Posts for Zeldara109

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Joined: 8/18/2010
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Just thought I'd point it out-- the "author's comments" link in the description still links to the old author's comments. (This applies to both the Spiritia and Grolla runs.)
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I find it interesting how people are arguing "not enough hammers" in the version where the hammer brothers respawn after clearing all 90 levels. (It's actually possible to get stuck with hammers in your inventory and no way to use them.) ...then again the mushroom houses respawn at that point too, so there'd be no point to entering them for some arbitrary sense of completion. I'd also argue that this game does have a defined 100%-- it tells you when you have a "Perfect Clear" of each world, which is when you've cleared all levels in it (Piranha Plants/Hand Traps being considered levels, but not the wandering Hammer/Boomerang/etc Bros.), and when you do this for all 8 worlds, it gives you some stars on your save file and makes everything replayable.
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Personally I'd object to both glitch-spawning Yoshi wings and glitch-spawning bosses in a 100% run. I'd consider it spawning exits out of something else rather than actually clearing them, comparable to using RBA-type glitching to spawn items for OoT 100%, or using item-duplication glitches to reach the max % without collecting every normally-required item in games like DK64, Metroid Prime 2, and Yoshi's Island (yes I know TASers allow the last of these). But I doubt I'd change the TASers' views on this, since Yoshi wings glitching is so ingrained. This is a quite bland and trial-and-error-based hack for casual play anyway, that I'm guessing is only TASed because it was already TASed in the past when it was the only full SMW hack around (I'll credit the old 2:13:18 TAS as having introduced me to SMW hacking at least), so I'd consider breaks like that to increase the entertainment value in this particular case. Particularly with its one distinguishing feature, unconventional reserve items, getting more use.
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The only glitches I know still work in SMA1 are jumping off ladders/chains (and the associated running over the ceiling to skip most of 7-2), and balancing mushroom blocks on non-solid foreground-layer objects such as door outlines. I've never done any of the NES-version TAS glitches, though, so it's possible I simply didn't know how to activate something else. Also, there are enough new game mechanics (giant enemies, new ways of producing hearts, those carryable star/heart/bomb parachute-things, etc) that I wouldn't be surprised if some new glitches have been introduced.
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Hello. I'm the author of the low score TAS mentioned earlier (which if it isn't obvious, is not really a speed-oriented TAS, it's a demonstration like the SMB3 low-score TAS it's a response to), and pretty familiar with version differences in most Mario handheld remakes. Nice to see that this thread already resolved the common mistakes I've seen about this game (not using all 4 warps, and thinking there's a need to go through the entire game twice for Ace Coins and Yoshi Eggs). Anyway, from the 1-1 WIP posted, has it been tested whether picking up the POW block is really worth it? I thought Toad only ran faster with an item in previous versions. Also, I think 100+40 (either from a clean file or SRAM) makes a better full-game run than simply all levels or 100% Ace Coins, since it shows off more of the GBA-version additions.
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Interesting how this is actually slightly shorter than the TAS of the NES version (probably due to the ability to skip the World x-x screens immediately).
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scrimpeh wrote:
To my recollection, there are two places where you can end input, which are both equally valid: 1.You can end input on the first frame where the game will complete on its own without providing it further input. Depending on the game, this can be several seconds from when the actual ending is reached. 2.The other way to end input is on the first frame where it is no longer possible to fail to reach the credits by post-movie input by the player.
I don't think the second option makes much sense. Some games have in-game reset sequences (e.g. A+B+Start+Select on a lot of Game Boy games), and pressing that would surely count as further input that fails to reach the credits, wouldn't it? Also, I believe I've seen cases where movies submitted here had additional frames of no input at the end, and were edited to remove those unnecessary frames... One method I've seen some TASers use that I like, though, is end input on the earliest frame after which no further input will make the game ending happen any sooner.
