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TASing Smash 3DS is a thing... kinda (videos on 2nd post)

Greenalink

Smash Rookie
Joined
Apr 11, 2020
Messages
2
Last week, the 3DS emulator has finally added savestates.
Combine it with slower speeds/frame advance and it's possible to make TAS runs on 3DS games.

This is where kinda comes into play.
While the emulator does support its own movie file to playback the inputs, they tend to desync just a few seconds into actual gameplay.
This probably due to inconsistent load times.

So what we can we produce reliably for now?

We can make TASes on these modes thanks to their in-game replay save support. They are good enough that if you send the replays over to an actual 3DS, they playback fine.
As long the version that is playing on the 3DS emulator matches to your real 3DS system.

Vs Mode (1 Human vs up to 3 CPUS)
Target Smash
Multi-man Smash
Home Run Contest


Modes we cannot reliably TAS due to desync on emulator's movie playback.

Classic Mode
All Star Mode
Smash Run
Streetpass Smash mini-game (requires making Streetpass data which the emulator does not suppofrt IIRC).


The emulator itself is far from making fully optimal TASes.
Not being able to rewind a few frames to optimise your character's input after marvellous A.I manipulation.
No input viewer nor frame counter.
Loading up a save state doesn't allow inputs until the next frame.


Now the big question:

What can make Smash 4 TASes stand out from other games?

here is the big answer

Custom equipment, custom specials and huge variety of official patches.

Custom Equipment
Custom equipment can alter the character overall strength from movement speed to damage per hit.
Some of the gear allow buffs or debuffs to certain abilites.
A small boost & small penalty usually has a perk like extra attack and speed if at 0%
A big boost & small penalty usually has a nerf like weaker ground jumps or no respawn invincibility.

There is a save editor where you can go extreme and have a character with +200 ATK, +200 Speed with the appropriate side effects.
Or even -200 ATK and -200 Speed for a handicapped battle.

Custom specials
All non-DLC characters and Miis have a lot of custom specials to choose from. With near limitless combinations every matchup feels fresh if they get used that is.
Of course some custom specials are more absurd than others including DK's Kong Cyclone and Palutena's Super Speed + Lightweight combo.

Official patches.
There are 10 official versions that have different balance adjustments here and there.
Some characters like Diddy Kong, Sheik, Bowser, Robin, Wario (vectoring) and Little Mac performed a lot better as early as version 1.0 than any other of their later releases where as Mewtwo, Marth and Meta Knight performed a lot better near the end the game's life.

1.0.0 (day 1)
1.0.4 (1st balance update)
1.0.6 (Mewtwo update)
1.0.8 (Lucas, FE Roy and Ryu update)
1.1.0 (N64 Peach's Castle & N64 Hyrule Castle update)
1.1.1 (Super Mario Maker stage & Wii Pirate Ship update note 1.1.2 fixed Diddy Kong's grab invincibility bug that was introduced in V1.1.1)
1.1.3 (Cloud update)
1.1.4 (Corrin and Bayonetta update)
1.1.5 (Balance patch)
1.1.6 (Bayonetta nerfed again)
1.1.7 the latest official version, used version 1.1.6 for balance but with the addition of supporting Cloud, Corrin and Bayonetta amiibo.

Day 1 and versions 1.1.6/1.1.7 are going to be the most accessible versions to create TAS runs whereas any fancy stuff that can only be pulled off part way through the game's life cycle (1.0.6 for Mewtwo's broken customs or 1.1.3 for Bowser's up throw combos) will be tough to find.
 
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