~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.
Any% (NTSC) runs below 4:57.000 must now fulfill additional requirements in order to be verified.
- The run's full session must be included in the submission description.
- For emulator runs below 4:57.000, some form of input display must be visible for the duration of the run. A hand-cam or input