Posts for andrewg


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Experienced Forum User, Published Author, Experienced player (699)
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So I tried this a ton today. Of course I was not successful. Is it possible to bounce off one koopa while hitting the other one forward?
Super Mario Bros. console speedrunner - Andrew Gardikis
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9.8 seconds!? I bet that will be the final time
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DK64_MASTER wrote:
I believe that in some cases, segmenting a run will allow you to include tricks that would prove impossible for a single segment run.
I'm sure very difficult tricks can be done in a SS run, it's just that doing more than a few ridiculous tricks would probably be impossible. That being said, I would imagine I could do a SS run with the flagpole glitch, but then I wouldn't be able to pull off the walljump only because of how nervous I'd be and I wouldn't want to risk doing it. The run would still be a 5:00 run with the flagpole glitch and no walljump I believe. A segmented run basically eliminates risk.
Super Mario Bros. console speedrunner - Andrew Gardikis
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DK64_MASTER wrote:
I would say that a segmented run showing off the flag-pole skip, or bullet bill flagpole skip is quite a bit more impressive than a single segment run with a puny walljump.
A 3 segment run of smb would take me maybe 1-3 days and it would be perfect. A SS run perfectly through every level with a walljump (without the flagpole glitch) took months. I did the bullet bill glitch in abut 10 attempts (ending with 337). I don't understand why you think a segmented run would be more impressive as it is very easy to do.
Super Mario Bros. console speedrunner - Andrew Gardikis
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1. Super Mario Bros. 2. Super Mario Bros. 3 3. Super Mario World 4. Super Mario Bros. 2 5. Super C 6. Rush n' atack 7. Excitebike 8. F-zero 9. Donkey Kong Country 2 10. Super Smash Bros. Yeah, Mario games are easy.
Super Mario Bros. console speedrunner - Andrew Gardikis
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what's new about this run?
Super Mario Bros. console speedrunner - Andrew Gardikis
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SoI don't really understand how version 5 is faster than version 4. So when you jump through the wall why do you immedately do a backwards jump out?
Super Mario Bros. console speedrunner - Andrew Gardikis
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wow, that's fats.
Super Mario Bros. console speedrunner - Andrew Gardikis
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and it is improved once more!
Super Mario Bros. console speedrunner - Andrew Gardikis
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How was it improved by 50 more frames? That's interesting.
Super Mario Bros. console speedrunner - Andrew Gardikis
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GeminiSaint wrote:
andrewg wrote:
Get firepower to kill the hammer bros, because that's still pretty fast.
Shooting a fireball requires the player to press the B button, which is banned as far as I know.
whoops... I guess get one mushroom and use it to avoid dying once, run under the hammer bros.
Super Mario Bros. console speedrunner - Andrew Gardikis
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stanski wrote:
It was fun in fast forward, and works for this game. Yes For those of you saying this shouldn't be published because its not a tas: I can assure you guys this is nearly impossible to do in real time, even with the 100 lives shell bouncing trick. I tried to do this on console and got the wall jump in 8-1 after about 30 lives, then the one in 8-2 after 20 more, then used up the rest of my lives in 8-3 on hammer bros. Maybe someone who has a consistent strategy for getting by them could do this, but anything the one time i got by all of them my timer ran out.
In 8-1, you can use a goomba to get across, in 8-2, you can use a bullet bill. Get firepower to kill the hammer bros, because that's still pretty fast. 8-4 is the only level that requires a walljump. Honestly on console, I like trying to get no coins more though.
Super Mario Bros. console speedrunner - Andrew Gardikis
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That backwards jump glitch could improve this run by 3 seconds. ;) first one to TAS wins!
Super Mario Bros. console speedrunner - Andrew Gardikis
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So can we only improve this run on april fools day then? EDIT: Deign you're awesome.
Super Mario Bros. console speedrunner - Andrew Gardikis
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Also, something to note, that boosts should be used while in the areas where you usually gain damage. You are then at the very edge of the stage when making turns while tapping A. Getting bumped from other vehicals is the best way to start out, sometimes you can get two bumps pretty quickly in order to accelerate pretty quickly.
Super Mario Bros. console speedrunner - Andrew Gardikis
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Warp wrote:
Btw, as I said in my original post, I understand that there may be technical reasons for the runner to use low-quality settings for the game. However, my point was that it doesn't really matter: It still makes the game look bad, and rather boring to watch because it's not visually so impressive as it could be. That's one reason I sometimes dislike some regular speedruns. The optimal thing would be if the game supported recording. Some games actually do (such as for example Quake, or at least its patched version, as the core engine is open source). This way the runner could make the run at any settings he wants, but the video could be created with the highest quality settings. Of course this is just wishful thinking, as only a handful of games support this. Anyways, as for ruining interactive cutscenes, I don't think there's excuse. Ruining them destroys entertainment for no reason.
