Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
wow that run was crazy. I watched the faster one. haha. I really enjoyed how he was flying throughout the whole ending of the game. this makes me want to try and speedrun this game again. Maybe after i'm all done working on Super Mario All-Star stuff. which might be a while from now. I do know that a lot of my best level times in a speedrun were close to the ones in the TAS. I dont think one matches though. Maybe The first level you can obtain a cape. I've done it like that once or twice. I think I'm going to have to buy a new smw cart, I still cant seem to find it. i will probably end up borrowing it from someone. I felt like saying dash would be better than saying Y, I kind of forgot which other button you can use to run as well.
Super Mario Bros. console speedrunner - Andrew Gardikis
Former player
Joined: 6/15/2005
Posts: 1711
More hints: Mine is cooler!
Zoey Ridin' High <Fabian_> I prett much never drunk
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Joined: 6/4/2006
Posts: 267
Location: CO
skamastaG, I'm not entirely sure what you mean by walljumping in DP1. If you mean just running vertically up the green switches, this is nowhere near as cool as doing shell jumps to get up to the key without switches. I think we should just leave the switches out. Honestly, they add nothing to the run and just detract from it in some places. When I was working on some small-only runs for console, there were many places in many levels where I thought it would be much easier with switches, so they ruin entertainment in more levels than you think, even if it's only a small part of the level. I'm not exactly sure how the procedure works for doing a collaborative run. Do we just go in order, like you do YI2, then when you finish that I do YI3, or can I work on YI3 while you're working on YI2 (just an example)? I guess the latter wouldnt really make sense, but I dont know. It seems like we wont be able to "split up" to make better progress if I have to wait for you to finish YI2 before I can start on YI3, as this would just be like a single person doing the run. Fabian and JXQ, how did you guys do it for SDW? EDIT: Wow another pagebreak. I'm on a roll. ;)
Former player
Joined: 6/15/2005
Posts: 1711
When me and JXQ did our run, I would do a level, send the run back to him after I was done, he would often replay it to correct my mistakes, then do a level or five of his own and send it back to me. Next day, repeat. Splitting it up and hexing it together won't work. You'll have to come up with a schedule/routine that works well for you. It probably helped us that we live on different continents, since it meant we'd more rarely want to work at the same time. I don't really remember that coming up a lot, do you JXQ? Speaking of that run I think it's almost exactly a year since I (and soon after, JXQ) started it. Cool.
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 6/4/2006
Posts: 267
Location: CO
Okay thanks Fabian. That should work fine. I dont really see a reason why we shouldnt start on this TAS now, skamastaG. It will help us stay sharp with SMW while we're waiting for a good opportunity to get together and record our console run. But keep practicing on console of course. The first level up is YI2, and I think you should do this level since you already know is really well, so just let me know what you think and you can start on it. Also, we might be able to come up with still more options for this level what with the possibilities opened up when doing a TAS and all. We can do what Fabian described and review each other's levels to make sure they're perfect. If either of us are waiting for the other one to do a level we can always "practice" a future difficult level to get the kinks worked out before we get there. So we might want to assign levels to figure out who will be the primary player for each level. And are we 100% sure about the worldmap route? I dont see any problems with it, but it's good to double check. Oh and we're ignoring fadeout lag for this run, right? It doesnt seem worth it to worry about it for such a long run. Fabian, you ignored it for your 96 didnt you?
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Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
I meant you wall jump off the the vertical wall of green switches. We can just leave them out so that our rules for the run can be solid and do not make exceptions for anything. I just wanted to tell everyone that getting the switches doesn't affect any of the "cool tricks" so it is ok for them to be in there. I guess it is final that no switches will be used? I am cool with that. I know we said we wouldn't start until after we finish our 11 exit but I don't see why we can't start now. We can't get together to record often but it is easy and convenient for us to just work on the computer. I don't think this project will take THAT long to make. I bet I will be proven wrong once we start but it doesn't seem like it will take too much time to do. What do you think the time will be. I am thinking at least sub 1:20. I know you can't go as fast without a cape and you can't fly under levels but with the 10 exits cut out, I think it is possible. How long did it take you guys(Fabian and JXQ) to finish your run of SDW? EDIT: Damn I didn't see your post. We said pretty much the same thing. I wrote mine about 20 minutes ago then started playing SDW(on big boo's tower right now) and forgot to send it. I think I know someting really cool for YI2. I will test it out.
