Tompa A
[TAS] SMB3: All 1up Mushrooms and P-Switches as Hammer Suit
updated
First I'm going to Tingle to start the Magical Boomerang sidequest. In the previous TAS, we had to do the book quest in order to obtain the Power Bracelets and the Flippers. All this is now skipable thanks to the Boomerang thanks to a glitch state you can enter when you open a big locked door while the Boomerang is being used, allow for a huge skip in both Temple of Droplets and the upcoming dungeon Palace of Winds.
Anyway, I must fuse with Tingle and his siblings. On the way, I also fuse with Link's grandfather Smith in order to get an extra bottle. There are a total of three deaths needed to be done in order to set up glitches. After the second one, in Lake Hylia, there are no other fairies I can obtain in the dungeon, so a second bottle is therefore required.
Now to the action going on in Lon Lon Ranch! Normally to reach the last Tingle sibling you have to enter the cave. However, in there you are required to clone Link using the Four Sword in order to push a block, though as I have yet not visited Hyrule Castle to upgrade the sword, I can not do that. Therefore an alternative route is taken. I first need to run into the tree to access the stump. This can't be done when I've activated the Ocarina Glitch, as that would crash the game. I also need to enter and exit the house. The Ocarina Glitch can be activated on open doorways, though if the door is closed, I have to take a death (Or be pushed by an NPC, which can be done in the town) while opening the door. While the bomb is exploding, I'm manipulating the last Kinstone piece needed as well as bomb drop. When the Ocarina is played, I'm in a glitchy state where the world is paused. During this, I'm not able to roll, bonk walls or open the inventory. I play the Ocarina again to cancel the glitch and jump up on the stump but lands on the ground instead. The game still believes that I'm on the stump and can therefore jump off it like normal and can thus reach the top without going through the cave.
After the Boomerang has been collected comes a tricky part... I need to take another death in Lake Hylia so I start off by running into the vines to take damage quickly and get the last fairy. While doing this, I also change the RNG in order to manipulate the Octorok in Lake Hylia. I want it to move upwards and shoot a rock so I can use that to kill off Link rather than using a bomb. This octorok does not want to cooperate though and this manipulation was very hard to execute optimally. It is technically not perfect, but I was unable to improve it further. Another effect with the Ocarina Glitch is that I can walk on water, making it an easy trip to reach the dungeon without the need of the Flippers.
In Temple of Droplets the goal is to first get the Big Key. I use an Ocarina Glitch to skip the first small key. When I'm about to open the Big Key door, I first use the Boomerang. If the door is opened while the Boomerang is used, Link will continue walking forward like normal, but he'll bypass the screen transition trigger for the next room. Allowing Link to get out of bounds and reach the Chu Chu fight much much earlier and get the required Lantern.
Next part is also an interesting one! A pot is pushed to the edge of the room. When an object is being pushed, sprites (Also Link) are able to move through it, Link is however normally locked in a pushing state which he can't get out of until the pot has finished moving a step. This is interrupted by taking a death from one of the pots nearby, I then use the other pot to get a shield boost off from with combination with the Ocarina to get inside the pot. The pot then becomes a solid object and tries to push Link out of it. By rolling into the right and I can then be clipped through the frozen Octorok and enter the fight. Skipping the entire dungeon and the requirement of the Flippers!
The Octorok fight sucks... As simple as that... For the second phase, I manipulate him to shoot his rocks straight into the wall with a perfect angle. They can then get stuck between the wall and Octorok. When Octorok is hit with a rock, he'll be damaged and pause his actions for a short while. Though with the rocks stuck like this, I can hit them all at the same time, reducing the waiting time from the invincibility timer. This was not faster to do in the last phase however, as Link has to walk slowly towards the middle after the end of the fight, and it was faster to move him and the Octorok further to the right.
Also a special thanks to Myth for all the helpful knowledge you've provided!
That's it! If you have further questions, feel free to drop them here!
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org for more information on tool-assisted speedruns, and to watch the many already-existing TASes.
It's possible to skip the result screen at the end of a level by pressing Start just before the level fades out, one frame timing. Then choose to go back to the map screen with "Select Vision". The game is considered beaten and the next level has been unlocked. This saves up to 364 frames.
You can use Klonoa's animation to see if you got the trick or not. Here's an example of when you have pressed too early: imgur.com/a/QRxPqKH
While this is timed correctly: imgur.com/a/OM0xENk
If you are too early, it's possible to unpause the game and quickly pause again and hopefully be able to catch the right frame.
