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Joined: 6/4/2006
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Yeah Fabian you're right I timed it out and the pipe method is 1.6 seconds slower for me (see SDA topic). Two questions I have for you (or anyone else): 1) What is the best way to attempt to replicate the "fast flying" on console? 2) What is the best way to attempt to replicate the "hopping glitch" on console (if it's possible to replicate at all, not really sure)? Thanks
Former player
Joined: 9/29/2005
Posts: 460
Your flying speed changes every frame you hold forward, if you can't see the difference with the bare eye, there's no way to know. For the hopping glitch, the speed you run also changes every frame, so if you can't see the difference, you wont know if you're jumping at full speed, and I guess that the only way to replicate it on a console is using a turbo controller, if Mario spends an even amount of frames in the air that is, or just being really lucky with the button presses, which is not going to happen.
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Joined: 6/15/2005
Posts: 1711
thegreginator wrote:
Yeah Fabian you're right I timed it out and the pipe method is 1.6 seconds slower for me (see SDA topic). Two questions I have for you (or anyone else): 1) What is the best way to attempt to replicate the "fast flying" on console? 2) What is the best way to attempt to replicate the "hopping glitch" on console (if it's possible to replicate at all, not really sure)? Thanks
1. Unfortunately, this is pretty much impossible. When you start flying and let go of -> (assuming you're flying to the right), depending on exactly which frame you let go off ->, Mario will be flying at slightly different speeds. Sometimes you can see or "feel" a difference between the very fastest and the very slowest, but mostly it feels just the same. If you do ever feel you're flying very slow, tap lightly on ->. This would "randomize" the speed again, hopefully resulting in something faster. 2. This is pretty much impossible too. What you want to do is, while in the air (jumping), release -> when Mario's speed is slightly faster than it is when holding -> continously. That's the first problem, you can't be sure if you released -> on the correct frame, just like with the fast flying. Problem number 2 is from that point on, you need to jump on the very first frame when hitting the ground, every time. Missing just one jump with one frame will cause a slowdown throughout the entire level. The fast flying speed can have a pretty big impact. I would guess that worst possible flying and best possible flying in every level of the run would cause a difference of maybe 5-6 seconds or something. JXQ would probably have a better guess, having worked on the 11 exit run. But as I said, unfortunately this can't really be controlled in a console run. If you have any other questions I'd be happy to help out. Edit: Actually, the best way to "attempt to replicate" fast flying would be this, in my opinion: If you release -> exactly one frame before Mario goes into cape animation mode (that is, after his initial liftoff, just as he's beginning to fly regularly), he will have maximum flying speed. Of course, being wrong one frame will cause him to have the slowest speed. This isn't something I would recommend trying, since it's just too difficult, but it probably is technically the best way to "attempt to replicate". Sorry I can't be of more help.
Zoey Ridin' High <Fabian_> I prett much never drunk
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>1) What is the best way to attempt to replicate the "fast flying" on console? I'm not sure about this one. Is is necessary to hold left in multiples of 5 frames? Even if it's not, you still need to get lucky with the starting frame. >2) What is the best way to attempt to replicate the "hopping glitch" on console (if it's possible to replicate at all, not really sure)? Don't bother. The hopping glitch has a 1-frame window for every jump (yes, _every_ jump), and you have to start it on one of 5 indistinguishable frames to get maximum speed, otherwise you will just get normal or even lower speed than usual. It's just not feasible in normal play. Good luck with your speedrun in any case.