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
How long did it take you guys(Fabian and JXQ) to finish your run of SDW?
That is irrelevant; JXQ is a beast.
I don't think this project will take THAT long to make.
Heh. EDIT: Ignore speed, entertain us with fadeout lag. Gotta love watching that stuff.
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Former player
Joined: 6/15/2005
Posts: 1711
It took 3½ months or something like that. I do think you might be proven wrong skamastaG, then again I don't know how hard you will work :) I ignored fadeout lag in my 96 exit run, yes. I strongly suggest you do the same in yours. Otherwise you'll have lots of fun figuring out which coins to skip and which enemies to kill, in the current as well as previous levels, I'm guessing. I've stated my opinion about fadeout lag (should be optimized in a short run, should be ignored in a long run) before, but here it is again! Edit: JXQ truly is a beast by the way. And yeah, heh :) Good luck though. Will the WIP's be public? Or semi-public (ie send them to me so I can "spot mistakes" (ie watch for fun (I enjoy parantheses)))?
Zoey Ridin' High <Fabian_> I prett much never drunk
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Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
Yeah, we aren't going to worry about fadeout lag. I am posistive the run I made is the fastest. The only differences are that YI1 wil be after special world, we won't play FoI2 twice in a row and the whole forest of illusion route will probably be different. I dont want to make WIPs public. We can just show them to you or somebody else to look at them but I don't want to post them in the SMW topic. I am glad that you didn't show any WIPs for your 96 run. It is much more satisfying to watch a run at once and to be completely surprised by it.
Former player
Joined: 6/15/2005
Posts: 1711
Cool. Feel free to PM your progress as you go along. I'd be happy to "spot mistakes" (watch for fun) :)
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
And if you're anything like me (and probably Fabian) it will be really easy to find reasons to not work on the run.
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Former player
Joined: 6/4/2006
Posts: 267
Location: CO
Yeah PMing the WIPs is a good idea to make sure there are no mistakes. Does anyone else (besides Fabian, I've already got him on the list) want them? jimsfriend? JXQ? Fabian, I like using ( ) too. I bet I've used them in more posts (percentage wise) that you. ;) skamastaG, I have no idea what our time would be, be it'd be cool to try and beat Fabian's time. It might be close.
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
One thing I've noticed is in order to relle obsolete a run, it has to do either one of two things: you must change the METHOD of how the run is done, i.e. faster techniques which will yield in many frames saved Or if the movie is long enough to improve the precision of the playing, for instance The Castlevania: CotM GBA. JQX's run is both better than the previous version by both methods, with faster techniques and very precise playing. Obsoleting a movie like that, especially since it's 10:31, is going to be very hard.
Homepage ☣ Retired
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Joined: 6/15/2005
Posts: 1711
If it wasn't for my much larger amount of silly one-liners I'd take that bet in a second, my friend!
Zoey Ridin' High <Fabian_> I prett much never drunk
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Joined: 1/17/2006
Posts: 775
Location: Deign
Just make your sig (((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((Hi))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))) or something like that and then you will win automatically. Also, doing something cool on the way to the p switch is proving difficult.
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JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Fabian wrote:
he would often replay it to correct my mistakes, then do a level or five of his own and send it back to me
Fabian wrote:
More hints: Mine is cooler!
LOL Fabian and my schedules worked really well. I worked nights, and he has that awesome sleeping schedule of "whenever". It also helped that he liked playing newer levels more, and I liked replaying levels to find more optimizing. We started that run in August and finished in November, I think. The exact length is somewhere in that massive submission text. I also hope to return to beast-like status soon, in regards to TASing, but damn, nitsuja's a well-oiled machine compared to me.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
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Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
I just discovered a cool "glitch" in SDW. I just beat Big Boo's Tower and was in Big Boo's Secret. In the second room I got the lakitu cloud item, jumped inside it and did the left+right glitch. I went through the wall and kept going until I found those golden blocks that cannot be broken by small mario. They spelled SMA2!. There was a pipe there and when I entered it I was sent to Yoshi's Island 1 from SMW. The level was the exact same except for that the colors were faded and there wasn't a time limit. There were two info blocks and were the same as the two in BB secret. When I beat the level it just counted as the normal exit for BB secret. Also you can run past the pipe and off the screen but no exit is given. You can also left+right through the wall in any of the yoshi room but you just go off the screen and don't get an exit. WHOA! I just found some even cooler stuff. If you enter the first pipe in YI1 you get sent to DP1. If you enter the first pipe in DP1 you get sent to CI5. I wonder if you can access every level in SMW, that would be crazy. They all have the faded colors and no time limit. I will keep checking more pipes to see what happens.
