1 2 3 4 5 6
14 15
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Forgive the possibly silly question: Why only get one coin in 1-Tower?
Simple, I'm revisting that level later on for the Alt Exit. It requires a shell power up like you might have seen in the published cannon warped run. Coin A (one by Dry bones) can be collected on either visits but I collect it on the Alt exit visit because the set of grey blocks later on will not hinder my performance. Coin B is found on the way to the Alt exit.. it's a no brainer you must get this coin for the Alt exit in 100% runs Coin C is the one I first collect during the Bowser Junior route. I revealed my small idea about the level in the video description from the Youtube link. Edit: 4matsy has a good simple explaination.
greenalink.blogspot.com
Joined: 4/25/2004
Posts: 498
Presumably he'll get the other two on the next trip, when going for the secret exit. edit: OH COME ON, ONE SECOND?! XD
Skilled player (1410)
Joined: 5/31/2004
Posts: 1821
Another silly question... why open the 5 coin door?
Joined: 4/25/2004
Posts: 498
The game counts spending all the coins as part of the 100%. So that means unlocking all the 5-coin signs, and buying all the backgrounds in the blue mushroom house after the game is beaten. Edit: heh, that's some strange luck we're having today. XD
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
For an 100% run (or 3 Stars next to your file) you need to complete 3 big tasks: * Complete 8-Bowser Castle * Complete all of the levels, find all secret exits and use all cannon warps * Collect every star coin (240) and pay every single product. Paying products includes sign posts which leads to Mushroom houses or new levels. After completing 8-Bowser Castle you get a special blue Mushroom house above 1-1 on your world map. You can buy extra backgrounds on your touch screen for 20 coins each. Paying every single star coin should display a message next to the icon "ALL CLEAR" Save, reset and then at the file menu you should get the star next your file. Edit: 4matsy has another good simple explaination XD
greenalink.blogspot.com
Joined: 7/2/2007
Posts: 3960
Personally, I don't see any entertainment value in buying everything. Yes, it's needed for 100%...maybe you could just tack all the shopping on the end after the actual gameplay? Especially with the map navigation as slow as it is -- buying out that one shop took about 12 seconds by my reckoning. I know that buying them as you go is faster, but from the perspective of wanting to make an entertaining run, IMO it'd be better to wait and have one large easily-skipped section at the end for all those purchases.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
XkyRauh
He/Him
Joined: 6/9/2005
Posts: 171
Location: Southern California
Thanks for the swift reply. :) I support the complete 100% run. The slow map emulation isn't going to be around forever... with any luck, it'll be up to snuff soon.
Skilled player (1109)
Joined: 4/11/2008
Posts: 159
Location: Anime land
http://www.mediafire.com/download.php?jnzzhizznde Once I made until 5-3. But 1-2 still slow. I'll redo it. http://www.mediafire.com/download.php?tzyxti3ohkl Until the first ? block in 1-1. I recommend to watch with 021B7105 and 020CA2EC. You'll be able to see corner boost in last frame. This strategy by alpha who is a Japanese player.He is TASing NSMB too. He said I could have saved 5 frames in 1-1.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3576)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
http://dl-client.getdropbox.com/u/75355/adelikatv2-nsmb-5-3.dsm Here is mine up to 5-3. I am currently stuck trying to manipulate the hammer bros. to move to 5-G. Something is wrong with those mediafire links, I can't get the files, so I don't know how those compare to my WIP. Here is the ram watch file I am using: http://dl-client.getdropbox.com/u/75355/NSMB.wch
It's hard to look this good. My TAS projects
Skilled player (1109)
Joined: 4/11/2008
Posts: 159
Location: Anime land
Re-uploaded.I'll continue to use it too if you can download dsm file. http://dl.getdropbox.com/u/1105641/NSMBUSA%20old.dsm Until 5-3. https://dl.getdropbox.com/u/1105641/NSMBUSAre.dsm Corner boost. Nice wch file^^ I'll use it.^^
Joined: 4/29/2005
Posts: 1212
The current published TAS has me wondering how long it will be before someone takes on a full 100% TAS of the game. :3 It IS a Mario Game, after all, and they've all been done 100% sooner or later. xD
Joined: 7/2/2007
Posts: 3960
Isn't that what GreenaLink's been working on?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 4/29/2005
Posts: 1212
Ohhh, I guess I missed his post, hehe.
