Yea, the idea wouldn't exactly be low%. Beating the game as human isn't possible unfortunately. My run without the super werewolf glitch was almost 4 minutes slower than my run with it, so I think a category could definitely be made. It is also possible to clip through walls, but requires some ridiculously fast left presses.
I think no super werewolf glitch would make a good category, probably more so than just no super werewolf altogether. We don't necessarily need another category, but the glitch is quite a drastic change.
Just a side note: I believe the run would be fastest if performed on the J version.
Unfortunately, I know a way to perform the Super Werewolf glitch. Since playing the J version just the other day, I was kind of curious if it were possible. There aren't that many changes between the versions, but keeping them separate probably makes sense, especially as the Super Werewolf glitch isn't possible until stage 2. Time-wise, it's still not a huge amount, but stage 1's layout presents some other factors that affect the time.
I always thought that a non-super werewolf category could be a cool "low%" idea. Not sure your thoughts on that, or if there would even be enough people interested considering there aren't a ton of runners, but I might give it a shot for fun. A "no super werewolf%" idea could work just as well. Either way, the run is still vastly different than when using the glitch.
I also did do a run way back when before I found the Super Werewolf glitch:
It's well, it's a speedrun from 2008. Honestly though, this was not that bad a run.
It's been so long... I'm not sure I remember exactly how I did it. If I remember right, it involved doing some jumps back and forth as you slash him. I would have to really test it again.
Here is another one that is pretty tough, but doable:
(Jump, press left for as little time as possible, then right): repeat until you enter the wall entirely.
One other thing: if you shoot Fireman with the gun, you can save quite a bit of time on that fight,
I am a big fan of this game, and have been looking at the "top score" speedrun for a little while now.
If you were to complete Phase 01, immediately reset, and select Phase 02 I think this is slightly faster than waiting for the screen to transition. However, your score counter is reset to 0. Regardless, you can end up with a score over 26,000 even with the reset in Phase 01 (and maybe phase 02 and phase 03).
While I realize this defeats the point of starting on Phase 01, if Phase 01 is completed, I see no reason why it can't be a valid tactic. I'm still not 100% sure if it would result in a faster time.
EDIT: I'm completely fine with this not being allowed. I was mostly just trying to find a route improvement, but I guess I'll have to settle for the current strategies.
Since we now have a world record tie at 8:17, can we start adding milliseconds to the runs? I want to verify ILM's time, but want to rank people properly here and not just call it a tie.
It seems there is a spot for milliseconds in the submission area. Thoughts? I was about to time coolkid and ILM's times by framecount and just didn't want to add the milliseconds if people disagreed for some reason.
Also, I'm not sure about other times either. We could start adding decimals from here on, or say "sub 8:30" times get milliseconds. Thoughts?
I just have a proposed suggestion. Can we link the category extensions page from the main page? I just feel like this would make a lot of sense. I'm not sure the best way to do this, but it seems strange this isn't the case.
I didn't discover the wrong warp. I just developed the real-time speedrun method. It's been known since 1985 I would guess to be honest.
Does it line up the same without the spring jump though? Also hey, I hope you're doing well i_o_l (what do you prefer being called these days?).
It was timed as In-Game time initially. Real time makes more sense since it only records full seconds for in-game. This is why both are listed on the leaderboard.
Old post i know, but you may have done the pow glitch accidentally.
Yea, it has to do with your score value. I don't know exactly, though Sockfolder has explained it in the past and I believe that is the case of a specific score/coin values.
I am pretty sure it's possible to jump on the 2nd koopa and reach the flag without slowdown there, but I always get All-Stars mixed up with this.
I was just thinking, it's probably possible to obsolete Devil's Spell by just optimizing the subpixels in some way. I have not tested this, but given the other setups exist I imagine there probably is a way to do it there.
I mean, jumping directly through the pipe seems likely possible. I would guess that it would save 2 or 3 frame rules?
Periwinkle, can you look at smb2j's code? The green springs launch you so high and the timer doesn't stop there.
I'd be curious to know if the timer stops briefly if you're above the screen for a small amount of time. It could potentially help with avoiding fireworks which would be pretty ridiculous if it worked.