Joined: 5/3/2004
Posts: 1203
Clarification of Pwnage's table:
                MVE       Pom      Net
              -------   -------   -----
1-1 pipe 1:   0:06.80   0:07.15   -0.35
1-1 pipe 2:   0:12.08   0:12.36   -0.38
1-2 start:    0:36.32   0:38.15   -1.83
1-2 pipe:     0:58.92   1:00.56   -1.64
4-1 start:    1:01.64   1:03.29   -1.65
4-2 start:    1:44.76   1:46.69   -1.93
4-2 pipe 1:   1:55.76   1:57.60   -1.84
4-2 pipe 2:   2:05.00   2:06.85   -1.85
8-1 start:    2:07.52   2:09.40   -1.88
8-2 start:    2:58.00   3:00.43   -2.43
8-3 start:    3:33.56   3:37.13   -3.57
8-4 start:    4:08.24   4:12.09   -3.85
8-4 warp 1:   4:17.36   4:21.66   -4.30
8-4 warp 2:   4:24.64   4:28.93   -4.29
8-4 warp 3:   4:30.84   4:35.02   -4.18
8-4 warp 4:   4:45.44   4:49.49   -4.05
Axe grabbed:  4:51.96   4:56.15   -4.19
If the video is legitimate, it would seem there is even further room for improvement, as it loses time against Pom in several levels.
Post subject: Re: Smb1 Score-attack
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
This is an interesting idea, and after seeing the youtube video, I think it is also entertaining to watch. As long as you refrain from grinding; i.e. jumping on the same turtle over and over again. And trying to smash every single brick in the 4-2 tunnel might not be very entertaining to watch either...
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Joined: 8/12/2004
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And remember, you can kill yourself at the end of the level to get even more points! Oh wait..
Player (206)
Joined: 5/29/2004
Posts: 5712
Jumping on the same turtle would be tricky because you would want to get off and back on just before it starts giving you extra lives. And don't forget about the points that fireworks give! You may have to adjust your timing somewhere for that.
put yourself in my rocketpack if that poochie is one outrageous dude
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Joined: 3/22/2006
Posts: 708
Wow, this is harder than I thought. I worked on World 1-1 for quite a long time and managed to beat your score by 300 points, but ran a few seconds late. A few seconds late means the timer doesn't end in 6, so I'd have to wait until the next 6 to get the fireworks bonus, meaning 10 seconds slower than you, which is 500 timer points, so you beat me by 200 :/. As a point of interest: I have no idea how I got that 300 extra points. I squashed one goomba that you avoided, meaning 100 points. I don't know where the other 200 came from. Edit: Okay, apparently I got one coin that you didn't. Maybe you didn't get every single possible coin out of the multi-coin block.
Post subject: Re: Smb1 Score-attack
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Bisqwit wrote:
As long as you refrain from grinding; i.e. jumping on the same turtle over and over again.
I was thinking about this, actually. After you start getting 1ups, you stop getting points, right? So you'd have to stop after the eighth bounce. Is it possible to touch the ground and then jump and land on the koopa again before it's too far away to still get the bonus? I guess you can if it's inside a small enclosure, but I mean, like at the staircase at the end of certain levels.
nesrocks
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Joined: 5/1/2004
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Maybe your turtle hit the goombas that were coming right after. You can get a lot more than just 300 by following that turtle shell so it hits all those goombas. edit: oh ok, the coin. I think the bricks breaking is a problem, maybe one shouldn't waste more than 10 seconds total on the level breaking bricks. That way you can only waste time breaking bricks if it's in order to buy time for the timer ending in "6". You can't waste time solely breaking bricks if that means not getting the next 6. Skipping the 6 should be allowed to get important bonuses, but not breaking bricks. Someone try to rephrase this so it becomes understandable!
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Joined: 3/22/2006
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No, I understood perfectly. That extra goomba (right at the beginning between the pipes) takes about two seconds to squash, meaning that if you had extra time, it would be worth it. Otherwise, not. Hmm. I'm wondering if it's possible to get more points if you do follow the koopa shell. You'd have to miss both the fire flower and the star and that's 2000 points right there. It's possible you can get the three coins without slowing down, so if you get more than 2000 points from the goombas, it would be worthwhile. And, no, I think you should always end the timer on a 6. Each firework is worth 500 points, so six fireworks is 3000 points. Even if you have to wait 9 seconds to get to the next six, you only miss out on 450 timer points.
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I think the first SMB is the only one of the series that this sort of score-attack can really work on. SMB3 has a number of problems, for instance. 1. You can scroll back and forth, so you'd try to enter every pipe and get every treasure, which would get boring fast. 2. Every time you exit a pipe, the enemies would respawn so you'd just end up killing them over and over again. 3. Some levels have spawners, like the pipe at 1-2 that continually creates goombas and you'd just end up abusing that.
Joined: 4/23/2004
Posts: 150
Hmm. I'm wondering if it's possible to get more points if you do follow the koopa shell. You'd have to miss both the fire flower and the star and that's 2000 points right there. It's possible you can get the three coins without slowing down, so if you get more than 2000 points from the goombas, it would be worthwhile.
