Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Someone needs to change the title of this thread now. ;)
Super Mario Bros. console speedrunner - Andrew Gardikis
Player (121)
Joined: 2/11/2007
Posts: 1522
Holy crap, you are the man MUGG :O
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
SXL
Joined: 2/7/2005
Posts: 571
that was ridiculous ! grats MUGG.
I never sleep, 'cause sleep is the cousin of death - NAS
Post subject: Re: 4-3 problem now solved
Player (68)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
MUGG wrote:
http://dehacked.2y.net/microstorage.php/info/700442319/4-3_problem_solved.fcm (FCEU movie) http://www.megaupload.com/?d=SX3V3LRE (avi)
Youtube'd for the lazy. I hope you don't mind. Damn, this is amazing. Awesome job, MUGG! What a ridiculously elaborate series of maneuvers for one gap!
Joined: 2/1/2008
Posts: 347
Wow... and you made it look so easy too! Congratulations!
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Joined: 1/20/2009
Posts: 19
I can't believe it took over 2 years for someone to come up with something that works. Maybe finally, the game has a limit, but NOOOOOO, here comes MUGG. Amazing.
Active player (315)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Active player (407)
Joined: 3/22/2006
Posts: 708
I think somehow I always knew someone would eventually figure it out. I didn't expect it to be like this, though.
Expert player (2574)
Joined: 12/23/2007
Posts: 831
klmz wrote:
To clear things up: you need to be at least 18 frames faster in Level 8-2 to gain 21 frames in the whole run.
Do you think that's possible?
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
I am doubting that people will make the warps run faster. But HappyLee, you've been really awesome at this smb TASing lately :). I hope you can manage to improve level 8-4. ... I actually have an idea for improvement oddly. HappyLee, at the third pipe in 8-4, try to jump with Mario and face left. I think Mario would slow down quicker this way. I will try this out tomorrow I think.
Super Mario Bros. console speedrunner - Andrew Gardikis
Tub
Joined: 6/25/2005
Posts: 1377
thats.. great :) are there any other problematic levels further down the game, or have the subsequent levels been tested already?
m00
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I have the same doubts, but I guess the most problematic was this one.
I am old enough to know better, but not enough to do it.
Joined: 1/20/2009
Posts: 19
6-3 will be interesting.
Player (102)
Joined: 3/25/2004
Posts: 189
Location: Austin
I've been lurking this thread for years and seeing its title change was quite shocking. This is pretty awesome. =)
http://girlyyy.com/ The El Viento TAS is the only decent thing I submitted here.
Joined: 3/17/2009
Posts: 496
grats =) nice find thx for youtubelink!
nesrocks
He/Him
Player (247)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
What a thrilling story for tasvideos, making this run possible was a quest by itself. Congrats!
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
I'm curious who is going to be the first to start working on this. heh. and whether or not a TAS of this would even get accepted.
Super Mario Bros. console speedrunner - Andrew Gardikis
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
While I don't think a full walkathon would be published (or even enjoyed much), there's nothing prohibiting us from linking it from the short walkathon's movie description.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 1/20/2009
Posts: 19
I just tested the remaining levels, and I was able to do them all in real-time, so a full game walkathon is now completely possible. 6-2, 6-3 and 7-1 are bound to look pretty.
Post subject: 4-3 without getting hit
Editor, Expert player (2372)
Joined: 5/15/2007
Posts: 3940
Location: Germany
The next step is now to get it to work without getting hit. Currently, the most plausible approach is to use the inside-of-enemy technique. You can mustache jump on the first koopa, then after landing on the platform, you can stay inside of it. When the second koopa is approaching, proceed as normal. Problem is that the jump you gain from landing on enemies are random (at least I think they are) in height. You need to be facing left and bump into the wall to use the no-scrolling technique. So sometimes when mustache jumping, you would bump into the corner, but not make it on the platform. Sometimes you would land on the platform without touching the wall. And sometimes you can make it on the ground while having bumped into the corner. But I was only able to land on the platform with next to zero acceleration. So this made the no-scrolling trick kind of inefficient. I haven't figured out yet what determines the randomness behind the random jump heights. http://dehacked.2y.net/microstorage.php/info/502710249/4-3_problem-not-hurt.fcm This is the approach. Note that I posted the 4-3 solution right after I found it. I didn't have another try at it, so it might be possible to get it to work with less space in the gap on the left. (Although, right now as I'm typing this here, I think I had actually checked this. No idea...) Currently, I'm rather demotivated to have more tries at that 4-3 level again. edit: Oh, and thanks for the cheers concerning my 4-3 solution earlier! :P
Post subject: Warpless improvement
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3576)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Those who follow my TAS SVN project already have knows this for awhile but I thought I'd share with the general public. Klmz, andrewg, and I have been working on an improvement to the SMB warpless movie. This is mainly based on a Vine glitch that klmz discovered about a year ago. We have also found a few other time savers along the way. Currently we are at 5-1 and are 126 (6 frame rules) ahead of the published movie. The WIP is available in the SVN of my tas project if anyone wants to watch!
It's hard to look this good. My TAS projects
Lord_Tom
He/Him
Expert player (3145)
Joined: 5/25/2007
Posts: 399
Location: New England
Simply amazing achievement! I'd followed this thread way back when and thought 'Well, there's no underlying game logic reason that says it has to be possible, maybe it just isn't.' Kudos to MUGG for never saying die. I would vote for a no-warps walkathon to get published, though it would end up being quite long for an SMB run. If, as andrewg suggested, however, there were to be an 'all known SMB glitches run,' I'd definitely vote for 4-3 being done as a walkathon to show this off.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3576)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Lord Tom wrote:
however, there were to be an 'all known SMB glitches run,' I'd definitely vote for 4-3 being done as a walkathon to show this off.
I totally agree with this :)
It's hard to look this good. My TAS projects
Lord_Tom
He/Him
Expert player (3145)
Joined: 5/25/2007
Posts: 399
Location: New England
Andrew: I looked at it and don't think facing left can save time; reason is that the published run lands at speed 33 and releases B for a frame, instantly slowing to 24. The segment does not appear to be limited by ability to slow down, but rather by the speed at which Mario can get to the ground after the pipe...
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Lord Tom wrote:
Andrew: I looked at it and don't think facing left can save time; reason is that the published run lands at speed 33 and releases B for a frame, instantly slowing to 24. The segment does not appear to be limited by ability to slow down, but rather by the speed at which Mario can get to the ground after the pipe...
Yeah, I tested this about a week ago and it didn't work. :(
Super Mario Bros. console speedrunner - Andrew Gardikis