Forum posts

Forum: Excitebike (NES)

Thread: Excitebike or Track & Field first?

Started by: FlyHecFlyHec

Let's go! Haha, I wanna see you decimate the Track & Field speedruns, but I'd love to see you come back to Excitebike too.

Recommended timer:
http:/​/​livesplit.​org/​downloads/​

It takes a little getting used to, but it's really nice to have it do many functions. For example, with Excitebike you can set it up to enter in the in-game time splits as you go and it will add them up for the full run.

FlyHecFlyHec likes this. 

Forum: Excitebike (NES)

Thread: Honestly don't know where to start?

Started by: NEStalgiaNEStalgia

To qualify I would suggest just getting used to angling the bike on the landings to properly land without ever crashing. I'm sorry I never made a proper guide, but I will... I just haven't had the time.

 

Forum: Excitebike (NES)

Thread: Level 1 Ramp Boost

Started by: nickculbertsonnickculbertson

Sorry for the late reply. You need to build up speed by tilting all the way forward off the triangle ramps and then pressing left for a split second when hitting the ground the maintain the speed. Then hold "right" immediately after pressing "left."

FlyHecFlyHec likes this. 

Forum: Super Mario Bros.

Thread: 2 minor tips for 4-2 and 8-2 I haven't seen mentioned

Started by: threecreepiothreecreepio

The strategy in the warp zone in 4-2 is likely the only way to potentially save the 4-2 FR IMO. Being perfect beforehand just isn't going to happen realistically.

threecreepiothreecreepio likes this. 

Forum: Super Mario Bros.

Thread: 2 minor tips for 4-2 and 8-2 I haven't seen mentioned

Started by: threecreepiothreecreepio

^I wondered that exact scenario. If running off is just as fast I might consider that strategy whenever I end up going back to any%.

 

Forum: Super Mario Bros.

Thread: 2 minor tips for 4-2 and 8-2 I haven't seen mentioned

Started by: threecreepiothreecreepio

I also use this in the walljump room (for the walljump so you don't turn around), but often get nervous about doing it.

ThelxinoeThelxinoe and Lul_ecks_deeLul_ecks_dee like this. 

Forum: Super Mario Bros.

Thread: 2 minor tips for 4-2 and 8-2 I haven't seen mentioned

Started by: threecreepiothreecreepio

Yea, I use this in a number of places including 1-2G to go left after loading the warp zone (makes it so you don't turn around and your jump doesn't have to be frame perfect). The 4-2 one I never really considered using, but that's interesting.

Suggestions like this always stir my brain. I question whether another FR is possible in 4-2 if you could optimize the movement. Jump to the end of the overhang and press "right" on landing to move to walking speed, then immediately left+down to fall like the TAS. I've tried some similar things to this, but could be helpful to save more frames even if it can't reach the next frame rule.

ThelxinoeThelxinoe, Helaman_HatcherHelaman_Hatcher and Lul_ecks_deeLul_ecks_dee like this. 

Forum: Super Mario Bros.

Thread: Why there should be a 100% category in SMB1

Started by: QactiQacti

I understand the sentiment behind it for sure. However, since the game gives an ending after one completion I disagree. Lots of NES games give multiple loops with harder and harder difficulty as they progress. If it were setup like Ghosts 'n Goblins I would agree with you though.

eddiecatgamingeddiecatgaming, Jack_RJack_R and 3 others like this. 

Forum: Excitebike (NES)

Thread: Slight Rules Modification

Started by: AndrewGAndrewG

I realized there was a slight oversight for the excitebike categories. If you don't beat track 5 faster than 1:14.00 you don't qualify the track (and thus, don't technically complete the run).

That said, I've modified the rules. The current listed runs will stay up as grandfathered runs because of the oversight.

MetalHeadMetalHead likes this. 

Forum: Excitebike (NES)

Thread: Speed display ROM hack

Started by: -7-7

Interesting! I may use this eventually. I feel it could help improve times potentially. 🙂

 

Forum: Super Mario Bros.

Thread: Legitimate Question

Started by: finnaboingfinnaboing

It goes brings lot of things to my mind though.

For example, let's say I hooked up two NESes to play smb using 1 controller output to two TVs... one uses romhack and one uses the original cart. Could I do this to know subpixel values that tells me every specific of whether I executed things correctly?

How about if I made a device that just moves my fingers to press the inputs like a TAS? 😃

PS: If you tape down the "B" button, you can't press "start" on the title screen to start the game.

LikeLike, MilerskiMilerski and 6 others like this. 

Forum: Super Mario Bros.

Thread: Legitimate Question

Started by: finnaboingfinnaboing

Personally I would say no, since you're using a physical object to assist you. He does have a small point about using splits though. In the past, I also considered taping down the B button, but never did.

Technically it's controller modification I'd say. I think I would reject a run that had it.

As for splits, sure I guess they help, but what about chat on twitch even then? Like technically, chat can help quite a bit too (let's say they could identify framerules by the coin flash: me). It gets into semantics a little bit.

I just wouldn't classify splits as a "tool" necessarily when there's also a way to identify the same thing in-game,

ThelxinoeThelxinoe and LikeLike like this. 

Forum: Super Mario Bros.

Thread: 1-2G Consistency Improvement (Theory)

Started by: AndrewGAndrewG

I've been doing 1-2G attempts a bit more now that I'm working on any% again. Once you've clipped through and need to jump back (move left) to the world 4 pipe, you typically need to do a frame perfect jump in order to prevent Mario from facing leftward.

If you hold left+down while making the turnaround, it forces Mario to face rightward and gives you some leeway on the jump to the left. The only issue might be that it might not be fast enough to save the frame rule if you don't jump frame perfectly. However, I believe it should work and should help slightly with consistency.

The same applies for the walljump in 8-4 by holding right+down while walljumping backwards in order to prevent an accidental walljump turnaround jump.

RT_1RT_1, KingOf_JonnyBoyKingOf_JonnyBoy and 7 others like this. 

Forum: Super Mario Bros.

Thread: PAL Full FPG

Started by: AndrewGAndrewG

Just curious, does anyone know exactly why it works on PAL and not NTSC? My theory/guess would be that Mario can jump lower on PAL, but I'm not exactly sure that this is the reason.

 

Forum: Return to Subcon

Thread: Rules Discussion

Started by: GlitchCat7GlitchCat7

I like "Any%" + "all levels" + "andrewg%"

Seems fair. Allow everything for any% and andrewg%, and make "all levels" just by banning the vine glitch.

 

Forum: Return to Subcon

Thread: Rules Discussion

Started by: GlitchCat7GlitchCat7

I think both should be allowed.

I can see people not wanting suicide code because it's a code though. I'd definitely like to hear others' input.

 

Forum: Return to Subcon

Thread: Rules Discussion

Started by: GlitchCat7GlitchCat7

As for continues, I guess I'm in favor of it. I find it amusing because that strategy results in a softlock (so you'd have to reset anyway ;)). I'm amused and happy that this is a thing at least. Lost Levels SNES any% has a similar kind of gimmick, so I'm OK with allowing it.

HOWEVER, this does require use of suicide code. I'm curious people's thoughts on using the suicide code in order to quickly kill yourself (restart any area with full health). Or in the above circumstance. Thoughts?

It's kinda like if you allow one, you have to allow both here.

 

Forum: Super Mario Bros.

Thread: 1-2 Clip Sprite discovery

Started by: RoyLTRoyLT

That's neat! Nice work.

RoyLTRoyLT likes this.