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Hey HappyLee! I saw the date on your TAS and figured it must have been made before you became so knowledgeable about the game, hah.
Wow, I had no idea about Mars' TAS. You're certainly right about 1-B. It looks like there may be some room for improvement in 1-7, and 1-C, and maybe segments of 1-6 and 1-A as well. Thanks for linking that!
Any judge who claims this submission, please give me some time to make these improvements before accepting :)
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web2000 wrote:
I feel like many Game Genie codes for Super Mario Bros such as AIISON, PIGOAP and STAGEO don’t add much more to the experience compared to a standard completion of the NTSC or PAL release.
Darkman425 wrote:
This doesn't really add all that much for me entertainment wise that I couldn't get from just watching either the vanilla SMB TASes or the supserfast hack.
Why is it that every time a Game Genie code gets submitted, people say it adds nothing entertainment wise, yet TASes of hacks with completely unmodified levels are allowed to be published? This linked publication is literally just world 1 of the base game with 1-1 and the beginning of 1-2 being modified, and showcases nothing that can't be seen in literally any other TAS of the game, but that is somehow more entertaining to watch than something like every enemy in the game throwing hammers? I personally would much rather see some interesting alteration to how the game functions like this submission.
Not every hack deserves to be published, and likewise, not every Game Genie code deserves to be published, but there are some iconic codes that I think fully deserve a place on this website. It honestly feels like there's a vendetta against the Game Genie as a whole here.
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It's sad to me that some people are so against Game Genie codes being on this site. The Game Genie is a piece of gaming history as much as any game is. Not to mention this is a very impressive and knowledgeable run that takes so many technicalities of the game into account.
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feos wrote:
fella8 wrote:
There are fundamental differences between the two versions
Can you describe them and what makes them fundamental?
This version runs at ~50 FPS, rather than ~60 FPS like the other version. Because Nintendo didn’t want the game to feel slower, they altered the physics to account for this change in frame rate.
In order to keep up with the NTSC version, Mario needs to move 20% further in one frame. Acceleration/deceleration is also altered. I don’t know the exact numbers of how physics work in this version, but that is my understanding of how they are different.
The additional displacement on every frame allows Mario to clip further into a block, which results in easier clips, which results in clips that are entirely impossible on NTSC without additional setup, e.g. the floor clip in 1-2, and full flagpole glitch without use of an enemy.
The result of differences in acceleration can be seen at the beginning of each level, where Mario accelerates on the ground, rather than by jumping while facing backwards, as that is faster on this version.
I call these differences fundamental because they have the capability to largely affect the strategy of a run. There may not be many noticeable strategy alterations in a baseline run like this one, but think about how a warpless run would differ (nobody has made a PAL warpless TAS to my knowledge).
Being able to perform FFPG in every level without setup would significantly reduce the time spent playing the game. On the levels that do have FFPG already, there would be no need to take time to set up the clip, it would just be possible by default. The strategy there is completely different because we don’t have to think about whether the time used to set up the clip is worth the time saved, we would just do it. Not to mention, we would lose the entertainment value of enemy manipulation and clipping into the floor from the side.
Through this example, I think that both versions are worth publishing separately in their own right, because they each have their own strategies and sources of entertainment. I don’t think this should apply to games with minimal differences between versions.
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I like the idea of this being published as its own category. There are fundamental differences between the two versions, and I don’t think this should obsolete the original game version just because of region porting inaccuracies. It is still a very interesting TAS, making use of the floor clip and unassisted FFPG, so I believe it deserves to be showcased on the site.
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It’s hard to say, but I would have to lean towards no. Yes, it introduces a new game mechanic, but it doesn’t end up changing a whole lot about the run except for making certain sections shorter. To me it feels wrong to compare cheat codes with real ROM hacks, even though I know that’s functionally what they are. There’s very rarely a cheat code that’s going to transform the game enough to be put up next to other ROM hacks.
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I think this should be published to Playground. It would feel wrong to me to classify this as Alternative, as it is not really an alternative goal, but rather a modified version of the game, and all of the other Alternative publications are on the base version of the game. I feel like it would need to be categorized as its own ROM hack to qualify for Alternative (though at that point I guess it would go under Standard), even though I wouldn't necessarily classify it as such. It is certainly an interesting TAS. Maybe the site could introduce a new category for games played with cheat codes?
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This is such an amazing encode. The fact that the transitions between screens are proportional to Sonic’s speed up/down is peak. It’s so smooth I honestly didn’t even realize it was switching screens at first. And I appreciate the attention to detail having the space between the two screens consistent with the DS hardware. Beautiful.
Oh and the TAS is great too.
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Okay, that’s what I thought. I probably will keep working on the other categories then and leave the Japan version till when I figure out brute forcing lol. Thanks!
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Well, right. I more so was just asking if it’s generally preferred to use a game version with a shorter intro to cut time. But I guess it mostly just depends on the actual gameplay.
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Okay so, I just checked and the Japanese release loads into the title screen around 200 frames faster. Naturally this causes desyncs due to RNG, but it seems the RNG functions the same way. Is this enough to warrant submitting a whole new movie using that version instead?
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Hmm good question. I didn’t bother checking since I just picked the one I can read lol. That’s something I can look into soon though. Thanks for the input!