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Greetings, I'm xTASz. And I bring on this site what seems to be everyone's most favorite Mario Party game with multiple mods for unused characters and colors, also including the freaking car, Mario Party 9. A game that some people nowadays have a hatred flavor for just because of how it turned out in the end. But from my point of view, it's popularity and the amount of mods that include that HD upscale and the Project Hudson created by Nintega Dario, It is still a masterpiece Mario Party up to date, following Mario Party DS and Mario Party 8. The reason why it was the most hated was due to the new car era of Mario Party, where rather than taking turns rolling a dice all players ride the same vechicle around and head to the Boss zone, also a new addon to Mario Party after DS. Much of things in this TAS won't be what you'd expect in a original speedrun, no, this TAS goes under 2 hour long. Yep, the first and ONLY Mario Party 9 speedrun to go under this length. Let me explain how I did it and why I choose to do what I've mishaps throughout the run:

To sync for publishers

Only player one's emulated Wii remote + Nunchuk and zero GameCube controllers

Opening Menus

Just like NDCubes previous game, Wii Party, you where required to press both A and B at the same time to open the game up. Same thing goes for this game, but once you go into the mode selection screen, you get the basic Party Mode, Minigame Mode, etc. But the game has two secret unlockable characters that is getable by a very special gamemode, Solo. Which is used to unlock said characters who go by Shy Guy and Kamek. Koopa was supposed to be the ally of the two of them but instead he is the helper of the Mario crew, which is why we're using him for this TAS and no other character who isn't a turtle. As for Koopa Troopa, his clones don't seem to appear as much as himself do. So working on this using him made doing the TAS more open to me. Versions of this game plays on USA English, Japan Japanese, Korea Korean and China Chinese (at least from what I know).

RNG Manipulation

As shown many times in the TAS, I manipulate RNG by pressing B and going forward with A multiple times. This tricks the game into thinking that number which wasn't select was supposed to be your regular dice number. But RNG for the COMs is much different because they don't back or forward on their dice blocks like the player-- instead, they are manipulated by waiting to press A on a specific dice block they carry or by default. Main point is that you are able to manipulate just by waiting, shaking the dice block or what I said above. It's tricky, but will eventually get you to the appropriate spot on the board.

Toad Road

So it's usual for us to start off with two CPUs. One of them (Toad) having the same color and style just like Shy Guy. So I pretended that he was the Toad version of Shy Guy to keep things in example. At the beginning of the run, we start off with a 4, and save the ministars to our partner Toad. Which then advances us through the board. For the first boss, Lakitu, we have to hit the 3 bullet bill block icons to end the boss game the earliest. Later on the board, we had to play a minigame because we didn't require the 1-10 dice block like as shown in the niconico 999 ministar TAS (link: https://www.nicovideo.jp/watch/sm36909357 at 11:22). So we then ended Wiggler with the final hit being on a purple dot instead of the orange one (worth 3 points).

Bom-Omb Factory

I had to back out of this one to re-rotate the un-rotatable RNG that was originally given to me. Because unlike Toad Road, Bom-Omb Factory and onward changes the RNG by itself, meaning I have no control over what the COM players roll unless I back and forth on my dice block multiple times. I managed to get the RNG I wanted in TAS-timing, but still could've been a little better. The whomp boss is where I let the actual Shy Guy get crushed the most to gain extra points and save frames. It does go out and in, partly when Whomp is angry and sets the number circle from "0" to "1". That's where I fix it up to the "2" and get Shy Guy crushed more then one time instead of Koopa Troopa. We go into the next segment of the carrier bomb, which explodes after just 8 or so turns. RNG wanted the bomb to explode on Shy Guy instead of me for some reason to keep things balanced. I didn't mention Captain events in Toad Road, but this one will be brutal if it isn't the right pattern. Finally, we get to King Bom-Omb and finish him off as a team with the Shy.

