You have two options: keep using the 2 frame walljump setup, or switch to using 1 frame walljump.
If you keep using 2 frame walljump, you'll be losing around 0.35 seconds of time in 8-4, and you'll have to save that time elsewhere in other levels. Eventually it will get to a point where the time you're having to save to make up for your time loss in 8-4 is much most difficult than just doing 1 frame walljump. Therefore, you're going to have to switch to one frame walljump at some point.
One frame walljump is initially very daunting, but after getting it in PBs a couple times it becomes much more consistent. As a result, I recommend doing one frame walljump as early as possible. Since you already have a 4:57, you should start doing one frame immediately and not put it off any longer, because the longer you wait to add it, the harder 8-4 will get for you.
With one frame you kinda have to accept that a lot of your runs will fail it at first, since it is two frame perfect inputs, but there isn't really another way around it (other than doing a fast accel in walljump room but that's even harder lol). Just try to remember that everyone finds it hard at first (it took me around 15 runs to 8-4 to go from a 4:57.9 to a 4:57.6 because of one frame walljump), but it's very doable and you can overcome it with enough practice.
Also, make sure to practice 8-4 a lot more than you're used to doing. Walljump room will become pretty much the hardest part of the run if you're going for a mid 4:57, so you want to get very consistent at it fast, which you get through doing lots of practice. Good luck :)
posting this here so it doesn't get forgotten in a sea of discord messages
this is a spot that i found where you can do lekukie V3 setup to get good subpixels for this strat - first frame jump gets 19 (no subpixel loss), second frame gets f7 (two subpixel loss GOOD), third frame gets d5 (three subpixel loss GOOD), fourth frame gets 19 (eight subpixel loss GOOD), fifth frame gets C4 (bad mushroom block subpixels)
imo this should be easier than doing 4-1 fpg
Here are some threads in the SMB1 forums that go into depth into how to manage good/bad judges: https://www.speedrun.com/smb1/thread/6cgwo https://www.speedrun.com/smb1/thread/kib8n
No. The gameplay is meaningfully identical across all platforms for smb1 and emulator is completely free so you are simply handicapping yourself by playing on worse platform out of choice, not necessity. Even if you're on a Mac with 60.000 FPS emulators you can use bootcamp to run Windows with nestopia. Why go out of your way to accommodate someone who stubbornly refuses to play on a faster platform?
SM64 is also not an accurate comparison since there are meaningful differences between versions - you have to do delag manips on N64 while you don't have to on emu. SM64 is split also because the original version of the game is slower than rereleases despite being more popular, unlike smb1, so the so-called "purists" who'll only accept the original version are satisfied too
All Stars Any% works very similarly to the NES version except for at a high level, with the main difference being that hitboxes are enlarged to roughly what they should be. This means that you can't play quite as aggressive in certain areas as you would on the NES version, such as jumping straight over the pipes in 4-1. I'd recommend learning fire strats unless you're already very adept at precise pipe jumps and have a fair bit of time to sink, as a clean run with fire will be quicker than waiting on every pipe jump as small.
The only important glitch unique to the All Stars version is the backwards pole glitch, where Mario will sometimes wrap to the other side of the pole after grabbing it. This saves ~25 frames, so it will always save at least one framerule on its own. This happens naturally in some levels such as 8-2, but has to be triggered in other levels by hitting power up blocks, which WR does in 4-1 and 8-3. I believe with fire you only have to worry about manually triggering it in 4-1, which you can do by hitting the powerup block at the start of the level. This glitch is JPN ONLY, so *you should play on the "Super Mario Collection" Japanese version of the game as it has an automatic timesave. Getting the glitch once only saves ~0.35 seconds though, so it's not a huge deal if you mess it up on a run unless you're going for WR (and even then I messed it up in my pb in 8-3)
There aren't any dedicated All Stars resources (yet), but you would benefit from watching kosmic's NES any% tutorial ( ) as most of it applies, and having a watch of a couple 5:0x all stars runs with fire to see their strategies. Also DM me/other top level people on discord if you have questions
gl
You should learn both. BBG you could probably get in about a minute by just jumping at the bullet until it works, while FPG requires more finesse. Don't worry at all about adding them into runs until you have at least a mid 458 however, and ideally you should get ~4:58.3 with one frame wj before adding any hard tricks
sorry man rules state you gotta have game audio for the run to be verified, it was the only reason why this was rejected
4-4 clip is typically seen to be a very inconsistent trick as hitting the walljump pixel, which is required to clip into the wall, is subpixel based, and you need to do consistent duck jump speeds to consistently land the trick. This would not be the case, however, if you remove the duck jumps before doing the clip, as you would have consistent subpixels up to the clip.
Unfortunately, subpixels don't align for you to simply run to the wall without losing any subpixels previously in the level. This setup, however, aligns you perfectly for the clip without having to do any duck jumps, making the positioning aspect of the trick 100% consistent:
1: Buffer a jump at the start of the level. Buffering a jump only loses ~2.5 frames in 4-4, so this is barely a time loss, and you can still get every 4-4 framerule including high 352 with a buffer.
2: Jump off the top row of blocks without doing a duck jump. This appears difficult, but is actually a four frame window, as a full jump on frames 132-135 will get you down there. I aim to jump when Mario is on the shaded tile on the ground here
3: Jump fairly early off the row of 2 blocks before doing the wall clip. This isn't required, but is useful as it gives you a larger window to release A to land at the correct time - think first pillar vs second pillar for TAS 8-2. Jumping on 212 - 216 gives you a two frame window to release A (maximum leniency for top route 4-4 clip afaik), whereas jumping on 217+ makes the A release frame perfect.
4: Buffer down mid air, and full jump on frame 000 or frame 001. You can run into issues with certain smaller jump heights (1 frame jumps on frame 000 / 3 frame jumps on 001 simply won't clip in), so it's safer just to full jump. Release down after jumping but before you hit the wall.
By following these steps, you should be able to get 4-4 with up to 100% consistency, as any "luck based" variance from doing duck jumps before the clip is removed. The only possible mistakes are jump timing related, or messing up down inputs.
Common mistakes are: - Releasing down too late: if you do everything else perfectly and Mario catches on the walljump pixel without clipping in, you must release down earlier. - Bad jump height: if you don't clip in at all despite doing everything else perfectly, and Mario just bounces off the wall, you are likely doing a bad jump height (1 frame jump on frame 000 / 3 frame jump on frame 001). Full jumping into the wall should fix this.
Demonstration on FR 1519 (WR framerule):
sidenote: the delay from buffering makes patterns on 1519 WAY better as turns are almost nonexistent if you go quickly after clip