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That's what someone told me. I haven't actually compared holding down when swimming to regular swimming, but I assume holding down is a slight bit faster.
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For the clip? I figured out that it's triggered by letting go of down and jumping at the exact same time. It's not as big of a timesave as hitting the very specific invisible blocks, though.
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Very, VERY specific timing. I'm actually surprised it works.
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Yep! And you're right, I found it a little too precise, so I figured out a way to beat the level by flying. A lot of useful skips/optimizations come from flying toad, huh?
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If you look at 11:35, you'll see that I land on the grey pipe. That gives me a significant amount of flying distance which allows me to reach the green flying turtle I landed on. It is possible to get to the red flying turtle if you don't land on the grey pipe, but you have fewer options that way.
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Alright, thanks! And I hope your computer starts feeling better. If it's still running SMBX too slow though, you can try using SMBX Beta 3 since it uses a modern version of OpenGL rather than an outdated version of DirectX.
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I plan on switching to Mario at the beginning of world 6. There are some useful strats I'll miss out on, but I believe it's necessary. At least I can hold on to the hammer that way.
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Unfortunately not, I haven't played Lowser's Conquest yet. I'm focusing all my time and energy on TI2 right now.
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Thanks! I hope I can get this run finished, too. From the looks of it, I might be able to get around 36 minutes with all the current timesaves, though I have even more for later on.
Things have been slower recently, as I've had to pay attention more to college classes. Here's a recent strat I made for world 5: