Player (68)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Well, you don't have to play through the game for that. You can just look at the level maps and count the coins.
Joined: 4/23/2004
Posts: 150
While that's entirely true, it's infinitely more fun to see it done. Andreas
dtm
Joined: 3/11/2006
Posts: 43
BluBlu... are you serious?!!? You did *not* just say that... Guys, please disregard poor BluBlu's comment. I'm sure there's a simple explanation for that comment, such as temporary insanity or disassociative disorder...
Player (206)
Joined: 5/29/2004
Posts: 5712
Maybe he just doesn't want you to waste your time.
put yourself in my rocketpack if that poochie is one outrageous dude
dtm
Joined: 3/11/2006
Posts: 43
oic Such a noble and movingly compassionate motive. Well hey I'd like to introduce you guys to this new community which exists to exploit video games for no reason other than primarily to show that it can be done, and secondly to entertain people who want to see it done! Oh wait, you've found it! Hooray! Welcome!
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
Our primary goals are to create art and provide entertainment.
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Player (88)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
Bladegash wrote:
You get a different ending in DuckTales if you can perform the (impossible) task finishing the game with no money.
Speculation: In earlier implementations of the prototype, it most likely was possible to lose all of your cash, necessitating the alternate ending. Later, the game was changed so that this was no longer possible, and the ending was forgotten about. When the text translators received the code from the outsourcers, translating engrish to english, they most likely had no idea which code was actually used, and just translated everything. As for the as many coins as possible run, I tend to agree with Blublu. This is a side scroller, with no backtracking. By looking at the maps, it should be immediately apparent which route needs to be taken in each level to obtain the maximum number of coins. Unless, of course, glitches could be used to obtain coins that normally wouldn't be possible... but it seems like the occurance of this would be rare, if at all existant. A zero coin run might be a little more interesting, because there are a few coins along the way which aren't normally avoidable. There are most likely several different solutions to each situation, but for the most part, it would be a clone of the normal run, only slower in those places.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Player (206)
Joined: 5/29/2004
Posts: 5712
Although, remember that the number of coins you get from a multi-coin block depends on how fast you hit it, which depends on how high it is over the ground and whether Mario's big.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 4/16/2006
Posts: 46
Thanks for the praise guys O.O I know I concidered(sp?) killing hammer bros. but speed took priority. It was only like an hours work so I didn't do everything I could like abuse the vine in 4-2. PS how progress on your movie coming along?
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
wait are you guys taklking about getting the most coins in the WHOLE game... that would be kind of pointless. you could get no coins and beat the game in probably 5:04 if i am not mistaken... i would like to see a speedrun where they take the pipe in 1-1, and then walljump up to get over the coins, if that is possible... or slide through the bricks... avoiding the coins.
Super Mario Bros. console speedrunner - Andrew Gardikis
Joined: 4/8/2006
Posts: 64
Location: Giran Castle town
well. the movie projects, seems to keep going on. very slow because im not recording right now, im just making up the walktrough and learning new glitches. (im not responding last post, just telling it)
Dreamers Team lead Developer Tell what you want to see in New Bisqwit's Best of Video
Banned User
Joined: 12/23/2004
Posts: 1850
primorial#soup wrote:
Bladegash wrote:
You get a different ending in DuckTales if you can perform the (impossible) task finishing the game with no money.
Speculation: In earlier implementations of the prototype, it most likely was possible to lose all of your cash, necessitating the alternate ending. Later, the game was changed so that this was no longer possible, and the ending was forgotten about. When the text translators received the code from the outsourcers, translating engrish to english, they most likely had no idea which code was actually used, and just translated everything.
There was no translation. The game was US developed.
Perma-banned
Joined: 1/1/2022
Posts: 1716
gia
Player (109)
Joined: 5/3/2006
Posts: 223
The idea of both players overlapping on the final levels would look very cool on the video if done right. I guess each player could take turns having the main focus, specially when killing monsters, while the other game goes a bit transparent like a time trial ghost.
Post subject: some SMB TAS ideas...
