Joined: 3/25/2004
Posts: 459
jimsfriend, in your run, are you allowed to: 1) get Yoshi 2) use baby Yoshi 3) get a color switch 4) get a starman 5) get an air balloon 6) get a midpoint post, then immediately and intentionally get injured? I was trying the game small tonight, but I didn't know what the exact rules were. Just a slight change, like being able to get an air balloon or not, can really change the level order.
Joined: 12/30/2005
Posts: 57
jimsfriend wrote:
The biggest difference between your run and mine will probably be bowsers castle. I use door 8 because it is 100% random-free while door 7 is almost certain death for me.
What are you talking about? I never declared any paths or anything. I think our runs will be pretty much idenical though. Maybe what we should do is collaberate. Confused: Oh wait, so Jimfriend's run isn't a TAS, it's a regular run or something? How would that work? I'm confused? I thought this site was just for TASs...
Joined: 10/24/2005
Posts: 1080
Location: San Jose
m.r.bob wrote:
jimsfriend wrote:
The biggest difference between your run and mine will probably be bowsers castle. I use door 8 because it is 100% random-free while door 7 is almost certain death for me.
What are you talking about? I never declared any paths or anything. I think our runs will be pretty much idenical though. Maybe what we should do is collaberate. Confused: Oh wait, so Jimfriend's run isn't a TAS, it's a regular run or something? How would that work? I'm confused? I thought this site was just for TASs...
Jim, as well as me, are regulars of http://www.speedemosarchive.com, a place for console made speedruns (without save-states, or re-recording). Often we test tricks on the emulator, in collaboration with you guys :). We also often set unrealistic goals of trying to come close to the timed run of TAS, but that's another story.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Jimsfriend if you can pull off a console run with those tricks, I will be thorougly amazed / impressed. Good luck man!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
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Joined: 1/17/2006
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Ramzi wrote:
jimsfriend, in your run, are you allowed to: 1) get Yoshi 2) use baby Yoshi 3) get a color switch 4) get a starman 5) get an air balloon 6) get a midpoint post, then immediately and intentionally get injured? I was trying the game small tonight, but I didn't know what the exact rules were. Just a slight change, like being able to get an air balloon or not, can really change the level order.
1)No 2)Yes, but no need 3)Yes, but no need 4)Unsure, never really talked about it much, but no need 5)You mean the cloud on SW3? Yes. If you mean the p-balloon that makes Mario fat... no need so wasn't discussed. 6)No
Oh wait, so Jimfriend's run isn't a TAS, it's a regular run or something? How would that work? I'm confused? I thought this site was just for TASs...
This site is just for TASs. My run is on console and limited by reflex and skill. Muscle memory helps reduce these limits. My run is being talked about on this site because after I helped Fabian with some route and level suggestions for the 96 star run he and JXQ helped me. @JXQ Thanks. And thanks for help on those 2 levels. DP1 shouldn't be so bad, just SW4 is a killer. It always was no matter what the route. VD1 is worse than DP1 as hard as that might be to believe.
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JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
jimsfriend wrote:
DP1 shouldn't be so bad, just SW4 is a killer. It always was no matter what the route.
I'm wondering if it's possible to, after bouncing off the green turtle, kicking the red shell left in mid-air to hit the key-block, have it bounce back, and be able to land on it instead of having to make that almost impossible jump directly from green shell to platform. I'll try that out sometime soon. Although you've practiced this game a lot, something you may not know about it (that I learned from emulated play) is that if you hold the jump button when falling, your falling speed is slightly slower than if you weren't holding jump. So if you are having trouble timing the SW4 fall, try holding jump more or less than usual after falling. VD1 worse than DP1 - which exit on VD1? If it's the secret exit without the Red Switch Palace, I can see that being pretty tough / impossible. What was your old route? And one more question....what do you plan on doing for Star World 1 if you are small (and can't spin-jump through the blocks)?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 3/25/2004
Posts: 459
I did the small Mario challenge, but I had to use the color switches. I played through Forest of Illusion, to get to the star corresponding to the Red Yoshi level on Star Road. I needed the color switches to get that key.
Joined: 12/30/2005
Posts: 57
JXQ wrote:
Although you've practiced this game a lot, something you may not know about it (that I learned from emulated play) is that if you hold the jump button when falling, your falling speed is slightly slower than if you weren't holding jump. So if you are having trouble timing the SW4 fall, try holding jump more or less than usual after falling.
