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Master-88
Quote:
I'm not 100% sure of how the speed in Super Mario World works between NTSC and PAL. But this is my guess:
The ingame timer in PAL is running faster than in NTSC. But Mario's speed isn't reduced as much, some things are actually faster in PAL than in NTSC.
So it's very easy to see if a lvl is made in PAL or NTSC.


PAL versio includes couple versio difference. That ingame timer runnig slower on PAL versio. I have 363 time left in yoshis island 2 on PAL.  361 is lowest possible on NTSC.

Autoscroll moving much slower on PAL. I see that Iggy castle is much slower complete on PAL versio.

I don,t 100% sure but i think you need bit longer corridor run when you can get full run speed on PAL.

My best time on PAL versio is 12.11 i use SDA time rules. I think NTSC versio run is almost minutes faster beat than PAL versio run. I think 11.50-55 on PAL versio looks like Scot run 10.54 run.
Psonar the run just got accepted so the AVI should be available soon.
I love YaBB 1G - SP1!
Shocked Shocked Shocked Shocked

Jimsfriends run is unbelieveable. I had no idea some of those things were even possible. Mid-air trampoline FTW. Major props
Edit history:
DK64_MASTER: 2007-06-11 06:20:02 am
Yeah, I keep hoping more and more people will see this run, when this topic gets bumped.  Not many people know this run is up, and will not find out because they won't believe an actual product has been posted on the last page.

I guess jimsfriend could edit the subject...  But he's AWOL.
Edit history:
thegreginator: 2007-06-12 04:52:48 pm
Well the AVI is now available for the TAS of all the levels completed small.

Check it out: http://tasvideos.org/892M.html

EDIT: Uploaded to Google Videos
Like A Fox
ok so this topic is older than I thought...

within the context of the rules of this run, would invisible yoshi be allowed?
yes: it is not a powerup that stays with you to the next level (like riding a cloud)
no: it is yoshi (but so is carrying yoshi in the sw2)
other: other arguments

in dp 1 b grabbing invisible yoshi is do e high enough that jumping off of him allows you to get
up to the key. considering that the current run method is already pretty slow (turning around)
it may be that taking invisible yoshi is faster, and with some practice it is probably more reliable.

thogush?
Edit history:
Cronikeys: 2012-12-16 04:25:51 am
I think invisible Yoshi is a Yoshi (and therefore should be considered a powerup). It'd be really cool to see that glitch in a run (even though it technically is in YI2 of Dram's new any%), but I think it breaks the rules of "low%" if it's permitted. Also, in my eyes doing DP1 Yoshi-less is one of the coolest and most impressive parts of the run.
www.smwwiki.com
Completely missed this post. I agree that invisible yoshi would be considered a powerup for low%.
There is this strat too which would avoid yoshi and is faster. It's also hard - but so is the rest of this run. 
 


..8 months later, but did you have any plans to revisit this run? That would be awesome.
www.smwwiki.com
Putting this here mainly for jimsfriend, not sure when you'll get around to seeing this. it looks like a sub 15 is possible in this category. Got a 15:04 here:

http://www.twitch.tv/dram55/c/2932665

The faster vd1 strat that you go for in your run would save 3 seconds. Cleaner play throughout the run would probably save another 1~3 seconds.
Edit history:
jimsfriend: 2013-09-15 07:38:35 pm
Like A Fox
I'll check it either later tonight or tomorrow. its unlikely that I'll make more effort for this run, especially considering I don't currently have a functional snes..also i don't have a japanese cart.
Like A Fox
football guy pretty sure you can look at the in level clock and see whether he is about to kick or not when you go through the pipe.

"that still wasn't that bad" at least you didn't die.. :p

what's the time difference on sw4 for my (JXQ's) old strat vs yours? also how much harder is it? mine was super super easy once you have the timing down. i can still do it having not touched the game more than a dozen times in 7ish years.

lol /me maniacal laugh when you miss right before bowsers door.
Edit history:
dram55: 2013-09-16 09:33:12 am
www.smwwiki.com
sorry to hear about the  non-functional snes  Sad  .  if you ever get one  booted up,  the j cart  only saves .534  in this  category so it's not the biggest  set back.

with the football guy, I  think you're right bc  usually I don't get the football  but I enter the pipe at 282.  with  Starworld 4 I  remember when I looked  the strategy  I'm doing (I think was found by Japanese  players)  it was 6 game seconds  faster. a  game  second  is 40  frames  so that means it can be no more than 4 seconds faster  real-time.  it's  pretty hard,  but after drilling it  a lot  it can be done with  reasonable  consistency.

check out this cool  door 2  strategy,  unfortunately I missed (I think  it was first in the TAS  and lamby  realized it could be fine real-time)






