It appears you’re playing a PAL cartridge on an NTSC console.
If I run the PAL version on my PowerPak, it behaves the same as I have an NTSC console.
Honestly, the best way we can help you is if you post a video of some gameplay.
Go for it.
Yes, the Wii version is permitted.
Well it's the "NES Trilogy" category, so that would be SMB2 (US Version). SMB2J is an FDS game. Looking at any of the runs also answers that question.
I mind if you repost it there. I moderate that game as well. You'll likely get a lot more responses from the community over there.
Since this has just been released, discussions within the moderation team need to be made before we determine how we will handle runs played on the Switch. Any runs that are submitted on that platform will sit in the queue until we figure out things such as the framerate, lag accuracy, etc.
The All-Stars leaderboard basically covers runs that span all four or five games.
The best place for this would actually be in the SMB1 forums as it covers both the NES and All-Stars versions, but I'll go ahead and answer some of this here. This is pretty much the same with the rest of the games as well, just go to the individual game leaderboard forums to ask your questions as those are much more active.
First of all, this version of the game is not nearly as popular to speedrun, so one could say the drive to push it as hard as the NES version may not be there.
There are a few differences on how the mechanics work on this version. For instance, if you attempt the bullet bill glitch on the All-Stars version, you're likely to softlock the game. The reason for that is there's an invisible block that Mario touches behind the castle at the end of the stage that will trigger the ending sequence, but if Mario never gets there, it won't start.
Yeah, you want the timer to be at 0.00 when 400 appears but since you started late, you'll see that didn't happen in the video.
If you're at a fairly high level, close to 5:00, being consistent on your start can make a difference and you can know the patterns you'll get.
I use -2.70 (I'm sure Kosmic will frown upon that). -2.70 works as long as you hit start immediately when the title screen appears. In this video, you waited too long to hit start and the window to get that correct is pretty small. -3.27 is generally the recommended way to do it.
That is a necro. Locking thread as I feel this discussion has concluded with no responses in almost a month.
Yes it's: Total frames / 60.0988139 = Time in seconds
OpenEMU is fine and we will accept runs on that. As the other guys said, just be aware that the framerate runs at a flat 60FPS, so unless you're getting near sub 5 times, it's not going to be that big of a deal.
Stomping the goomba will allow the platform to spawn every time. If you have fire, don't shoot it, stomp it. The issue is a sprite overload, so that's why it's important to take out the goomba.
I like the idea. However you’d need to run SMB3J (which is different) which doesn’t appear to be the case in the video. I’d specify “No ACE” in the rules or category name to make it SMB3 No WW.
Does it save time? If so how much roughly?