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No, but maybe I should...
?
There is an unskippable cutscene starting there. Resetting there doesn't make sense.
jlun2 seems to have saved frames so I'm waiting for his movie. I'm a bit confused by the level numbering (do we include Wario's sleeping level?).
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Hey guys. Just wanted to let you know I'm working on an improvement and I saved 36 frames so far. I'm still in the first level. Let me know if you want to collaborate or something..
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So Yellow is the 'best' version to use in the save-corruption category? Apparently, save-corruption doesn't work very well on Blue/Red compared to Yellow.
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http://www.youtube.com/watch?v=oWGOrmBRie0
GBC Super Mario Bros. in 4:52.33
I made this at the time I made my PAL SMB TAS. I just stumbled across this topic so I'm posting about it now.
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According to gia, Yellow, Blue and Red are all the same (they use the same route in the save-corruption category) with small exceptions.
Yellow has one extra tile on the map, and Red has the shortest name for the rival (making Red the 'best' version of the three). However, Red and Blue seem to lag more so that makes Yellow the 'best' version.
Please point out if I made any mistakes in my statement.
I think it does make sense to compare this run to Yellow since all three games are basicly more or less the same game.
Personally, it would make sense to me to take the fastest game out of the three versions, depending on the speedrun category. So if Red is indeed the fastest version, I think that should be used instead of Yellow. So far, I've only heard of these categories:
normal = The normal playthrough TAS which abuses glitches, but doesn't use save-corruption. The upcoming TAS is going to use the ZZAAZZ bug.
151 pokemon = Upcoming run worked on by Mukki and p4wn3r.
save-corruption = The Yellow run that uses reset while the game is being saved.
dokokashira door = For me, a somewhat arbitrary category... When I think about it, this could be the "normal" category (a game should be TASed on the version that allows the greatest shortcuts/bugs, so in this case the Japanese version that allows the dokokashira door glitch). But given the popularity of the game with the US / E version, apparently an exception was made. I don't have any particular attitude towards this category, since I think the normal run is interesting in that it doesn't play through the game in only 5 minutes, but the dokokashira door category also shows that the game can be beaten in 5 minutes on the J version. (not sure if my text makes sense to anyone)
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It would be news to me to hear that SMB respawns Mario with less time on the clock after he dies.
And I also like the idea of accepting this movie until a real playaround is made.
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This run uses save corruption so it competes with this published run which is faster than this submission.
On another note, why isn't the red version used for the save corruption category?
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At the time HappyLee submitted his low score TAS, something was bugging my mind again...
HappyLee wrote:
MUGG wrote:
I can't watch Youtube, someone please explain it to me, thanks.
There's a coin (coins can be helpful go through walls), and this trick only works in PAL mode I think.
I would be very interested to hear *how* coins do help Mario to enter walls?
I don't think PAL mode was used in that video since it wasn't sped up and it was originally from Nico Nico Douga, a Japanese video site (which supports the thought that the author used the normal version).
I'm always trying to look for improvements and currently I think my latest suggestion has the greatest probability to succeed.
Also, HappyLee, I heard you are going to do a new warpless run (which you seem to plan to do for 2011), right?
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You see, some Chinese TASer and I have discussed about that, turns out that 64.8% of us think that it's impossible to get the maximum score(9999950, that is, with 7 digits).
Why not? Use the 1-up trick so you can enter a level infinite times and get points until you have 9999950.
I guess you were refering to a theoretical run that didn't use death.
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I think HQx looks pretty nice, but it doesn't really make any difference when I'm watching a run (because I'm only watching in Youtube's standard resolution).
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I liked watching this. It's a nice concept movie.
But this movie is just like a playaround and I don't think low-score is an exciting category, compared to a true playaround.
low-score = You can only perform walljumps and moonwalks and may not jump on enemies or get powerups. You need to wait a long time in 5 levels.
playaround = You can perform all kinds of tricks and jumping on enemies or grabbing powerups has more variety to it than it was the case in the low-score movie.
I can only point to this movie again:
http://www.youtube.com/watch?v=leH7IU4yOWE
My point is, despite having liked this movie, why accept this category if a true playaround has a lot more potential and will be much better?
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Sometimes I press A _ A _ A _ A _ A and see when the textbox goes away and then try _ A _ A _ A _ A and see if it's faster, then take the faster method.
Why does mashing speed up things in RPGs? In Mario & Luigi Superstar Saga, mashing A speeds up textboxes that can't be clicked away, but what other examples are there?
I watched the run. I haven't played the game, but this was somewhat interesting.
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How many more or less rerecords will be used?
Today there are people who want to invest 10,000 rerecords to make a decent movie but there are also those that want to invest 200,000 rerecords to make a well-optimized and good movie (of the same game). It depends on how popular the game is, how much competition there is and on the person running the game and other factors. I'm not sure how this will change in the future... Maybe the first Super Mario Sunshine TAS will use 10,000 rerecords, then it will be more and more optimized from that point on. Given the popularity of the game there will probably runs using >200,000 rereocrds similar to the current SM64 TASes. I don't think that the techniques on how to create TASes will change much. TASing doesn't necessarily require knowledge on programming scripts/bots (that also depends on the game, since there are games where scripts/bots aren't needed).
How much longer or shorter will the movie's take to make?
As I already said, today there are those who run a game with 10,000 rerecords and ones that try their best using 200,000 rerecords. The latter will probably need more time, whereas the former can run games in a weekend's time. Personally I'm the type that tries to really optimize his movies, so I'm not making great progress on my WIPs (Work in progress movies).
Future emulators include Dolphin (gamecube) and other new-era consoles. Games for these consoles are more complicated (3-dimensional, acceleration, etc.) so they will be harder to optimize compared to ... some NES game maybe. In general, I don't think there will be much of a difference.
How much will the movie's change.
Most of the movies currently published are pretty optimized so they won't change much, I'd say (only if a new glitch discovery is made).