Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
What? Did you test this yourself? Isn't using Raccoon Mario a hell of a lot slower than just using Super Mario?
Player (73)
Joined: 12/20/2006
Posts: 154
One thing I always wondered but figured was wrong, was can you walljump repeatedly up to the warp in the first castle, avoiding having to get any mushrooms/leafs at all until the auto scrollers? Its probably slower or impossible, but just thought i'd mention it.
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Never thought of that. Can you repeatitively walljump off the same wall? I wouldn't think so. While on that subject, could you possibly slide through that wall to save any time?
Super Mario Bros. console speedrunner - Andrew Gardikis
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Hmm, actually, why not? I thought the only real prerequisite for a walljump was "landing" at a tile boundary, which shouldn't be a problem to arrange after a successful walljump. Also, Andrew, you might want to link your runs like this, so that they won't make your signature that long:
With warps - 5:00 Without warps - 19:57
(Because honestly, that appears a bit too long.)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Player (73)
Joined: 12/20/2006
Posts: 154
From the mario tricks: To perform a walljump, you need two things: * Some horizontal speed (towards the wall) * Mario's feet must hit the wall exactly at a block boundary (every 16 pixels) I don't see why you can't continually walljump, its just a matter of is it actually slower? Edit: actually, I know you can jump up there, but I don't think you can make it high enough to a tile boundary. I'm just going on memory here, and I don't feel like checking right this instant whether you can do it or not.
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
I've checked myself and it certainly too high to make a ideal connection with the tile boundary. EDIT: I did some testing on the first level and I managed to get the weird running effect seen in Level 2 of Nitsuja's WIP, although sadly Mario lost a huge amount of momentum activating the trick, so it ended up being slower, it does make me think though could activating the effect at the start of level 1 save time. http://dehacked.2y.net/microstorage.php/info/5540/Super%20Mario%20Bros.%203%20%28U%29%20%28PRG1%29%20%5B%21%5D%20Genisto.fcm If a one frame improvement can't be found, I have a different route through the level which is 3 frames slower, but would at least mean you don't have to sacrifice time at the end and would prevent viewers from thinking that they've witnessed an obvious improvement/mistake. EDIT_2: Sorry my mistake, being there quicker meant you were able to sacrifice time in order to get the mushroom card.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
AKA wrote:
Sorry my mistake, being there quicker meant you were able to sacrifice time in order to get the mushroom card.
But does the mushroom card really help anything? I thought Genisto got the flower card later without slowing down.
AKA wrote:
I did some testing on the first level and I managed to get the weird running effect seen in Level 2 of Nitsuja's WIP, although sadly Mario lost a huge amount of momentum activating the trick, so it ended up being slower, it does make me think though could activating the effect at the start of level 1 save time.
The effect is simply what happens if you go at P-speed or faster without a full P-meter. It could probably be done in 1-1 without losing any time, but it doesn't change your speed and thus cannot possibly save time.
stanski wrote:
can you walljump repeatedly up to the warp in the first castle, avoiding having to get any mushrooms/leafs at all until the auto scrollers
A single walljump could be enough to get up there, but it seems to be just barely impossible to jump high enough to do any walljumps. If only there could be a way to get a koopa shell into the level...
Kyrsimys wrote:
What? Did you test this yourself? Isn't using Raccoon Mario a hell of a lot slower than just using Super Mario?
Normally, yes, but maybe not with the way I beat 1-2, so I think Chamale's proposed route change has potential... maybe.
Chamale
He/Him
Player (182)
Joined: 10/20/2006
Posts: 1355
Location: Canada
How could Raccoon mario be slower than Super Mario in any scenario? I can see him being slower than little mario (going under a gap) but not Super Mario. With that said, I think the best place to get the mushroom (if the wall-jumping thing could work) would be that one part of the first autoscroller where the current run grabs a leaf for points. The fire flower would be grabbed in the last run's place.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
On second thought, I don't think it could save any time. Even in 1-1 Raccoon mario is just way too slow compared to Super mario. I'll test it some more though... EDIT: Yeah, definitely much slower. I didn't realize Racoon mario slows you way down even for a regular jump with an empty P-meter.
Chamale
He/Him
Player (182)
Joined: 10/20/2006
Posts: 1355
Location: Canada
No, really, WHY is he slower? I don't know much about SMB3 physics. I don't understand why he's slower at all...
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Chamale wrote:
No, really, WHY is he slower? I don't know much about SMB3 physics. I don't understand why he's slower at all...
I haven't tried disassembling the game's code, but I think it does something like this:
onJump:
  if (mario.power == raccoon)
    mario.speed = very_slow;
And Raccoon Mario's P-meter resets to empty after a short while, which can only be avoided if you have a different power.
