Riolku
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Joined: 5/24/2020
Posts: 15
Location: Canada
I managed to get a working version of the hack by using your link, and (at least one) of your WIPs works on that version. Thanks for your help.
Riolku
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Joined: 5/24/2020
Posts: 15
Location: Canada
Your TAS WIP is amazing and showed me a lot of really cool new tricks, including getting into the upper section of a pipe! Thanks so much. Also sidenote: was the end of your one WIP just you trying to figure out how to break the lock :^)?
Riolku
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Joined: 5/24/2020
Posts: 15
Location: Canada
I decided to revisit the Any% category after watching Tompa's WIPs, and managed to save 6 frames over a run by Asumeh. Overall I beat my previous time by 15 seconds. Here it is: Link to video
Tompa
Any
Editor, Expert player (2213)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
Nice nice. I'm spotting a couple of minor improvements here and there, but overall nice!
Riolku
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Joined: 5/24/2020
Posts: 15
Location: Canada
Out of curiosity, what improvements Tompa?
Tompa
Any
Editor, Expert player (2213)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
In 8-1, at the walljump before the pipe. You can get reach one block higher on the wall, which should allow for a slightly earlier pipe entry, I believe. Jumping at 1:31 to land earlier will build your P-meter up quicker than running off the platform. I tested some other things where I thought things would be faster, but I was incorrect. Also, I'm not sure if it works on this Bowser fight, but is it possible for him to quick drop in this hack like in the original? By killing him at the start of a small hop.
Riolku
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Joined: 5/24/2020
Posts: 15
Location: Canada
Thanks Tompa I'm not sure about small hop from bowser, I've never actually done it in the original SMB3. The other tips make sense, but I'm not likely to revisit this category, favoring my Warpless TAS instead. I might if I get bored this weekend though, seeing as the improvements are very small and easy to do.
Riolku
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Joined: 5/24/2020
Posts: 15
Location: Canada
So the higher walljump saves 5 frames, but I couldn't get a faster 8-2 by not running off the platform. I'm assuming it's just because of suboptimal inputs but I could very well be wrong. How exactly do I pull off a small bowser jump? I get that he needs to be doing a short jump, but otherwise what specifics do I need to know?
Tompa
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Editor, Expert player (2213)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
As I wrote: By killing him at the start of a small hop. So just delay the final fire and time it with his jump.
Riolku
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Joined: 5/24/2020
Posts: 15
Location: Canada
Here is another WIP for the Warpless category. Many of the level approaches are very similar to those shown by Tompa, as they are very efficient. This route uses the hammer duplication trick heavily to save time. Any comments are appreciated. I need to redo part of this TAS for the coins, but otherwise I am happy with this TAS.
Riolku
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Joined: 5/24/2020
Posts: 15
Location: Canada
I finally finished the warpless TAS. I dubbed the category "All Worlds", since that is more accurate, but alas, here it is. Link to video Any commentary is appreciated!
Lord_Tom
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Expert player (3142)
Joined: 5/25/2007
Posts: 399
Location: New England
Not useful for anything, but to add to the pantheon of glitches for this game...I found a setup in World 4 where it is possible to maneuver the World Map Hammer Brothers such that they will loop endlessly and soft-lock the game. Enable closed captions on the video (CC button) for details. Link to video Download the .fm2
Lord_Tom
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Expert player (3142)
Joined: 5/25/2007
Posts: 399
Location: New England
Link to video I've been toying with this category for about 10 years, and needed a fun TAS project for Covid stress relief. It's in the same spirit as the SMB warpless walkathon. Even apart from going offscreen in 1-1, the strats for many levels are quite different from the other SMB3 TAS's. You can't clip into walls at walking speed, and can't wall jump unless small. Rules: -No running -Minimize in-level B button use (okay to use on Map screen) -Warpless (no warp whistles used) -Otherwise as fast as possible The B button is pressed for a single frame to pass 2-Pyramid, the final level completed here, using a tail-flip. Throwing a shell is also possible but would require pressing B for many frames. With no Jugem's clouds available this early in the game, the level doesn't appear passable without pressing B. Luckily, I don't see any other places where this will be required. Various parts could be a little faster (e.g. clipping into blocks for boosts in 1-1) but all would have been lost manipulating the "early hammer" pattern in World 2, so I focused on entertainment. Anyway, it's moving pretty quickly, so hope to finish in a month or two. Hope you like it!