When done in the water stages, you can use the background to know when you got the right frame, likely best to check the green in the lower corners.
Early: imgur.com/a/FqAdEED
Perfect: imgur.com/a/7Ninwso
It's also doable after a boss fight. You'll be taken to the map screen of what map you are in, so you'll have to press B to go back to the main hub and then go to the next world. It saved 162 frames when done for the first world boss.
I did a 100% TAS of this game 10 years ago, while I don't have plans to do a new one, which would be an any% run if so, you never know! Sharing here anyway =).
Original clip: clips.twitch.tv/ConfidentBumblingAntelopeHotPokket-CbQAlN8NVQQ2dkWZ
The main thing about this game is that all maps are very randomized. This includes the "main map", what kind of puzzle area you get, where you spawn, and what the content in chests are. The first two are randomized for both the first and second map at once, the other two can be manipulated.
For this run, I manually found a "perfect" RNG seed, 3712. The spawn for the second map is not the best, you can save three frames by spawning at the perfect position on the right side of the exit.
The first round of the boss fight could be done in one cycle if I had a sword power up, this could likely be obtained in on of the two stages, as it would save more than it cost. I didn't want to drag this out for too long however. As I used a cheated seed, this can't be part of a full-run TAS, though it is my hope to finish one eventually. Enjoy!
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org for more information on tool-assisted speedruns, and to watch the many already-existing TASes.
After three years, I think it's time to upload a new WIP! This goes up to the end of the third dungeon, after loads of new (well... new for the TAS...) skips and glitches!
I gave up on this project several times the last couple of years. One reason was the many times I had to redo sections of the run, because of new discoveries and fixing mistakes I did. Another main reason is the RNG hurdle. The new route this TAS is using requires additional 5 Kinstones, compared to last TAS. I simply was unable to find a way to get them without random trial and error... Though thanks to an item drop tool that Henny developed, I could finally move on with this again!
I won't bother to go into details about this here, I'm lazy... Lots of crazy things going on though. Enjoy! =D
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org for more information on tool-assisted speedruns, and to watch the many already-existing TASes.
This was made together with ScarfaceNico. You can find him here:
youtube.com/@ScarsInFlames
twitch.tv/scarfacenico
This is a Tool-Assisted Speedrun with the goal of beating as many levels as you can while only wearing the Kuribo's Shoe. Normally, this item can only be used in 5-3, making it a rare and interesting item. Here I'm using a hacked game to always have the Boot on at the start of every stage.
There are a couple of levels which are impossible to beat in the Boot. The first one is 2-Pyramid, because you can't stomp on the beetles to then kick/pick up their shells in order to break the walls. This level is however not skipable, as there are no Clouds up to this point I can use to skip it. I therefore must cheat a bit and lose the Boot... This is the only instance I need to do this.
The other levels that are skipped are: 6-5 (Can't fly), 7-5 and 7-9 (Unable to pick up blocks), 7-4 (Boot can't swim, and I can't reach high up enough when the levle starts scrolling upwards) and 7-F1 (Can't fly).
Enjoy!
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org for more information on tool-assisted speedruns, and to watch the many already-existing TASes.
I previously thought I had a to do a much more complicated route for this, then I found a way to beat 8-F, which I otherwise thought I had to skip with a cloud While it made the run quicker, the route isn't as interesting anymore...
This is improveable at a lot of places. I could most certainly get P-speed in 8-Airforce and 8-Tank 2 as well, but just didn't bother. Bowser fight is a bit tricky, as I have to manipulate him to only make three small jumps each time. This is done by having him land on specific frames for the start of each cycle.
If you have questions, bring 'em on!
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org for more information on tool-assisted speedruns, and to watch the many already-existing TASes.
Sorry for lack of updates on this TAS, I heavily dropped in motivation for both TASing and general life lately. But I'm picking this up again and plan to work on it more frequently!
This is a 610 frames improvements to the previous TAS. See the submission comments for more info: http://tasvideos.org/7160S.html
Thanks to EZGames for the encode!
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org for more information on tool-assisted speedruns, and to watch the many already-existing TASes.
