Question about FPG
4 years ago
Portugal

Is this possible on the NTSC version? Just curious cuz I like to explore glitches.

Lul_ecks_dee likes this

No, but it would be really entertaining lol

Lul_ecks_dee likes this
Portugal

I once did something like this and grabbed the flagpole one or two pixels inside the flagpole base but didn't do FPG. It would be relally cool if it worked on the NTSC version.

There is something similar, but it requires jumping sooner than you probably did, and it was actually done with this: (if the timestamp doesnt work, look at 1:19)

New Hampshire, USA

It might be possible on NTSC, the physics aren't different between NTSC and PAL.

Portugal

What I did was, got really close to the flagpole base and just jumped.

Ukraine

@owen5560, no, my wasn't any similar, it was a regular FPG, just with slowing down to have room. PAL version is much easier for flagpole gltiches, so something like that is not possible on NTSC, unless game genie code used. @Mars02, physics is actually different between PAL and NTSC, especially for flagpole glitch.

Ukraine

I don't know how, but it is possible to get full "bullet bill" fpg on PAL, do the ground clip. Look at http://tasvideos.org/5617S.html

New Hampshire, USA

I'm not talking about that FPG. I'm talking about when he clips into the block, and jumps on it, and flips to the right side of the flagpole.

@Mars02 since this game runs at 50 FPS you go faster to compensate for that 10 fps loss, however, this also means the game checks for collision less, and therefore makes it easier to do fpg, this is how full fpg is done, because the game still pulls you in even if you are already in, heres a comparison thing...

PAL: The game makes you "faster" due to the lack of the extra 10 fps, and therefore you can clip into a block more before the game can check again. NTSC: The game runs at (obviously) the normal speed, and the game can check for if you're inside of a wall faster due to the 60 fps instead of 50.

Lul_ecks_dee likes this
New Hampshire, USA

Collision wouldn't have anything to do with the FPS. It would be the same from 30FPS, and 60FPS, and all other FPS. And neither would the character's speed.

If Mario goes faster in PAL, then why don't WR contenders play on PAL?

Edited by the author 4 years ago
Germany

Mario moves faster PER FRAME on PAL, so he goes further into a wall before collision occurs. I don't know the exact ratio, but I assume Mario on 50fps PAL moves roughly as quickly as Mario on 60fps NTSC. Where you really lose time on PAL is all the screen transitions that haven't been sped up.

mouseman, Lul_ecks_dee and 4 others like this
New Hampshire, USA

👌

@Mars02 I believe someone has asked this before and I have answered sometime WR people don't play on PAL because you would need to do like 3-4 (not sure) full FPGs in order to beat WR, and a full FPG is what I would say, when I have looked at the inputs in KingOf_JonnyBoy's full FPG no L+R TAS look approximately as difficult as a 4-2 clip. So you could imagine how many magnitudes more difficult it would be to get WR on PAL. If there could be a better full FPG setup found (likely chance, not sarcasm because only 1 person has looked into it a little bit) that didn't involve 1 frame L and R alternating it would be SIGNIFICANTLY easier, and WR people would consider it.

or maybe the mods would turn a non blind eye to this, publicly deciding to separate the PAL and NTSC versions, significantly reducing the value of a WR by PAL, and people stop grinding on PAL with that knowledge instead of grinding for months before they get separated and you're like "oh... well rip"

mouseman likes this
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