Masterjun
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I can't quite spot the possible improvement you are talking about. Can you help me out here?
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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Masterjun wrote:
I can't quite spot the possible improvement you are talking about. Can you help me out here?
It's in like from 1:18. Sorry about that.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Masterjun
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Still can't find it. Can you explain?
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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On the video, the guy said that MarI/O found a new potential glitch involving a block and stomping on a Koopa Troopa. It's better to watch the entire thing, I dunno, but I thought it was worth posting.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Joined: 7/29/2009
Posts: 55
Masterjun wrote:
I can't quite spot the possible improvement you are talking about. Can you help me out here?
If you can clip into the ground like that at the end of 1-1 in the NTSC version, you can save time with a flagpole glitch similiar to the bullet bill glitch in 8-2. If it's PAL-only it doesn't matter, since you can already do that flagpole glitch on PAL without going into the ground.
Masterjun
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Kurabupengin wrote:
On the video, the guy said that MarI/O found a new potential glitch involving a block and stomping on a Koopa Troopa.
Where exactly would it be useful in the warps run? (from the warps run)
Potato Stomper wrote:
[...]
I was referring to Kurabupengin, sorry for not quoting.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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Masterjun wrote:
Kurabupengin wrote:
On the video, the guy said that MarI/O found a new potential glitch involving a block and stomping on a Koopa Troopa.
Where exactly would it be useful in the warps run?
I have no idea. I just thought it was worth posting.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Noxxa
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Kurabupengin wrote:
Masterjun wrote:
Kurabupengin wrote:
On the video, the guy said that MarI/O found a new potential glitch involving a block and stomping on a Koopa Troopa.
Where exactly would it be useful in the warps run?
I have no idea. I just thought it was worth posting.
Please try to consider whether any newly found trick or glitch has any practical use in a run, before calling it a "potential improvement". Otherwise we are all just wasting our time over nothing.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Joined: 7/29/2009
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Masterjun wrote:
I was referring to Kurabupengin, sorry for not quoting.
Nevermind, I thought he posted the same video from the thumbnail and title.
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Mothrayas wrote:
Please try to consider whether any newly found trick or glitch has any practical use in a run, before calling it a "potential improvement". Otherwise we are all just wasting our time over nothing.
I'm so sorry FluffyMoth, I promise it won't happen again. D;
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Post subject: Lol people still TAS this
Joined: 6/30/2015
Posts: 8
Any of Lee's TASes still improvable?
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One weird mechanic that might have use in 4-2 (all coins TAS) or possibly anorher smb run is something I came across while TASing smb warpless a while back. So heres the idea: Grabbing a mushroom or taking a hit delays Mario`s forward movement. If this could be avoided, it would certainly save time. If Mario starts sliding through a wall at the same moment he takes a hit from an enemy, he will continue to slide through while being hit. So I think that potentially more coins couls be grabbed in 4-2 because the timer also stops when you are hit by an enemy. Im thinkinh just 1 extra coin could probably be grabbed here. As for the warpless runs, I am curious if this could work while grabbing a mushroom. If it is possible to start sliding through a wall while grabbing a mushroom, Mario might not be stopped, thus gaining time. Just something to consider. I dont have the time to TAS at the moment, but this might have an application in some smb TAS.
Super Mario Bros. console speedrunner - Andrew Gardikis
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andrewg wrote:
So I think that potentially more coins couls be grabbed in 4-2 because the timer also stops when you are hit by an enemy. Im thinkinh just 1 extra coin could probably be grabbed here. As for the warpless runs, I am curious if this could work while grabbing a mushroom. If it is possible to start sliding through a wall while grabbing a mushroom, Mario might not be stopped, thus gaining time.
