Suuper W
MKDS TAS Choco Mountain
updated
In-game timer: 368 (1462 frames)
This is a 159 frame improvement over the previous best TAS, by Hartman. (youtube.com/watch?v=oEIBcWyk3D8) The improvements mostly come from new strategies. Thanks to Hartman for providing his inputs file; some of his inputs are left unchanged here.
I control the spawn timings of enemies by making Mario go higher than otherwise necessary or by staying low as long as possible (without sacrificing time, of course). The improved enemy spawns are required for 2 or 3 big improvements.
This level is a great example of how unintentionally powerful the blue shell powerup is due to its glitches, although both the fire flower (youtube.com/watch?v=UnJT2UY3kbY) and mini powerups can also complete this level without the rising platform.
In-game timer: 336 (2866 frames)
Bricks behave very strangely when broken. When a brick is broken it spawns an invisible object in its place that lives for a few frames and behaves somewhat like a regular block. But they allow Mario to enter a wall on the right, and apparently also to teleport from right side to left side. Or do regular blocks do that too, if they could be spawned and despawned at the right time?
Once far enough inside a wall, Mario can go upwards at a rate nearly as fast as an upside-down ground pound.
If the wall jumps after the second star coin look strange, it is because left wall jumps and right wall jumps behave differently.
The upside-down P switch sets Mario's vertical speed when hit. He'll fall faster after bumping it than he would when bumping a ceiling. (Unless his downward speed was already higher, in which case bumping it makes him fall slower.)
For some reason it isn't possible to do a pixel stop on the pipe cannon at the end. This makes getting the reverse quick-slide glitch a bit slower.
In-game time: 335 (2910 frames)
Ice makes turning around slower, so ground pounding is used in places it would otherwise be best to be on the ground.
For the second hyper-speed glitch, it is necessary to allow the koopa to walk uphill for one frame longer than the earliest Mario can stomp on it. This lets Mario pick up, and then throw, the shell before getting too far down the slope.
The conveyor belts are annoying. They change Mario's speed whenever he jumps off of them, in the direction they are moving. They can also change Mario's speed when he lands, but they only do so when they are moving in the same direction as Mario is. This means every time Mario jumps from one going the "wrong" way, he loses speed. However, this same speed changing allows for a bit of hyper speed at the end of the level.
There is also a bug with the speed changing, such that if Mario unmorphs on the same frame as he jumps, he gets the speed change twice. I use this a couple times when the speed change is favorable.
I do not know exactly why Mario is able to go through the wall at the last star coin. He begins being pushed into it right after breaking the brick, as he's now standing in the brick which remains tangible for a few frames. However, I would have thought the wall would push him back out as soon as the brick is gone, since he doesn't get very far into the wall before then.
When the platform in the Bowser Jr. fight is sloped enough, Mario can start a shell slide by holding down after a ground pound. This allows knocking Bowser Jr. onto his back at the earliest possible time. Hitting Bowser Jr. while in a shell slide and in the air allows Mario to maintain control; otherwise he'd be stunned as he's knocked back. This means I can ground pound immediately to stop the momentum. Bowser Jr. is temporarily invincible, so I must do another ground pound to hit him. The platform is also weird in allowing a ground pound very near the ground, and Mario can even begin one a single frame after jumping by holding down before landing and doing a frame perfect jump. This may be applicable to the 6-Tower fight as well, to improve my TAS of that level.
Mario can pass through the spike bars like they aren't even there! Doing this requires being in shell, and having current "max speed" value be zero. This means that Mario cannot accelerate once in this state, will slow down if on the ground or pressing left/right, and cannot bounce off of walls. Getting max speed to zero can be done by pressing down while not moving fast enough for normal shell sliding, or by holding down on the ground one frame after morphing if speed is at or above normal shell sliding speed. Or by ground pounding.
There are two places where I wait for the spike bars, due to having to unmorph.
