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GoddessMaria
She/Her
Reviewer, Experienced player (868)
Joined: 5/29/2009
Posts: 519
Location: Hell...
I recall seeing the WIP on Youtube, but yeah, I have thoroughly enjoyed the current progress and although I may not have mentioned in my comment, it sure would've been cooler to have been able to break the lower blocks in World 1 tower. Though I've been wondering this for a while now. Why not use the pipe in World 1-1? Wouldn't that lead to a faster time?
Current projects: failing at life
mindnomad
He/Him
Former player
Joined: 11/2/2009
Posts: 100
GoddessMaria15 wrote:
Why not use the pipe in World 1-1? Wouldn't that lead to a faster time?
We are going for real time, not in-game time.
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Using the pipe in 1-1 is only faster for In-game times. Since this run aims for the fastest real time, the pipe is ignored as the transition is too long. Edit: Ninja'd
greenalink.blogspot.com
GoddessMaria
She/Her
Reviewer, Experienced player (868)
Joined: 5/29/2009
Posts: 519
Location: Hell...
Ah okay. That makes sense then. So that detour would only hinder the main path...
Current projects: failing at life
mindnomad
He/Him
Former player
Joined: 11/2/2009
Posts: 100
Actually, using that pipe will be needed for the 100% TAS. There is a StarCoin in that area.
Former player
Joined: 4/7/2010
Posts: 181
Location: Taguig City, Philippines
Hello mindnomad and LightBlueYoshi. Any progress of your Any% Improvement? So you will continue your 100% run afterwards.
mindnomad
He/Him
Former player
Joined: 11/2/2009
Posts: 100
Bhezt Rhy wrote:
Hello mindnomad and LightBlueYoshi. Any progress of your Any% Improvement? So you will continue your 100% run afterwards.
AFAIK, we're at 8-4. I haven't been working on it a lot since my computer can't even run DeSmuME very well.
mindnomad
He/Him
Former player
Joined: 11/2/2009
Posts: 100
Hey guys. Sorry that I haven't posted much on the new any% TAS. We've been very active on the project. We are pretty much done with the run. However, Y05H1 has been improving on 5-Ghost House, so we might submit the final result in about a week or so.
mindnomad
He/Him
Former player
Joined: 11/2/2009
Posts: 100
Sorry for the triple post guys. Y05H1 has been actively working on the run. He has been heavily optimizing world 5. Right now, We've NO CLUE when we will finish the run. We always have RL stuff going on and it always gets in the way of the completion of the run. Please wait while we get this done. Thanks for understanding guys.
Joined: 7/7/2011
Posts: 140
Location: Germany
ive been wondering... are "walkathon"-movies still accepted or are they subject to this "least-possible-branches-rule"? to my mind a nsmb walkathon movie COULD be interesting how long would it approx be? 30 mins? i know im a glutton but im just asking :-D
How should I know what I think before I read what I post?
Joined: 5/2/2009
Posts: 656
well, at least would be a good Gruefood Delight movie...
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =) (ノಥ益ಥ)ノ
mindnomad
He/Him
Former player
Joined: 11/2/2009
Posts: 100
Oel-Boy wrote:
ive been wondering... are "walkathon"-movies still accepted or are they subject to this "least-possible-branches-rule"? to my mind a nsmb walkathon movie COULD be interesting how long would it approx be? 30 mins? i know im a glutton but im just asking :-D
I was actually thinking about doing something like that. I already did it with Super Mario Bros. though: http://youtu.be/Mui2D6mnQY0 I intended to do it without glitches. As for NSMB, THere aren't a lot of glitches to do on a walkathon, but it would be interesting.
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
The problem with a walkathon version is that you cannot do W1-Tower's secret exit as it requires holding the Dash button to Shell Dash. So 30 minutes is way out of the question.
greenalink.blogspot.com
Joined: 7/7/2011
Posts: 140
Location: Germany
Greenalink wrote:
The problem with a walkathon version is that you cannot do W1-Tower's secret exit as it requires holding the Dash button to Shell Dash. So 30 minutes is way out of the question.
Yeah, thats right Just tried some ideas on real hardware but none worked-.- The room isnt high enough to use a mega mushroom.. The other thing i TRIED (i guess it only would work with tool-assistance) is that maybe, if you are one pixel in the next block a ground pound could crush the brick block
How should I know what I think before I read what I post?
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
I was looking at the possibility of making a 100% Speedruns Collect all the coins, playing all the levels and unlock all roads. *In stage 1-1, I need to take the mushroom to take the third star coin, the first is simple and the second is taking a pipe. I think the best option for this would take the mussroom that can take at the beginning of the level. After passing through the pipe and take the second, one must step back a bit leg to take the third and finally pass the level. *In stage 1-2, the first is simple, the second is a little hard and third have to take the secret exit the level. Then play again to pass normally. *In step 1-3, the first star coin this up so you have to use the trampoline swivel think the other 2 are easily visible. This castle is missing here is more complex since there are many walls and not a very open and also a star of the coin is in a hidden way.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
Here is the first step list as to what I say. I think that is well done and use the USA version of New Super Mario Bros. If you can't see it, just let me know. New Super Mario Bros 100%
Active player (397)
Joined: 1/13/2012
Posts: 133
New Super Mario Bros 100% WIP Here's a 100% WIP I made a while ago on Desmume 0.9.6 with Advance Bus Timing off. It goes to the second star coin in 1-4. I tried out some new ideas I had concerning the route in this run. I'm not working on this right and if I ever continue, I'll probably restart on 0.9.7 because of improvements that can be made, but for now, here it is!
mindnomad
He/Him
Former player
Joined: 11/2/2009
Posts: 100
zk547 wrote:
New Super Mario Bros 100% WIP Here's a 100% WIP I made a while ago on Desmume 0.9.6 with Advance Bus Timing off. It goes to the second star coin in 1-4. I tried out some new ideas I had concerning the route in this run. I'm not working on this right and if I ever continue, I'll probably restart on 0.9.7 because of improvements that can be made, but for now, here it is!
