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Ohio, USAbeardylocks1 year ago

Here's my official petition to have an All-Stars sub category extension added for Frog% runs. The differences between the two versions of the game warrant the sub category request. I've found that several strats have to be altered from regular frog% runs due to the changes in how collisions work (hello no 30 frame pauses). Additionally, the level design change to 4-4 completely changes how the level is played. There's some other differences as well; one major change is that buffering inputs over the bros on map transitions does not work. Anyways....

I envision the category rules being as follows:

  1. The player must run into the first goomba in 1-1 in order to become frog Mario.

  2. Timing starts as soon as Frog Mario appears on the world map; time ends upon wand grab in 1-5.

Accidentally equipping items that change Mario's power up state (except for the star) voids the run. Run is also voided if the player fails to run into the goomba in 1-1 in order to change into frog mario. It is fine to equip the star. You can still use the music box and hammer on the world maps.

The game genie codes below make this run possible:

Change To Frog Mario Whenever You Go To The Map CB69-AC07 D069-AC67

Collisions Turn You Into Frog Mario D9A8-6CAA

To date DisasterKatti and myself have both ran Frog% on All-Stars. Our runs are listed below for reference:

Katti's run: My run:

And yes...I've finally accepted that Frog% is a meme. I don't care lol.

Miggle13, GungeonLover y 2 otros les gusta esto
Ohio, USAbeardylocks3 years ago

Alright, who's attempted to run SMB1 in 3dsen yet? It's kind of trippy to speedrun in that emulator as things like pipes and cannons rotate as you run past them. The mechanics are essentially the same but the visuals definitely make some things a bit more difficult imo.

KilleDragon les gusta esto
Ohio, USAbeardylocks4 years ago

So I've managed to come up with a consistent way of beating 1-2 in an any% run without having to do both pipe lip jumps. My question is related to optimal time in the level. I know the goal is to finish the level with 346 remaining (not going for wall clip); however, how does it play out with regards to frame rules? Is it a good strategy for people new to running the game for example? Below is a video of what I've come up with.

kcaj, Lul_ecks_dee y 3 otros les gusta esto
Ohio, USAbeardylocks4 years ago

So I've been grinding on 8-1 and learning the various pipe lip jumps throughout the level. I noticed some odd behavior with how the goomba despawn strategy works and I'm kinda baffled if it's due to sprites on screen and/or framerule.

Essentially after doing the second pipe lip jump I noticed that the set of three koopa's doesn't always spawn three (sometimes two). Regardless of two or three being spawned, if you don't kill the first one in that set it will not despawn a goomba in the next section. Killing the first koopa always seems to despawn it. Any ideas as to why it's only spawning two koopas, and the issue with killing the first one to despawn a goomba? As a caveat I also noticde that if two koopas were spawned the plant in the pipe is also spawned whereas when three are spawned it isn't.

Below is a clip of where only two koopa's were spawned for reference. Any ideas?

KilleDragon les gusta esto
Ohio, USAbeardylocks4 years ago

So currently I'm running any% at 5:11 and some change. I've started to incorporate pipe jumps starting with 1-2. I know I need to learn the pipe jumps in 8-1 to pick up 5 seconds on that level. Where else can I pick some time up (excluding the wall clip in 1-2 for now)? The video of my most recent run where I've incorporated the 1-2 pipe jump is below for reference:

I know I totally biffed the second room in 8-4 by accidentally missing the hidden block. Can I pick up some time yet in the turn around room right after (the one before the swimming section) or in the swimming section itself?

KilleDragon les gusta esto
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