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Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
16/15 The levels in smb2j are very well-designed, and after seeing a housemate spend several days getting through it on SMAS, I'd love to see the game get owned. I prefer the buggieness of the original NES, but I won't complain either way.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Joined: 4/24/2005
Posts: 104
17/15 I wouldn't mind the added levels in the SNES version (worlds 9, A-D), but yes, more bugs for the public!
Active player (277)
Joined: 5/29/2004
Posts: 5712
From what I heard, the levels are already there in the FDS version, but you need to unlock some of them by beating the game eight times. So I guess you would want a game that already has eight stars saved.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 4/24/2005
Posts: 104
Bag of Magic Food wrote:
So I guess you would want a game that already has eight stars saved.
That would be something... maybe it would fit in the Hack category. :3
Active player (277)
Joined: 5/29/2004
Posts: 5712
I think it would just be a game save, not a hack... But how exactly does saving work on the FDS? Doesn't it overwrite part of the actual game?
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 3/8/2004
Posts: 1107
That would be something... maybe it would fit in the Hack category. :3
As exceptions, we allow these patches to be used: Super Mario Bros 2j - 24 stars: This patch sets the number of game completions to 24 in Super Mario Bros 2j. It allows accessing the hidden worlds without having to complete the game 8 times. This patch may only be used on the Famicom Disk System version of Super Mario Bros 2j.
Joined: 12/14/2004
Posts: 261
Location: Mars
I really loved this game. Can someone tell me, how to get played with luigi? I wish to use him for timeattack. I am interested to make timeattacks on it... both warps/no warps. My current progress in Warps. http://kofdangerous.simgames.net/tmp/smb2j-shakespeare.fcm (2 Timeunits faster than Phil's version) Let me know if it is entertaining, so i can continue.... Thanks. Edit: OK Update, 2 timeunits saved. (same file)
Radz.
Joined: 2/19/2006
Posts: 40
Location: Oakdale, CT
I think it would be kind of neat to see a SMA Lost Levels run in addition to an FDS SMB2 run. You could merge them into one movie and see the original game alongside the 'remake'. I was able to see the movie that was posted earlier in this thread, but it stopped after level 9-4 so we still need someone to do levels A-1 through D-4.
Active player (277)
Joined: 5/29/2004
Posts: 5712
SMA? Super Mario Advance?
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 9/1/2005
Posts: 803
Bag of Magic Food wrote:
SMA? Super Mario Advance?
probably missed the vital 'S' on SMAS, I pondered doing a smas lost levels luigi tas after finishing minish cap, but decided against it as I dont know mario games extensively, especially a game such as that which probably has several useful glitches I wouldn't know about, nor how to use.
Active player (277)
Joined: 5/29/2004
Posts: 5712
Oh, SMC!
put yourself in my rocketpack if that poochie is one outrageous dude
Post subject: SMB2 All levels run. (1-1 to World 9)
Joined: 3/14/2005
Posts: 49
Im going to attempt this, but the running through the wall trick puzzles me. Everyone seems to say its random, and nobody knows the exact cause of this. I'd like to think one of the following is possible. 1)Is it possible to take the button commands from previous movies and paste it onto my video and ensure a success? 2)If not, how many rerecords am I looking at wasting? Also, FCEU seems to have a problem booting the game up, whats the problem? I don't want to use the SNES version in SMB all stars...