Boo's Horror Castle

Third board of the game. Looks pretty simple, right? Wrong. but unlike Bom-omb Factory, this board actually gave me a chance to manipulate RNG at the beginning and the end. I did say that "Bom-Omb Factory and onward," but the later boards does give you an option to change the RNG to what you perfer, which the last board didn't. I used a 1-10 dice block to land on the Lucky space to save a-lot of time going to Dry Bones, whom was previously a playable character in Mario Party 8 then made a Boss appearance in Mario Party 9 (probably the reason why Koopa is playable instead of Dry Bones in this one). Next mansion, I decided that our team should skip going indoors to just go straight forward, we end up playing the second but only second minigame, Goomba Bowling, in which Koopa uses a shell from one of his buddies instead of his own (for whatever purpose). Attacking the mice who ran off with our ministars and rolling a 6 to the end goal, I show off the craziest way to do puzzles but in Tool-Assisted motion.

Blooper Beach

Same of which applies to Bom-Omb Factory, Blooper Beach has a bigger RNG issue that instantly required me to back out again. Although it is my favorite board in this game, there was really no business of there being 3 CPUs instead of 2. This would've made the Cheap Cheap and Blooper easily doable without maximum time waste. But I managed to get through both of them and still beated the bosses in TAS-timing. It took hours of trying to get Yoshi to use the 1-10 dice block, but failed miserbly, causing us to go to the lucky spaces and regarding the path of going straight to the boss gate.

Magma Mine

We begin here by rolling the perfect number, letting Kamek dash and dash us to the directions pole, where we're instructed to pick this way or that. I manipulate this by making everyone go the same path as me. The first boss Spike, fastest way to finish him off will require us to collect the golden and normal spiked hammers. Chain Chomp needs you to choose a railing that's closer to a character. But sometimes Shy Guy makes us lose time by hitting the button on the left side of the railing tracks and not his direction which is the right side.

Bowser's Station

I know it says "Bowser's Station" in the title, but not only Bowser himself, but his son, Bowser Jr. yeah, I am a Jr, too. but I wasn't born bad like Bowser Jr. His boss soundtrack is the best thing ever. Anyway we begin as like the other 5 boards by speedly hitting the dice block to the nearest fastest number available. there are three Captain events, one of them featuring a setting that is completed within 3 dice rolls from just that one player, one completed by hitting B-I-N-G-O on a number set (with 3 6 9 being the numbers for my discord about me Logitech M-UR69 USB 3 Button Scroll Mouse for Tik Tok Instagram Facebook (#186514995639) April 7, 2012), then the final Captain event goes to picking a side for each player and the second one seems to be the fastest one that was suddenly taken by Kamek from Shy Guy. The Bowser Jr boss seems funnily happy to watch overall, but the Final Battle will be a suprize to you in the YouTube 4K encode of my TAS.

Other Comments

I'd like to say that many of the TASers who tried TASing Mario Party 9, including the Time Attack mode, has a huge thank you outta me. I absolutely love Mario Party 9 for the purpose of the character Koopa Troopa. NDCube's first Mario Party with the car, but special secret characters like Shy Guy and Kamek changes the entire way we play this game! I'm looking forward to seeing more Tool-Assisted related videos of Mario Party 9 just for the sake of there being game modes that just need it. My older brothers and I really enjoyed playing this and I believe it is decent enough even 14 years later! I should add on that we were forced to play another Minigame in Bowser’s station.

