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Another hour of no luck... I swear there's a very select few games that have made me this frustrated. I'm gonna get this fucking thing.
what method are you using for 1-1?
Your method. The routes aren't that hard, that's the frustrating thing about it. Just stupid random mistakes pop up, like a jump not activated at the right time or I ground pound 1 pixel too early and miss a star coin, random stuff like that.
The closest I got was on 1-3, my first two levels were good. I was in the room with the 2nd star coin and I ground pound immediately to get the speed boost off a slope below, but when I try to press down apparently Mario decides he wants to do a propeller spin instead and ruin my run. Go figure.
random propeller spins are sooooooo annoying.  For some reason, if you press back after holding forward, the propeller will go off.  Does this happen to you too?  I don't know if that's supposed to happen, but it's very annoying.  And then for places where you have to set the propeller off at an exact moment (like in my 8-7 run) the motion controls that set it off don't activate exactly when you want them too which screws everything up.  I'm starting to understand exactly how to control it better ... it's such a pain, and will be very very frustrating in a SS run.
Quote from UCpro:
random propeller spins are sooooooo annoying.  For some reason, if you press back after holding forward, the propeller will go off.  Does this happen to you too?  I don't know if that's supposed to happen, but it's very annoying.  And then for places where you have to set the propeller off at an exact moment (like in my 8-7 run) the motion controls that set it off don't activate exactly when you want them too which screws everything up.  I'm starting to understand exactly how to control it better ... it's such a pain, and will be very very frustrating in a SS run.

I'm sure it will be... I also find a lot of times that when I try to do a ground pound while wearing the propeller suit it won't spin up but it will go directly into a propeller ground pound instead of a normal one, which doesn't give you the slide boost and instead acts as if you tried to start sliding from a dead stand-still. Obnoxious...
Edit history:
UCpro: 2009-12-20 12:00:29 am
this is pretty impressive i think ... World 8-Doomship in 365

366 is probably possible with a perfect run, but won't be neccessary even for the segmented run.  364 would probably be acceptable for the any% run.


EDIT: i worked on 8-Bowser Castle a little bit and beat Bowser's first form at 581.  I need to spend a little more time figuring out a good route for his second form ... hopefully i'll have a video up of this level by the time i leave for vacation on Wednesday.
Did you give the Airship another go with the suggestion I made?
Edit history:
UCpro: 2009-12-20 10:26:18 pm
Quote from neskamikaze:
Did you give the Airship another go with the suggestion I made?


not yet ... maybe later tonight or tomorrow


EDIT: just tried it, and it works beautifully.  Thanks nes!  It saves about .3-.4 seconds from what i can tell, and it's a little easier than the other method.

Also, i still need to work on the Bowser fight, but i think that level can be completed in the 480-490 range
No problem  Smiley

And I will work on the 100%, just not right now. Soon though.
World 8-Bowser Castle ... this is just a work in progress video.  A time in the 500's will be possible.  Read the video description for details about the level.
ok, when i get back home this weekend i'm going to start recording segments for the any% run.  I've decided to not optimize bowser's castle until i get to that point for the actual speedrun.  I'm thinking about post my segments as i complete them just to double check with everyone here that they are acceptable enough ... i'm shooting for near perfection with this run, so anything more than half a second worth of mistakes will not be accepted for any given segment.  World 1 is pretty easy, so i should have that done fairly quickly.

Has anyone found a way to get the pirahna plant after 5-1? ... i'm pretty sure you can't.  The fastest time i've beaten that level is 9 in-game seconds.
Quote from UCpro:
Has anyone found a way to get the pirahna plant after 5-1? ... i'm pretty sure you can't.  The fastest time i've beaten that level is 9 in-game seconds.


You do mean "get around the Piranha Plant" right?
Then no, I think you're forced into it.
Quote from neskamikaze:
Quote from UCpro:
Has anyone found a way to get the pirahna plant after 5-1? ... i'm pretty sure you can't.  The fastest time i've beaten that level is 9 in-game seconds.


You do mean "get around the Piranha Plant" right?
Then no, I think you're forced into it.


haha, yeah that's what i meant.  Oh well, it's easy enough that it shouldn't cause any problems
Yes it is easy, though if you could get around it then it would be a big timesaver.
General Kong - Bullets and Bananas
Quote from neskamikaze:
Yes it is easy, though if you could get around it then it would be a big timesaver.


It may have something to do with the route or people playing.  Last night, I was doing two players off a new file and we got to world 5 with no warping.  After beating 5-1, the thorn branches moved to open up the top path to the wiggler level and the piranha plant stayed on the bottom two spots.  I didn't do any extra movement, just went straight to the level.  Again, don't know what caused it, could be random luck, but it could happen in a run.
Quote from DK28:
Quote from neskamikaze:
Yes it is easy, though if you could get around it then it would be a big timesaver.


It may have something to do with the route or people playing.  Last night, I was doing two players off a new file and we got to world 5 with no warping.  After beating 5-1, the thorn branches moved to open up the top path to the wiggler level and the piranha plant stayed on the bottom two spots.  I didn't do any extra movement, just went straight to the level.  Again, don't know what caused it, could be random luck, but it could happen in a run.


very interesting, so it looks like there MIGHT be a way around that pirahna.  I have a couple more ideas to test on this when i get home.
excuse the double post ... but i have now started recording my run.  first 2 segments are done ... i got the segment 1 on my first attempt!!!!