Bowser Jr. can be defeated with one ground pound plus one normal jump. It would be faster to do the normal jump first, but it seems to be impossible to get a ground pound hit as the second hit. Bowser Jr. will hide in his shell before the ground pound can hit, even though a well-timed normal jump can hit him before that. I don't know why it's different with a ground pound.
20 frames lost to fireworks.
Sorry for the glitchy powerup block graphic. It seems my input viewer script has a side-effect.
This was an interesting level, with a lot of different optimizations.
The flying blocks are great for corner-boosting. With the first one, I'm able to get a small corner boost without un-morphing, and with the same jump I can reach the second one and get a large un-morphing corner boost. Because they move left/right, I can use the L/R shoulder buttons to move the camera and have some control over when they spawn, and their position when I reach them. This means I can get the maximum amount of corner boost regardless of Mario's precise positioning.
After leaving the pipe, there's a 1-block ceiling and then a wall. Crouching allows me to jump towards the wall sooner than I otherwise would (I have a few frames to move in the air before bumping the ceiling). However, the wall jump does keep me from controlling my jump height, since Mario cannot accelerate after a wall jump until about the time he starts falling; jumping higher/further would delay acceleration. So, it isn't worth jumping further in order to be at max speed before landing to get that little bit of downhill speed. (Actually, the delayed acceleration means I wouldn't reach top speed until right at the end of the downhill section anyway.)
The first star coin is above the normal route, off-screen. Because it is off-screen, it also does not spawn unless the camera moves up. Thus, it is necessary to climb on the vine just to get the camera to move. After that, I can jump off and go up with a mid-air jump, rather than waiting for the vine to finish climbing.
After that, there's some more L/R and corner boosting with flying blocks. And then landing on a block that's flying right, so that it carries Mario across some extra distance. This does mean I have to slow down (shell powerup on the ground), but thanks to QSG and immediate mid-air jump I am able to regain speed quickly enough that this is worthwhile. This also works out nicely for the upcoming triple-jump, which must be in a triple jump in order to gain enough height. (Unless I did another mid-air jump, but the section right after is such that I want to be morphed and bounce off walls, so a mid-air jump would just slow me down during the in-shell portion.)
The second star coin would normally be collected by jumping from the water. But since the water is currently down, I can use a mid-air jump. Note that I was already morphed prior to landing, but un-morphed. This means I need to spend an extra frame on the ground in order to re-morph, but it is required in order to slow down and not over-shoot for the star coin.
Then comes the swimming. Well actually, first a ground pound. This allows Mario to keep a large amount of downward speed when entering the water. Normally, the water would very quickly reduce Mario's vertical speed so I'd have to wait a long time to get under the wall. And because the water is rising, Mario can be underwater during the initial ground-pound animation. This allows Mario to swim horizontally while doing a ground pound!
When jumping out of water, it is unfortunately impossible to control the vertical speed of the jump. Soon after, we have to go back into the water. This time the water isn't rising, so I can't get much benefit from ground-pounding on the same frame as Mario enters the water, so it isn't worth waiting until he falls that far.
Because of where the floors are and Mario's inability to control his jump speed from water, it is necessary to bonk on the pipe ceiling. To do this, we must slow down a bit.
There's a powerup block below that can give a star. However, getting that one turned out to be slower than waiting until the ? block later on. This is because if I got the first one, the star would run out before the last QSG at the last star coin. I could collect two stars, but then it's just too much time spent slowing down to pick up stars to be worth getting the early one (plus I miss the rising water). (It would be possible to get the star from the first coin/star ? block without stopping hyper speed, then bump the always-star ? block and hold R to scroll the camera enough to keep it from despawning while I collect the star coin, pick up the 3rd star on the way back from the star coin, and have a starman in the last area. But since there's no good QSG spot there, it would only save 8 frames in that section, and be overall 34 frames slower. 14 if you consider the time spent to avoid fireworks.)
I managed to reach the water near the end just in time (1 frame earlier than necessary) for it to still be rising and get the full benefit of swimming while ground pounding. Thanks to that, I collect the last star coin early enough that I have to wait a couple frames for the water to go down before I can do a wall jump.