Suggested Screenshot(s)


nymx: Claiming for judging.
nymx: This has been quite a headache, but here’s the situation: I’m not entirely sure if the game has major optimization issues, as there’s been a lot of back-and-forth about what has and hasn’t been done. The explanations from both sides seem reasonable, so I’m leaning towards this idea...It doesn’t seem blatantly obvious—since I’m not particularly familiar with this game's speedrunning strategies—that the optimization is terrible. However, I do notice a few things that could be improved.
In general, waiting around to manipulate the game is not ideal. Some of these issues could probably be resolved by adjusting the final move of a previous maneuver (for example, defeating a boss one frame later). If it’s like games I’ve TASed before, this could save some time instead of waiting for the perfect moment. Walgrey made some good points, but xTASz countered with reasonable explanations that make sense.
I remember a conversation I had with Samsara when I first became a judge, during a Super Metroid submission. Now, that’s a game I’m very familiar with. Initially, I was going to reject the submission, but I was asked to consider it from a different perspective: "Would everyone agree this is a bad run?" The answer, of course, is no—because not everyone is an expert. So, I can’t just dismiss it outright.
As with some submissions, I’m sticking to the prime directive here: A submitted run must beat all known records, and this one does—by about 30 minutes. That’s impressive, even though there’s potential for it to be faster. We’ll see how things go with future submissions.
Accepting to "Standard" for the "Solo" mode.

nymx: xTASz, we have been discussing several concerns regarding potential improvements to the current movie. The feasibility of implementing these changes will help determine the direction of this publication. Walgrey has also raised some important points, and we will be granted additional time to allow for supporting evidence to be presented.
Please note that the length of this TAS is considerable, and addressing these concerns now will significantly alleviate the pressure associated with publishing a movie of this magnitude. As you might be aware, we are short on staff and need to eliminate any future obsoleting submissions as much as possible.
Publisher...please hold off until we get this resolved.


