0078265317 #1 Posted August 18, 2011 This is so cool. 3 Quote Share this post Link to post Share on other sites
raskar42 #2 Posted August 18, 2011 a while ago i saw a robot beat world 1-1. I knew it was only a matter of time. now do battle toads. 2 Quote Share this post Link to post Share on other sites
jmetal88 #3 Posted August 23, 2011 I don't know, it doesn't seem all that impressive to me. Granted, it was probably time-consuming and tedious to get the machine programmed with the right moves and timing, but still. Quote Share this post Link to post Share on other sites
Rex Dart #4 Posted August 23, 2011 Program one to beat River City Ransom and I'll be impressed Quote Share this post Link to post Share on other sites
Wickeycolumbus #5 Posted August 24, 2011 That's pretty cool, though I definitely wouldn't consider that a robot. Quote Share this post Link to post Share on other sites
SRGilbert #6 Posted August 24, 2011 Now if they could make one play Gyromite along with ROB, that would be really cool! Quote Share this post Link to post Share on other sites
Punisher5.0 #7 Posted August 24, 2011 That was a cool video but some of those moves didn't look right. Especially the one where Mario fell into a hole where he should have died but instead jumped his way out. Quote Share this post Link to post Share on other sites
Eltigro #8 Posted August 24, 2011 That was a cool video but some of those moves didn't look right. Especially the one where Mario fell into a hole where he should have died but instead jumped his way out. Yeah, I caught a lot of those. Going through blocks, jumping out of holes, jumping in mid air... Quote Share this post Link to post Share on other sites
Koopa64 #9 Posted August 24, 2011 The robot was exploiting well known flaws in the physics of Super Mario Bros. Wall jumping isn't well known but it's indeed possible. How it works is Mario has to approach the top of a block (stacked underneath other blocks) at just the right angle so his foot "catches" the very edge of the block. If you jump at that precise moment, you'll get an extra jump. I've managed to get the first part of the glitch to work numerous times, but I'm way too slow to jump when it happens. Quote Share this post Link to post Share on other sites
Tursi #10 Posted August 24, 2011 It's clever, but just a script playback. (Definately cool to see running on hardware though.) Need to build a robot that can learn to win, though. 1 Quote Share this post Link to post Share on other sites
bomberpunk #11 Posted August 24, 2011 would have been cooler if it was R.O.B. sitting there beating the game. 4 Quote Share this post Link to post Share on other sites
Rex Dart #12 Posted August 28, 2011 Wait, where's the robot? This is just a chip feeding signals to the controller port. 3 Quote Share this post Link to post Share on other sites
+wood_jl #13 Posted August 29, 2011 There must have been cheats enabled. The Mario runs into the flower-chomper things many, many times, and is unaffected. Likewise, in the water stage, he runs into the white sea creatures. In the final stage, runs into the rotating fire lines. Therefore, it's not impressive. Let's see it done in its entirely. There's something not right about that video. Quote Share this post Link to post Share on other sites
Lendorien #14 Posted August 29, 2011 When this is done with a REAL robot, complete with mechanical arms, THEN I'll be impressed. 2 Quote Share this post Link to post Share on other sites
+thegoldenband #15 Posted August 29, 2011 (edited) There must have been cheats enabled. Nope -- as Koopa64 said, this whole video is about exploiting known glitches in the collision detection, physics, etc. so that you can finish SMB in the shortest possible time. TASVideos has done tons of these "tool-assisted speedruns", and many of them exploit far more arcane and bizarre glitches. See the Rygar video, for example. The cool thing here is that it can be reproduced on actual hardware using timed controller inputs, proving (apparently) that the game is deterministic and there aren't any hardware "edge cases" that break the run. I think a lot of the runs on TASVideos would never work on real hardware, particularly on systems like the SNES which depend on synchronizing multiple processors -- but this one does! Edited August 29, 2011 by thegoldenband Quote Share this post Link to post Share on other sites
BrianC #16 Posted August 29, 2011 If you attempted to program one of these for Hoshi Wo Miru Hito, it would probably blow up. Quote Share this post Link to post Share on other sites
Rex Dart #17 Posted August 29, 2011 When this is done with a REAL robot, complete with mechanical arms, THEN I'll be impressed. Mechanical ANYTHING; this thing isn't a robot. Quote Share this post Link to post Share on other sites
+wood_jl #18 Posted August 30, 2011 How is the "robot" device able to see the screen, and know exactly when to make those perfectly-timed controller inputs? Quote Share this post Link to post Share on other sites
Wickeycolumbus #19 Posted August 30, 2011 How is the "robot" device able to see the screen, and know exactly when to make those perfectly-timed controller inputs? I obviously cant be sure about this, but I'd think it's just a microcontroller spitting out pre programmed control signals. Quote Share this post Link to post Share on other sites
+thegoldenband #20 Posted August 30, 2011 (edited) How is the "robot" device able to see the screen, and know exactly when to make those perfectly-timed controller inputs? I obviously cant be sure about this, but I'd think it's just a microcontroller spitting out pre programmed control signals. Yeah, I believe so. To answer the question differently, it doesn't need to see the screen. Once it hits the Start button, all the other events in the game are deterministic -- in other words, if you hit controller inputs at the exact right moments, you know exactly what will happen, and can write a "script" of inputs that will play the game without ever needing any feedback from the console. If the game includes elements that depended on a true random number generator, this would be impossible, I believe. But otherwise almost every game ever made can be manipulated (often heavily manipulated) through timed controller inputs, simply by taking advantage of the console's state at a particular moment. You should see what they do with luck in RPGs! I'd be curious as to whether that can be duplicated on real hardware, as I believe a lot of it depends on sub-frame timing. I'm always surprised that no one has tried this on the VCS, BTW. Of course it wouldn't be interesting on most arcade-style games like Kaboom, but I'd like to see the shortest possible game of Pitfall or Superman, or the fastest completion of Raiders of the Lost Ark (especially if there are unknown glitches that could be abused). Every time I've brought up the topic, though, it's been met with a resounding silence... Edited August 30, 2011 by thegoldenband Quote Share this post Link to post Share on other sites