Former player
Joined: 7/29/2005
Posts: 459
Location: Brazil
it worked for me.. and well.. this is really boring.. -_-
<small>My big signature was cleared by admin; i should read <a href="http://tasvideos.org/ForumRules.html">forum rules</a>. But... who does?</small>
Former player
Joined: 6/25/2004
Posts: 607
Location: Maine
Well I have to do it the whole thing, and every time I press left I just slow down and lose time. I think maybe it's just the effect of pressing Right & Left at the same time, I dunno. I can't figure it out.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Rick wrote:
Well I have to do it the whole thing, and every time I press left I just slow down and lose time. I think maybe it's just the effect of pressing Right & Left at the same time, I dunno. I can't figure it out.
Yes, if you press right+left at the same time, Mario's speed instantly drops to walking speed.
Post subject: SMB: Reverse Mushroom Trick
Joined: 1/1/2022
Posts: 1716
I noticed that the infamous "Reverse Mushroom" trick in Super Mario Bros. was not included in the SMB Tricks page...
Editor, Active player (297)
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This name does not tell me much of anything. Please provide some details.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Maybe he means the way you can run to the other side of a mushroom while it's coming out of the block to make it start moving in the other direction.
Joined: 6/14/2004
Posts: 646
Or maybe it's the thing involving hitting Bowser and the axe at the same time, so mushrooms make you visibly shrink instead.
I like my "thank you"s in monetary form.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
NrgSpoon wrote:
Or maybe it's the thing involving hitting Bowser and the axe at the same time, so mushrooms make you visibly shrink instead.
That would be related to the fiery Mario glitch.
http://tasvideos.org/SuperMarioBrosTricks.html wrote:
Note 2: The small-fiery-Mario trick is not explained on this page, because it's not really useful in making speedruns. It's however explained in detail at Wikipedia.
Joined: 1/1/2022
Posts: 1716
Hehe yep it's the one with the little fiery Mario
Joined: 11/15/2004
Posts: 804
Location: Canada
Bisqwit wrote:
http://tasvideos.org/SuperMarioBrosTricks.html wrote:
Note 2: The small-fiery-Mario trick is not explained on this page, because it's not really useful in making speedruns. It's however explained in detail at Wikipedia.
LOL. That's what I love about a user-created encyclopedia. You can write an article about whatever the hell you want.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Joined: 10/3/2004
Posts: 138
Heh, their writeup of world 36 didn't even mention world 36, so I corrected it =P
Post subject: SMB1: questions on getting through wall (for minus world)
Joined: 10/28/2004
Posts: 39
is "Going through bricks" the only bug needed for this when Mario is large? i'm assuming "Walljump" is not needed.. and why don't you need to steer away from the brick wall in order to be pulled in? yes, i've read: http://tasvideos.org/SuperMarioBrosTricks.html but am not entirely sure what bug is responsible for what. and how exactly does the ceiling set-up the interaction with the right wall? i see the animation here shows Mario facing forward for the jump, though everywhere else I've read about the bug has him facing backward, and i've yet to pull off the bug with him forwards. does his direction matter at all? also, does anybody know which, if any, of the bugs on that page (particularly the wall-related ones) made it into Super Mario All-Stars? (i can get through said wall in 1-2, but haven't pulled off anything else.) thanks
Editor, Active player (297)
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The mechanism responsible for the trick is the same as with walljump. You jump towards the wall so that when Mario starts falling, his feet gain a support in the wall (such support is found every 16 pixels in the vertical direction). When you do the jump in ducking mode, you can stop ducking as soon as Mario gains the foothold in the wall. The result of this is that now Mario's head is overlapping with the ceiling. This is enough to prevent him from being ejected from the wall to the left, and he will be ejected to the right instead. As demonstrated in the GIF animation, when Mario is ducking (equivalent to small Mario), he'll be ejected to the left, and when he's standing, he'll be ejected to the right. This is due to the close proximity of the left edge of the wall. When he's standing, the collision of his head dominates the test, and because his head is not close to a left edge, he'll be ejected to the right (no need to steer in either direction). Whichever direction you're facing has no effect to this trick. The whole point of this all is to gain access to the pipes before the screen has fully scrolled to the right. Hope this helps.
Joined: 10/28/2004
Posts: 39
Thanks for the speedy reply!
Bisqwit wrote:
When you do the jump in ducking mode, you can stop ducking as soon as Mario gains the foothold in the wall.
to be sure: the player has the option to stop ducking, or the game will make you stop ducking? if it's the former, then how come i've been able to do the trick without letting go of Down on the control pad? (though it's possible my finger slipped off in the fury of it all.)
