Kriller37Setup: This set up uses the same concept as my previous video "4-2 new top clip method" ( youtu.be/RpE00PkKL6g ), but with a slight variation. You can use . and , to go frame by frame or watch the slowed down gameplay to see the exact inputs done, but the basic concept is a jump into the ceiling and pressing left as you jump, then release left after landing and before jumping, then time a jump, press right to speed up and press left to clip into the wall
The right press to speed up towards the wall is frame perfect, but there is a good bit of leniency that allows you to still clip in without a perfectly timed left press.
Also, every top clip set up I have ever seen has always had basically everything be frame perfect except for the left press for clipping in the wall, but this set up actually has some leniency! You can do this exact same set up, but instead jump a frame later on the jump up into the wall clip (this requires the left press to clip in the wall to be timed perfectly). You can also do all the same D pad inputs, but do both jumps a frame later, and the set up will still work (and this one has lots of leniency for the left press to clip into the wall). Keep in mind that these other 2 slight variations of this set up are both 1 frame slower than the set up shown in this video.
One last thing I personally really like about this set up is that you can easily practice individual parts of this set up. What I mean by that if you want to just practice the first jump and the timing of the left press, you can just see what sockfolder value Mario stops at if you do those inputs and then let Mario slide all the way to a stop without doing the second jump, and then go and practice that RTA. If you want to practice that along with the timing of the second jump, you can do all of that and then do a full jump for the second jump, not repress right, and then see what sockfolder value Mario stops at, and then try to match that RTA. And there is many other things like this you can do to practice this set up. Not knowing what you did wrong on top clip set ups with much more D pad inputs is something I and many others don't like, so this ability to practice is very nice. I have already gotten very close to getting this set up RTA.
Also it is worth pointing out that this TAS does not get the very precise extra frame save in warp zone, and the ultra fast pipe entry method isn't required for this set up, it is possible to get up to H into warp zone with the standard pipe entry method.
New Top Clip Set Up For Lightning 4-2Kriller372021-02-12 | Setup: This set up uses the same concept as my previous video "4-2 new top clip method" ( youtu.be/RpE00PkKL6g ), but with a slight variation. You can use . and , to go frame by frame or watch the slowed down gameplay to see the exact inputs done, but the basic concept is a jump into the ceiling and pressing left as you jump, then release left after landing and before jumping, then time a jump, press right to speed up and press left to clip into the wall
The right press to speed up towards the wall is frame perfect, but there is a good bit of leniency that allows you to still clip in without a perfectly timed left press.
Also, every top clip set up I have ever seen has always had basically everything be frame perfect except for the left press for clipping in the wall, but this set up actually has some leniency! You can do this exact same set up, but instead jump a frame later on the jump up into the wall clip (this requires the left press to clip in the wall to be timed perfectly). You can also do all the same D pad inputs, but do both jumps a frame later, and the set up will still work (and this one has lots of leniency for the left press to clip into the wall). Keep in mind that these other 2 slight variations of this set up are both 1 frame slower than the set up shown in this video.
One last thing I personally really like about this set up is that you can easily practice individual parts of this set up. What I mean by that if you want to just practice the first jump and the timing of the left press, you can just see what sockfolder value Mario stops at if you do those inputs and then let Mario slide all the way to a stop without doing the second jump, and then go and practice that RTA. If you want to practice that along with the timing of the second jump, you can do all of that and then do a full jump for the second jump, not repress right, and then see what sockfolder value Mario stops at, and then try to match that RTA. And there is many other things like this you can do to practice this set up. Not knowing what you did wrong on top clip set ups with much more D pad inputs is something I and many others don't like, so this ability to practice is very nice. I have already gotten very close to getting this set up RTA.
Also it is worth pointing out that this TAS does not get the very precise extra frame save in warp zone, and the ultra fast pipe entry method isn't required for this set up, it is possible to get up to H into warp zone with the standard pipe entry method.5 Rocks on a Peak ⛰ :)Kriller372023-11-30 | ...PACE Summer 2023 - An Ode to the Friends I MadeKriller372023-08-05 | PACE was a speedrunning event hosted by GSA that i attended in early July. It was around a week long, and it very unexpectedly ended up being easily in the top 3 best weeks of my life. It was such a fascinatingly unique environment to be constantly surrounded by some of the worlds most skilled speedrunners in all of the games that I follow the most. There is nothing that trips me out more than walking into a party in a hotel room at 2am and seeing someone just grinding carpetless practice in the corner.
There were so many people that I never thought I would ever get to interact with at all that all the sudden I was hanging out with on a daily basis, and this resulted in making so many friends. I met so many wonderful people and was able to participate in an extremely professional speedrunning race that uses some of the most astounding software speedrunning as a whole had ever seen. I have never experienced life that was so cram packed with so much to do every single day, and simply cannot believe the experience that PACE summer 2023 ended up being.
I am forever grateful for the folks at GSA who helped organize this event, Milo and Cheese being the ones I spoke to the most.
Also need to give a massive thanks and huge amounts of appreciation to FlibidyDibity for spending so much time making his incredible software used in the smb1 races. I don’t know how this man does it while being so busy with everything he does in his life, and Flibidy has a truly kind soul and gives off wonderful energy whenever I have the honor of spending time with him.
Also huge thank you to Anthony for his work on his SMB1 speedrunning documentary, it was such a pleasure having someone very professionally document the incredible story of smb1 speedrunning, and Anthony is such a nice person off camera as well.
As cliche as this is, I also need to thank the smb1 speedrunning community as a whole and all my friends I have had a long the way. Never could I have ever imagined the amount of joy and surreal experiences speedrunning would end up providing me in my life, and I am forever grateful for the time I spent in that game.
Lastly there are a few more people I would like to share my appreciation for: - Suigi for goofing with me all day - The 318 squad (WiiSuper, Zacmuffin, Speedlapse, Suigi, BobToad, GingerLegend) had a great time hanging out with y’all - 1ted59, it was an absolute honor meeting you and you are such a wonderful human being - EddieCatGaming, our time together was very short lived but you have no idea how excited I was to meet you and I am so glad you were able to show up even if it was only for 1 day. - Xoofey for taking us all rock climbing, was an amazingly memorable experience. - YoshiZilla for organizing the escape room - The whole SMB1 AirBnB SQUAD (crazy reference) - TreyBordo, Badroenis, Bobtoad, GTM, Jack R, PatTheSeaMilk, PlumsAndPeaches, and everyone else I spent a lot of time with at the event. I whole-heartedly appreciate you all.