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Joined: 6/4/2006
Posts: 267
Location: CO
Thanks for all the help guys. I'm going to post the times for each level if anyone wants to tell me a way to improve these times that would be possible on console. I am doing this run with another person, skamastaG on SDA. We are switching off levels, but I know all of his times. The format is: person doing the level - level - best time - usual time (if nothing is there, best is the usual). him/me - YI2 - 360 him - YI3 - 259 him - YI4 - 275 him - C1 - 241 me - DP1 - 361 (336 with pipe method, but still 1.6 sec slower in real time) him - DS1 - 257 - 256 me - DSH - 339 - 338 (the 339 was in an ideal first boo circle, but 338 is what I get with the circle given to you in the context of a run) him - SW1 - 290 me - SW2 - 260 me - SW3 - 192 me - SW4 - 272 - 271/270 due to flight speed variation him/me - Front Door - 357 me - Bowser Fight - 2:03 (without cape) Now I have several questions about each level: For YI2, which do you think would look cooler: doing the spinjump 2-up trick at the beginning and then grabbing a shell before the chargin chuck to do shell drop kills OR kicking the shell throught the koopa line, then watching it move as it gets a 5-up by killing the 2 koopas and 2 shells, and an optional ending of bouncing on the shell for a 6-up? For YI4, is it possible to do the shell jump over the water on console? If so, how? For C1, what are some suggestions for beating Iggy in 4 "marios" (timeunits) without getting the fireflower? For DSH, is it possible to manipulate the positions of the boo circles? The first circle is always in the same position for me during a run, and the second circle seems to depend on when I enter the first door. Can this be changed? For SW1, is a time better than 290 possible on console? For SW2, how does JXQ get a 261, and could I do it? For SW4, what is the best way for me to get another cape? (I cant do it the current way the TAS does it). For the Bowser fight, I'm having trouble doing it with a cape. I can fly above him to get the first mechakoopa knocked down to him, but I can never grab the second. I always lose time falling down to it and then throwing back up when Bowser's in a good position. Thanks again. ;)
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Joined: 1/17/2006
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Turbo controller fails at hop glitch. Hop glitch is possible on console, just don't expect to many jumps. In YI3 I use the hop glitch to achieve 14 stars for cutting the tape rather than 15. I can't actually know if I saved time because of fadeout lag, but it still looks cool. I start it just after jumping, and then jump one more time after that (so one hop glitch jump). To get a feel for what a one frame window is like, go jump off some p switches.
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jimsfriend wrote:
Where is mario now? Also, did you ever check the fire flier (cape) mario?
And did you climb that fence yet? EDIT: I found another SMW cheat site. Really! I recommend not reading it unless you are really bored, and then you probably shouldn't read it anyway. And this one also mentions fire flier. You guys were joking earlier, but check this out.
Maxie Maxie bo Baxie wrote:
Various button combos rating: --- To glide jump / cape jump: press B and run until Mario/Luigi spreads arms out then jump. Hold B and hit button to go back up. To get off Yoshi: Press R.
And since it is a cheat site they have to be verified by a verifier. This cheat is unverified.
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Joined: 6/15/2005
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I have climbed the fence, I'm halfway through the Forest Ghost House, a tricky level. This was a week ago though, I haven't been home since and it'll be a while until I go home again, so for now nothing is happening on the SMW front.
Zoey Ridin' High <Fabian_> I prett much never drunk
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Hey everyone, you should check out the crazy new SMW project going down here at SDA. It involves making a single segment of every level in the game to showcase each level done at its best without the constraints of a long, segmented run. We are doing every level small as well as caped, so if anyone has any strategies or routes for some of the tougher levels to do small, please share! Demo videos are also welcome (.smv is fine).
JXQ
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To me, it would be annoying having to do the cape levels over and over hoping to get optimal flight speed. So have fun with that! How will it be determined as to which switch palaces will be activated for each level?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
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No Switch Palaces EVAR!!! Really.
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Joined: 6/15/2005
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It's too bad I don't have: a tv a snes an smw cartridge recording tools If I did, it'd be cool to take part in this. I'd go for the tricky levels of course :)
Zoey Ridin' High <Fabian_> I prett much never drunk
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You have a controller? And you don't have a tv? You use controller for emulator? It's too bad you can't participate, I'd gladly dump some of the hard levels on you. As it is, if no one else takes them I'll get stuck with them. And you can still participate by making .smv to show if a trick is possible (like my map of VD3, or Cheese bridge secret exit).
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Well, no. I use the keyboard for emulators. I meant to include everything snes-related in "a snes". I also lack vcr's and anything else. Just assume I have exactly nothing :)
Zoey Ridin' High <Fabian_> I prett much never drunk
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Fabian, please still help with this project by making .smv videos. Right now I'm doing (when I'm not working on my 11 run) Special World small, so any videos of these levels would be a great help.
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Well right now Fabian is away from home so he can't do that. Besides, he's got 96 exits to work on anyway. EDIT at below, check your pm in a couple minutes.
