Well I have quite a bit to explain... don't I?

The Stuff

  • FCEUX 2.2.2
  • 2 Players
  • Hardest Difficulty
  • Luck Manipulation

Values

The only value I can give out is 002E.
This value is global between both versions and it tells you how much longer till an enemy spawns.
The enemy "Slipice" is not considered as an enemy so it doesn't display when that spawns.
Coins also don't appear on this.

PAL VERSION?

This version is known to be the harder Mario Bros. between the two versions.
The enemy known as the "Fighter Fly" are actually more frequent and there are icicles which exist in this version.
The version also goes on for longer and has less "Test Your Skill" Phases.
The movement also contributes a lot to this version.
Instead of going right slowing down and turning you can actually change your movements while you're in the air.

Luck Manipulation?

This game there are chances where you get coins instead of enemies appearing.
To prevent having a coin and enemy showing up at the same time, I either knocked an enemy as late as possible to receive the coin after the enemy spawns or that it becomes so close that the enemy actually spawns directly after, due to the timer ending after the coin is already out.
The enemies are controlled on my movement.
Depending on what you hit you can either have an enemy spawn from the left or right pipe, the same goes for the icicles which spawn wherever they please.

Frame Wait

There is a thing that I showed which I called "Frame Wait".
"Frame Wait" is actually pointless, I show there is a 1 frame wait when Luigi gets final knock but a 2 frame wait if it's Mario.
When I switch the characters around for that final knock they both show up to the next Phase at the exact frame.
I learned about this at Phase 21...
At Phase 21, I had Mario originally doing the final Knock and noted down 25630 which is the next Phase where I can see both Mario and Luigi. When I did this I went back to check what I did and counted 3 I thought I should switch it to Luigi and counted 2 but I realized then that I miscounted the enemy itself.
The "Frame Wait" works likes this. Frame 0 is enemy flipping then count on from there.
Since I forgot how that worked for some reason I only noticed after knocking the enemy with Luigi so I checked the next Phase to see if the time changed 25630 no difference.
I don't have a theory why this is the case but Mario or Luigi whoever gets the final knock doesn't matter.

Test Your Skill

Ice Physics literally don't exist due to the controls contributing a lot so you can get the same time every time.
The last one is slower as I was going for TAS time and not ingame time.

Looping

This one is a bit easier to explain.
This version the max amount of Phases before a loop is 23. Whereas the other one is much less and has a total of 18.
I asked what to do and was given a go ahead in IRC to do both... I completed the PAL version quicker because it was easier on the controls. ^_^

No POW Block ;-;

I didn't use the POW Block due to the speed on which you go... but don't worry the other version definitely uses the POW due to how much slower you are to get from Point A to Point B.

No B Button

That's right. No B Button. This button wasn't on the Arcade and isn't part of this game.
B Button is a dead button.

I WANT MY NTSC VERSION!

*sigh*
The NTSC version actually has a glitch which the PAL doesn't have and I shall explain this glitch.
The glitch is straight forward, you can jump through the floor and it looks something like this:

This glitch may only be useful for the "Test Your Skill" Phases but to know if it's faster doing this is something I don't know yet.
THAT'S WHY THERE IS A DELAY ON THE NTSC VERSION!

Special Thanks

Nach - For giving me the go ahead and to do this version too because of the differences.
Fortranm & CoolKirby - For both telling me to not "waste" 5 frames just to go for ingame time.
Pause, Got4n & Kura - Each being pleased with the run when it was released.
ScienenceFX - For literally making me pick this up due to his derpish TAS.

Nach: Terrific run, excellent feedback, accepting.
feos: Removed the branch as it's implied. Will publish once sheela901 is ready.