I wanted to say thanks for making this category,  for sure  the  most fun I've had RTAing  super Mario World  because it's the perfect blend of difficulty  and  length.  also  not sure if  you are aware but over the past year there have been a handful of players doing this category all based from your run (sluip, menboo, typetsuki, lemongrass,  myself)
Like A Fox
yeah Fabian pointed out to me there were some twitch pages with people doing smw small runs on it, so I've been checking this topic periodically after that. door 2 that's sick Shocked i've never seen that before.

my snes "works" as in it turns on and stuff.. but every once in a while it decided I made some input that I didn't actually make. like pressing a, or start etc. pausing in the middle of a level is... not fun. it might be the contoller, idk. it happens on both my controllers on both my snes's, so...... idk.

are there any ilt for smw small? doing "all exits"? some of those levels would be pretty sick to see.
www.smwwiki.com
Thats a really funky issue with your controllers, sounds like it would make speedrunning a definite pain. Not sure what ilt is(individual level table?), but doing all, exits small seems like it would be pretty sweet to learn, and a definite natural progression after this run. Hopefully someone decides to take it up. I'm sure ill end up doing random ILs because of how fun it is.

While watching the rejected small only TAS from this thread, I saw in vd1 they bring the original shell with them. Gave the idea to try out this:
http://www.twitch.tv/dram55/c/2948011

its not too hard and saves 1 additional game second from the other strategy.
Like A Fox
>but doing all, exits small seems like it would be pretty sweet to learn

sweet as in impossible. Go ahead and try sw5b :p
more feasible might be a no yoshi, no powerups, no switch palaces, no star world run. then you have to do foi3b :p (and probably some other stupid hard but not impossible stuff).
www.smwwiki.com
, I  tried a  small Mario  no  yoshi/no Starworld  run a couple weeks ago for fun. I think it came out to 50+  minutes  haha. foi3  was finished with barely any  time  left on the clock.

no idea what sw5  entails,  but thinking about the small tas I think they do a double grab+ double shel not sure if there is any way around that.

check  out  this sw4  strat I was messing with the other day.  pretty  hard.  but fun to  do

Like A Fox
dram55 asked me for some of my old pictures that the links in this topic no longer work for.
https://www.dropbox.com/sh/khmnez7c97cm8de/JCvU7x-fQ9
i didn't look too closely, i know that these pictures are of the correct levels and small mario strats
Like A Fox
so dram55 when are you going to post a remake of the sw5b strat?

time to start working on the small mario 86 exit imo. three-way co-op of course.

(hey everyone else! dram55 linkdeadx2 and jimsfriend worked together to complete star world 5 secret exit small in the practice room. was pretty sick and only took an hour or so! maybe less)
So hyped for this run. I've been (slowly) learning SMW since I saw the AGDQ2014 runs. What exits are not possible with small mario?
www.smwwiki.com
@jim you're crazy, I think low% no star could be a thing but 86 exit....
After doing sw5 with you and link I think I'd never try a run or get switch palaces or something.

@pip off the top of my head donut ghost house secret exit, star world 1 normal and secret exit, valley of bowser 4 secret,

Then there are extremely hard levels that are technically possible like star world 5 secret, cheese bridge secret exit, chocolate island 3 secret, etc..
Edit history:
andrewg: 2014-01-27 10:13:20 am
andrewg: 2014-01-27 10:11:16 am
andrewg: 2014-01-27 10:11:15 am
Hi! I'm andrewg!
"as many possible exits" low% would be interesting, but I imagine it would be hard to actually ever finish a run, let alone make a speedrun.
Like A Fox
> cheese bridge secret exit,

This one is not possible. Unless you show me a video of it. Consequently, small mario can't get to Soda Lake to complete it, so while soda lake is possible as small mario, it's not part of a small mario run.

>@jim you're crazy,
remember during agdq when I mentioned that part of the reason I wanted this category is because no one would be stupid enough to compete with me? small mario 86 hype
Lunar Dragon WINGS!
@jimsfriend

I finished my first small mario only run. Finished with a 17:59 x) I will beat your time eventually
Like A Fox
congrats suidt on beating me! Smiley

small mario86 hype all exits have now been completed in real time here is ci3b http://www.twitch.tv/lambby/c/3907169
for anyone else interested in small 86, there are 4 main exits the that run would revolve around. these four exits are the four hardest to complete. 

star world 5 secret:
this method takes a little setting up before hand to make the p switch spawn in the correct sprite slot, so it appears in front of the shell. you can make it up there with the shell in front, which i couldnt pull off, but dram has done it.

chocolate island 3 secret:
jim came up with this method after i couldnt get either of the 2 TAS strats to work. to use the tas strats it seems like you would have had to let go of the d pad at specific times with 49 speed

tubular:
its safer to run back and forth once or twice more to gain pspeed than in this video.  the chucks throwing footballs seem to be on timers, making it hard to predict when they will make their first throw. all throws after that seem to be consistent.

forest of illusion 1 secret:
tons of ways to get there, but all pretty difficult. i could imagine the strat from the last video (the twitch link at the very bottom) becoming consistent




http://www.twitch.tv/lambby/c/3916212