Someone asked me about this and I did some research. Just so the information is visible to everyone:
http://tasvideos.org/forum/viewtopic.php?p=498268#498268
Basicly, you have to pass 13 days after finding the kid, then set off with the big boat. Ending 5 will then be played regardless of the affection stat, even if it's above 240 (which triggers Ending 8 normally).
Treating the other kid bad has nothing to do with Ending 5. It's all about passing time.
Hello, I'm researching this game for speedrun / TAS purposes. I'm putting all the information I can find over here:
Ah, it seems I was misremembering things. So I stand corrected. The only thing making PAL version potentially faster is a faster version of the flagpole glitch. http://tasvideos.org/5617S.html
Btw, Mario's max running speed on American version is 0x28, or 40 in decimal. On PAL it is 0x30, or 48 in decimal.
I noticed that a few players are listed as playing on the European version. That version of the game runs very slightly faster than the American version. It may be possible to achieve an even faster time than the current WR (4m 55s 646ms).
I know 95% of the community is probably against this idea, but I'm just saying it's a possibility.
So if you ever wanted to be the WR holder of SMB1 then go for the European version :D https://www.amazon.co.uk/Super-Mario-Bros-Duck-Hunt/dp/B002XY2EJ6/ Good luck
I'm new to discord. I'm trying this link and the one listed at the left, but it says it's no longer valid.
How can I join a SSBM / 1P / Speedrun discord?
Wow thanks for that lengthy post.
Yes, 10MM and 100MM are going to be added eventually. The reason it wasn't on the page is because barely anyone TASes it.
If more people object to Masterhand glitch in event 4, I will change it.
Converting meters <-> feet needs to be exactly like in Melee. I don't know if the values Google gives are what Melee uses, and I don't know if to round up or down...
Because of the rounding problem, I'm not sure "adding everything" will do. Adding times like in Break the Targets does not work because of the rounding problem. Assuming we are counting up: 1 frame equals 0.01 2 frames equals 0.03 3 frames equals 0.05 Adding 0.01 and 0.03 would give 0.04, but it doesn't exist in the game.
Thanks for the corrections in Events.
Luigi 1250.9m by Sin2324 as linked in the google doc, is not available on Youtube. Any other Luigi video?
Here is the SSBM TAS records page: http://tasvideos.org/Mugg/SSBM.html (Please ignore everything after Event Matches for now)
I'm in the middle of cleaning that page up. I included RTA records and made sure to distinguish console records from emulator records. Now I have some more questions which I posted here: http://tasvideos.org/forum/viewtopic.php?p=491272#491272
Perhaps someone can answer? And you can post feedback here.
I allow Masterhand glitch in RTA because there is really only one place where it is used, in event 4. Since TAS is listed as using it I think it wouldn't be fair to ban RTA from using it. If many people dislike this idea I can change it, though.
I'm here to express how amazed I am to see speedrun times go that low. I would never have imagined it.
I'd also like to suggest (if it wasn't already the case), to have speedruns always start from reset, as RNG can advance when staying on the title screen. Having all runs start on the same RNG seed makes runs more fair and comparable. Personally I prefered starting from reset as that's what Japanese speedrunners usually did back in the day.
What do you mean "level"? There are certain modes where one is better than the other (NTSC or PAL).
Marth can wall-tech after being hit by a flipper on his Btt map only on PAL, due to weight difference. He is 87 weight in NTSC and 85 weight in PAL.
PAL can only use "meters" mode in HRC, whereas NTSC can use either "meters" or "feet" mode. There are slight differences between the two, most notably in "feed" mode the platform is a bit smaller.
Marth's down aerial is a diagonally hitting spike in NTSC but a vertically hitting meteor in PAL, allowing him to bat drop in HRC more easily.
Pretty much all differences are documented here: https://www.ssbwiki.com/List_of_regional_version_differences_(SSBM)
20XX should not be allowed. I recall at least two cases where weird bugs occured, one that froze a character in the air during a match, and the other causing event 17 to be completable 1 frame faster (can't find the detail right now). It's basicly a hack that affects the game engine in one way or another.