TASVideoAgent
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This topic is for the purpose of discussing #10193: xTASz's Wii Mario Party 9 "solo" in 1:55:11.183
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Second Wii Mario Party TAS on the site. Let me know your guys thoughts once the YouTube video is uploaded.
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Good to see this finished and submitted. When the encode is done, you can add it to your submission's "Encode Embedded Link" field. Copy the 11 characters in the video link after v= and paste it after
https://www.youtube.com/embed/
to link it.
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CoolKirby wrote:
Good to see this finished and submitted. When the encode is done, you can add it to your submission's "Encode Embedded Link" field. Copy the 11 characters in the video link after v= and paste it after
https://www.youtube.com/embed/
to link it.
It's done, just really slow on uploading because of the janky internet and the upscaled textures. So maybe this might take just a few more minutes. Edit: Unfortunately this needed to be uploaded in its original resolution and while I have the 4K encode with the staff credits added at the end, it just has to be uploaded with the 720p60 due to a massive GB file that I wasn’t able to compress with a compressor website.
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xTASz wrote:
it just has uploaded with the 720p60 due to a massive GB file that I wasn’t able to compress with a compressor website.
There's a free, simple desktop video editor I really like called Avidemux. Load your massive video, set the video dropdown to Mpeg4 (x264), audio to AAC (FDK), and probably press Configure next to the video section and set to veryfast or ultrafast. This will produce a much smaller file you can upload, that retains nearly all the quality you want. YouTube does its own compression, which is why it does all that lengthy "processing", which takes longer the more GB your video is. You could also share the 720p60 link now, and the rest will become available once it's done. I certainly don't have a 4K monitor to watch that res on. EDIT: In the future, you don't need anything past the embed/abcdefghijk or whatever 11-character ID. I fixed the very end for you so it'd display correctly on TASVideos.
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CoolKirby wrote:
xTASz wrote:
it just has uploaded with the 720p60 due to a massive GB file that I wasn’t able to compress with a compressor website.
There's a free, simple desktop video editor I really like called Avidemux. Load your massive video, set the video dropdown to Mpeg4 (x264), audio to AAC (FDK), and probably press Configure next to the video section and set to veryfast or ultrafast. This will produce a much smaller file you can upload, that retains nearly all the quality you want. YouTube does its own compression, which is why it does all that lengthy "processing", which takes longer the more GB your video is. You could also share the 720p60 link now, and the rest will become available once it's done. I certainly don't have a 4K monitor to watch that res on. EDIT: In the future, you don't need anything past the embed/abcdefghijk or whatever 11-character ID. I fixed the very end for you so it'd display correctly on TASVideos.
Thanks for the heads up. Also the encode of the 720p60 is finally up.
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congrats!it is so good to see the full thing finally submitted after months of work
i like lion king.. and kirby 👍
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ShgofcTAS wrote:
congrats!it is so good to see the full thing finally submitted after months of work
Thank you. It was actually done in 3 to 2 in a half months due to noticeable improvements that I was able to easily go through.
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I wanted to give this game a chance when it came out, but quickly gave up because it simply wasn't fun. I also gave this TAS a chance to entertain me, because TASes can make games look fun even when they are not fun to play. Unfortunately, I was disappointed again. It's not the fault of the TASer, it's clear to me that a lot of work went into this run, but the game just is what it is. Everything happens in a linear path and 99% of what you get is dice rolling, followed by dice rolling and then some more dice rolling. Unlike the developers of the game, I do not find dice rolling to be all that thrilling. The minigames would offer a great opportunity to show off some superhuman gameplay, but minigames are a very rare treat in this game. So the only thing the TAS has going for it is that you get to watch the RNG manipulation unfold. This is sometimes fun, like that one time when the TAS deliberately steps on a bowser square at the very end to quickly get mini stars from the CPUs. But most of the time, even the RNG manipulation doesn't look all that interesting and it's made worse by the fact that the setup is sometimes painful to watch (very long waiting periods or going in and out of a dialogue, making the camera zoom back and forth in an irritating way). The boss fights are decent, but like most aspects of the game, don't really offer much of an opportunity to show off superhuman gameplay. Also, they are sometimes based on dice rolling too, which doesn't help. Sorry man, I have to vote "no" here. I'm sure the technical quality is there, but it's just not fun to watch.
