Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
I was gone during the day but when I got back thegreginator finished YI4 with the shell bounce. I am starting C1 right now. I don't think the p-jump over the lava pit will work small. At least not the same way that jxq did it. When you bounce off of that koopa small you don't hit the ceiling right away and start falling to the lava. Instead you go straight into the wall.
Any ideas or tips?
Could you go just under the koopa and spin jump off the pswitch onto the fireball?
Edit;
I'm too lazy to make a new pm, so I redid that part of the pyramid and now it is 14 frames faster than it was before. I'm moving on to the switch palace now.
again;
those horizontal pipes, what is the difference in the amount of frame difference they could cause? I did it thrice and my fastest was 8 frames quicker than the slowest.
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
About a week ago I was playing DP1 on console and when I jumped on one of the koopas the game froze for about a half a second and then I was holding the shell in my hand.
This just happened again when I was trying to do DP1 tool-assisted. It didn't freeze or anything but when I jumped on the winged koopa I had a shell in my hand for some reason. I don't know how I did it but it will make the level much faster if I don't have to stop for the shell and I can just jump on it and keep going. If anybody has seen this before and knows what causes it please let me know.
I do know the koopa was at its jumping peak but that's about it.
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
My guess is that , it might have been almost at the peak of it's height by a few frames, and the game had the koopa get hit, and instantly get hit by mario again like one frame later, and in the air the shell goes up a little allowing you to catch it, that's my guess
was it a normal jump or was it a spin jump?
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
Thanks that might be it. It was a normal jump.
I hope I can figure it out soon so I can use this trick to make DP1 faster.
Edit: AAAAAAA!!!! I just did it again but I don't know what I did and I wasn't recording. Something weird that I noticed was that the baby koopa got shot out of the shell much faster and farther than normal. It looked really cool but I'm not sure if it will save time. Waiting for the koopa to come back up might end up being longer than getting a shell normally.
Joined: 8/24/2006
Posts: 119
Location: New York City
Great news guys, i improved my speed run greatly, but i still cant do hopping glitc, these are my records
YI2-360
Yi3-359
Yi4-376
Castle 1- 240
DP1- 357
DS1-252
DSH-333
STW1-289
STW2-260
STW3-192
STW4-272
Please tell me if i can improve
Time units mean nothing. You can definitely improve from them. It seems you don't understand the concept of using tools to assist you. Read this page:
http://tasvideos.org/SuperMarioWorldTricks.html
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
I just tested out one of my theories about the quick shell grab and it worked. I jumped on the koopa right when it touched the ground. I guess I hit him a few frames before he touches the ground then he bounces in to me and I have the shell. If I can, I will make a demo so you guys can see what I am talking about.
EDIT: I think I have mastered this now. I have gotten it a few more time. A made a movie but it didn't work so I will make another one.
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
Here is a quick video demonstrating this trick.
http://dehacked.2y.net/microstorage.php/info/1938/shellgrab.smv
I did it in real time so it isn't as fast as possible. I am sure I won't even have to slow down at all with frame advance. Hopefully I can just bounce off the koopa and keep going.
It only works with winged koopas. What I said earlier was exactly what happens. Mario hits the koopa right when he touches the ground then on the way up hits the koopa again and grabs the shell.
This won't work with a normal koopa because it wont bounce up with you.
EDIT: If I can figure out how to do this trick without stopping than VS2 will probably be a really cool level. Other levels with winged koopas will also be pretty cool because we will have a shell to screw around with.
Hopefully this can be done without slowing down because it would add greatly to the entertainment of the run. There are a lot more lvels with winged koopas than you think. Levels like Vanilla Secret 2 would be insane. This trick has time saving applications on many levels, in some cases even if slowdown is required:
DP3: You could use it to cross the gap where the on/off switch is.
DP4: If there is no way to avoid the last hammer bro, you could try to apply this trick to a winged goomba to land on him right as he was about to jump and thus have the goomba in your hand without slowing down to kill the hammer bro with.
DS2: Use a shell to jump over the green pipe at the end.
VD1: Grab shell from either first or second bouncing winged koopa and use it to break the yellow blocks at the start of the third room.
VD4: Shell jump over the tall white pillar after the halfway gate.
VS1: For the top exit, use the shell to kill the koopas floating above you, fot the lower exit use it to make the jump to the pipe.
VS2: Ha.
FoI1: Pretty far fetched, but for the key exit grab the winged goomba and have him wake up just as you make the jump to the key and jump off of him. Do goombas even "wake up" when you gran them as buzzy beetles do?
FoI4: To get into the blue pipe for the secret exit. But 52 hop glitch (if its profitable for the key exit) might give you enough distance to make it anyway.
CI3: Just to have the shells for the secret exit.
VoB3: Use a shell jump if theres some gap later in the level you couldnt normally make.
SW4: Quicker setting up of key exit trick.
Funky: Getting through yellow blocks.
As you can see, there are a lot of places where you could potentially svae time, and also many places where entertainment would be increased. Would this work is the koopa was just moving up (like in VS2 and Tubular, for example) or does it have to be jumping?
You should have made this in one single smv file. Also, this looks like non-tool assisted playing, which, while great, is not really what this site is about.
All these levels have already been made with better/faster strategies, making this kinda underwhelming to watch.
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
I learned a lot of this with Lunar Magic, the program used to hack SMW, and it's pretty straightforward. Basically, the extra areas are treated as a part of Big Boo's Secret since they are accessed by pipes and doors. So, the message blocks and exits will also match those in Big Boo's Secret.
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I know what it's like to start TASing, and improving drastically despite a lack of other people's support (see my DCK2 102% run/topic with it's 7 restarts from scratch.) But I have to agree with everyone here, I don't think a minimalist run of this is a good idea, Fabian and JQX have already got the 11 level and 120 exit runs, and they are near flawless and practically impossible to improve on.
Don't get me wrong, as long as you enjoy doing this and don't mind it being pointless to submit to this site, definitely go ahead with it. After all, that's all that matters, that you have fun while doing it.