壳获得更快速度,打破366时间。与Hartmann的跳关记录相同。
这个新技巧打破了多年来的时间大战!

5-2:落后3帧。
为了得到1个好的RNG而花费更多时间,在最后1个场景的开头增加3个无操作空帧。
其实我本应该在这关赢得1帧的提升,在第1处的斜角增益用速度3的龟壳。但为了能多使用3次二段跳,我放弃了此方案。
5-塔:落后11帧。
为了获得1个好的RNG。
5-B:提升101帧。
扔龟壳以获得并维持更快的速度。
5-堡:提升58帧。
更好的RNG减少了boss移动花费的时间。
总共提升191帧。

第7世界

无提升。我用了TASv2和TASv3的操作数据。

第8世界

大部分数据都是使用了TASv3的操作数据。
8-3:提升1帧。
出水管后多使用了1次斜角增益。(上个记录似乎是为了改变RNG是牺牲了这1帧。)
8-堡:落后1帧。
系统加载关卡多用了1帧。
8-5:提升5帧。
在可以给马里奥加速的平台上滑行。(为了控制RNG,丢失了1帧。)
地图:落后1帧。
未知原因。
8-终:提升22帧。
在踩完第2个旋转机关后,我掉落得比上个记录更快,提升10帧。
在最终boss战,用太空跳代替以往传统的把库巴二世当垫脚石的方案,这样避免了一次减速,而且高度也更高,提升12帧。

总共提升26帧。

全部提升:312帧。


Masterjun: Judging.

Soig: New run improved 3+5=8 frames. Thanks to Hartmann's suggestion. And there is 5 fewer lag frames in world 8 for unknown reasons.
Masterjun: Replaced the submission file.

Masterjun: Great optimizations. Accepting as an improvement to the previous movie.
fsvgm777: Processing.


TASVideoAgent
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Posts: 15584
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This topic is for the purpose of discussing #6072: Soig's DS New Super Mario Bros. "warpless" in 39:34.60
EZGames69
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Publisher, Reviewer, Expert player (4461)
Joined: 5/29/2017
Posts: 2762
As always Soig, you knock it out of the ball park with my favorite game in the super baro bros series. Everything in this movie was entertaining from start to finish! Yes vote!
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Samtastic
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Player (154)
Joined: 11/30/2012
Posts: 775
Wow you managed to improve this movie by over 5 seconds. Yes vote from me! Here's the current published TAS for reference. https://www.youtube.com/watch?v=r3s6u7ZcBNc
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.
Former player
Joined: 4/10/2016
Posts: 9
It's a wonderfully improved TAS! I found improvement of 4 frames with 2-2. However, RNG changes as double jumps decrease by one time. Link to video
BigBoct
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Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Skipping World 6 by having a specific powerup at the end of World 5 is not "Warpless" to me. Not voting.
Previous Name: boct1584
Patashu
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Joined: 10/2/2005
Posts: 4043
boct1584 wrote:
Skipping World 6 by having a specific powerup at the end of World 5 is not "Warpless" to me. Not voting.
I don't think it's a warp? Look at the 'world map' in the encode. World 3/world 4 are on separate branches, as are world 6 and world 7. Doing just one of each set of branches is sufficient to reach the end without warping.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Editor, Expert player (2073)
Joined: 6/15/2005
Posts: 3282
Hello Soig. I haven't had time to see the run, but it's good that you are still improving New Super Mario Bros. By the way, 浮点数 is translated as "floating point" in English. "Fixed point" means something different; it would be translated as 定点数 in Chinese.
Soig
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Skilled player (1516)
Joined: 12/4/2010
Posts: 252
FractalFusion wrote:
By the way, 浮点数 is translated as "floating point" in English. "Fixed point" means something different; it would be translated as 定点数 in Chinese.
Thank you so much. I've corrected it.
fsvgm777
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Posts: 1213
Location: Luxembourg
boct1584 wrote:
Skipping World 6 by having a specific powerup at the end of World 5 is not "Warpless" to me. Not voting.
World 4 also gets skipped, because of what Patashu said in his post (and also requires the Mini-Mushroom if you want to access World 4). Not to mention the published run does the same.
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
Memory
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How hard would it be to implement Hartman's improvement?
boct1584 wrote:
Skipping World 6 by having a specific powerup at the end of World 5 is not "Warpless" to me. Not voting.
Would skipping World 4 and World 7 by not having the specific powerups at the ends of Worlds 2 and 5 also not be Warpless? Seems like an incredibly silly complaint to me.
[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
Soig
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Memory wrote:
How hard would it be to implement Hartman's improvement?
Very easy. I'll improve it tonight:)
Memory
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Soig wrote:
Memory wrote:
How hard would it be to implement Hartman's improvement?
Very easy. I'll improve it tonight:)
Nice! I really enjoyed the run by the way!
[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
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Fantastic run! World 5-Tower must have been MISERABLE for you. Did you have some kind of tool to help you see where you were going? Yes vote from me...even if your new improvement is going to be outdate this run like a day.
Soig
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Joined: 12/4/2010
Posts: 252
warmCabin wrote:
Fantastic run! World 5-Tower must have been MISERABLE for you. Did you have some kind of tool to help you see where you were going? Yes vote from me...even if your new improvement is going to be outdate this run like a day.
Nope. This level is same as the previous run. Data is copied from previous one. But for the first and second edition, it's made by myself. I don't have any tools, just used RAM watch and save & load.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [3775] DS New Super Mario Bros. "warpless" by Soig in 39:34.60