KingBoo97Got sub 24 on Lethal Ejection by Dan Salvato, the most popular 0.00% level of the game. Very good run overall, I could still have done the ending part slightly better, but happy with it. At 0:10, hitting the on/off switch at the right side while not dying to the spike next to it is way more precise than it looks.
[0.005%] Super Mario Maker 2 - Lethal Ejection in 23.895 (WR)KingBoo972022-07-01 | Got sub 24 on Lethal Ejection by Dan Salvato, the most popular 0.00% level of the game. Very good run overall, I could still have done the ending part slightly better, but happy with it. At 0:10, hitting the on/off switch at the right side while not dying to the spike next to it is way more precise than it looks.
#SuperMarioMaker2 #SMM2 #MarioMaker[0.03%] Super Mario Maker 2 - Scream by Classy86 (1st Clear)KingBoo972023-02-08 | A hard NSMBU level that Classy dedicated to me. It has kaizo, precision and speedrun elements and it's relatively long. The hardest thing in the level is the delayed spring jump just before coming back to the mainworld. I used to be very inconsistent at it but I figured out how to do it in a much better way, and cleared it very quickly after that, since I was very consistent at everything else. Overall I really liked this level, so thanks to Classy for making it and dedicating it to me (also I killed the Boom Boom at the end like he wanted).
#SuperMarioMaker2 #SMM2 #MarioMaker[0.04%] Super Mario Maker 2 - 3 Double Shell Jumps TA by Daggertail (+WR)KingBoo972023-02-04 | This level might seem simple or easy but it's not, it's a pretty tight 10s speedrun of 3 double shell jumps in a row which requires optimizing not only the shell jumps (which all have to be controlled to save time) but also cutting it really close around the spikes.
#SuperMarioMaker2 #SMM2 #MarioMakerSuper Mario Maker 2 - 20s Time Attack and 1-1 but its precision (+WRs)KingBoo972023-01-25 | 2 SMB1 levels, the most interesting and the harder one is the second one (1-1 but it's precision) even though it has a higher clear rate. The first one is pretty easy for the most part and the hard part of it is the required 2 perfect stair jumps. I also did a corner boost to save more time and get the WR, but I don't know why it had that low of a clear rate (it had 0.02% when I first played it). I speedran 1-1 but it's precision to get the WR back.
#SuperMarioMaker2 #SMM2 #MarioMaker[0.02%] Super Mario Maker 2 - Inanimate Sensation by AndrewMM (+WR)KingBoo972023-01-16 | A hard Bomb kaizo level by Andrew (SomeBro), this seems to have inspiration from Bombs5 (the hardest Bomb level, which is a Mario Maker 1 level). There's a lot of precise movement, had 2 deaths at the last section, and later cleared it on stream.
#SuperMarioMaker2 #SMM2 #MarioMakerNinji Speedrun #2 (The Speedventure of Link) in 23.176 [WR]KingBoo972022-12-28 | Got back the WR on this Ninji (previous WR was 23.196 by Andres183). Subworld wasn't very good and I could also improve on the first split, so I could get a lower 23.1xx or even a 23.0xx with a very good run.
#SuperMarioMaker2 #SMM2 #MarioMakerSuper Mario Maker 2 - Hot Sponge (Most Attempted SMM2 Level) by Ryukahr in 37.616 [WR]KingBoo972022-12-22 | Got the WR on what apparently is the level with the highest number of attempts in the game (over 30 million). Overall I'm satisfied with this run even though I could've gotten a 37.5xx. At the autoscroll section, it seems like I could do it way faster, but there's a limit on how far ahead of the screen you can get, so I intentionally slowed myself down at some places to reach the top when I exactly wanted to.
#SuperMarioMaker2 #SMM2 #MarioMakerSuper Mario Maker 2 - The Silence of the Lambs by Barb in 1:19.695 (WR)KingBoo972022-12-21 | I beat this level with a 1:20 WR months ago and already uploaded a video of it, but since I improved the WR of it and got sub 1:20 (also months ago) I decided to upload this one too. I'll hopefully be more active from now on. At 1:15, I intentionally delay myself a little bit to make sure I don't die to the pit below by gettting too far ahead of the autoscroll. Also, at 0:25 I take these 2 jumps very wide because there's a kaizo block that prevents very tight jumps.
