Joined: 12/10/2006
Posts: 3
Baxter wrote:
You might want to take a look at this. It's a submission by nitsuja, which was cancelled (I believe for being too similar to the NES movie or something).
I see..interesting. Thanks.
Post subject: Request: Super Mario All-Stars + Super Mario World
Joined: 12/13/2006
Posts: 10
I would like to see someone speedrun the entire cartridge Super Mario All-Stars + Super Mario World.
<DeHackEd> every once in a while, a gamer feels the urge to complete SMB without warps, and then they remember just how hard world 7 really is
Former player
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
I'm pretty sure something like this has been brought up before and the consensus is that we already have runs for all of the individual games, so why do we need one with all of them, since it will be the exact same.
Joined: 12/13/2006
Posts: 10
Okay, sorry.
<DeHackEd> every once in a while, a gamer feels the urge to complete SMB without warps, and then they remember just how hard world 7 really is
Post subject: Improve Cpadolf's Super Mario All-Stars - Lost Levels run
Player (58)
Joined: 6/15/2005
Posts: 312
Location: Sweden
Ok. I know I post a lot of WIP's at the forum.. You're probably thinking: "dude! Why doesn't this guy stick with one TAS at the time?? Well.. Since I don't get enough feedback, for those WIP's I have post so far, (now days) out here, I have decided to not give up until I get the attention I want. THEN I promise I'll take it easy! You have my word! :P Well, enough of the babbling - here you go.. http://www.sendspace.com/file/7n8wj2 Is that a good start? Is the feature I use at the beginning allowed? Please tell me what your opinions are. Edit: Oh, I forgot: it's only the first stage completed...
Post subject: Re: Improve Cpadolf's Super Mario All-Stars - Lost Levels run
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
Diman wrote:
Ok. I know I post a lot of WIP's at the forum.. You're probably thinking:
1. Who are you 2. Thats the point of the forums
Diman wrote:
"dude! Why doesn't this guy stick with one TAS at the time??
No, I'm thinking "dude! Why are your WIPs slower than the run you're trying to obsolete??" which is kind of a bad thing.
Diman wrote:
Well.. Since I don't get enough feedback, for those WIP's I have post so far, (now days) out here, I have decided to not give up until I get the attention I want.
Let me get this straight. You're making WIPs for attention? I think you have the wrong idea of this whole TAS thing. FWIW, I didn't watch the WIP.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Player (58)
Joined: 6/15/2005
Posts: 312
Location: Sweden
I apologize if I sounded disagreeable.. I only meant that there could be irritating that I don't stick with one TAS at the time, but know y'all know why..
Raiscan wrote:
Diman wrote: Well.. Since I don't get enough feedback, for those WIP's I have post so far, (now days) out here, I have decided to not give up until I get the attention I want.
Oh, man! How that sound wrong.. My bad.. Again, there wasn't my intention to sound like that.. With ATTENTION I meant FEEDBACK.. That's big differences now when I think about it.. I just thought it would not never be understood. BTW, I'm Diman.. An oooold player. :P
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Well you manage to start the game 16 frames faster, don't really know why maybe because you held start all the way. But you finish the first level 21 frames slower (frame rule). So if you want to beat my run you better start over :)
Agare Bagare Kopparslagare
Player (58)
Joined: 6/15/2005
Posts: 312
Location: Sweden
I start the game faster cuz I "set up" the game, before I record, if you know what I mean.. I don't know if that "trick" is allowed though... Ok! It ain't faster in the rest of the demo-run?=/ It's amazing how you guys on this site can see things I can't see.. :P ;D Can you please tell how I can be faster? For example is it only me or do it goes faster to keep the speed, by constantly jumping after the exact frame Mario starts to run?
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
the "trick" you speak of is starting the game from dirty sram, and it is very much not allowed.
It's hard to look this good. My TAS projects
Player (58)
Joined: 6/15/2005
Posts: 312
Location: Sweden
Ok! Thanks adelikat for clearing that up for me! :) Now, is there anyone who knows some speed-boosts in this game?
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Diman wrote:
It's amazing how you guys on this site can see things I can't see.. :P ;D
I simply checked the framecounts and noticed that you lost 21 frames on the first level (in reality you probably lost a little less than that, but a frame rule makes almost every final gain or loss in the game 21 frames, or 42/63/84 and so on). My guess is that you lost the time collecting the mushroom which looked a little slower.
Diman wrote:
Now, is there anyone who knows some speed-boosts in this game?
I didn't find anything that wasn't present in the first run (other than sometimes gaining time from grabbing the flag at a higher position). So basically it's just doing a backwards jump at the start (as low as possible) then just running, jumping and trying to keep your speed as constant as possible. Because of this most levels should be perfect already (because running speed is maintained all the way through). Jumping constantly is not faster (or if it is, it is by an extremely small amount than never saved me any time).
