In this post I shall list the main pit hacks and their best times.
The best times that matter the most are the ones in their chronological order, but I might put a few records that weren't the best at its time in small font.
The difficulty level is my opinion on how hard it's to complete the hack with tools, without considering the best strats and optimization.
This list is probably incomplete, you can suggest edits in the comments. A pit hack must be harder than Molotov's Pit Hacks series.
1 Square Puzzle
Download Difficulty: ★★★
4:19.61 by Amaraticando
Colon Three
Download Difficulty: ★★★★
100%
6:45.92 by xHF01x
Demo by HoorayForJay and shadowdragon121TASer
The level%
16:45 by TheLilGecko
19:25 by gusapno
Glitch Abuse
Download Difficulty: ★★
2:38.92 by Amaraticando
9:47.50 by shadowdragon121TASer
9:50.12 by HoorayForJay
10:24.72 by TheFinalBoss726
12:26 by Bullethead2202 [deleted channel]
Glitch Abuse 2
Download Difficulty: ★★
PS: must display the castle destruction to count as finished. The Pokey stun glitch is not valid.
10:24.20 by shadowdragon121TASer
11:47.62 by Amaraticando (smv)
13:30 by HoorayForJay and shadowdragon121TASer
WIP sub 2 mins by BrunoVisnadi
Glitch Abuse 3
Download (notice that there's a beta version) Difficulty: ★★★
6:43.96 by shadowdragon121TASer
Item Abuse
Download Difficulty: ★
2:39.34 by Amaraticando (lsmv)
5:44.28 by Amaraticando [original glitched video with description] *
7:06.10 by Dawn[Regnum0nline] (smv) *
7:12 by PangaeaPanga [YouTube strike] *
7:15 by TheFinalBoss726 and Dawn[Regnum0nline] (smv) *
7:35 by PangaeaPanga [YouTube strike] *
7:41 by TheFinalBoss726 *
8:05 by xKingBulletBillx *
8:14 by ISM *
8:46 by xKingBulletBillx
10:34 by dainegai *
*: timing ends when the credits scene appears.
Item Abuse 2
Download (alt) Difficulty: ★★
6:51.66 by Dawn[Regnum0nline] (smv)
6:57.?? by Gbreeze
7:02.10 by Dawn[Regnum0nline] and PangaeaPanga
7:37.83 by Lucas S.
8:02.90 by Kaizoman666
8:08 by sotel11
9:02.93 by TheFinalBoss726
Item Abuse 3
Download Difficulty: ★★★★
7:05.47 by shadowdragon121TASer
7:57 by PangaeaPanga (smv) [demo, original video received a copyright strike]
La MansiĆ³n
Download Difficulty: ★★
1:45.97 by shadowdragon121TASer
Demo by rappervsmario
Living on the Edge
Download Difficulty: ★★★
2:19.87 by Amaraticando
2:32.92 by shadowdragon121TASer
2:37.55 by HoorayForJay
2:47 by TheFinalBoss726 [demo]
Pit of Death
Download (alt) Difficulty: ★
PS: Snes9x 1.43 is not preferred due to it inaccurate timing
2:00.07 by HoorayForJay [probably wrong time, todo: fix later]
2:01.?? by TheFinalBoss726
2:02.?? by MRO314 [Snes9x 1.51?]
2:02.?? by Sung-Hyeon Kim
2:03.?? by xKingBulletBillx
2:03.?? by dainegai
2:04.?? by Kainiet
Demo by MoltovMarioWorld
AFAIK, there's a deleted TAS by Panga.
WIP exactly 2 mins by BrunoVisnadi
Pit of Despair
Download Difficulty: ★
1:16.07 by Lucas S.
1:16.93 by HoorayForJay
1:44.?? by Olivebates
1:59.?? by dainegai
2:10.9? by MoltovMarioWorld
Pit of Insaneness
Download Difficulty: ★★★
6:25.33 by Lucas S.
7:03.10 by Lucas S.
7:56.28 by MRO314 (smv)
?:??.?? by NBKevin98 [deleted]
Pit of Insaneness 2
Download Difficulty: ★★★★
6:36 by NBKevin98
Pit of Keys
Download (v1.1) Difficulty: ★
2:20.60 by shadowdragon121TASer
2:26.87 by Sung-Hyeon Kim
2:38.43 by sotel11
3:05.?? by TheFinalBoss726
Pit of Trials
Download Difficulty: ★★
6:51.53 by shadowdragon121TASer
8:02.08 by HoorayForJay
Pitiless
Download/Thread Difficulty: ???
to be done
Shell Abuse
Download Difficulty: ★
1:09.27 by shadowdragon121TASer
1:12.37 by shadowdragon121TASer
1:13.55 by DarkGui21
1:14:25 by Sung-Hyeon Kim
1:14:?? by Shameimaru Aya
Demo by shadowdragon121TASer
So I Herd You Liek Corner Clip
Download Difficulty: ★★
1:30.23 by ylTAP (smv)
1:36.45 by shadowdragon121TASer
Demo by TheFinalBoss726
The Pit Level 2
Download Difficulty: ★★
6:35.47 by Mr. Kaizo
8:36.67 by yITAP
9:37.42 by IgorSantos777
Wall-Jump Abuse
Download Difficulty: ★★★
6:31.37 by shadowdragon121TASer
6:57.65 by shadowdragon121TASer
7:11.75 by HoorayForJay
9:39.67 by Lucas S.
