edditcat - curious - what's the reason for doing 3.62 instead of 3.27? for better framerule behaviors? excuse my ignorance.
Also there appears to be a discrepancy between your (eddiecatgaming) and Lul_ecks_dee's accounts - your 0.0 ought to be the same as his +0.35, right? based on your starting timer.
I'm working on merging the two into the original post.
(credit to Lul_ecks_dee & eddiecatgaming)
Hammer Brothers' Behavior (I'm including all commented information on this first post with credit given)
All information (so far) assumes -3.27 as starting timer, and a "perfect" run up to 8-3 ~~~ 370 1-1, 346 1-2, 340 4-1, 354 4-2, 200 + good judges in 8-1, 342 + extra framerule
NOTE: there is currently an inaccuracy - as the reports are discrepant, either an error on my part or on one of the contributor's parts. If you know what is incorrect, please comment. I'll try to work out what's wrong, but this is what I have so far. I'll try to run it myself to check, but I won't have time to play with it for a few days. Once the reports are reconciled, I'll merge them into a more coherent single report.
Pellsson 528
XxXxXxXxXxX +0 Framerules ~~ -0.00 with -3.27 as starting timer (~337.9) XxXxXxXxXxX
Lul_ee_ducks ~~~ First set of Bros are out of your way, one on top bricks, one on middle. Second set will have both bros on bottom. 1st Bro on ground, Jump over, Second Bro, Jump over, Third Bro, Jump Over, Fourth Bro, Go under. Make sure you kill no Bros.
XxXxXxXxXxX +1 Framerule ~~ -0.35 with -3.27 as starting timer (~338.3) XxXxXxXxXxX
Lul_ecks_dee ~~~ First set of Bros are in your way, one on middle bricks, one in your way. If you hit both of them, this is your pattern. Second set of Bros, one on top bricks, one on ground, go in the middle. Do not kill the Bro on top. 1st Bro on ground, Jump Over. 2nd Bro, Jump Over, 3rd Bro, Jump Over, 4th Bro, Jump Over. I do not know what happens if you kill only one of the bros.
eddiecatgaming ~~~ The first set of bros. are nice. The first is at the very top and the second is in the middle. The second set of bros. are nice. The first is at the very top and the second is on the bottom. The gauntlet is very nice. If you smash the top bro in the second row it will go down like this: The first two bros. will not jump. The fourth will try to jump when you do, so go under.
Darpey ~~~ link = The first set of bros is nice, killed the middle one (top/middle), second set is bottom top, so run through middle, killed the top one - the last bro of the gauntlet jumps, so run underneath. (in retrospect, I shouldn't have made these kills, but if you do kill both of those bros, the last one will jump)
XxXxXxXxXxX +2 Framerules ~~ -0.7 with -3.27 as starting timer (~338.6) XxXxXxXxXxX
Lul_ecks_dee ~~~ link = First set of Bros are out of your way, just like in -0.00. Second set of Bros are just like in +0.35. All the Bros do the same thing you would in +0.35. Make sure that you kill no Bros.
eddiecatgaming ~~~ The first set of bros. are exactly how they are before (one in middle one in bottom, kill them both) The second set of bros. is nice. Both of the bros. here are guarding the bottom. The gauntlet is, once again, very nice. The first two bros. will not jump. The fourth will try to jump when you do, so go under.
I just got a 5:00.5 (unverified) last night, and am now working on a relatively small amount of rules for bros in 8-3. Does anyone have information on bro behaviors in the 5:00 to sub-5 range? I was going to spend a few hours finding out what exactly they do in each rule, but I figured it's likely someone has information on that that they would be willing to share. Also it seems like it would be a very useful public resource to have available.
I know that it's dependent of course on what you set your timer on, and what bros you kill along the way, but most people that aren't doing bbg probably set their timer on the typical 3.27 - so all runs from low 5 to high 4:58 are (probably) starting on the same frame.
Anyone have that information and is willing to share?
Kosmicd12 references that (bopping the turtle) in his newer tutorial video. It's an alternate setup to falling off the lip
So I was counting up framerules that I'm "missing" and it didn't seem to make sense with where my time is, so I checked my time against an NES - and it appears that the AVS is running slightly slow. When compared against several runs with identical framerules from 1-1 to the beginning of 4-2 (roughly 1 minute 47 seconds), there is a loss of about 200 milliseconds, so I figure over a 5 minute run it would be a loss of roughly 550 milliseconds, over half a second. I guess better fast than slow, since that would disqualify the AVS, but just a word of warning out there to runners that - unless I'm wrong somehow (and I would love to be wrong here), it looks like the AVS runs slightly slow.