As demonstrated in the GIF animation, when Mario is ducking (equivalent to small Mario), he'll be ejected to the left, and when he's standing, he'll be ejected to the right. This is due to the close proximity of the left edge of the wall. When he's standing, the collision of his head dominates the test, and because his head is not close to a left edge, he'll be ejected to the right (no need to steer in either direction).
cool.. i was wondering what that crazy quadruple pump was for. :) also, is the game ever ejecting him from the ceiling in this scenario, or does it merely do the ceiling collision test when ejecting him from the wall? i just want to be sure as to how many ejections are involved.
Whichever direction you're facing has no effect to this trick.
ah, so "steering" in this comment from the webpage:
The game ejects Mario towards the opposite of his steering.
means the actual direction of Mario's _movement_, not the direction he's facing?
Editor, Active player (297)
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Location: Arzareth
> to be sure: the player has the option to stop ducking Player has the option. > how come i've been able to do the trick without letting go of Down on the control pad? (though it's possible my finger slipped off in the fury of it all.) I don't think I know a way to do it without letting go of Down. > also, is the game ever ejecting him from the ceiling in this scenario, > or does it merely do the ceiling collision test when ejecting him from the > wall? i just want to be sure as to how many ejections are involved. I don't exactly know what it checks. Apparently, it checks Mario's feet for falling even when his head is in ceiling… but for ejections, the lower body does not matter. > ah, so "steering" in this comment from the webpage: I suppose it should be clarified, because this only applies you are airborne! When Mario is standing or walking, you can not cancel the leftside ejection. The only way to cancel the leftside ejection is to jump again and steer left (and that's why the ceiling is handy ― it allows fast repetitive jumps), or by being a big Mario and having him poke his head into the ceiling (again, ceiling is handy). To reword ― when you're entering a wall / corner but Mario's feet haven't yet reached the support, by steering to the left, the wall will eject to the right, and by steering to the right, the wall will eject to the left.
Post subject: Discovery I've made about Super Mario Bros...
Joined: 11/2/2005
Posts: 198
If your big mario and you jump into blocks and break them, if you duck and jump while in the duck position, you will stay in the air (unluss you jump straight up without moving sideways)
A life without cheese is a life without life.
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
Could you make an fcm that shows this trick? I tried pulling it off by following the instructions in your post but couldn't do it. It would be cool to see.
Post subject: Re: Discovery I've made about Super Mario Bros...
Editor, Active player (297)
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megaman wrote:
If your big mario and you jump into blocks and break them, if you duck and jump while in the duck position, you will stay in the air (unluss you jump straight up without moving sideways)
Stay air, as in levitate, or continue to jump upward? Continuing the jump upward, and a walljump, are demonstrated in this pic.
Player (206)
Joined: 5/29/2004
Posts: 5712
Well, now, that's a bit easier to understand than megaman's explanation.
put yourself in my rocketpack if that poochie is one outrageous dude
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Is this trick known? Or did megaman actually make a discovery?
Joined: 5/3/2004
Posts: 1203
What trick?
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Keeping upward momentum after hitting a brick. Just like megaman and Bisqwit and BOMF wrote. If you think it's not a trick, or already known or trivial in some way, it's so much easier to write it at once instead of playing this stupid set-up game, forcing me or someone else write a stupid post in which you already know what the answer will be, before you can step in with your brilliance. It's not clever.
Joined: 11/2/2005
Posts: 198
I wasn't trying to be brilliant, I've just never heard anyone talk about it.... WAIT! ARE YOU SAYING MARIO'S A STUPID SET-UP GAME?
A life without cheese is a life without life.
Player (206)
Joined: 5/29/2004
Posts: 5712
Nah, Truncated's just worried that Xebra's trying to be funny in a mean way again.
put yourself in my rocketpack if that poochie is one outrageous dude
Post subject: SMB - Minus World Loop
Joined: 1/1/2022
Posts: 1716
I did a search for this and nothing came up. I was wondering, is it possible to collect 100 coins in Minus World before the timer runs out? Because if so, you could just make a movie that loops forever. Record one run through getting hit to lose your mushroom (assuming you got big to get there), record one run through small, then use a hex editor to repeat that run until the timer runs out. Then repeat the small run until the timer runs out again, and you have a repeatable chunk that you can tack onto the file as many times as you want. I'm pretty sure it's possible too, since there are 28 coins in one run, and I'm sure you can pull off a run in 100 timer ticks. Should I try it? Does anyone else think this would be kindof neat?