This is just a way of making sure that the moderation is fine with this, I don't want to go and use it and then have people thinking that I'm doing something shady, and that would cause a billion problems for no actual reason. I just want to change to this setup since its easier to get it to work than the one with capture card, and it improves quality overall (mostly bc I'm able to properly set up my camera in a way where it looks just as good as a decent capture card) while being able to stream without having to use jank methods like for it to work like I do with my cap card. The only one requirement I couldn't really meet with this setup is simultaneously showing the console with the rest (that's the one reason I'm even asking at all) so I wanna know if the moderation is fine with it.
Picture of the setup:
@pellsson uhh... Is there any intended way of triggering that?
Easier strat:
Faster strat:
362 could be possible with power up strats... I mean if a REALLY old small mario TAS could get 362 why not with powerups :) Desc on the works.
So, this wall clip method only requires timing with clip inputs... kind of. Because you can still mess up the timing a bit and still get the clip. Just pray for good subpixels!
3 different approaches, same clip inputs. Instead of doing a full jump, I just do a flick to catch the walljump pixel as shown in the vid. It's the same idea of the other clip above, but this one has a way smaller leeway to perform the inputs.
I don't know why but holding down mid air on both clips makes things easier for me... Maybe because I can focus better at the rest of the timing.
Just see how and where I perform the inputs, then try for yourself. Share your thoughts about them!
Apparently no one knows about this, and i figured this out a while ago. Unfortunately, this is not effective on slippery tiles, but works well on normal ground.
Do a backwards full jump from somewhere around here: https://imgur.com/a/KCbY9O3
Then do a brief slowdown, jump and then hold right again quickly.
Then do a backwards full jump from somewhere around here: https://m.imgur.com/a/uVz5ELv
And then you should bop the koopa at the right time there, since Mario's hitbox will collide with the koopas hitbox while Mario is falling. Then jump over the last koopa and GG. It doesn't seem to be hard for me, and it saves some time so, go give it a try and share your thoughts about it!
The emulator is a port of the FCEU emulator (Not FCEUX, its an older version of it), and the only inaccuracy over the original NES is that it runs at ~59.85 FPS. I know that it wont be allowed for Any% WW runs, but I just wanted to know if I could use it to run other categories since I already got an 11:15 on noWW playing on this emulator and its my only way to play it now.
Note: I never pressed left there, I just performed a Backwards jump and then Mario did a bottom corner clip there. And catching the walljump pixel was intended there. Maybe this can be a "mid-level" strat for MW since Mario doesn't slow down by doing this. It seems that Big Mario's upper hitbox part is buggy with collision detection, since when I do a backwards jump with only Mario's head hitting the block, he starts being constantly pushed in and out of the block. Would be cool to find a way to make this useful in a run excluding MW. Maybe warpless?
Do a Backwards full jump right when you land on the bricks, then decelerate right before you get to the pipe (like I did on the video). Mario should have completely stopped.
Hope this makes stuff a bit easier, and I hope that people don't get trouble with getting in the hole ;)
Feel free to ask anything if you need/want.
Unfortunately, I haven't found a way to use this in a speedrun, but it's cool to show anyways.
The only problem with Warp clipping at 4-2, is that you'll lose the mushroom earlier in the run, but by doing just the Fast Vine is enough to save some time at 4-2. Feel free to ask anything if you need/want.
Explanation in the video. Feel free to ask anything if you need/want.
If you press left at the right time, you'll clip more into the block. If you mess up by pressing left a little earlier than you should, you still can do a 2-3 frame walljump. Since the video was recorded at 30fps, the first walljump was at the 2nd frame (4th frame at 60fps), and the second one was at the 3rd frame (6th frame at 60fps). I don't recommend you to delay your walljump too much, try to do it as fast as you can because If you did a bad clip, you still have the chance to do the 2-3 frame walljump. This is faster than climbing up the invisible coin block perfectly (with/without a headbump). I get the walljump most of the times with this method, way more times than with the 2 frame one. Feel free to ask anything if you want.
Since I don't have a NES, neither a PC, the only thing that I can play on is my PS2. The FCEUMM-PS2 emulator is a port of the PC emulator FCEUX. It works perfectly with SMB1, SMB2-J etc. The only game that doesn't work properly is Mike Tyson's Punch Out, but the rest of the games work 100% well. If this isn't enough info, what would be the procedure to verify this emulator to be accepted at this leaderboard?
How to do it: Do a backwards jump into the left corner of the invisible coin block, release right when you hit it, then do a frame-perfect jump to preserve your running speed. Start holding right again when Mario reached the middle of the block. Try to adjust your jump height to land on the block as soon as possible, then jump to the pipe. If you kept running speed correctly, you should exit the room with a 365 on the timer (366 if you did a fast acceleration on the first or the second room). This is enough to get the any% glitchless WR down to 5:03.5xx.
Sorry about the bad quality recording. I can't change the shutter speed of my camera :(
There's an app called GameGuardian, that can speedhack the games, but only on rooted devices. So, is possible add 2 new categories for these speeds?
Some people have a better PC to play gd, but some people have a mobile to play GD, and the loading time can be variable, like in the Gauntlets, the loading time is slower than high end PCs. So, is possible to fix this problem killing the fade loading time in the runs?