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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andypanther wrote:
So the only thing the TAS has going for it is that you get to watch the RNG manipulation unfold. This is sometimes fun, like that one time when the TAS deliberately steps on a bowser square at the very end to quickly get mini stars from the CPUs. But most of the time, even the RNG manipulation doesn't look all that interesting and it's made worse by the fact that the setup is sometimes painful to watch (very long waiting periods or going in and out of a dialogue, making the camera zoom back and forth in an irritating way).
Sorry that you didn’t enjoy watching this TAS. I know the slow and timing of this game can be a lot of pain, partly when it forces me to manipulate the dice rolls for that long period of time (while being unable to reach the correct dice number in TAS timing). Between this and Wii Party, it is clear that the developers for Mario Party 9 maybe rushed development/coding to the COM pathfinding and dice rolls (especially at the “almost there!” flag where they select “Yes” to literally more bowser spaces), but my concern for this would be how much longer it takes for me to not get a immediate Minigame box (as they slow the player down). Perhaps skipping the minigames altogether was speedy, but also saves a lot of frames and time to how (less) longer it takes for a COM to hit the correct number just the first time they’re given a turn. I plan on doing the time attack mode which plays the minigames with a single player.
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As a former Mario Party 9 speedrunner, I have some questions about the optimization of this TAS. Keep in mind, I skimmed through most of the board sections, and my knowledge of specifically TASing this game is limited.
  • 5:22 - Why did you skip that Bullet Bill box and then run back to it? Wouldn't the next spawn spawn quicker if you just let Toad hit the block on the left and hit the remaining one?
  • 15:30 - RTA runners like to get a 1-on-1 match for Blooper Beach because it significantly reduces the time spent in the Captain Event. Why was this not attempted?
  • 41:06 - There is a long pause here. This could be to manipulate a minigame, but the minigame chosen was Goomba Bowling. Couldn't a faster minigame be chosen?
  • 53:27 - Unsure if it's possible to manipulate the dice rolls in the Unlucky Spaces, but why roll a 6 when a 1 would be faster?
  • 55:06 - On that note, why go on the unlucky path at all? Stopping on 3 Unlucky Spaces doesn't seem fast. The bottom route has a Shuffle Space and a Spin Space, so it's not like it's completely impossible to avoid a minigame there.
  • 59:30 - I believe it would be faster if no one salvaged any Mini Stars.
  • 1:04:30 - You can skip this second Captain Event by going on the top route. Not sure why this is done, considering it would save minutes.
  • 1:07:44 - The Lucky Island is not skipped.
  • 1:32:44 - You can go through the Superstar announcements quicker if everyone ties for first place. While it would be difficult, it would at least be nice to see some attempt being made to tie players together.
  • 1:32:45 - On that note, winning first place on every board isn't necessary and limits your options on saving time.
  • 1:37:51 - Wouldn't it be faster if everyone just always rolled a 6? More frequent attacks, less time spent on misses.
  • 1:47:34 - The Cyberscore record for Jigsaw Jumble is 9.76 seconds. Why is this 1.39 seconds off?
  • 1:49:02 - Having blocks in the air while the timer hits 0 wastes time.
  • 1:49:03 - Having any blocks be on the Bowser face is bad because it means that Bowser is spending time shooting fireballs and because less damage is being dealt to him. Ideally, no faces should be on Bowser during this boss fight.
  • 1:52:00 - Having the Bowser mini-boss dice bounce on the ground wastes time.
  • 1:52:09 - I recall that in the past, I timed how long every mini-boss dice segment takes, and if I remember correctly, Bowser is the fastest. Why doesn't this face appear more often? All in all, I think this TAS still has room for improvement. I am glad you gave it a try though, as TASing this game is definitely a challenge.
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Walgrey wrote:
As a former Mario Party 9 speedrunner of the game, I have some questions about the optimization about this TAS. Keep in mind, I skimmed through most of the board sections, and my knowledge of specifically TASing this game is limited.
  • 5:22 - Why did you skip that Bullet Bill box and then run back to it? Wouldn't the next spawn spawn quicker if you just let Toad hit the block on the left and hit the remaining one?
  • 15:30 - RTA runners like to get a 1-on-1 match for Blooper Beach because it significantly reduces the time spent in the Captain Event. Why was this not attempted?