Why isn't there a list of helpful tips like this? This kind of stuff could really help me out.
Former player
Joined: 6/15/2005
Posts: 1711
So you're still doing a small run huh? =/
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 12/30/2005
Posts: 57
Ya, but secretly. I won't show it off as to not spoil Jim's run.
Former player
Joined: 6/15/2005
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Ok, neat. Good luck!
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 12/30/2005
Posts: 57
Can I still post the movies in progress to here? Should I PM them to you, because I do need feedback. My 2nd level run is 5 frames behind F&V's run, and I can't figure out why. Look 5 posts up for a post edit.
JXQ
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Joined: 5/6/2005
Posts: 3132
m.r.bob wrote:
Why isn't there a list of helpful tips like this? This kind of stuff could really help me out.
While not everything about the game is documented, there are two good places to start: First the site's SMW tricks page: http://tasvideos.org/SuperMarioWorldTricks.html Secondly, The SDW-120 submission by Fabian & I. It contains explanations of many tricks not yet put on the SMW tricks page. http://tasvideos.org/880S.html As you run the game more, other details will become noticed. Honestly I can't list everything I've learned about the game because some details are so mundane that they are almost never applicable and so I don't remember all of them.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
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It's cool with me to post it here, I'm not sure if anyone else will have objections. If someone doesn't want to follow the progress there's no obligation to watch the movie, of course.
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 12/30/2005
Posts: 57
movie is here. Do you know if there is any way to superimpose two different movies on each other, so people can find out when one of the movies falls behind?
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...I may have heard of that... (ask Dehacked to do it)
put yourself in my rocketpack if that poochie is one outrageous dude
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Ok I had to look through it three times before I found it, but here it is. You lose time when running on the platform at about frame 5990, the one that travels the opposite way you're running. Just jump from it the first frame you can and I think you'll have catched up. Edit: Eh, wrong frame but I've already closed the emulator. Anyway, I think you can figure out which platform I'm talking about, there's only one that's moving towards you.
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 12/30/2005
Posts: 57
Oh shoot, why didn't I realize that before. You want to get the hell off of platforms moving to the left as soon as you can. I feel foolish. Anyways, I'll try that sometime after I come back home from my adventure into the outside world.
JXQ
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The easiest way to compare two movies is to have a few designated spots for both runs, and compare which frame each run arrives at that spot. (The period key is the default frame counter button)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 12/30/2005
Posts: 57
I know where the frame counter button is... -.- How do you think I'd know exactly how many frames I was behind F&V then. Anyway, I followed your advice and avoided that platform completely, and now I'm 3 frames behind. here is the updated movie.
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I'm wondering if it's possible to, after bouncing off the green turtle, kicking the red shell left in mid-air to hit the key-block, have it bounce back, and be able to land on it instead of having to make that almost impossible jump directly from green shell to platform. I'll try that out sometime soon
Sounds harder.
Although you've practiced this game a lot, something you may not know about it (that I learned from emulated play) is that if you hold the jump button when falling, your falling speed is slightly slower than if you weren't holding jump. So if you are having trouble timing the SW4 fall, try holding jump more or less than usual after falling.
I know about the fall speed and take advantage of it a bunch. SW4 fall is just freaking hard. Do you know how big of a frame window I have to fall after the green turtle falls?
VD1 worse than DP1 - which exit on VD1? If it's the secret exit without the Red Switch Palace, I can see that being pretty tough / impossible. What was your old route? And one more question....what do you plan on doing for Star World 1 if you are small (and can't spin-jump through the blocks)?
VD1 timing is easier but need to be more precise. It is the secret exit with no red palace. Old route? I would get the green palace rather than go to the water level. The current route is YI, DP1 secret exit, DS1, DGH, DP3, DP4, Castle 2, VD1 secret exit, VS1 secret exit, SW2 through to Bowser. SW1 is not in the run, that is why it is allowed on SDA as a different category because it uses a different route and strategies. If you like and no one objects I can show you what I believe to be the fastest route through all these levels. Some of them are pretty tricky and if you miss the shortcut you sometimes lose large amounts of time.
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JXQ
Experienced player (761)
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jimsfriend wrote:
Sounds harder.
Turns out it's not possible.
Do you know how big of a frame window I have to fall after the green turtle falls?
