Post subject: GBA Super Mario World?
Player (138)
Joined: 8/27/2004
Posts: 165
Has anyone thought of making an emulator speedrun for Super Mario World (Super Mario Advance 2) on the GBA? I've seen 7:10 as the fastest, but I'm wondering how fast is possible...
Post subject: Super Mario World: SMA2, 100% completion run - proposal
Joined: 1/21/2006
Posts: 117
After being rejected of a quick run to Bowser in SMA2 (too boring, nothing interesting to be seen over the SNES runs, obvious mistakes). It would be far more interesting to show off the game's extra features, wouldn't it? SMA2 keeps track of Dragon Coins for each course. They get changed into Princess Coins after you've gotten all 350 coins and beat Bowser. Plus there's a small clip of all the coins falling and piling up, Yoshi eating a larger-than-normal coin, then pooping (er, laying an egg, I call it pooping ;p) an egg that hatches into a Princess Coin. (From there, all the coins are regainable in levels again however many times you like, only wtih a new face) I expect that a 100% run would take a _very_ long time to make into perfection (or extremely close into perfection). Plus there'd have to be some mandatory time watching the cutscene of having the colours and enemies changed after the 96 goals, and then some time to beat Bowser (beating him prematurely seems like a waste of time) right after that.
Former player
Joined: 5/24/2005
Posts: 405
Location: France
Hmm... would it be that interesting to make a 100% run of this game on GBA... Are the differences with the Snes versions that big? I cannot say as i didn't play the GBA version and i'm not sure to have understood all your description...
Not dead yet... still very busy... damn...
Former player
Joined: 3/9/2004
Posts: 484
Location: ­­
You could always play the entire game as Luigi, you know.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
I don't think this is a good idea... there aren't very many significant differences from the SNES version, and the screen is smaller, and VBA has some pretty obvious problems with emulating this game (flickering background and slowdown).
Joined: 3/19/2005
Posts: 63
Location: SuPeRZzT LaNd
I know the difference. Luigi flies higher and weirder.. Jumps a little faster, and is more annoying to play as. I always stole Mario's lives and switched to Luigi. You can't hold L+R to restart a castle, once it's gone it's gone I think. Oh yeah, Special World doesn't transform the characters around. Get this: you have to beat all 96 levels to transform it.. And by the time you're done, why would you replay the levels again anyway? It's a total waste. Every time mario/luigi gain/lose a power-up, you hear some stupid dialogue. When Mario/Luigi lose their cape/flower power, they turn into just big M/L instead of shrinking down, so you get a few extra demotions. They integrated the Yoshis and changed their names to boshi and yelloshi and you can even get different coloured dinos randomly in the switches where you normally find them dragons in. Oh right, and when yoshi eats a key and walks into a lock, you can't spit it out during the animation. HUGE RIPOFF. Basically this is a watered down Gyp Mario. Of course the music's worse because of the markdown in hardware. I can't think of a feature I prefer.. Well, it does tell you how long you've played the game I guess. I think on my cartridge of it the save feature died, along with another cart, but it didn't matter because I didn't play it much, and when I did I played it through in one sitting anyway. I guess the one feature is it did tell you how long you played it, and a list of all the levels. It's been a while, but the first was much better than the port.
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Joined: 1/22/2006
Posts: 31
They changed the blue Yoshi to Boshi?!? But...that's already an established SMRPG character! Plus, you can enter the castles again after either all 96 levels are beaten or Bowser is beaten. I say to actually go for this run. I hope the new coin locations prove to be tricky and difficult here.
Former player
Joined: 5/3/2004
Posts: 366
It sounds like it might be sufficiently different to warrant an attempt. I say make a "test" version... one that is not played with TAS precision, but simply as Luigi, showing all the differences. That would be the easiest way to decide (in advanced) if a TAS would really have a chance of being accepted/published, in my opinion.
Player (138)
Joined: 8/27/2004
Posts: 165
Yeah, this definately merits a test version. Play at 25% speed with a few rerecords and see how it looks.
Editor, Active player (476)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
Hello all, I've been a longtime lurker and just recently made an account here. I have a WIP through the first world of this concept. I play as Luigi, getting all Yoshi coins, still finishing fast, etc. I played at 25% speed, obviously not at TAS precision. Only problem is... I don't know how to post links in a topic yet. Is it restricted to users with a certain number of posts, or am I just missing something? I've looked through the FAQ and a number of other posts here...
upthorn
He/Him
Emulator Coder, Active player (391)
Joined: 3/24/2006
Posts: 1802
Either [url]http://www.ThePlaceYouAreLinking.net/ThePath/thefile.ext[/url]
or [url=http://www.ThePlaceYouAreLinking.net/ThePath/thefile.ext]some text[/url]
Either http://www.ThePlaceYouAreLinking.net/ThePath/thefile.ext or some text
How fleeting are all human passions compared with the massive continuity of ducks.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
That's assuming it's already uploaded somewhere on the internet that you can link to. If not, you might want to upload the WIP here: http://dehacked.2y.net/microstorage.php, and then post the link it gives.
