Greetings, fellow TAS lovers. It has been nearly five years since we last saw a brand new Luigi run. Sorry to keep you awaiting for so long, but here we are presenting the finally finished improvement of 110 frames (1.83 seconds) over the previous SMB2J Luigi run.
comparison video (link fixed).
(Suggested screenshot, frame 3742)
This run uses a suboptimal character, Luigi, who seems to have larger inertia than Mario (possibly because he's heavier), that appears higher jumping but slower accelerated speed. In some degree, those did bring lots of difficulties to this run, but we tried our best to take advantage from those abilities, and to make the best of Luigi.
While aiming for the perfect speed, we also tried VERY HARD to make every level as entertaining as possible. Wherever there are two paths with almost equal entertainment, we would deliberately choose a different path than Mario, and looks like we've done a successful job making a distinctive Luigi run differs from the Mario run.
Note: The re-record count shown in the fm2 movie is way smaller than the real number, because I often did some of the levels on copies and continued with savestates (which is not really a good habit), but that doesn't really matter.

Division of Work

KFCMario is a great TASer in our SMB community at Baidu Bar, and working with him is a delight. I was working on my own version of this project when he submitted his 64-frame improvement, so I told him there were more improvements and asked him whether he liked to cooperate with me, and he said yes.
KFCMario made lots of demos in levels such as 4-4, 5-1, 8-2, 8-3 and 8-4, but I found many places inperfect judging from the entertainment point of view, so actually I'm the one that does every input in this movie. However, 8-3 is mainly done by KFCMario with little of my perfection work. KFCMario managed to save 1 frame in the underwater stage of 8-4, and another one in stage 4 (unfortunately it was covered by my 3-frame improvement). The rest of the improvements came from me. KFCMario's demos are very important and provided lots of entertainment suggestions, and I'm much grateful to him.

Time-saving Improvements

  • Mushroom trick in 1-1 - 42 frames are saved: Similar to the shell trick in Mario run, but this one solved two things at one time: going through the floor, and getting the mushroom. It was first founded by andrewg, and first proved possible and used in Luigi run by me. Mars commented that what an incredible track Luigi jumped when getting the mushroom.
  • Faster wall passing and turning in 1-2 - 21 frames are saved: I managed to enter the first pipe 14 frames earlier, and entered the second pipe about 21 frames earlier using a faster turning movement on the pipe instead of in the mid-air. If we hadn't chosen 1-2 for flower-getting, those adjustments would save 21 frames, but were neglected in KFCMario's previous submission text.
  • Better place of getting the flower - 21 frames are saved: One of the things that kept me grinding for a couple of months is that there are so many choice of places to get the flower: one in 1-2, one in 4-1, two in 4-2, and another one in 4-4. Though they all end up pretty much the same time, few of them can actually save 21 frames, and according to our test result, only one - 1-2. And I said with great pleasure instantly: "Alright, problem solved! No more bloody tests needed!" That became one of the major improvements of this run, and did make the run even more entertaining.
  • Faster pipe entering in 5-2 - 21 frames are saved: It's an action that involves extremely strict optimization and pressing down and right at the same frame, allowing to enter the pipe with screen scrolling but without speeding up to 10, by optimizing the x subpixel value to 240 and entering the pipe before landing with speed 1, making it possible to enter the Warp Zone 12 frames earlier.
  • Various optimization in 8-4 - 5 frames in total are saved (1 in stage 2 (underwater), 1 in stage 3, and 3 frames in stage 4): It's a fully optimized run, so nothing needs to be explained about the first two improvements. As for the third one, you can see that I made a turn on the pipe and jumped with speed greater than 24, which was just a regular test, and turned out to be 2 frames faster than KFCMario's demo that used speed 24 and had already saved 1 frame. The last improvement came so easily that even made me feel strange a little bit.