“@everyone anyone seen my backpack”Juggling Around The WorldKriller372023-05-14 | On June 14th, 2022 I moved to Yosemite National Park in California to live and work there with some friends over the summer. That experience was by far the most fun I have ever had in my life and shaped me as a person so much. Because of that, I decided to pursue this travel life style full time, and after being in Yosemite for 3 months, I moved to Zion National park in Utah for a month, then Australia for 3 months, and most recently Hawaii for a month.
For those of you who don’t know, juggling has been a hobby I have had on and off for a decade now. This video is a showcase of me juggling at all of these beautiful locations I have been lucky enough to visit, along with a quick compilation of all the wild adventures i have been on and all of the absolutely amazing people I have met along the way.
In less than 2 weeks I am moving to Glacier National Park in Montana for 4 months to live and work there, so if you are visiting the park maybe I will see you there!
These experiences of traveling around the world have been such a blast and a positive experience in so many ways. They have taught me so much, showed me how much pushing yourself outside of your comfort zone can do for you, and all in all it has made me a much happier, more confident, more outgoing, and more energetic person.
One last thing I want to say is a message to you, the viewer. Seek discomfort, push yourself, try new things. It will be worth it. If this travel life style seems at all interesting to you, I would highly encourage you giving it a go. It is financially stable and such an amazing experience. Don’t hesitate to reach out to me and ask me any questions about how I do this travel stuff or anything at all, I love talking about my experiences and educating others on this truly remarkable way of living.
Song: Nightcall by Kavinsky
Big thanks to: - Niftski for making the thumbnail - Justice for hand-crocheting the pink and purple juggling balls used in this video - Ben for juggling with me in college and teaching me new patterns - Teno and Hansen for inviting me to come with you to Yosemite. It changed my life, love you both ❤️[TAS] SMB2-J A-1 Framerule SaveKriller372023-01-02 | I discovered and TASed this back in September of 2020 when working on my SMB2-J All Levels TAS (which is still in the making but is very close to being finished) and I wanted to keep this a secret until I released that TAS. However, HappyLee just released a worlds A-D any% TAS ( youtu.be/j89Dx3vZtAA ) which features this trick, so I figured that since the cat is already out of the bag I should just upload this now.
Just to clarify, HappyLee discovered this trick on his own during the making of his worlds A-D TAS, however I had discovered this first back in 2020, HappyLee just didn’t know that I had already found this.
This is the most precise thing I have ever TASed and probably the single level TAS that I am most proud of. To say that this TAS truly means a lot to me would be an understatement, but that’s the closest I can get to putting it into words.
This is not the only time save I have found over the current SMB2-J All Levels TAS, but was definitely one of my favorites. I have been struggling a lot with staying motivated to finish the All Levels TAS as I don’t enjoy TASing nearly as much as I used to. Also all that is left in my All Levels TAS is entertainment in about 18-20 levels or so, which can sometimes be less interesting and more tedious to TAS. I really hope to finish it sometime relatively soon though because that TAS has always meant so much to me in so many ways.My First Maxout 999,999 Score in NES Tetris!!!! (with handcam + facecam)(rolling play style)Kriller372022-11-01 | I can’t believe of this legendary NES Tetris maximum 999,999 score I achieved!!
Ok but actually though this is a rom hack called Tetris Excel which removes the delay between a piece landing and the next one spawning and also has hard drops. I thought it would make a really entertaining TAS so I made this like a year ago and just now got around to uploading it.SMB2-J Warpless TAS - Teaser TrailerKriller372022-10-23 | Get Hyped[TAS] Glitchless 8-4 ImprovedKriller372022-04-16 | Improved room 2 by 1 frame. Periwinkle, Tole, Me, and maybe a couple others too messed around with trying to improve third room by doing some crazy precise Y position stuff with a cheep bounce. Tole had been working on improving room 3 secretly for a while and got very very close, much much closer than I ever got, but never got it. It required stupid precise Y position and subspeed and stuff but I have proven it theoretically possible, its just seeming like its impossible in practice
Also I am very close to improving the max coins TAS again, I already improved it in 6-2 by 4 FRs / 84 frames a while ago ( youtu.be/sbyC1DdoYoY ), but I found a completely different time save also in 6-2 that saves ~15 frames, but I'm now just 2 frames from the next framerule. If I can save those 2 frames then boom max coins TAS improved again.Funny 1-2 Coin BlockKriller372022-04-10 | Shout outs to Kosmic for making an epic video about coin blocks and shout outs to Periwinkle for being a legend and also for telling me to mess around with coin block stuffHighlights of Niftski 11x Any% runKriller372022-02-12 | 37 :)New Flag Despawn! (SMB1 5-1)Kriller372022-01-15 | This was really hard to do and made my brain hurt Not much entertainment because I didn't want to have to redo stuff. Also thumbnail is really cool.
1. e3 e6 2. Ke2 Ke7 3. Ke1 Ke8 4. Ke2 Ke7 lichess.org/@/Kriller37Performing New Cheez_Fish Rolling Technique in SMB1!!!1!!11!!Kriller372022-01-03 | I will be doing this in runs now.SMB2J Consistent 7-3 Spring StratKriller372021-12-08 | Mario's X-speed ($57) is shown under X at the top of the screen. This video gets r00 because it saves an extra fast framerule, its not r00 of the normal framerule
The strat / set up: - Land on the left half of the first spring, hold D+R before you land on it, then release R while on the spring, making sure to release R before D. - At around 384 in game time, re press right. There's a pretty decent audio queue you can use as well which is probably (do-duh do-da do-*DE* de du-de-du) - R+B and jump on next spring, and then do the same 'D+R & release R while on spring' thing and, and then time right press a bit later (audio queue I used was duh-duh duh-duh de da da-da *BUM* bum) - In this video I challenge the second spring a ton and barely land on the very edge of it, but this is just to show off the extra framerule save. You can be much more safe and press right a bit later and land way further left and still land on the last platform easily. It's not very precise.
Extra info: This TAS demo of this strat saves an extra fast framerule that I could only get r00 on. I have never heard of this framerule save before, so idk if it was known to be possible or not.
The reason you do all this fancy D+R stuff is because depending on subspeed, if you release R before landing on a spring and then jump off it, there is a roughly 50/50 chance you get either 29 or 30 speed. If you do the D+R and land on the left half of the first spring, you always get lower subspeed that gives you 29 speed, and this is pretty lenient. For the second spring you do D+R stuff on, it can be a bit less consistent and sometimes you get 29 speed and sometimes you get 30 speed, however it doesnt really matter here. If you use the audio queues I use in this video, it doesnt matter if you get 29 or 30 speed off the second spring, you can still use the same audio queues and make it to the last platform often with plenty of room to spare.Enemy Direction Change Glitch Part 2Kriller372021-08-25 | So it turns out you can change the direction the koopa faces again and again. Still not certain, but my best theory so far is that is has to do with where Mario is relative to the firebar. Thanks to LeKukie for talking with me and helping come up with that theory.