Movement with tornadoes is quite limited. Although it is possible to reach the location of the first star coin without using the tornado, the star coin doesn't spawn until after using the tornado. So the tornado is sadly required.
Ground pounding into the quicksand is faster than falling normally because you can get 2 pixels deeper on the first frame (due to falling 2 pixels more per frame), plus for some reason it gives an extra 4 pixels the next frame. Sinking 6 pixels in quicksand normally takes 28-29 frames.
In the area with the second star coin, I move away from the pipe slightly before moving above it. In the last area, I do not. This is because Mario is placed just barely touching the pipe in the 2nd star coin area (the pipe is to the right of Mario) while in the last area he's as close as possible to the pipe (here, to the left of Mario). Both pipes put him exactly in the middle of a block, but there's a 1 pixel wide area where Mario collides with walls while still being outside of them, and this middle-of-block position is exactly on the left side of that 1 pixel area. So in the 2nd star coin area, moving a little bit left first allows accelerating rightward before going above the wall. But the the last area, moving a little bit right does not allow accelerating leftward before going over the wall because Mario would collide with the wall.
Boring.
The conveyors are pretty weird. When Mario lands on them, they change Mario's speed by the speed at which they are moving, but in the opposite direction. (This basically cancels out the amount that it moves Mario itself, until Mario's speed re-adjusts.) When he jumps off, it again changes Mario's speed to reverse what it did when Mario landed. However, if Mario is inside his shell then the conveyors do not affect his speed when he lands. Thus, by landing on a conveyor that is moving in the same direction as Mario is moving, then immediately jumping, Mario's speed can be increased. And because the game doesn't cap Mario's speed at his maximum while he's inside the shell and in the air (or on the frame that he lands), this speed can be maintained and the effect can be stacked to build up unlimited speed. Well, except that the game doesn't allow Mario to move by more than 8 pixels per frame under his own speed. But that's still much faster than even star speed!
Since maintaining this speed requires constantly doing frame perfect jumps, there are limited options for how to move around. So even though the route I take to reach the 2nd star coin then back down isn't the shortest, it is the fastest. It's barely possible to get into the next room with that speed. But also, a couple faster options are barely NOT possible.
It is possible to go above the wall that's to the left of the 2nd star coin, from the other side. A mid-air shell jump allows Mario to reach a platform that is above the screen. Another mid-air jump from that platform can get over the rest of the wall. This is far slower, but only due to the speed glitch.
The glitch through the wall/ceiling near the end is done by being less than 1 pixel from the ceiling while moving far enough into the wall that the game considers Mario to be on top of a portion of the wall. (This is the same as a straight-up wall jump with mini-Mario, except without mini Mario it requires super speed.) This will push Mario up a bit, since the game wants Mario to be actually on top of a block when he's "standing" on it. This is enough height that Mario is now in the ceiling and so not pushed outside the wall.
It is also possible to use this glitch to reach the 2nd star coin, but this is pretty slow due to the wall setting Mario's speed to 0. (And also the conveyors before that point aren't enough, so you'd have to build up speed below the 2nd star coin and then go backwards.)
The boss fight uses RNG to determine if Petey Piranha will immediately lunge down at Mario or fly around for a while. I also opted to not ground-pound for the first hit (which would do double damage), instead doing it for the 2nd hit, because doing 2 damage causes Petey Piranha to jump around before flying.
There's a star near where I throw the shell for the 2nd star coin. Unfortunetely, I cannot throw a shell while in a star, and if I get the star after throwing the shell it will de-spawn before hitting the star coin.
It's possible to use the P-switch past the basher without having it move significantly towards the right, which is kind of cool movement but ultimately useless because the P-switch is not required and just makes things slower.
The normal route involves a series of blocks that appear after hitting a switch, and take a long time to appear. If it were necessary to take this route, it would be possible to hit the switch, go backwards, get the star, and get the 2nd star coin without losing any time. Even considering that with star speed you can make a large jump towards the ending pipe and do a straight-up wall jump to skip a bunch of those slowly appearing blocks.
