Former player
Joined: 3/8/2004
Posts: 1107
It'd be interesting to know what your in-game remaining time units for each level were. :) I played the 12 levels in SMW using save states but without recording it. Here were my times. The last number is when I completed the level, the other numbers tell when I entered each door or pipe. Level Time YI2 360 YI3 258 YI4 277, 275 1IG 281, 245, 241 DP1 383, 368 DS1 279, 274, 258 DSH 387, 370, 340 SW1 290 SW2 260 SW3 192 SW4 271 FD 395, 387, 385, 374, 358
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
I looked at the times of the first half of the run (that's all I had time for right now) and they were pretty much the same as Michaels. Some levels apparently can't be done any faster.
Joined: 6/9/2004
Posts: 40
Location: Calgary
Actually, you can do the second run (Level 3 technically) at 259 (Although if I was recording, the re-record would run well over 200). To do it, you need to avoid all platforms moving backwards (duh), and run full length along the swinging platforms. If I actually knew how to record a movie in snex9x, I'd show you the result. I only did it because I kept getting annoyed at the 259 changing to 258 just 1 milisecond before I hit the tape. Also found out how damn much it hurts to do a timeattack on a laptop keyboard.
Joined: 4/30/2004
Posts: 95
Location: Asatru Heaven
Sorry to be a bugger, but shouldn't this talk of Super Mario World be in its own thread?? (Just my $0.01). :)
Former player
Joined: 3/9/2004
Posts: 484
Location: ­­
What route did you take to get the 368 on Donut Plains 1?
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Yggdrasil wrote:
Sorry to be a bugger, but shouldn't this talk of Super Mario World be in its own thread?? (Just my $0.01). :)
Yep.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Former player
Joined: 3/8/2004
Posts: 1107
In DP1, I'm not sure if it saves actual time, but you can save some time units by entering the pipe as your flying and then exiting immediately through the pipe on your left.
Joined: 6/9/2004
Posts: 40
Location: Calgary
Do you do this with the game slowed down or full speed? Asking because, well, I don't know if that's a decent enough advantage to use.
Former player
Joined: 3/8/2004
Posts: 1107
When I got the times I posted above I played with the game slowed down. What exactly do you mean by "decent enough advantage"?
Joined: 6/9/2004
Posts: 40
Location: Calgary
I've always been a fan of playing games full speed, even if I'm trying to time attack, and was just curious if it would be advantageous for someone who occasionally plays games sped up to try one in slow motion.
Former player
Joined: 5/31/2004
Posts: 375
Slowing down is almost always an advantage. In general you need less time to react, and have greater control over your motions. More specifically, if you're trying to land a jump in a particular spot or attack at a specific time you get a better feel for how long to hold the jump button or how far ahead of time you need to act.
Post subject: how do we determine it FINAL (also a congrats to Bladegash)
Joined: 5/25/2004
Posts: 28
I've been working on a run at Super Mario World for Snes, and so far i've run through levels 1-3 MANY times, and every time, no matter what, i get the EXACT same time as Bladegash's attempt. I've decided to move on and work on later levels, but i'm loosing hope. Is it possible that Bladegash has the best time possible?
Former player
Joined: 6/28/2004
Posts: 219
Location: Raccoon City
it just might. until someone does it quicker, no one will know. so keep trying
Former player
Joined: 3/19/2004
Posts: 710
Location: USA
I'm pretty sure that those are the best possible times. Try other levels.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Well I can confirm it is beatable.So good luck ;)
Former player
Joined: 3/13/2004
Posts: 706
Location: Elyria/Oberlin, OH
Hm, I recall that sdkess made a legitimate run of this game in 11:09, and in the comments he mentioned that he had learned of some new tricks which could noticeably reduce that time... -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: 5/25/2004
Posts: 28
Hey Phil, let a canadian brother in on the secret :)
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Josh the FunkDOC wrote:
Hm, I recall that sdkess made a legitimate run of this game in 11:09, and in the comments he mentioned that he had learned of some new tricks which could noticeably reduce that time... -Josh
Well he said that but actually it's more like 11:30
Former player
Joined: 3/9/2004
Posts: 484
Location: ­­
Phil is correct.
Former player
Joined: 3/13/2004
Posts: 706
Location: Elyria/Oberlin, OH
Oh, so SDA just times things differently from us? Alrighty then, makes sense. I had a hard time believing we could improve so little on a legitimate record...turns out we actually did. -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
Former player
Joined: 3/9/2004
Posts: 484
Location: ­­
Yeah, SDA's timing starts once Mario lands upon Yoshi's House.
Joined: 5/25/2004
Posts: 28
Bladegash wrote:
Yeah, SDA's timing starts once Mario lands upon Yoshi's House.
When does the time start on Bisquit's?
Former player
Joined: 5/31/2004
Posts: 375
sean.brockest wrote:
When does the time start on Bisquit's?
Bisqwit's times start from "power on", since he bases it on the duration of the .fmv file (that is to say, when button presses have been recorded), which starts when the emulator starts up the Rom.
Joined: 5/17/2004
Posts: 106
Location: Göteborg, Sweden
Far as I understand (I'm not an editor), the time here is derived from the number of frames of control data in the recording. Basically, from power-up to end of control input. 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.
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
personaly i'd favour adding all the level timers up when reaching the flag... like donkey kong, etc
qfox.nl