I will wait until the end of time to see this run. I'm curious to see which shortcuts work. I know the first bee stage has a very serious shortcut at the Shadow Mario race. You can jump off the edge and just barely spin jump at the very end to reach the goal, bypassing most of the stage. I hate Shadow Mario! I didn't expect the outcome. I just hated racing him that much and got lucky.
There we go! I was mostly playing pretty well during my segment attempts, but I had several good runs that were botched near the end (near or during the Bowser battle). I suppose it's nice to know that I can handle that, though. Anyway, quite satisfied with this segment. Times: Battlerock Barrage - 1:41, Pull Star Path Speed Run - 1:45, The Fiery Stronghold - 2:37.
So up to 16 stars now, and nearly 50 minutes of game time. At this point I'm going to take a break from the Galaxy run to enjoy New Super Mario Bros. Wii, perhaps for about 2-3 weeks. Thanks for the great support everyone, I'm looking forward to starting the next segment sometime soon.
This defenetly has the potential to be one of the best and greatest speedruns on sda for sure. Awesome skill in a very tough game. Nothing more to say but /bow
Well, looks like I'm officially back to the 61-star run. Not that I'm totally done with NSMB Wii, but I'm content to play it only occasionally from here. (Besides, playing it a lot hurts my thumb - too much 1 button holding.)
Segment 6 plan: Sunken Treasure, Passing the Swim Test, The Secret Undersea Cavern, Wall Jumping up Waterfalls, and Luigi and the Haunted Mansion. That's 5 stars. I think this is the star order that I'll use, too; Undersea Cavern and Waterfalls could have been switched around, but I'm pretty sure the whomps in Undersea Cavern will work out better if I watch the starting cutscenes, so I should do that star first.
These levels already have fairly solid strategies, as ILs have been made by Sword of Seals, me, DJPhilanegro, me, and DJ respectively. I'll try and use as many of the optimizations as I can, but this segment does look pretty difficult, mainly due to Undersea Cavern and Haunted Mansion (which is last). Hopefully some more practice will bring it under control, though.
Also, I've recently updated the SMG Wiki page on SDA (for the first time in 2-3 months). Additions of your own are welcome, especially if you think I may be missing anything for the current segment.
Whee! Power to you! GREAT to see you finally picking up where you left. I VERY much look forward to seeing what other skills you can pull out of your hat. Great run so far, so keep it up. Definitely wanting to see the finished run.
the BEST mario game ever without a fucking speedrun
this community is shit at times. should be the most competitive game out there.
First off, this community is not that large. Secondly, a lot of them like older games. Thirdly, it's relatively new, a speedrun just slopped together for the sake of giving the game a speedrun is likely to get rejected. So just hold up, the one yoshifan is currently working on is awesome, and over time it will be done. Just be patient before doling out criticism like this.
Thanks for the post, neskamikaze. While the lack of Galaxy runs is unfortunate, it doesn't make much sense to get angry at people over it. Speedrunning is ultimately a hobby, not a job.
Thanks for the post, neskamikaze. While the lack of Galaxy runs is unfortunate, it doesn't make much sense to get angry at people over it. Speedrunning is ultimately a hobby, not a job.
No problem. It makes me mad when people that don't do the speedruns (he was a guest) just expect a speedrun to magically be there because they like the game and don't realize how much work it takes to create them.
Thanks for the post, neskamikaze. While the lack of Galaxy runs is unfortunate, it doesn't make much sense to get angry at people over it. Speedrunning is ultimately a hobby, not a job.
No problem. It makes me mad when people that don't do the speedruns (he was a guest) just expect a speedrun to magically be there because they like the game and don't realize how much work it takes to create them.
I understand where he was coming from though. I thought the same way until I actually joined the sight & saw all of the discussion & planning & stuff & I actually realized just how much work is put into each run on the site.
I think the main reason there isn't much competition is because people realize how difficult the game is & how difficult all of the little tricks are. Many people probably wouldn't be able to produce a really high quality run of this game. Also, I wouldn't go as far as to say the "BEST Mario game ever;" however, it is a really awesome game.
