Posts for andrewg


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if you mean the first actual pipe entrance, then i think thats an improvement. if you mean in the underground, then i dont think so
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uhh... i thought that saving 1 frame in 1-1 was actually enough for that frame rule, so theres always that...
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tjp7154 wrote:
http://www.youtube.com/watch?v=tRE3DML9-vA I've been trying to use the above video to duplicate the glitch -- but I've been using the All-Stars version. Does the trick work in the same way? (No, I haven't gotten it in real time either)...
The trick is hard to even TAS it. It seems unlikely we will have any success with it without extraordinary luck.
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OHHHHH... Ok that makes a bit more sense. I was confused though because doesn't PAL music run faster than NTSC? On PAL, I believe if you just do a short jump right before the flagpole you can get this glitch to work. I think it's like if you do a 1 frame jump right as you reach the base (frame perfect). I Think... EDIT: Oh, I guess I didn't have the volume loud enough. It sounded like NTSC at first. This video just made me spend like a half hour trying random things. I don't think it's at all possible on NTSC, but maybe someone could prove me wrong. I didn't test THAT thoroughly. EDIT2: Honestly, if it were possible on NTSC like this, I think I'd try for hours and hours on 1-1 until I got it in a run. Haha. I should really test this more. Oh look, my post count matches my experience level now.
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ummm...what!? How!?
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Hmmm... it didn't seem like it bounced off anything, just moved slowly, but I guess that would make sense for why it did that. I think 4 seconds could maybe be saved because I think you can get to Wart to give you a veggie right away if you get the room a little earlier), and then the next one pops out right when Wart's about to open his mouth (but it doesn't because you're holding the one that popped out a cycle earlier). So in the end one cycle could potentially be saved...but it seems a bit unlikely.
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http://www.twitch.tv/andrewg1990/c/2306411 Curious how I did this slow throw. I tried to mimic it, and couldn't. I have an idea for a possible improvement if this could be duplicated (or done with any object/enemy).
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I believe the current warp run is perfect. I am going to think about and test every single theory I can think of for a chance to improve this. I'm just very curious. Thinking through it, with all my knowledge of the game, I can't think of anything that would even have a chance of working for most every stage. If the run is improvable, I believe the improvement is hiding in 4-2. I think a 21 frame rule could potentially be squeezed out here. There are a variety of methods to move Mario forward on the screen, and a combination of methods may work for a faster time into the pipe.
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Thanks Aglar, this is a great analysis! :D
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Aglar wrote:
andrewg wrote:
http://www.youtube.com/watch?v=EIXIXk6oq4A How can he be facing backwards, but walljump facing to the right? Ive never seen this happen, but he says it happens frequently.
Apparently, walljumping the first frame you "land on the wall" will still make you face backwards, but if you jump one frame later than that (requires that you get quite a bit inside the wall) you'll turn direction to whichever you're pressing at the moment.
He said he holds "right" the entire time he does this. I find it odd because I've never done this. I know that holding "left" right when you reach a wall usually sucks you into it, however, I've never seen someone go any distance into the wall while holding "right." This is a bit interesting. I always thought that walljumps were always a 1 frame trick. But I guess if you position right, you can have 2 frames to get it? I'm testing on emulator, and I can't seem to mimic Kosmic's 8-4 walljump. Really, I'm just curious how he could have gotten into the wall if he was holding "right" the entire time. Maybe the positioning has to be perfect?
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http://www.youtube.com/watch?v=EIXIXk6oq4A How can he be facing backwards, but walljump facing to the right? Ive never seen this happen, but he says it happens frequently.
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You could probably embed yourself in the wall mid-1-2 and hit the coin block 16 times instead of 11, idk how you'd do it though. I've never been good at going through walls... might not even be possible.
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Warp wrote:
MrGrunz wrote:
I will never understand why people regard "making cash off TASing" as an almost insane and totally absurd idea.
I will never understand why so many people don't have any concern about attracting the attention of the copyright holders of the games. The copyright holders might, might, let the copyright infringement pass if you don't make money out of it. They may change their minds if you start earning with their property. (And yes, it is copyright infringement. The video game music has copyright protection, and most probably the graphics too. Just because the owners don't do anything about it doesn't mean it's not infringement. And "fair use" does not cover putting entire songs and large amounts of graphics on youtube.)
