Discussioni
California, USAyoutubeman063 years ago

i was interested in bluecheetah's 1-4 boost, so i decided to attempt to replicate it somehow. i noticed that he moved slightly while placing the teleport block, so when i took that extra movement into consideration, i start getting similar kinds of boosts like bluecheetah's. check it out: so i do a normal setup for a teleportation glitch, but right after i jump to land on the block, i strafe right (strafing left never worked for me) and then placed the teleportation block. i think this might provide a chance to replicating bluecheetah's boost, but idk edit: i managed to pull off the bluecheetah boost only once with no video proof however... i almost got one though: i did this by setting up the teleportation glitch like how bluecheetah did it, and i held W+D throughout the trick and jumped as soon as i teleported. I did this weird speed boost doing the same setup (W+D, jump when teleport) but on different positions edit: might have found a consistent setup for the bluecheetah boost. to explain this, i should explain my thoughts on how some of the player's physics work (even though i just started lol but hey its really fun) so if you do a teleportation glitch right next to you, but jump right as you teleport, you conserve momentum and gain a lot of speed, but not a lot so that the weird boost from above would occur. also, if the teleport block is placed on a wall, you can actually bounce from it for some reason, which wouldn't require jumping because that bounce also gives a good speed boost. that explains the first video i posted.

So, jump teleporting only provides a nice speed when the teleport block is right next to the block landed, or perhaps 2, but i didn't test that yet. if it is performed with the teleport block being higher, it gives you a height boost, but again it should be with the teleport block really close to the landed block. Even with the teleport block adjacent to the landing one, it should be used in large-scale situations (boosting very high, or going fast speeds on a long path)

the idea that teleport blocks placed far away = really fast applies for wall bounce teleporting as well but its a smaller-scale version of speed boosts as it gives a specific height (height of the teleportation block) and speed that directs the player opposite of the wall.

so about the boost. it requires three blocks of height because of this ledge. https://imgur.com/a/fXGRwWH if i manage to land there using the speed boosts, i did the bluecheetah boost. it might be actually possible to do this at least sort of consistently, i will explain why that is.

the solution will be wall bounce teleporting because of the height and speed opposite of the wall, it's small scale, and because there just so happens to be a wall you could place blocks on. Here's the trick:

I did a wall bounce teleport, but not only that, i did a jump right after to give extra height. this is the problem that makes it difficult, because if done too early you just fail teleporting to the block, or even worse, you perform a jump teleport and get shot out of the map.

Anyways, this is how i think some of the game's physics work and im not really sure if this could be a solution, but who knows.

Also, to add if confused about the wallbounce teleport, i setup the teleport and place the teleport block on a wall, and i hold right, strafing left didnt work for me. maybe because the wall is on the left, but yea

Another edit: it seems that wall bounce teleporting works more consistently not moving at all when the teleport block is placed, so keep that in mind.

another edit: also, i think that wall bounce teleporting won't work that often if you strafe, it completely depends on where your angle is placing the teleport, and where you're positioned on the landing block, so it's variable.

Raynius piace questo
California, USAyoutubeman064 years ago

8-2 plant despawn + good bullet maybe? I think I've heard of a person who discovered this kind of framerule and if I stumbled across that exact one, that's pretty cool. Anyways, I just wanted to post this because I was curious and thought it looked interesting.

Lul_ecks_dee, KilleDragon e 2 Altri ti piace questo
California, USAyoutubeman065 years ago

climb up the fence and wall run to the box and mash spacebar to walljump from those boxes to the wall to grab the ledge. I think this is a faster clip compared to wr

Absolution e Neiru ti piace questo
California, USAyoutubeman065 years ago

Hello, I am interested in speedrunning this game but I have a little problem about the loading times being counted on into the speedrun. I don't have a great pc, so it would be unfair for me to lose time just because my pc wasn't as great. For future runs can we remove loading times in between levels? I also suggest that timing should start the frame level one starts instead of the frame you click on the level 1 button.

California, USAyoutubeman065 years ago

I think this is a subpixel-dependent trick because at times mario might collect a coin, and sometimes he doesn't land on the walljump pixel to the left.

