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Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
Someone help me out, when you are digging in the sand and want to skip a layer, how the hell do you land on the shyguy or whatever to skip the layer. Everytime I try I always land on the layer of sand right above him.
Change my sig. again, and I will murder your pet fish.
Former player
Joined: 5/3/2004
Posts: 366
I found that pressing jump for one frame while falling towards him did the trick. Although if I'm wrong it's because I haven't tried it in a couple of months...
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
yeah, that is not any help. Anybody else wanna give it a whirl?
Change my sig. again, and I will murder your pet fish.
Post subject: Whats going on, eh?
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
Im trying to submit my Super Mario Brothers 2 full game speedrun and it keeps giving me a weird script error. Can someone help me out please. Thanks
Change my sig. again, and I will murder your pet fish.
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
It would help to know exactly what this "weird script error" is...
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Former player
Joined: 8/15/2004
Posts: 422
Location: Minnesota
Did you make sure to zip the movie file?
Post subject: Re: Whats going on, eh?
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
GuanoBowl wrote:
and it keeps giving me a weird script error
"Error happen! Help!" Now, if you told us what kind of error are we talking about (if it's one whose checking I've written, it should say something useful in English). How about telling us it so we don't have to guess what you might possibly be meaning?
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
Awww, I thought we were playing a good game of guess my problems I face on my computer. I dont know what to put but Ill just copy and paste some of the texts that stand out. "SQL insert into submission" "SQLERROR In call GenerateEditView("submission_entry", Array())" "Cannot add or update a child row: a foreign key constraint fails" If you could tell me something to fix this problem, I would greatly appreciate it.
Change my sig. again, and I will murder your pet fish.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
GuanoBowl wrote:
"SQL insert into submission" "SQLERROR In call GenerateEditView("submission_entry", Array())" "Cannot add or update a child row: a foreign key constraint fails"
Now, THIS is useful. I'll look into it. EDIT: Can you please send me the file you were trying to submit so I have even more clues.
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
HAHA, thanks for pointing out that I'm a dumbass Biz. Anyways, I finally submitted the movie. Hope you all enjoy it.
Change my sig. again, and I will murder your pet fish.
Post subject: SMB2 vine / ladder trick
Former player
Joined: 6/28/2004
Posts: 219
Location: Raccoon City
ive looked through the super mario tricks page multiple times, and i cant seem to find this one. this is the trick where the characters zoom up a vine / ladder / chain extremely fast. for some reason, i remeber it being called the "up down glitch", but i could just be mistaken could someone be kind enough to enlighten me about how this is done? [EDITED by Bisqwit: Moved into the existing SMB2 thread. There's no reason to create a new thread of this post's topic. And, the question is very likely answered by looking back at the old posts of this thread.]
Player (86)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
As far as i know. when on a ladder/vine, press Up + Down at the same time.
Former player
Joined: 6/28/2004
Posts: 219
Location: Raccoon City
its really that easy?
Former player
Joined: 6/28/2004
Posts: 219
Location: Raccoon City
thats it. thats how you do it. youre the man you wouldnt happen to have an explanation for how you glitch through the floor on lvl 1-1 to end up behind birdo, would you?
Former player
Joined: 5/3/2004
Posts: 366
I think I can explain (because I recently re-did level 1-1, matched Sleepz's time). Basically it involves two glitches: 1) Getting the enemy into the ground. As far as I can tell, it's simply being in the "shrinking" state while the enemy is falling; he apparently doesn't stop until you stop shrinking. Basically, you throw him so that he bounces off the wall and hits the floor's corner as you're falling down the ladder. When done at the right time, he'll fall straight down and stop on the tile just under the ladder. 2) Getting into the ground once the enemy is there is similar to skipping a layer of digging dirt. In other words, you hold jump down just long enough so that you land on the enemy instead of the ground. Then you just pick him up and you're there. After that, you simply throw him and climb down. I think this glitch works because the ladder comes as far down as it does and because the door is there. (Pressing down apparently causes the character to uncontrollably slide as if they're climbing off the bottom of the screen, and the connected-area data for that screen is the behind-birdo screen.) Well, that's my untested theory, anyways.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I think someone should add these explanations to the SuperMarioBrosTricks page. Anyone?
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
I think so too. But I don't feel nearly enough competent. I (or anyone) can copy it there of course but I don't actually understand how it works. MegaManTricks is in a similar need of overhaul since Finalfighter made 3, 4 and 5 his bitches.
