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While TASing this I closed the game to watch how it looked from the beginning, but I realised I had 969 rerecords so I decided it was finished.
In order to understand the following explanation of this TAS-Assisted Superplay, I will first of course have to talk about the story behind this game:
Super Cristpohe Bros was released by someone named Pouetpu in 2005, it features 4 levels each with a unique theme and gameplay obstacles.
This game looks very similar to the critically acclaimed Flash game "Super Mario Flash", which is because this game was released as a sort of preview version to give people a taste of how "Super Mario Flash" was going to be like and how it was going to play.
While "Super Mario Flash" did not live up to the same quality that Super Christphoe Bros had delived 2 years prior to it's release, it still somehow managed to accumulate more players than Super Crstiophe Bros ever did. But we are not here to talk about "Super Mario Flash", so I will not explain anything about that game any further
While TASing this game I found myself perplexed at just how ahead of it's time this game actually was. In fact, I think this game is so ahead of it's time it is even ahead of current games. Let me explain:
The piranha plant hitbox is exactly the same width and height as the sprite, which makes total sense, I hear people talking about how "I was literally inside of him" and this completely fixes that issue.
After landing from a jump, you are unable to jump for 3 frames after landing (4 frames if your pixel positioning happens to make you clip inside of a block for 1 frame while falling), this is a mindblowingly simple addition to the controls that make it so much realisic. I mean, do you ever see a human jumping literally instantly after they land? No of course not!
Another mechanic with jumping is that you can only jump every other frame, this mechanic really makes every single obstacle exciting as you wonder if you will be able to clear it or not.
The fireball button is mapped to the 5 key, this is another example of incredible thinking, as having your index finger on the 5 key is more ergonomically sound than having it on spacebar.
If there is at least 1 firebar on-screen, you will not be able to shoot a fireball. I am guessing this was added for realism as doing that in real life would certainly overheat the player.
Talking about realism, can we just talk about the graphics in this game? Games nowadays try to be sharp and high resolution all the time, but clearly a game doesn't need that to look good. This game looks the exact same no matter if you look at it from a distance or up close, just like in real life. A photograph is not gonna have 1 pixel of #000000 outlining around people, or the same color palette everywhere.
Like idk how people didn't think of these mechanics because after playing this game I just miss them while playing any other game, I don't think I can ever go back to playing something else because I will just not find the same enjoyment I get from this game.
This game is so cool, the game is so challenging. While the game can be completed in just under an hour, I keep going back to it just so I can finally get a good challenge again with interesting gameplay.
I wish more people knew about this game, I told all of my friends and family about it but they didn't seem to understand just the amount of geniusness behind the game design. Really unfortunate to see people so manipulated by the "standards" of the newer games
In the end, I would Super Christohpe Bros a solid 4/5 stars, it misses out on a single point because I had this annoying death that made no sense, I think it was because hm wait what happened again? Oh yeah wait no wait that was something different ok well I don't know actually. Anyways a solid 9/10. And that concludes this game review. Hope you enjoyed watching and don't forget to subscribe to my YouTube channel, it helps me out a lot and if you could, like the video as well. Bye!

feos: Claiming for judging.
feos: Fixed framerate.
feos: Delaying while the author is investigating improvements I posted.


TASVideoAgent
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This topic is for the purpose of discussing #8286: Vexxter's Flash Super Cristophe Brothers in 02:47.04
Spikestuff
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The game is jank as hell that I can't figure out if it's the author's suboptimal input or the game is actually that bad without checking myself. But it also doesn't help where the author writes this as a reason to not go over and validate their input.
Vexxter wrote:
I realised I had 969 rerecords so I decided it was finished.
Abstained. I'll probably check over the input proper later unless someone beats me to it.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
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I don't know how to change the framerate of the movie file settings to 24, I set it to 26 because I assumed it had the same framerate as Super Mario Flash but now it defaults to that whenever I load the TAS file
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At approximately 0:30, why don't you jump on top of the platform and kill the enemy? It seems like that should save time by getting over the pipe more quickly.
Current Projects: TAS: Wizards & Warriors III.
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Dacicus wrote:
At approximately 0:30, why don't you jump on top of the platform and kill the enemy? It seems like that should save time by getting over the pipe more quickly.
You cannot kill piranha plants
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I meant the koopa on the platform before the plant.
Current Projects: TAS: Wizards & Warriors III.
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I remember there being a rule saying that tased romhacks should be of high quality. I do believe that you gave your best to make this as optimal as possible but there is no way something like this should be published. The romhack has bad movement and nothing about this tas screams superhuman, if anything it looks more like a casual playthrough to me.
Gisadan
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somyeol wrote:
I remember there being a rule saying that tased romhacks should be of high quality. I do believe that you gave your best to make this as optimal as possible but there is no way something like this should be published. The romhack has bad movement and nothing about this tas screams superhuman, if anything it looks more like a casual playthrough to me.
This isn't a ROM hack though
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Dacicus wrote:
I meant the koopa on the platform before the plant.
You have to wait for the piranha plant, so it doesn't matter if you go below or above as long as you make it in time for when it moves down
p0008874
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This flash game is very early design before Super mario flash. Middle age person first saw the flash game will say, why can't go faster. And this is why.
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I can't get this to sync on the only version of the game I could find: CRC32: 9F8EC417 MD5: D3F8BD8238AEA7E9E90345D87AAE4D58 SHA-1: 65577BDA28A1DD0E8DAAE7AD0FC0518A74518888 The very first jump fails to make it to the pipe. libTAS and ruffle are the right versions.
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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feos wrote:
I can't get this to sync on the only version of the game I could find: CRC32: 9F8EC417 MD5: D3F8BD8238AEA7E9E90345D87AAE4D58 SHA-1: 65577BDA28A1DD0E8DAAE7AD0FC0518A74518888 The very first jump fails to make it to the pipe. libTAS and ruffle are the right versions.
Did you change the movie frame rate to 24? As I mentioned before in this thread 26 the default framerate of the movie and I don't know how to change it
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Ah, it synced after I changed it to 24 in the movie (just opened it with 7zip and saved the edits).
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.
CoolHandMike
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No vote. I did not find this tas entertaining. It looks highly unoptimized right from the start with those jumps around 0:10. There also seems to be a way of going down faster (around 1:03) or maybe that was just some frame weirdness after jumping on a koopa? Later there seems to be a double jump too after jumping on a missile (around 1:25) but that never was used again. Lots of waiting and hitting objects making for slower progress too. Side note... What is with the sound? The other Flash games seem to have that strange hollow sounding audio too.
discord: CoolHandMike#0352
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Spikestuff wrote:
The game is jank as hell that I can't figure out if it's the author's suboptimal input or the game is actually that bad without checking myself.
It's both. Link to video User movie #638230633427635160 I haven't checked later levels precisely, but here's a bunch of observations so far:
  • You can step on the plants right after they start hiding.
  • You can manipulate your horizontal position more precisely by holding L+R than by letting go of R, this is useful when you need to jump from the very end of a platform.
  • While the plants are on some kind of a timer, it's not a global one, and the last plant starts hiding 10 frames earlier in my movie.
  • Getting around platforms with one jump is faster than having to jump on them several times.
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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