Also now that I know the koopas direction can be changed even more, I renamed the glitch to a more fitting name.*NEW GLITCH* Discovered In Super Mario Bros! (Enemy Direction Change Glitch)Kriller372021-08-25 | EDIT: Update about more stuff I found out about this glitch: youtu.be/A4G-AlpCSus
EDIT #2: GTAce99 said that he has seen this glitch happen to the beetles in 7-4 after getting hit in this area before, so the enemy turning around is not a brand new discovery. However, what still is new is the ability to keep changing the direction the enemy faces after getting hit (shown in my video listed above in the first edit)
Incase you couldn't catch what happened (since it is kinda hard to notice), watch the left koopa at the bottom of the screen as Mario takes damage. It turns to face left, but keeps walking right.
I have never heard of or seen this glitch, so I believe it is new. If you have seen this before or know that this has already been discovered, please let me know.
Assuming that this is new and therefore doesn't have a name, I name it the Enemy Direction Change Glitch (EDCG)
Ok so I was working on a TAS for a different thing I discovered the other day (video on that coming soon), but then I accidentally got hit and the koopa some how turned around! I have seen backwards koopas in rom hacks before, but only when they are backwards the whole time since they spawned, never seen a normal forwards koopa turn backwards at all, let alone in vanilla 2J. It is also so strange that the koopa turns backwards when Mario takes damage, it seems so random and unrelated. I have absolutely no idea why this happens.
Also worth noting that sometimes if I run around differently and take damage to that same fire bar, sometimes the koopa doesn't turn around, it seems to most of the time though. I haven't really put any effort into figuring out what controls this, since I wanted to share this as soon as I discovered it. Also if you stomp the koopa and wait for it to wake back up, it goes back to normal walking forwards.[TAS] SMB1 4-2 Saving 3 Bump Framerule with Vine Warp (No L+R)Kriller372021-08-17 | This TAS saves the standard 4-2 framerule that RTA players get in runs with the standard 3 bump method. Big shout outs to AndrewG for first tweeting about wanting to see an optimized version of this, and also to Kosmic for asking me if I wanted to try TASing this.
AndrewG and Kosmic were both messing with this for a while (mostly RTA), and the best they got was 372 pipe entry. Most of the time that this TAS saves over their RTA attempts are: 1. Getting running speed on the jump to reveal the coin block. 2. Having Mario jump into the corner of the pipe just before climbing the vine in order to get the camera into the right position much faster (camera ram address is $0009, which needs to be 07). 3. Fast block climb up to the vine.
This TAS gets the framerule with 2 frames to spare. You can still save the framerule with 0 frames to spare if you don't do the crazy TAS turn around into the warp zone, but you do need TAS fast accel.
Also Niftski made the beautiful thumbnail so everyone be nice to him for the next 37 hours or so to show your appreciation to him.SMB2-J 7-1 Max Coins TAS By Kriller37 and KingParityKriller372021-06-15 | Credits: I found this wrong warp and route and originally TASed this with basically no entertainment, and then KingParity added entertainment.
I found this wrong warp while messing around with one of the recent tasks in my TAS competition discord server ( discord.gg/UjyfF7h ). I was trying to think of an application for this in a TAS, and max coins was the first thing I thought of where this could be used to save time. Also almost at 500 YT subs so thats cool, thanks everyone for being here and enjoying my content :) love you all-2 Cheep Clip / Full FPG RTA Set Up (new strat!)Kriller372021-06-04 | The set up: - Framerule 317 - Bop the very first koopa (you don't have to bop the koopa on the front or back or anything, just bopping it anywhere works) - At the end of the level, full jump on frame 118, then release B before you land on the ground - Land on the ground, walk for 4 frames, and then do a 4 frame jump on frame 191 - Once Mario is about to fall below the ground level, do a short-ish left press to slow down a bit so you bounce on the cheep, then press right again to speed back up - Press left to clip into the floor, run right to the flagpole base, and then 1 frame jump at walking speed to full fpg
The X-positioning window is actually very large for this clip, so the D pad movement for bopping the cheep and clipping in the floor is very lenient. The left press to bounce on the cheep has to be at least around 4 frames long, but can be much larger too.
Unfortunately, the fastest you can go is R01 on the TAS framerule, which is a few frames slower than other set ups can get, so if going for the TAS framerule this may or may not be the best option, I'm not sure. I think this is a very reasonable option if you were going for 1 framerule slower than TAS framerule though.
More random info: For a set up like this to work, the cheeps X positioning has to be very precise. I got extremely lucky and found this new framerule + set up to get this very precise cheep after only a few minutes of randomly guess-and-checking enemy bops and framerules, which was really nice.[RTA] SMB2J 5-2 IL as LuigiKriller372021-05-11 | Only true gamers get 5 pipes as Luigi
Set up is hold nothing at the start, and then 1 frame jump and press right at the same time once you land on the ground. even if you jump the first frame you land, its impossible to die to the plant, so you don't ever have to worry about that
thumbnail by lekukieSMB2J 1-2 Elevators Spawning Very Close TogetherKriller372021-05-05 | Earlier today, iball1_ accidentally got these elevators to spawn pretty close to each other ( clips.twitch.tv/ResilientTalentedLouseANELE-W0F5dbLUQtGgR2oI ), and I had not seen this before so I investigated this myself and was able to re-create it, and then added some cool wall clips to make this more entertaining :)
After I understood the conditions to get this to happen, I was able to manipulate the elevators to be even closer together than what iball got. The elevators can be even closer together, but then you cant stand in-between them, which I wanted to be able to do.