#SuperMarioMaker2 #SMM2 #MarioMaker[0.06%] Super Mario Maker 2 - Shellgasm by Class (+WR)KingBoo972022-12-05 | I improved the WR by over 2 and a half seconds, and a significant part of that timesave comes from doing the ending in a different and faster way than intended.
#SuperMarioMaker2 #SMM2 #MarioMaker[0.08%] Super Mario Maker 2 - Cloudwalker Speedrun (100s) by Andrew X (1st Clear)KingBoo972022-11-20 | One of the easier levels I uploaded here. It still has some not so easy parts because of the spikes.
#SuperMarioMaker2 #SMM2 #MarioMaker[0.006%] Super Mario Maker 2 - Bombshell Wasteland by Papyrus (+WR)KingBoo972022-11-15 | A pretty hard level made by Papyrus, who spent almost/around 1,000 hours (yes, not kidding) clearing this level to upload it. Many sections and things are harder and more precise than they look, partly because of the strict spike and muncher hitboxes in this game.
I might now take a small break from "major" hard level grinds and just do minor hard levels (levels that take me just a day or a pretty short time to clear) until I can start Trials of Death, which will be the real big thing (it's going to be uploaded on Pretendo, custom SMM1 servers, maybe this month, or soon anyway).
#SuperMarioMaker2 #SMM2 #MarioMaker[0.02%] Super Mario Maker - Gods Great Judgement Day by Dèvon (1st Clear)KingBoo972022-11-06 | I fast forwarded a couple irrelevant parts, because they contain religious sentences that are out of place. The creator literally created this level with that purpose. The survival is basically the only relevant thing here. It's surprisingly well created and difficult, it lasts 100 seconds, and there are not safe places at all. Since Chain Chomps were the worst enemy to deal with, my strategy was basically to avoid spawning them (they spawn from a pipe on the left), so that's why I stood for so long on the same place where that pipe was barely offscreen, so the Chomps wouldn't come out. It gets progressively harder over time, first with Bill Blasters and at the end with firebars below, so the final 20-30 seconds are the hardest ones to survive. I wanted to clear this because it was uncleared for over 3 years and because the creator claimed it could be the hardest SMM1 level, obviously false and really far from that. The level ID is 04C0-0000-03E8-FC96.
#SuperMarioMaker #SMM #MarioMaker[0.002%] Super Mario Maker 2 - Ozymandias by Failstream (Cheeseless Route + WR)KingBoo972022-10-29 | I cleared Ozymandias, perhaps the hardest Cape level of the game, and got the WR beating the previous one by over half a second. "Cheeseless Route" because I didn't use a big cheese that uses a whole different route around halfway through the ascent at the subworld that makes that part significantly easier. I used a couple alternate strats though, but they don't make the level easier at all, and one of them was to save time and there can be more risk of losing the run to it (the midair spring jump after exiting the subworld). The hardest part of the level might be either the ending or the second half of the ascent, from the shellmet flick trick to the top of the ascent (which is mainly what the cheese route does completely different). The descent overall is pretty easy except for the muncher dive at the end of it, which made me lose many runs (also because I risked it more to go faster). I had 1 death at the ending part, and I cleared the level half an hour after that.
#SuperMarioMaker2 #SMM2 #MarioMaker[0.01%] Super Mario Maker 2 - Shellgasm II by Classy86 (+WR)KingBoo972022-10-17 | A pretty difficult Team Shell level. I beat the previous WR by over a second. I had many deaths at the double pow drop part, but no deaths at the key door entry with the on/off switch.
#SuperMarioMaker2 #SMM2 #MarioMaker[SMM1] Trials of Death has been uploaded! (Tribute level by me)KingBoo972022-10-12 | Braden cleared Trials of Death over a week ago (the hardest Mario level cleared RTA) and 4 years ago I created and cleared this tribute precision level. I didn't upload it, but I might be able to with Pretendo soon.
