Posts for DaSmileKat


Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
Unfortunately, I had tried my best to optimize that strategy but still came up 2 subpixels short.
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
Acumenium wrote:
What is a "superplay"? Common usage of the term "TAS" refers to tool-assisted speedruns.
The button that leads to the TASvideos main page at the top left corner of this page literally says "Tool-assisted superplay movies."
Acumentium wrote:
It differs by doing the same task but slower? That is your argument? Not one screen here differs from any shown in the main TAS.
Well, that is incorrect since the 8-2 underground room is not shown in the standard warps TAS. In addition, this TAS does not try to do the same task as the warps TAS. You can see that at many sections, most notably in 8-2 and the third room of 8-4.
Acumenium wrote:
I'm really curious how you didn't notice how many minutes of this run were spent waiting for something to happen. Or do you think slowly scrolling through a level to wait for an enemy to finally waddle to a specific point isn't "waiting" since the player is moving, but slowly?
Indeed, there were many minutes spent waiting in this TAS. But if that is defined as waiting, I might as well say that well over 10 minutes of the warpless TAS is spent waiting for Mario to run to a specific spot (usually the flagpole).
Acumenium wrote:
No, TASes do not have to be player relatable. Generally speaking, challenges like these are supposed to be though.
The SM64 ABC has 14 A presses the last time I've checked, yet almost none of it is humanly possible.
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
This doesn't beat the published run of this category.
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
http://tasvideos.org/userfiles/info/69693436829614441 Oh wait I just realized L+R is not allowed
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
How do I apply that patch to an SMB1 ROM? Lunar IPS doesn't work with it.
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
Discord attachments isn't working for me, can you upload the ips file somewhere else?
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
I've TASed that ROM hack myself, and it isn't a particularly interesting hack to TAS. The Hard Relay Mario TAS shows off almost all of the glitches used in my Mario's Keep TAS.
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
The SM64 1 Key TAS had been improved by multiple times since that TAS was published, it's just that nobody had bothered to submit it to TASVideos yet. I believe the 0.78 second SMB3 TAS has known improvements. In general, the simpler the game mechanics are, the less likely its TAS will be improved, which is why the SMB warps TAS had stood since 2011.
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
Yes vote, decently entertaining and would also serve as a comparison for RTA runs.
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
This movie is currently stuck at "publication underway" for 10 days, is that normal?
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
JP saves just over 1 second, and Luigi's slow acceleration is what probably caused most of the time loss.
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
The Mario run and this Luigi run are pretty similar. Luigi has slower acceleration but lower gravity. It does sometimes make a difference in strategies, such as in 5-1 and 8-4, which is also why I chose the 8-4 clip as the suggested screenshot since it demonstrates a Luigi-only route.
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
SMB runs are timed based on the time Mario/Luigi touches the axe in the last level.
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
I got the time difference by finding the time difference between pressing start on the title screen and the last input of the previous run by reading the .bkm file because my BizHawk is too new to run .bkm movie files. Can someone verify that this is actually the time difference?
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
As long as the game is deterministic (which SMB is), you can make it an iterative mathematical function, it's just that there is no known way to optimize it with proof. Functions derived from video games are generally almost impossible to optimize with proof, with a few exceptions such as Dragster.
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
I made a new any% WIP that is 7 frames ahead of Maru's WIP entering world 2: http://tasvideos.org/userfiles/info/67799890664579563
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
As HappyLee had stated, this will not be similar to the new good ending run that he is working on, even in the section before the wrong warp and Area 5. Keeping progress after an ending in order to get full completion is a feature in many games, and the Metal Mario upgrade after the good ending (which is used to unlock Area-Sp) serves as a reward for getting the good ending.
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
Double_Pickaxe_YT wrote:
Hey dasmilekat, Chill this is literally my first official TAS. I can explain everything you wrote: 1) Explain to me why you need a mushroom/fireflower to speed up the fights
Killing Bowser with fire skips the bridge collapse animation, which saves more time than collecting the powerups loses.
Double_Pickaxe_YT wrote:
2) I can't do it any faster, that's literally my best 4-2 right there
You did not jump the frame you land, and there are probably more improvements beyond that.
Double_Pickaxe_YT wrote:
3) I had to slow down at the end of 6-1 because if i didn't i'd hit the koopa
Jumping from a different step on the staircase would probably solve that problem, and if it couldn't, you'd arrive here with the fireflower in the optimal route anyways.