Getting this to happen has to do with how after 1 of the elevators spawns, all enemy slots are full at the spot I stand and wait at at the start of the video, and then as soon as one of the koopas despawns a second elevator spawns. This means that you can manipulate the Y position of one of the elevators simply by manipulating when the koopa despawns. You can see that in the clip of iball, he runs into the block that you wait at, but I stop just before it. Doing this keeps the koopa alive a little bit longer, and therefore makes the elevators spawn closer together.Nice Hitboxes (also showing how the plant kills you in 2J 5-2)Kriller372021-03-22 | Yes cool nice game thank you Miyamoto very much appreciated
It turns out that the reason you sometimes die to the plant (at 0:39) is because Mario's hitbox goes inside the floor for 1 frame sometimes. Depending on your Y subpixels, when you run off that platform above the plant there are 2 different frames you can land on the pipe. On the earlier frame nothing interesting happens, but with low Y subpixel values (which effectively makes Mario is slightly higher up), then Mario lands on the pipe a frame later than normal. The frame before Mario lands, he is 1 Y pixel above the pipe, and then the next frame Mario's sprite only moves down 1 Y pixel to land on the pipe like you would expect, but Mario's hitbox falls down into the pipe for 1 frame, as if the pipe wasn't even there. Despite the plant's hitbox already being fully inside the pipe, Mario's hitbox is barely able to reach the plants hitbox, and with the correct coin toss Mario will take damage / die. I never knew about this until I recently investigated why you sometimes take damage here in RTA runs, and I learned this very interesting reasoning behind it all.
Also, incase people are curious, the reason Mario's hitbox flies around after Mario dies is because you can control the hitbox with the D-pad, it doesn't always fly around like that. You can't do this if Mario dies by running into an enemy, I think this only happens when Mario dies from falling in a pit.so close... :(Kriller372021-03-10 | stupid gaps before flagpoles :(
TAS competition discord - discord.gg/m9jJzJqNew Fast Power Up Grab Route for SMB1 Warpless RTA RunsKriller372021-01-19 | This was not done RTA, it is a TAS demonstration showing this new route, and splits are used just to show how it is the same speed as the world 1 in the current warpless world record by GTAce99 ( youtu.be/X9-vwAqTX_A ). Also the splits I used aren't exactly the same as GTAce's, but the times on each level are, just stuff like the title screen delay is slightly different, but this new route is still just as fast as the world 1 in GTAces current warpless WR.
I think this has potential for being easier than the current 1-3 / 1-4 power up grab route, but I am not completely sure yet. So far I have only had 1 or 2 warpless RTA runners briefly try this out, and I have tried this out RTA as well too, but I don't really run warpless so I cant give too good of a comparison. With that said though, this new route seems at least comparable, if not easier, than the current route so far, but I really can't say for sure yet, more RTA runners need to try this out. And in the end it will just be up to personal preference any ways. Hopefully this allows for more options and potentially easier world 1's for high level warpless runs though :)
1-2 grab - frame perfect jump to corner bonk the mushroom block, and then there is a couple slightly different ways you can grab the mushroom. The strat I like the most, and the one used in this video, is pressing left just after corner bonking for a short amount of time, then holding B and waiting until you come to a stop, then jump up and time a right press so that you get some speed into the grab but you also don't want to bonk the ? block and lose all speed. Even if you do bonk the ? block you can still save the FR, but it will be tight. A mid-high 353 is the slowest you can go and still save this framerule. This FR can be kind of hard to save, but you can also get up to 10+ remaining frames, so its lenient but also not super easy.
1-3 grab - You need to save the 259 rule here, the same framerule that the warpless record gets in 1-3 (but in the warpless WR GTAce does a mushroom grab, not a fire flower grab). You can do this grab the same way you normally do mushroom grab here, but I like doing the strat this TAS does where you bonk the ? block and then grab the power up. I have gotten decently consistent at this RTA, and I rarely lose the framerule when I get the grab.
If your an experienced warpless runner and you try these power up grabs out, let me know what you think of them. I'm curious to hear people thoughts on the viability of this.SMB1 1-3 TAS Floor Clip Done RTA! (First Ever)Kriller372021-01-19 | No one has ever done this before and its basically been TAS only until now. Wasn't expecting to get this at all, so this is very epic. Didn't even have any partial clips at all before getting this, I was totally just messing around, but I did have a set up for this, which is a 3 frame jump off that elevator for good Y positioning.*PB* Super Mario Bros. 1 Any% Speedrun in 4:56.944Kriller372021-01-05 | F I N A L L Y
I have been on and off with RTA for a while now, and have been slowly fading from RTA, but the other day I decided to do some any% attempts after getting a new ever drive (since my old one broke about a month ago). I have felt like I had the capability of getting a 4:56 for a while, but just never put in the attempts since I haven't been doing as much RTA recently like I said, but 4:56 has always been this goal I have wanted to get for a while, and now I am truly satisfied with any%. If for some reason I stopped SMB1 in the past I probably would have been fine ending on a 4:57, but I am so glad I now have this 4:56
The 8-4 was not that great but I really dont mind, especially since this was like day 1 or 2 of attempts and I wasnt even thinking about how fast my 8-4 should be or needs to be, and I hadnt practiced 8-4 much, so im fine with it. Good WJ but really late jump at the start of third room and scrolled kinda far then jumped really high and early for the jump into the pipe in third room. lost 1 frame in water I think.
I will be doing mid 4:56 attempts, but I don't know how long I will do them. I always get bursts of motivation for RTA speedruns, and they last anywhere from 2 days to weeks or months, so I dont know how long I'll keep doing attempts. I might return to streaming them though, so you can come watch me on twitch.tv/kriller37WR SMBCE Over The Flagpole Speedrun in 24.397 (exploiting loophole in rules)Kriller372020-11-30 | Previous WR was 1:23.729 by TheCrit, but this new strat cuts that time down by over 70%, except for the fact that this isn't an actual real new WR because this definitely shouldn't be allowed lol.
SMBCE "Over the Flagpole" rules are: - Touch the ground on the right side of the flagpole without ever touching the flagpole. - Timing ends the frame Mario touches the ground on the right side of the flagpole.
No where does it state that Mario must actually go over the flagpole. All it says is that the timing for this category ends when Mario lands on the ground on the right side of the flagpole. It never specifies how you have to the ground on the right side of the flagpole, therefore any method of doing so must be allowed.
For real though this is just a really nice loop hole that I found, and I am guessing rules will be changed for this smbce. I do honestly believe this is a legit run of the category and doesn't break or stretch any rules, but just because the category is called "over the flagpole" and this doesn't go over the flagpole, it kind of ruins the point of the category. If the category was called "past the flagpole" or "beyond the flagpole" or something like that, then I would definitely think that this is a legit run and there would be no reason to reject it, but just because this new strat directly goes against the name of the category, I think either the rules of the category should be changed to ban this strat, or this strat should be allowed but the name of the category should change.
This run was played on the emulator NEStopia, on the European version of SMB1 (PAL). I used a floor clip set up found by JoshKeys ( youtu.be/Z5WZB9lfQoM ).[Demonstration TAS] SMB1 Walkathon in 6:50.724 With First Ever BBG Set UpKriller372020-11-27 | Demonstration TAS / Human Theory TAS of a walkathon run that includes a new BBG set up I just found.