#SuperMarioMaker #SMM #MarioMaker[0.06%] Super Mario Maker 2 - Kamikatze Shells by CatsterKingBoo972022-10-09 | A very cool 3DW cat kaizo level by Catster. There are some controlled jumps in it which makes it more difficult than it looks.
#SuperMarioMaker2 #SMM2 #MarioMakerSuper Mario Maker 2 (Story Mode) - Lets Go, Builder Mario in 25 seconds (WR)KingBoo972022-10-02 | I said I wouldn't run any more story mode levels but this level was cool to run so I did it. 25 is an untied WR (474 remaining on the timer) and I did 2 superjumps and got a good run overall (superjumps were patched but they work on this level, it's a glitchy jump that requires very precise inputs to reach a height higher than a spin jump).
#SuperMarioMaker2 #SMM2 #MarioMaker[0.01/0.02%] Super Mario Maker 2 - Beating 2 uncleared levels by BooliamKingBoo972022-09-28 | Two 10s levels by Booliam. Both were uncleared with a high number of attempts. The first level became quite easy after I realized a way more consistent way for not touching the ground before the ground pound at the end. The second one can be deceptively difficult because you need to float (repress jump), manually cancel the slide and twirl at a good spot to get enough distance to reach the next platform, but got very consistent after a while. Also the last piranha at the axe was quite inconsistent.
#SuperMarioMaker2 #SMM2 #MarioMaker[0.09%] Super Mario Maker 2 - Mad Meadow 10s by Diddle (+WR) + 4 Story Mode WRsKingBoo972022-09-26 | I won't run more story mode levels at all, but I found a few really short levels where I saw potential for improvement for the next second barrier so I went for them. 0:00 - Mad Meadow (10s) Quite tight 10s level, I did several corner boosts and good slides on slopes to save time.
0:23 - [Story Mode] POW Block Wake-Up Call in 5 seconds 044 remaining, untied WR. This broke a 13-way tie of 6 seconds, and literally requires a perfect run. At the end I jump at a precise spot to corner boost.
0:42 - [Story Mode] Molten Rain in 6 seconds 043 remaining. This broke a 17-way tie of 7 seconds, and it also requires a really optimal run.
1:02 - [Story Mode] Blooper Barrage in 9 seconds 290 remaining. This broke a 4-way tie of 10 seconds, it's easier than the previous 2 but the movement of the Bloopers has randomness so that can be annoying.
1:19 - [Story Mode] Piranha Creeper Squash in 3 seconds 296 remaining. This broke a 5-way tie of 4 seconds, it's the easiest one but it probably requires a first frame roll and then a first frame long jump out of the pipe to start hitting the piranha as soon as possible.
#SuperMarioMaker2 #SMM2 #MarioMakerNinji Speedrun #9 (Yoshis Piranha Plant Picnic) in 24.745 [WR]KingBoo972022-09-20 | WR by 0.011 seconds (previous WR was 24.756 by Raymega). Took very long to get this time because this ninji is very deceptively hard to get good runs on, and also I got a PB that was only 1 millisecond away from the previous WR, which was quite unfortunate. I can do better too, since I seem to lose over a frame at the start and the ending wasn't great. Anyway, I'm very close to being done with ninjis in general and focus more on hard levels and other stuff.
#SuperMarioMaker2 #SMM2 #MarioMaker[0.01%] Super Mario Maker 2 - Verwalters Final Level v3 by Miezekatz (+WR)KingBoo972022-09-03 | A 3DW kaizo/speedrun level. I improved the previous WR by over 2 seconds.
#SuperMarioMaker2 #SMM2 #MarioMaker[0.02%] Super Mario Maker 2 - Slaughterhouse by Joshua (+WR)KingBoo972022-08-21 | This was actually my second clear of this level, I cleared this level for the first time a year ago when it was recently uploaded but I didn't record it, so I decided to make a video of it now, also with an improved time.