Secret goal time: 349 IGT / 2284 frames
Regular goal time: 369 IGT / 1392 frames
It is not possible to go above the blocks at the top of the screen anywhere except the intended secret goal route.
Entering a horizontal pipe requires holding right (or left, depending on the pipe direction) for the the last 10 ground frames. Being on the ground and not holding right will reset the frame counter. A frame-perfect jump still requires holding right for the 1 ground frame.
After going above the pipe near the beginning, there is a wall of bricks which Mario goes under. Unlike the pipe, this wall extends significantly above the screen, so Mario cannot go over it even with a mid-air jump.
Bomb-ombs prefer blowing up blocks to their right over blowing up blocks to their left. In the area with the 3rd star coin, it is not possible to use a single bomb to reach the star coin from the other side.
normal exit: 2090
secret exit: 2383
The secret exit could be significantly faster if the level can be entered with a mini mushroom in Mario's inventory, rather than collecting one from a flying block. I am not sure what the ideal overall 100% route is or if collecting said mini mushroom at an earlier point is viable.
The ? blocks that hang by strings from the ceiling use RNG to determine the timing of when they go up (3 possibilities for each one). Thus having one go up early requires some luck. The wall jumps in that room are for RNG manipulation.
About the info on the right side:
Speeds are pixels per frame. "Distance gains" shows how many pixels Mario moved compared to if he had continued moving at his maximum speed of 3 pixels per second. For example, the spinning platforms move to the right which moves Mario to the right (positive "distance gain"), but regular shell sliding is slower than normal running (negative "distance gain") and it ends up being overall a very small gain. And grabbing a vine does move Mario to the vine's location, which is also a distance gain. Note that distance is only counted after Mario has reached maximum speed, thus nothing is shown when first accelerating. This misses the effects of using Mario's shell prior to reaching max speed (e.g. killing the piranha plants) as well as the last vine. It also does not show "lost" distance from coming to a complete stop.
I do not fully understand how grabbing vines works. The distance varies depending on which part Mario grabs. This can be rather easily controlled except for the thee vines in a row; the game offers almost no control over how high Mario jumps from a vine. Also, the last vine for some unknown reason gave a larger distance gain that the others. (~7 pixels) After hitting the P switch, I use the "quick slide glitch", which allows Mario to accelerate faster than normal after dashing off a floor (the floor is the P switch that disappeared) plus maintain running speed while on the ground in a shell.
I skipped 4-3 because it's an auto-scroll level, and those are boring.
Moving sideways on the grates on the frame before jumping allows me to have a speed of 1.5 pixels per frame, which is useful to accelerate to max speed and also because it makes Mario's jumps higher. This requires waiting 1 frame before jumping but it is worthwhile.
Also, I was surprised to learn that the moving platforms move before entering the main room. (Thus, getting through the first room faster or slower will change where those platforms are when you reach them.)
I have not carefully planned power-up usage, and do not know if keeping the shell will end up being a good thing. If not, shell can be lost to an amp (0:22) or following dry bones; this should allow reaching the boss fight a little faster, plus allow defeating Bowser Jr. significantly faster.
Quite a few power-ups here. Start as fire with fire in inventory, get hurt and use inventory, get another fire then become mini.
Going through that wall is pretty easy.
Apparently I forgot to make this one public when I first uploaded it along with the normal 2-C clear. Oops!
mini 2268
shell 2080
Getting a shell turns out to be much faster than waiting until 4-3 to get a powerup during autoscroll. I'm not sure how this would play out time-wise in the overworld, though. (waiting for red blocks to move around)
Also haven't looked at using fire Mario.
Doing a quick shell slide at the beginning, to avoid slowing down on the tilting mushrooms, is 2 frames slower due to having to get on the ? blocks. (Quick sliding can't be done from a slope.)
Secret goal: 1262
Normal goal: 1465
Mini Mario because world 4 is unlocked by clearing world 2 as mini. Also, reaching the secret goal without hitting the invisible block requires being mini.
secret goal: 3331
normal goal: 3255
This level features a glitch, so that's cool. There's also quite a bit going on elsewhere, so this was a fun level to do. I ended up redoing most of it after my initial run.
