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something or another
Do you mean it's impossible if you're small?

Because the only places where you should be unable to run in a normal single segment are in the castles and Star World 3 or whichever one has the key up above.
Yoshi's eggs are at my mercy!
Wow, I definately look forward to this one. Wink
Edit history:
jimsfriend: 2005-08-14 04:40:17 am
Like A Fox
Yes, impossible if you are small.  If you need any proof, try playing Donut Plains 3 without slowing down.  If you do it, I will be amazed and want to know how.  (Unless you never got to full speed, which you can do right where you start)

A regular run I know running is never a problem as you simply fly over everything.

Also since my current route I have to beat Donut Plains 2 I can not "speed" through the level because the screen side scrolls and controls the speed for me  Cry

I haven't tried to figure out a route through Vanilla Dome or farther yet because I am still stuck on Donut Plains 3 and trying to make sure my intended route through Donut Plains 4 is in fact possible. (If I can manage to successfully do it that level should look awesome... at least in my opinion).

EDIT:
I don't need to figure out a route any farther than Vanilla dome 2 secret to get the switch palace because I just figured out a trick that will save me tons of time.  I don't need to activate the blue switch to beat vanilla secret 1 so now instead of doing 33 exits I only need to do 20.   I'm so happy  :party:

I've also decided to rename the Donut Plains to the Donut Pains.  I think it suits much better.
Edit history:
DK64_MASTER: 2005-08-14 07:03:43 am
Quote:
Yes, impossible if you are small.  If you need any proof, try playing Donut Plains 3 without slowing down.  If you do it, I will be amazed and want to know how.  (Unless you never got to full speed, which you can do right where you start)

A regular run I know running is never a problem as you simply fly over everything.

Also since my current route I have to beat Donut Plains 2 I can not "speed" through the level because the screen side scrolls and controls the speed for me  Cry

I haven't tried to figure out a route through Vanilla Dome or farther yet because I am still stuck on Donut Plains 3 and trying to make sure my intended route through Donut Plains 4 is in fact possible. (If I can manage to successfully do it that level should look awesome... at least in my opinion).

EDIT:
I don't need to figure out a route any farther than Vanilla dome 2 secret to get the switch palace because I just figured out a trick that will save me tons of time.  I don't need to activate the blue switch to beat vanilla secret 1 so now instead of doing 33 exits I only need to do 20.   I'm so happy  :party:

I've also decided to rename the Donut Plains to the Donut Pains.  I think it suits much better.



What about skipping DP2 by going the ghost house route, through DP level in Bowser's house?  Does that save time?
Edit history:
Gorash: 2005-08-14 02:17:17 pm
${$uid.$user}{' usertext'}
You still need the green switch palace to get through Star World 4 AND to get to the key in DP1.

So either it's:
1 - 2 - green palace - 2 - ghost - 3 - 4 - castle
or
1 - 2 - green palace - 1 - secret 1 - secret house - secret 2 - 3 - 4 - castle

Second route doesn't look so hot.
I'm addicted to games
The idea of never picking up mushrooms, yoshis etc, plus never touching a mid-way to get big, does seem like a cool take on a "low%" run for this game .... go ahead and try it out I guess! Maybe you should try to beat the short run first though.
something or another
Quote:
Yes, impossible if you are small.  If you need any proof, try playing Donut Plains 3 without slowing down.  If you do it, I will be amazed and want to know how.  (Unless you never got to full speed, which you can do right where you start)


Yup, I know it's impossible if you're small, I was just clarifying.  Amazingly, almost every level on SMW lets you get to full speed at the very start...
[whereas SMW:TLC doesn't (which is why I'm having so much trouble TASing it.... but that's another story).]
Like A Fox
Actually I don't think this run will take as long to produce as I had originally thought.  Yoshi's Island, Donut Pains 1, DP2 and Ghost House are like a walk in the park.  Castle #2 shouldn't be to hard to make as fast as possible since most of it is just jumping up on those big side moving stones.... not too difficult especially when I don't have to worry about flying.

Most of Star Road should be easy to get done as well, so really the only problem levels should be Donut Pains 3,4, and getting good at Bowsers castle (and Star Road 4 could take more practice than the others).

As I hate DP secret house I would rather do the small run first because it will be more fun, and it will also help me practice for Bowsers Castle on the regular run (especially the fight with Bowser small, as currently I suck at this).