Skilled player (1020)
Joined: 1/9/2011
Posts: 230
Lord Tom wrote:
Rules: -No running -Minimize in-level B button use (okay to use on Map screen) ... The B button is pressed for a single frame to pass 2-Pyramid, the final level completed here, using a tail-flip.
It looks like you did the tail whip on the ground which is still running for a frame, but I don't see any problem with using tail whip in the air as much as you want.
Lord_Tom
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Expert player (3142)
Joined: 5/25/2007
Posts: 399
Location: New England
I wasn't holding right when the tail flip was performed to avoid running. Unless jumping upward or P-meter full, you can still accelerate past walking speed in the air with the racoon suit, so the movement implications are basically the same. Also, allowing air tail-flips would decrease difficulty passing pirahna plants, etc., in various spots.
Joined: 12/30/2020
Posts: 7
https://dl.dropboxusercontent.com/u/28227674/TAS/SMB3/ide.png Anyone who's curious can see my Excel IDE as of today, which includes most of the code used in the movie, and some (Zelda music code) that wasn't.
Those appear to be removed. We can't find the page you're looking for.
Tompa
Any
Editor, Expert player (2213)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
Riolku already posted his any% and Warpless versions... But long overdue, here is now my 100% TAS of the hack Mini Kaizo Bros. 3. This is not made for perfection, many earlier levels are for example faster in Riolku's warpless TAS. Link to video
Player (246)
Joined: 6/16/2020
Posts: 28
I'm pretty sure this new glitch can save time in the 100% TAS. As a quick summary, you can store the most recent block a sprite detects, and if it's a bumped block when Boom Boom spawns in, they are instantly defeated. It would be pretty useful for fortresses that use a P-Wing. I was even able to set up the trick inside 6-7 in a way that takes less than normally killing Boom Boom. Link to video
Sand
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Player (143)
Joined: 6/26/2018
Posts: 174
OnehundredthCoin wrote:
I'm pretty sure this new glitch can save time in the 100% TAS. As a quick summary, you can store the most recent block a sprite detects, and if it's a bumped block when Boom Boom spawns in, they are instantly defeated.
This is a great find. I added information about the trick to the Game Resources page. Let me know if I got any facts wrong and I'll fix it.
Player (246)
Joined: 6/16/2020
Posts: 28
I don't think you got anything wrong. The video I made on Remote Sprite Bumping has some outdated information though. To add the the list of enemies, Boomerang Bros can also be remote / instant bumped. The descriptions you wrote for each of them describe it perfectly!
Player (246)
Joined: 6/16/2020
Posts: 28
It can also be a bit misleading, as there are several different cheep cheep objects, and only one of them has the odd bump behavior. Here's the table from my video (with some slight adjustments) highlighting the sprites that get bumped before/without detecting the tile beneath them.
Sand
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Player (143)
Joined: 6/26/2018
Posts: 174
OnehundredthCoin wrote:
It can also be a bit misleading, as there are several different cheep cheep objects, and only one of them has the odd bump behavior.
Thanks, made that correction and added your graphic in /diff.exe?page=GameResources%2FNES%2FSuperMarioBros3&rev=29.
Joined: 12/29/2007
Posts: 47
I was able to save 2 frames by changing the previous 1-3 shell grab, but it's still a bit short of the Hammer Bros RNG. I think it's worth looking into to see if I can improve it more. fm2 file Edit: Improved white block ducking and reduced whistle get to 4737 frames, which would be a slight improvement that wouldn't affect the overall TAS. fm2 file
Active player (302)
Joined: 3/15/2018
Posts: 235
Location: United States
https://www.youtube.com/watch?v=6WhIUZBdQQk Have you guys seen Mitch's work on routing the 5-1 glitch for warpless? He found that JP is faster by 6.6 seconds (or 13.2 Mitch seconds (he accidentally had the timers running at half speed)) thanks to the extra cloud. He also did a run of it.