#SuperMarioMaker2 #SMM2 #MarioMaker[0.01%] Super Mario Maker 2 - 123 No Hay Manera by JCTheChamp (+WR)KingBoo972022-08-18 | Sí hay manera. This level is a quite difficult kaizo level by JC, and I wanted the WR too, which made certain things harder, but it was worth it. The most notorious one is the small juggle part at the end of the 4th section, which doing in a fast way can be significantly more precise than just taking it "safe". I also included a death I had at the final midair, which was a bit frustrating because it's easy and something I very rarely missed in practice. I had 3 deaths after the key door in total, 2 of them were at the spring drop (which is pretty precise, there's either 1 or 2 frames of window for it) and 1 at the midair.
#SuperMarioMaker2 #SMM2 #MarioMaker[0.007%] Super Mario Maker 2 - Bean Burrito 18: Sidekicks by Usabell (1st Clear)KingBoo972022-08-08 | A Bean Burrito level by Usabell that was uncleared with over 10,000 attempts. I saw it was uncleared so I wanted to clear it. I fast forwarded the first section since it's really easy, after the door is when it gets harder.
#SuperMarioMaker2 #SMM2 #MarioMakerMK8DX Wave 2 tracks (200cc) - 3 Star rankKingBoo972022-08-07 | Decided to do a video for the new tracks, on 200cc against the CPUs. My favorite tracks of this wave are probably Snow Land and Waluigi Pinball.[0.001%] Super Mario Maker 2 - 2/177,000+ Japanese 80s Speedrun (+WR)KingBoo972022-08-03 | A speedrun level with an extremely low clear rate. It's not nearly as difficult as the clear rate says though, and it's very far from being one of the hardest levels of the game. The level is moderately difficult except for the very ending wall jumps which are very precise, but it also has a pseudo-RNG part where the magikoopa needs to turn the block into a coin, otherwise the P-Switch will get activated. This can be manipulated in some way, but it was still pretty inconsistent so there was still some luck needed.
#SuperMarioMaker2 #SMM2 #MarioMakerSuper Mario Maker 2 - Pit of PePanga: DieVine Garden in 44.687 (WR)KingBoo972022-08-01 | I got the WR on this popular hard level by Panga. This run has many speed strats harder than the intended ones, like 3 midair crate jumps, and optimized movement overall.
#SuperMarioMaker2 #SMM2 #MarioMakerSuper Mario Maker 2 - 2 Time Attack levels by Luigibro06KingBoo972022-07-27 | 2 SM3DW time attack levels by LuigiBro06 (LuigiMaster), the second one looks very simple but it's actually pretty tight. I do a crouch for a very short time there because then I can long jump earlier, and I don't wall jump off the clear pipe because that was apparently slower than just holding right and doing a long jump, because when you come out of a glass pipe you spend some time falling to the ground, instead of landing directly on ground like when you come out of a regular pipe. Also, when I land at the end, I need to long jump frame perfectly to avoid the 3DW landing animation that stops you on ground completely.
#SuperMarioMaker2 #SMM2 #MarioMakerNinji Speedrun #12 (Squirrely Airship Escapades) in 21.261 [WR]KingBoo972022-07-13 | Saved a frame at the ending wall jump compared to my previous 21.277 run. This run is basically just 1 frame away from a theoretical perfect run (TAS run: youtube.com/watch?v=Xr1rFv0lr-4). Satisfied with this time. This run has a corner boost before the first damage boost to save a frame and be able to get a 12.466 damage boost time. The way it works is pretty weird, but I basically needed to get the acorn mushroom at the very start at exactly 1.200 seconds for it to work, because if not the seesaw and the subpixels wouldn't align. The hold-right crouch jump before the very ending to fit between the cannons also has to be perfect. The micro spin jump at the end also saves some milliseconds because it allows a quicker acceleration after the wall jump.
#SuperMarioMaker2 #SMM2 #MarioMaker[0.12%] Super Mario Maker 2 - The Silence of the Lambs by Barb (+WR)KingBoo972022-07-11 | Not as hard as the majority of levels I upload, but wanted to play it. Got the WR by a very big amount of time. There are several invisible blocks that prevent making some jumps tighter, like 2 of them just before getting the fire flower.
