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Didn't Baxter already start working on an improvement?
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I just stumbled across this video which is a part of a playthrough of The Smurfs on Sega Mastersystem / Game Gear: http://www.youtube.com/watch?v=4w2RHYNwSBU It has colors and its level design seems to be the same compared to the GB version (unlike the NES version which is completely different). However, its music is inferior to the GB version in my opinion and there is sprite-flickering and it seems laggy. I think this is suited for a future TAS, but I don't think TASes of the GB version should be removed from the site for now. People are more familiar with the GB version. Maybe I will make a TAS of the Sega Mastersystem as my next project (since I don't know what to TAS right now).
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Hello zeromus. Thank you for helping. I would like to try out revision 3723. However, I can't find a download link to that build and I'm not familiar with SVN and related programs that are required. I was said to install Tortoise and 2010 Visual C++ Express, but the latter is too big and enforces more downloads and installs. It's too much of a hassle for me to have to download all these files, learn about how to use them and more only in order to view a small revision. Perhaps someone is willing to compile it and upload it for me? I'm afraid I can't afford checking out your work, though I would like to see if it fixed anything.
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mklip2001 wrote:
Level 8 inside the volcano looked less clean than Level 6, but I figure the game forces you to jump too high on a lot of these. Also, Level 12 looks ugly going up the stairs for the same reason (furthermore, I don't know why you jumped in the pot).
Inside the volcano is level 9. You can only make a small or a high jump in this game, depending on how long you hold the "A"-button. I jumped onto the pot at the fireplace, because this was the fastest way to get past it. You can't jump across it and setting up a spring board would have taken far too long.
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@ wekhter Now I know what you mean. My idea would be that when there is a lot of dialogue, the subtitles would be jammed (at the bottom of the screen) for a reasonable amount of time. I mean, there are hardly any sequences where there is minutes full of continous text, is there? Just make it easier for the viewer to get along with the plot. @ Wren You have a valid point. But what about those viewers who didn't play the game but are still interested in the plot (like me)? It would be more boring for those viewers who don't quite understand what's going, in a span of 5 hours! I can understand if no-one would be willing to add subtitles though (but Flygon volunteered). @ Flygon Well, English isn't my first language and I wouldn't be able to even read my own language if the text was displayed for just 2 frames. o_o
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When the block would start to eject you, press left+right for 1 frame. When landing and jumping again, press left+right again, then press right to move towards the flagpole. You might want to study one of the published movies (download fm2, watch with fceux and view the input).
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I don't think PAL and NTSC should be compared like this. They are both official and they both have their own capacities and possibilities. Everyone should be free to decide which version to make a TAS of. Personally, I would like to see the site distinguish PAL and NTSC runs in the future (where it is justified).
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Wouldn't it be even harder to read with the Japanese version, since the same amount of English text would have to fit in an even smaller timeframe?
? Kanji usually is rendered faster onscreen than latin characters in many games. But I don't know if faster text speed would be a time-saver in Mother 3. At least the author is starting over with the Japanese ROM now due to improvements in Chapter 1 and 2, apparently. http://www.youtube.com/user/mother3tas The matter about readability is not about how hard it is to read something, because I can't read any of the dialogue even on the English patch.
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I have been able to enter a floor only by bouncing off an enemy. Similar to this, but I got it to work with only a koopa troopa too: http://www.youtube.com/watch?v=YklSnam0w-Q It would certainly save time in 8-1 to enter the floor.
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I'd like to admit that I think it's kind of pointless to make a run on the English patch if you can't even read it. The text goes by at such a high speed, one needs to pause the videoplayer to read anything. I would be all for Japanese ROM and subtitles. The Japanese ROM also saves some time over the patch which would aid in shaving time off to get under the 5 hour mark. But the new mother 3 TAS already got started on the English patch and I don't think anyone would their time to add subtitles to a 5 hour movie.
