When I play day 1 on high quality, I get $17. $12 dist, $5 altitude. When I play day 1 on low quality, I get $16. Only $11 from dist.
When I play day 2 while streaming, I get $23 and the distance bonus if I only skip the water once. When I play day 2 while offline, I only get $21 if I only skip the water once.
So while streaming, I can get $17 day 1, buy $15 acceleration 1, get $23 plus $25 day 2 with one water skip, and end up with $50, enough to buy the glider. This saves about 0.4 seconds over double skip on day 2, and you end up with only $1-$2 less.
Anyone know more about this? I'm pretty sure it's the framerate, and you gain more speed the longer you're on the ramp regardless if your extra time on the ramp is due to lag.
Yeah most of them are just reskins, but they might tweak some things while at it and we're not gonna check each one or try to draw a line as to what's valid and not. It's easier to just say play SMF.
iirc there's a Sonic reskin, and it's the best of all of them, but, sadly, not allowed. :(
The tournament is live, and so signups are closed. You can come to the Discord to see the schedule and watch matches!
We are having our second Refunct Any% Tourney soon! It will be from July 1st to July 14th (2019)! (Edit: signups closed) We will use our Discord to organize and run the tourney, so if you haven't already, join our Discord if you want participation to be 900,000% easier: https://discord.gg/refunct
If you have any questions, reply here, or ask in the Discord!
Follow-up to that post, the 3.84 seconds is ONLY for SMF1, newer version. At this time I haven't made any hacks for SMF1 V2.0 or SMF2, but the timing method will be updated to start when you gain control of Mario.
Here is what you can set LiveSplit to when starting a level so that your timing is a bit easier and more accurate: SMF1 V2.0: -2.77 seconds from splash screen showing before level. SMF1 V3.0: -3.84 seconds from selecting a level (please use the IL hack so you don't even need this; it will be easier for you too, I promise) SMF2: -1.84 seconds from selecting a level.
For SMF2/SMF V2.0 runs, I will probably leave them as are, and when someone submits a new run to each level, I'll update all the runs in that level.
Until now, timing for ILs has been such that timing begins when you select a level (meaning 3.84 seconds before you gain control of Mario/Luigi).
Since I have created a new hack of the game that times your IL runs, which is valid for IL runs, and it times from gaining control of Mario/Luigi, this will be the new timing method. I will correct currently submitted times to reflect this change. (Timing is displayed in frames, at 26 FPS, so to get your time in seconds just divide the number of frames by 26)
To get the hack, go to the Discord and look in the pins of #smf1-specific. You can download a .swf file, which can be played with the standalone player pinned in #general. I highly recommend using this hack for IL runs as it makes it easier for everyone.
If you run on the original version, LiveSplit (and I believe many other timers) can be set to start the timer at -3.84 seconds and you can start that when you select the level to make your timing easier and more accurate.
There are probably lots of strats. You can watch WR for many of those strats (though there are some that WR doesn't do cuz I'm too lazy/bad to beat it with proper strats). The block glitch and permanent invincibility are the two big glitches I know of. I know of some little ones like jumping through fire bars that I really don't pay attention to.
If you have questions you can ask in the Discord, for which I just posted an invite so that it will show up with guides, streams, and resources because you made me think about it and that feature wasn't around when I first set up the game's page.
Done! v2.0 now has subcategories, Regular and Low%.
Using people's full-game run IL times as their PB would make IL boards less accurate, because they would report false IL times. The best time you got in a completed run is probably not your actual IL PB. Probably, you got a faster time in some run attempt that died later. I (and you for that matter) don't have the resources to hunt for accurate IL PBs so I will not try. People can submit clips of their own full-game runs to IL boards if they want and if they don't submit their runs then that's okay. I'll copy ILs to the other category if applicable but that's all.
And, also, you didn't name names because you left a zero off of L2000's name.
I have heard complaint that IL boards are not properly maintained with runs that are valid for multiple categories not being placed in all applicable categories, making it difficult to see full standings. Additionally, I had issue with that the categories were too similar to each other. It was unnecessary to have the categories sorted as they were. So, to fix both issues, I have made only two categories: glitches and glitchless. For both categories, you are required to start small and allowed to collect power-ups mid-run. I will continue to clone runs of glitchless over to the glitches category.
