Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
There are not frame rule type things in smw right, so the exact time I get is more accurate. I dont know if I'm saying this right. EDIT: Like in level 1-2 in smb1, I can press back for a split second, but not lose any frames what-so-ever, but If i do that in 8-2, I lose 21 frames.
Super Mario Bros. console speedrunner - Andrew Gardikis
Former player
Joined: 6/15/2005
Posts: 1711
andrewg wrote:
There are not frame rule type things in smw right, so the exact time I get is more accurate. I dont know if I'm saying this right.
That's right.
Zoey Ridin' High <Fabian_> I prett much never drunk
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
No frame rules at all in SMW. Just go as fast as possible always.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
"Like in level 1-2 in smb1, I can press back for a split second, but not lose any frames what-so-ever, but If i do that in 8-2, I lose 21 frames" My run is probably technically better than scott's run on SDA now, but due to the 21 frame rule it isn't which is just annoying. That is really aggrevating. anyways... so now I know never to press back in an SMW run unless it is needed. I have learned much. thank you. EDIT: Looking up the smashola glitch on TAS.
Super Mario Bros. console speedrunner - Andrew Gardikis
Joined: 6/6/2005
Posts: 124
The key with smashola is to drill down two-three blocks and aim for the middle of the gap between the two blocks below you after you make the one next to you blink.
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
thank you for that, I was just about to ask about it. I will test this out tommorow. see ya later.
Super Mario Bros. console speedrunner - Andrew Gardikis
Former player
Joined: 6/4/2006
Posts: 267
Location: CO
SkamastaG and I have not given up on the console run, we are just putting it on hold because we're working on the TAS right now. We'll probably get around to doing it when the TAS is done, but if you want to try too go for it. The time of 10:51 is a bit outdated, I would say the ideal time for us now would be about 10:48-10:49. We had strategies for every level figured out, it was just a matter of recording the run. P.S. If you do beat the current record, that might motivate us to finally start officially recording this run so we can have the title. ;)
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
How do you guys record a console run together? Do you each have certain levels you practice on, and hand the controller back and forth?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Former player
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
Ya, that is what we do JXQ. (hand the controller back and forth for different levels) And 10:48?, thats slow too. Our estimated perfect timing by SDA would be 10:36 but not with the flight through door glitch it could be like 10:35 at least. That 10:51 was in the first post and we improved almost all of the levels; In one of the later posts I said 10:36. But the flight through door glitch saves about 2 timeunits I think which is 1-2 seconds. And yes, if you do beat the record we will be extremely motivated to beat it because and it might rid us of our console recording laziness. Anyway, good luck. I look forward to seeing some good competition. (So I assume you found a copy of smw, Andrewg?)
Former player
Joined: 6/4/2006
Posts: 267
Location: CO
Oh yeah, I dont know what I was thinking with that 10:51. XD. 10:35, maybe even 10:34 (by SDA rules) sounds about right.
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
I was planning to follow TG rules as well. anything lower than 10:45 souns a little unlikely, but maybe not as I have not been able to test anything out at all yet. I think I'm getting my TV fixed so I can test some things out today. I kind of doubt you would be able to pull off a perfect run like 10:37 or below that. Whoever doesn't do the last level would probably be so mad at the other if he screwed up. anyways, good luck. Even If my run doesn't beat yours, I'm still going to try to beat the current run on SDA and TG. i"ve always thought about if like 15 people played 1 level each on a speedrun like this, would the run be perfect if they practiced only their particular level? I think this will be a fun game to speedrun again. since my best time on this game is only 12:17 SDA timing, I think this will be a little difficult.
Super Mario Bros. console speedrunner - Andrew Gardikis
mrz
Former player
Joined: 8/24/2006
Posts: 119
Location: New York City
10:35? thats crazy, thats faster then flagitious/viper7s run and just a little over jxqs one so i dont think its possible
Former player
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
Different timing rules mrz. -SDA timing starts when you get control of the player. -TG timing starts when you press start, which happens approx. 14 seconds earlier than control of mario, which adds 14 sec. to the time. -TASvideos timing starts when the system turns on which is approx. 7 seconds earlier than when pressing start, which adds 7 sec. to that. A 10:36 by SDA + 14 seconds(twingalaxies timing) + 7 seconds(TASvideos timing)= 10:57 by TASvideos timing rules. I hope that clears things up.
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
so with the smashola glitch I can only get 388 for an ending time. I only got that a few times out of many tries. I dont know how well I will be able to speedrun this game. EDIT: I'm improving with the smashola glitch.
Super Mario Bros. console speedrunner - Andrew Gardikis
Former player
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
I beat the SDA record by a couple of seconds. I'm not sure of the official time, but it's between 11:07 and 11:09. I'll keep trying to see if I can get sub 11. (This is all by myself. When thegreginator and I record together we should have a much better time.) oh yeah. Best part of the run: 361 on YI2 :D !!!!!!!!!!!!
mrz
Former player
Joined: 8/24/2006
Posts: 119
Location: New York City
Awesome 361, I have been able to get it a few ( 1-2 times) . Are you going to submit it to SDA?
Joined: 12/29/2006
Posts: 119
Location: Japan, Anjo
SNES Version can be mantle attack, but GBA version cannot mantle attack. However, GBA version, the position where there is a key changes in the course 2 of the Star Road. スーパーファミコン版ではマントアタックは可能ですが、GBA版では不可能でした。 でも、GBA版ではネイティブスターのコース2が鍵のある位置が変わっています。
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Joined: 2/16/2005
Posts: 462
Translation: Smashola works on the SNES version but not GBA. However the star world 2 key is in a different place. Assuming マントアタック = Smashola
This signature is much better than its previous version.
Joined: 1/29/2008
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Location: USA
i can only get 360 on yi2 now. any tips? lol
Former player
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
360 is the best you can do on yi2 unless you do the hop glitch, which is very difficult and unlikely. I've only gotten it like 5 or so times and I've played this game for years. If you want to try for a 361, then at the very last pipe before the end, jump up onto the yellow blocks. Midway in the jump to the yellow blocks let go of forward and jump the exact frame you land on the yellow blocks. Then jump the exact frame you hit the ground and if you get super lucky you can get a 361. I'd focus on perfecting the other levels before trying this trick, but if you want you can.
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
I forget who was telling me, but someone said they can get 361's about 1/3 of the time on that level by running to the end and letting go of the D-pad and doing a spin-jump off the breakable blocks at the end.
Super Mario Bros. console speedrunner - Andrew Gardikis
Former player
Joined: 6/15/2005
Posts: 1711
The best you can really hope to do even with insanely good timing is 1/5, since there are 5 different values your speed can assume after you let go of ->, and only one of them is the fastest speed. I doubt 20% is realistic for anyone even with lots of practice.
Zoey Ridin' High <Fabian_> I prett much never drunk
Player (206)
Joined: 2/18/2005
Posts: 1451
I decided to give another attempt in SMW a go, since my 1st one sucked so badly. After a few tests to find suitable strategies for my rusty skills, I managed to get a ~13:40 (SDA timing). I had to use the blue Yoshi in the last level of Star World, since I'm not very good in the unlimited cape flying tech to get through that level without him. At least I managed to not die at all, so it's not a bad attempt overall. SMW - Any% speedrun (unassisted, single-segmented) in ~13:40 (recorded on Snes9x 1.43 v12) Enjoy!
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
So should I work on a smw run again? I guess that'd be cool. I'll probably work on it early 2009.
Super Mario Bros. console speedrunner - Andrew Gardikis