Joined: 4/3/2006
Posts: 269
I have some TAS ideas for Super Mario Brothers. If a TAS already exist, please let me know where I can find it. Thanks! -- a speedrun grabs every flag pole from behind. -- a coinless speedrun, I know this has been mentioned but I don't see any movies of it yet. -- a speedrun that gets every coin in every level. For Super Mario Brothers 2 (Japanese version -- aka the lost levels) patched version where the extra levels are accessible: -- it would be nice to see a TAS that goes thru all levels (1-9, A-D)
Bp_
Joined: 11/30/2005
Posts: 81
Location: Quebec
I wouldn't watch the 3 first "idea" but a full run of smb2 would be nice
Player (206)
Joined: 5/29/2004
Posts: 5712
Yeah, I'm surprised no one's bothered to do that...
put yourself in my rocketpack if that poochie is one outrageous dude
Post subject: Re: some SMB TAS ideas...
Player (88)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
minglw wrote:
-- a speedrun grabs every flag pole from behind.
This would be very similar to the warpless run, only slower at each flag pole (is it even possible to grab every flag from behind?). I think the gimmick would get old pretty quick.
minglw wrote:
-- a coinless speedrun, I know this has been mentioned but I don't see any movies of it yet.
This would again be very similar to the warped run, only slower in certain places when avoiding usually unavoidable coins.
minglw wrote:
-- a speedrun that gets every coin in every level.
This actually isn't possible (because of pipes, etc.). Getting the maximum number of coins for each level might be interesting, but only if glitches could be abused to get more coins than should normally be possible.
minglw wrote:
For Super Mario Brothers 2 (Japanese version -- aka the lost levels) patched version where the extra levels are accessible: -- it would be nice to see a TAS that goes thru all levels (1-9, A-D)
This I would actually find interesting to watch, mainly because I've only played this game a few times, and haven't seen all the levels. Major question: do some of the tricks from SMB1 carry over to this game, and if so, how many and which?
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Player (206)
Joined: 5/29/2004
Posts: 5712
Probably all of them, isn't it the exact same engine? And that maximum-coins-without-dying run is starting to sound pretty cool...
put yourself in my rocketpack if that poochie is one outrageous dude
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
>This I would actually find interesting to watch, mainly because I've only played this game a few times, and haven't seen all the levels. Major question: do some of the tricks from SMB1 carry over to this game, and if so, how many and which? Almost all of them. See: http://tasvideos.org/SuperMarioBrosTricks.html
Joined: 3/25/2004
Posts: 459
I guess this thread is as good enough as any to post something I've been wondering about: Would source code be helpful for improving a run? If so, what are the possibilities of requesting (and receiving) it, or decompiling?
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
what about getting all the coins without coin boxes?
Super Mario Bros. console speedrunner - Andrew Gardikis
Player (206)
Joined: 5/29/2004
Posts: 5712
No, dude, hitting the boxes is the most interesting part!
put yourself in my rocketpack if that poochie is one outrageous dude
Post subject: Re: some SMB TAS ideas...
Joined: 4/3/2006
Posts: 269
primorial#soup wrote:
minglw wrote:
-- a speedrun grabs every flag pole from behind.
This would be very similar to the warpless run, only slower at each flag pole (is it even possible to grab every flag from behind?). I think the gimmick would get old pretty quick.
Well, the interesting part here is to see the tricks used to go pass the flag pole.
primorial#soup wrote:
minglw wrote:
-- a speedrun that gets every coin in every level.
This actually isn't possible (because of pipes, etc.). Getting the maximum number of coins for each level might be interesting, but only if glitches could be abused to get more coins than should normally be possible.
My bad, you're right, it's impossible to get every coin in a level. It's certainly nice to a run that collects the maximum coins. I think a max-coin TAS is nice as it will most likely go thru all of the secret "rooms" to collect the extra coins. Not to mention that it's fun to see how fast you can pop those coin-boxes. I think you can get more coins if you pop it qicker. None of the SMB TAS on this site does this. I am still new to the TAS thing, anyone up for this task ?
primorial#soup wrote:
minglw wrote:
For Super Mario Brothers 2 (Japanese version -- aka the lost levels) patched version where the extra levels are accessible: -- it would be nice to see a TAS that goes thru all levels (1-9, A-D)
This I would actually find interesting to watch, mainly because I've only played this game a few times, and haven't seen all the levels. Major question: do some of the tricks from SMB1 carry over to this game, and if so, how many and which?
I have seen all of the levels... I just haven't seen all of them in one run. Given that the patch for the 24-stars is already available, I am surprised that no one created a TAS for this yet.
Player (206)
Joined: 5/29/2004
Posts: 5712
Or the Super Mario All-Star Collection!
put yourself in my rocketpack if that poochie is one outrageous dude