So, SMS Category Extensions are a thing now, and Jumpless is on there: https://www.speedrun.com/smsce#Jumpless
It depends on what homebrew you use, Gecko OS is the recommended app, Priiloader and AnyRegion Changer are fine too, but Nintendont is banned because it removes lag in the game.
Assuming you get enough time for secret reds, all 120 Shines are jumpless. I managed to get the highest red coin in Pinna 6 by ledgegrabbing the block under it at its peak (it’s tricky because you can’t stay on the ledge while it’s moving), wallkicking off of it and hovering into the coin. The new hardest coin is the last one in Sirena 4, the only way to get it jumpless afaict is with infinite wallkicks up the walls of the previous section and a waterslide on top.
Edit: Actually you can reach it with a wallkick off of the yellow peg, but I have yet to get that wallkick from a rollout. At least that looks like it could become consistent with a good setup
Makes sense. I usually take the Ricco late route so I save and reset after Pinna but I guess that would count as a jump
Well if rollouts and wallkicks are allowed, every level is possible afaict
Anyway, I don't have my Wii rn but I found a few strats before I left.
Noki 1 can be done entirely without bouncing on Glorpedos using rollouts, wallkicks and the pulleys, the hard part is the last series of wallkicks next to the second pulley's wheel. It seems doable but instead, I went to the right at the bottom of the slope and used a rollout, wallkick and hover to reach the spring under the rocket nozzle. From the platform it sends you to, you can just barely waterslide and hover around the cliff to a ledge, then you can either use the other spring or just hover up the last few steps to the mole.
In Sirena 2, the sand block path can be cleared with only dives but that's fairly precise and not really viable. It's also hard to get the spacing right to clear each gap with a rollout, so I start by hanging off the ledge next to the first block, let go, spin-wallkick, dive past the first gap and rollout over the second one. From there I just run up to the next gap, dive-rollout over it, then dive-rollout to the low brick blocks.
There probably won't be a leaderboard for it given how few people run the existing hoverless categories (except any%) and fast any%, but you can still run it if you want
Yeah, that's the only body of water that you can't exit without jumping (though you also don't want to fall in the water on the plaza near the warp to Noki)
Also, is it allowed to jump off a pole or a mesh wall? Both cases put Mario in the same state as a wallkick but idk
Well idk what you were getting at with half-presses
@TicTacBean I do know and remember the 3 parts of an A press but you don't seem to understand them, holding an A press doesn't turn it into a half-press, it only allows you to perform "half-press actions" until it's terminated (which isn't much in SMS)
Sirena 2 and Noki 6 can both be beaten jumpless by wallkicking out of rollouts
@TicTacBean The "pure" ABC ruleset would count an A press every time you need to select an episode or save, and a couple strats aren't remotely RTA-viable, I think min jumps/jumpless is more interesting for an RTA run
Hoverless is kind of an exception, there are categories like All Blue Coins and All Red Coins that don’t have their leaderboards on here despite being run more than 58/79/96 hoverless. At the end of the day, you don’t really need an “official” leaderboard to run, even though it gives the category more visibility.
As Sam said, allowing rollouts and wall jumps makes jumpless possible, with a few challenging parts at the end of Pinna 6, Noki 6 and Sirena 2. I’m assuming backflips and sideflips are banned too
There’s no point in uploading practice codes, they’re already available and it’s better to keep them in one place.
Uploading practice save files is also not very useful since anyone who can use downloaded saves can also use practice codes. But I don’t think anyone will complain if you upload saves in the Resources tab?
Tootuff (GBC). The main game mode is a 4-player board game, kind of similar to Mario Party, but there are no items to manipulate your roll. At the end of each turn is a random mini-game, but the vast majority of the mini-games available cannot end before the timer runs out. So your only chance to save time beyond simply winning every mini-game is to manipulate RNG.
I’m not sure why emu runs are hidden by default tbh, but they can’t just be allowed because 1) Dolphin sometimes ignores goop altogether (hence why the 2014 any% TAS gets a full 3:00.00 in Sirena 6, and it can still happen on the most recent versions) and 2) it’s much easier to make an undetectable spliced/tool-assisted run on emulator than it is on console.
On the other hand, there are reasons for emu to be allowed up to a certain point, namely 1) it allows newcomers to start running without having to get the proper hardware to play and record, and 2) it’s unlikely that anyone would bother splicing a 1:35 time. But for the reasons I mentioned, emulation is never recommended; it’s only allowed for convenience.