Note: In anticipation of the improved TAS replacing the original file, I have posted the original file here: https://tasvideos.org/UserFiles/Info/639160714299431696

Have you ever wondered what it would be like for Mario to be in Geometry Dash?
OK, maybe not. But Famidash offers an unusual experience with its Retro Mode. Basically, gameplay and sprites are changed to make it look and act more like Super Mario Bros., but in Geometry Dash.
By far the most important feature is that cube, which is essentially Geometry Dash's fundamental gamemode, is replaced with "Mario" which has a variable-height jump depending on how long A is held down (much like the robot gamemode). This opens up a number of alternate routes in sections that were designed for the cube gamemode (the cube being limited to only a fixed jump). In my opinion, this change makes many of these sections more interesting since gameplay now is far more flexible. (And that's the reason I was interested in making this TAS in the first place.)
Other than the cube gamemode change, the ship is replaced with "swimming Mario" which functions more like the UFO. All other gamemode changes are just sprite edits.
Now if you are wondering whether the cube and ship changes would cause the levels to become unbeatable, well, fortunately it turns out the levels are still beatable. However, one of the coins (specifically the second coin in #12 Theory of Everything) cannot be obtained because of the ship change. However, it is possible to get this coin if Platformer Mode is activated, which disables autoscrolling and makes left/right movement control more like Super Mario Bros.
So I chose to allow Platformer Mode, not so much to make it even more like Super Mario Bros. (it's still a game where you run right for justice), but primarily because Mario is a coin collector and what's the point of playing as Mario if you don't get all the coins?

Goals

  • All main levels 100% completion (all coins) with Retro Mode & Platformer Mode activated.
  • All 22 main levels must be completed in order.
(The purpose of the last goal is to prevent playing the levels out of order for the sole purpose of ending input early or something equally inane. This is Famidash, not Monopoly. Additionally, I chose to end the movie after going back to the main menu, which I think is a better ending choice than just staring at the last results screen.)

Gameplay

There isn't much to say so I'll summarize:
  • With Mario, I take routes and jumps that the cube is unable to.
  • I try to (come as close as possible to) grazing spikes, especially in the UFO-like gamemodes.
  • Famidash is a bit glitchy. It is possible to land and jump off some kinds of spikes sometimes (such as the black spikes in some levels) which is normally supposed to kill your player character.
  • You can sometimes skip portals. Useful if a slowdown portal is skipped.
  • You can trigger the same jump orb multiple times, as long as it doesn't reverse gravity.
  • By jumping in a certain way near blue jump pads (reverse gravity and jump), you can get the reverse gravity without the jump. This usually doesn't work out but sometimes it can be used to show off.
  • The corners where a square block meets a spike are usually safe to touch and jump off. This seems more like an accidental feature since Every End abuses this. However in Retro Mode, Mario doesn't jump up quickly enough from a front corner without hitting a triangular spike. Back corner is fine.

What's with the glitchy effect in some spots?

Those who are watching closely may notice a "glitchy" effect that looks like a mixture of junk at some points in the video. This happens whenever you press B in the Mario gamemode.
Now I think this is supposed to be a feature (like how pressing B as Fire Mario shoots fireballs), but it comes very close to being "it's not a feature, it's a bug". Pressing B as Mario in Retro Mode creates some kind of storm of fireballs and random junk for about 3 seconds. It serves absolutely no gameplay purpose, other than that the storm of junk can in some cases lag the game, and it can be spammed to really lag the game.
I typically only use this effect whenever I get bored while TASing (provided it doesn't lag the game, of course). It's not a particularly important feature to consciously care about.

Some more details about Retro Mode gamemode changes

OK, to be exact, the Retro Mode gamemodes just borrow from existing Famidash gamemodes, with Mario-themed sprites on top:
  • Cube -> Mario (acts like Robot)
  • Ship -> Swimming Mario (acts like UFO)
  • Ball -> Koopa Shell (acts like Ball)
  • UFO -> Lakitu Cloud (acts like UFO)
  • Wave -> Bullet Bill (acts like Wave)
  • Robot -> Mario (acts like Robot)
  • Spider -> Thwomp (acts like Spider)
  • Swing -> Lava Bubble (acts like Swing)

Why use the Huge.Man.v1.2.8 ROM?

The Retro Mode and Platformer Mode are in Fun Settings section (top right corner of the main menu), which is normally locked at the start in the base ROM. The Huge Man version is the only version which includes both the main levels and the Fun Settings section being unlocked at the start.

Can the custom levels be done in Retro Mode?

There are a few reasons why I'm not doing custom levels in Retro Mode.
First, as stated above, Huge.Man.v1.2.8 is the only version which has both main levels and an unlocked Fun Settings section. Huge.Man.v1.2.8 also includes all 88 custom levels from the various ROMs. Doing custom levels would mean doing all 88 of them.
Second, the Retro Mode changes to the cube and ship gamemodes ensure that it is very unlikely that all of them (especially the most difficult levels) are possible, even with Platform Mode on.
Third, I've been following development, and the custom levels are in a state of "perpetual beta", with levels of dubious quality being continuously added and updated. Just look at the recent updates for the level data.
Because of this, it's not really possible at this point of time to do the custom levels in a way that will satisfy most viewers, so there's really no point trying. On the other hand the 22 main levels are pretty much canon at this point, so it should be the main levels (and the main levels only) that are done.