The truly ironic part that makes me giggle is not his demanding attitude, but the fact that his desires have been fulfilled; just not on SDA. There's the complete 3 hour SS of 61 stars, as well as IL level speedruns of every single star, some of them heavily competitive.
The truly ironic part that makes me giggle is not his demanding attitude, but the fact that his desires have been fulfilled; just not on SDA. There's the complete 3 hour SS of 61 stars,
Which completely sucks.
Quote:
as well as IL level speedruns of every single star, some of them heavily competitive.
Every star? Maybe I just haven't kept up, but it seemed like less than half of them had runs. :\
But yeah, speedruns take a ton of time to produce. Just be patient and wait for yoshifan's run, which is sure to be amazing.
This segment had me a little worried, but after all my practice, I didn't need more than 2 hours of actual attempts. Well, actually, this was the first run that made it to Haunted Mansion without major mistakes... lucky that I pulled through!
The plan for segment 7 is: Rocky Road, Luigi on the Roof, and Honeyhive Cosmic Luigi Race. Rocky Road is a Hungry Luma star, so I'd actually return to the start of the observatory afterward. I'm not entirely sure, but it's possible that segmenting after Rocky Road would incur practically no time penalty (and maybe even save a fraction of a second depending on the exact timing method). However, the levels don't look too hard to optimize (they're very short), so I'd prefer to keep the 3 stars in one segment for entertainment purposes.
Quote from Mr. Piggy:
Quote from Miles.:
Every star? Maybe I just haven't kept up, but it seemed like less than half of them had runs. :\
Well, there are some runs floating around on YouTube that aren't labeled with times, so they're not on the Star Times chart. In particular, I've wanted to add DJPhilanegro's runs to that chart, but I timed them roughly using YouTube's video time, so I wasn't sure if the times were accurate enough. I should add them anyway, though, since the exact times aren't too important at this point.
Every segment in this run continually amazes me. This might end up being my favorite run on SDA, because I so thoroughly love watching someone destroy a game that gave me so much grief.
Awesome segment, as usual. I might be wrong, but I seem to remember you could hop on one of the icebergs nearest to the star in "Wall Jumping up Waterfalls" and do a high jump from there to reach it. Have you compared it to the Cataquack method to see if it's faster and if it's possible to skip the second ice mushroom that way? Again, I'm not sure if it actually works and if it does, the potential time saved probably isn't enough to warrant redoing this segment
Normand: yeah, I experimented with that Waterfalls strategy; you can skip the second Ice flower that way. There's a couple of methods that I tried to get on the iceberg wall. One was to use an ice-skating triple jump, which is quite tricky, but probably the fastest way and recommended for an IL at least. Another method I remember using is an ice-skating double jump to get close to the wall, followed by a backflip and spin to get on the wall. With the backflip method, I couldn't save more than about 1 second, and the camera can make the jump to the star tricky. I didn't feel it was worth it, but it's certainly possible that someone could get good at this strategy.
EDIT: Er, rewriting this post since it seemed off after trying the trick again. >_>
Wasn't that easy to get, but wasn't that hard either, relative to the other segments. The (new?) Honeyhive shortcut at the end can be genuinely tough, though. If anyone can find an easier or faster way of doing this shortcut, that would be nice. I'll move on to Segment 8 unless someone finds a way to save, say, 2 or more seconds there.
Segment 8's plan is: Fast Foes on the Cyclone Stone, A Very Spooky Sprint, Matter Splatter Mansion, and Sinking the Airships. My route plan does have Bubble Breeze; it's just lumped with Buoy Base in Segment 10, to spread out the difficulty of the Kitchen segments a bit. Though, the fact that I picked out Bubble Breeze was more or less arbitrary, so I could still move the stars around a bit.
Also, school resumes for me on January 4 (as it does for a lot of people), so that can slow down segment 8, and will definitely slow down segment 9. Again, I guess I'll just take my time and keep segment quality as the priority.