With the correct use of L/R, jumping on the swinging ropes can save 1 frame each. And they seem to spawn a decent distance off-screen; I had to scroll the camera significantly earlier than I'd have expected.
The boss uses RNG (as well as Mario's position) to determine where it will pop back up. It also is immune to fireballs for a few frames after being hit by one, so some of my shots are delayed by a frame.
Fire snakes and the ? block enemies are affected by RNG.
Mini: 2585
Fire: 2160
I'm really pleased that I was able to avoid waiting for the spinning platforms with Fire Mario. At the first dry bones, I jumped onto its left side so that I can avoid going any higher than the floor I will land on; this avoids loading the next set of spinning platforms until later.
Even so, I'm surprised by how much faster the fire Mario run is. About 6.5 ticks faster before the boss fight.
Also mini Mario physics are weird.
Known time saves: My door entrances are bad. I assumed while making this run that being centered to within 1 pixel was helpful, as it is with some pipes. I noticed this was wrong at the last door with mini, but didn't think it worthwhile to go back and edit the others.
(Also note that entering as early as possible is better for in-game time; I'm optimizing for real time here.)
Thanks to MoistenedWah for the idea of using a shell to bring out the P switch then getting hyper speed with the hill.
Regular finish with Fire Mario: 3347
Regular finish with Shell Mario: 3057
Secret finish with Shell Mario: 1945
This level was fun to do.
Some tricks/optimization ideas were taken from Hartmann's video: youtu.be/Jx8gMZ167yI?t=1284
Hey, it's another level. This time with input display.
Points: 30350
Coins: 43
I decided to do some NSMB TASing. I felt like TASing something easy.
I didn't strictly optimize for either points or coins, but I did make some effort there.
Let me know if you want to see more levels/categories, or if you want an explanation of any tricks used in this game.
Also, would it be nice to have the second screen visible, as a smaller screen to the side? (I would add space to the side to make the resolution 16:9 instead of 4:3.) Should I put a dispaly for score on the top screen? How valuable would displaying input be? I have lots of questions, it seems.
I complete mission 1-3 without pressing the A button.
Time: 28.851 seconds (16.149 remaining)
Music:
Anachronist - Oddities by Kevin MacLeod is licensed under a Creative Commons Attribution license (creativecommons.org/licenses/by/4.0)
Source: http://incompetech.com/music/royalty-free/index.html?isrc=USUAN1100332
Artist: http://incompetech.com
I complete mission 1-1 without pressing the A button. Let me know if you would like to see more missions done with 0x A presses.
Time: 23.151 seconds (11.849 remaining)
Music: The Dreadful Pause, by DaKook
musescore.com/dakook_music/dooming-march
Original video: youtu.be/mpe-j-dNCWs
Music:
Slow Down to Nothing, by DaKook
Nonstop Run, by DaKook
(musescore.com/dakook_music)
This is as far as I got before determining that BLS was slower than standard Rob.
EDIT: I did a slow-fall at the shortcut to avoid hitting the rail, which would have slowed me down even more. BLS is too wide to take the shortcut at a better angle.
Splits:
Lap 1: 34.749
Lap 2: 34.616
Lap 3: 34.343 (new fLap)
Total: 1:43.708
The previous best times here used the shortcut. 1:46.063 and 35.320.
Video: youtu.be/DsRAMBI6tA8
Yup, I beat the PRB TAS. :)
Those big hops are pretty precise. And fast, too!
Music: Slow Down to Nothing, by DaKook (musescore.com/dakook_music)
Previous explanation video: youtu.be/fTT_0FKYFAo
Creating the video wasn't as hard as the second one, since I already knew the basics of video editing this time. It's still quite a bit of work, though...
Time: 1:24.872
Lap 1: 28.249 [new fLap]
Lap 2: 28.332
Lap 3: 28.291
The previous best TAS was 1:25.840 by Ufle. Link: youtu.be/NPNuIA3lEqE
(Also includes his 28.475 fLap.)
