Comentários
Rio de Janeiro, BrazilLeKukie4 years ago

Or then you could record your mobile screen. Use FramePerfect (the LiveSplit correspondent for mobile devices), watch your run then do the splits. Then put it at the side of the run footage with a video editor.

Rio de Janeiro, BrazilLeKukie4 years ago

So, this wall clip method only requires timing with clip inputs... kind of. Because you can still mess up the timing a bit and still get the clip. Just pray for good subpixels!

3 different approaches, same clip inputs. Instead of doing a full jump, I just do a flick to catch the walljump pixel as shown in the vid. It's the same idea of the other clip above, but this one has a way smaller leeway to perform the inputs.

I don't know why but holding down mid air on both clips makes things easier for me... Maybe because I can focus better at the rest of the timing.

Just see how and where I perform the inputs, then try for yourself. Share your thoughts about them!

Thelxinoe e pacoistaco459 curtiu isso
Rio de Janeiro, BrazilLeKukie4 years ago

Apparently no one knows about this, and i figured this out a while ago. Unfortunately, this is not effective on slippery tiles, but works well on normal ground.

AndreMH, Bogdan_mk e 4 outros curtiu isso
Rio de Janeiro, BrazilLeKukie4 years ago

When you hit a powerup block on the Japanese all stars version of SMB1, Mario will go instantly to the right side of the flagpole when he touches it. When you mix that with FPG, he does a fast FPG. On the allstars version of SMB2J, you can do a backwards jump to the flagpole, and the same effect will happen, without the need of hitting a power up block.

Btw, when you do a Slow FPG in SMB1 NES (when you do pole inputs, but jump 1 frame after you should, Mario does a backwards jump and still gets FPG), He doesn't get warped to the other side of the flagpole, so it is not possible to do that on the NES version (or if it is, we just don't know how), unless there's another version like the FDS or PAL that allows it to be done.

Rio de Janeiro, BrazilLeKukie4 years ago

TAS does it.

Gaster319 curtiram isso
Rio de Janeiro, BrazilLeKukie4 years ago

That is possible in the All Stars version of SMB1. Its the mix of Fast pole and FPG. But Fast pole is not possible in NES SMB1 (at least we don't know how to do it). I don't know if it would have the same effect, probably no.

Rio de Janeiro, BrazilLeKukie4 years ago

Did you open the game Rom or the bios Rom?

Rio de Janeiro, BrazilLeKukie4 years ago

Do a backwards full jump from somewhere around here: https://imgur.com/a/KCbY9O3

Then do a brief slowdown, jump and then hold right again quickly.

Then do a backwards full jump from somewhere around here: https://m.imgur.com/a/uVz5ELv

And then you should bop the koopa at the right time there, since Mario's hitbox will collide with the koopas hitbox while Mario is falling. Then jump over the last koopa and GG. It doesn't seem to be hard for me, and it saves some time so, go give it a try and share your thoughts about it!

Thelxinoe e zachary curtiu isso
Rio de Janeiro, BrazilLeKukie4 years ago

BTW., Maru is theorizing a way to do the game end glitch on SMB1 now, and it has to do with Manipulating enemy slots in a way that allows for running the code that reloads the title screen (as he said)

Rio de Janeiro, BrazilLeKukie4 years ago

Well SMB2USA took till this year to have a game end glitch discovered... so why not SMB1 (even though this game is super simple for that to happen... but just maybe :) )

Rio de Janeiro, BrazilLeKukie4 years ago

Actually, Somewes is working on 8-1 FPG, he's been having some success with it.

Rio de Janeiro, BrazilLeKukie4 years ago

The emulator is a port of the FCEU emulator (Not FCEUX, its an older version of it), and the only inaccuracy over the original NES is that it runs at ~59.85 FPS. I know that it wont be allowed for Any% WW runs, but I just wanted to know if I could use it to run other categories since I already got an 11:15 on noWW playing on this emulator and its my only way to play it now.

Scrimsion curtiram isso
Rio de Janeiro, BrazilLeKukie4 years ago

4.5 coin cycles

Thelxinoe curtiram isso
Rio de Janeiro, BrazilLeKukie4 years ago

Or maybe if somehow people got consistent at 8-2 extra framerule save, we could also see it done in runs

Rio de Janeiro, BrazilLeKukie5 years ago

Note: I never pressed left there, I just performed a Backwards jump and then Mario did a bottom corner clip there. And catching the walljump pixel was intended there. Maybe this can be a "mid-level" strat for MW since Mario doesn't slow down by doing this. It seems that Big Mario's upper hitbox part is buggy with collision detection, since when I do a backwards jump with only Mario's head hitting the block, he starts being constantly pushed in and out of the block. Would be cool to find a way to make this useful in a run excluding MW. Maybe warpless?

Gaster319 curtiram isso
Rio de Janeiro, BrazilLeKukie5 years ago

@iplaymario124 No time save intended, just another way to do it.

iplaymario124 curtiram isso
Rio de Janeiro, BrazilLeKukie5 years ago

@GasterStreams yes he does. I didn't know that lol. But if someone wants to do it, there is the tutorial.

Gaster319 curtiram isso
Rio de Janeiro, BrazilLeKukie5 years ago

Do a Backwards full jump right when you land on the bricks, then decelerate right before you get to the pipe (like I did on the video). Mario should have completely stopped.

Hope this makes stuff a bit easier, and I hope that people don't get trouble with getting in the hole ;)

Feel free to ask anything if you need/want.

Omar, darG e 2 outros curtiu isso
Rio de Janeiro, BrazilLeKukie5 years ago

Unfortunately, I haven't found a way to use this in a speedrun, but it's cool to show anyways.

somewes e barnowl curtiu isso
Rio de Janeiro, BrazilLeKukie5 years ago

The only problem with Warp clipping at 4-2, is that you'll lose the mushroom earlier in the run, but by doing just the Fast Vine is enough to save some time at 4-2. Feel free to ask anything if you need/want.

barnowl, somewes e 5 outros curtiu isso
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