I totally get what you mean, but I don't find the trick useful in the maximum coins TAS or the warpless TAS. First of all, the enemy has to be something Mario couldn't land his foot on, like a Spiny, a Piranha plant, a Firebar, or a hammer, not any regular enemy. Second, taking a hit in 4-2 in the maximum coins run means that Mario cannot shoot the Piranha plant before entering the pipe in the Warp Zone, so it would waste time. As far as I know, it's not possible to slide through a wall while grabbing a mushroom. Mario can't move at all during that 1 second, even if he's in a wall. However, it does remind me that taking a hit in 8-4 could save some time in the maximum coins TAS. Unfortunately I just finished improving 8-4 last night, and I'm not planning to redo the whole 8-4 again with a much more complicated strategy, so I guess I'll leave it to the future improvements.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Post subject: Questions for a knowledgeable SMB TAS person
Joined: 10/9/2011
Posts: 5
I had been working on a maximum score SMB speed run. I posted some progress on youtube for people to see (I realize now that there are definite places for improvement, especially in the cheep cheep / bullet bill levels). I lost everything in a computer crash and I'm trying to recreate it, but I can't do as well as I did in the previous video. The biggest thing is the multi-coin block. In 1-1, I got 16 coins out of it the first time. Now I can't seem to get more than 14. Does anyone have any info on how to maximize multi-coin blocks? While I'm asking questions, though, at one time I was able to hit a double jump on the first pair of goombas in that level. Then I changed something and I could never recreate it. Any idea what I need to do to pull that off again?
Joined: 8/1/2006
Posts: 428
Here's an unassisted score run, by andrewg, which you are 6k points behind by the end of 1-2. The first mistake I noticed, ~20 seconds in, was killing the second goomba in the group with a stomp instead of saving it to hit with a shell later, which would gain 7800 points at the cost of about 3 seconds.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
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The goal is a bit odd because it's not well defined. Hopefully this isn't discouraging. My 'Twin Galaxies rules' high score is basically just the highest score I could get without exploiting the koopa shells. Of course, this entailed me beating the levels quickly for the end timer bonus. All I'm saying is that you're not going to get very far if you're submitting to TASvideos because I don't see a clear goal. The problem is that higher scores can be achieved by abusing the koopa shells. "Fastest time for the maximum score" doesn't work because you aren't getting the maximum score unless you run the timer down to 0 on most stages. Sure, you could do a run with that goal, but it won't be very fast. Also, since the lives are unlimited, there really isn't a maximum score. :/ I guess I suggest "maximum score on 1 life," because it is interesting. I doubt it would be that interesting to watch though. Again, I hope this isn't discouraging.
Super Mario Bros. console speedrunner - Andrew Gardikis
jdaster64
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If anything, I wonder if high score-based objectives wouldn't better be done in Super Mario Bros. Deluxe, given that there's already existing goals to work with.
Joined: 10/9/2011
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andrewg wrote:
The goal is a bit odd because it's not well defined. Hopefully this isn't discouraging. My 'Twin Galaxies rules' high score is basically just the highest score I could get without exploiting the koopa shells. Of course, this entailed me beating the levels quickly for the end timer bonus. All I'm saying is that you're not going to get very far if you're submitting to TASvideos because I don't see a clear goal. The problem is that higher scores can be achieved by abusing the koopa shells. "Fastest time for the maximum score" doesn't work because you aren't getting the maximum score unless you run the timer down to 0 on most stages. Sure, you could do a run with that goal, but it won't be very fast. Also, since the lives are unlimited, there really isn't a maximum score. :/ I guess I suggest "maximum score on 1 life," because it is interesting. I doubt it would be that interesting to watch though. Again, I hope this isn't discouraging.