NSMBW any% run - segment 1

NSMBW any% run - segment 2
Quote from UCpro:
excuse the double post ... but i have now started recording my run.  first 2 segments are done ... i got the segment 1 on my first attempt!!!!

NSMBW any% run - segment 1

NSMBW any% run - segment 2

I was about to be freaking out when you said you got it on the first attempt and then I saw it was the intro... sneaky sneaky what you did there.

But anyways, it looks very nice. More polished than any of my star coin attempts have looked.
Edit history:
UCpro: 2010-01-03 10:59:20 pm
Quote from neskamikaze:
But anyways, it looks very nice. More polished than any of my star coin attempts have looked.


well, it's also a lot easier than your segment too.  i may work to try to improve segment 2 a couple more tenths of a second (using some of your seggestions as well as cleaning up a few other things), but it's not really a big deal.  Segment 3 is going to be tough, i probably wont have that one done for a while.


EDIT: ok, i'm a little confused right now.  i decided to redo segment 2 and i ALMOST got 454 on 1-1, and i had slight improvements on 1-2 and 1-3 ... but my overall segment time was almost 1 second slower.  I think loading times are inconsistent and this is going to cause timing trouble.  What do you all think about inconsistent loading times?  Has anyone else noticed inconsistent loading times between levels?  i'm going to put my run on hold until this is figured out.
Yes, Inexistence is a word.
Not sure specifically how it'd work, but why not just time by using the level timer? And if you use any mushroom houses, manually time those and put all the times together, rather than also timing the map times and stuff? It'd remove inconsistent loading times, and make it so you can easily compare times for segments.
Quote from Inexistence:
Not sure specifically how it'd work, but why not just time by using the level timer? And if you use any mushroom houses, manually time those and put all the times together, rather than also timing the map times and stuff? It'd remove inconsistent loading times, and make it so you can easily compare times for segments.

That would be pretty inconsistent with every other Mario game, wouldn't you think?
Edit history:
UCpro: 2010-01-05 12:14:22 am
Quote from neskamikaze:
Quote from Inexistence:
Not sure specifically how it'd work, but why not just time by using the level timer? And if you use any mushroom houses, manually time those and put all the times together, rather than also timing the map times and stuff? It'd remove inconsistent loading times, and make it so you can easily compare times for segments.

That would be pretty inconsistent with every other Mario game, wouldn't you think?


i agree that we should keep the timing the same as other mario games, but something does need to be done to make sure loading times are consistent.  One solution could be to figure out what the fastest load time for each level is, and then edit the actual segment attempt so that the loading time is the same.  That would just require removing however many "black screen" frames when the level loads to make it consistent.  Does anyone know if SDA would accept this?


EDIT: brand new World 1-3 secret exit run ... 1 in-game second faster than the previous route
General Kong - Bullets and Bananas
@ UCpro: Just a thought.  Since the game will more than likely be manually timed, I was noticing you should enter doors in the middle instead of the edge of the doorframe.  Reason being, when you hit up at the edge, Mario casually walks to the center and then goes into the background.  But if you enter at the center, he goes straight in.  I know you do it at the edge to stop the in-game clock, but in real-time, the center is faster.  Now, given the small amount of doors you go through in the run, we're looking at one or two seconds at best, but given that you said you are counting every tenth of a second per segment, this could make a difference for you.  Just something to consider.  Or maybe that's getting too anal.  Tongue
Edit history:
UCpro: 2010-01-05 11:29:39 pm
Quote from DK28:
@ UCpro: Just a thought.  Since the game will more than likely be manually timed, I was noticing you should enter doors in the middle instead of the edge of the doorframe.  Reason being, when you hit up at the edge, Mario casually walks to the center and then goes into the background.  But if you enter at the center, he goes straight in.  I know you do it at the edge to stop the in-game clock, but in real-time, the center is faster.  Now, given the small amount of doors you go through in the run, we're looking at one or two seconds at best, but given that you said you are counting every tenth of a second per segment, this could make a difference for you.  Just something to consider.  Or maybe that's getting too anal.  Tongue


yeah, i've already planned on going through the center of the doors for my real run ... but thanks for bringing it up just to be sure Smiley  I'm still waiting to see how the segments will be timed though, because of the inconsistent loading times between levels (i haven't really tried too hard to find the answer to this)

also, i found out that for 1-3 it is possible to get up to the secret exit with one single jump and then the propeller.  Doing this correctly gets you to the top part of the level without slowing down at all ... i'm not going to make a video of it, just look for it in my actual segment attempt.


EDIT: i worked on 8-1 again today and got a 430 which is 2 in-game seconds faster than my old run.  ENJOY!!

World 8-1 in 430
In the infinite
Nice work so far UCpro! I keep almost freaking out every time you don't jump off of a ledge because I've been playing alot of Super Mario World lately, but then I remember that you don't lose your speed in this one by just falling off of a ledge rather than jumping. lol