Former player
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
SW1 is the only level that requires smashing blocks but there are other reasons that make levels impossible to do small. I counted and it will actually be 82 exits, or 86 if one trick is proven to work. -You can't get to top secret area unless you have a cape. You have to fly above the ceiling or under the floor to get the secret. -You need a yoshi or a cape to fly under the gate in cheese bridge area to get the secret. This also make soda lake impossible. -SW1 gate and key because of the brick breaking. -VoB 4 key exit requires a yoshi to get the key. -CI3 has a huge gap at the end where you need a cape to cross. Thegreginator and I have an idea to cross the gap but have not proven it to work yet. If this level cannot be beaten then it also blocks off Choco Fortress, CI4 and CI5. This totals to 86 exits, but I will also skip the switch palaces in my run so that makes it 82. Yoshi is considered a powerup. All future comments from me about small runs will be in the SMW topic.
Former player
Joined: 6/15/2005
Posts: 1711
jimsfriend wrote:
Ok I'll test that out. How much time did it take to get the shell in the item box vs getting the fireflower and changing twice?
It's been almost a year since we did it, so I don't remember. I would guess JXQ doesn't either.
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
I guess it doesn't really matters since we couldn't get anything to work. That's a bummer.
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Joined: 8/2/2004
Posts: 98
2 things: regardless of whether or not the concept will work or if it's liked... a) I don't think you need to hold "Y" throughout the entire thing. It got on my nerves. b) Your speed for the last little bit of YI3 was 48.. (after the screen moved up because you were on the ground for more than a frame or whatever)..
-Oz. If practice makes perfect, but nobody's perfect, why practice?
Former player
Joined: 6/15/2005
Posts: 1711
How does holding Y get on ones nerves?
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 6/4/2006
Posts: 267
Location: CO
skamastaG and I have officially decided to do a collaborative small-only TAS of SMW getting the most possible exits (around 90, we dont know the exact number yet). In order to get the most possible exits, it is necessary to beat CI3 (secret exit), because otherwise there would be no way to get to Chocolate Fortress, CI4, and CI5. This would be a shame because it skips a large amount of levels that could otherwise be played if CI3 wasnt blocking the way. I have done a lot of testing on CI3, and I think I have come up with a way to make it work. Here is a picture of it. All the explanation is in the picture. Getting past the gate with two shells is not a problem, so I didnt include how to do that. Note that the color of the shells doesnt matter, it's just for explaining purposes. Every time I have tried this, I have been stopped at the first jump right after the gate. Whenever I release the blue shell, it always kills the red shell. The times is doesnt kill the red shell I overshoot the red shell and miss the kick, just falling off the edge. I think for this to work, oscillating speeds have to be abused (like the p-switch jump in C#1) to better control the speed of the blue shell and Mario. I have tried this, but I just cant get it to work. I was wondering if someone who is better at controlling the oscillating speeds than me could possibly make a demo of this trick to prove whether or not it is possible. It would be a great help. It should be possible, I just dont know how to control the speeds right. I have done the red shell jump perfectly if I just leave the blue shell out completely. The place where you land on the red shell and the distance you get once you jump off that red shell should be pretty much exact in the drawing. It allows you to get far enough to have about 3-4 "squares" of the green ledge in your view. Another problem area for me could be (though I've never gotten that far) the blue shell jump. I am assuming the trick that jimsfriend uses in Misty Isle 2 to get over the pipe can be used here, but I'm not sure. I also have no clue how to do this. Could someone explain it to me or make a demo? Thanks. We are not going to "start" this TAS until we finish our 11 console run, but we are just working on ideas for now. Any other helpful tricks that could be used to beat the levels that are supposed to be "impossible" small would be appreciated. Thanks for your help and input.
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
If you don't like input you think is sloppy or lazy, don't watch anything I happen to make.
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Former player
Joined: 6/15/2005
Posts: 1711
I see no reason why this couldn't work. For the MI2 shell jump, you might want to watch it in frame advance with input display enabled to better understand what's going on. What you do is you drop the shell while Mario's speed is slow, increase his speed, catch up to the shell and kick it, then bounce off of it. Easy enough :)
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
Also in your emulator press cheat --> Search for new cheats --> scroll down to 7E007B --> click it --> click watch. Then scroll to 7E13E4 and click it and watch. It will display the values stored at these addresses (very helpful for this trick). 7E007B is mario's speed. 7E13E4 is the p meter which maxes out at 112.
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Active player (405)
Joined: 3/22/2006
Posts: 708
Ozmodiar wrote:
2 things: regardless of whether or not the concept will work or if it's liked... a) I don't think you need to hold "Y" throughout the entire thing. It got on my nerves.
Then turn off input display.
b) Your speed for the last little bit of YI3 was 48.. (after the screen moved up because you were on the ground for more than a frame or whatever)..