#SuperMarioMaker2 #SMM2 #MarioMakerNinji Speedrun #12 (Squirrely Airship Escapades) in 21.277KingBoo972022-07-10 | This run has a corner boost before the first damage boost to save a frame and be able to get a 12.466 damage boost time. The way it works is pretty weird, but I basically needed to get the acorn mushroom at the very start at exactly 1.200 seconds for it to work, because if not the seesaw and the subpixels wouldn't align. The hold-right crouch jump before the very ending to fit between the cannons also has to be perfect. It's basically 2 frames away from perfection (lost a frame at the end and didn't get a second corner boost halfway through the level). The micro spin jump at the end also saves some milliseconds because it allows a quicker acceleration after the wall jump.
#SuperMarioMaker2 #SMM2 #MarioMaker[0.03%] Super Mario Maker 2 - Ascension by Shoujo (+WR)KingBoo972022-07-08 | Not as hard of a level as the clear rate says, but I improved the previous WR by almost 2 seconds with some speed strats at the middle of the level.
#SuperMarioMaker2 #SMM2 #MarioMaker[0.12%] Super Mario Maker 2 - Hard Candy by Classy86 (+WR)KingBoo972022-06-27 | Harder than what the clear rate says. The hardest parts were the second section (after the first warp box) and the last part with the midair crate long jump and the pow jump after the dive, which I believe it's a 2 frame jump.
#SuperMarioMaker2 #SMM2 #MarioMaker[0.09%] Super Mario Maker 2 - Night Under The Lights by LilKirbs (+WR)KingBoo972022-06-24 | Got the WR on this old 3DW kaizo level by Kirbs.
#SuperMarioMaker2 #SMM2 #MarioMaker[0.04%] Super Mario Maker 2 - Double Double Mepow Dive by Warspyking (1st Clear)KingBoo972022-06-23 | A pretty fun and difficult trick, done 2 times in a row. When I throw the first Pow, I turn left just a little bit immediately after throwing it so it gets thrown with little speed.
#SuperMarioMaker2 #SMM2 #MarioMaker[0.00%] Super Mario Maker 2 - W4-3 (Speedrun in the Desert) by Nailuj (1st Clear)KingBoo972022-06-20 | Not an actual very hard level at all, but it had a lot of attempts and it was uncleared so I got interested in it. The most precise part was the midair spring jump with the grinder below it at the beginning of the subworld.
#SuperMarioMaker2 #SMM2 #MarioMakerNinji Speedrun #9 (Yoshis Piranha Plant Picnic) in 24.809KingBoo972022-06-17 | The comparison is with my 24.840 Ninji ghost, my previous PB. 24.745 run: youtube.com/watch?v=0ObOcw5vnCY
#SuperMarioMaker2 #SMM2 #MarioMaker[0.005%] Super Mario Maker 2 - Lethal Ejection in 24.450 (Former WR)KingBoo972022-06-01 | 23.895 run: youtube.com/watch?v=5Y_f7ubaxAs Got the WR on Lethal Ejection by Dan Salvato, the most popular 0.00% level of the game. This run has optimized movement and jumps, as well as some shortcuts and skips. Not dying to the spike next to the ON/OFF switch at 0:11 is way more precise than it looks.
#SuperMarioMaker2 #SMM2 #MarioMakerNinji Speedrun #9 (Yoshis Piranha Plant Picnic) in 24.840KingBoo972022-05-26 | Improvement of 0.029s over the previous 24.869. The dry spit section and the ending are very hard to do optimally (the very start is also hard). The comparison is with a 24.876 Ninji ghost, a saved time I had even though my actual previous PB was 24.869.
#SuperMarioMaker2 #SMM2 #MarioMakerNinji Speedrun #9 (Yoshis Piranha Plant Picnic) in 24.869KingBoo972022-05-25 | Good run. The video finishes as soon as I got to the flagpole because, unfortunately, I had a communication error (because I forgot to exit the level after the server maintenance) and the time didn't get saved in-game. But the run was clipped, so it still counts. I can also still get a better time as well.
The dry spit section and the ending are very hard to do optimally (the very start is also hard). The comparison is with my 24.921 Ninji ghost, previous WR.
#SuperMarioMaker2 #SMM2 #MarioMakerGetting WR on a troll level using a fast routeKingBoo972022-05-24 | I saw SimpleFlips play this level and getting a WR of 54 seconds using this route, so I wanted to try it myself. The record was 37 seconds by shinysurge when I played it, so I saved over 10 more seconds. I'm not sure if a better route is possible since I didn't experiment much. I take damage intentionally on the koopa to be small.
