"This is really annoying" OK man.
JoshTGR
Really nice pace into gauntlet, unfortunately 8-6 strikes again, and a small choke in Bowser's ruined 22:0X.
"This is really annoying" OK man.
"This is really annoying" OK man.
updated 1 year ago
"This is really annoying" OK man.
Whenever I get a run I'm more satisfied with (probably like a 22:06), I might make a scripted one.
However I don't plan on playing this game or category in the coming months; I didn't approach this grind correctly and it really burnt me out.
It's kinda tight but I've gotten pretty consistent at it in an hour or so
To get the condart at the wonder seed to line up, you have to stall a tiny bit in the middle of the two horizantal condarts; this way the condart at the wonder seed changes direction earlier
Link to download software to find a manip for your console: github.com/SuuperW/NSMB_RNG
There's some notes (granted most are for any%) on manip here as well: docs.google.com/document/d/1jPOSKe1fqFGKCs85TXbvjF99vPDgbQJRzu_4iaXecek/edit?usp=sharing
QSG - Quick Slide Glitch - involves accelerating up to your max x-velocity, which is about 3 pixels/frame. Normally, sliding in the shell will result in a speed ~8% slower than this, but QSG actually bypasses the slower cap.
To get QSG, you must have a slower speed than your max traditional shell speed. Run off of a ledge, and on the last couple (usually 3) frames, hold down, then down left (or down right if you're traveling left), as quickly as possible. You'll enter your shell, and accelerate faster than usual (so long as you hold left), and you should hit the ~3 P/F speed.
Regions and Cannonless: There are 2 spots in Cannonless where your game region matters: 2-3 and 8-6. The North American version is actually the "first" released version, while Europe, Japan, and Korea are equal in terms of gameplay. On NA copies of the game, you can clip into (but not through) sloped ceilings, such as the ones in 2-3. Clipping into the ceiling should be avoided if possible, so if you're on a NA or Australian copy of the game, try to avoid these ceilings. This was patched in later versions, so it is not a problem for them.
In 8-6, the transition load is ~0.2 seconds faster on the NA/Aus copies of the game, and the reason is still unknown.
Neither of these are reason enough to purchase a specific version of the game however.
Extra Star Coins Route for some World 7 Safety: W1-1 Coin 1, W1-5 Coin 1/2, W2-1 Coin 1/2/3, W2-A Coin 1, W3-1 Coins 2/3, W3-2 Coin 2, W3-C Coin 3, W5-1 Coin 3, W5-A Coin 3, W5-T Coin 1/2/3
This gives 16 star coins, enough to go to a mushroom house if you die in World 7 before the W7-4 Secret Exit
Intended 3-Castle movement: youtu.be/eaMdr8fkLl4?t=975
Better 7-Tower movement: youtu.be/eaMdr8fkLl4?t=1563
Walrus's PB is good to look for more simple movement if you want to see potential alternatives to what I do.
5-Tower level layout with mapped out movement: media.discordapp.net/attachments/214805474514567171/716026783127830659/5-T_full__description-1.png?width=163&height=669
Yiply's Any% tutorial for insight on World 8: youtube.com/playlist?list=PL-utMBkQIESSQcY3gPMAS307zgh47Xhqh
SM3DL - Time: 58:45 - outside of the 2 deaths in W6 and W2 this was really solid
SML1 - Time: 13:46 - W3 was awful, the rest was good (think RNG was really bad)
NSMB2 - Time: 26:29 - Pretty balanced run, nothing to say
NSMB - Time: 22:36 - If hammer bro gave mini instead of flower I would've saved 15+ seconds, still a really good way to end the run though (if only I could get this gauntlet + bowsers on any% paces)
Chapters (if they work lol):
0:00 Super Mario Land 2 (GB)
3:23 Super Mario 3D Land (3DS)
1:02:13 Super Mario Land (GB)
1:16:04 New Super Mario Bros. 2 (3DS)
1:42:40 New Super Mario Bros. (NDS)
Similar to the any% score manip, you can prevent the red block from spawning for 2 levels. If you exit 5-1 with 400,000 - 401,000 points, you can get through 5-Tower without getting up to 450,000 points. This prevents the red block you (hopefully) hit in 5-A from re-spawning early, as blocks respawn at multiples of 50K points
Note I haven't really tested this so there's a chance you can get better or worse map movement than what happened here.
Some score markers throughout the run you can kind of keep up with:
1-2 flag is ~25K points
1-5 flag is ~99K points
2-2 flag is ~168.5K
2-A flag is ~217K
3-B flag is ~304K
Entering 5-1 you should have ~376K points, and you can mess with movement/flag to hit 381,750 or slightly higher after touching the flag. It's easiest to get 10 star coins by the end of 5-1. Normal coin route usually gets 2 in 5-Tower: instead you can get 3rd coin in 5-1, and either 2nd coin in 3-Castle or 2nd coin in 5-1, as both require a triple jump with shell.
You can also mostly hug the left wall in 5-T until you get to the skip to avoid more coins than i did.
Not really a "strat" to stress over but one to keep in mind for wr level shid
was probably high 22:08 after 8-6
W5 segment was 4:01.967 btw
idr how to retime sml2 runs so time prob wrong lol
lots of improvement to be had in W1, 5-2, 5-3, 8-6, 2nd room of Bowser
it's nice to see movement though
2s in 8-6
2.5s in 8-BC (early maze room switch + stare?)
Took almost 5 years of (not constant) playing to get WR lmao
got 4th try 8-2 and later missed PBW