SDA is trying to fix the quality issue with many of their runs by making it necessary to record with a DVD recorder. In the specific case you metnioned, it is pretty idiotic to ruin a cutscene if there is no reason to, but denying a fast run because of that reason would be pretty foolish. I mean speedruns generally take a very long time to get finished. There are parts of runs that can be ruined because of a runners' annoying tendancies, but if that's the case, I skip the annoying parts and continue to watch the actual gameplay. I think it would make sense for SDA to make it a rule to put the display settings for games at the highest quality, because it's lame not to. Also, if you watch a run you do not find enjoyable, make a note to not watch runs by that runner. ;)
Super Mario Bros. console speedrunner - Andrew Gardikis
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girfanatic501 wrote:
I think if you hit a block at the right place at the right frame it MIGHT save time, but i you do it allot of places you could probably save enough time to beat the 21-frame rule, but like Ilari said on IRC, the 21-frame rule mayy ruin some improvements.
yeah, the 21 frame rules kills a lot of things, although I still think there is a slight chance for improvement.
Super Mario Bros. console speedrunner - Andrew Gardikis
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I've had a few thoughts to improve this new 4:58 run, but I'm awful at TASing, and so I cannot test my theories. I've been looking thoroughly through each of the 8 levels trying to come up with anything that culd possibliy improve the new TAS I only have two suggestions, and I doubt they would save time, but I think they may be worth looking into. The only levels I think still have possibility for improvement are levels 4-2 and 8-2. Suggestions: 1. Scrolling Mario forward on the screen by jumping at the right corner of any floating block. 2. Scrolling Mario forward on the screen by jumping backwards into any object. (done in my smb speedrun in 4-2) - By getting Mario to scroll farther to the right side of the screen than normal, you would not have to jump through a wall to get the alternate pipe glitch to work in level 4-2. - By getting Mario to scroll farther to the right side of the screen than normal, it may be possible for the bullet bill in level 8-2 to appear earlier as the cannons always shoot towards Mario. Being on the right, the cannons normally may fire earlier as you approach them, but if you were far enough to the right, the same shots would go towards the flagpole instead of the opposite direction. I'm not entirely sure if hitting a block on the left corner does put Mario forward, but it always seemed that way when I accidentally hit coin blocks in an odd manner while slightly slowing down. I'd like to see this TAS go under 4:58, and I'm just throwing my ideas out there, but both methods probably waste too much time to actually save enough time for a faster TAS.
Super Mario Bros. console speedrunner - Andrew Gardikis
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klmz wrote:
@andrewg: I am sorry that I TASed it at such time. :( @mmbossman: My name is klmz.
I'm no TASer by any means though. Awesome strategy to make that glitch work out in 8-2. :) I think eventually I may make a TAS, it might be soon, not sure though.
Super Mario Bros. console speedrunner - Andrew Gardikis
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Man, yesterday I almost decided to try my first TAS, and considering it is smb1, I thought it would be a good idea to do. TASing a simple game would be a good way to start and I know all the glitches used. I can't beleive I found this and realized it would save time only a few hours prior to it being published. I wish I had stayed up and played for hours attempting to pull off my first ever TAS.
Super Mario Bros. console speedrunner - Andrew Gardikis
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Man, I knew it. ;)
Super Mario Bros. console speedrunner - Andrew Gardikis
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I stumbled upon two videos while on youtube: http://www.youtube.com/watch?v=XBpiSTYo0MM -NES http://www.youtube.com/watch?v=F16oE_qAWOA -SNES The first one shows Mario walking into the base of the flagpole and his comments say that he did this by killing a bullet bill. I then found another video showing the same glitch on the all-stars version in the second link. I thought that even though it looks like an inconvenient glitch to pull off, I think it could save time. It appears that right after performing the glitch, Mario is sent backwards off the flagpole and immediately starts walking into the base of it (The left side), and Mario cannot progress any farther. The countdown on the timer begins right as Mario is stopped, which is almost immediately, compared to the current TAS where Mario has to walk to the castle door and then the countdown of the timer begins. I think if there was ever a case where an enemy was very close to the end this could save time, but I also think there could be a way to pull this off without the use of an enemy. If Mario can be forced to the left side of the flagpole after doing the flagpole glitch, I think it will result in a faster time.
Super Mario Bros. console speedrunner - Andrew Gardikis
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This is awesome!
Super Mario Bros. console speedrunner - Andrew Gardikis
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Carnildo wrote:
For those of us who don't care about forum politics, and who are only casual viewers, could someone explain how the apparent speedup of the autoscroller levels works?
At the end of some autoscrolling levels, they were able to get Mario at the very right of the screen which meant they could enter the pipes at the end of the levels earlier. More than Mario can normally get to the right of the screen by just a bit.
Super Mario Bros. console speedrunner - Andrew Gardikis
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superjupi wrote:
Wall jumping in realtime IS a matter of luck. The timing and collision point must both be precisely met, and isn't reliably accomplished by skill alone. If you practice at it for a fair amount of time you should be able to get a few jumps in as a fluke, but that's about it.
There are many locations where you can just run off an edge and walljump off of the first wall you hit. I know that I have been able to get 5+ walljumps in a row while practicing it. Obviously luck, but it takes skill to be able to hit it perfectly once you catch your foot in a wall. EDIT: It is certainly not an easy thing to pull off, but a good amount of the time I can get them when I want to. ALthough sometimes I can't get them for a LONG time. So it goes both ways.
Super Mario Bros. console speedrunner - Andrew Gardikis
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