#SuperMarioMaker2 #SMM2 #MarioMakerNinji Speedrun #9 (Yoshis Piranha Plant Picnic) in 24.921KingBoo972022-05-23 | WR by 1ms. I'll keep going for 24.8xx. The dry spit section and the ending are very hard to do optimally. The comparison is with my 24.960 Ninji ghost, my old run that was the winning time at the end of the event of this Ninji.
#SuperMarioMaker2 #SMM2 #MarioMaker[0.01%] Super Mario Maker 2 - Hyrule Warriors by Z7 (+WR)KingBoo972022-05-20 | A hard precision level as Link, with a lot of tight jumps and movement and the clear condition of eliminating all the piranhas. The ending groundpound has to be perfect to not take damage to the munchers, and the first key door requires a perfect entry by hitting the pow and entering it at the same time. There's a long section at the middle that is basically throwing arrows at the piranhas, which is the easiest part of the level. I had no deaths past this subworld section.
#SuperMarioMaker2 #SMM2 #MarioMakerNinji Speedrun #13 (At the Croak of Midnight) in 27.428 [WR]KingBoo972022-05-13 | Pretty good run. Compared to the 27.595, I improved the overworld by 3 frames (14.433 compared to 14.483) and the subworld by 7 more frames. - Summary of the route I used: To beat the level I need to get at least 100 coins total. The first 35 come from the overworld, 62 from the subworld, and 3 from the final section. I picked up the first 10 coins while holding right. Then picked up the shell and threw it to the right so it gets rid of the piranhas and gets multiple coins on the ground and later from the ? block. I picked up the bomb and threw it to the second noteblock so it'll get the 10 Coin when exploding, and I hit the ? block 4 times in a certain rhythm to get 4 coins quicker. Then I got the shell again as I will need it later. Once in the subworld, I collect the 8 coins in the Boo ring and go through the narrow gap between 2 Boos (pretty precise). I collect the zig zag coins except the last one (because it loses a bit of time) and hit all the ? blocks to get coins. Then I finally throw the shell at a precise spot, which bounces off the wall and collects 6 coins from the Boo ring and also gets an offscreen 10 Coin. Then I throw the POW and while waiting for the coins to drop, I hit the ? block 5 times quickly to get 5 more coins. After this, I go down to pick up another POW, collect 18 coins from the POW throw and enter the pipe with 97 coins. The final three coins are at the end after throwing the POW at Bowser Jr.
#SuperMarioMaker2 #SMM2 #MarioMakerNinji Speedrun #13 (At the Croak of Midnight) in 27.595KingBoo972022-05-12 | I can 27.4xx, and probably will keep going to improve this time. - Summary of the route I used: To beat the level I need to get at least 100 coins total. The first 35 come from the overworld, 62 from the subworld, and 3 from the final section. I picked up the first 10 coins while holding right. Then picked up the shell and threw it to the right so it gets rid of the piranhas and gets multiple coins on the ground and later from the ? block. I picked up the bomb and threw it to the second noteblock so it'll get the 10 Coin when exploding, and I hit the ? block 4 times in a certain rhythm to get 4 coins quicker. Then I got the shell again as I will need it later. Once in the subworld, I collect the 8 coins in the Boo ring and go through the narrow gap between 2 Boos (pretty precise). I collect the zig zag coins except the last one (because it loses a bit of time) and hit all the ? blocks to get coins. Then I finally throw the shell at a precise spot, which bounces off the wall and collects 6 coins from the Boo ring and also gets an offscreen 10 Coin. Then I throw the POW and while waiting for the coins to drop, I hit the ? block 5 times quickly to get 5 more coins. After this, I go down to pick up another POW, collect 18 coins from the POW throw and enter the pipe with 97 coins. The final three coins are at the end after throwing the POW at Bowser Jr.