Player (84)
Joined: 2/10/2006
Posts: 113
Location: US
You are talking about the Japanese version, right? This version is for the Famicom Disk System (FDS). You will need a copy of the FDS ROM--this is copyrighted so you'll have to get it on your own. Name it "disksys.rom" and put it in the directory with FCEU. It's unlikely you can simply copy input to make the go-through-walls work. You have to be in the exact right position for it to happen. If you search systematically it's not a horrible number of attempts to make it work, although you will have to be very patient :)
Use the force
Post subject: Super Mario Bros 2j FDS
Joined: 10/11/2006
Posts: 76
Location: Göteborg/Sweden
Here is a movie on a Glitch for the SMB2j for the FDS version. This glitch dosen't work on the Super Mario All-Stars. Remeber: I was first to discover this glitch.... Here is a link on it!: http://dehacked.2y.net/microstorage.php/info/2730/Mario%20Bros.%202%20-%20%28the%20Lost%20Levels%29%20%28J%29%20pipe%20Glitch.fcm Thanks dehacked for helping me out! //DMTM
I'm not a speed runner, but a game lurker, that's my contribution to the scene. =)
Joined: 4/25/2004
Posts: 498
Whoa, WTF. o.O This seems to work on any upside-down pipe, too. Heh. :p I first thought this could be useful for getting to the world 8 warp zone faster, as there's a sufficiently low pipe right at the beginning of 5-2...unfortunately, when I tested it, I couldn't scroll far enough for the necessary pipe pointer to have been loaded, so the pipe would only take me back to the beginning of the level. >_< Still, who knows? Maybe using this glitch to enter bonus rooms faster could shave off a few frames here and there in a no-warp run. :p
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
4matsy wrote:
I couldn't scroll far enough for the necessary pipe pointer
Well, do you know where are "room change" pointers in that game? Or someone else knows? (If only there would have been some good editor for that game...)
Joined: 4/25/2004
Posts: 498
Yeah, I wish there was an editor for the FDS version too. SMB2J uses the same type of level format as SMB1; other than the physics tweaks and a few extra objects (most having to do with poison mushrooms), it's the exact same engine. :p Luckily there IS a level editor for the GBC version. And it shows said room changer to be only a few blocks away from the warp zone vine--the only pipe that could possibly be used is the one right before the block formation containing the vine, so I'm in doubt as to whether it would be too much faster. -_- EDIT: Then again, I just thought: there ARE only 3 upside-down pipes in the entire level, the one I haven't yet mentioned being right at the exit. So the location of the pointer is moot anyway, if it's not at the first pipe at the beginning. :/
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I've just checked with "The Super Mario Bros. Relocaverburator" which is a strange name and I don't know how to access lost levels and anyway, the pointers aren't in same place as in NES SMB1. Edit: I really think this trick is useful for warpless version. I am really happy that I did not finish the run. As for warp version, I think I will test something. I think maybe it can save some time but maybe I am wrong.
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Old topic, but is it faster if you get a star in level 1-2 than doing a high jump after running through the wall to kill the pirahna plant right away to enter the pipe? I'm probably completely wrong, but I bet it's only a tiny bit slower. in the all-stars version maybe it would be better though.
Super Mario Bros. console speedrunner - Andrew Gardikis
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
The idea is good but no. I admit that I didn't tested and I won't because the only star available is not well located. Doing so would mean to stop Mario moving. Worse, maybe move back.
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
also the 21 frame rule probably applies in this game too right? I'm wondering about all-stars though more. It seems it'd be slightly faster. I haven't seen that video though, my computer is dumb about seeing some of these videos. He doesn't get a star in 1-2 does he? Do you think that my technique of getting mario to the right of the screen could be useful in any smb1 or smb2j runs in any way? The video in my signiture. Basically I jump into things backwards to scroll me forwards on the screen. Probably not, but I'd like to see if those runs could be beaten faster. Maybe one level out of every level in smb1 and smb2j could be improved. Thats 84 levels. I may investigate that.
Super Mario Bros. console speedrunner - Andrew Gardikis
Chamale
He/Him
Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
There is the 21 frame rule in SMB2j. It's almost identical to SMB1, after all. I doubt there are any glitches in SMB1 not in SMB2j. Well, Andrewg, if you think there's room for improvement, go for it. I'm working on improving the current SMB (US) run. I've spent 2000 rerecords looking for glitches I wasn't sure existed before finding them. If you think a glitch might be there, keep looking for it!
Joined: 4/5/2007
Posts: 72
Im currently working on an all level run for smb2j. (calling it that because of the reset neccesary to access Worlds A-D) Im in World 3 right now, but before i go any further, im curious about something in Castle levels. Is it possible to get inside of castle bricks while small? I was easily able to do it in non castle levels, but in castle levels i just bounce right off the wall.
P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
You're doing this with super mario allstars right?
Chamale
He/Him
Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
I think the problem with All-stars is that there's a bug where left+right makes the guy run at TOP SPEED with NO ACCELERATION TIME. I would prefer a run that starts from a savestate.
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