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To those saying that the run is unoptimized: I can always make a more optimized version and take my time with it if this run actually manages to get accepted.
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I can't make a new TAS due to the fact that the glitch warp I explained above doesn't work on VBA and therefore making a new run would be kind of pointless, in my opinion. I would like to ask something about the ROM versions in the meantime. "Smurfs, The (UE) (V1.0) (M4) [!]" is the ROM the published TAS uses. But there is also "Smurfs, The (UE) (V1.1) (M3) [S][!]" and it supports Super Gameboy mode. Well, that is an ugly SGB border right there. :P Unless there is some emulation problem affecting the border. But the colors aren't too nice either. I could bear watching the first level, but the bright blue of level two is kind of hurting my eyes. Should a future TAS really need to use this version?
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Dwedit wrote:
This was a great run, very impressive stuff here. Just a few questions... Any way to deal with the lag on 8-1? And what was with the running into the wall at the end of 8-3? Was it to get the right subpixel coordinates? Any way to do the "jump into wall with nothing on top" glitch in the PAL version?
- Probably yes. I didn't care too much about it, since this wasn't a very serious project to me and I was feeling aware that it would end up rejected or canceled. I didn't think this TAS would raise a great debate. - It isn't possible to end 8-3 with the timer at 344 while using the flagpole glitch. I needed to wait for the timer to turn 342 to avoid fireworks. - You mean "jumping into a corner"? The wall would have to be at least 3 blocks tall. I couldn't get it to work with 2 blocks due to the difference in jumping height.
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Swordless Link, I thought that your run of Cheetahmen I was very polished and clean. I would totally vote yes on it.
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Andrewg_ broucht up an useful PAL-only glitch and since the PAL version seems to be faster than the NTSC version, I wanted to try TASing this game. The PAL-only glitch turned out to be useless since I found out that you can use the flagpole glitch (with Mario stuck in front of it) without a bullet bill or koopa shell. But I can't get any wall glitches to work... http://dehacked.2y.net/microstorage.php/info/528785828/SMB%20PAL%20MUGG.fm2 This would be an alternative strategy: http://dehacked.2y.net/microstorage.php/info/1656385579/SMB%20PAL%20MUGG%20-%20Kopie.fm2 Used ROM: Super Mario Bros. (E) (REV0) [!]
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Your trick is already used in ISM's new 96-exit WIP.
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HappyLee wrote:
I disagree. High-score and all-items aren't good aims, for example, you won't be able to break every brick that's able to break, because some is hiding in the pipe, you have to choose 1 way to play. For many reasons, a 100% run in SMB isn't entertaining I think, it would be long and boring, I bet you can't even finish this mission in 1 hour. I wouldn't like to see movies about this, would you?
Take the way that gets you more points. I found the posted TAS by Vlass14 to be good, however I'll admit that it got boring after 1 or 2 worlds so maybe it might not be a good idea. What about a playaround category?
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That's a good run aiming for high-score. Thanks for sharing! You could raise the score even more by breaking blocks and getting fireworks.
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A moon means an outstanding publication (where the movie was well received by the community).
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So make that a forbidden move in the run. I wonder if it's possible to max out the score in the game without performing the trick with the turtle and without dying.
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on this TAS i'll play only all levels
Wie Randil schon sagte machst du im Grunde einen Run den es schon gibt. Handelt es sich immer noch um ein Missverständnis? Oder möchtest du deinen TAS dennoch machen? (Das Problem ist, dass wir nicht genau wissen was du mit 100% meinst...) As Randil said, you are basicly planning to make a movie that has already been done. Is there still a misunderstanding? Or are you still going to make this run just for fun? I would also like to see a high-score TAS (without dying, warpless).
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Hey, ich hab dir einen fetten Comment hinterlassen http://www.youtube.com/watch?v=LWx_xX9Vvsw Viel Spaß noch hier Hey, I left you some major comment http://www.youtube.com/watch?v=LWx_xX9Vvsw Have fun here