No, I'm not discouraged at all. I have goals, I just didn't think it was germane to my question to detail them. I can get into them. I love TAS videos, and I've just been looking for some sort of way to contribute. SMB is obviously very well covered, being such a popular and well-known game. I've seen fastest, I've seen minimum score, I've seen walkathon. I thought highest score might be visually interesting, basically SMB being played the way your average person would actually play it, but "on steroids". Some things get goofy, like the repeated quest for power-ups when you've already got a fire flower, but all in all it's not bad. In some ways, it's kind of a counterpoint to the pure speed run, which interacts with as little of the level as possible. As you say, the true maximum score involves turtle abuse and is boring. The only thing you could maybe do is fastest to the point where the score stops increasing or resets or whatever it is that happens with Mario (kind of watching someone get to the kill screen of Pac-Man). So, immediately, turtle abuse is out. And allowing deaths just leads to filler. So we're at a maximum score, no turtle abuse, no death. My hope is that within those parameters you're going to get a visually interesting playthrough different from the other TAS of SMB already on the site.
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Posts: 5
andrewg wrote:
The goal is a bit odd because it's not well defined. Hopefully this isn't discouraging. My 'Twin Galaxies rules' high score is basically just the highest score I could get without exploiting the koopa shells. Of course, this entailed me beating the levels quickly for the end timer bonus. All I'm saying is that you're not going to get very far if you're submitting to TASvideos because I don't see a clear goal. The problem is that higher scores can be achieved by abusing the koopa shells. "Fastest time for the maximum score" doesn't work because you aren't getting the maximum score unless you run the timer down to 0 on most stages. Sure, you could do a run with that goal, but it won't be very fast. Also, since the lives are unlimited, there really isn't a maximum score. :/ I guess I suggest "maximum score on 1 life," because it is interesting. I doubt it would be that interesting to watch though. Again, I hope this isn't discouraging.
No, I'm not discouraged at all. I have goals, I just didn't think it was germane to my question to detail them. I can get into them. I love TAS videos, and I've just been looking for some sort of way to contribute. SMB is obviously very well covered, being such a popular and well-known game. I've seen fastest, I've seen minimum score, I've seen walkathon. I thought highest score might be visually interesting, basically SMB being played the way your average person would actually play it, but "on steroids". Some things get goofy, like the repeated quest for power-ups when you've already got a fire flower, but all in all it's not bad. In some ways, it's kind of a counterpoint to the pure speed run, which interacts with as little of the level as possible. As you say, the true maximum score involves turtle abuse and is boring. The only thing you could maybe do is fastest to the point where the score stops increasing or resets or whatever it is that happens with Mario (kind of watching someone get to the kill screen of Pac-Man). So, immediately, turtle abuse is out. And allowing deaths just leads to filler. So we're at a maximum score, no turtle abuse, no death. My hope is that within those parameters you're going to get a visually interesting playthrough different from the other TAS of SMB already on the site.
Joined: 10/9/2011
Posts: 5
It's either that or figure out how to manipulate the luck in NES Play Action Football to get a TAS of that going.
WST
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Some ideas for you if someone manages total control on this game =D Link to video
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
MarbleousDave
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A Mario beam-'em-up? Pure genius.
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I thought someone did find ways to corrupt the memory of SMB, so I opened my proxy server for YouTube with great excitement, and then... Anyway, I'm more than interested to find ways to achieve ACE on SMB, or to prove whether it's possible. Unfortunately I have very limited knowledge for NES programming, so I wonder if there's anyone who'd like to work on it together. Thanks. :D
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
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Well, the closest to ACE I always thought was this Link to video also: https://www.youtube.com/watch?v=KZjNy8lV2RA Would be funny if that had ACE potential. That would mean RAT926/poleovermania found ACE glitches in 3 NES games (with SMB3 and Zelda).
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MUGG wrote:
Would be funny if that had ACE potential. That would mean RAT926/poleovermania found ACE glitches in 3 NES games (with SMB3 and Zelda).
Wow. Those are actually gold stuff. I had similar ideas before, but mine caused more lags than crashes. I believe that coins are the key items here. It seems that the glitch mainly crashes the graphical system, but whether it affects useful memory addresses is unknown. So how do we prove whether a glitch has ACE potential? Is there a better way to test this than depending on pure luck? Thanks again. :)
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).