Yeah. Unfortunately, I tried about a hundred ways to avoid getting the dragon coin on top of one of the bridges and still stay at 49 and eventually I settled for 48. Since it wasn't a serious run, I don't think that really matters.
Former player
Joined: 6/15/2005
Posts: 1711
Wow because of input display Ozmodiar? That's crazy. FWIW I almost never released Y while hopping in the 96 exit run. I certainly am not beating myself up over this.
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 8/2/2004
Posts: 98
It didn't bother me to the point of being enraging, but I was looking for things that might be improved (such as that speed thing, eh? eh?) and I just noticed it. It was a mild irritation, perhaps "got on my nerves" was a little much.
-Oz. If practice makes perfect, but nobody's perfect, why practice?
Former player
Joined: 6/15/2005
Posts: 1711
FYI Ozmodiar, if you release Y you'll probably end up with an ugly unnecessary cape spin at some point, which is a pretty compelling reason to keep it pressed. Edit: eh. bleh. obviously only applies when you have a cape. Still though.
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 6/20/2006
Posts: 142
If you're looking at frame input and you see Y being held when it doesn't need to be I guess it could possibly be frustrating...although I thought it was amazing when left and right were not being held when mario was speeding through your run using the hop glitch (I hadn't done my homework)
Post subject: Super Mario World Minimalist Speed Run
mrz
Former player
Joined: 8/24/2006
Posts: 119
Location: New York City
Hello everyone. After downloading Viper7's speed run, i was so amazed and and tryed my own speed run. I did it well and even defeated bowser. But something happened when i played the movie at Star world 2. When i played it there, i get the key but miss the keyhole, but in the actual gamplay i did infact hit the keyhole, and it stays at the water place. Tomorow i wil make another speed run from that exact place. Please , can you show me if i can get even faster? This is my first speed run, and i didnt do that many cool moves. Thanks All
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
If by file uploader you mean a way to post your SMV, you can put it here (http://dehacked.2y.net/microstorage.php )
Former player
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
I am just wondering if a wall jump is necessary for the sw5 key. Couldn't you jump bounce off the shell then the pswitch and make it up to the key? Also, how can you grab the pswitch again after throwing it with the shell? I haven't manage to grab it again yet.
mrz
Former player
Joined: 8/24/2006
Posts: 119
Location: New York City
Former player
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
It keeps desyncing on the first level. Above emulator sync setting in the movie play menu it says SETTINGS NOT IN MOVIE;VERIFY: I don't know what that means but that doesn't appear for any other movie I have watched.
Former player
Joined: 6/15/2005
Posts: 1711
skamastaG wrote:
It keeps desyncing on the first level. Above emulator sync setting in the movie play menu it says SETTINGS NOT IN MOVIE;VERIFY: I don't know what that means but that doesn't appear for any other movie I have watched.
I think it means he uses an old version of the emulator, which does not store the settings used automatically in the smv. Or something like that.
Zoey Ridin' High <Fabian_> I prett much never drunk
mrz
Former player
Joined: 8/24/2006
Posts: 119
Location: New York City
I've used snes9x if that helps.
Former player
Joined: 6/4/2006
Posts: 267
Location: CO
If you grab the p-switch, you cant use the blocks to cross the level and must wait for that koopa to move to the right. It'd be much faster to just do a shell jump and two walljumps. In, fact, grabbing a shell would slow you down as well, but I dont know if you can make it with walljumps alone. I have been playing CI3 for a very long time, and cant get past the first part (where you kick one shell and catch the other one you have just dropped). The one I drop is always just a little too far ahead of me to reach it, even with frame advance and abusing oscillating speeds. Can someone else try this to see if it is possible?
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
SW5 can't be done with just wall jumps. It is impossible, JXQ showed me. If you only had one item with you would have to wall jump twice then shell jump if that would even be possible.
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Former player
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
I just found something that probably has no use in smw but may be of some use in sdw. I figured out how to somewhat control the oscilating speed of a lakitu cloud while doing the left+right glitch. If you let go of left+right while flying in a cloud and you jump straight up yourspeed freezes at whatever number it was at. I tried to see if you could jump the same frame you land in the cloud to keep the same speed throughout a level but the speed always went down two points. Doing this is probably faster than just pressing left+right but is slower than flying at a constant 51. You might however be able to get off the cloud at 52 and hop through a level at a 52 speed. If any levels start out with a lakitu cloud you could do this and hop at 52 and complete the level much faster. I figured this out on sky star world. It might work in this level but I am sure there are other levels too where this will be very beneficial. EDIT: There is also probably a way to jump out of the cloud and start flying at a speed of 52. This might be easier than hopping in certain situations.
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
Please make a demo.
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