I think whichever run I did first they would probably take the same amount of time for me to produce as DP secret 1 (the water level) is hard for me to fly up and get the turtle so I can swim faster... and not hit a fish with the turtle to lose it  Cry

The only tricky parts about the small run should be DP 3 and 4 (and brushing up on Vanilla Dome Secret 1 to get it done really fast as currently that level is like molasses for me).  And DP3 shouldn't be too hard, just a little practice at my timing.

And if anyone knows a way to get through the yellow blocks in Vanilla Dome 1 with all those hard back guys without slowing down at all I would really like to know.

By the way, if I am going to record these I need to know (my VCR needs to record at 60fps?) if the VCR I currently have my SNES hooked up to can handle taping it at the quality needed.  I looked in tech support (although not very thoroughly) to see if this was mentioned and didn't notice anything.  On the flap in the VCR where you put the VHS in it says 19 MICRON 4 HEAD.  I have no idea what this means but I think it could be important.  (There is no owners manual because my brother won it as a prize at prom, so I can't just look in there  :()
Edit history:
Radix: 2005-08-15 04:35:25 am
I'm addicted to games
I'm sure your VCR is fine ... just use SP speed and a new tape. And there's no need to rewind after every mistake... just when you're near the end of the tape.
Like A Fox
I don't know what SP speed is, maybe I should hook SNES to other TV/VCR where I have an owners manual (unless my mom threw it away), although I don't feel as comfortable playing on such a large screen.  And I assume a suitable tape could be picked up at a local hobby shop or Wal-Mart?  I took a demo of DP4 so I could see how the timing works, but the quality was very poor.  (The tape may be labeled extra quality... but I'm sure extra quality 10 years ago isn't quite up to par nowadays  :P).  Again, sorry if this was in tech support, but I didn't see too much labeled VHS there.
PwNzRd!
EP = 2 Hours, High Quality
LP = 4 Hours, Medium Quality
SP = 6 Hours, Low Quality

These symbols mean how fast you set the tape to record. A tape set faster will record better quality, but use up more tape, therefore the amount of time you can record is short. Low speed gives you tons of recording time, but low quality since the tape records slowly.
Sleeping Terror
You have them backwards... SP is two hours and good quality, EP/SLP is six hours and bad quality.
Like A Fox
I hope the cloud I need to get up to the secret exit of Star World 3 Isn't considered a power up for Mario.
PwNzRd!
Damn my lysdexia...
${$uid.$user}{' usertext'}
I'd regard the cloud as a temporary item, like a koopa shell. Plus they put it into that level so you can finish it. Wink
Like A Fox
Yeah I know, but it still would've been nice if I didn't have to use it.  I messed around a little bit, and he wouldn't throw those spikeback dudes up high when I was standing right next to him on those blocks that you throw, he would only throw them sideways, so a spin jump off of them up wouldn't work.  Oh well...

I'm still having troubles finalizing my route through DP4, but I did find a route that would look pretty cool for a TAS... just nearly impossible for a human to do consistently... unless I am less than human  Wink
Like A Fox
I just found a much easier-and much faster-route through DP4.  I must be blind to have not seen it before.
Edit history:
DK64_MASTER: 2005-08-17 04:18:23 am
Viper7 did an all levels run, I know he had a cape for most of the levels, but it couldn't hurt to check it out.  It's on bisqwit's site:  http://bisqwit.iki.fi/nesvideos/
Like A Fox
Quote:
Viper7 did an all levels run, I know he had a cape for most of the levels, but it couldn't hurt to check it out.  It's on bisqwit's site:  http://bisqwit.iki.fi/nesvideos/

I watched that before I even started this thread.  Saved it onto my computer in fact.  I also watched Jason Baums run.

Neither of them helps me too much... they fly, I run.
I also watched sdkess 10:56 run several times, as well as every run of Super Mario World on archive.org, no matter how it was done.
Edit history:
jimsfriend: 2005-09-17 03:19:59 am
Like A Fox
After much trial and error and trying over and over to find faster ways to beat the levels, I believe it is possible to beat it without getting any switch palaces.  I have not actually successfully completed 2 levels without the switch palace, but I believe it is possible and will keep trying to do it (star road 4 secret exit, vanilla dome 1 secret exit).