Level Comments and Highlights

1-1: A different route and the performance of the mushroom trick. The way I dealt with the very first enemy - the leaping Koopa Paratroopa seems to indicate that the best has yet to come.
1-2: Since Mario has found a quicker route through the first stage last year, it somehow becomes more meaningful for Luigi to keep his improved old route that differs from Mario, which is why I've chosen the wall passing glitch in this level to be the suggested screenshot.
4-1: There are a little music playing, mostly with the sound of the fireball. The reason why we didn't stamp on the Lakitu and fly to the flagpole like Phil did is that the action requires slowdown, and any little slowdown would probably cause 21 frames of loss in this particular level.
4-2: No need to get flowers, so I had fun playing with different kinds of enemies, and of course, nearly all of them were killed.
4-3: I manipulated luck a little bit for Bullet Bills, nothing new.
4-4: The most incredible path is taken, by jumping through the long fire bar. It costs about 3 frames for this performance, very worthwhile for Luigi, but for Mario I suppose there wouldn't be enough time. In the middle part I chose the upper route, and the Bowser was really killed by 3 fireballs, making this level surprisingly different from the Mario run.
5-1: Simply an entertaining level, one of my favorites.
5-2: 21 frames are saved while the entertainment is improved at the same time.
8-1: My favorite part, without a doubt, is that passage at the beginning where I had fun playing with all kinds of shells.
8-2: There's music playing at the very beginning, and it doesn't stop until the flower shows up. I never thought I can even make use of the sound of the Pirana plant gets killed. I climbed to the ending stage 2 frames earlier, but still couldn't perform the vine teleporting glitch.
8-3: The Hammer Brothers become more intelligent in SMB2J, making it hard to stamp on them without getting hurt, but we successfully stamped two of them with a little luck manipulation.
8-4: Various of performances, including music playing and "ghostrun". In the underwater stage I tried so hard and finally managed to kill the first Bloober that Mario couldn't possibly kill. To entertain people when crossing the long tunnel, I even made a poll in Baidu SMB Bar of how the music playing should be done, and some said I could play some Chinese song, some suggested songs like "U.N. Owen was her?", but none of those ideas would work out fine with the castle music, so I had to create my own type of beats that fits (hope you like that).

Credits and Thanks

  • Mars: For helping a lot during making this TAS, including testing out the warp zone stage in 1-2, and reminding me that I could get an extra coin after the star block in 5-2 which solved the puzzling fireworks problem.
  • andrewg: Without his telling me the mushroom trick in 1-1, I would probably start both Mario and Luigi run much later. That became the most important improvement in this run.
  • imknown, and other friends at Baidu SMB Bar: For giving us support and advise on how to play in the long tunnel of 8-4.
  • Phil: For making his wonderful previous run.

Brandon: Encodes added. Will publish once accepted.

Nach: Nice improvement, accepting.

