Player (201)
Joined: 7/6/2004
Posts: 511
I would enjoy writing the stuff for mario tricks super mario world sometime. In the meantime I'll just try and explain real quick: When you are flying and you press forward you accelerate. However once you reach top speed you speed varies slightly, repeating every 5 frames. So you want to stop pressing forward when you are at the fastest of this oscillation. To find which is the fastest just try all 5 and see how far you get by a given frame.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Joined: 5/4/2005
Posts: 40
Location: Sweden
Do you lose speed by diving (i.e. keep holding forward so that mario descends quicker)? How do you do a b-style flying when holding something in your hands (like a p-block)? Also, care to explain how the jump-through-stair-glitch works?
Joined: 4/30/2005
Posts: 199
you press <---, backward...
Joined: 5/4/2005
Posts: 40
Location: Sweden
Flagitious just told me he has answered all the questions on the SM-Trick page. http://tasvideos.org/SuperMarioBrosTricks.html Edit: fixed a typo
Joined: 4/30/2005
Posts: 199
Is anybody going to make a new time attack with 96 exits whith the new faster played levels from the recent updated smw-movie. That would be cool.
Post subject: Demo SMV request
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I'd appreciate it if someone can make demo SMV files for the items that are still missing a demonstration in http://tasvideos.org/SuperMarioBrosTricks.html . Send them to me for making a GIF of them. Guidelines: Try to make it short, straight to the point, and minimize the amount of moving/animating objects in the scene. Make the SMV savestate-anchored and end it when the point has been demonstrated. (This invitation is also open for Rygar; substitute FCM to SMV, same rules apply)
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
supermegavkoy wrote:
Is anybody going to make a new time attack with 96 exits whith the new faster played levels from the recent updated smw-movie. That would be cool.
Not in the foreseeable future...
Joined: 1/1/2022
Posts: 1716
I saw Viper's speedrun of SMW, it was posted as an avi at a torrent site, the file is named "supermarioworld-timeattack-star96-viper7.avi" I'm completely new to this endeavor of speeding through the game like he has, and forgive me for asking this question, but in the video, this is all legitimate gameplay? (ie. no cheats or hacks or alterations of the original game?). In other words, theoretically these moves are possible and this type of game play is possible on the original console? I am blown away at the precision in which Viper can control mario (like in the final Bowser battle). Amazing. smoogiecat
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
Its all possible on a console with unmodified game and without cheats. However, it would require more than godlike reflexes, like being able to change the state (press and release) of a button 30 times pr second. This is why we use emulators, as they allow you to change the input every frame, to get 'perfect' control beyond human ability.
Joined: 1/1/2022
Posts: 1716
TNSe, thank you kindly for the reply. That is very interesting. SMW is probably my favorite video game of all time. It's very cool to see these amazing speedruns. :)
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
TNSe wrote:
Its all possible on a console with unmodified game and without cheats. However, it would require more than godlike reflexes, like being able to change the state (press and release) of a button 30 times pr second. This is why we use emulators, as they allow you to change the input every frame, to get 'perfect' control beyond human ability.
/me congratulates TNSe for the most helpful reply to this FAQ so far.
Joined: 1/1/2022
Posts: 1716
I noticed through most of the Super Mario that he was always flying because of picking up the wings. Do you reckon it would be possible to do it very quick without the wings?
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Please post in the right forum. Which game are you talking about? Super Mario Bros 3, or Super Mario World? If you edit the title of this post to include the name of the game you mean, I'll move this to either the NES or SNES forum.
Joined: 1/1/2022
Posts: 1716
Which forum? Sorry, I am new to this community.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Moved to SNES Games. To answer your question: flying is much faster than running, because running is pretty slow in Super Mario World. I also believe that it's impossible to finish the game with the fast route that goes through Star Road without using the cape to get to certain areas.
Joined: 6/4/2005
Posts: 130
Location: Ontario, Canada
Though for the record, the only 'wings' pre-N64 mario got was the P-Wing in the odd letter from the princess. SMW was a feather and cape. SMB3 was a leaf and racoon ears/tail.
Joined: 4/23/2004
Posts: 150
And i SML2:SGC the Carrot gave Mario bunny ears. Andreas
Joined: 6/6/2005
Posts: 124
Omega wrote:
Moved to SNES Games. To answer your question: flying is much faster than running, because running is pretty slow in Super Mario World. I also believe that it's impossible to finish the game with the fast route that goes through Star Road without using the cape to get to certain areas.