If it is possible it will be very hard, but I want to beat the least number of levels possible.  My idea for star road 4 is this:  Above the key exit I will have 2 turtle shells.  One on the tree to the right of the pipe on the end of the solid gray blocks, and one on the tree to the right of that tree.  While running fast (p-run?) I jump to the second tree and throw the first turtle shell left at the pipe, land on the second tree, grab the turtle, jump off and down to bounce off the first shell and land on the part with the key exit.  The second shell may have to be used to bounce off of to help me get there as well, and either way it will have to open up the box with the key in it.

Vanilla dome 1 I think might be able to be done one of two ways.  First, be in a p-run and bounce off of one of those hard shell guys thrown in the air (like viper7 did in DP2) up to the vine.  I have not tried this way yet, but it might work.  The other way is to have two of them and not be in a p-run and bounce off of both of them up to the vine.

If you can think of an easier way to do it (not including a switch palace), or help me test to see if these are possible, I would greatly appreciate it.

EDIT:  well vanilla dome 1 is possible with just one of them no running, just have to time it *exactly* right.  Now for more testing of Star road 4
Edit history:
soteos: 2005-09-17 08:54:16 am
Ok I've just tried about 1000 times on an emulator to get to the key platform (star road 4) without bothering to be holding a second shell. I did jumping off the shell as it falls to the bottom after rebounding it off the pipe, throwing it up to jump off as it falls (doesn't work at all), and doing a downward drop in the air (isn't enough forward momentum to get over the shell to jump off it). The closest I got was the first method. I almost reach the brown base of the key platform, but it's still a long ways off from the green part. I doubt the shell method can work. But it was a good idea.
Glad to see this run hasn't totally fizzled out yet Wink
Edit history:
jimsfriend: 2005-09-17 06:34:39 pm
Like A Fox
When you tried this, were you in a p-run?

And no it hasn't fizzled out... just really hard for me to do
Edit history:
soteos: 2005-09-17 11:12:05 pm
Ah, I missed the p part. Ok, I'm trying it out. I'll let you know if I get any progress.

Edit: I'm pulling it off, but I'm not getting as close as the other non-p method. Maybe it works, but I can't do it.

What other levels seem impossible as small? I might take a look at those.
Like A Fox
All the other necessary levels I can do.  I just wanted to see if it could be done because it would save time (obviously).  Can you describe to me exactly how you hit the turtle with the p-run?  I have only managed to hit it once, and I did not have the second turtle with me, but I believe that it is possible to have Mario under the first tree next to the pipe, then he can throw the second shell and it will bounce off of the key box and come back beneath him and he can bounce a second time to get on the tree with the key.  THis is what I have been trying.  Thanks for the help.

Do you slow the game down when you play it?  If you do, I could use your help for timing on Vanilla secret 1 (I hope thats the right level... don't have the game open).  I use the spring to bounce off a turtle shell that I threw at the ledge under the pipe to the secret area and bounce onto the ledge so I can go into the pipe.  I need to know from where I need to jump in order to land at the right spot on the spring that I can just do the high jump on my first try.  Maybe this is confusing but if you understand what I am trying to say I hope you can help.
Edit history:
soteos: 2005-09-18 12:43:39 am
I thought this would help http://www.vgmaps.com/Atlas/SuperNES/index.htm#SuperMarioWorld

I'll take a look at vanilla. For emulators- I only know how to save state and increase speed with the tilde key. I don't know how to slow it down.
For star road, I started out with a shell in hand. When I rebound it off the pipe, I think there is too much momentum in Mario going to the right, which is why it doesn't get as far as just starting from the second tree and moving to the right of the rebound. For jumping off the second shell after it rebounds off the key block- it's obviously way too far off, you'll be dead before it even reaches the key block.
But, by looking at the map, I notice a trick that is probably more impossible. From the 2nd and 3rd trees to the LEFT of the gray blocks, you could have a shell going over to the right, and have you doing a full p-jump over to the right as well. And then you jump off the shell in mid air (a double jump with good forward momentum). Good so far? Then imagine this with mario carrying a second shell, so then he releases it at the top of his second jump and it rebounds off the key block, so it opens the key and then mario jumps off it for a third jump. Main problem is setting up this situation, where the shell and mario holding a shell meet in mid-air to jump off of.
If this works, whoever pulls it off wins trick of the year.