TRT
Former player
Joined: 5/13/2009
Posts: 132
I finished a run of New Super Mario Bros quite recently. It can definitely be improved (ie I did not know that triple-jump use is faster than spinning in the shell until much later in the run), but I hope the run can be helpful to use as a reference for future improvements. If you want, I can post a Youtube link to the videos (the .dsm file for some reason is now messed up and Mario dies in 1-1) By the way, is there anything confirmed that manipulates the Flying Red Item Box to fly to 1-2? For some reason, during my second attempt to improve the run, it always seemed to fly to 1-Tower regardless of the frame I touch the flagpole in 1-1. Edit: And the times it does fly to 1-2, it ends up being a Fire Flower rather than Blue Shell.
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
adelikat, was0x, Lightblueyoshi Do you have any tips on manipulating the actual powerup inside the Red ? Box? I'm on 1-Tower right now re-visiting the course and it seems like I'm getting the Mini shroom coming out of the box all of the time instead of a Blue Shell.
greenalink.blogspot.com
Skilled player (1109)
Joined: 4/11/2008
Posts: 159
Location: Anime land
>TRT Maybe,DeSmuME which you are using is old. You had better use new version. >GreenaLink Score and what you killed enemy(ies) in previous stage. I'm in 1-1.I'll be ablt to save 6~7 frames in 1-1.
TRT
Former player
Joined: 5/13/2009
Posts: 132
@was0x: I'm using desmume_0.9.2-rr, the most recent version, I think. Anyways, here are the links to the three parts of my speedrun. Its not optimized, but I think it can be a good reference for some of you to use and improve upon. http://www.youtube.com/watch?v=F8H_m-eh76c http://www.youtube.com/watch?v=_M4hAyKvncM http://www.youtube.com/watch?v=Db8Kn93kQPY
Player (105)
Joined: 5/22/2007
Posts: 22
2 possible improvements for NSMB runs: * If you stomp sea lions they'll swim faster for a short moment. * In World 8 Tower 2 it might be faster to climb, jump and walk over the spikes to the mid-level save point (at about 1:30 in http://www.youtube.com/watch?v=Db8Kn93kQPY jump off the platform and climb your way up), then suicide, because when you then re-enter the level the moving platform is already in front of you. I've tested this on a real DS and it seems to be a bit faster. Can someone confirm this?
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
I had that feeling too in 8-Tower 2 but you'll lose time on the Hammer Bros walking around to their next point, you need 2 power ups (Mushroom and Fire Flower) to quickly kill Bowser Junior. It's hard to say.
greenalink.blogspot.com
Player (105)
Joined: 5/22/2007
Posts: 22
I've tried it again and recorded on video to measure what's better. You need to start the level (World 8 Tower 2) with either: a) fire flower or shell equipped (picking up the another fire flower for reserve won't cost time) b) big mario and fire flower in reserve (you'll need to take a flower anyway sooner or later so the delay by picking up the fire flower at start couldn't be avoided anyway) At about 1:22 in above video you can run up yourself (maybe even earlier). I've almost reached the savepoint at 457 in-game time while normally the platform reaches that point at 435. This is a difference of 22 (more likely a bit less since I just almost reached it and then died). The time from death until you touch the platform to make it start moving after re-entering the level (including hammer bros walking) plus the delay caused by the game when picking up the fire flower taken from reserve is slightly less than 18 in-game timer steps. (Unfortunately a little more in emulation right now due to the world map slow down bug) Thus IMO this is still worth further research.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3576)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Keep in mind the map screen is emulated really slow on desmume. This might be an interesting situation where a trick is slower due to the emulation problem, and therefore one would have to do the "suboptimal" technique and be obsoleted (hopefully) at some point in the future.
It's hard to look this good. My TAS projects
Joined: 3/25/2008
Posts: 64
I left a comment on one of TRT's videos mentioning this, but I'll say it here too: Remember you can use your powerup in reserve on the touch screen while on the world map, this avoids the pause when picking it/any powerup up during levels.
.II
TRT
Former player
Joined: 5/13/2009
Posts: 132
Is landing directly on the base of the flagpole really faster? It seems to me that as long as you are beneath the triangular flag part, it takes the same amount of time for Mario to leave the flag, unless its a matter of frames undetected at normal speed.
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Remember you can use your powerup in reserve on the touch screen while on the world map
How do you do that (using reserve powerups on the World Map screen)?
greenalink.blogspot.com
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1914
Location: Floating Tower
GreenaLink wrote:
Remember you can use your powerup in reserve on the touch screen while on the world map
How do you do that (using reserve powerups on the World Map screen)?
Touch the big circle with the power up on the bottom screen.
Taking over the world, one game at a time. Currently TASing: Nothing
1 2 3 4 5 6
14 15