Koffing said he will be returning to the game soon, but I agree we could use another mod. ILSMB, would you like to become one?
About the loading times- the 38s and 45s are fairly consistent. This is almost the same as the old system we had, but much easier to understand. And again, I know that the columns are named inaccurately, but I can't do anything to change that.
What ILSMB and vibe said.
Also, the reason the columns are called "time with/without loads" and not something more descriptive is that I can't customize what the columns are called. If I could, I would change the names to decrease confusion, because they're confusing as they are now.
I don't think I've seen that before, thanks for pointing it out.
I know that works when starting on ice (like 5-3), but I didn't think jumping at the start made a difference in normal levels.
For now, we only add the loading time for any% because it is the most competitive category. We may change the rules in the future.
Which video(s) do you think use an autosplitter? I personally just use livesplit on my laptop while playing on DS.
Only double and triple jumps from what I remember. But we still don't fully understand the RNG manip.
I'll try to see if I can make it consistent.
I mainly keep the shell until 8-8 because I feel more comfortable with it. I don't think it loses that much time; a few seconds max. What levels do you think have the biggest timesave for going without the shell?
that would be fun. Not sure how we would set them up on this website, but we could try making separate leaderboards or something
Why would you do fast 4-2 but not 4-1 FPG? And if you're consistent at fast 4-2, why would you do 8-3 FPG instead of 4-1?
We decided to only take out loads for any% because it's by far the most competitive category. I won't be upset or anything if you beat my PB. If you think loads should be taken out then I could try doing that.
Thanks! A possible route that might be faster is skipping the toad house in world 1 and getting the shell from the item box in 3-1. This saves 15-20s by not having to go into the toad house, but the downsides are that you swim slow for the first half of 3-1 and you don't have the shell in world 8. I'm not sure how much time shell in world 8 saves over fire (if it even is faster), but I'm more comfortable with the shell. I also messed around with doing 3-A instead of 3-1, but I don't think it's viable.
I just got a new PB (WR!) earlier today, so you can see the route I take. I do use the item blocks, like you suggested: Not sure if it's the fastest route, though.
I think I remember it being possible to do the quick kill without the shell, and it might even be quicker. I'll have to test that out.
If you were wondering, the reason I have blue shell at that part in cannonless is because I use a kind of weird powerup route. I get fire in 1-1, blue shell into inventory in 1-toad house, use the shell from my inventory in 2-Castle, get a second blue shell in my inventory from the block in 3-1, get the mini shroom from the block in 5-Castle, then use the blue shell in my inventory in 7-Castle. I'm not sure if it's the fastest powerup route for RTA.
In my cannonless runs I have the blue shell at that part so that's an easy timesave. Thanks!
It's not faster to get the shell from the toad house and do TAS cycle. The reason I went for TAS cycle in my any% runs was just to minimize the timeloss from not getting good RNG. The reason I didn't go for it in runs with good 1-2 RNG was because doing TAS cycle as shell mario is harder and has a risk of dying and wasting a run with good RNG.
I have a few tips, but it's really hard to get down and needs lots of practice. I wouldn't recommend for you to try doing this in any% runs.
It's easiest to do with small mario, like in the videos I posted in the other thread. So practice it like that.
For the first three jumps, you just have to optimize them really well. They're not frame perfect, but you don't have too many frames to spare. What I mean by optimize them is to jump as soon as you can in the level, then make the jump short enough so you just make it to the next platform without wasting too much time by jumping too high, then jump again as soon as you can, etc.
The game won't let you do a walljump if you're too close to a floor, so the third jump in the level needs to be as high as you can before quickly walljumping.
I'd practice that first part for now, and I can give more tips for the rest of it after if you want.