Other comments

  • Thanks to Walgrey for prior Famidash TASes which helped with making this TAS.
  • There is a setting (in the main settings, not the fun settings) which allows for "2 Player mode". That is, there are two player characters simultaneously on the screen, and both players must reach the end with neither dying. While this mode would sound pretty entertaining, it turns out this mode is fatally bugged because blue orbs, that normally reverse gravity and boost the player up/down, only boost one player and fail to boost the other. I would have used this mode in this TAS had it worked correctly.

DrD2k9: Claiming for judging.
DrD2k9: Given the physics changes resulting from using this mode, we can consider it to be more than a simple reskin/graphics swap. Nothing in the run appears blatantly sub-optimal to a casual viewer (me). While some improvement possibilites are noted in the forum discussion, I don't think the lack of these should prevent publication of this run. A new submission can always be made in the future that would implement these improvements.
As far as endpoint, again the forum discussion noted that the game can be completed with less input. What is presented here can be considered a stylistic choice and isn't a reason for rejction. On that note: if someone were to submit an improvement to this run that chose to end input at the earliest possible moment, the last button press needed to complete the final stage would need to occur before frame 120812.
I'm not sure how I feel about the resitriction of doing the stages "in order." Generally I'm a fan of ending input as early as possible, so if doing the various stages in a different order would yield a faster overall run, I don't see why that would be considered a negative/problem. Regardless, it's not something I need to worry about right now; that's more a decision to be made by a future judge if someone tries to obsolete this run by using such a technique.
While not perfect, this is a fine run for publication. Accepting.
DrD2k9: Delaying until I can upload the improvement.
DrD2k9: Updated movie file with improvement. This new version ends input at the earliest frame to finish the final stage instead of progressing through back tot he main menu. Run remains accepted. Added Walgrey as co-author.
Note to Publisher: We might need to add "platformer mode" as part of the goal/branch since that's a game mode selection that changes how the game is played. I'll let the publishing team determine what the best goal/branch description would be.

r3gamerz: Processing...


TASVideoAgent
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ShgofcTAS
They/Them
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This looks awesome! Mario's unique gameplay is really interesting for FamiDash, Yes vote!
i like lion king.. and kirby 👍
Walgrey
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Were you able to do Hexagon Force skip, the last Deadlocked wave skip, the Fingerdash wave skips, or the final Dash skip?
Hi! I'm Kathryn!
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Walgrey wrote:
Were you able to do Hexagon Force skip, the last Deadlocked wave skip, the Fingerdash wave skips, or the final Dash skip?
I tried, but I was not able to do the skips. But if those skips can be done, I guess that is welcome as an improvement! By the way, if anyone is wondering how I did the header above the video, I used the following Lua script to generate the header itself (Pusab font needs to be installed first, and an Avisynth script is required to "cut and paste it" after video dumping): User movie #639107010091182030 Also note that the custom progress bar is "fake" (i.e. not based on in-game mechanics) and is simply a timed interpolation from 0% to 100% from a given start frame to a given end frame.
Walgrey
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Correction in the submission notes. Green spikes are fake spikes. They're supposed to not kill the player.
Hi! I'm Kathryn!
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I mean the spikes that look more like grass than triangles: (The black spikes work similarly as well.)
Walgrey
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Those are decorations. They’re not supposed to kill you.
Hi! I'm Kathryn!
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Oh, that is tricky of Famidash to layer green decorations on top of black spikes, making it more difficult to tell what killed you. The black spikes are real though.
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Interesting colors and music for a NES title. At the same time induces curiosity and headache.
Walgrey
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Saved 315 frames in only Hexagon Force by implementing both the HF skip and a new one exclusive to this mode. I think this could still be improved. Edit: Also the menuing is a bit weird. Instead of pressing start on the first possible frame on the result screen, the TAS turbos Start and A. I was able to somehow save a frame by just doing it normally. Edit 2: Saved more frames in Deadlocked by adding a new skip. The movie also isn't truncated properly and exits out to the menu. I got a time of 120692f, (120452 when truncated), improving this by 323f or 5.374s.
Hi! I'm Kathryn!
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Walgrey wrote:
Instead of pressing start on the first possible frame on the result screen, the TAS turbos Start and A. I was able to somehow save a frame by just doing it normally.
Since both Start and A get past the results screen, I was lazy and alternated turbo on them. Of course it could have been lag that cost a frame. I didn't analyze the TAS too carefully for lag.
Walgrey wrote:
The movie also isn't truncated properly and exits out to the menu.
This was my personal decision to end the movie by going back to the main menu. You are free to disagree with me, but it is neither an accident nor a mistake.
Walgrey
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Walgrey wrote:
https://tasvideos.org/UserFiles/Info/639157925991665692
Cool, thanks for improving the TAS. A judge can replace the existing file with the above improvement and add Walgrey as an author.
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. ---- [7193] NES Famidash "Platformer Mode, Retro Mode, main levels, all coins" by FractalFusion & Walgrey in 33:24.249