#SuperMarioMaker2 #SMM2 #MarioMakerSuper Mario 3D Land S3-1 Speedrun - Time: 30 (Tied WR)KingBoo972022-05-08 | Tied WR with LuigiMaster and Shunji. I got hyperspeed and did many edge crouch boosts, including one at the end for a big shortcut. The edge crouch boosts need to be good for this time. My goal in SM3DL is to eventually get all 96/96 IL WR times (60/96 currently. Many levels have been improved lately, so I'll be coming back to them).
I used hyperspeed and edge crouch boosting in this run.
Q: What is "hyperspeed"? A: It's a tech and maybe also a glitch that can be done roll jumping and then holding a direction 90 degrees from the direction you are facing. The more time you hold that direction, the faster you will run when you land. Which means that, the more height you roll jump (or long jump) from, the more speed you will have when landing, because you were able to hold that 90 degrees direction for more time. Bouncing on an enemy can also allow to be able to hold that direction for more time and therefore get more speed. You also need to stop holding the run button before landing, otherwise the hyperspeed won't work. And it basically only works with Luigi (Mario can actually get some hyperspeed, but way less than Luigi).
Q: What is an "edge crouch boost"? A: Crouching at the edge can increase the speed you already had going into that edge. For an optimal boost, a crouch at the very edge is needed (ideally at the last frame possible).
#SuperMarioMaker2 #SMM2 #MarioMakerSuper Mario 3D Land S3-4 Speedrun - Time: 40 (Tied WR)KingBoo972022-04-24 | Tied WR with LuigiMaster and Shunji. The damage (intentional) and checkpoint animations don't lose any time because the timer stops during them. At the end, the roll jumps need to be timed perfectly to reach the next set of platforms and not bonk (basically 3 perfect roll jumps in a row). This run was pretty optimal but it was 9 frames away from being a 39, so I guess it should be possible. My goal in SM3DL is to eventually get all 96/96 IL WR times (59/96 currently. Many levels have been improved lately, so I'll be coming back to them).
I used hyperspeed and edge crouch boosting in this run.
Q: What is "hyperspeed"? A: It's a tech and maybe also a glitch that can be done roll jumping and then holding a direction 90 degrees from the direction you are facing. The more time you hold that direction, the faster you will run when you land. Which means that, the more height you roll jump (or long jump) from, the more speed you will have when landing, because you were able to hold that 90 degrees direction for more time. Bouncing on an enemy can also allow to be able to hold that direction for more time and therefore get more speed. You also need to stop holding the run button before landing, otherwise the hyperspeed won't work. And it basically only works with Luigi (Mario can actually get some hyperspeed, but way less than Luigi).
Q: What is an "edge crouch boost"? A: Crouching at the edge can increase the speed you already had going into that edge. For an optimal boost, a crouch at the very edge is needed (ideally at the last frame possible).
#SuperMario3DLand #SM3DLSuper Mario 3D Land S4-2 Speedrun - Time: 24 (Tied WR)KingBoo972022-04-20 | Tied WR with LuigiMaster. This level is the Special version of W4-4, but this time is significantly harder to get than 25 there, because it's way tighter, since this level is faster than W4-4 by less than a full in-game second, so it requires a pretty optimal run and also a precise landing at the edge of the torch to be able to fly to the door keeping the speed, saving time. This run was just a frame away from being a 25. My goal in SM3DL is to eventually get all 96/96 IL WR times (59/96 currently. Many levels have been improved lately, so I'll be coming back to them).
I used hyperspeed and edge crouch boosting in this run.
Q: What is "hyperspeed"? A: It's a tech and maybe also a glitch that can be done roll jumping and then holding a direction 90 degrees from the direction you are facing. The more time you hold that direction, the faster you will run when you land. Which means that, the more height you roll jump (or long jump) from, the more speed you will have when landing, because you were able to hold that 90 degrees direction for more time. Bouncing on an enemy can also allow to be able to hold that direction for more time and therefore get more speed. You also need to stop holding the run button before landing, otherwise the hyperspeed won't work. And it basically only works with Luigi (Mario can actually get some hyperspeed, but way less than Luigi).
Q: What is an "edge crouch boost"? A: Crouching at the edge can increase the speed you already had going into that edge. For an optimal boost, a crouch at the very edge is needed (ideally at the last frame possible).