You could get the Star and then follow the shell, and get coins while you do it. Or perhaps, I have not verified this, but perhaps you could die from Super Mario to get to small Mario, and retrieve the Mushroom from the top block, and get coins while you wait for it to fall, not wasting time getting it, and then follow the shell, but this would be more complicated/time-consuming and give you a worse net gain than the Star achieves, unless perhaps the Koopa revives and can be stomped again. Oh well, just go with the Star/Shell combo perhaps. Repeatedly stomping a ricocheting shell is to be avoided per request above, but killing it off with the star shouldn't fall into this category. Andreas
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I think it would be nearly if not impossible to get the star *and* get the koopa to kill every single goomba. If it is possible, however, that would be great because then when the shell bounces off the staircase you can run into it for even more points. Oh, and your small mario scenario wouldn't work. I think if anything it would take more time waiting for the mushroom to fall down than just grabbing the flower with the trick. And I'm convinced it's absolutely impossible to even hit that block without causing the koopa shell to go offscreen, let alone wait for a mushroom to come down and hit all the coin blocks.
nesrocks
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Hyena wrote:
And, no, I think you should always end the timer on a 6. Each firework is worth 500 points, so six fireworks is 3000 points. Even if you have to wait 9 seconds to get to the next six, you only miss out on 450 timer points.
That's not what i meant, but i don't blame you, i didn't express myself correctly. I meant that if you can finish the level at 306, then you definitely are NOT allowed to finish the level on 296 JUST to break bricks. There must be something else to justify wasting those 10 seconds, like getting power ups or killing enemies. I guess that was easier to understand :)
Player (206)
Joined: 5/29/2004
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No, man, breaking bricks is cool... At least I think so. I remember when I played the game as a kid, I made sure to break every brick that I could in the first level before moving on.
put yourself in my rocketpack if that poochie is one outrageous dude
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The point is that you're supposed to get as many points as possible in the level, so breaking bricks is good, but only if they don't detract you from getting to the flagpole on time.
nesrocks
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Like bisqwit said, on level 1-2 it'd get boring fast to break bricks...
Player (206)
Joined: 5/29/2004
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But you can only break one if it wastes less than 24 frames!
put yourself in my rocketpack if that poochie is one outrageous dude
Post subject: Two goombas with one jump?
Joined: 7/19/2006
Posts: 21
Location: San Francisco
I could be very, very wrong... But I seem to remember than I could come down in between two goombas seperated by one full sprite and squash both getting 100 and 400 points.
Joined: 4/23/2004
Posts: 150
Hyena wrote:
Oh, and your small mario scenario wouldn't work. I think if anything it would take more time waiting for the mushroom to fall down than just grabbing the flower with the trick. And I'm convinced it's absolutely impossible to even hit that block without causing the koopa shell to go offscreen, let alone wait for a mushroom to come down and hit all the coin blocks.
It wasn't as clear as it could have been, but I was referring to stomping the Koopa, getting the coins+Mushroom and then kicking the shell. That's why I mentioned the possibility of the Koopa reviving if you take long to do it. (Like I said, I had not verified the possibility, but it's not a very convenient approach anyway.) Andreas
Player (36)
Joined: 10/8/2006
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Yes, you can squish two goombas at once for more points then squishing them seperately.
Joined: 8/19/2006
Posts: 3
The highest points possible is 999,950 on NES. More are only possible at SNES release Super Mario All-Stars. It can be, that I am wrong, but i am quite sure, 999,950 is the limit.
Post subject: Re: Smb1 Score-attack
Player (206)
Joined: 5/29/2004
Posts: 5712
4matsy wrote:
It loops at 9,999,950, actually. The millions digit just isn't visible at the beginning of the game, strangely--I guess the programmer(s?) figured most players wouldn't get that high a score in one game. :p
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 8/1/2006
Posts: 428
Level 5-1, beginning: Stomp koopa, kick&chase shell, get the 1up from shelling ALL possible enemies then let it bounce off the pipe and kill you. Repeat for easy points. You can get over 100000 points on 5-1 in one life if you play it well.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
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JSmith wrote:
Level 5-1, beginning: Stomp koopa, kick&chase shell, get the 1up from shelling ALL possible enemies then let it bounce off the pipe and kill you. Repeat for easy points. You can get over 100000 points on 5-1 in one life if you play it well.
But you can do that an infinite number of times. That would be stupid. I think a rule has to be made here: No dying. Otherwise you can abuse 1ups and redo the same levels over and over again. Even if you never get any 1ups (which wouldn't be possible with the overabundance of coins you'd get) dying 3 times and redoing a whole level from the beginning would be boring.
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Joined: 2/19/2006
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It didn't transistion to black when going into level 1-2. "And from finalfighter's link, I discover that the YouTube video was recorded in 25Hz. Is there some advantage gained by playing on a PAL ROM here?" I know playing PAL on that game that mario excelerates slighty faster, nearly one game unit faster, 341 in 4-1 can be acheived in PAL version just running through perfectly. definately not an improvement.
Super Mario Bros. console speedrunner - Andrew Gardikis
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
AGGRESSiON wrote:
The highest points possible is 999,950 on NES. More are only possible at SNES release Super Mario All-Stars. It can be, that I am wrong, but i am quite sure, 999,950 is the limit.
wrong. I've gotton 1,104,500 pts without leeching. no looping of the points. "I think it would be nearly if not impossible to get the star *and* get the koopa to kill every single goomba." thats really simple even without the use of emulators. I can get 50,000 on the first level without leeching points using a console.
Super Mario Bros. console speedrunner - Andrew Gardikis