DRM0512 event 33 in 15.77
DRM0512 event 35 in 2.11
There is that thing about sinking the ship (with the rock catapult thing) vs. not sinking the ship. Those two lead to different endings later on.
On SDA, I remember the runner was called AquaTiger or something like that, with a time of 31-32 minutes. This run stood on SDA for a very long time and was sometimes joked about.
I'm not sure I ever made a topic on this here, but maybe a site mod can review this case once and for all.
https://www.speedrun.com/dbzlog/full_game#Any
Issue 1) The game has a debug menu accessible by input code, allowing players to jump forward in the game. The only player in the Any% category right now, ultrauberness, uses it in his speedrun. I think using debug features in speedruns is illegitimate and should only be allowed if the debug features are accessed via glitches. Using a code to access the features defeats the purpose of speedrunning. The only way I can see it in a speedrun anyway is as a gimmick category.
Issue 2) The order and naming of categories is bothering me. The default board is "Any%" (which uses the debug menu) and the second board is "Any% No Map Jumping" (which does not use the debug menu). Since I think using the debug menu is too much of a gimmick and should be perceived as an exception to the normal "beat the game" speedrun definition, the order should be vice versa. The first board should be "Any%" (without debug) and the second board should be "Any% Debug".
Issue 3) The rules on the categories state that VBA 1.7 or Wii Homebrew are the only choices for emulator runs. I can't give a judgement on whether these are valid choices console-accuracy-wise but in my perception, VBA is outdated and mGBA (or Bizhawk with mGBA core) should be the only allowed choice. There are no emu runs on the leaderboard right now, so changing the rule should not be a problem.
Let me know what you think.
Ok, you can quicksave and reload after using the Daggerwound ship to end up in the top of Ravenshore. And like I said, to get the Earth prison save, just make a detour there when you get the conflux key (see my run).
And you can do it while entering Plane of Fire. I think it is faster, but only by about 2-3 sec.
Wow, I did not know that. Great stuff
This can almost be used as a replacement for the spell scroll bug autosave.
If you quicksave while entering the crystal, then loading the quicksave will keep the coordinates you had (if you were in a dungeon). But the monsters will have spawned in this case. Might only be useful if you can spawn directly at the end.
You can quicksave after death, to end up in Ravenshore or Daggerwound in the same coordinates you were.
You can quicksave after horse ride/ship to end up in the coordinates you were.
Spawning on top of Ravenshore means no Earth Prison save, would be cool to find a different spot for that.
Or you could keep the detour I used in my run. Save savegame A before getting the conflux key, fly to the spot, save savegame B there, then reload A.
Quicksaving does not exist in unpatched MM8. Are you running with the Greyface patch?
That item duplication looks cool. I tried it, but it seems it's only graphical, when clicking on any of those it removes all the duplicated sprites.
I was thrilled to see competition and bug discoveries recently. This led me to glitch hunt a lot. I resorted to spamming (whispering) Anerag on twitch but I think in the future I want to put everything else I find here.
I added a guide "Hotkeys", which shows all the hotkeys I could find for the different screens in the game. I also wrote about new bugs I didn't know before.
To improve the any% route further, I tested many ideas but didn't find anything too substantial. Two biggest hopes:
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Do Plane of Fire before going to Murmurwoods. Instead of flying 20 sec to the top of Ravenshore, you could exit palace of fire (after getting the heart), do scroll bug and die, restart the game and respawn at the top of Ravenshore. Are there any drawbacks I didn't see?
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Find a dungeon where you can reach coordinates close to the crystal's exit. This would allow you to directly spawn there instead of walking through the crystal. The dwarf mine in Alvar was promising but it looks like z-pos is bad. (you spawn above or below the room)
@Alpaca, how did you corrupt the map in your video?