Here's a side-by-side video I made of myself and AndrewG from 7 years ago (December 2010) that I did not ask permission to use. Sorry Andrew G, hope that's okay - you're awesome :) We're on the same framerule until 4-2 when I screw up. All NES videos I've compared to are ahead a similar number of milliseconds relative to my AVS run.
I was also using the Powerpak if that makes any difference
I've heard the virtual consoles are slow... is this about what should be expected from a non-NES?
Thanks for the videos - added to their respective spots and credited you :)
Twinomega - sorry I didn't answer your question - I record them using OBS and an emulator - I magnified the input by placing the cropped input from FCEUX on top of itself and enlarged in OBS - then move the video file into VEGAS Movie Studio Platinum (Which I have through Steam) - which can export as a collection of single frames as jpegs - THEN I just use https://ezgif.com/maker, which is free and easy to use and has resizing and speed options. Pretty easy peasy =)
Sure - get a video of yourself doing it with some sort of controller input visibly shown, and I can properly magnify the input, and change it to gif - you can do it real time, for FPG I'd probably slow it down to at least 25%, or maybe 25% and something like 10% - since it's so frame perfect. Put it on YouTube and I can get it here as a gif
I don't know how to do FPG, so if anyone wants to make a video of it using FCEUX and the input display, I can magnify the display and change it to a gif to fit - and would credit the runner (of course)
~150mb of files in gif format here – I warned you it was large.
I spent a few hours today making a set of gifs of all of the “hard” sections of the any% run. They’re slowed down by 50% and the input display is magnified.
Any% map... all levels (credit to Ian Albert from http://ian-albert.com/games/super_mario_bros_maps/)
1-1)
380 coin jump long ~~~ You can let off jump and then "guide" yourself into the pipe (with Left and/or letting off jump at the correct time) to dodge the wall pixel
380 coin jump short ~~~ I personally find this method easier, uses a minimum jump with a visual cue
1-1 Flagpole Glitch (DISCLAIMER: This is not practical to add to a run until trying for roughly a low 4:57) See youtube.com/watch?v=ucBAwdS3YB4 for full tutorial
You must land on the 3rd block from the top on the first pixel while not holding "B" - on the first frame with mario in the "running" animation (as opposed to the jump/falling animation), you hold only right (not "A" or "B"), then for exactly the next 2 frames, hold "B", then do a full jump on the 3rd frame (as shown). Hold all inputs until the jump is completed. By the time you reach the flagpole block, you will need to release "A" and "B", and hold "left" for exactly 3 frames (as shown), then jump on the 4th frame. If you do the first "jump" half of the trick correctly, you will clip into the block assuming you do a full jump, even if you mess up the "second" part. If you do not clip into the block, it means you messed up the jump.
Frame counter will obviously be different depending on your pace - as long as you hit the first pixel on the block, it doesn't matter if you do a full or partial jump. In order to "save" the framerule, you will need to be 4 frames from perfect on the coin pipe section, which means that some "380"s will not be fast enough to save the rule. Credit to runner "Sockfolder" for finding out exact inputs for an RTA run.
25% with slowdowns
50% no slowdown
1-2)
Koopa goomba jump fast ~~~ harder, but faster method, doesn't slow down
Koopa goomba jump left ~~~ uses "left" to give extra frames to make the second jump, easier
Lips fast ~~~ doesn't slow down, you can jump at any point, as long as you let go of jump at the right time for the first lip.
Lips left back ~~~ slows down on the back lip to give extra time
Lips left front ~~~ slows down on the front lip to give extra time
4-1)
4-1 Flagpole Glitch (10% speed) (DISCLAIMER: This is not practical to add to a run until trying for roughly 4:56) (Credit to Lul_ecks_dee/AldynSpeedruns for the video)
4-2)
“Easy” 373 ~~~ you can't "coast" on the way to the warp pipe, or you will get a 372, you need to press right
“Medium” 374 ~~~ medium difficulty, it's possible to get a 375 with this method
“Hard” 375 ~~~ optimal method
8-1)
Intro lips
Optimal star ~~~ This is the first pixel that you can jump into the star - hitting the star on this frame guarantees good judges.
Three pipes ~~~ Supposedly the easiest lip jump in the game, but I still miss it often, jump in the middle of the tree with a full jump
8-2)
Intro stairs
Tall pipe "slow" version - in this (slightly easier) version, the initial slowdown left press overlaps with jumping, you are unable to re-accelerate until you hit the ground. This version will probably result in losing a framerule
Tall pipe "fast" version - in this version, the initial slowdown left press happens exclusively before jumping, allowing for re-acceleration mid-air. This version allows for saving a framerule in 8-2.