BBG Set Up: - With a double bullet shot as shown in this TAS, do a full jump off the top of the ending stair case, **but the jump must be done with speed of 15 or less (max walking speed is 24 for reference).** By doing a jump with speed of 15 or less, you get different jump heights and bounce heights off of enemies, and is required for BBG to work. - The framerule used in this TAS has quite a perfect set up, and is done on framerule 733. Bop the 5th koopa in the level and the first beetle and you will be set up. Bopping the beetle isn't required, but makes the bullets be a bit more centered over each other, making the BBG a bit easier. 733 is probably too low of a framerule to reach in runs as of right now, so a new set up will need to be found if someone wants to do this in runs. - Its worth noting that with just 1 bullet instead of 2, you can do a 7 frame jump off the floor in front of the flagpole, also jumping with speed of 15 or less, and that will also make BBG possible. - This TAS saves 6 framerules over no BBG in 8-2 and this tas has quite a few frames to spare on the framerule (around 13 iirc)
I'm curious to see how consistent people will become at this, I really have no clue if this will be something people get pretty good at or if the set up will end up being really inconsistent.
Previously I thought that BBG via jumping right on top of the bullet was impossible in walkathon, due to the higher bounce heights you get at walking speed and how the Warpless Walkathon TAS never jumps right on top of a bullet either. However, recently I remembered about how you get lower bounce heights if you jump with speed of 15 or less, and connected it to walkathon BBG, got to testing, and then found this set up.cool spins #2Kriller372020-11-24 | done from a savestate
very epic
watch me stream this game at - twitch.tv/kriller37Some Cool Spins #1 (NES Tetris)Kriller372020-11-24 | Done from a save state, save state is loaded just frames before this video actually starts, I trimmed it out so it would look better.
Never seen that specific T spin done, but its probably a known thing. Still feels good that I found it on my own though.
Might be streaming some Tetris sometime soon so you can watch here - twitch.tv/kriller37MWE -3 Wall Clip Set Up (3 frame window, safe and fast set up)Kriller372020-11-12 | Notes about this set up: - It is 5 frames slower than the B press set up, which is the fastest possible way to get set up without fast accel - It has a 3 frame window
The Set Up: - At the start of the level, hold R+B and buffer a full jump - Run on the ground until just before the first pit, and then full jump on one of the last 3 frames you are on the ground before you would run into the first pit in the level - Hold D+R in mid air, and keep holding it as you land on the edge of the brick block after the full jump, and release D+R after you run off of that block you land on, before landing on the ground, and then your set up
More information: The 3 frames you can jump on are shown in this video, which also points out visual queues (which are also talked about below): youtu.be/2vPEO8Z_GFo In the 3 frame window you can full jump on: - First frame gives A2 - Second frame gives E6 - Third frame gives 08 First frame which gives A2 means there is little positioning to spare and the left press and first jump have to be timed well (left press has 1-2 frame window) Second frame which gives E6 is 1 subpixel from perfect positioning (and that 1 subpixel rarely makes a difference in this case). This is the best of the 3 frames you can jump on for this set up. Third frame which gives 08 is 1 subpixel too far to the right to wall clip. Often times you will press left earlier than the frame you enter the wall, which will slow you down that 1 subpixel so you will still be able to wall clip exactly the same as if you were set up normally. So you can either just go for the wall clip normally (and make focus on slightly early left press as well), or you can do any method of slowing down by 1-6 subpixels (such as small right release on the ground, a really short left press / left-right wiggle, using D+R, etc.)
Visual Queues: After landing on the ground at the start of the level just before the 3 frame window full jump, Mario's sprite is in the same running animation for 4 frames, and only changes on the last frame he is on the floor. This makes it very easy to tell if you got the third frame jump (which gives 08), as you will see Mario's running animation change just before he jumps, which only happens on this third frame. It is harder to tell the difference between the first and second frame jumps, but I personally found it pretty easy to tell the difference between these 2 frames after just a little bit of practice.
Additional fun fact I recently found out: If you R+B the whole time in -3, you are 1 subpixel short of being set up to wall clip. So normally the only way to get set up (without fast accel) would to be to slow down by a little less than a frame to get set up. However, the B press set up actually is faster than just R+B at the start of the level, and it actually moves Mario 4 subpixels further right than normal R+B by accelerating faster. With this B press set up, as Mario runs off the top step, he is 8 subpixels / half a pixel behind if you would have done R+B, but if you R+B you have very low subspeed as you land on the lower step to gain running speed, and this B press set up has very high subspeed, so you end up being 4 subpixels / a quarter of a pixel further right, which sets you up for the wall clip. I had never heard of any way to accelerate faster than normal in any scenario without L+R or backwards acceleration until I found this out.New Enemy Discovered in Super Mario Bros.: The Lost Levels 3-1 (After 34 Years)Kriller372020-11-09 | I never knew that this enemy was here and it isn't shown on NES Maps either. ( nesmaps.com/maps/SuperMarioBrothers2j/SuperMarioBros2jMap3-1.html ) It can be seen in a level editor of smb2J, and this discovery has now been documented on The Cutting Room Floor, which is a website that documents unused and cut content from video games. tcrf.net/Super_Mario_Bros._2_(Famicom_Disk_System)
As this koopa spawns at the same height as the floor, and just one block to the right, I wonder if this was just a mistake by the developers where the enemy was supposed to spawn on the floor, or if they accidentally placed this koopa there and forgot to get rid of it since it never shows up on screen. Or maybe there's some other reason it is there, I'm not sure.
I didn't do extensive testing to try to check this, but it seems like this koopa is never visible on screen unless you take damage to scroll the screen, which moves the camera along while the game is essentially paused. I also tried having Mario jump above the top of the screen so that Mario bops the koopa from the top of the screen as it falls off the bottom of the screen, but I didn't get this to work either. Maybe if you delay the spawning of this koopa one or both of these things would be possible, I'm not sure.
Join my SMB1 / 2J TAS Competition discord server here: discord.gg/m9jJzJq.Kriller372020-10-30 | .[TAS] New Infinite Lives Location in Super Mario Bros. 1 8-2 (Also a Freerun)Kriller372020-10-28 | Here I showcase a new location I recently found for doing one of the many ways to get 'infinite lives' in Super Mario Bros. 1. It is already well known to be possible to get infinite lives by repeatedly kicking a koopa shell to kill spinies, but I have never seen it done here.