  • 41:06 - There is a long pause here. This could be to manipulate a minigame, but the minigame chosen was Goomba Bowling. Couldn't a faster minigame be chosen?
  • 53:27 - Unsure if it's possible to manipulate the dice rolls in the Unlucky Spaces, but why roll a 6 when a 1 would be faster?
  • 55:06 - On that note, why go on the unlucky path at all? Stopping on 3 Unlucky Spaces doesn't seem fast. The bottom route has a Shuffle Space and a Spin Space, so it's not like it's completely impossible to avoid a minigame there.
  • 59:30 - I believe it would be faster if no one salvaged any Mini Stars.
  • 1:04:30 - You can skip this second Captain Event by going on the top route. Not sure why this is done, considering it would save minutes.
  • 1:07:44 - The Lucky Island is not skipped.
  • 1:32:44 - You can go through the Superstar announcements quicker if everyone ties for first place. While it would be difficult, it would at least be nice to see some attempt being made to tie players together.
  • 1:32:45 - On that note, winning first place on every board isn't necessary and limits your options on saving time.
  • 1:37:51 - Wouldn't it be faster if everyone just always rolled a 6? More frequent attacks, less time spent on misses.
  • 1:47:34 - The Cyberscore record for Jigsaw Jumble is 9.76 seconds. Why is this 1.39 seconds off?
  • 1:49:02 - Having blocks in the air while the timer hits 0 wastes time.
  • 1:49:03 - Having any blocks be on the Bowser face is bad because it means that Bowser is spending time shooting fireballs and because less damage is being dealt to him. Ideally, no faces should be on Bowser during this boss fight.
  • 1:52:00 - Having the Bowser mini-boss dice bounce on the ground wastes time.
  • 1:52:09 - I recall that in the past, I timed how long every mini-boss dice segment takes, and if I remember correctly, Bowser is the fastest. Why doesn't this face appear more often? All in all, I think this TAS still has room for improvement. I am glad you gave it a try though, as TASing this game is definitely a challenge.
Okay. Firstly thanks for pointing all of these out. I want to mention that some of the parts in this TAS didn’t give me the correct rotation as I wanted for the later boards after Toad Road, but I’ll go and explain everything that I’ve been brutally crushed on during the making of this whole TAS: 5:22: Toad was going to hit a 1 bullet bill here, which I prevented from happening as hitting just the 1 bullet bill will slowly decease Lakitu’s health bar, and I often used Toad’s mushroom head as a boost up to hit the bullet bill boxes faster. 15:30: This probably happens when you play against two CPUs on the Toad Road map. But Blooper Beach’s 1v1 is needed for this TAS. 41:06: This part really gave me a struggle because Kamek uses his slow dice for a pointless Blue space instead of a lucky one which would’ve saved me quite a few frames here. Although when I was going through the mansion I didn’t want the COMs to go inside the mansion rooms and kept everything just straight forward. If the game had Kamek go after Peach I would likely have a big time saving in and out of the mansion. 53:27: Because of this map’s way of manipulation of dice blocks, I noticed a 1 is too far away from nearest number of the dice block but it would’ve been smoother if a 2 was given to me instead of a 6. 55:06: I can’t manipulate anything around this part, as Luigi was the Captain here and Yoshi refuses to roll at least a 6 that could easily send Shy Guy towards the boss gate. Tegron also asked me the same question to this part and I briefly answered it with the nearest number I wanted not appearing on my dice. However, your point here still stands depending on how much faster you can get to the boss gate through the bottom (which of course the player will need to be Captain to do so). 59:30: Could I make it so Shy Guy wouldn’t salvage any of the Ministars at least? 1:04:30: As mentioned above, I can’t manipulate the directions of the COMs choices. I was sorta forced to go Down instead of Up because it was what Yoshi was choosing for me to do. Which I see why this one needs to be a 1v1 board only. 1:07:44: And here once again Yoshi makes another poor decision and doesn’t use his 1-to-10 dice block which literally could save me about 57 or so seconds. Otherwise trying to get him to roll a 6 here was far impossible enough to do, I often get 3s and 1s and 5s on the part so I had to stick with it. 1:32:44: Yes, but then maybe if I tied with Mario I could definitely gain a little bit of speed. 1:32:45: While I know that I really didn’t have to win on every board, I still sorta want Koopa as a superstar on every board just to show what the TAS player can really establish by briefly winning everytime. 1:37:51: No, this is not considered faster because there’s a pattern of which ends the Bowser Jr fight immediately. 15 to 15 to 9 for 3 player and 15 to 15 to 12 for 4 player, while 2 player it is 15 to 15 to 6. 