Commentary version by Mitch found here (YouTube version of this will likely be up eventually, which I'll then switch out to): twitch.tv/videos/995560071?t=2h57m30
There are also both "any%" and "Warpless" TASes made by Riolku:
Any%: youtube.com/watch?v=hXMuZH6V5Uw
Warpless: youtube.com/watch?v=jzo_uhjTwf0
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org/ for more information on tool-assisted speedruns, and to watch the many already-existing TASes.
One of the many ways you can get a softlock with the Hammer Brothers. The first HB in the world was killed at a specific spot. I then beat another level with enough points to spawn the memory game, manipulate the second HB to walk into it and you are stuck. This can be done on multiple locations in multiple worlds.
For a different method, see this by Lord Tom: youtube.com/watch?v=tUEnm6uRHE4
Up to 12:30, this is mostly the same as the old TAS. Then the magic starts happening! When jumping out of a hole diagonally, you'll have an incorrect angle. If you keep walking with this angle; easy way to do it is to just hold out the sword, and grab a pushable object, you can pull it diagonally. I place this in the loading zone for the room above, which will remove the loading zone so I can roll past it.
The second instance is the same glitch used, but there I clip into the wall with the re-grab. I then need a damage source to push me upwards out of bounds, and then just roll into the boss room.
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org for more information on tool-assisted speedruns, and to watch the many already-existing TASes.
So I decided to actually make a TAS that finishes the game using the Boot. I'm able to use the Boot with a cheat code, by changing memory address 0577 to value 01 in the FCEUX emulator.
This is quite an interesting route I first thought I would have to use for this category. There are several levels that can't be beaten with the Boot. The main reason for this route is that 8-Fort is impossible. The blocks in the beginning require you to break as Super Mario. The problem then is that I can't get through the conveyor belt before Boom Boom, as it's impossible to duck and I can't take damage without losing the Boot. This level therefore has to be skipped with a Cloud.
Another level you can't beat is 2-Pyramid. The reason is that when you jump on an enemy, they'll die instantly, it's therefore not possible to jump on a Buzzy Beetle, pick it up and throw against the wall. Beating W2 would give a cloud, and is the earliest instance where it's obtainable, too bad I can't get to the castle without skipping the pyramid with a Cloud...
To solve this I got to collect both Warp Whistles in W1, beat W1 normally, get the third Whistle in W2, warp to W6, fight the HB with the Cloud and use the remaining Whistles to get to W8. The Cloud in W4 would technically have been faster, but you can't warp to W4 from W2.
This was going to be the fastest route to use for this category. However... I just found out a method to actually beat 8-Fort with the Boot! Meaning I can warp to W8 instantly after grabbing the first two Whistles, like in the normal Any% No Wrong Warp category. As I had already TASed W2 and W6, I thought I could just as well upload them, as they wouldn't have been seen otherwise.
Question? Go ahead! Otherwise, enjoy!
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org for more information on tool-assisted speedruns, and to watch the many already-existing TASes.
I stopped running this category quickly when I found out that the warp glitch done after the first level was banned according to SpeedDemosArchive rules at the time. I had a couple of bad attempts that got up to Mine Cart Madness, but none which actually finished it, which surprised me... Oh well, it's all history =).
The old discussion topic: forum.speeddemosarchive.com/post/donkey_kong_country1.html
Back when I did this, there was still a "no savewarp" policy at SpeedDemosArchive, so a lot of time could have been saved that way. The gameplay itself is also very poor for a segmented run, as I should have tried a lot of harder to actually make it good.
Here's the forum topic where this was discussed at SDA, I started my runs on page 13: forum.speeddemosarchive.com/post/oracle_of_ages.html
So yeah, I'm just uploading this for history reasons =).
As I mentioned in my previous video, I have started a new TAS of this to improve the 1:40:02 TAS I did with Quo three years back. A lot of new skips have been found since then which will save many minutes in the run, I won't go into details yet...
Because I switched to a more accurate emulator, BizHawk instead of VBA, I'm losing time due to longer loading screens as well as the GBA Bios at the very beginning. There are however actual gameplay timesaves as well here, nothing major however and I currently know how much I'm actually ahead, though I will do a comparision later on.
Thanks to TMC Discord! discordapp.com/invite/vtRnrKu
More to come in the future!
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org for more information on tool-assisted speedruns, and to watch the many already-existing TASes.
And with this upload, I'm also announcing that I'm working on a new full TAS of the original game, as there have been many new timesavers since the 1:40:02 TAS that me and Quo did a few years ago. Stay tuned for video on that!