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Joined: 6/15/2005
Posts: 1711
Someone (can't remember who) already mentioned that a few weeks ago or something. There's a hidden hole in the ceiling right above the Yoshi block in the first room you enter. I tried flying to the left, under the normal "level" to see if there was something similiar there, but no, eventually the level just ends. I didn't explore the SMW levels very much but I remember you were taken to a level in Forest of Illusion as well.
Zoey Ridin' High <Fabian_> I prett much never drunk
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Joined: 9/5/2006
Posts: 37
Location: Finland
Can you post smv or savefile i would like to try that too.
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Joined: 1/17/2006
Posts: 775
Location: Deign
Those might be the levels he (fusoya) used to experiment with how lunar magic builds a world/make sure things worked properly.
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Former player
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
I couldn't get my computer to save a movie file. I recorded but then couldnt find the file. Recording works fine on smw but I guess the ROM I have for sdw doesn't work with recording or something. The farthest I could go was FoI1. YI1>DP1>CI5> SGS>FoI1 That's it. Getting the key exit in DP1 or FoI1 connects Boo world 5 and 6. Also hitting that rotating item block thing after the halfway point in FoI1 sends you back to the beginning of FoI1 but with the floor messed up a bit. Well it was fun while it lasted. Too bad FoI1 doesn't have a pipe.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
skamastaG wrote:
I couldn't get my computer to save a movie file. I recorded but then couldnt find the file. Recording works fine on smw but I guess the ROM I have for sdw doesn't work with recording or something. The farthest I could go was FoI1. YI1>DP1>CI5> SGS>FoI1 That's it. Getting the key exit in DP1 or FoI1 connects Boo world 5 and 6. Also hitting that rotating item block thing after the halfway point in FoI1 sends you back to the beginning of FoI1 but with the floor messed up a bit. Well it was fun while it lasted. Too bad FoI1 doesn't have a pipe.
Can you at least share a save-state?
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Joined: 8/2/2004
Posts: 98
http://dehacked.2y.net/microstorage.php/info/1876/SDWTLC-big%20boo%21.smv A small movie at the beginning of Big Boo's secret. My first contribution ever!
-Oz. If practice makes perfect, but nobody's perfect, why practice?
Joined: 10/24/2005
Posts: 1080
Location: San Jose
Ozmodiar wrote:
http://dehacked.2y.net/microstorage.php/info/1876/SDWTLC-big%20boo%21.smv A small movie at the beginning of Big Boo's secret. My first contribution ever!
Thanks! I did the glitch! In YI1, there's a secret moon randomly in the level. This could mean that these levels are indeed different, and maybe debug/beta. SMA2 stands for Super Mario Allstars 2? Super Mario Advance 2?
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Twisted_Eye
He/Him
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Joined: 10/17/2005
Posts: 629
Location: Seattle, WA
SMAdvance2 IS SMW, but, then again, maybe it's a teaser for a Super Demo-fied Mario Allstars 2 ;) Meh, probably not. That sure is an interesting debug area, I mean, it was definitely PUT there... --Gah!! When I died in the Forest of Illusion stage, it said 'Time up!' for the death, sure, but now when I try to go back into Big Boo Secret, I just come to an empty room and fall to my death (Time Up! again as well...). The other levels work fine though, but going back to the Secret again still makes me doooooomeed. --Completing any of the areas correctly lets you go back to the stage like normal, though. Maybe it just has to do with the fact that I hit the midstage tape and then died, so, going back to the stage, the game doesn't know where to put me? I saw that if you hit one tape, all of the tapes act like they were hit. Which makes sense. Oh, and entering any pipe in the levels takes you to the same next location, so yeah I do think it stops in the Forest for sure. For those that are curious: 1) None of the blocks in 'SMA2' or below have anything in them and 2) If you go above the area that you left+right glitched through, you can go around the entire room and come out to a vast empty space like where the SMA2 is found, but there's nothing there, and when you eventually reach the left boundary, exitting it just ends the stage like normal.