Three koopas ~~~ This is one of a few patterns that can occur, but usually it's safe to run under the first (like this) and jump the others (like this) - If you're trying for the bullet bill glitch, you need to "bop" the first and third one instead of running under the first
End stairs koopa low ~~~ The point to start jumping is the same for all 3 patterns. For low koopa, do a maximum jump and bounce on the koopa
End stairs koopa high ~~~ The point to start jumping is the same for all 3 patterns. For high koopa, let off jump and go under the koopa as shown
End stairs koopa stupid ~~~ The point to start jumping is the same for all 3 patterns. For stupid koopa, let off jump and jump on the block shown
There is also an alternate strategy created by @xeroxfiend called "BBBB" which removes the randomness from the three koopas as well as the parakoopa at the end, and it only costs an additional 2-3 framerules. If you're going for a time in the 5:02 or slower range, this is a very viable strategy to get through the level - explained here by @Tecate
Bullet Bill Glitch Disclaimer: I would not recommend trying this until attempting mid 4:58 or faster times
BBG Forwards Jump (25% speed) ~~~ wait until the back of "bullet bill" is roughly even with the beginning of the middle pillar, then do two jumps to the top of the middle pillar, then a full jump
BBG Backwards Jump (50% speed)
BBG Backwards Jump with slowdowns (50% Speed)
This Backwards BBG setup is four parts:
- Backwards jump into the second stair
- Wait until the bullet is halfway past the second pillar
- Jump without holding right, then hold right when mario's feet are one full block up and do a FULL jump
- Run for roughly 3 frames on top of the middle pillar, then do another full jump
- There is a new setup since this guide was written (and there is currently no gif showing this) which involves holding DOWN and RIGHT while waiting for the bill, then releasing down and jumping... this tends to be more consistent.
8-3)
Double kill
End bump ~~~ Must jump at the right edge of the block to get the "bump" properly
8-4)
Two frame wall jump forward ~~~ Fairly simply setup, hold right but NOT the run button (A) until you start falling, gives you a bigger window to make the wall jump
Two frame wall jump backwards ~~~ Fairly simply setup, hold right but NOT the run button (A) until you start falling, gives you a bigger window to make the wall jump
One frame wall jump forward - koopa bop ~~~ Hold B, pixel perfect jump on the ground, bop the turtle. For a slightly faster jump, use a backwards jump for the final jump.
One frame wall jump forwards - traditional ~~~ Hold B, pixel perfect jump on the ground, first jump full jump, second jump partial jump, third jump full jump so that you land on the back lip of the piranha pipe. For a slightly faster jump, use a backwards jump for the final jump.
Safe Stragegies full run (5:18) - I intentionally used "safe strategies" through this entire run. These strategies should be useful to imitate for a newer player.
Kosmicd12 just put out a video which explains the wall jump - and an optional alternate (easier) method to do a TWO pixel wall jump. Skip to roughly 30:30 for the explanation.
To add. To what roopert said about it being slower, the fastest submitted PAL run on the leaderboards is 5:11 - and it's nearly flawless, 13ish seconds slower than ntsc. Strats are different and you can see the pause in the 8-2 intro jump
There is a category to speedrun with the buzzy beetles, but I wouldn't mess with it unless you really want to. The timing of the jumps is completely different in some cases because they spawn a little differently. Go back to Goombas imo :)
I thought about the mushroom, but decided to keep it to optimal any% only
Found another one - #14 "Goomba right coin" involves two one-frame jumps to kill the goomba and get the right coinbox. Took me a good while to get it. Have to jump the earliest you can to kill the goomba with a minimum jump, then jump again first frame, and you'll get the coinbox on the last pixel
You mean like #13?
That makes that one ("Goomba right brick") and number 9 "Bottom Two Coins" the most difficult two, at least in my mind.
I had the same problem - I'm going to GUESS it's because you're playing the PAL rom instead of the NTSC - slightly different jump lengths. Though it's been 3 months so you probably won't read this...
In the process of grinding a lower and lower time, I'm realizing that 1-1 gets played a LOT - was thinking of every combination (practical and not) of the opening sequence. Which ones do you usually do? Did I miss any?
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Goomba Slide
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Ledge Jump
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Top Coin
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Coinbox Jump
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High
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Through Top Coin
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Goomba Jump
8: Second Bottom Coin
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Bottom Two Coins
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Goomba Smash
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Top
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Poor bricks
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Goomba right brick
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Goomba right coinbox
Mods: If it's too frivolous of a post, feel free to delete :)