Editor, Active player (476)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
Like this? Through World 1 Great, it works. Thanks! Enjoy the WIP.
Zakatos
He/Him
Joined: 7/26/2004
Posts: 90
Location: Brazil, Sao Paulo, Campinas
My movie desyncs at the end of the very first level =/ What version of the emulator did you use? Andthe version of the ROM? Thx
The eyes of a machine are wonderful, but there's nothing like the the eyes of the heart – Old Cid, Cybercop
Editor, Active player (476)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
Let's see... I'm using "Super Mario Advance 2 - Super Mario World (U)" and "VBA Rerecording 1.7.2.560" Is there a better version of either I should be using for the movie? And what version are you using to view the movie?
Joined: 1/21/2006
Posts: 117
Plays fine for me, using the perfect ([!]) dump of the game. But out of curiosity, where did you get your VBA version? I'm using Rerecording v17.1, but it still plays fine; weird.
Editor, Active player (476)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
If my memory is correct, I downloaded it off this site within the past 6 months... I just checked the readme and it noted that the VBA version was 1.7.2, and the rerecording version was 17.1, so maybe 1.7.2.560 is some hybrid of those? Anyway, it looks like I have the current version, so all this doesn't really matter.
Player (138)
Joined: 8/27/2004
Posts: 165
I gave up after world 2. There are too many backtracks and places to slow down and I just suck with the cape. I wouldn't suggest this to anyone who isn't already a master at flying...
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Chef Stef wrote:
I just checked the readme and it noted that the VBA version was 1.7.2, and the rerecording version was 17.1, so maybe 1.7.2.560 is some hybrid of those?
The v17.1 is the only part of the version number that matters for figuring out which version you're using. 1.7.2 and 17.1 are only coincidentally similar-looking numbers. There is actually a newer version, v19, available here, which is still compatible. Anyway, this played perfectly fine for me as well. It's not bad... I don't think it's publishable quality, but you basically said that already. (So, I guess this is mostly to gauge interest in a run.)
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Chef Stef wrote:
I just checked the readme and it noted that the VBA version was 1.7.2, and the rerecording version was 17.1, so maybe 1.7.2.560 is some hybrid of those?
The v17.1 is the only part of the version number that matters for figuring out which version you're using. 1.7.2 and 17.1 are only coincidentally similar-looking numbers. There is actually a newer version, v19, available here, which is still compatible. Anyway, this played perfectly fine for me as well. It's not bad... I don't think it's publishable quality, but you basically said that already. (So, I guess this is mostly to gauge interest in a run.)
Editor, Active player (476)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
I've completed the run up to Vanilla Dome 2, here is the updated version. Any thoughts on if I should complete it? If this is meant just to generate interest, my answer would be no. But, completing it would give a framework for the next version and demonstrate what could be improved aside from pure playing optimization (route changes, for instance).
Former player
Joined: 6/4/2006
Posts: 267
Location: CO
Hello, I'm working on the 11-exit console run of SMW for SNES. I recently bought the GBA version of the game, and have been playing through it. There are a lot more differences between the SNES and GBA versions than originally meet the eye. Besides the big differences in the actual game play (luigi, peach coins, caped mario becomes big, etc), many of the levels have a different layout. Platforms are in different places and are different lengths, enemies behave differently and are in different places, etc. Ex: Yoshi can eat a Rex and then spit him back out, at which point he tumbles through the level, killing anything in its path. These differences are not that noticeable by a casual SMW player, but for people used to the SNES version, the differences are significant. If you plan to get all 5 dragon coins in every level (which I think you should do), there is no question that this would be completely different from the SNES run. Levels would be much trickier and would require going out of your way to get to coins while still keeping the time lost to a minimum. Routes through levels would look very different, and much more interesting I think. I definately think you should complete this run, and I am interested to see it.
Joined: 4/29/2005
Posts: 1212
I would say it's a good run, except in the second world during one of the levels it seizes up and gives me an error. Maybe I'm using the wrong version of VBA or something...
Joined: 1/21/2006
Posts: 117
thegreginator wrote:
Ex: Yoshi can eat a Rex and then spit him back out, at which point he tumbles through the level, killing anything in its path.
That only happens when you're using Luigi. There's a few noticeable engine differences when using Luigi, but using Mario makes SMA2 mimick the original more closely.
Chamale
He/Him
Player (182)
Joined: 10/20/2006
Posts: 1355
Location: Canada
whoa whoa whoa... You mean... The remake of super mario 2? I made a TAS with a bunch of tricks, but still almost as fast as possible, and it's like 12 minutes. 7 minutes is insane!