Here is an improvement of 330 frames (5.5 seconds) to the previous run.
ROM version has been switched to PRG0. Reason: More interesting level names during the ending sequence. This run will still sync on ROM version PRG1, but please encode the run with the ROM version PRG0.
Emulator used: FCEU 0.98.16
adelikat: Like many other TASers, this run is what brought me to TASvideos.org and to the art of TASing. So it means a lot to me that I was able to contribute something to the perfection of it.

Scrolling glitch and speed/entertainment tradeoff stuff

A new method was used in 8-Ship and 8-Tank2 to scroll very far to the right of the screen near the end of the level to enter the pipes about 45 frames faster in each case. This was at the tradeoff of some of the 1-up bouncing in those levels. Please see this alternate run, which is 90 frames slower, but the authors, of course, manage to get 99 lives magnificently™. The warpless run also contains more 1-up bouncing and does not use this glitch. (However, neither of these runs sync on PRG1.)

Level by level

LevelFrames gainedReasonFrames sacrificedReasonTotal Gain
1-11Less hammer brother RNG lag0-1
1-232Sliding speed abuse5Bad hammer brother luck later forced this loss anyway, so we took a flower card by delaying the level entrance27
1-32Greater precision4Better hammer brother luck-2
1-Fortress10Better running at the beginning, starting flight later0-10
Map1-0-1
8-Tanks4Reduced lag and better pipe entrance0-4
8-Ship51Scroll glitch to the right side of the screen, better time countdown0-51
Pipe1Subpixel abuse allowed farther sliding0-1
Map4Better luck on the bridge0-4
8-Airship7Better pipe entrance and boom-boom fight0-7
Pipe1Subpixel abuse allowed farther sliding0-1
8-11Greater precision0-1
8-213Greater precision and sliding speed abuse0-13
8-Fortress3Greater precision0-3
Pipe1Subpixel abuse allowed farther sliding0-1
8-Tanks242Scroll glitch to the right side of the screen0-42
8-Castle138New route0-138
Bowser22New strategy0-22
End5Better time countdown0-5
Total339Thanks for watching!9-330

Bisqwit: Got no adequate words to congratulate and praise :( We're back where we started, only 40 levels stronger. In any case, accepting and encoding. :)


