Some questions
9 years ago
Texas, USA

So I have a relatively technical question (might add another later.)

I'm not quite sure of the answer to this... I would like to know what the frame rate of this game is? I would think it's 30FPS just because it's a relatively pixely game, frame perfect tricks aren't too hard to do, hit boxes aren't exactly the best, etc...

Or am I wrong? Could it be 60FPS?

ANSIA piace questo
Virginia, USA

Hm I didn't know there were frame perfect tricks in this game. I don't know what the frame rate is though.

North Carolina, USA

It does run at 60 fps. I'm not sure if there are any frame perfect tricks used in the run. Double jumping with the shell is a pretty small window, but it doesn't feel that small. Maybe 2-3 frames. Wall jumps with mini-mario are 1 frame I'm pretty sure.

Texas, USA

I'm able to very consistent double and even triple jumps with the shell, and it's very useful for levels like 5-1 and 5-3 in some places, which allows me to finish the level about one full second IGT earlier in each level.

I know that it's also possible to run under the shelled monsters with the horn (narwahls?) in 5-3, if you duck at the perfect time right before, because they jump up right before they start charging at you. I think that's close to a frame perfect trick, which means, if 8-3 wasn't a factor in Any%, the shell would be useless after 1-Cannon.

I have trouble getting consistent vertical wall jumps with mini mario however, what's the trick to it? Or is it RNG? Could explain how it's actually done? I'm thinking that it's supposed to be neutral on the D-Pad right when you hit the wall, or maybe Mini Mario just clips into the wall which allows it?

North Carolina, USA

Never actually could figure out what caused it, anyone else know?

Italy

Always thought DS games were capped ad 30 fps for some reasons, but NSMB does seem smooth.

Other precise 'tricks' I know are: -Jumping off a switch without landing on the surface, activating or not, depending on which frame you press jump, seems not possible on boss switches (I guess 1 frame each, 1 before landing on the switch for not trigger the switch, same frame to trigger it). -Shooting fireballs missing koopas, on the same plane surface (don't have an idea on how it's precise) -Double/triple jumping without holding the run button, preserving all the momentum you have (~1-2 frame window,quite sure smaller than blue shell double/triple jumps) -Double/triple jumping bouncing off an enemy/falling from a surface (same as the last one, I guess the game checks if Mario has the the right conditions to have a normal double/triple jump window that's around 10 (??)) -Jumping off those similar to launchpads things in 4-Ghost House, freezing some elements on the level (remember it being precise, ~1/2 frame window). Getting flawless mid-stair without any slow down at full running speed (stairs like the ones at the end of 1-1) -Skipping cliffs without the fire flower and losing momentum (I think 1 frame before landing on cliffs??) -All the tricks relative to fireballs (they all have the same window, I guess around ~3/4 frames) skipping cliffs skipping launchpads losing no momentum on slopes (making levels like 2-3 a few frames faster) -Doing the 8-castle trick a little before the flag (very precise, don't have an idea)

Not completely sure about any of these, also don't know about about vertical-mini jumps too I guess TASers are the people who know the most about this stuff.

Texas, USA

I've actually had it happen where fireballs will jump over small enemies such as Goombas and Koopas, It always pisses me off when it happens lol...

I've only ever had the flawless mid-stair on 1-2 Normal Exit. It's extremely hard to do, and it's not worth the 1 second IRT to try to avoid it, unless there's a consistent trick to it.

Double and triple jumps are canceled when you land on an enemy. The double and triple jump off enemies was introduced in NSMB Wii.

There's also really no reason to double / triple jump without running, so that's out of the question LOL

Landing on a switch and not activating it seems to happen to me a lot when I'm not careful.

8-Castle trick before the thwomp hits you? Yeah that's hard, I just choose to damage boost through that instead of a different place.

Italy

The interesting thing about land cancelling is that you can keep even higher amount of momentum you'd normally get with a normal running speed.

The only condition I know is this one (minute 1:40)

Also, I meant the first castle and the trick is here (an easier not-TAS version)

Sorry, for going out of topic, thought we would have listed and talked (??) about all the precise things of his game as they're related to the framerate and mechanics of the game.

Texas, USA

That's actually not off topic at all.

So what you're saying is: Land canceling is similar to the SMB3 method of sliding down a hill and jumping to keep your momentum?

Italy

Ground pounding on a slope and jumping once you land gives you momentum pretty fast, it's just that the ground pound takes too much time generally to be faster and since this given momentum doesn't exceed the normal running speed, it's useless to land cancel. Mega Mushroom is a special case since the momenum does exceed the normal running speed and it's worth to try land cancelling in levels like 7-6 where you 'd use the mega, while you have that extra momentum mid-air you don't even need to press the run button.

Don't know how momentum works on SMB3, hope I made my point clearr.

Virginia, USA

There's no way the shelled monster trick is frame perfect. At least with small mario. I'm 99.99% consistent and I'm a scrub. The vertical wall jumps seem frame perfect. The stairs are really hard for me. They are probably frame perfect.

Texas, USA

I've actually been testing that land canceling thing...

So the momentum is there and it is faster than normal running speed. However, it goes back down to normal speed after the first two or three jumps. If you also manage to get a triple jump while doing the land canceling trick, mario will stop running completely, as if it's the stopping edge on 1-4 right before the flag, even though there is no real edge to stop you during the trick.

But I haven't tried it with a Giant Mushroom yet... Guess I should get to that haha :P

Italy

If you do manage to get a land cancel landing from the triple jump, you don't get "stopped" and you can countinue your streak. This also doesn't happen anyways if you press the key on the D-Pad in the direction you're going before and during landing. As mega mario it's not a problem.

Nice thing is that you can double and triple jump on slopes doing this land cancel losing 0 momentum.

Italy

Found that vertical jumps are more likely if you press the jump button and the key of the opposite direction mario faces before touching the wall at the same frame (I believe). Still, it's very hard and needs momentum, so we can't do multiple vertical jumps in a row sadly :'

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