La versión de Mesen de Threecreepio también es buena y creo que es la preferida para este juego. https://www.speedrun.com/smb1/resources/74d6b
That glitchy block is always there, not sure exactly why but it will always be there. There are a few more like those around other levels, at the bottom of the screen like that note block or at the top of the screen stoping you from flying over certain levels.
Carrying an object while on a vine or fence seems to be an intended mechanic of the vanilla game, though I can't say it's particularly useful in a general way. I can only think of two examples where carrying something up a vine can be helpful (and yet still optional to do).
At Special level Gnarly there's a P-Switch you can carry all the way up using the vines, doing it should give you more time to enter the pipe with the extra Dragon Coins after pressing it. At Chocolate Island 3, in a 90 Exit Small Only run you carry a Koopa shell up a vine because you need a shell jump-mid air combo to reach the secret exit.
If there are other examples of this mechanic they're probably for very specific reasons outside of casual vanilla gameplay, more likely in romhacks.
Why did you removed/archived Level 10 and Level 15? You should reach out players with runs in those categories and explain them the situation. I want the categories and my times back. This is not fair.
En Super Mario World muchos mundos y niveles estan nombrados en base a alimentos, por ejemplo Donut Plains (Donas), Vanilla Dome (Vainilla) Cookie Mountain (Galletas), entre michos otros.
La categoría Food% consiste en comer un alimento de acuerdo al nivel en cuestión. No existen niveles así en Yoshi's Island, pero una vez que llegas a Donut Plains 1 debes comer una dona al finalizar el nivel y antes de entrar a Donut Plains 2, al finalizar Donut Plains 2 comes otra dona más antes de entrar a Donut Ghost House, así hasta completar cada nivel cuyo nombre tenga "Donut".
Para Vanilla Dome requieres hacer lo mismo pero consumiendo 1/4 de cucharada de extracto de vainilla. Por consiguiente Cheese Bridge requiere comer queso, Cookie Mointain una galleta, Soda Lake un tipo de soda, Butter Bridge mordidas a una barra de mantequilla, finalizando con barras de chocolate en cada nivel de Chocolate Island, una vez que comes todo eso finalizas el juego.
La categoria de Food% es una excepcion a la regla de integridad del leaderboard, la agregamos como un gesto amable hacia un contribuidor de la comunidad y las runs suelen ser removidas del leaderboard despues de un tiempo.
We already have a category that includes that Yoshi House Exit it's called A2 Exit, though it's not beginner friendly. You collect the 96 intended plus those glitched exits. After the 99th exit it rolls to hex A0, A1 and A2 hence "A2" Exit.
Have a read at this https://www.speedrun.com/smw/forums/z84zv maybe it anwers your questions.
@YUMmy_Bacon5 It's not a functionality but still mods can alert other mods when an account seems suspicious. Also don't confuse being as polite as I can with "being an IA". I do the best I can to help others, my response might not help at all but if that's the case that's up to OP to judge, not you.
We probably need more context to help you but from what I can understand it seems you got rejected for being a potential alternate account.
By website rules players may only have one account and alternate accounts are subjet of ban, if your account was flagged for being an alternate account you have two options: 1) prove it is a mistake, gather as much information about why your account is unrelated to the one flagged and reach the mod team. Remember to be nice, honest and patient; or 2) if you're indeed an alternate account then there's nothing to do, you can try going back to the original account but if it was flagged or banned for something wrong then that's it, GG on your sr.c journey.
It's not the end though, If you really like the hobby you can still run on your own, a sr.c account isn't necessary obligatory to speedrun a game, the only good thing about an account is joining to what the community recognizes as the official leaderboard. But that's about it. Not appearing on the board doesn't mean you can't enjoy the hobby. GL on the rest of your way.
Te equivocaste de categoría, 96 Exit es para todos los niveles, para pasarlo en el menor tiempo posible (0 Exit) es obligatorio presentar un video a menos que te refieras a 11 Exit en tal caso verifica bien la información que llenas al momento de hacer la submision; la categoría, tiempo, plataforma, etc y de preferencia presenta vídeo de prueba. Consideramos troll a quien sube runs sin vídeo que "vence el WR" por casi 40 minutos y eso puede afectar tu integridad como runner.
A Glitch is an unintended mechanic of the game, the game code malfunctions and produces an unintended result.
If you meant the stair clip in DSGH that is just the result of Mario moving just the right amount of pixels on a specific frame with a good angle on the stairs, no malfuction occured on the code since Mario's speed is just doing exactly what it was programmed for therefore stair clipping is not a glitch.