This run was amazing so far. I'm impressed with how many tricks you were able to juice out of this so far actually, especially with the shells. The shells blew my mind. There were a few little spots you could've improved, like wall-jumping off the left wall in the secret area in the first tower and a few other things. If you ever do continue this, Y05H1 and I would actually be happy if you could collaborate with us in this run.
Active player (397)
Joined: 1/13/2012
Posts: 133
This run was amazing so far. I'm impressed with how many tricks you were able to juice out of this so far actually, especially with the shells. The shells blew my mind
Thanks :) Some of the tricks came to my mind right at the spot (Thanks to Greenalink for the koopa jump idea at 1-2).
There were a few little spots you could've improved, like wall-jumping off the left wall in the secret area in the first tower and a few other things.
I never thought about wall-jumping off the wall in the secret room until I saw the any%. I'm not sure if I would have beaten 466 if I did though.
If you ever do continue this, Y05H1 and I would actually be happy if you could collaborate with us in this run.
Sure! It could help me get back to tasing this game. At the very least, I could suggest ideas for levels. One thing though, could we use Luigi for the 100%? I not fond of using only mario for all categories (any%, 100%, warpless). Plus, I think he could use a little more attention ;)
Active player (397)
Joined: 1/13/2012
Posts: 133
http://www.youtube.com/watch?v=PGrQ32fUJPI&list=FLIABn__MdIoJEYQYam-_6-g&feature=mh_lolz It looks like WaddleDXsp is also tasing the 100% category. Here's the wip on youtube.
Player (198)
Joined: 9/23/2008
Posts: 10
zk547 wrote:
http://www.youtube.com/watch?v=PGrQ32fUJPI&list=FLIABn__MdIoJEYQYam-_6-g&feature=mh_lolz It looks like WaddleDXsp is also tasing the 100% category. Here's the wip on youtube.
This run was made by me. However, I did not manipulate luck about Red ? Blocks' action. And the way which it lets going through by spending Star Coin was opened completely. I am going to make this run again.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
zk547 wrote:
http://www.youtube.com/watch?v=PGrQ32fUJPI&list=FLIABn__MdIoJEYQYam-_6-g&feature=mh_lolz
jeje i like this video had several funny parts like Mario facing straight ahead and makes a funny movement with the carapace at level 1-A. Great work is this WIP. I hope to see the next.
Editor, Player (44)
Joined: 7/11/2010
Posts: 1029
So, there isn't a published/submitted TAS playing the level and I haven't been following WIPs so I don't know if this is a new strategy or not, but: I'm pretty sure you can save a lot of time using the shell in 3-Castle. The slower run speed, although annoying, is mostly mitigatable, but what the shell lets you do is ignore frame rules; the crushing things don't damage you while Mario is crouching in shell form. Now, you can't move left or right while crouching, but you /can/ run towards them at speed, start crouching and stop running just before you reach them, and let the momentum carry you to the other side, where you keep going. I'm not convinced that this is capable of saving time everywhere, but it's likely to save time in several places in the level. (Also, you can intentionally take hits to get rid of the shell and run through them during mercy invincibility.)
Joined: 5/12/2007
Posts: 76
Some runs: Failed World 3-Castle 100% TAS (0.9.8) I was inspired by your post to make this, ais523! (I think the trick has been fairly known (mindnomad and I have known, at least), but I'm not completely sure.) You can keep the invincibility state by simply ducking for 2 frames after full speed and repeatedly jumping. I can't find a good way past that last pillar without taking damage. Luck does not seem to affect it, nor does screen scrolling... but I suppose taking damage won't waste too much time, anyway. World 2-1 100% TAS (0.9.8) Shortly after I made that TAS, mindnomad encouraged me to make this one. It looks pretty nice, I think. World 1-2: 1-frame improvement to the any% TAS (0.9.7) It seems that while at a near halt, you can gain speed faster with the Blue Shell by ducking and holding in the opposite direction you want to move. (I remember coming across this when trying the beginning of 8-3 before but couldn't find another way to utilize it.) (Hmm, there still doesn't seem to be enough improvements for us to work on a new run, though; sorry! :( ) Although it's already been a while, I'm not quite sure if we're really ready to start the 100% TAS... We may need to find an easier way to know what will happen on the map portions whenever we manipulate luck. Edit: Oh, and also, a YouTube user named pyigyli made a "no powerups" TAS, if anyone's interested: http://www.youtube.com/watch?v=fdthW4UIV_M
Active player (397)
Joined: 1/13/2012
Posts: 133
I've been wondering about this in 1-1 100%: whether it is faster to get the mushroom at the beginning of the level or at the underground where the second starcoin is. I always thought the underground was faster, but then I decided to test this out. It looks like despite being able to super-corner boost earlier, getting the mushroom at the beginning is slower by a little less than 30 frames. here's are the the dsm files if anyone's interested version 1 (mushroom in the underground) version 2 (mushroom at the beginning)
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