Agare Bagare Kopparslagare
Player (58)
Joined: 6/15/2005
Posts: 312
Location: Sweden
Aight! I'm gonna do the flag-pole movement in my TAS, like I did at the demorun in every stage, that's for sure, and I've also noticed a trick, which MAYBE can be a time-saver... You probably want to check it out. You can see a picture of it, and a WIP below.. [URL=http://img143.imageshack.us/my.php?image=supermarioallstarssupermv0.png][/URL] http://www.uploading.com/files/BQVI3QUW/Super_Mario_All-Stars_+_Super_Mario_Worl...smv.html
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Can't be a timesaver, doing it like that forces you to come to a complete stop, and having to accelerate again, while jumping over the blocks only requires you to slow down ever so slightly. And now that you didn't start with dirty sram you where actually 8 or so frames slower than me to start the game. And what flagpole movement?
Agare Bagare Kopparslagare
Player (58)
Joined: 6/15/2005
Posts: 312
Location: Sweden
Aha, to bad... I'm talking about the flagpole movement I did, which is faster than in the one which is in your run.. I'm just writing that I'm going to use every possibility to be more speedy! :) But if I manage to be as fast as YOU, to pick up the mushroom, that's the question..
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Still don't really see what you did at the flagpole that was faster than my run...
Agare Bagare Kopparslagare
Player (58)
Joined: 6/15/2005
Posts: 312
Location: Sweden
I belive it goes faster, the way I grabbed the flag.. That is the precise frame that you get 5000 points... Damn, it seems that I can't be faster than you, at least not at the first stage, and I want to manage that before I continue with the TAS... ;( I think I need some help at some states... :P
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Diman wrote:
I belive it goes faster, the way I grabbed the flag.. That is the precise frame that you get 5000 points...
I'm very sure it is not faster to jump just high enough to get 5000 points. In most cases it doesn't matter where you grab the flag at all, and if it does every time I can remember it did, grabbing it at the highest position was always better.
Agare Bagare Kopparslagare
Player (58)
Joined: 6/15/2005
Posts: 312
Location: Sweden
Cpadolf wrote:
Diman wrote:
I belive it goes faster, the way I grabbed the flag.. That is the precise frame that you get 5000 points...
I'm very sure it is not faster to jump just high enough to get 5000 points. In most cases it doesn't matter where you grab the flag at all, and if it does every time I can remember it did, grabbing it at the highest position was always better.
Well, tragicly enough, I seem to have everything against me at this moment.. The "trick" I wanted to use at the menu, is not allowed, it seems that I can't grab the mushroom as fast as you can, and I don't find any overall "optimizers", - so I wild guess would be, that I can't improve your run.. =(
Post subject: All-Stars SMB3 and SMW one-input TAS
Zakatos
He/Him
Joined: 7/26/2004
Posts: 90
Location: Brazil, Sao Paulo, Campinas
I don't know if this was already proposed here, but since the time we began to have "one-input-for-more than-one-game-completude" TAS, I always had in mind a TAS finishing both SMB3 (All-Stars Version, for this matter) and SMW (original game or the All-Stars+SMW version). This choice is based not only on the fact both are classic and amazing games, but also because the time completude for them is very very next (approx. 10:26 for both current releases). I'm not a TASer, my first (and hopefully only) TAS was a total failure, I prefer just watch the good work. So, shall anyone try on this?
The eyes of a machine are wonderful, but there's nothing like the the eyes of the heart – Old Cid, Cybercop
Experienced player (623)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
It's going to be reasonably hard. In the all stars version is completed slower than the nes version, coupled with the fact that the fastest method of travel in the all stars version is holding left + right, while in SMW, the fastest method of travel is not to hold anything at all and hop. The time difference is going to end up significantly different, and controlling both games independantly is going to be difficult as well.
Measure once. Cut twice.
Active player (356)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
You wouldn't have to start with extreme optimizations such as left+right I'd say? But how'd one go about of creating the smv? making it for one and checking what's the result in the other would be aweful... did someone (DeHacked made the rockman ones I think?) make some custom double-game-play-Snes9x?
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Editor, Expert player (2330)
Joined: 5/15/2007
Posts: 3933
Location: Germany
But how'd one go about of creating the smv? making it for one and checking what's the result in the other would be aweful
Make it so that snes9x accepts input when inactive and make the TAS with 2 opened emulators, I'd guess.. There was once the suggestion to do SMB1, SMB2j, SMB2u and SMB3 simultaneously some while ago if I remember correctly.
Experienced player (623)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
left + right isn't an extreme optimisation. It makes mario travel at hyperspeed in SMB3 AS.
Measure once. Cut twice.
Zakatos
He/Him
Joined: 7/26/2004
Posts: 90
Location: Brazil, Sao Paulo, Campinas
I watched both Mister's SMW and Lord Tom and Mitjitsu's SMB3 runs simultaneously to have a basis and it seems perfectly feasible. To compare some points, take Yoshi's Island 1 & World 1-2, in SMW Mario can manage to move most of the time holding and releasing the shell or holding nothing at all. YI2 and W1 Fortress are both pretty straight forward. Iggy's Castle conveniently has an auto-scroll section that took most part of W8's first Tank, which is also an auto-scroller. It would be amazing to see Mario collecting 1-ups and avoiding the crushers at the same time. =)
The eyes of a machine are wonderful, but there's nothing like the the eyes of the heart – Old Cid, Cybercop