Post subject: Super Mario Bros. 2 tricks explanations
Player (52)
Joined: 10/6/2005
Posts: 138
Location: Oregon
I've been floating around this forum for a little while, but never really registered because I never had anything to say. I recently did a speedrun (on a console) of Super Mario Bros. 2, and needless to say, I got intimate (it's not what you think, pervert) with most of the glitches/tricks in that game. I noticed that there were a few requests to explain some of the tricks for SMB2 on the Mario Tricks Page, so I'd thought I'd help out, or at least try. I hope I'm posting this in the right place. Double Jump The description that's up right now says that you can double jump off of enemies, which is true. My definition of it is that you can double jump off of anything that you can stand on that also has the potential to hurt you. This definition broadens the double jump to most enemies (for example, the little plants that shoot fireballs are un-double-jump-able, because you can't stand on them), Birdo's eggs, and Clawglip's (I think that's his name) rocks (although I've never actually tried this one, it makes sense). Mushroom Block Bouncing for Multiple Hits I'm not sure what exactly this one means. To bounce a mushroom off a character's head, you just have to have it land on the character's head. I do this a couple times in my no warps speedrun, like at the end of levels 3-1 and 3-2, I think. Most noticeably, you could probably do it against Fryguy in 4-3 for the most benefit. Jumping Up Vines and Chains This is by far the most annoying and frustrating trick (to do on a console). You can only perform the trick every 8 pixels on the ladder/chain/vine. I don't know if the 8 pixels is correct, but the point is that you can only do it at constant intervals on the ladder/chain/vine. My method was to press right/left and up at the same time, and then jump immediately after that. I imagine you guys know the exact method of doing it a lot better than I do. This is much easier to do with Luigi, for some reason. I think it's because he jumps the slowest (i.e. his acceleration after he jumps is much lower than the other characters, so his jumps are kind of "floaty"). See 5-2 in my run. Running Across the Ceiling This can be done for benefit in 7-2 and 3-2, and maybe in 5-3 (although it's definitely not faster to do on a console). But I'm sure that's common knowledge by now, it's just not mentioned. Due to my crappy computer, I am unable to actually watch any of the runs from this site, so if I'm stating things that are obviously in the runs, I'm sorry. That's also why I referenced my run, instead of the tool-assisted ones.
Joined: 10/3/2004
Posts: 138
The jumping up vines trick isn't so hard for me in realtime. I think you just basically have a very few number of frames after you're no longer climbing where you can jump as if you were standing on the ground. So basically, I use left/right to get off the vine, then a split second after the climbing sprite changes, hit A and jump (and also, if you want to go back to the vine, hit the opposite direction on the dpad). Also, there is an interesting trick that I've only made use of in one place, and since it's been a while, I forget exactly which world, so I'll just describe it - it's the area with the crystal ball surrounded by two pots, both of which contain a POW. Drop the POW and make the ball bounce, then slide under it. Of course, the ball will begin bouncing off your character's head. When it gets quite a bit higher, if you jump straight up just right as the ball is coming down, you can actually jump through it and grab it in midair. Not too useful for TAS running unless you're making an acrobatics movie instead of a speed movie.
Post subject: Re: Super Mario Bros. 2 tricks explanations
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
tmont wrote:
Birdo's eggs, and Clawglip's (I think that's his name) rocks (although I've never actually tried this one, it makes sense).
Birdo's eggs are double-jumpable, but I don't know of Clawglip's rocks. The general rule is: If it is animate and can be stood on, it is double-jumpable. > To bounce a mushroom off a character's head, you just have to have it land on the character's head. To make it deliver more hits, is difficult, I think. if it isn't, feel free to suggest on how to expand the article.
Player (206)
Joined: 5/29/2004
Posts: 5712
It's ClawGRIP because he GRIPS the rocks. With his CLAWS
put yourself in my rocketpack if that poochie is one outrageous dude
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Bag of Magic Food wrote:
It's ClawGRIP because he GRIPS the rocks. With his CLAWS
Don't be so hard on Engrish.
Player (206)
Joined: 5/29/2004
Posts: 5712
Okay, I guess he grips them with his CRAW.
put yourself in my rocketpack if that poochie is one outrageous dude
Player (36)
Joined: 9/11/2004
Posts: 2630
Bag of Magic Food wrote:
Okay, I guess he GLIPS them with his CRAW.
Fixed!
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Player (52)
Joined: 10/6/2005
Posts: 138
Location: Oregon
LocalH wrote:
it's the area with the crystal ball surrounded by two pots, both of which contain a POW.
I don't recall a place like that. Do you remember the level?
Bisqwit wrote:
Birdo's eggs are double-jumpable, but I don't know of Clawglip's rocks. The general rule is: If it is animate and can be stood on, it is double-jumpable.
That's pretty much identical to my definition, albeit a little less clumsy. And by either definition, that would make that crab thing at the end of 5-3's rocks double-jumpable.
Bisqwit wrote:
To make it deliver more hits, is difficult, I think. if it isn't, feel free to suggest on how to expand the article.
It is difficult. I don't know. That trick isn't really useful when playing on a console anyway; it just looks cool. :)
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