Here's what I'm thinking: on almost every level, the ideal run of Small and Low% are completely identical unless glitches are used. For Level 5 (Castle), Low% would be identical to Small, but you'd have to grind Bowser RNG because you can't always get past Bowser without taking damage all while holding right. If haven't actually looked at all the levels, but I think that (still unless glitches are used) the only levels where Low% and Small would be different are Levels 6 and 10 (Koopa Castle). Level 6 it'd probably be faster to take a mushroom so you don't have all the stops to jump over the two piranhas; you can just run through and lose the mushroom. In Koopa Castle, it may be faster to lose a mushroom at the fire bars. So, I'm starting to think that the categories aren't even arranged properly. Instead of Free, Small, and Low%, it'd make more sense to have glitched and glitchless. I don't think there's a problem with having a standard rule that you start a level small, because really. No one actually does Free runs. Nearly every single IL run on the leaderboards qualifies as Free, Small, and often Low%. There are enough runners or enough competition to have those three categories. If I reduced the IL leaderboard to glitched/glitchless categories, and required every run to start as small Mario/Luigi (I wouldn't be opposed to removing my runs that start big/fire), we wouldn't lose hardly anything at all. In fact, trying to do Free runs to start big/fire is a HUGE PAIN because when you die you have to go get your mushroom/flower back to do another attempt. Nobody likes doing that, and there are very, VERY few Free-exclusive runs on the leaderboard. People often tell me "these are your options". I rarely use one they list, and in this case, I propose option 4:
- Reduce leaderboards to glitched-glitchless (Involves copying current runs into their places, which I could do)
- I'd probably continue to clone new runs if applicable, if they are top-3 runs.
I have two more points to make. First, no one actually runs glitched either. I will someday, but really no one actually does. I may just reduce ILs to one category, and if someone gets a glitched run, I will add glitched for that IL. Second, as far as me cloning runs into applicable categories, sure there's that. But is it important? Really? Did you know that (at the time of posting) L2000 has the fastest recorded time for Level 6? But he didn't submit an IL. That makes it really hard to "figure out who is in what place/position" and if you expect me to check every full-game run's ILs and highlight them and copy them into IL leaderboards so that you can have a totally accurate IL leaderboard, you're insane. If you're worried about people being confused by the categories, my proposed option 4 would pretty well fix that, and I could also put in the rules for runs something that clearly indicates that all Low% runs are valid Small and Free runs, and that all Small runs are valid Free runs, or that all Glitchless runs are valid Glitched runs.
Thank you for reading my essay if you did. If not, then: tl;dr Good points afnannen136 but I don't like your options. Instead, I'm considering rearranging IL categories to Glitched and Glitchless, and always requiring you enter the level small, and always allow collecting power-ups mid-run. I could then easily clone runs around when applicable.
I could also be more careful about making sure that the timing in submitted runs is done properly; I tend to just do little checks to make sure it's close to my estimation, unless there might be some really close runs up to WR, then I would try to retime them as accurately as possible.
I used to, when you submitted an IL run to the Small category, also clone that run into the Free category unless you have a better PB in that category. However, I find this pretty unnecessary and with the addition of Low% as an IL category, I don't want to that work. If you want your run to appear in multiple categories, then you may submit to multiple categories.
2018 is here! That means all new runs will require video proof to be verified. Also, runners who have already submitted 12+ minute times with no video have until May to record a new PB before all no-video runs will be removed.
Again, if you need help setting up a way to record your runs, check the Resources page for an invite to the Super Mario Flash Discord, and ask there for help. We will be happy to help you.
Currently, runs only require a video if they are sub-12-minute times. This is about to change. Starting January 1st, 2018, ALL new submissions will require a video. On May 1st, 2018, all runs that do not have a video will be removed. This will give adequate time for runners to beat their times while recording and then resubmit.
If you need help setting up a way to record your runs, check the Resources page for an invite to the Super Mario Flash Discord, and ask there for help. We will be happy to help you.
I can add that. I'd say that probably you should have to start the game and the timer w/o Permanent Invincibility Glitch, so that setting up the glitch is timed into the run.
If you (or someone) wants an any% glitchless, I'll add it. But I personally wouldn't want to run glitchless because it'd be less exciting.
I was actually considering adding an individual levels leaderboard, but didn't want to get initial times for it or leave it empty. But I think I'll add it.
Tentatively, the timing will start when you select a level, and end when you touch the flagpole (since I don't think height on the flagpole matters at all).
Also, do I need three categories for each level (Small, Big, Fire), or only two (Small, preferred entry)?
If anyone is wondering what the Permanent Invincibility Glitch is (and why it is banned), here is an explanation of it. When you take damage, you have a short period of invincibility. In this state, you cannot be damaged by enemies, fire, falling off the edge, or ANYTHING. You simply cannot die. To make this invincibility last indefinitely, you must simply quit the game (right-click --> Quit, or hit 'X' in a custom level) while you are still invincible. Then, when you play again, or start a new game, you will be totally invincible, and if you fall off the course, you will just fall and fall and fall. Forever. The only way to end the glitch (without refreshing/reloading the whole game) is to collect a Mushroom/Fire Flower.
The reason the glitch is banned is because it makes the game very boring, and one would have to do very well without the glitch to make it faster than with it. If someone wants me to add a category where Permanent Invincibility IS allowed, just ask and I will do it.