In order to get the koopa that spawns at the top of the starting staircase over to the right side of the staircase, I had to manipulate spinies to fall onto the koopa at the right times so the koopa would turn around. I believe it is impossible to do with only 1 spiny, so I had to get 2. I don't know exactly how precise, but the position of the first spiny that falls onto the koopa seems to be pretty precise, and I think the second spiny that falls on the koopa is less precise, but I don't know for sure. Still was quite difficult to get spinies to be in the right spot at the right time to get the koopa to turn around exactly where I wanted to. After that was done though, all that was left was to kick the koopa shell over and over to keep killing spinies.
I have never heard of or seen someone get infinites lives in 8-2 in this way, so I think this is new. Please let me know if you can confirm that this was already known.
Side note: You could also get the koopa on the right side of the stair case with only 1 spiny and take damage instead of using a second one.
Join my SMB1 / 2J TAS Competition discord server here: discord.gg/m9jJzJqSuper Mario Bros. MWE 2:31 Pace to -3 ClipKriller372020-10-13 | Using new -3 clip set up I found that I will upload to YT soon. Its a 3 frame window, and this was the best frame of that 3 frame window, which gives E6, which is why I said that at the start of -3. Popped off even though I missed the clip because I am just can't believe I'm getting runs like this, and also positivity is epic.Super Mario Bros. MWE 2:31 Dies to.... what even was thatKriller372020-10-09 | MWE stands for Minus World Ending, where you do the minus world glitch on the Japanese version of SMB1
The thing that happened in -3 I think was just a ever drive glitch / bug that I have never seen before. -3 acted like the cutscene that happens before entering a underground or water level, such as before 1-2 or 4-2. I know this can happen on occasion in some glitched worlds, but I have never seen it happen like it did here.
Although it sucks I lost this run, I am still super happy with it. It was my first run to -2 on this pace where I was gonna go for -2 fpg, and I got it first try, and it over all didn't take too long to get this, and at least the run died in a cool way. I would have gone for blazits buffer jump -3 set up if -3 acted normally, so this was a 2:31 attempt, and not a mid 2:32. I might change what -3 set up I do in the future though, since the buffer jump set up is kind of slow.*PB* SMB1 Minus World Ending in 2:32.898Kriller372020-10-02 | Forgot mic was muted but oh well
I was doing low 233 attempts with 370 1-1, optimal 1-2g, -1 ffpg, normal -2 and normal -3. However, on this run I missed the spacebar to start the timer at the start, so was just like "eh screw it I'll just go for 1-1 fpg" and then I got it and then I got 1-2g and then I got -1 ffpg and then got 2:32, so yeah pretty epic. Probably gonna go for 2:32.4xx soon.
Because the video is filmed at 30 fps, you cant tell the exact time based off of coin flash easily, but after a tas recreation I was able to confirm that it's 2:32.898, and not 2:32.914 which was the other possible time. Here's a video that explains how I was able to do that, incase someone (like src verifiers or something) wants to double check the time: youtu.be/-tKgv3FLJ3I Sorry if the explanation is done pretty poorly, hopefully it makes sense.*PB* 8-4 IL in 44.344 (8-7)Kriller372020-09-28 | After tying Taven's record a few months back, I finally beat it, except now 8-4 IL is insane and this new PB of mine isn't even close to record.
Took lots of on and off attempts, but I am really happy I finally got this 8-7. Especially since my 8-6 was the first ever I into water, I knew I definitely could get 8-7. I have always struggled with perfect water, which has been a really big barrier for me in 8-4 IL, and this was my 5th 8-I into water before I finally pulled it off. Also, I instantly grab my phone right after getting 8-7 because I was trying to VC with someone to tell them what happened. This run was about 40 seconds into a stream, no one was in chat yet, and I wasn't in VC with anyone, so I didn't have anyone to tell right after. I should have just enjoyed the moment longer on my own, but it was still super satisfying either way.
I'll probably be doing more occasional 8-8 attempts every once in a while, but don't expect any crazy grind or major return to 8-4 IL. I think I will probably eventually get 8-8, but I really don't know, and am satisfied with this if I never PB again.
One more thing I want to talk about is how I have seen 8-4 IL progress since I started running it. I really started running 8-4 IL in early July 2019, when Taven was first place with 8-6, gtace was second with 8-1 +1, and Kosmic was 3rd with his 8-J. Also, 8-F was 10th place, which is now the 8-4 in any% WR. Taven and gtace were the only people who had done DFA in runs, and AFAIK Taven was the only person to have gotten frame 67 or 66 (even in practice), and I don't even know if anyone else had even gotten 68 other than Taven. I started giving 8-4 IL a try, and was really liking it, and eventually got 8-G, and then started trying out DFA, and eventually got frame 66 in practice and got 8-2, which was tied second place (with converted framerate). Over the next little while, I got a NES and CRT, did some more 8-4 IL, and had some pretty good back and forth PB's between me and gtace. At this time, 8-B wall jump was something that basically no one knew much about at all, and no one was really consistent at, and so few people did DFA, little was known about that as well, and frame 67 and especially 66 was considered really good. Record didn't have 8-B, and I believe I had only done it once ever by the time I had 8-3. When I started 44.3x attempts, I imagined that my perfect run would be 8-A to A to G (67) to 5, but I was expecting 8-4 to probably happen. I then got 8-5 a but later, giving me untied second place, which I had wanted for a very long time, and was super satisfied with. I truly thought I was done with 8-4 IL at the time, and really didn't think I would ever get 8-6, and was completely satisfied. Now, jump to the present times, and for top runners continuing an 8-9 first room is a joke (which was in the second place run in July 2019), 8-A wall jump is bad, 8-B is standard at best (which wasn't in any top 8-4 IL runs until gtaces 44.394 in sep. 2019) and for the most part 8-C WJ is almost expected. And for DFA, frame 67 or slower is bad, and 66 is for the most part the slowest acceptable turn around, and sometimes 65 is needed for people to be able to PB at all. I can't believe how far this category has come in such a short time, and how many people now have such good times.