1:47:34: I tried to skip a Minigame here but fell into some major problems with getting Kamek to roll a 6 to land on the Lucky space that gives the player ministars. So I obviously knew that this Minigame was gonna be suboptimal because of the wait of one COM beating another COM but was forced to play it anyway by RNG. 1:49:02: keeping the blocks on the ground towards only Koopa’s icon was far difficult to do. I spent hours doing trial and error for this until I managed to figure it out entirely to get on to Koopa’s face. 1:49:03: It is really bad when Kamek or Shy Guy also throw them on a Bowser face, too. Sometimes I will try to hit possibly 9 Koopa’s but I want to avoid the Kamek and Shy Guy faces too. 1:52:00: Oh maybe I didn’t realize that it was bouncing in the first place. 1:52:09: Bowser’s face is the fastest? I guess I haven’t thought of that when I was struggling to keep Koopa in front of every dice block. Wow this was a lot to go over. An improvement may be possible to make, but there are people in the Mario Party speedrunning server who are still figuring out the dice blocks in this game. I’ll probably not return to this game as of today it is now 14 years old and this is my second attempt at TASing this and Mario Party 5. I’d appreciate it if someone else would like to give my attempt a try and improve from this game’s brutal rotating madness (don’t try it if it overwhelms you too much unlike me). Although, this TAS still beats RTA by exactly under 2 hours and has 5 yeses by voting, if you think this shouldn’t be published I’d feel ashamed but glad to have tried to beaten RTA with some sub-optimal movements just like I was thrown at on my Mario Party 5 submission, causing that one to be delayed and if the judge wants to delay this one too, I’d be happy to say yes otherwise. Reworking on this TAS is certainly a focus that I can work out for.
Walgrey
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xTASz wrote:
5:22: Toad was going to hit a 1 bullet bill here, which I prevented from happening as hitting just the 1 bullet bill will slowly decease Lakitu’s health bar, and I often used Toad’s mushroom head as a boost up to hit the bullet bill boxes faster.
Wouldn't it be faster to just get more boxes to respawn and let Toad hit the 1-bullet? Or alternatively, couldn't you be at the area Toad was and hit the other two boxes after?
xTASz wrote:
1:32:45: While I know that I really didn’t have to win on every board, I still sorta want Koopa as a superstar on every board just to show what the TAS player can really establish by briefly winning everytime.
Winning every board on Solo Mode isn't exactly a difficult thing to do. I think it'd be more impressive if a TAS manipulated all players into tying for first.
xTASz wrote:
1:37:51: No, this is not considered faster because there’s a pattern of which ends the Bowser Jr fight immediately. 15 to 15 to 9 for 3 player and 15 to 15 to 12 for 4 player, while 2 player it is 15 to 15 to 6.
I'm afraid I don't understand this logic. If everyone always got a 6, there wouldn't be any turns where no damage is being dealt.
xTASz wrote:
1:47:34: I tried to skip a Minigame here but fell into some major problems with getting Kamek to roll a 6 to land on the Lucky space that gives the player ministars. So I obviously knew that this Minigame was gonna be suboptimal because of the wait of one COM beating another COM but was forced to play it anyway by RNG.
I'm afraid you're not understanding my question here. I'm referring to the in-game time at which you finished the minigame, which was 11.15.
xTASz wrote:
1:49:02: keeping the blocks on the ground towards only Koopa’s icon was far difficult to do. I spent hours doing trial and error for this until I managed to figure it out entirely to get on to Koopa’s face.
But they don't need to all be Koopa's face.
xTASz wrote:
1:49:03: It is really bad when Kamek or Shy Guy also throw them on a Bowser face, too. Sometimes I will try to hit possibly 9 Koopa’s but I want to avoid the Kamek and Shy Guy faces too.
Why? Even though it takes time for Shy Guy and Magikoopa to do their attacks, it is at least still doing damage to Bowser. The very first attack had 5 Bowser faces, and the second had 4. You're essentially forcing yourself to do extra turns just to make up for that.
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Walgrey wrote:
I'm afraid you're not understanding my question here. I'm referring to the in-game time at which you finished the minigame, which was 11.15.
Oh, you’re saying the in-game time to the jigsaw puzzle Minigame that I played? Yeah I guess this had something to do with desync issues
Walgrey wrote:
You're essentially forcing yourself to do extra turns just to make up for that.
Well I was trying to copying what I’ve watched from the niconico 999 video (https://youtu.be/kkOLf9MssVc?si=sqhb-kZtCeDMKPGt and https://sp.nicovideo.jp/watch/sm37037523?redirected=1) in which I tried to match exactly that just by manipulating for well all ten Koopa’s or so. But I see now that I need to make an improvement towards the bowser boss and make a little bit of sense to what I could’ve done here EDIT: Oh wait, after rewatching the 5:22 part, I realized that Toad here was actually going to hit a spiked shell instead of a bullet bill which I was preventing.