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For anyone who doesn't know, these are the 5 awards in this game: - Mario Award, for completing 8-4 in the Original 1985 mode - Bowser Award, for completing 8*4 in the Original 1985 mode - Luigi Award, for completing 8-4 in the Super Mario Bros. for Super Players mode (SMB2j remake with the wind removed and possibly other changes), also shows the credits - Peach Award, for obtaining all 96 medals in Challenge mode - Toad Award, for filling up the score bar in Challenge mode You Vs. Boo mode doesn't give an award, but Boo matches your best time after you win once on a particular level, and changes color based on that time (white-->green-->pink-->black). So unlocking black Boo in all 8 levels could be considered completing it. There are various other photo album pictures, such as one for defeating each type of enemy (all 8 fake Bowsers count separately and have to be killed with fireballs), but it's impossible to obtain two of them without linking (play a 2-player race and trade high scores with someone). I'm not sure whether all 5 awards would really be worth watching over Peach+Toad (or Peach+Toad+ 8 black Boos), considering the rest would just be SMB1 warpless, SMB1 hard with warps, and SMB2j with warps, on a smaller screen size. Regarding the idea of maximum possible score, I'd like to see that myself, but there is an issue with that-- repeatedly kicking a Koopa/Buzzy shell against a wall (kicking, stomping, kicking again, and so on) is worth more points than what's lost from the timer bonus, and unlike the Koopa-stairs trick, I don't think it will destroy the shell. So quite a lot of the levels would end with minimal time (probably 6 time units left for the fireworks), resulting in a rather boring video, unless some arbitrary restriction is placed on number of times each shell can be kicked or something like that. YouTube user PersonOnEarth has uploaded some videos of TAS high scores for the first 7 castles and 6-3 (which don't contain any shells), though, along with TASes of the You Vs. Boo levels.
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Regarding the idea of a MMBN3 100%, is it possible to obtain the opposite version's MistMan/BowlMan chips from the BugFrag trader in Secret Area 3 (which I'm pretty sure can give out V4 Navi chips that you don't have yet, among other things)? Or will the game never give those particular chips to you?
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jlun2 wrote:
Uh...the full game run doesn't use glitches like those. Also, the mirror glitch can be done without a mirror. Just press a very specific button combination while going up stairs.
Isn't that my point? The ZZAZZ glitch and the save corruption run lead to the same game-breaking skip (the ability to switch/toss items to warp to the ending scene), except the ZZAZZ glitch takes longer to activate. In ALttP, the walk-through-stairs glitch and the mirror glitch lead to the same game-breaking skip (the ability to walk through walls to warp to the ending scene), except the mirror glitch takes longer to activate. Basically, I don't consider this run to be any more of an improvement on the full-game TAS than a mirror-glitch run of ALttP would be an improvement over that full-game TAS. While warp-to-the-ending glitches can be impressive, they're not a substitute for a run without them. Edit: By the way, I don't normally get this annoyed about things... it's just that I was looking forward to a TAS that follows the improved route as seen in this unassisted run (or any improvements that have been made since then), and still am.
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OK, I'm not sure what the site conventions are for posting in a thread like this, but there was a "Discuss this movie" link, so... Anyway... Basically, this movie uses a direct memory manipulation glitch to warp to the Hall of Fame (as used in the Yellow run), but activates it by a different method (ZZAZZ glitch instead of save corruption). This site focuses on entertainment, right? A movie like this is not entertaining to me given the existence of a shorter run. I really think there should be an any% TAS that does not warp to the ending sequence (that is, something corresponding to Thomaz's SDA run, which I find much more impressive). (And the argument that people will skip over the first 40 minutes isn't valid to me-- if they're bored of RPG runs they'll probably just watch the 2-minute runs instead, or not watch any. If I'm looking for warping directly to the Hall of Fame I'd watch the short run instead. If anything, the skip-to-the-end argument can be used to say that this run is not different enough from the short run to warrant a separate category.) For comparison, what if someone submitted a run of A Link to the Past that uses the mirror glitch (use the Magic Mirror when jumping off a ledge) instead of walking through the stairs, in order to reach the Triforce room and skip most dungeons and final Ganon? Would that obsolete the full-game run, simply because it didn't activate the game-breaking skip in the same manner? I'm not trying to make this argument from a definition standpoint. I'm trying to make it from an entertainment standpoint-- that's what this site focuses on, right? From what I can tell, this run would correspond to a mirror-glitch ALttP run, or a 16-star SM64 run (as opposed to a 70-star SM64 run that doesn't use BLJ or other glitches that can skip castle checkpoints), or something similar. That is, it looks relatively normal up to a certain point, but then skips to the end in the same manner (at least as far as most viewers can tell) as the game-breaking skip run. (Though from a definition standpoint, I am of the opinion that anything involving direct memory manipulation (not sure if that's the correct term, but I'm referring to what was done here, as well as in Pokémon Yellow, Chrono Trigger, Super Mario Land 2, and others) should be a separate category-- it may be fun to watch, but it's not a substitute for a run without that type of glitch.)
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I saw this topic, and thought I would say that in my experience, 777 seems to be nearly guaranteed if you're holding one of the throwable ball things when you reach the goal. (Not that a TAS should take the time to do that, of course.) Also, Poundbrella is only needed in a few of the x-7 - x-9 levels (maybe 1-8 only). (So Chargebrella can open Toad boxes? I never knew that...)