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org for more information on tool-assisted speedruns, and to watch the many already-existing TASes.
This is a terribly made TAS, both optimisation and entertainment wise. I just wanted to give this fake category a more serious attempt than I did with just doing 1-1 awhile back.
This still sucks though, won't continue, most likely.
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org for more information on tool-assisted speedruns, and to watch the many already-existing TASes.
The Double-Mankey part was really tricky, I had to do a combination of moonwalking and various slowdowns for them. Dumb.
5-2: Too bad I can't reach the warp barrel at the start of the level... Not much to say here other than that.
5-3: By holding down, it's possible to jump through the crawling spaces without crawling. I also found out that you can hold down+left/right to keep your movement speed until your next jump. This was very helpful in a few places.
5-4: I just copied my inputs from the 101% TAS. I did however save two frames because of less lag! Yay!
5-5: It was slower to avoid the DK barrel at the start because of the dumb gnawties...
Then we come to the Mine Carts, they are quite interesting. Their initial speed is 768 and will increase in slopes and decrease going uphill. If the speed is 768 or lower, the speed will go up by one for a single (usually) frame and then go back to the value it was, this is why I'm jumping a bit. However, if the speed is greater than 768, it will reset back to 768 (or 769) when I land. For example at 6:07, the speed of the cart goes up to over 1100 so to keep the speed for as long as possible I jump on the Necky as far as I can. Despite the time lost of killing an enemy, this saves a lot.
5-6: Nothing worth mentioning.
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org for more information on tool-assisted speedruns, and to watch the many already-existing TASes.
4-2: In normal speedruns, you can jump up to the warp barrel by jumping up the rope off-screen with Diddy. I realized here that you can't actually do that without using Y, casual strats it is instead... Each time Donkey is used, he obviously has to be sacrificed again.
4-3: Luckily, Expresso can get full running speed without using Y, making this level practically the same as without Y.
4-4: Croctopus Chase SUCKS.
4-5: This level can't normally be beaten without the use of Y. The platform before the N letter can only be reached if you take damage on the platform before, in order to make it through the mincers and then there is no way to land on the moving platform.
Thankfully, there is a way around this: Superjump! When Donkey/Diddy runs away after getting hit, he might run into a wall and then make a leap straight up and out of the screen. Get back the Kong, take damage again, land on an enemy (Or a box in this case) and hold B. You'll now fly upwards for as long as you hold B and can fly over all obstacles to the end of the level, thus skipping the need to use Y at the platforms.
4-6: Entering the bonus to obtain the Power of Speed. Dodging all the bees while jumping on the tires can be annoying however, worked out alright in the end.
4-Boss: Oh no, I got Donkey Kong back =(. Better kill him while you can (Which also skips the last phase of high jumps from the Really Gnawty).
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org for more information on tool-assisted speedruns, and to watch the many already-existing TASes.
I decide to make a little TAS of it for fun. It's not completely optimal, as there are some lag reduction strats that could be used. There are also a couple of faster strats in the RTA runs that I'm currently not using. I was just too lazy with this project to bother. There's also a lot less lag on the emulator compared to console, not sure by how much, so it's difficult to make an exact comparision of it.
3-2: Too basic to write anything...
3-3: This level is a bit more interesting. At the start I'm using a Moonwalk technique. Jump, turn around at a specific moment after landing and then press right for a few frames, release and repeat. The reason for this is to keep moving to the right while the camera mostly stays in place. If I had kept going, the Kritter would both be in my way and I wouldn't catch the rope in time.
Then comes the rope climbing. If you hold down while jumping you can keep climbing higher and higher, which lets me skip a few rope sections. As previously mentioned: When jumping off a rope you gain running speed without the need of Y.
3-4: Getting a corner boost by jumping has another effect: It will set Diddy to a "falling-off-a-platform-state", during this you are unable to grab ropes. Which is both good and bad.
3-5: The map warp is quite handy to take me to the end of the level. A quick turn-around is done to spawn the Kritter later.
3-6: I was lazy and copied the inputs from my 101% TAS.
3-Boss: The only place in the game where Y is actually needed, which is unfortunate. Not much more worth mentioning.
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org for more information on tool-assisted speedruns, and to watch the many already-existing TASes.
2-1: While there is an easily accessable Bonus Room, you aren't actually shot out from a barrel after the bonus, so there is no speed you can keep throughout the level.
2-2: Pretty much the same as regularly.
