New Super Mario Bros. 'any%' TAS WIP

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By mindnomad and I.
116 frames faster than adelikat.
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In super corner boosting, what you're doing is duck-jumping (or in this case, getting into the shell, and then jumping) at a corner as any form of "big Mario, " and getting out of your "ducking form." "Getting out of" ducking means that you're instantly "regrowing" (increasing your "hitbox") at the right time so that you're sorta halfway inside the corner and halfway out. Because the game doesn't want Mario in a block, Mario's instantly pushed out. This is used as an advantage to save time.

LightBlueYoshi
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I hope this makes sense!
Corner boosting is when you jump at JUST the right time toward the edge of a midair corner (usually blocks) to be able to boost forward a very, very tiny bit (it's completely unnoticeable unless you actually look at it frame-by-frame in an emulator).
Super corner boosting is, pretty much, corner boosting, except you're boosting forward a LOT every time. In 1-2 (in this video), you can tell whenever I use this by looking for when I come out of the shell.

LightBlueYoshi
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I apologize - it's only now that I realize what you were asking... (The blocks to the secret pipe in 1-Tower, right?)
There, we had to do a wall jump for luck manipulation. If we didn't wall jump, we wouldn't have had good map manipulation (how the Red ? Block and the Hammer Bro move on the world map). Because of the wall jump, it didn't matter which blocks we'd break, since that would already cancel the delay from entering.

By now, however, that problem with having to wall jump is fixed! ;)

LightBlueYoshi
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We haven't; we just edit the movie file at random points (without losing frames, of course) to help with luck manipulation. It's seemed to work nicely so far.

LightBlueYoshi
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It's actually slower to do so! The reason why is because we have the Blue Shell. You can't run on the ground with the Blue Shell!

LightBlueYoshi
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nice strategies. I especially like how you used the blue shell in 1-2.

have you guys figured out what RAM addresses determine where red blocks/hammer bros move?

terrotim
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@efraingambetero No, there is an invisible wall that goes on above it. You can't get past it. I've tried many times. It's too high. Not without cheating.

Aaron
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Nope! No time sacrifice was needed. Because of how we finished World 1-1 differently, we luckily had perfect luck manipulation. ;)
(Entering a level on certain frames doesn't affect the manipulation, sadly.)

LightBlueYoshi
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There's two reasons for that!

First of all, we need to start with a Fire Flower! We definitely can't start 1-1 with a Fire Flower from a new game (without wasting a lot of time, that is)... :(

Second of all, the path I used there is only faster by "in-game" time - time that's only counted during gameplay. In this run, we're trying to go for "real time, " where we'd try to go for the fastest time "in real life" (as in, even if the game says we're slower, we're actually faster in real time).

LightBlueYoshi
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Oh, we can't do that because they're too low... We can't get to them without running into the pipe's side. (I do wish we could do so without wasting time - that would've looked cooler!)

LightBlueYoshi
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@printerjam5 Yea I love that bit of fan service they put in there

SoraRoxas
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We used a DS emulator called DeSmuME to play, and used its AVI recording feature to record.

LightBlueYoshi
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There's a lot of luck manipulation involving getting the shell in 1-2. Did you enter the level on different frames until it showed up or something?

oWillDaBeasto
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and BTW do you think flag sikp is possible?

efraingambetero
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If you mean skipping the flag animation like in Super Mario Bros., then that isn't possible. (Most likely you meant what Aaron4672 was talking about, though!)

LightBlueYoshi