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Hello! Everybody.
This is my first TAS on wii console. And nsmbwii is one of my favorite smb games. Hope you'll like this movie.

Game Info:

This is New Super Mario Bros wii warped submission! NSMBwii is SMB game on wii. It's similiar as Super Mario Bros 3. But more interesting. New enemies, new items and Mario's new skills. There are a lot of stages in this game. And some secret stages. Sometimes these secret stages can be faster than normal stages. Such as 8-7. Also, the game is a little hard. And much harder than NSMB2 on 3ds. Stages are not short, too.

Ps:

This run only aims fastest time.

Emulator Infomation:

This run is made on Dolphin 3.0-382 (win64), desync fixed by RachelB. You can get it here: 64-bit 32-bit Enable dual core & Enable idle skipping is off. DSP emulator engine chooses DSP LLE recompiler. And be sure that /User/Wii/title/ is empty before watching.

Movie Info:

This is a warped run. I used cannons in movie. Skip from world 1 to world 5, and from world 5 to world 8. Some ideas I learned from nsmbwii record on SDA.
1-1: Grow up by flag. Get Propeller Suit by ? box. Run on spinning wheel to get faster speed. Slide on slope to get faster speed. Using ceiling boosting to get 1 more pixel everytime.
1-2: Use star to be faster.
1-3: Go the secret route. To skip to world 5.
5-1: Use star again.
5-Piranha: Different from SDA record, I get toad's icons on the left first. Because the box will appear on the right finally.
5-3: I didn't choose 5-2. Because 5-3 is faster. I wait for a moment at first. In order to tread first enemy succesfully. If I fly to go across it, time will be slower.
5-tower: Mine is much faster than SDA's record in this stage. Due to accurater maniplation.
5-4: Using bamboo dragonfly to go across the whole stage.
5-boo house: Go a secret route once again. Skip to world 8.
8-1: Slide to get faster speed.
8-2: Run on spinning wheel to get faster speed. Fly to keep speed on part 3. Go a secret route to get to 8-airship faster.
8-7: Use fastest speed. Keep speed while flying.
8-airship: Flying instead of wringing screws.
8-castle: Flying to end input earlier.

Imprvement possible:

Use fastest speed every time by watching speed in memory watch. When dolphin support memory watch.
New glitch.
Luck manipulation.

Thanks:

Speed Demos Archive. I get many ideas from SDA's nsmbwii record.

Nach: I found that some of this run has noticeable improvements. The amount of people pointing out issues on the forum were more than negligible.
While this was a good first run, I think a first TAS of this should be significantly better. Soig, I've seen a bunch of your other TASs, and I know you're capable of a much better job. I hope to see you submit a better run. Till then, rejecting.

Experienced player (647)
Joined: 5/16/2009
Posts: 235
Voted meh. Hope this gets improved a bit, I know you can do it ;) But well still nice to see this game TASed.
Active player (458)
Joined: 12/24/2010
Posts: 297
Location: CT, USA
I found it to be very entertaining, even if it is improvable. Although if you're going to bother improving this run, I'd suggest making it "co-op" for some of the extra shortcuts and optimizations that are only possible with two or more players. You could have a player throw another player while traveling on a moving ice block and perhaps that'd really get some insane speed. Or maybe a player with a block of ice and on top of that ice is another player holding a block with a player on top. Player 1 throws their block, Player 2 then throws their block a second later, and that would give a stacked speed (So say if the regular block moves at 5, then that block throw from the moving block would move at 10). You could get the most out of each level having four players, each with a designated power up (one Mini, one Penguin/Ice, one Propellar, and less useful fire). The beauty of a co-op run is the bubble system. More often that not, you won't have to worry about input for the other three players.
Active player (266)
Joined: 9/14/2011
Posts: 349
VanillaCoke wrote:
I found it to be very entertaining, even if it is improvable. Although if you're going to bother improving this run, I'd suggest making it "co-op" for some of the extra shortcuts and optimizations that are only possible with two or more players. You could have a player throw another player while traveling on a moving ice block and perhaps that'd really get some insane speed. Or maybe a player with a block of ice and on top of that ice is another player holding a block with a player on top. Player 1 throws their block, Player 2 then throws their block a second later, and that would give a stacked speed (So say if the regular block moves at 5, then that block throw from the moving block would move at 10). You could get the most out of each level having four players, each with a designated power up (one Mini, one Penguin/Ice, one Propellar, and less useful fire). The beauty of a co-op run is the bubble system. More often that not, you won't have to worry about input for the other three players.
Actually, there's a obstacle in making co-op TAS. Even though one player can boost by assistance from others, the game does not end unless all player reach the flag. So merely just sending one doesn't have any merits. But there are some solution to this problem, too. If the stage consists of several levels, connected with pipes, then you can send one player to enter the pipe, because the game force players to warp it. Also, you can control some players to take death on purpose so that you don't have to wait for them(but losing all power-ups they had). Anyway, it seems that controlling more then one player on this game is terribly hard.
Active player (458)
Joined: 12/24/2010
Posts: 297
Location: CT, USA
Odongdong wrote:
Actually, there's a obstacle in making co-op TAS. Even though one player can boost by assistance from others, the game does not end unless all player reach the flag. So merely just sending one doesn't have any merits. But there are some solution to this problem, too. If the stage consists of several levels, connected with pipes, then you can send one player to enter the pipe, because the game force players to warp it. Also, you can control some players to take death on purpose so that you don't have to wait for them(but losing all power-ups they had). Anyway, it seems that controlling more then one player on this game is terribly hard.
I'm 100% positive that a player touching the flag with 3 other players in their bubble will end the round (I just played 4 player co-op Another Super Mario Bros. in October with friends from high school). It doesn't force the player to pop them out of their bubble before the flag can be lowered. Besides, bubbling is as easy as pressing A. The only downside to co-op bubbles is that the bubbles have to drift off the side of the screen before the level can end (not the flag lowering though, that'll trigger immediately if the other three players are bubbled). This can be minimized by keeping the bubbles as far to the left (or rarely, right) of the screen as possible when touching the flag. Players who were bubbled when a stage ended previously will be ready to go when the next level begins, so there's no repercussions to having ended a level in a bubble. Also, I think that having only one player when finishing a level would be beneficial since it would skip three of the four players having to walk into the house to finish the course.
RachelB
She/Her
Player (127)
Joined: 12/3/2011
Posts: 1579
I think the bigger problem is that dolphin has no easy way to tas multiple wiimotes.
TASVideosGrue
They/Them
Joined: 10/1/2008
Posts: 2739
Location: The dark corners of the TASVideos server
om, nom, nom... juicy!
Experienced player (703)
Joined: 2/5/2011
Posts: 1417
Location: France
Someone could give me the times of all levels, i'm planning to optimise but can't get movie work, it says movie end at start
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand