Post subject: Re: some SMB TAS ideas...
JXQ
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minglw wrote:
-- a speedrun grabs every flag pole from behind.
In the SNES All-Stars SMB2j, this is actually faster I believe.
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Ramzi>Would source code be helpful for improving a run? If so, what are the possibilities of requesting (and receiving) it, or decompiling? The chance for receiving the source is about 0%, I'd say. It is quite likely it was programmed in NES machine instructions (assembler), which means that the source would be no different from decompiling it. And yes, decompiling is possible (Bisqwit did it for MM1, Acmlm for DW and Monopoly, etc.), but the result is impossible to understand for any normal man. I don't think this would be the best game to gain something out of decompiling anyway. It's too straight-forward.
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Truncated wrote:
I don't think this would be the best game to gain something out of decompiling anyway. It's too straight-forward.
Not to mention, the SMB code is very spaghettious, with tens of jump tables...
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I was thinking about a perfect TAS. Of course, we cannot try every combination of inputs because there are too many. We can only think we've done the best we can with the rules we've induced. Only having source code will allow us to say to "prove" a TAS is perfect, right?
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It's not as though just looking at the code will allow you to find every gameplay loophole and strategy.
put yourself in my rocketpack if that poochie is one outrageous dude
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Old VirtuaNES 0.69 TAS (Tool Assisted Scoreattack, HAR HAR HAR I ALTERED AN EXISTING ABBREVIATION TO SUIT MY NEEDS) I did of the first world of SMB1. (Works fine in the current 0.92 though.) Yeah, I like the coin idea too. But I'd also suggest extending it to points in general; this would also bring killing lots of enemies into the picture, and the result would generally pwn. :) ...oh, and yeah, someone do SMB2J warpless already. :p
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Oh yeah, now you're reminding me of that score/item grabbing mode in the Game Boy Color version! Whatever became of that discussion, anyway?
put yourself in my rocketpack if that poochie is one outrageous dude
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Probably murdered by the fact you have to have SRAM with all levels beaten to have any fun in it (without playing through normal mode first)
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So play through the normal mode first! Hoorayz!
put yourself in my rocketpack if that poochie is one outrageous dude
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4matsy wrote:
Yeah, I like the coin idea too. But I'd also suggest extending it to points in general; this would also bring killing lots of enemies into the picture, and the result would generally pwn. :)
I like the max-coins idea because it will pretty much force the user to go into every secret room to grab the extra coins. I dont' like the idea of extending it to points. The reason is simple. One can simply use the jump-repeatly-on-a-turtle-shell (or similar) trick to rack up points (the same method as getting unlimited 1-up, but use it for points instead). So, it doesn't really do much. On the other hand, the max-coin is almost a sure way to guarantee a fun run.
Post subject: Re: some SMB TAS ideas...
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primorial#soup wrote:
minglw wrote:
-- a coinless speedrun, I know this has been mentioned but I don't see any movies of it yet.
This would again be very similar to the warped run, only slower in certain places when avoiding usually unavoidable coins.
there's no such thing in smb1. there's not a single "unavoidable" coin, and you don't loose time. (warp version) i tough in a coinless ghandi version. :P without killing nobody. that would be good so see.
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Enrai gave me an idea for two more ideas on SMB TAS: -- re-phrase what Enrai said, a warp-less TAS without killing any enemy. (or maybe coinless & without killing any enemy) -- a warp-less run that kills every enemy that shows up on the screen. Is this even possible ? Might be too hard to kill all of the "flying birds".
Post subject: Does anyone know who's run this is?
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I don't know if this was the right place to post this, but I found a SMB1 run that (I think) is faster than Pom's. The guy finishes with 317 left on the clock, and he jumps backwards most of the time. Here is a link to the video: http://www.youtube.com/watch?v=KQzNeSM84a0
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In the European version of SMB, the clock works differently than in the USA and Japanese versions. It is possible to get different results there. Edit: But that doesn't sound like the European version. Ps: who's = who is; the word you were looking for is "whose".
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Lol, crazy Finn trying to correct someone in a language he can hardly speek!
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And it says a lot when the crazy finn is right. >_>
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hahahahahaha crazy finn lol
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xebra wrote:
Lol, crazy Finn trying to correct someone in a language he can hardly speek!
Isn't it "barely speak"? (I bring it up not only to make some Bag comment, but also because I've used hardly a few times when I think barely was the better word, myself)
Zoey Ridin' High <Fabian_> I prett much never drunk
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More like you can HARDLY BEAR joemawlma!
put yourself in my rocketpack if that poochie is one outrageous dude
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Bag of Magic Food wrote:
More like you can HARDLY BEAR joemawlma!
This is an awesome post on several levels.
Zoey Ridin' High <Fabian_> I prett much never drunk
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Let me know when you've determined exactly how many levels there are.
put yourself in my rocketpack if that poochie is one outrageous dude
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On a side note, Super Mario World is completable without taking any coins... Only difficult parts are grabbing the key in Donut Secret 1 (the swimming level, use a shell to hit the key block) and avoiding general areas congested with coins.
Post subject: Co-operative SMB1?
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Or is it? Acmlm gets A and B. I get the D-Pad. The first three deaths are played at 100%, but later sections of the run are 25% with savestates to prevent death. Needless to say, Mario finds himself acting like he has two left feet. (there's a really long pause after we beat 1-1, but rest assured it ends and there's no more)
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Haha! That was actually pretty funny.