You would be correct. There are several exits that absolutely require flight. The Soda Bridge secret comes to mind. Another tidbit is that not only is flight faster, but fast flight physics/input are required to actually attain maximum speed.
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
I don't remember all levels in my head right now for the 12-exit (or how many there is) but I think flying is only needed in Star World 5, the long one with a huge gap that can be crossed with a bridge of coins. This is because I don't think the coin bridge will make it all the way to the key hole, and since you don't have visited any switch palaces at that time I think you must fly up here. Else you can use Yoshi as a good boost. Like the Soda Bridge's secret exit. I found it easier to use Yoshi than flying. Just drop him in the hole while jumping under the first goal post.
/Walker Boh
Joined: 4/23/2004
Posts: 150
I don't think the Cheese Bridge exit that leads to Soda Lake requires flight as long as you use Yoshi. Someone at GameFAQs said he/she had reached every exit except the oe to Top Secret Area without flight. It might be possible to spin-jump on the ghosts for that one, but I wouldn't know. Edit: Didn't see that you had already covered the Cheese Bridge question, Hans. Andreas
Joined: 6/6/2005
Posts: 124
Hmm, thought it was too far to use a Yoshiboost. Guess not. I don't trust ANYONE at GameFAQs anymore. Except maybe Kraise.
Post subject: Super Mario World, new trick
Player (201)
Joined: 7/6/2004
Posts: 511
Not sure where this should go, so new topic. http://www.wam.umd.edu/~darreon/nnn.smv This movie demonstrates the glitch, but here's some useless jabber: When mario holds a direction his speed is determined by some formula. The simple idea would be to have something like this:
if (holding right) {
    speed = speed + 3
    if (speed > 50) speed = 50
}
else if (on ground) speed = speed * 0.8
This is rather arbitrary, but Super Mario World does not use this formula, instead for the second equation it does something like this: if (speed > 50) speed = speed - 5 Maybe this is done so that if you are moving really fast and you hold to the right you don't instantly lose your speed, who knows. What is important to note is that speed will then fluctuate if you hold right: 50 -> 48 -> 46 -> 49 -> 47 -> 50 Also important to note is that if you're not holding right, your speed is never effected. Therefore getting to max speed and not touching the direction pad is faster than holding right! How much faster? about 3% A few other concerns. This only applies if you are not on the ground, but apparently touching the ground for 1 frame is like not touching it at all. The biggest downfall of all about this is that if you ever press a direction again, it will be like starting running from scratch. So once you start the trick you better finish the level without having to touch the ground for more than 1 frame, or gain so much time before you do have to touch the ground again that it is still faster. JXQ seems to have also discovered part of this trick, that is taking advantage of flying speed while not flying. Its the same thing except instead of running until you are at full speed he flies. This is just as fast as flying but requires the cape to start it of course. Sorry for not revealing this sooner. I wanted to remake the run of Super Mario World and surprise people, but as I started to make the run I kept getting very bad random fadeout time in iggy's castle (15 frames slower). I tried many times (that video is not the original remake I was working on, it was a quickly to get to iggy's castle), but eventually I just gave up. Then I moved and the computer the run was on was in storage. I would be happy if someone were to resume work and make this run. This trick is really pretty minor. But on a game like this where in most cases there isn't much you can do except make sure you're running to the right the whole time it makes a huge difference compared to the fluctuations we are used to. I would bet that there are other games out there that use a similar formula to determine speed and that the same trick could be used on those games. Also note that the formula I gave is probably not the real formula the game uses, but it seems similar in all characteristics.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Very interesting! Also demonstrates a new problem that may occur in certain levels with the scrolling if this trick is used - however pausing just one extra frame on the ground can correct that, although I'm not sure if the speed is at all affected (I'm guessing it is a bit). Now it's just a pain cuz both running and flying have some frame-testing needed to find the fastest speed!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Former player
Joined: 6/15/2005
Posts: 1711
Apparently I have the wrong rom because this movie desynchs right away for me. If anyone could help me out that'd be appreciated. Edit: Got it to work, thanks flagitious. This is very interesting indeed, it's too bad I didn't know about this when I started my SDW run, before I got the cape. Very nice!
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 6/4/2005
Posts: 130
Location: Ontario, Canada
It's both obsessive and beautiful to see this kind of detail in speedrunning... it is a visible depiction of the challenges facing beautiful minds that attempt speedruns but it's sad to think that someone would painstakingly rerecord a video taking into account formulas this tedious. Good luck to any who attempt it; definitely not my cup of tea.