Another Super Mario Bros 2j movie! This time it features a completely different strategy. Mario grabs a mushroom and a flower! Lots of weird things happen. Be sure to watch carefully :)
This movie is 0.86 seconds faster than the currently published version. Would be more (or maybe less), if the censorship principle wasn't there (see previous submission text).
Bigger final score. Less waiting. More action.
Big Mario is essentially two (or one and half) small Marios. This means two times more glitches. This movie attempts to demonstrate as many of them as possible where applicable.
Cool things I did while recording but which I did not include in the movie are:
  • swim of nondeath (entering a pipe while stuck in wall)
  • stomping the same airborne turtle three times without touching ground

Divide the rerecord count by 2. I started this movie by rerecording the previous version. But only the first half of 1-1 is identical to previous version. It deviates after that.

Typical data:
  • famtasia
  • abuses luck, glitches
  • warps
  • platform

This movie surprisingly needs some luck-abuse and brute work. Besides all the obvious stuff like how to jump perfectly, these are some things I had to manage:
  • Coin amounts at end of levels must not match the timer (avoid fireworks) - needed work especially in 4-1 and 8-1
  • How to prevent the game hiding monsters (two goombas in 4-4 for example)
  • How to get turtles in proper alignment (5-1)
  • How to get Koopa act nicely (4-4, 8-4 * 2)
    • Koopa's brother in 8-4 was especially pain. It was impossible to bypass without delays. I solved it accidentally with a wall-omission trick (which is easy to perform though). Koopa himself was solved by avoiding the beetle right before him, after many tests.
  • How to prevent the game lagging in multiple coins/monsters scenes without playing too passively
Many other problems solved themselves rather automatically. I call it experience. :) To my surprise, the bullets in 4-3 and 8-1 are affected also by coins. I thought previously that only the timer affects them.

Ducking is a funny feature in SMB1 and SMB2j.
  • When Mario falls off a ledge while ducking, he looks like he's standing, but his collisions are calculated as if he's ducking. I use this in 4-4. Mario's head passes through a wall.
  • If you go swimming while ducking, Mario's collision checks are calculated as if he's ducking, even though he appears to be swimming in his full height.
  • Additionally, Mario can't shoot while ducking. But he can duck immediately after turning around and shooting, which causes a partially broken graphic.

Lastly - it's probably possible to improve this movie. I created it as a proof-of-concept movie, or rather as a test movie to try what happens if I use the fireflower against a fake Koopa in 4-4.
I did that, but more importantly, I managed to get the through-a-wall trick working in 1-2. This and other minor details resulted that in the beginning of 5-1, the movie was exactly as long as the previous version. I had not lost or gained anything. From that on, the fireflower gained speed everywhere. I didn't have to wait for anything. Except the rotating fires in 8-4. They actually costed me time, because Mario was bigger than previously. However, the result is still good, and I'm happy about that.


Former player
Joined: 3/19/2004
Posts: 710
Location: USA
Not if he directly edited the database. But whatever. It doesn't matter.
Post subject: Updated SuperMarioBrosTricks
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I updated the Super Mario Bros Tricks page to include the most recent knowledge. I'd hope that also SMW knowledge will be added to that page. The page also needs screenshots. I'll see if I can provide some later today, but it'd be great if someone else can do them.
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
>My way. :P I did it maaaaah weeeeeeh... Okay bisqwit, thanks for the clarification and sorry for bringing this thread off topic. I've been thinking of screenshots for the KC guide, as well as a generalized page explaining cornercuts (if that's a proper word), since it's present in pretty much any platformer and people seem to miss it often.
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
Bisqwit wrote:
I'd hope that also SMW knowledge will be added to that page
I can do that, once I'm done with my SMW run
Joined: 3/10/2011
Posts: 136
Location: Inside the FCEUX emulator
Uploaded the AVI to Youtube: http://www.youtube.com/watch?v=d0B9Vz9faRk
Blah Blah Blah... Why I'm writing this?