Couple more things to say that I didn't fit in above: - A to B to I (frame 66) to 7 +1 was the full room SoB for 8-4 IL until the start of 2020, and A B J 8 +1 was segmented SoB until around 3-4 months ago. For so long I and many others didn't think Tavens 8-6 would be beaten for a long time, could barely imagine 8-8 happening even far out in the future, and I was convinced I would never see 8-9 happen. Now the current WR not only is 8-9, but doesn't use the newly-discovered-to-be-possible 8-C WJ and +2 last room. Niftskis 8-9 is literally the exact room speed that I never thought I would see happen in the past. Shows how much expectations of certain times and certain tricks has changed. - Kosmics 8-J is now 23rd, Tavens 8-6 is now apart of a 3 way tie for 8th, and there are now 16 44.3xx's - "I'm I I'm I"-3 Clip Set Up (With Fast Accel)Kriller372020-09-28 | Set up: Perfect fast accel, full jump the same frame this tas does on the bottom of the starting stairs, and then down+right off the corner of the block you land on. (If the start of the level looks a tiny bit choppy or weird, or the black screen just before the level start seems a little long or off, it's because it is. I had to do some funky stuff to be able to hack the timer and have it work. Thirtyseventhirtyseventhirtyseventhirtyseven)
Gives D5 alternating. Mario is in the same running animation for around 4 frames before the full jump, and jumping 1 frame late makes his running animation change the frame before you jump, so that could be a good visual queue to see if you jumped on the right frame.
Found this a while ago but never uploaded it, but now I have so kosmicZ
This set up is as fast as a set up can be with just normal first fast accel. Also, this fast accel saves 6 frames, which is more than first room 8-4 (because you land sooner), and saves the same amount of time as the second fast accel in turn around room double fast accel.
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Tecate's recently found set up ( youtu.be/gdiMuRq-LoY ) gave me some ideas on some set up ideas, and I ended up finding this one.
The set up: R+B at the start, then full jump off of the right side of the middle ? block, which is frame 129. Then release B in mid air, and repress B the frame you land. You can do sockfolder inputs when you land, which is shown here, but the jump right after the B press isn't required. As long as you jump at least 1 frame after pressing B, you'll be set up with F7, which is optimal.
If you jump 1 frame late, and still press B the frame you land, you get D5 alternating, and are still set up to clip in. (D5 is the same positioning you have for smb1 4-2 blazit clip, so this is still very doable to clip with). if you jump 2 frames late, and still press B the frame you land, you get B3 alternating, which requires a pretty well timed left press to clip in the wall (2-3 frame window, depending on subspeed), but is still super doable to clip with. Jumping 3 frames late and still pressing B the frame you land gives 19 alternating, which is still possible to clip with, but much harder. Requires a frame perfect left press to clip in.
Haven't looked into back ups for pressing B a frame late yet, but I'm sure some could be found. Also its worth noting that jumping a frame early makes you short the pipe and fall in the pit, so shooting for jumping on frame 129 or 130 would probably be best.*PB* SMB2J Warpless in 30:26Kriller372020-09-20 | insane pop off
sub 30 soon
hiSMB2J Warpless in 31:01 (Former PB)Kriller372020-09-19 | Was getting kinda mad in a previous attempt, so was kinda stressed out this run and really didn't want to die, which is why I had so much relief in my pop off. I think this is the first pop off I've have had where i just felt relieved and glad it was over, rather than super excited. I was still excited and happy with this run, but tons of relief too. Better time coming soon
Watch me improve this at twitch.tv/kriller37C-4 IL 230 (IGT) as Big MarioKriller372020-09-13 | No cap card because I got new laptop recently and haven’t yet set up all the stuff I need to set up to make cap card work on new laptop.
Mav6771 has a 229 from over 4 years ago as small mario, and in this level big vs small are a pretty big difference, so this run kinds beats mavs run but also kinda not really: youtu.be/Dik2Bchc_xs
It’s possible to keep running speed in that beetle section between the second and third crouch clip, but it’s pretty hard to. Not sure if 231 is possible with adding just that, you might have to change the route. Also, the second wall clip mav does is slower as fire, since you have to duck under the beetles, and it’s actually pretty dang hard to get pasts those beetles as big mario without totally coming to a stop and crouch sliding in the wall under them.
Another wall clip you could add that would save a ton of time is corner clipping in the top of the wall at the end of the elevator section. It’s pretty weird and hard, but would definitely save a lot of time. This same run but with that corner clip could get 232.
Shout outs to Miniland, iBall, and eddiecatgaming for being in VC.-2 Cheep Cheep Clip / Full FPG Down+Right Set Up #2Kriller372020-09-09 | First things first: thirty seven
Now that's out of the way, here's the set up description, and how its different than other set ups
The Set Up: - Framerule 329, R+B the whole level - 3 frame right release mid air at any point throughout the level (just like happylees 8-3 FPG set up, except this right release has to be 3 frames) - Full jump on frame 073 (time stamp 0:26) - Start holding D+R before you land, and D+R off the edge of that top stair - After running off the edge of that top stair, release B and switch back to holding just right - Walk off the edge of that bottom stair, and then repress B before landing on the ground - Frame perfect down press near the end of the platform (see input display to see when this down press happens) - Frame perfect R to L press on the D-pad, with no frames in between, to clip in the floor - Finally, get walking speed and do a frame perfect 1 frame jump to full fpg
Difference between this set up and previous D+R set ups: Previous D+R set ups have involved 2 frame perfect things to get set up, then the frame perfect down press and left press to clip in the floor. When testing new set ups, I was able to prove it impossible to be able to floor clip with R, nothing, L, inputs on the floor clip section, so perfect R to L instant switch will always be required***, so I decided to try and improve other parts of the set up. This set up only has 1 frame perfect button press for the set up, which is the frame 073 full jump, and everything else is buffered inputs done in mid air that have very large timing windows. However, this set up requires a 3 frame right release. So, other than minor things like exactly when and where you do certain inputs, the only real difference between this set up and other set ups is this has one less frame perfect button press, but comes with the cost of having to do a 3 frame right release. I couldn't find a set up with only 1 frame perfect button press before the D+R for the floor clip that didn't involve any sort of right release or anything before hand, but hopefully a set up like that can be found in the future.
*** - You can floor clip with this and some other D+R set ups with the R, nothing, L inputs, but it requires doing a frame perfect R press the frame before you land in the wall, which pushes Mario forwards the last 1-2 subpixels he needs to clip all the way in the wall. This frame perfect R press is not required if you do a perfect R to L switch on the wall clip.[TAS] SMB1 Maximum Coins 6-2 84 frame improvementKriller372020-09-02 | Note - Most, if not all, of the inputs of this tas that aren't in the underground sections of this level are not tased by me, and are the inputs from the current published maximum coins TAS, by CuteQt, Tehh_083 & HappyLee. The submission can be seen here: http://tasvideos.org/4834S.html
This is 84 frames faster than the current published maximum coins tas. The time save comes from clipping in the wall in the underground section without having to jump at all in the wall to get pushed all the way in. This is done by using both of the last 2 coins on the far right to 'by-pass' the floor detection on 2 of the blocks in that wall, instead of only 1. This is the same clip that is in the famous angrewG "oh man woah" twitch clip, where he gets this same clip in 4-2 underground after failing 4-2 wrong warp.