World of Dickish Moves
Download/thread Difficulty: ★★★★
16:42 by TheFinalBoss726 [demo]
Yoshi Puzzle Pit
Download Difficulty: ★★
4:08.03 by shadowdragon121TASer
5:12.02 by shadowdragon121TASer
8:51.10 by rappervsmario (smv)
Monday, November 14, 2016
Sunday, November 13, 2016
SNES Super Mario World - How to duplicate blocks to the sides
The Game Resources > SMW wiki has an explanation on how to duplicate blocks from some distance, but it's not satisfactory. Let me provide a better one.
First off, you must throw the projectile upward with null horizontal speed. Remember that Mario doesn't need to have zero speed for this and it's useful to try pressing left+up or right+up.
Every sprite has 4 points of interaction, like draw in the pictures. You must observe the head and the lateral point that touches the block. Drawing the block boundary is also useful.
The solid blocks only push sprites outside every other frame. That means that in odd frames they will push to the right (or left) and in even frames they will push to the opposite side. By the time the projectile gets inside the block, the direction must push the projectile outside and remove the head from its boundary. The lateral push is always 4 pixels wide.
Let's see each step of a duplication away:
The sprite starts with vertical speed -112 and it increases +3 each frame.
Observe that the head is just below the boundary, but not touching it. In this case, the vertical position is 334.0 and the speed is -97. Using the SMW arithmetic, we can calculate the next would-be position:
334.0 - 97 = 334.0 - (6*16 + 1) = 334.0 - 6.0 - 0.1 = 328.0 - 0.1 = 327.F
The projectile goes outside and the duplication occurs:
Let's see what happens in the middle of the frame.
The sprite goes up and the lateral points touch the boundary:
As the right lateral point is inside and the block is pushin to the left, then the sprite goes to the left 4 pixels. If the green area below were to the right, the block wouldn't change its horizontal position. If the head were much to the right, the shift to the left wouldn't be enough to escape the boundary. In this case, the duplication doesn't occur, but the block isn't activated!
Duplication to the right is very similar and the presence of another block in the vicinity doesn't matter.
Remarks:
1) The setup consists in positioning the projectile in a good horizontal position, good vertical position and good vertical subpixel. The closer to the block, the wider is the number of possible initial positions. You should be able to predict the oscillation of the block too and always check if the sprite is not moving to the left/right.
2) the majority of handheld sprites have the same offsets and dimensions. However, it might be the case that the vertical distance between head and laterals is not 7 pixels. In this case, the minimal speed required is not -97.
3) the emulator used was lsnes. The Lua script used to display the helpful info is my smw-tas.
First off, you must throw the projectile upward with null horizontal speed. Remember that Mario doesn't need to have zero speed for this and it's useful to try pressing left+up or right+up.
Every sprite has 4 points of interaction, like draw in the pictures. You must observe the head and the lateral point that touches the block. Drawing the block boundary is also useful.
The solid blocks only push sprites outside every other frame. That means that in odd frames they will push to the right (or left) and in even frames they will push to the opposite side. By the time the projectile gets inside the block, the direction must push the projectile outside and remove the head from its boundary. The lateral push is always 4 pixels wide.
Let's see each step of a duplication away:
click to increase the pictures |
The sprite starts with vertical speed -112 and it increases +3 each frame.
334.0 - 97 = 334.0 - (6*16 + 1) = 334.0 - 6.0 - 0.1 = 328.0 - 0.1 = 327.F
The projectile goes outside and the duplication occurs:
Let's see what happens in the middle of the frame.
The sprite goes up and the lateral points touch the boundary:
As the right lateral point is inside and the block is pushin to the left, then the sprite goes to the left 4 pixels. If the green area below were to the right, the block wouldn't change its horizontal position. If the head were much to the right, the shift to the left wouldn't be enough to escape the boundary. In this case, the duplication doesn't occur, but the block isn't activated!
Duplication to the right is very similar and the presence of another block in the vicinity doesn't matter.
Remarks:
1) The setup consists in positioning the projectile in a good horizontal position, good vertical position and good vertical subpixel. The closer to the block, the wider is the number of possible initial positions. You should be able to predict the oscillation of the block too and always check if the sprite is not moving to the left/right.
2) the majority of handheld sprites have the same offsets and dimensions. However, it might be the case that the vertical distance between head and laterals is not 7 pixels. In this case, the minimal speed required is not -97.
3) the emulator used was lsnes. The Lua script used to display the helpful info is my smw-tas.
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