General Questions about Clipping Through Textures
5 years ago
United States

I'm a big fan of SMB1 speedrunning!

I apologize in advance for my ignorance, but I was wondering why in Kosmic's WR for SMB1 All-Stars Any% run, he doesn't clip through as many textures as done in the original. I suspect that this is due to the difficulty of getting a clip to work and the competition between the game versions.

I was just curious if there were fundamental differences that made the actual glitches into textures more difficult - or even impossible - in SMB1 All-Stars, or if it was merely the other factors I mentioned. (I do remember watching video a SMB1 All-Stars fpg, so I understand some of the glitches are still there.)

I got this to happen unintentionally:

Lul_ecks_dee to się podoba

I don't know if the clip in 4-2 would save time in the All-Stars version if it is possible, but it is possible to do the 1-2 clip in the All-Stars version and save time. The reason Kosmic did not do it in the record is likely because it was not necessary to get a sub-5 time, which was his goal.

Edytowane przez autor 5 years ago

1-2g is a hard tricc that Kosmic didn't go for because it's a hard tricc (even though it saves 5 framerules) But he could have 4:58 if he went for 1-2g (which is my intent)

United States

The regular 4-2 clip doesn't save time in allstars but there are other ones that do. However, they are harder and aren't required for WR in allstars yet.

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Requirements for High-Level Any% Runs

Any% (NTSC) runs below 4:57.000 must now fulfill additional requirements in order to be verified.

  • The run's full session must be included in the submission description.
  • For emulator runs below 4:57.000, some form of input display must be visible for the duration of the run. A hand-cam or input
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