Or it could just be the fact that it was in corrupted land, but who knows? I'm sure there's someone who could identify what went on there, but it's not me.
It doesn't happen in SMB2J with the green springs that launch you like that. It's kind of interesting though. Maybe it's only possible in a water area as you can't normally go above the screen at all. It is possible to get out of the water if I remember right. I think you can swim in a certain way to get on top of the bricks at the exit for 2-2.
Can you give a demonstration? I've never seen this happen.
This game needs more speedrunners. It's a very easy run to start out. I love speedrunning obscure games like this because it's so open to discovery. Anyway, thought I would make a thread since there weren't any.
Good luck to anyone who might see this!
Let's go! Haha, I wanna see you decimate the Track & Field speedruns, but I'd love to see you come back to Excitebike too.
Recommended timer: http://livesplit.org/downloads/
It takes a little getting used to, but it's really nice to have it do many functions. For example, with Excitebike you can set it up to enter in the in-game time splits as you go and it will add them up for the full run.
To qualify I would suggest just getting used to angling the bike on the landings to properly land without ever crashing. I'm sorry I never made a proper guide, but I will... I just haven't had the time.
The strategy in the warp zone in 4-2 is likely the only way to potentially save the 4-2 FR IMO. Being perfect beforehand just isn't going to happen realistically.
^I wondered that exact scenario. If running off is just as fast I might consider that strategy whenever I end up going back to any%.
I also use this in the walljump room (for the walljump so you don't turn around), but often get nervous about doing it.
Yea, I use this in a number of places including 1-2G to go left after loading the warp zone (makes it so you don't turn around and your jump doesn't have to be frame perfect). The 4-2 one I never really considered using, but that's interesting.
Suggestions like this always stir my brain. I question whether another FR is possible in 4-2 if you could optimize the movement. Jump to the end of the overhang and press "right" on landing to move to walking speed, then immediately left+down to fall like the TAS. I've tried some similar things to this, but could be helpful to save more frames even if it can't reach the next frame rule.
I understand the sentiment behind it for sure. However, since the game gives an ending after one completion I disagree. Lots of NES games give multiple loops with harder and harder difficulty as they progress. If it were setup like Ghosts 'n Goblins I would agree with you though.
I realized there was a slight oversight for the excitebike categories. If you don't beat track 5 faster than 1:14.00 you don't qualify the track (and thus, don't technically complete the run).
That said, I've modified the rules. The current listed runs will stay up as grandfathered runs because of the oversight.
Interesting! I may use this eventually. I feel it could help improve times potentially. :)
It goes brings lot of things to my mind though.
For example, let's say I hooked up two NESes to play smb using 1 controller output to two TVs... one uses romhack and one uses the original cart. Could I do this to know subpixel values that tells me every specific of whether I executed things correctly?
How about if I made a device that just moves my fingers to press the inputs like a TAS? :D
PS: If you tape down the "B" button, you can't press "start" on the title screen to start the game.
Personally I would say no, since you're using a physical object to assist you. He does have a small point about using splits though. In the past, I also considered taping down the B button, but never did.
Technically it's controller modification I'd say. I think I would reject a run that had it.
As for splits, sure I guess they help, but what about chat on twitch even then? Like technically, chat can help quite a bit too (let's say they could identify framerules by the coin flash: me). It gets into semantics a little bit.
I just wouldn't classify splits as a "tool" necessarily when there's also a way to identify the same thing in-game,
I've been doing 1-2G attempts a bit more now that I'm working on any% again. Once you've clipped through and need to jump back (move left) to the world 4 pipe, you typically need to do a frame perfect jump in order to prevent Mario from facing leftward.
If you hold left+down while making the turnaround, it forces Mario to face rightward and gives you some leeway on the jump to the left. The only issue might be that it might not be fast enough to save the frame rule if you don't jump frame perfectly. However, I believe it should work and should help slightly with consistency.
The same applies for the walljump in 8-4 by holding right+down while walljumping backwards in order to prevent an accidental walljump turnaround jump.
Just curious, does anyone know exactly why it works on PAL and not NTSC? My theory/guess would be that Mario can jump lower on PAL, but I'm not exactly sure that this is the reason.