Double_Pickaxe_YT wrote:
4) I couldn't get the top of the flagpole in 6-2 so this was the next best thing.
As long as the flag stops moving before Mario stops in the pulling the flag down animation, you save time, and I think you're able to do that looking at the staircase.
Double_Pickaxe_YT wrote:
5) I didn't know that using the springboard for 6-3 was better
Springboards force you to spend some time stuck on the springboard, so you should avoid them as much as possible, unless avoiding them loses more time than the springboard loses. In this case, you can avoid the springboard without slowing down at all.
Double_Pickaxe_YT wrote:
6) I don't control lag
Lag count in the final time, so you should try.
Double_Pickaxe_YT wrote:
7) What other way was I supposed to go?
Through the middle path?
Double_Pickaxe_YT wrote:
8) I thought the whole jumping many times was as fast. Also 7-4 in this game is a bitch.
Bonking the wall is usually slower than not bonking because you get to preserve speed. Most of the other slowdowns aren't actually required to progrss further into the level, and I think you encountered a glitch in which you loop despite being in the correct path.
Double_Pickaxe_YT wrote:
9 and 10) What do you mean suboptimal? That was the fastest I could do it.
For 8-1, I think you could have landed a bit earlier after jumping over the goombas. For 8-2, it is faster to land on the left edge of the pipe, and then jump again, instead of doing one big jump over it.
Double_Pickaxe_YT wrote:
11) What other way was i supposed to?
You can only reach the top of the hidden coin block if you start jumping with running speed, so you jump with running speed after you activate the hidden block. But you'd be too far right to land on the hidden coin block just by holding left to slow down, so you bonk on the pipe which stops you immediately and allows you to move left onto the invisible coin block.
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
I was able to save 10 frames in 1-1, and without using fast acceleration, which is enough to save a framerule.
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
So first of all, I found this run to be considerably less entertaining than any published SMB run. You could have easily killed more enemies and/or collected more coins at various places. Next, I think glitchless just make things more boring compared to glitched. Finally, I noticed many suboptimal sections in this run, including: *Not using fast acceleration in many places (maybe you're considering that to be a glitch, but the RTA community for SMB1 considers fast acceleration to be an intended mechanic) *Not grabbing the mushroom and fireflower to speed up the Bowser fights *Slow jumping movement while climbing the vine in 4-2 *Slowing down at the end of 6-1 for seemingly no reason *Grabbing the bottom of the flagpole in 6-2 *Using the springboard in 6-3 *Lag frames in 7-1 *Going through a 1-block-wide gap and slowing down in 7-2 *Getting fireworks in 7-3 *Bonking on a wall instead of clearing it while preserving speed and other unnessesary slowdowns in 7-4 *Suboptimal movement around the goombas and the wall in 8-1 *Suboptimal movement around the tall pipe in 8-2 *Bouncing on the paratroopa instead of jumping on the hidden block with running speed then bonking on the pipe in 8-4 See https://www.youtube.com/watch?v=_SjkKYmRQhE for a much more optimized and entertaining TAS. Although it is glitched, many of its strategies still apply in glitchless. So no vote.
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
If so, what in the good ending run makes this hack look like a unique hack?
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
WarHippy wrote:
The deaths at the beginning set the tone for an unsatisfying run... and at no point am I 'pleasantly surprised' by what happens. Voting No on entertainment.
I agree that the deaths are boring, and I can't do anything about it, but I don't see why the rest of the run failed to entertain you, maybe it's just personal opinion.
WarHippy wrote:
DaSmileKat wrote:
If runs like SMB1 -3 world ending and SML hard mode can be accepted, why not this?
SMB1 -3 world ending is still part of the original game. But I do agree that it's more of a popularity issue than a real ending. I don't understand your issue with SML Hard Mode. It has a complete ending.
Actually, I mentioned SML hard mode not because of anything related to an ending, but to show that a run can be published with good enough entertainment and unique content, even though it does violate a TASVideos rule.
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
Also, HappyLee had stated that the new good ending run would be more different to this, probably due to a new good ending route.
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
The next sentence states that Baddap's run wasn't different enough to the good ending run, which isn't the case here.
Experienced Forum User, Published Author, Player (237)
Joined: 9/26/2020
Posts: 36
Quote from the judge's comments in the previous submission: "However, we don't exactly have clear rules on this so admittedly one could argue that under the current rules there is nothing strictly prohibiting this."