2-3: Entering the Winky room to build up the speed. Winky does not move any faster, he would only cost time to get.
2-4: I like how I didn't have to lose any speed to avoid the Rockroc's, worked out nicely!
2-5: You can only reach the Warp Barrel with Donkey and setting this up was a bit tricky to do fast as I need to keep jumping to keep the speed and pushing the tire at the same time was dumb.
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org for more information on tool-assisted speedruns, and to watch the many already-existing TASes.
The Y button is mainly needed to run, roll and pick up barrels. There however certain things that will allow you to run without using the Y button. One such way is to simply climb a rope. When you jump off the rope, you'll have running speed. If you run for too long on the ground, it will wear off, this can be prevented by jumping. Another method is to get shut out from certain barrels, such as those after a bonus game. Even if it takes some time to enter the bonus in 1-3, and that it's not taking me any further into the level, thanks to being able to keep running speed, it saves a lot of time.
There are many corners you can get boosts from if you walk/run down them. It's also possible to make a jump at the corner and also get a boost, though falling down increases the speed more. Sometimes, due to level design and enemies, jumping can however be faster.
Every enemy you kill will stop your movement for 2 frames, sometimes 3 if the game will also lag when you kill the enemy. Therefore all enemies are avoided as much as possible, some enemies are in the way and have to be killed. Enemies in water levels don't matter if they are killed or not, unless they would make hte game lag, no other penatly exists.
The category is "Minimal Y Presses" as you can't actually beat the game without Y. This is because the World 3 boss, Queen B, requires you to pick up barrels to kill her. Though all other levels are beatable like this.
I don't know if I want to finish this or not, as of now I'm just having fun. Enjoy =).
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org for more information on tool-assisted speedruns, and to watch the many already-existing TASes.
Fun note about the timer: You can actually have a slower real time, but faster in game time. For the final frames, the timer goes from 51.54, 51.55, 51.56, 51.57 and then on the next frame it drops down to 51.50, 51.51and 51.62, .63, .64 .65 and finally .66. No idea why they made the timer so weird...
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org for more information on tool-assisted speedruns, and to watch the many already-existing TASes.
The goal was a kind of "No Exploration Glitch" run with the goal of beating all dungeons. There were many various routes we could use and here is the one that beats Eastern Palace before getting the sword.
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org for more information on tool-assisted speedruns, and to watch the many already-existing TASes.
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org for more information on tool-assisted speedruns, and to watch the many already-existing TASes.
There's a version with commentary on Mitch's channel: youtube.com/watch?v=zHkCYltn2GA
The hack itself can be found here: http://www.romhacking.net/hacks/2940
Enjoy!
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org for more information on tool-assisted speedruns, and to watch the many already-existing TASes.
You can find the game here: http://www.romhacking.net/hacks/2940
Follow Mitch on Twitch: twitch.tv/mitchflowerpower
You can also find a version with commentary: youtube.com/watch?v=0IZs1zBQApY
This is the commentary version streamed live on Twitch. I'll also upload game only. Sadly, I had some audio issue when streaming, so the quality is not too great, oh well.
Thanks to twitch.tv/aweglib for commentary!
7-9 turned out to be more nice-looking than I first expected.
You can barely get to Boom Boom with a star in 6-F1, which is really neat!
Because I was teasing the Coinship in World 5, I had to actually introduce it here, as it doesn't waste any time to transform it.
Then finish off with another boring Airship, sorry.
I really like some of the levels here, like 5-2. Due to saving a music box, so that I can skip the second plant stage in World 7, it was actually faster to play 5-3 than the Fort.
I made sure to do some Coinship teasers while at it.
The Wendy fight can be improved with a better position of her death, but I'm too lazy to optimise this project, as that was never my intention.
I delay time at the end of the fort to manipulate the hammer brothers.
If I had clipped through the middle block at the second brick wall in the pyramid, Mario will continue to scroll through until the ceiling ends, so it was faster to break both blocks instead.
Not much more to say. A little pointless glitch at the end of the Airship...
For game only: youtube.com/watch?v=lrBG_9PJJPY
For information on the TAS: http://tasvideos.org/5514S.html
This is a Tool Assisted recording. Meaning it was recorded using an emulator with slow motion, save states and rerecording.
Visit http://tasvideos.org for more information on tool-assisted speedruns, and to watch the many already-existing TASes. -- Watch live at twitch.tv/tompa