How I did it: I run to the wall on the left and release left when mario is about to hit the wall. I think doing this will put mario to the exact same subpixel, but I'm not sure. Next, I do down+right and jump to do a fast acceleration, then I do another small jump in order to land on the walljump pixel, then I pause the frame Mario lands on it. Next, I switch from thumb grip to claw grip and buffer the inputs L + A, I then unpause the game and I do a full jump. Mario might land on walljump pixel to the left, and if he does, do a jump from there as well, which is enough height to get Mario on top of the underground section.

Smocesmoce, KilleDragon e 6 Altri ti piace questo
California, USAyoutubeman065 years ago

I found a setup on how to position Mario for 1-2G. It's a consistent way to position Mario because it sets up Mario to jump near that perfect location instead of Mario running on the elevator. You can do the setup in 2 different ways but are basically the same. This is how I do my setup.

This is how how RoyLGamer does the setup.

This clip shows how consistent the setup is for positioning Mario. The top left of the game screen shows Mario's sub-pixel position, and for most of the times Roy has done the setup, he gets 2D0, which is the perfect position for Mario to do 1-2G. https://www.twitch.tv/roylgamer/clip/ArborealBlatantSandstormPunchTrees

I call the setup ytman setup, because I'm not creative with names.

Additional info: If you jump one frame early from the long platform, Mario's sub-pixels would end with CD0, and you would have to run one more frame from the elevator and jump to get the perfect position. If you jump perfectly, you would end up with F50 and you would have to jump immediately from the elevator.

CD0 image: https://imgur.com/a/Pym7CEM F50 image: https://imgur.com/a/IUiPTrC

Shoutouts to DKR_02 for finding out this additional info and RoyLGamer for testing out my setup.

Milerski, B1GEY3DPYTH0N e 5 Altri ti piace questo
California, USAyoutubeman065 years ago

I submitted 5 any% PBs, one from 17 days ago, and they're still not verified. Can someone verify my runs please?

zsjetu9 piace questo
California, USAyoutubeman065 years ago

I do the WW setup correctly, but it isn't working for some reason, does anyone have a clue on what I'm doing wrong? Btw I play on an NES and the english version of SMB 3

California, USAyoutubeman066 years ago

I'm sorry for posting a bunch in the forums, but I just found a lot of skips for the flash version, mainly because of the super jump glitch. lvl 3: lvl 5: lvl 7: lvl 9: lvl 10: lvl 12: lvl 14: lvl 15 ultimate cycle:

LOZRunner piace questo
California, USAyoutubeman066 years ago

I found 2 skips in level 3 and level 7. both these levels have spikes, but I found a way to not wait for the battery to run out or the spikes to go down to progress. if you jump on the very ledge of the platform with spikes, the character wouldn't die. You can only use this technique in lvl 3 and lvl 7. Here are the demonstration videos: lvl 3 battery skip

lvl 7 spike skip

California, USAyoutubeman066 years ago

I need help on ending the timer on the flash version. On what frame do I end the timer?

California, USAyoutubeman066 years ago

Just to let every1 know I made the tas in 40 mins i guess there's a bunch of time save left still. also sorry for the lag and low quality vid

Klagarn, MelonSlice e 3 Altri ti piace questo
California, USAyoutubeman066 years ago

This is weird. pretty easy to do as well I usually get 374s, 373s with this glitch, but idk

California, USAyoutubeman066 years ago

If you play 1-1 like this you would save one framerule over the previous route, giving you a 37 instead of a 38 when you split

California, USAyoutubeman066 years ago

Can you give my mod back?

Rioyner e Bogdan_mk ti piace questo
California, USAyoutubeman066 years ago

I have a DS game named Namco Museum DS that contains a bundle of arcade games made by Bandai Namco Entertainment, and Xevious is included in it. Should it be allowed or not?

Pear piace questo
California, USAyoutubeman066 years ago

There is a rom hack for the NES that i speedrun named Super Luigi Bros (I used to be mod in this game). A day ago i submitted a run (31.4) in the 1-1 Fire Luigi category that is faster than a tas someone created (31.83) and a speedrunner named Xein said that the run must be sped up because its not possible to beat the tas. Then he made a forum post about it and i was banned from the leaderboards and demodded. I wasnt cheating or speeding up the game and i uploaded a video comparing xeins, the tas, and my pb but the mods still say im cheating. Is there anyone that can help?

California, USAyoutubeman066 years ago

I compared the tas and my pb. seems like the grabs in the tas are slower than the fast grabs in rta.

ThePitchDoctor e Bogdan_mk ti piace questo
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