Potentially Faster Any% Strategy
Deleted
6 years ago
North Carolina, USA

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?

Pidgey and HelixFossil like this

What do you mean by damage boost on bowser. Not bowser jump

New York City, NY, USA

ILSMB I think you can do TAS cycle man, youre significantly more skilled at this game than I am by a long margin, and I can get TAS cycle like 1/2 times. I think if you really focus on the movement you could get it in runs

New York City, NY, USA

I dont think its necessarily accurate to compare fast 8-2 to TAS cycle, because TAS cycle is a technical movement based trick, whereas fast 8-2 is a double frame perfect glitch.

New York City, NY, USA

thanks for the compliments and the feedback dude, really appreciate it. btw do you stream on twitch? id love to watch you play live. shell superspeed exists in nsmb1 but there are some differences, walrus has exploited it a couple of times, but we might see if we can investigate ways to actually do it in runs.

North Carolina, USA

Here's a video of me doing one of the blue shell superspeed methods:

This is 4 frame-perfect inputs in a row though, so not really viable for real-time.

North Carolina, USA

It matters how fast you set it up and how many frame-perfect inputs you can do in a row. The WIP 100% TAS by Hartmann uses a similar trick in 5-3, and it saves a few seconds, even with collecting all three star coins. If it didn't collect the star coins, it would save several seconds.

afnannen136 likes this
New York City, NY, USA

I found a way to humanly set up the superspeed with throwing a shell. unfortunately I would need to do 6+ consecutive fast paced frame perfect inputs to save any time, and at that point you should probaby just ho for cycle skip or TAS cycle

New York City, NY, USA

the only superspeed trick I can see being humanly done in runs is invincible shell superspeed, becuase you dont need to constantly do frame perfect jumps to maintain hyperspeed.

New York City, NY, USA

Ive also slightly rerouted the fire route W1 through 8-T: normal any% route

8-3: do as normal, but take damage on the koopa at the end

8-4: play optimally as big mario, 269

8-C: skip fireworks, 467/468 depending on how optimized the movement is

8-5: play without slowing down, 268/269

8-6: do mishus IL route and collect fire, if you bonk on the spiny section its 361, if you dont its 363

8-7: play optimally, scroll screen to the left and shoot early so that theres only a 10% chance the fire bros can kill your run with rng, 357

8-8: dont take damage, grab star, 373

8-T2: standard

Bowsers castle: free 4 seconds over the wr

New York City, NY, USA

I might create a guide to TAS cycle at some point, I get it 2/3 of the time, and I see so many players I consider more skilled than myself not going for it

New York City, NY, USA

cough v1be cough

Japan

Has anyone ever pulled off the 8-C strat from Hartmann's TAS in real time? I’m talking about the 12:13 mark where he keeps sliding on the moving platform before grabbing the rope. It doesn’t seem like he’s using the shell super speed, so it could be a potential time save

Edited by the author 5 years ago
New York City, NY, USA

Its a frame perfect jump and only saves like 2 seconds

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