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Thanks goes out to DrD2k9 for performing a sync test on this one. It is clear that I am having issues with some of my machines. I'm still stuck in the past, using older operating systems.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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nymx wrote:
Thanks goes out to DrD2k9 for performing a sync test on this one. It is clear that I am having issues with some of my machines. I'm still stuck in the past, using older operating systems.
That’s unfortunate. Can your system run Dolphin 5.0 [LUA Core] at all? Perhaps the sync will on the original 5.0 by some chance?
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xTASz wrote:
55:06: I can’t manipulate anything around this part, as Luigi was the Captain here and Yoshi refuses to roll at least a 6 that could easily send Shy Guy towards the boss gate. Tegron also asked me the same question to this part and I briefly answered it with the nearest number I wanted not appearing on my dice. However, your point here still stands depending on how much faster you can get to the boss gate through the bottom (which of course the player will need to be Captain to do so).
Have you seen this thread that tells you how to manipulate CPU dice rolls? https://tasvideos.org/Forum/Topics/16437?CurrentPage=1&Highlight=413184#413184
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Walgrey wrote:
xTASz wrote:
55:06: I can’t manipulate anything around this part, as Luigi was the Captain here and Yoshi refuses to roll at least a 6 that could easily send Shy Guy towards the boss gate. Tegron also asked me the same question to this part and I briefly answered it with the nearest number I wanted not appearing on my dice. However, your point here still stands depending on how much faster you can get to the boss gate through the bottom (which of course the player will need to be Captain to do so).
Have you seen this thread that tells you how to manipulate CPU dice rolls? https://tasvideos.org/Forum/Topics/16437?CurrentPage=1&Highlight=413184#413184
No, no. It’s not about the dice rolls here, it’s the arrows that I can’t manipulate. Yeah I mentioned the “dice rolls” earlier, but they aren’t always the problem unless if it becomes so obscure that continuing it is just not worth it.
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But you could still use this in other places, correct? Edit: I was able to manipulate Magikoopa into choosing a faster minigame instead of Goomba Bowling. Could you tell me why you chose Goomba Bowling as a minigame?
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Walgrey wrote:
But you could still use this in other places, correct?
Depending on a specific board with this kind of manipulation (Bom-omb Factory, Blooper Beach and/or Magma Mine) I think you could get them to change a direction but it’s pretty intense Because in this minigame you can’t easily push the COMs into the spiked balls (now I’ve actually played this minigame before switching to the Goomba Bowling because I felt like I needed one that is faster than this one).
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xTASz wrote:
Depending on a specific board with this kind of manipulation (Bom-omb Factory, Blooper Beach and/or Magma Mine) I think you could get them to change a direction but it’s pretty intense
I'm talking about manipulating CPU dice rolls. As far as I can tell, I don't see you using this to its fullest potential in the run. Edit: Could you also take a look at the screenshot I posted above?
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Walgrey wrote:
xTASz wrote:
Depending on a specific board with this kind of manipulation (Bom-omb Factory, Blooper Beach and/or Magma Mine) I think you could get them to change a direction but it’s pretty intense
I'm talking about manipulating CPU dice rolls. As far as I can tell, I don't see you using this to its fullest potential in the run. Edit: Could you also take a look at the screenshot I posted above?
That’s because CPU dice roll manipulation in this game isn’t like how manipulation is done in the older Mario Party games which was simply to pause and pause, in this game backing out of your dice multiple times changes their dice blocks around a lot but very often I’m unable to reach the nearest neighbor of what I want them to roll for and causes me more time just for them to use their special dice or roll what’s needed.
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The forum post I linked says that you can manipulate CPU dice rolls by changing which frame you hit your block. Are you sure you have tried this?
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I’ve tried it with the later boards but they just kept rolling the same number again and again.
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I'd highly recommend joining the Mario Party speedrunning server. There are quite a lot of people who are knowledgeable in Mario Party 9, and they can probably help you with what you need: https://discord.com/invite/0hwVJZ5USYlGkZre
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