2 frames. Both times I had veer to the right slightly after starting to fall, and then back to the left so that I had enough left momentum to make the jump. I also did not hold jump while falling until just before hitting the turtle, but then I was able to hold left and jump for the entire jump until making the platform. If you are doing the trick and you bop the turtle too far to the left (on his back), the jump is still makeable, but you must release jump at the right time (I'm pretty sure this was a 1 frame window, so practicing the other way is probably more worth your time). Either way, having this difficult of a trick at the end of a run is going to be quite an accomplishment to see pulled off.
The current route is YI, DP1 secret exit, DS1, DGH, DP3, DP4, Castle 2, VD1 secret exit, VS1 secret exit, SW2 through to Bowser. SW1 is not in the run, that is why it is allowed on SDA as a different category because it uses a different route and strategies.
Wow this suddenly became even more impressive of an idea. VD1 and VS1 small? This is nuts!
If you like and no one objects I can show you what I believe to be the fastest route through all these levels.
That's cool with me, I'm interested to see if you have any easier ways for the Vanilla levels.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
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Yeah I really am looking forward to seeing this, if it ever gets pulled off in one run it should be very awesome.
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 12/30/2005
Posts: 57
m.r.bob wrote:
I know where the frame counter button is... -.- How do you think I'd know exactly how many frames I was behind F&V then. Anyway, I followed your advice and avoided that platform completely, and now I'm 3 frames behind. here is the updated movie.
I thought someone would think to answer this question without it being explicitly stated, but does anyone know what accounts for the three frame loss?
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Quote: Do you know how big of a frame window I have to fall after the green turtle falls? 2 frames.
Ouch. And do you have to be in a p-run? Or can Mario be moving relatively slow?
Wow this suddenly became even more impressive of an idea. VD1 and VS1 small? This is nuts!
The run is small. Less levels is faster. Nuts is me. So here goes (tricks as they will be in my run, and as I believe to be fastest ways with explanations and other routes that might be possible on TAS.) If I say something like "possible path" I don't know if it works, just a way to try. Yoshi's Island levels are up to you guys. DP1 you already have, but your video is not the fastest way obviously. So here is a picture: http://img15.imagevenue.com/img.php?loc=loc24&image=282bb_DP1_secret_exit.JPG It is also possible to hit the jumping-winged-shell-koopa twice and grab the shell before you hit the ground (not in the picture, the one you are carrying). DS1 swim under the key area. I grab the p-switch, but on a TAS time might be saved by grabbing one of the blue-damage-bricks-that-flash to help you get to the p-switch faster. Getting the p-balloon for the shell just takes too long. DP3- http://img108.imagevenue.com/img.php?loc=loc24&image=2d0e2_DP3_tricky.JPG DP4- http://img20.imagevenue.com/img.php?loc=loc24&image=7b2dc_DP4_tricky.JPG Morton-If you can get to secret pipe small I am amazed. More likely: it is possible to get p-run in first room, just press left then right really quick right before the second mini-stomp and you get p-run. Then spin jump up the rotating stairs. Don't fall through by accident, I never have. Room too have fun. Room 3 see if you can wall jump at the very beginning so you don't have to wait 10million seconds for the walls to move back out of the way. VD1- This picture is really old, ignore part one you will be taking a different shell. http://img141.imagevenue.com/img.php?loc=loc24&image=1e680_SMW_help3.a_VD1.JPG This picture is really old too. Except for taking a different shell, it is the way I do it. http://img13.imagevenue.com/img.php?loc=loc24&image=67a5d_SMW_help3.b_VD1.JPG The earliest buzzy-beetle you can grab I think is the third one under the yellow blocks. Kill the first one under the blocks with the first one in the level, spin stomp the second one, regular jump onto the third one while holding left and you can manage to stomp it without going too high to be able to grab him. Another way this might be done is to do like the DP2 pipe trick in 100%TAS where you bounce off the shell and get up to the vine. If you can somehow manage to get up to the vine box without opening it and still make it to the key, cool. VS1- http://img41.imagevenue.com/img.php?loc=loc24&image=282c0_VS1_two_possibilities.JPG SW2-Swim with Yoshi SW3-kick blue up to kill cloud-man and take his cloud. SW4-Ask JXQ. It is possible to p-run all the way up to the point where the hardness starts. I hope that clears everything up. And as a bonus, next time you get bored in school (or at work), try this http://img130.imagevenue.com/img.php?loc=loc154&image=f05e0_Card_house1.JPG . Hooray for 7th class of the day with nothing to do.
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