Here's another new strategy! Looking at checkpoints led to the idea for this shortcut long ago, but nobody was able to pull it off without hacks. And judging by how precise everything has to be to make it work, I think it's safe to say that no RTS world record will ever use it.
Exlanation video for this TAS: youtu.be/lzst66t8Og4
Music: Night of the Ninth, by Theory of N (taken from http://soniccd.ocremix.org)
TAS video: youtu.be/FjUKq7r6ED0
Time: 1:33.573
Lap 1: 30.966
Lap 2: 30.733 [new fLap]
Lap 3: 31.874
Previous best time (3lap and fLap): youtu.be/S24CBVO8KOU
I got a ghost on the HD screen this time! I really like this new strategy too.
I made a video explaining the new strategy, as well as other bits of the run here: youtu.be/fTT_0FKYFAo Check it out!
So, who's going to be the first to use this strategy in a RTS?
Music: Space Trip, by DaKook (musescore.com/dakook_music)
Time: 0:57.098
Lap 1: 18.849
Lap 2: 19.132
Lap 3: 19.117
The RTS record here is 57.555.
The lap timer bug didn't help me much here. I had to slow down lap 1 by a significant amount, so the gain from that is minimal.
Also, I'm not sure how lap 3 ended up so much faster than lap 2.
Input display and speedometer are now on the big screen! I also put the overview map in the video. It's not much use here, I guess, but it might be more interesting to see next time I race an old ghost.
Music: Up the River, by DaKook (musescore.com/dakook_music)
Time: 1:43.430
Lap 1: 34.832
Lap 2: 34.599
Lap 3: 33.999 [new fLap]
Re-records: 5,057
This level is very tricky. The wall clip, the stairs, the spinning disk, the flamethrower, the spiral, the bridge...
And those moving platforms were especially annoying. Those fast falls are not easy.
This TAS is approximately 50 input changes away form not being able to save a ghost.
Previous best 3-lap: 1:45.541 (+2.111), by Ufle. (youtu.be/IFzwfj59Hfg)
Previous best fLap: 34.541 (+0.542), by Ufle. (No video; see 3-lap video description.)
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I have created a new playlist "Bit of TAS", which I will be using to upload short videos of stuff I do while TASing. It's already got a few videos, so go check it out! (The videos are unlisted so as not to spam anyone's sub box.)
I also have a Twitter account. @Suuper_W Follow me and you might get updates on how any TASes are coming along.
I don't see any use for it, but it's still cool.
I tried making one of these on medium and hard difficulties, but didn't get any wins. But with the data I collected from doing these, I can increase my chances a bit when I try again next. Wish me luck!
Time: 1:40.303
Lap 1: 33.593
Lap 2: 33.452
Lap 3: 33.258 [new fLap]
My previous TAS of Choco Mountain was probably the worst of my current best TAS runs, so I've redone it. A better understanding of the game and more experience TASing it allowed me to knock the time down by quite a bit!
1:40.1xx at least is possible. I was forced to optimize quite a bit to reach the last u-turn of lap 3 before the boulder blocked all decent lines; putting those optimizations in previous laps would easily save 4+ frames, plus a better line at that turn.
The ghost being raced on the small screen is my old time.
Previous best 3-lap TAS was 1:43.615 (+3.312), by myself.
Previous best fLap TAS was 34.299 (+1.041), by myself.
(youtu.be/5XSLQRTEyKQ)
Time: 1:40.024
Lap 1: 33.199
Lap 2: 33.432
Lap 3: 33.393
As requested I have redone this course, entering the spiral tower wider. It's not a huge save, but it's decent. I also made a couple other minor improvements. (Such as perfect lap entries.)
The time saved was enough to beat the mole on laps 2 and 3, saving even more.
Sub 1:40 can definitely be done, but this course can get annoying so I don't feel like spending the time to go back and save two more frames.
The ghost being raced on the small screen is my old time.
Previous best 3-lap TAS was 1:40.518 (+0.494), by myself.