Experienced player (614)
Joined: 4/24/2005
Posts: 612
Phil wrote:
I have a question, what's so interesting in ending scene text for PRG0?
The names are less of a cliche in PRG0 than in PRG1.
PRG0                  PRG1
----                  ----
GRASS LAND      GRASS LAND
DESERT HILL    DESERT LAND
OCEAN SIDE      WATER LAND
BIG ISLAND      GIANT LAND
THE SKY           SKY LAND
ICED LAND         ICE LAND
PIPE MAZE        PIPE LAND
CASTLE OF KOOPA  DARK LAND
upthorn
He/Him
Emulator Coder, Active player (392)
Joined: 3/24/2006
Posts: 1802
Phil wrote:
I have a question, what's so interesting in ending scene text for PRG0?
in PRG0, the world names have more variety: "Grass Land", "Desert Hill", "Ocean Side", "Big Island", " The Sky", " Iced Land", "Pipe Maze", and "Castle of Koopa" in PRG1, the worlds are all (fill-in-the-blank) Land: "Grass Land", "Desert Land", "Water Land", "Giant Land", "Sky Land", "Ice Land", "Pipe Land", and "Dark Land"
How fleeting are all human passions compared with the massive continuity of ducks.
Player (206)
Joined: 2/18/2005
Posts: 1451
Well, PRG1 clearly has better name choices to describe this worlds. We too called them all like that during the early 90's. PRG0's aren't the official names, but as upthorn said, have more variety. Good ROM choice IMO for a more stylish change here.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
Great run, great improvement. I noticed lots of clever little ways in which the previous run got improved, Bowser's castle seemed to have the largest improvement. So yes vote in all these aspects. However, I do firmly object to runs being published this quickly. EDIT:
Comicalflop wrote:
what, no 90,000 rerecord count? what gives? no seriously, will watch later tonight.
Incase you're wondering why there isn't some super high re-record rate. Its usually because when people do team TASes, much of the rerecords get lost through passing WIPs around.
Former player
Joined: 11/13/2005
Posts: 1587
Is it really necessary to discuss about the ROM change when it doesn't affect the run or the time in any way? I liked this run although I prefer the warpless run because this one is 80% autoscrolling.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Saturn wrote:
Indeed. It's hard to believe there were no possibilities to get them even with using the scroll glitches. At least on the first look it seems that by better analyzing and planning of the multiple rocket jumps during the autoscroller, it should be possible. Sorry if I'm wrong though.
The reason it is not possible is because Mario's P-meter will be instantly killed off if he is in the air for too long (256 frames). The memory address for this is 056E. For example, the best we were able to get on 8-Tank2 before losing P-meter was 2000 points (the 6th consecutive stomp). We also discussed it as a group, and since 8-Tank was left intact (which we felt was the most impressive autoscroller in the run), we didn't feel it detracted from the overall movie. I personally don't care about the number of lives in the corner, but there is the alternate movie (which is now in the movie's description) for those who really like seeing "99" by the life counter. Geez I've posted a lot today.. :(
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Active player (276)
Joined: 4/20/2004
Posts: 219
Location: Japan,Tokyo
Nice Improvement. In the route's keeping being improved, I feel TAS more interesting.
Experienced player (828)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Sir VG wrote:
It's called "evaluating and checking for potential mistakes."
Says the guy with a 0.9 rerecords/sec average.
Living Well Is The Best Revenge My Personal Page
Editor, Active player (476)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
Xkeeper, I know you already changed the screenshot, but I still think it could be better. I was thinking something like the backwards jumping in 1-2 or kicking the koopa shell in 1-3 would make a good screenshot. Examples: Any opinions? Edit: Arranged pictures horizontally instead of vertically.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3574)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
I think any of the 1st 3 are way better than the current screenshot. I like the 1st one the best though.
It's hard to look this good. My TAS projects
Joined: 10/24/2005
Posts: 1080
Location: San Jose
The first one is good. I would hands-down vote for the 3rd one if there wasn't a green graphical error at the right edge (part of the game, not the image).
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1913
Location: Floating Tower
mmbossman wrote:
Sir VG wrote:
It's called "evaluating and checking for potential mistakes."
Says the guy with a 0.9 rerecords/sec average.
And you guys had plenty of chances to evaluate it before it was published. Next argument!
Taking over the world, one game at a time. Currently TASing: Nothing
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Answer mine first.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
adelikat wrote:
I think any of the 1st 3 are way better than the current screenshot.
I concur. My favourites, of those suggested by Chef Stef, are these three in order:
AnS
Emulator Coder, Experienced player (728)
Joined: 2/23/2006
Posts: 682
"Need nothing else than just your pride to get there" ;) Last year, when watching "God playing" video on YouTube, I was wondering why they included such sloppy moment as climbing brick stairs in SMB3. So I made an assumption it's the best way to cross the level. Now what, another ground-shaking TAS! Congrats, guys. If I'm not mistaken, nearly all runs presented in the promo video now are obsolete.
Former player
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
Yes vote, this was a very nice TAS. You guys should publish this movie!
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
It's already published :P
Player (206)
Joined: 2/18/2005
Posts: 1451
JXQ wrote:
Saturn wrote:
Indeed. It's hard to believe there were no possibilities to get them even with using the scroll glitches. At least on the first look it seems that by better analyzing and planning of the multiple rocket jumps during the autoscroller, it should be possible. Sorry if I'm wrong though.
The reason it is not possible is because Mario's P-meter will be instantly killed off if he is in the air for too long (256 frames). The memory address for this is 056E. For example, the best we were able to get on 8-Tank2 before losing P-meter was 2000 points (the 6th consecutive stomp).
I didn't consider the P-meter fact into that. Seems like it's indeed impossible then. Thanks for clearing that up.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Joined: 1/17/2008
Posts: 133
Excellent work you guys. (I think i can vote, yay!) Edit: oops, replied twice accidently.
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
Kyrsimys wrote:
What the hell is up with complaining about fast publications? I seriously am not getting it at all. How is "something cool and epic" ruined by fast publishing? Please elaborate.
Something 'cool' and 'epic' can be ruined by a fast publication because it doesn't give people much of a chance to look at and comment on it. I had a lot to say about this run but since I was away for most of the day it was already submitted and published before I even managed to get onto my computer. Whats the point in having a workbench in the first place. You might as well privatley upload a submission to judge and where he can make a quick judgement call and decide whether to publish it or not.
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
AKA wrote:
What the point in having a workbench in the first place. You might as well privatley upload a submission to judge and where he can make a quick judgement call and decide whether to publish it or not.
That would be the ideal situation. Sadly, because Bisqwit doesn't have time or knowledge to judge all games objectively, we need this kind of public forum. And I seriously doubt that anything you could have said would have affected the publication of this movie.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I think you just confirmed his point that the workbench is, by your reasoning, useless.
Homepage ☣ Retired
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
I have absolutely no idea where you got that from. He asked why we need a workbench if runs are published this quickly. I replied that because the decision making is not as easy for all games as it is for this one and because Bisqwit and the other judges don't have an infinite amount of time. I'll reiterate: The workbench is by no means useless, but in an ideal situation it would not be needed.
Experienced player (828)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
The workbench may be worthless to a certain extent, especially for runs that have been improved multiple times. However, it has shown to have worth for runs that have questionable entertainment value as compared to the published movie, questionable technical improvements as opposed to what is known to be possible, and for games for which a run has never been done. So unless you had planned on voting no for any of the "fast published" movies, and had a damn good reason for it, please be quiet, because it doesn't solve anything. If a run has improvements, it will simply be published again. No harm, no foul.
Living Well Is The Best Revenge My Personal Page
Banned User
Joined: 12/23/2004
Posts: 1850
So there should be no discussion of runs by the community at all until runs are published? ..........
Perma-banned