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New Super Mario Bros. "any%" TAS WIP

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Uploaded by on Oct 8, 2010

By mindnomad and I.
116 frames faster than adelikat.

Category:

Gaming

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License:

Standard YouTube License

  • likes, 1 dislikes

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Uploader Comments (LightBlueYoshi)

  • Why don't you use your fastest time in 1-1 (374)?

  • 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).

  • Can you explain what corner boost is? And super corner boost? I didn't get it explained well in tasvideos, not even descriptions from peoples videos in tasvideos.

  • 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.

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  • AMAZING!!!

    

  • hey, I made a nice record. (normal mario, 1-1, Time: 373)

    But lI didn't record it... T*T (But I have savestate that I saved when the Tool-Assisting was finished, at the goal...)

    Can I record it using the savestate? (Plz say yes..........)

  • 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! ;)

  • 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.

  • 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.

  • 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?

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