About the sprite overload theory: I did notice that when the flag appeared the koopa on the stairs was gone, and when the flag was absent, the koopa was there. So I suppose it's possible the existence of the koopa prevents the flag from spawning. Usually when I still had my fire flower at the end of -1 I would shoot the koopa at the end for fun. The thing is that even when I kill the koopa, the flag is sometimes still absent, and just a single koopa and flagpole doesn't seem like enough to cause a sprite overload.
Have you ever seen it in an actual run?
I wonder if the fire flower is allowing the chance of that to happen. I don't think I've ever seen it when reaching the end as small Mario
Pretty self explanatory. Please post the format in a reply.
When I'm running minus world and reach the end of -1, I sometimes find the flagpole in a glitched state where the actual flag is nonexistent. When you grab the pole, Mario just jumps off and "floats" over to the castle, which ultimately saves 3 framerules (1.05 sec) over the version with the flag. The thing is that whether the flag shows or not seems to be completely random. I think it might be framerule dependent, but does anyone know for sure?
Yeah, I started doing that again. Sucks I wasted 15 dollars on an adapter.
Many of the RNG sections in a speedrun of SMB are determined by what frame you load the enemy on. So by entering 8-3 on the same framerule every time, you'll get the same hammer bro pattern, and by entering the final room in 8-4 on the same frame, the same bowser pattern. Using framerules to manipulate RNG is usually difficult unless you're a top player.
Run into a wall when Mario's y-position is the same as a block in the wall. This allows Mario to stand on the block below for 1 frame. Then press A on that frame, and Mario will perform the wall jump. It's difficult at first, but becomes easier after practicing it a bit.
Sometimes when I try to hit down to go into a pipe, I cause the controller to input down-left or down-right. This happens when I press the left or right side of the down button on the D-Pad. In this state Mario can't go down the pipe, so he walks off of it. I lose runs in 1-1 all the time to this, and occasionally in 8-4. Example: https://imgur.com/a/v3kHkWT In order to avoid this, I have to put my finger on the very center of the down arrow on the D-Pad, which can be hard to do when your finger moves so quickly from one direction to another. It's a really annoying problem and I can't find a solution. Does anyone know how to avoid this?
What are the chances of getting a bowser axe pattern in 8-4 that you can't jump through?