Player (73)
Joined: 12/20/2006
Posts: 154
Ugh yea that block to walljump is just a bit too high, even when jumping off of the question mark block from the other way. Why do programmers have to be stupid and put stuff like that so tantalizingly close?
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Chamale wrote:
No, really, WHY is he slower? I don't know much about SMB3 physics. I don't understand why he's slower at all...
He just is. Especially when you jump with a full P-meter, Mario starts flying, which is way way slower than jumping. As nitsuja said, even regular jumps are slower. Raccoon Mario is intended to be kind of bigger and clumsier than any other form I guess. And yeah, the P-meter simply resets after a while so you can't just run continuously.
Chamale
He/Him
Player (182)
Joined: 10/20/2006
Posts: 1355
Location: Canada
stanski wrote:
Ugh yea that block to walljump is just a bit too high, even when jumping off of the question mark block from the other way. Why do programmers have to be stupid and put stuff like that so tantalizingly close?
Question: Would it be faster to wall-jump up the side of the wall as Raccoon Mario, as opposed to flying up there?
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
You mean first flying up to the block and then wall-jumping when you reach the tile boundary? I don't think it's possible with that small an amount of speed. Plus when you jump with Raccoon Mario in P-speed, he'll just start flying again slowly. I haven't tested anything, it just seems impossible to me in my mind.
Player (73)
Joined: 12/20/2006
Posts: 154
Its definately slower because they can start flying immediately upon jumping in that room, flying up and rightwards at the same time, versus just going right then just going up with a jump into there and a wall jump.
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Chamale wrote:
stanski wrote:
Ugh yea that block to walljump is just a bit too high, even when jumping off of the question mark block from the other way. Why do programmers have to be stupid and put stuff like that so tantalizingly close?
Question: Would it be faster to wall-jump up the side of the wall as Raccoon Mario, as opposed to flying up there?
That was exactly what I was thinking. What about getting the mushrooms in a different order, and then walljumping after flying into the wall? Get the first mushroom in 1-3 then get the leaf in the castle and fly up to the wall and walljump there? maybe get the first mushroom in 1-1? I dont know which is quicker. I assume both these tactics would be slower.
Super Mario Bros. console speedrunner - Andrew Gardikis
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
andrewg wrote:
Get the first mushroom in 1-3 then get the leaf in the castle and fly up to the wall and walljump there? maybe get the first mushroom in 1-1? I dont know which is quicker. I assume both these tactics would be slower.
All the previous TASes did that, I would automatically assumed Genisto did enough testing to prove that using that method is slower.
Joined: 12/13/2006
Posts: 10
AKA wrote:
andrewg wrote:
Get the first mushroom in 1-3 then get the leaf in the castle and fly up to the wall and walljump there? maybe get the first mushroom in 1-1? I dont know which is quicker. I assume both these tactics would be slower.
All the previous TASes did that, I would automatically assumed Genisto did enough testing to prove that using that method is slower.
I would assume that as well.
<DeHackEd> every once in a while, a gamer feels the urge to complete SMB without warps, and then they remember just how hard world 7 really is
Chamale
He/Him
Player (182)
Joined: 10/20/2006
Posts: 1355
Location: Canada
I was screwing around with NEStopia on my Mac, and I somehow managed to discover not 1, but 2 new glitches. Unfortunately, as NEStopia does not have recording, I don't know exactly what happened. Unfortunately, this screenshot doesn't accurately show what happens. Basically, I shoved a bob-omb into the wall - if you zoom in, you can see about a third of it. This next glitch is far more interesting. As you can see, Mario is going through a wall. However, I did not duck to go through the wall. So I somehow went through a wall without going through a corner or the ceiling. If anyone can reproduce this on a recording emulator, that would be very good.
Editor, Expert player (2072)
Joined: 6/15/2005
Posts: 3282
Edit: Sorry, misread it. I thought you meant you did not duck-slide completely under the wall clearing the wall, when you meant you did not duck at all.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Sorry but I can't see those pictures. Can you put them somewhere?
Tompa
Any
Editor, Expert player (2214)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
Chamale
He/Him
Player (182)
Joined: 10/20/2006
Posts: 1355
Location: Canada
nitsuja wrote:
I continue to refuse to believe that there is not 1 single frame more to be found anywhere in the 1-1 I recorded...
In theory, if you press start on every single frame and it doesn't pause on some of those frames, it means that frame is lagging. Then find a way to eliminate that lag. BTW, that is not sarcastic or condescending in any way. It's a real suggestion.