Now if you meant Star World 1 zips that's because only 4 yellow blocks can be spinning on screen at the same time, hitting a 5th block will cause the 1st to stop spinning, note that the game is programmed to push you out of solid blocks so when you zip through the yellow blocks your cape his new blocks around you making the ones where Mario is solid, since they're solid they push you out making you hit more blocks and the process repeats in a chain reaction. Again note that the game code did its job: pushing you out of solid blocks while no allowing more than 4 blocks spinning on screen; no glitch happened.
Some players fly doors 2 and 7 at Bowser's, it can be argued to be a glitch too however the game has an internal timer called "take off meter" but for some reason that timer wasn't programmed to reset between transitions like doors or pipes. Once again the game's code did nothing wrong since the timer simply doesn't reset so door/pipe flying are not glitches either.
Glitches have a human factor, we force the glitch to happen. if anything we can argue that these examples are exploits, the result of bad programming that we can take advantage of. It's up to the community to debate these things I believe there is a round table at our discord to discuss these things in detail, so keep composture, behave and you can bring any SMW topic to the table to clarify it.
Best of luck with your runs. Hopefully this thread helps others understand the Exits / Save thing in the game.
Imspirtual, you won't get banned for not knowing how to fill up the run submition so don't worry; people get banned for stealing gameplays, cheating, TASing, ban evasions, you know, the major stuff. We only ask players to fill up the submittion as accurate as they can because that helps with the moderation process. As I said the category you're looking is 11 Exit.
Shadowbrine1 star world exits do count. After beating the Ghost House at that point you've beaten 7 Exits and get the last save box in the route. Then you complete Start World 1-4 exits for a total of 11 Exits with no save box in the way. As I said before Bowser doesn't reward an exit and when you beat the game and reset the console you'll have a 7 Exit file because your last savebox happened after the Ghost House.
The category you're looking for is 11 Exit and its variants (No Cape, Glitchless, Cloud, etc.)
Maybe the confusion comes from the fact that after finishing 11 Exit you get a file with 7 Exits completed.
Y12, Y14, YI4 and Iggy are 4 Exits plus save box, then DP1s, DS1s and DSGHs total 7 Exits plus last save box and then SW1, SW2, SW3 and SW4 for a total of 11 exits. Bowser does not give an Exit so the final exit count is 11. After reset since last save box was on the Ghost House you end up with a 7 Exit file.
The "Any%" equivalent in SMW is 0 Exit but the runner should perform Arbitrary Code Excecution (ACE) to complete the run.
Hola, soy de los mods y hablo español.
No estoy seguro de todas las dudas que tienes pero por lo que te entendí sí, el SNESClassic esta totalmente permitido para speedrunning de SMW, tanto aquí en los Extra Categories como en las categorias principales.
Si quieres jugar en CRT o HDTV ya es desición tuya mientras sigas las reglas usa la TV que más cómoda te parezca. El SNESClassic y el Switch son igualmente competitivos para alguien que va empezando y puedes llegar a tiempos de alto calibre usndo estas plataformas.
Respecto a Kaizos, cada Kaizo tiene su propio leaderboard y/o comunidad y no necesariamente siguen las reglas de SMW vanilla pero de igual forma el SNESClassic es utilizado (toma en cuenta que requieres moddearlo para poder correr romhacks). Si vas a correr un Kaizo recuerda subir el speedrun en su leaderboard correspondiente.
Mucha suerte.
SwitchVC is emulator and emulators are banned. Please reject your own run @Volpey Don't use your mod power to give yourself top places on the board when you know switch is emu and emus are banned.
Then ban SwitchVC, it doesn't have the same framerate as GBA, in the end SwitchVC is also an emulator and emulators are banned.
I'm sorry but you sound like a dictator, I didn't want to say it but that's it. Community wants at least one Emu allowed and you say no but one person ask for a Low% (something very few people would even try) and you just say yes. Communities are build by everyone not just you.
I got a modded GC which everytime I turn it on it loads a Swiss 0.6 interface, Google says it is some kind of emulator inside the GC, is it allowed to run this game?
The Cloud setup seems fine but you must also hold L-R shoulders, I think you can find more as "Cloud XLR Method". About the Yoshi thing, hit the Yoshi block with the Koopa Shell and Mario's head on the same frame so the game spawns two Yoshis but since that can't happen one is invisible and the other hatches twice as fast. Good Luck on the grind!