This might be the most interesting thing I've seen posted in the forum for years lmfao
You could go into a TAS editor and see for yourself? I don't understand why you would say a trick is sub-optimal without even knowing anything about it.
You should join the SMB1 Discord server for quick questions so the forums don't get cluttered
How are you going to moderate that, though? Would emu players have to use something like NohBoard to show their inputs or something?
If you want a compromise, instead of doing the right-release with only one finger, you could switch with two fingers for a faster repress. It should be doable on controller so it's 𝓕𝓡𝓔𝓔
You can get the same clip by using AEPLLG + Turbo.
@Akrua I don't understand why people do a fast-accel in the walljump room. At most, it only saves two frames, but it also makes your subpixels worse. Doing that in an actual run seems kind of redundant?
It seems redundant to make a new category just for PAL.
I mean, my 5:07 PB has a FPG when I really didn't know what I was doing, so it was kind of like a mavpole. Though, getting a true mavpole in a PB run is very unlikely, though, not impossible.
0:30 are you forced to do a 1-frame left-tap after a 1-frame switch?
In a nutshell, I used AISSON to fly high enough to the top of the screen so that the timer freezes. When the timer freezes, it apparently is still counting down, you can see me die at the end of the video because of that. To combat this, I unfreeze the timer so that the timer resets itself.
Doing this, I tried going as far right as I could just to see if there was some glitchy stuff that would occur. This is the result:
The video is pretty boring actually, but I wasn't expecting some of the stuff that appeared.
Such as at timestamp 6:36, where I realize that some of the blocks are actually solid and you can stand on them.
This averted some of my concerns that the cheats caused these glitches instead of the actual game, because sometimes, the top of the game can start flashing random textures due to the cheats.
Though, it only was just a single glitchy part that just kept repeating itself for the most part.
Thought this was worth sharing.
Doing four-bumps for the wrong-warp is redundant. You have at most 10 pixels to get the wrong-warp to work if you did a three-bump method, I don't see how having 20 pixels of leeway would be beneficial.
Another note to add is that you should also hold down while you're brushing against the wall. This is because Mario still faces the opposite direction even if he hits the walljump pixel which causes him to accelerate faster. Doing this saves the framerule almost all the time if you're doing the 3-bump method but hit the walljump pixel.