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JXQ
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jimsfriend, you mentioned another idea for SW4 you weren't sure if it was possible. Do you want me to try out an idea for you? (Nothing comes to mind for me, except one idea that needs the green switch, which makes it lame by default)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
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I was working on my run of Funky small for the SDA SMW Individual Level Runs when I came across a cool glitch. If you jump up onto the song blocks where a Sumo Bro stands about midway through the level (after you kill the Sumo Bro), on top of the leftmost song block and the one right next to it are 2 invisibe blocks Mario can stand on. If you jump onto the row of song blocks from the right, and then run to the left, you can be pushed into the invisible blocks. You must hold right or these invisible blocks will push you out. When you are inside the invisible blocks, Mario will bounce up and down rapidly on the song blocks (without getting air) and he will rapidly collect coins. These coins are unlimited, and keep coming until the level time runs out. The coins only come from the leftmost block and the block right next to that, but you can only collect them from the leftmost because the other one will push you out. I had just recently downloaded snes9x, mainly so I could watch JXQ's amazing demo videos of VD3, Groovy, and CM small (thank you JXQ). I decided to make a video of this glitch since I had the emulator. It is one of my first times playing on an emulator, and I'm not used to the keyboard, so excuse the sloppy playing. Here is the video. Oh, and another glitch I found on Funky: it is sometimes possible to throw/push a shell through the skinny green pipe that has a Dragon Coin to the right of it and has the two rows of song blocks and ? blocks right next to it. I am wondering if it is somehow possible to push Mario through this pipe, since you can get a shell through it. Every time I push a shell through, I am standing on the left side of the pipe, I haven't tested the right side.
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jimsfriend wrote:
From this page which is filled mostly with junk I found these two glitches. Glitch: Fire Cape: Eat a Cape and a Flower at the same time with Yoshi and you will have a Cape and a Fire Suit. Information in this section was contributed by videogamer. Glitch: Small Mario with a Flower or Cape: Get a Feather or Fire Flower at the same time Super Mario gets injured. Information in this section was contributed by videogamer. I don't know if they work, but having a cape and a flower at the same time would mean you don't have to switch during bosses.
I just tested both of these thoroughly, but I couldn't get either of them to work (that was probably expected). For 1, the fire flower takes priority over the feather with yoshi, so you only pick up the fire flower. For 2, the flower takes priority over the enemy. They might be possible, but I don't really think so. I've never heard of either of these glitches, and it seems to me that the programming of the game would prevent at least these kind of glitches from occurring.
Joined: 6/1/2006
Posts: 64
From my RAM-poking it looks like there's a single byte that stores your powerup state, so I'd rule the fire/cape thing out immediately... Only thing that might give you any unusual powers is having a powerup level of greater than 3, which seems unlikely to occur within the game's engine.
Joined: 6/20/2006
Posts: 142
What happens when you force it higher?
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Joined: 6/25/2006
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Location: Fort Collins, CO
Hello all. I am working with thegreginator on a console 11-exit speedrun. I have recently come across a cool new trick. If you hold left and right at the same time while riding lakitu cloud/p-balloon, you can go much faster than normal and you can move through walls and certain blocks. Using this method I can get a 277 on tubular. The current TAS just jumps across the level with a cape and gets a 274. This movement is must faster than walking, and it might even be as fast as running or flying but I am not sure. I tried to perform this trick on an emulator so I could make a video, but it wouldn't let me press left+right at the same time. Hopefully you(Fabian) can do this, as it will gain three time units, unless you already do something different than the current run to get a better time. I'm not sure if my method is slower due to fadeout lag or somelike that. I know you already did special world and don't want to go back to fix a little problem, but I think 3 timeunits is a lot. Hopefully this won't desynch or something like that so it will be easy for you to edit. The other use for this is more for jimsfriend. It is only beneficial if you have to be small for this level. I can get a 187 on this level, and in his small topic at SDA he said his best time was 186. What I do is get in the cloud but instead of going to the right, going through the gap and jumping off to get the key, I go straight up after getting the cloud(to the left of the wall), do the trick to go through the wall, jump up and get the key in the hole. Sorry if everybody already knows this but I just wanted to tell you all because it is a very cool trick that is helpful. Thegreginator was actually the one who first did this on accident. We never knew how to do it but it would always happen when we didn't want it to. I finally took the time to figure out the trick after I had trouble with tubular jumping across and wanting an easier way. I told him how but he still can't get it to work. Hopefully you can. I am also very sorry for the many run-on sentences I used and the NUMEROUS commas I put in. I hope this helped. EDIT: That middle paragraph torwards jimsfriend is about Star World 3. I thought I originally put that in but apparently not. Sorry about that.
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I think he could avoid the necessity of going back by making one of him run categories "Does not use left+right".
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JXQ
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How are you guys going to use a left+right trick at SDA? Also, the speed of this trick oscillates in the following way: 52, 51, 50, ..., 37, 36, 52, 51, .... Which at its peak is faster than any form of travel in the game, but overall averages to a speed of 44, which is between the speeds of running (35-37) and sprinting (47-49). 51 is the fastest possible flying speed.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Former player
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Very cool. I'm torn on the left+right issue here, so I'm not promising to go back and redo it. I'll have to think about it. A speed of 52 is cool though. Nice find.
Zoey Ridin' High <Fabian_> I prett much never drunk