A bit off topic, but is one actually taking money away from the video game companies that produced the games? If anything, I would call it promotion and possible advertisement for the company. Sure, the music itself is rights of Nintendo, etc. However, in general, the consumers did not purchase games for the music, nor the images, but for the experience itself. Arguably, in newer games the purchase is for storyline and cutscenes (and game companies do have issues with people posting this). When one buys a video game, do they not purchase the images played for their own use? One should be able to do what they want with what they bought. Technically speaking, it is copyright (the music at least). Emulation has more copyright violation than the videos themselves though. Do piano players' songs get taken off Youtube because the music sheets nor piano weren't created by them? Creating and selling roms for profit is an issue; I don't see an issue with making profit off of something you created with the use of a video games' images, especially if this actually has no effect on the sales of a company. I don't think you could argue that because someone saw the images of a video game that they no longer will buy it because they already know what it looks like. If anything, the opposite would be true. About the TAS itself, it was really incredible. I love the optimization that went into it and there were a lot of unexpected results. I even watched a lot of the improvements as they came through on Youtube, but wasn't aware of about 50% of the video's content. Amazing work guys!
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I watched the run again. The entertainment value was very high. Knowing smb well, i know this run is very optimized and expected as it is a run by happylee :D I ended up comparing it to the mario run because i found it strange how much slower this run is from the mario run. Luigi cant accelerate i guess. Anyhow, i was very impressed. I wish my idea to avoid getting any mushrooms could work by making bowser disappear instead of killing him (too many sprites). I think potentially the mario run could be improved this way... but probably not.
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I'm actually mad about the fact that the virtual console loading time does't match up with emulator nor FDS original load times - it's faster. When making comparisons to other runs I found online,. I got confused about this... and basically I would have tried for a better smb2j lost levels run if I knew there was a difference.
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There was a very long loading time on the original famicom. Anyhow, thanks for the mention happylee. I'm really impressed with 5-2 - how can you get to the warp zone with the screen still scrolling? Can this work somehow in 4-2 of smb1? Congrats! I will watch this whole thing soon.
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Post subject: Nintendo World Championships
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I could not find a topic for this, possibly it exists. I'm making this because I am curious about the highest possible score obtainable in this game. I thought this could be an interesting project for several reasons. I'm tempted to try a run, but I imagine it will just involved getting to Tetris as fast as possible and getting the highest score I can there. What I'm interested in more is finding out if there were any odd glitches in this game. I cannot recall what happens if you beat Super Mario Bros before the timer runs out. I think you can indefinitely suspend your time if you start the 2nd quest. I can't quite remember. I was curious what happened if I got a game over, as it was clear they programmed smb so this couldn't happen. Turns out if you game over, the game thinks you obtained the 50 coins and sends you to Rad Racer. I'm also curious as to what happens if you lose in Tetris, and whether it just sends you back to smb or tetris title screen or restarts tetris? Anyway, I'm just a bit curious about this game and felt like others may have some interest in investigating it.
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I just thought I'd say that I think the warpless SMB TAS deserves a star: [1962] NES Super Mario Bros. "warpless" by HappyLee in 18:38.23 ^It's displayed incorrectly in the link, but goes to the right location. I'm not sure why it is doing that. The run is probably a perfect run, it's quite entertaining, and it's Super Mario Bros. Feel free to not add it, because I am biased. However, I realized it probably SHOULD get a special star or maybe a notable publication. While I know SMB has been over-seen with so many publications. I still think the average viewer would be interested in that run. Just figured I'd give my input. EDIT: I also agree with adding a star for the BattleToads TAS: [1920] NES Battletoads "warps, 2 players" by feos & MESHUGGAH in 11:04.72
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I'd like to see the SNES version of this instead, but this one probably ends up being more entertaining maybe. Who knows though? This title kind of reminds me of the Genesis Toy Story somehow. Yes vote.