Previous best fLap TAS was 33.327 (+0.128), by myself.
(youtu.be/bGpyO5ubKNg)
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Music was replaced due to copyright issues. (MKDS soundtracks aren't matched with third party content, but this one was copyrighted with MK7.)
Thanks to MKDasher for providing an AR code for disabling in-game music.
Music: Away, by Subtract [taken from NoCopyrightMusic]
NCS link: youtu.be/0Tp-GokRxeQ
Subtact
➞ SoundCloud soundcloud.com/subtact
➞ Facebook facebook.com/subtact
➞ Twitter twitter.com/subtact
➞ Instagram instagram.com/mortathemarmot
Time: 0:42.955
Lap 1: 0:14.449
Lap 2: 0:14.282
Lap 3: 0:14.224
Previous best 3-lap TAS was 44.486 (+1.531), by Ufle.
Previous best fLap TAS was 14.716 (+0.492), by Ufle.
(youtu.be/tWRdgoYOsnQ)
Some of the wall clips were difficult to get down, and some minor changes to input at certain places had surprisingly large effects compared to other places, likely due to the slippery road.
I drive onto a ramp each lap, without getting enough air to slow down. This gives me the same traction as regular road for two frames, removing the slight speed loss of the slippery road.
Made with Bizhawk and TAStudio, still in development.
There is a notable difference in lag, allowing me to be 24 frames faster to enter the level. (I didn't actually check if I did anything faster/slower otherwise.)
This run is 1 frame faster for reaching the first bonus barrel, has 1 less lag frame loading said bonus area (after getting Dooty's movie to sync on Bizhawk), and 4 frames faster in said bonus area. After that no frames were gained our lost. (Ignoring the luck-based bonus area.)
Please let me know if there is anything I could do better, or if you know how to manipulate luck.
I will not be completing a full game run.
Also I used pressing left and right together this time, although it doesn't help much on this level.
Time: 1:09.919
Lap 1: 23.416
Lap 2: 23.282
Lap 3: 23.221
Small display shows racing the ghost of my previous TAS. HD display can't do this since I have to use live replay.
Previous best time was 1:09.964 by me: youtube.com/watch?v=KB83yiOzaas
Time: 1:40.518
Lap 1: 33.327
Lap 2: 33.609
Lap 3; 33.582
This time I modified DeSmuME's code to record the HUD and Lua graphics, so there isn't any problem with duplicate frames.
This run has been obsoleted. New run: http://youtu.be/ZRFCmOlSkrQ
Previous best time was 7.999, by Ufle.
This time has been obsoleted by Alaktorn, with 7.979: youtube.com/watch?v=KDfaJDmKxlM
Ufle's time actually had perfect lap entry timer, so I didn't gain there.
I created a hack that displays the timer on the top screen, so now I don't need to include the touch screen.
I also added a regular sized recording on the right, to display input and checkpoints. (You may notice that I don't do the same thing after crossing the finish line. This is because the HD display is a live replay, and the small display is my recording, which ends with the lap.)
When you pass the finish line, the game uses your position when calculating your lap time, providing a decent millisecond-accurate time for your lap. However, this calculation is NOT used as the start of your next lap timer. This can cause some of your time to not be counted towards your total. (Any time between the finish line and your position the frame you pass it.)
Exploiting this can give TAS times an advantage of a bit over .01 second on every lap, except lap 1, as demonstrated in this video. My ghost makes near perfect lap entries.
Time: 0:36.533
Lap 1: 12.449
Lap 2: 12.099
Lap 3: 11.985
This is also where I discovered that the lap timer is messed up. A bug in the game can cause your lap 2/3 times to be high by nearly 1 frame.
Http://youtu.be/m6q6vl4yEhM
Time: 1:28.097 (-1.027)
Lap 1: 29.626
Lap 2: 29.535
Lap 3: 28.936
Be sure to watch in HD, with Chrome, for 60fps!
Losing PRB actually makes jumping up slopes faster, and some of that speed carries into the air when I jump from the stairs.