From what I know Emulator isn't slower than a NTSC NES. I'd suggest watching runs around the time of your goal (for instance watch a run that has a time of around 9:00 since your goal is under 10:00), and see how they play 8-1.
If you're new to running the game then I'd highly recommend not going for the pipe jumps. Since that's the hardest part of 8-1. Don't try to go all out like WR, just play cool. It's perfectly normal to go slow in any of the levels for a first PB. If you already have runs of it though then try to play it slightly faster in attempts over your PB. That's my personal suggestion.
I'd say either @Lul_ecks_dee , @LeKukie , @somewes or @tavenwebb2002 will get the first 454.
@Nebula_Composer So you're saying that just because he didn't finish the whole level no one's gotten the clip? I hope I'm misunderstanding you bc that's completely false.
Pretty sure the only different is the Minus World (like you said), where there's 3 levels on the JP version and 1 level that's different on the US version. I couldn't find any list of the differences on the internet.
I don't know if you're talking about console or emulator, but here's a link for a NES console controller: http://pidgezero.one/inputdisplay.php
FYI iirc for NintendoSpy (the app commonly used for input display), there is a delay from when you press the button and when it actually comes up in the display. I don't know why and this only happens for NES input display.
Over the past several days I took the time to create a human theory TAS for any% 8-4 and any% 8-5. The time for 8-4 ended up being 10:55.154 and 8-5 was 11:30.912. I kinda doubt that humans will achieve sub 11 for 8-4 bc there are some things that the TAS does that are very tricky, precise and risky to go for in RTA runs. I don't doubt that humans will get sub 12 though for both 8-4 and 8-5.
Here's the link:
For those who want to compare against the TAS, I timed the TAS via Livesplit while the TAS was being recorded, I will make a resource of them.
Hmmm, I don't know.
Hopefully someone else can find out what it is. :)
I don't know if I understand you correctly, but I'll give it my best shot.
Emulator has this thing called "Input Lag". Input lag means that there's a delay when you press the button. What I mean by this is that say if you press A, then Mario will jump slightly later instead of right when you press the button. They're usually off by a few frames.
This probably isn't the case but that might be the reason, again I don't think I understand you correctly so if I'm wrong then someone else can probably clarify. :)
Click "All Games" which can be found under the "Games" tab next to the website's logo, then click "Request a game" on the right.
I don't think this falls under the "codes" category, but there is hardware that you can use on console like the Nakitek and SD2SNES for use of savestates. Super Everdrive doesn't support savestates unfortunately, but just in case you can't find a practice ROM there's the two hardware options I listed that you can at least check out with just creating/using savestates.
In "Format" it says that the winners from each group will move on to the bracket stage. Does that mean that the 3 people who lost are out of the tournament?
Edit: Just read in the discord, nevermind. :)
That doesn't work. If you hit the right side of the axe (as far as you can go), the game with lag a little bit and the axe won't even disappear. That's slower, and Mario always slows down to walking speed after grabbing the axe.
Just click the submit button then insert your run's information.
You don't necessarily need to have a run on the leaderboard to be a member of this community. You can try to find new glitches or tricks that can save time or just generally help others. Or you can make a practice ROM for SML (if one's never been mae yet). But there's probably tutorials in the guides section that'll help you learn the game in a speedrunning format.
If I understand you correctly (Mario walked through the pipe), then I'm pretty sure you'd lose time since (iirc) you'd have to press left in order to clip into the pipe.
Pretty sure emulator doesn't have lag. Maybe I'm just thinking of VC since that doesn't have lag, I know N64 has lag but I'm 85% sure emulator has no lag. Maybe it doesn't but I think it does.
Those despawn are due to the game having a large number of sprites on screen. I believe the max sprites that the game can load on-screen is 6 (I may be wrong). Since killing that koopa despawns the goomba because when you kill the koopa it's shell stays on-screen, so since the game doesn't want to get to get overloaded by all the sprites, it removes one of the goombas. I don't know why the third koopa despawns though. I'd assume it's because you didn't kill any goombas so the third goomba before the koopas was on-screen longer. But I'm not too sure. 🤔