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Nach wrote:
If this glitch allows you to enter a bird head and skip a boss, could it be exploited to skip the fight against wart?
Unfortunately, no. When you continue, you continue from the world where you died. Currently, the only possibilities for use of this are in levels 1-1 and 3-1. If it were possible to game over in world 7 and then continue in world 1, this would likely work (though, idk if the birdhead has some weird properties). It is possible to skip 1-3's Mouser and 3-3's Mouser, but each requires a game over and both cannot save time as far as I'm aware. As far as I'm aware, if you got 3 game overs and then selected "retry" I don't think this glitch would work, but I haven't investigated thoroughly. I'm sure that getting 3 game overs is slower (even if it skipped Wart's fight), but it would be kind of interesting to see if that worked out regardless.
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I feel like we should try and figure out how to make enemies "frozen" in the left and right sides and use it to our advantage. You know how enemies just randomly die sometimes? For example, take level 1-2. I swear it should be possible to throw an object off the left side on the first screen and when we get to where birdo is in the second screen, he will get hit immediately from this object we threw previously. This could have potential somehow. I'd just like to see if we could use this glitch with any real practical use. If I understood how it worked, I would be more interested in seeing if it could save time anywhere in the TASes. EDIT: I hadn't seen the discussion here. So when Aglar and TASed Mario 2 previously, we found that you can warp from 1-1 to 1-2, and 1-1 to 1-3 and skip Mouser as well. So, with us doing the warpless TAS, I decided to see whether this "level skipping" warp could technically save time, even if it no longer constituted as a true "warpless" run. It did not save time, by about 3 seconds (I think it ended up being more as we found that we could kill mouser with a sniffit though). I tried a variety of possibilities, but I figured it was not worth my time after a while. I tried a few different things: 1) 1-1, get to birdo using the vines, then backtrack to the 1st vine in the game to get to 1-2, get to birdo in 1-2 and use the player 2 suicide code to get a game over. Proceed to warp from 1-1 to 1-3 to skip Mouser 2) 1-1, beat 1-1 the normal way. 1-2, get to birdo, do suicide code for game over, warp from 1st vine in 1-1 after continue 3) 1-1, get to birdo using the vines, then backtrack to the 1st vine in the game to get to 1-2, in the process get cherries to have a star to kill birdo when you warp to 1-2, in 1-2 kill birdo with a star after the carpet glitch, mouser won't be there (I don't think) What I didn't test: 1) complete 1-1 normally, get to birdo in 1-2, backtrack to the cave in 1-2 and warp to 1-3 (I think this works) 2) warp to 1-2 from 1-1, get to birdo in 1-2, backtrack to the cave in 1-2 and warp to 1-3. There may be other methods, I can't remember whether all of these would work so that mouser didn't appear. I really am not sure what works to be completely honest. The warps were very confusing Basically, I did rough draft runs of every situation I could think of and nothing saved time. That's not to say it can't save time, I just didn't put enough effort in (and didn't care enough) to find out. PS: Dying takes too long in this game. If you could make resets work to keep the "flags" of getting to a farther spot in the game, that would be the coolest thing. That's something else I hand't really tried.
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I'm still actively trying to break this game. I feel like there's gotta be some massive glitch lurking around, or at least I'd hope so. I'm going to be making tests to see if I can break it more than it already is.
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if you are doing a revision of this, I would be willing to help on a few fights as far as style goes. I have a few funny ideas because I know quite a bit about this game.
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Actually, i do have one gripe. After throwing them out of the ring, you should have jumped out of the ring at least once (not sure if you knew about that move). However, this run is till entertaining.
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IronSlayer wrote:
While I appreciate goofydylan's hard work in producing NES runs and his fine submission text, I have to vote no on this. Not only is the movie boring and repetitive, but it's barely better than the SDA record. It's cool that you took it as inspiration, but when you manage to shave off 8 seconds from a 6 minute real-time run, that's a sign that the TAS is either not very good, or the game itself is not a good candidate for one. (In this case, the latter is definitely true)
It's an 8 second improvement in-game time over my run (which is as fast as it can be unless a new glitch is discovered). But I would say this run is far more interesting than my SDA run, as well as faster.
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