TASVideoAgent
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This topic is for the purpose of discussing #4407: Spikestuff's NES Mario Bros. (Classic Serie) in 09:09.64
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I love this game there is also many ways to be an Asshole to the second player too :)
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Pretty entertaining for me. Yes vote.
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Brings back memories of playing the Apple II port. Yes vote for this, although I'm still curious what the NTSC version will be like.
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Amazing movie. Its quite techie and entertaining at the same time. Voting yes!
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Obvious yes vote. This one has a moonwalk too!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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This is just as entertaining as a Mario Bros. TAS should be. Big yes vote! Looking forward to the NTSC version too, but no rush.
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YEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA vote.
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Adding a yes. Funny stuff. :)
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Nice movie. I had no memory that the turtles and the gas balls actually looked different in the PAL version. Too bad the POW block was not used in this movie.
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I was expecting this to be a really repetitive movie, but I was happy to be proven wrong. The antics between the two players are quite good during waiting times. The coordination between the players at the pipe entrances is impressive. This all added up to a rather pleasant movie. Nice job!
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.
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I'm guessing this movie doesn't need that clarification branch, does it?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Spikestuff
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Probably not... seeing how PAL and NTSC are different they can be two different games. Uh, probably mention the phases as part of the description though.
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Spikestuff wrote:
Probably not... seeing how PAL and NTSC are different they can be two different games. Uh, probably as a description though.
Will the NTSC TAS be 99 phases?
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jlun2 wrote:
Spikestuff wrote:
Probably not... seeing how PAL and NTSC are different they can be two different games. Uh, probably as a description though.
Will the NTSC TAS be 99 phases?
I'm not sure we need a 99 phase TAS. The levels start looping after a fixed amount of phases, at which point it just becomes boring to watch, and there's nothing technically worthwhile either. Further, if someone converts the FDS to BKM, and uses BizHawk's loop parameter, one can probably get the movie file to loop itself as long as randomness can be factored out. For those of you that dislike BizHawk, copying and pasting the input a couple of times will do the trick as well.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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Nach wrote:
I'm not sure we need a 99 phase TAS. The levels start looping after a fixed amount of phases, at which point it just becomes boring to watch, and there's nothing technically worthwhile either.
Fair enough. There's a similar-ish game called "Mario Clash" for the virtual boy. I wonder if that ever loops or goes to 99 instead.
Spikestuff
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jlun2 wrote:
There's a similar-ish game called "Mario Clash" for the virtual boy. I wonder if that ever loops or goes to 99 instead.
Link to video From the video description: "There doesn't seem to be an absolute end to the game. You get a trophy every 100,000 points with the nearest resemblance to an ending when you reach 999,999 points. All 99 levels are shown, and the game loops back to 1 only faster/harder where I loose all my lives to end the game (cut for time)."
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Various versions have features not present in some of the others. NES PAL has the dropping icicles and large fireflys. SMAS has mushrooms, ? mushrooms, trickier fighter flies. Mario Clash has the background, and the missiles. Super Mario Advance has the garbage can.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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So are we just moving the branch to movie description?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Is an NTSC movie being made? If it is, it would be really confusing, I think, to have two completely separate game titles for the two versions, or just to have two versions with slightly different descriptions. I'd recommend having "PAL" as the branch name for this one, and we can use "NTSC" for the branch of the other. The movie description will then say a little about why the version choice matters. I could write that description if the publisher doesn't feel like doing it.
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.
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mklip2001 wrote:
Is an NTSC movie being made? If it is, it would be really confusing, I think, to have two completely separate game titles for the two versions, or just to have two versions with slightly different descriptions. I'd recommend having "PAL" as the branch name for this one, and we can use "NTSC" for the branch of the other. The movie description will then say a little about why the version choice matters. I could write that description if the publisher doesn't feel like doing it.
Look at that decision: http://tasvideos.org/4368S.html And also these posts: http://tasvideos.org/forum/viewtopic.php?p=381991#381991 Maybe we can resume that discussion, as the situation identically repeats here. I personally prefer leaving only the usual region mark.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I wasn't sure originally that we had a way of marking different regions in the publication itself with PAL vs. NTSC. That was a brainfart on my part... good call.
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.
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Looks like another difference of the PAL version is that fireballs are bigger. Also, I remember that someone told me that this game has a final boss on level 66, don't believed him althrough. Speaking of levels, what happens after level 99? Is there a killscreen?
ALAKTORN
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At 2:00 in the video Mario’s jump looks unoptimized, too late, especially if you compare it with the 5:30 one. I’ll give it a meh because even if well-made, the game’s still boringly repetitive.
Spikestuff
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ALAKTORN wrote:
At 2:00 in the video Mario’s jump looks unoptimized, too late, especially if you compare it with the 5:30 one.
Ironically enough, I placed on the frame where Mario can only Jump so it's actually optimal. The earliest possible frame was 6063. 6062 wouldn't register. 6065 would be considered too late. But. 6064 would also be considered optimal. What? Jumping at 6063/4 you have to jump again at 6101. Ontop of that both chances I can jump both end on the same frame (6114). I hope that clarifies that jump.
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