The coin blocks are also dependent on the 21 framerule timer, so to get the maximum number of coins from them (16), you have to sometimes wait a bit before hitting the coin block for the first time (this is also talked about in the submission notes of the maximum coins tas). It just so happens that 4 of the times the current tas went to the underground, it was close to the next coin-block framerule, but didn't get it, so instead had to wait for a bit to get the next coin block framerule. This faster underground method was enough to save that extra framerule 4 times in the underground.
With the extra in-game seconds this 6-2 gets, you do just barely have enough time to full fpg with the parakoopa at the end of the level like the warpless tas does, but because the in game timer is so low (actually 000), full fpg doesn't save any time.
Also, incase some of you were thinking this, this is not the thing i mentioned a couple days ago in some discord servers, about the very precise TAS improvement that i recently made. That is something else, which is still going to remain a secret for now kosmicZ.
TAS'd this around a month or 2 ago, but wanted to keep it secret at the time. I now know that im definitely not gonna be working on remaking this tas with this time save for a long time, if ever, so i figured there was no reason to keep it a secret, and why not upload it to youtube.1-1 FPG Back Up Set Up #2 (by me and Maru)Kriller372020-09-01 | After I posted the first 1-1 fpg back up set up, Maru suggested a set up idea like this, and then I started testing and found this set up.
The set up: R+B, then on frame 176 full jump, then you'll bounce on the goomba. Starting holding D+R in mid air, and then D+R on the ground, and jump on frame 218, go back to R+B, and then jump to the flagpole base and your set up. Doing all of those inputs a frame late gives D50 (frame 177 and 219 jumps), and doing both jumps 2 frames late gives D40 (which can also be done with normal pole inputs, the pole inputs have to be perfect though). This is also 2 frame slower than johnny boy set up, so the worst underground it can save is a 8-7.
Note that the pellsson rom frame number will update again soon after jumping when you hit the coin block, and then again when you hit the goomba, so it may be hard to see what the number was when you jumped.
If you jump 3 frames late on the second jump of the D40 or D50 set up (frame 222 / 223), then you still get D40 / D50. Jumping 3 frames late on the D70 set up gives D80 unfortunately.1-1 FPG Back Up Set UpKriller372020-09-01 | Set up: R+B, land on third stair, full jump 2 frames before you would bock the stair (frame 011 in pellsson rom). Then D+R the whole time your on the top of the stair case, and a frame perfect 2 frame jump (frame 053 in pellsson rom) will set you up with D70.
This set up is 2 frames slower than johnny boy set up (perfect fast accel with a 2 frame jump), and the worst underground it can save is an 8-7, which requires the extra frame save on pole inputs (which is why I made the underground 8-8, but got r01, to try and show that)
Honestly don't think it's that great of a set up, but figured it was at least worth uploading and documenting, but maybe is wasn't tho idk :/SMB1 2-1 FPG Set Up (2 framerule save)Kriller372020-08-26 | Shout outs to godly thumbnail
Niftski was the first person to get 2-1 fpg and save 2 framerules full level recently, and I didn't know that this could save 2 framerules. This made me want to find a set up for this, so I did.
The set up: R+B the whole level, without ever slowing down or releasing right, then 0:23 - land up on top of this brick platform, and kill the piranha plant that this TAS does. Then jump to the single mushroom / brick block **with a 1 frame jump.** After that, run off that block and hold D+R as you fall onto the pipe, and then go back to just R+B after running off the pipe, but before landing. Then do a 1 frame jump the same frame this TAS does when bonking the spring, and then jump off the spring, and finish by doing pl8-1 style fpg. Depending on the pole inputs, this set up gets 2 - 3 frames remaining on the framerule with normal fpg, which means that you can also do SlowPG / jump a frame late on pole inputs and save the framerule with 0 frames to spare.
Alternative set up: If (before any other part of the above set up) you do a mid air 1 frame right release before, or jump - hold D+R - jump the frame you land - back to R+B (like blazits pl8-1 set up but jumping the frame you land), then that makes the 1 frame jump onto the spring have a 3 frame window, instead of being frame perfect, and you still get D70 on all 3 frames. This set up is 2 frames slower, so gets 0-1 frames to spare on the framerule, meaning SlowPG would lose the framerule.
Additional information: - The 2 places Mario shoots a fire ball at 0:23 are the 2 best spots I could find to kill that plant. If you don't kill at least one of the 2 goombas at 0:21, then shooting 2 fire balls at the plant like this TAS does will give lag, shooting 1 fire ball never will though. - The reason it has to be a 1 frame jump onto the mushroom block is because of Y subpixels. Doing a 1 frame jump here makes it so Mario has a Y subpixel position that's effectively higher up, which makes him land on the pipe 1 frame later than he would most of the time, which is required for this set up to work. - I originally thought the 'Alternative set up' could be done without the right release, until i realized that in my original TAS I accidentally released right for 1 frame early on in 2-1. Really sucks that the right release is required for that set up, or else that would be way easier, ... oh well.SMB1 / 2J TAS Competition Task 6 Results (Edited by Miniland333)Kriller372020-08-22 | Discord server - discord.gg/u8nZ83c
Task - SMB1 1-2 Free run. Must finish 1-2 with at least 300 left on the in game timer. Speed doesn't matter hear, as long as you are finishing within the in game timer limit. All that matters is entertainment.
Winner was decided during the live results stream by the viewers voting on their favorite free run.
Task - Collect all items in 5-2 of SMB2-J fds version, and finish by warping to world 8. Items include mushroom, fire flowers, stars, and 1-ups, but does not include poison mushrooms. In total, there are 3 mushrooms / fire flowers, 1 Star, and 1 1-up that must all be collected.
Results - 1st - 26.972 by Baddap 2nd - 27.355 by LosAlexanderos 3rd - 27.605 by Periwinkle 4th - 29.169 by Nebula_Composer 5th - 30.999 by WolfAttack 6th - 39.818 by Flamedemon612
Task - Complete SMB1 7-1 in the fewest number of A presses (also known as A Button Challenge / ABC or minimum A presses). Placing of the runs will prioritize A press count over speed. Meaning fewer A presses will always place higher, no matter the speed of the run, and in the event of a tie in the number of A presses, the faster run will be placed higher.
Results - 1st - 7 A-Presses in 47. 538 by Asumeh 2nd - 9 A-Presses in 36.157 by LosAlexanderos 3rd - 9 A-Presses in 1:19.186 by Periwinkle