Interesting, you could possibly go through one block like that to get accross.
This was my first idea.
http://dehacked.2y.net/microstorage.php/info/1981848887/mario%204-3%20strat.fcm
I haven't been able to duplicate what I've done, but I was able to bounce off one koopa and then bounce off the next one in mid-air. This is a fialed attempt. I haven't tested this method out a ton, it could have potential.
Super Mario Bros. console speedrunner
- Andrew Gardikis
Joined: 3/11/2004
Posts: 1058
Location: Reykjavík, Ísland
I seem to remember a trick where you could eat a mushroom in mid-air, then jump again once the growing animation finished. Is it possible that it could also work the other way around, i.e. hit something halfway over the gap, then jump again? It probably won't work but then hey.
I had an interesting thought today, but I don't think it will work. Well me and a few others were talking about resetting different games and how it could save time and so of course I thought of smb.
I remembered long ago while playing smb that if I got to world 8, died 3 times, reset the game, and then held A while I begin the game again, that it would send me to world 8.
If there was a way to trick the game into thinking that you had already been to a certain world then reset the game and hold A, the game time might be possible to be cut in half if someone found a way to skip straight to world 8 using the "hold A at the beginning of the game trick".
This was just a thought that popped into my head, maybe we can trick the game somehow, but I kind of doubt it, although I thought this was a very interesting idea.
Super Mario Bros. console speedrunner
- Andrew Gardikis
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
Wouldn't work, when a game makes a save it just directly copies the RAM. If you reset the game while it's saving, then it will just simply not save the data after the point it's reached. But you can't change the data it's saving; if it saves the level number as $13, then all resetting could do is just not save the level number which would either use the previous save's data or blank data (I'm not sure)
Replying to old topics: As far as I know, SMB1 doesn't initialize some things in RAM (the level number, mainly) when booting up. Since FCEU does, this is impossible, but if you were to load a cartridge, eject it, and then insert SMB1 without turning off the power (soft-reset OK), it would leave garbage in memory and you could abuse that.
The same effect could be gained from having a savestate at reset that made that value whatever.
(Although agreeing on the warping straight there entertainment loss)
It seems to work, but I am out of luck this time. Due to the high speed of the shell, it's difficult to get everything you need to perform the glitch right. I just took some tries and failed.
EDIT: I haven't timed how many frames are cost by the set-up of such a situation where to perform the glitch. I doubt it would be even slower than not to do it.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days
<adelikat> no doubt
<adelikat> klmz, they still do
Considering how long the current bullet bill method taikes to set up, I'm pretty sure this would take less time to set up and more time could be saved. I cannot seem to get it to work.
EDIT: I'm going to keep trying this though. Maybe I'll be able to manage.
I mean, I figured this would save time and I think it should work, but I still can't do it. For a 100% run, there are a few levels where you could actually pull this off and possibly save time.
Super Mario Bros. console speedrunner
- Andrew Gardikis
You'll need to bounce off it right before you contact with the flag-pole-block and before you touch the ground. But it seems that the kicked shell moves so fast that you can't bump off it at any frames while meeting the requirements above. The position where the turtle got stomped to stop could be the key....
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days
<adelikat> no doubt
<adelikat> klmz, they still do
Another, but most likely slower idea would be to get a mushroom and then jump in back of the turle and get hit causing the turtle to turn around and walk towards the flagpole. I'm sure this would be easiuer to do, but I bet the amount of time wasted would be very large.
EDIT: So to improve the warp run, would doing the flagpole glitch while facing to the left be any faster? What about entering walls facing to the left?
Super Mario Bros. console speedrunner
- Andrew Gardikis
So I get the question: is it possible to manipulate the turtle to move towards the flagpole when it gets active on the screen? I've seen such a thing happen in a level that I can't recall when I was playing the game.
I remember testing them during my TASing, but they unfortunately failed to help things.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days
<adelikat> no doubt
<adelikat> klmz, they still do
I don't think I've ever seen that happen. If it could, I'd like to see if happen at the end of 8-2. I'm not really sure how you could make that happen, possibly the speed and time you enter the given area?
If Mario is big, his space horizonatally takes up more room correct? Could big mario reach a flagpole 1-2 frames faster because of his size? Could fireworks be avoided in 8-3 when doing the flagpole glitch if he were big? I bet the spawn point puts big mario back to the same place as small mario, but maybe not?
I would test these all myself, but I can't seem to get the flagpole glitch to even work (besides in 8-2.)
EDIT: http://dehacked.2y.net/microstorage.php/info/363851670/koopaflagpoletest.fcm
I couldn't get the right flagpole glitch to work, but I'm sure I could have with better positioning. I think there are about 5 levels where this could be done, and could be faster for a warpless run.
Super Mario Bros. console speedrunner
- Andrew Gardikis
I don't know how to make a turle move to "the wrong direction" when it is activated. Maybe the game sometimes think it has been colliding with something when it is activated. Or, maybe the turtle does collide with something that has gone off the screen. o_O
It's weird that although big Mario seems to have wider hitbox, the collision detection works the same as it is as wide as small Mario's. The spawn point is constant.
I don't have much free time to do things about TAS's this month. I wish you good luck.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days
<adelikat> no doubt
<adelikat> klmz, they still do
I don't know how to make a turle move to "the wrong direction" when it is activated. Maybe the game sometimes think it has been colliding with something when it is activated. Or, maybe turtle does collide with something has gone off the screen. o_O
It's weird that although big Mario seems to have wider hitbox, the collision detection works the same as it is as wide as small Mario's. The spawn point is constant.
I don't have much free time this month. I wish you good luck.
I made the koopa move the wrong direction by getting hit (if you didn't realize.) If you watched the video.
I'm not sure if it's possible without getting hit like that. I hope I can find something.
Super Mario Bros. console speedrunner
- Andrew Gardikis
You quoted my post before it got corrected... Well, you made it, but, "when it had been already activated for you to get hit by it", correct?
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days
<adelikat> no doubt
<adelikat> klmz, they still do