Former player
Joined: 5/31/2004
Posts: 375
But some games don't have level timers (so we can't do it for *every* game), and it doesn't count when you make a half-second improvement. Besides, Bisqwit's site automatically calculates the length based on the length of the .fmv or .gmv or whatnot file. No need to do it by hand.
Former player
Joined: 3/19/2004
Posts: 710
Location: USA
Well, you need to if you want to see if your movie is better than some one elses.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Xerophyte wrote:
Personally, I feel SDA's system makes more sense - but as not all emulators emulate console slowdown properly, it's difficult to give a fair "real" time.
The time start at "power on" of the game not fom stage 1. That's how we work here. Better than SDA way or TG way.
Former player
Joined: 3/8/2004
Posts: 706
it shouldn't matter how a run is calculated, be it game-time or real-time, as long as every subsequent run of the game is timed the same way. In some games it's possible to slow down or stop the game's own timer completely, so it isn't always as reliable.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Well there's some game that I prefer game timeunits, like in Kung Fu.
Joined: 4/12/2004
Posts: 13
TG times from the moment you press "Start" on 1 Player and stops when you hit Bowser for the final time. SDA times it differently. I think they time from the moment you can control Mario on the map (Yoshi's House) until the Princess comes out of Bowser's vehicle, which is when you lose control. I watched Bladegash's run, and his was around 11:00 by TG rules which is 12 seconds faster than my best (I beat the time from my video a few weeks ago). I've beaten some of his level times myself so his video could certainly be faster.
Former player
Joined: 3/19/2004
Posts: 710
Location: USA
Any tips? >_>
Former player
Joined: 3/9/2004
Posts: 484
Location: ­­
Well, watch this for a start: http://www.superplayers.de/danielviebrock/smw/iggy's_castle_242.mpg I also know I wasted time by taking the pipe route through Donut Plains 1, and Star Worlds 1 and 2 weren't the best times, as I was later informed.
Post subject: super mario world all level
Joined: 1/1/2022
Posts: 1716
i have snes and super mario world in real! i'm rec into my video and transfer into with my tv tuner into my cpu and up for you? its ok? and sorry for my poor english i'm am french canadian (Montreal, Quebec, Canada)
Former player
Joined: 3/13/2004
Posts: 706
Location: Elyria/Oberlin, OH
You should try submitting it to SDA instead. This site is only for emulator movies done with slow-motion and other aids not available on a console. -Josh
but then you take my 75 perchance chance of winning, if we was to go one-on-one, and then add 66 and two-thirds ch...percents...i got a 141 and two-thirds chance of winning at sacrifice
Joined: 6/14/2004
Posts: 646
That aside, I'm sure most people wouldn't mind seeing the result when it's done.
I like my "thank you"s in monetary form.
Former player
Joined: 3/19/2004
Posts: 710
Location: USA
How fast do you think you can do it? And are you going to do it level by level, or all at once? Btw, its kind of funny seeing other people speak a language that they don't know, because its only then that you realize how bad you sound when you are learning another language.
Joined: 3/29/2004
Posts: 224
Though even native speakers aren't perfect.
Bob Whoops wrote:
because its only then that you realize how badly you sound when you are learning another language.
how bad you sound. :D
Former player
Joined: 3/19/2004
Posts: 710
Location: USA
I'm not sure where you got that quote from. Did you make it up? >_>
Joined: 6/17/2004
Posts: 89
Location: Sweden
In any case, I'd be very interested to see a perfected full movie of SMW, like the SMB3 one. I could try myself but 1. I have no experience of speedrunning, 2. I don't have any patience at all... Quote: "Btw, its kind of funny seeing other people speak a language that they don't know" Haha, still errors: it's and its... And you as English native speakers either don't change due to being lazy or just do it by mistake... It's funny that most people type "it's" when it should be its, and type "its" when it should be it's...
Former player
Joined: 3/19/2004
Posts: 710
Location: USA
That is a punctuation mistake, not a language mistake.
Joined: 6/17/2004
Posts: 89
Location: Sweden
Bob Whoops wrote:
That is a punctuation mistake, not a language mistake.
It's none the less an error :P But anyway I've talked to many who actually don't know the difference and are American... But this is very off topic... In any case, anyone who wants to make a full SMW video has my support.
Nsm
Joined: 5/26/2004
Posts: 39
Sorry for post in this topic, but i can't download Super Mario World, Contra 3 and Top Gear .smv files, somebody can help me?
Former player
Joined: 3/8/2004
Posts: 1107
I just watched it and you definitely have a lot of work to do, if I ran the site I probably wouldn't have excepted it. I still haven't figured out what the fastest method of flying is so that might save some more time, but based on the fastest save state times I have now, you lost 2 timeunits in DP1, 2 timeunits in DS1, 2 timeunits in DSH, 2 timeunits in SW1, and 1 timeunit in SW2, for a total of 9 timeunits lost in the whole game. You also made some very minor mistakes that didn't waste any timeunits. I'm not sure if this is true, but I heard it's possible to get 242 in 1IG, so if it is possible then that would make it a total of 10 timeunits lost, and if I could figure out how to fly faster it could be a little more. Edit: Btw, I forgot to mention this, but I heard there's a glitch that lets you fall through the ramp at the beginning of DSH that saves about 3 timeunits, but I'm not sure exactly how it's done.
Post subject: [snes] Super Mario World (USA) in 10:52
Former player
Joined: 7/11/2004
Posts: 72
Location: Adelaide
My latest version of my SNES Super Mario World Speedrun can be found here! Lots of majoy improvements, let me know what you think? - Volkov
Former player
Joined: 3/9/2004
Posts: 484
Location: ­­
Wow, that was the best version yet! If anything useful comes out of that staircase glitch, that should be all that's left to make it perfect.
Former player
Joined: 7/11/2004
Posts: 72
Location: Adelaide
The staicase glitch is extremely interesting, because, errr, it's wierd. I find it to be absolutely a complete waste of time unless it can be conquered only with cape mario, then the run will become near-perfect. Otherwise sorry to have beaten your time but entire 15 seconds!! :( - Volkov
Post subject: Super Mario World Faster (full game) Route Discussion
Former player
Joined: 7/11/2004
Posts: 72
Location: Adelaide
Someone informed me I might be able to get a discussion on these forums as to help me find the absolute fastest possible route through Super Mario World (U) for snes.... Just what levels and in what order, for the fastest overworld time... once I know there's a final fastest strat, I'll get right to recording a full length 96 exit game for your enjoyment.. Anways, I'll leave it to you, and add any input I possibly can! - Volkov
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Are you planning on doing a straight run through? IMO a better idea would be to do all levels separately always starting with a small Mario, because if you play straight through, most levels will just be flown with the cape. Of course you could fool around and make it more interesting but I still don't think I would have the energy to watch all of the levels with no roof.
Former player
Joined: 7/11/2004
Posts: 72
Location: Adelaide
Maybe just make same rule as sbm3 full run of game "start every level and end every level as small mario....of course, it would be very boring watching lots of levels with flying through as cape only....How could I do this... - Volkov