Brandon: Publication underway.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15585
Location: 127.0.0.1
Expert player (2567)
Joined: 12/23/2007
Posts: 830
Looks like nearly all SMB TASes are fully optimized now. Since I've finished this, I may try to TAS other games while making TASes of some SMB hacks.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Wow! The improvements in this movie are brilliant ideas. The entertainment choices were amazing. Thank you for this movie, I very much enjoyed watching it.
HappyLee wrote:
I may try to TAS other games
I look forward to it!
It's hard to look this good. My TAS projects
Expert player (2567)
Joined: 12/23/2007
Posts: 830
adelikat wrote:
Wow! The improvements in this movie are brilliant ideas. The entertainment choices were amazing. Thank you for this movie, I very much enjoyed watching it.
Thank you. I'm much flattered. :)
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1913
Location: Floating Tower
I think you goofed on the comparison video link. They both appear to be identical and the video doesn't appear to compare anything.
Taking over the world, one game at a time. Currently TASing: Nothing
Soig
He/Him
Skilled player (1516)
Joined: 12/4/2010
Posts: 252
I've looked forward to this for a looooong time!!! Now I can't wait to give it watch.
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
I'll encode this.
All the best, Brandon Evans
WST
She/Her
Active player (489)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
Obvious «yes» without comments
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 :)
YoungJ1997lol
He/Him
Player (9)
Joined: 7/4/2011
Posts: 550
Location: U.S.A.
Easy yes vote. Congrats, boys!
So yea, how's it going? Currently TASing: Nothing
TheKDX7
He/Him
Player (118)
Joined: 7/9/2011
Posts: 392
Location: Switzerland
Yeah the guys I waited its for a long time. Vote Yes
Player (56)
Joined: 10/16/2012
Posts: 233
Location: Milwaukee, WI
The improvements found are really stunning to watch! Yes vote from me! I still have one question, though. Why the black space between the completion of World 4-4 and the start of 5-1?
If I could have a tool-assisted real life, I'd... Being a novice, I'd probably load the wrong state, have the IRS AI bankrupt me, and eventually make me want to kill myself and redo 11 years of hard work.
Editor, Emulator Coder, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
JWinslow23 wrote:
The improvements found are really stunning to watch! Yes vote from me! I still have one question, though. Why the black space between the completion of World 4-4 and the start of 5-1?
The 6502 has to spend that time preparing answers for your inane questions.
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
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.
Super Mario Bros. console speedrunner - Andrew Gardikis
Editor, Emulator Coder, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
andrewg wrote:
There was a very long loading time on the original famicom.
Indeed. I created Bizhawk's FDS emulation with a goal of accuracy; the result is hundreds of extra lag frames (relative to FCEUX) at every disk load point.
Player (56)
Joined: 10/16/2012
Posts: 233
Location: Milwaukee, WI
natt wrote:
JWinslow23 wrote:
The improvements found are really stunning to watch! Yes vote from me! I still have one question, though. Why the black space between the completion of World 4-4 and the start of 5-1?
The 6502 has to spend that time preparing answers for your inane questions.
Oh, ha ha, very funny. I was just wondering if that could somehow be bypassed. I mean, I saw it on every run here on TASVideos, and the current movie on Speed Demos Archive (BTW, I praise you, andrewg, for being so good at a game that no one else can play well), and perhaps there is a "glitch" possible so you can bypass that glitch.
If I could have a tool-assisted real life, I'd... Being a novice, I'd probably load the wrong state, have the IRS AI bankrupt me, and eventually make me want to kill myself and redo 11 years of hard work.
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
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.
Super Mario Bros. console speedrunner - Andrew Gardikis
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Very nice! The trick in 1-1 alone is worth a Yes in the entertainment category... I never thought it would be that easy to get into the floor. Can that apply in any of the warpless runs? Great job as well with the musical antics.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
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.
Super Mario Bros. console speedrunner - Andrew Gardikis
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
Great improvement. Very entertaining as usual. Yes vote, of course.
Expert player (2567)
Joined: 12/23/2007
Posts: 830
andrewg wrote:
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.
Nice idea, it comes to me too all the time, so I've just had a test. It would take at least 5 sprites to make Bowser disappear, so I need 1 shell rolling down the floor at least with 2 Bowser fire (I've proved possible) at the same time. With small Mario, you need to turn twice to adjust and kick the shell, and the best time I can do with small Mario without manipulating 2 Bowser fire is reaching the axe on frame 13244 (2 frames earlier than current Mario run). But with big Mario, it saves one turning movement, but costs time to get a mushroom, and I'll test that out later. Although manipulating 2 Bowser fire at the right time is possible in theory, it's extremely hard. And thank you Sir VG for reporting the link problem. I'll fix it as soon as I can log in Mediafire (unfortunately it's blocked maybe temporarily). Edit: OK, after further testing, I can make it 13230 with big Mario, but even so doesn't mean it can save time, if counting the time cost in 8-4.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Player (213)
Joined: 9/14/2011
Posts: 349
I'm pretty sure it's hard to make old mario game look entertaining like this TAS. I love it! Your effort put here was of great value. Edit:
HappyLee wrote:
Looks like nearly all SMB TASes are fully optimized now. Since I've finished this, I may try to TAS other games while making TASes of some SMB hacks.
Why don't you try Mario vs Airman?
Former player
Joined: 8/31/2009
Posts: 236
This is one of the most entertaining runs I've ever seen! Amazing job guys!
Expert player (2567)
Joined: 12/23/2007
Posts: 830
Odongdong wrote:
Why don't you try Mario vs Airman?
I already did last year.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Joined: 6/16/2011
Posts: 48
Err... The two encode links in the submission page are the same, there's no comparison video. Still awesome.
Joined: 8/1/2004
Posts: 178
http://www.youtube.com/watch?v=WZ5ylIIrEVU#t=5m25s Can there be a wall jump, sorry, wall KICK performed around here to save time?
<^>v AB X LR s