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@FlySMM

983
Followers
209
Following
240
Media
753
Statuses

American SMM player • Game mechanics enthusiast • Occasional speedrunner and router • they/them

Joined February 2018
Don't wanna be here? Send us removal request.
@FlySMM
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1 year
Top of the flagpole vs. bottom of the flagpole in level 1:
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@FlySMM
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3 years
The strategy, for those interested.
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@FlySMM
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5 years
Short example of RNG manipulation key check.
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@FlySMM
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1 year
Damage boost route for "The Sharp Trial: Launch to Victory." Recomended for people who don't like autoscrollers.
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@FlySMM
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9 months
This is an SMM1 level that superficially looks like a large traditional level, but is actually a speedrun in which the player must find the fastest route.
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@FlySMM
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8 months
Here's one of the last ghost house speedruns, which I cleared as a little break from other levels. I suspect it went uncleared for a long time because the first couple seconds look very intimidating and are tricky to survive, but the course becomes much milder afterwards.
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@FlySMM
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2 years
. @Carl_Sagan42 Thought you might appreciate this minimalist route through Maddy`s level.
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@FlySMM
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8 months
I missed the first frame jump, which I usually reset over, but I figured I might be able to save it if I do the mashing really well and have a decently clean last room, both of which happened. The home menu at the first pipe is to stick a rubber band on the joystick.
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@FlySMM
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8 months
So, when I first heard about the project to finish all of the remaining possible SMM1 levels before the servers go down, this was one of two or three levels that immediately popped into my mind as an enormous problem. Given that context, it feels great to take it out.
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@FlySMM
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5 years
Actually, this doesn't even require dash pad speed, or even a dash state. Inputs are still Y ->B -> down + backwards -> B.
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@FlySMM
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1 year
Getting a second game on this console. We'll see how it goes.
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@FlySMM
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4 years
I don't know if this is intended, but it works. The ending gap could be higher.
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@FlySMM
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4 years
Two hat-based 3DW block bypasses.
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@FlySMM
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4 years
It turns out you don't even need a hat to do this.
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@FlySMM
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8 months
If you have ever played a somewhat awkward 10 second speedrun, and then thought to yourself, "That was okay, but it would have been better if I had to beat it 27 times in a row," then this might be the level for you.
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@FlySMM
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4 years
I saw a level the other day that used this set-up to remove a dry bones shell and wondered if it could be cheesed. The answer is "yes".
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@FlySMM
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8 months
There are so many ways to cheese this one that is was difficult to settle on a route.
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@FlySMM
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2 years
Here's a random thing that's been on my mind lately. I'll explain what's going on in the replies. <1/n>
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@FlySMM
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1 year
By far the best thing in this game so far, in my completely unbiased opinion.
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@FlySMM
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1 year
Just to spread awareness of this, you can go back in pipes with springs placed like this. You need to hold straight left for at least one frame and then down+left. It is useful here and there.
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@FlySMM
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3 years
Very normal TA
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@FlySMM
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8 months
This is a 120 second castle speedrun. The main difficulty comes from the length coupled with many nontrivial obstacles. Or rather, this would be the case if the maker accounted for the havoc that NSMBU Bowser can unleash upon a level.
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@FlySMM
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4 years
I was wondering if a 2 block high space would allow a brief enough jump for useful acceleration outside of SMW. It does in NSMBU, at least.
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@FlySMM
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8 months
Of the last NSMBU levels on my personal radar, this is one that I was particularly stressed about, since it is both challenging and, at least to me, very irritating to play. After much practice and successfully routing out the midair, I got lucky and beat it quite quickly today.
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@FlySMM
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3 years
About a week ago, I uploaded a course for @Thabeast721 's 30th birthday, which was a much friendlier edit of the original design. I uploaded the original version, too, which is shown here.
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@FlySMM
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8 months
Here's a level I just cleared. It's kind of unpleasant since it actively rewards sloppy play in a lot of ways, plus it has a Bowser that randomly kills you most of them the time. On the bright side, it is not very difficult.
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@FlySMM
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2 years
11/11 Here's the one clip from the actual clear check! Use the piranha plant and P-switch to spawn block the muncher as shown, then do the ending maneuver. I waited for the last second to prevent people from inferring stuff from the clear time, but I didn't have to wait long.
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@FlySMM
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2 years
Lunar park
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@FlySMM
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4 years
I haven't been around much since my laptop needs to b replaced, but I can still post Switch clips, so here's some work on the POW level.
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@FlySMM
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5 years
I don't know if Yuutaman plays SMM2, but I imagine he would be making levels like this if he does.
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@FlySMM
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9 months
Weird speedrun about dodging power-ups.
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@FlySMM
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8 months
Here is a speedrun I played yesterday. Some parts were a little odd, but it was mostly a pretty normal level.
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@FlySMM
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9 months
Glad to be done with this. I timed out twice at the end.
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@FlySMM
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10 months
Some classic SMM1 collision detection.
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@FlySMM
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4 years
This wall-less helmet carry technique is kind of tricky since you need to climb down right after grabbing the vine; pause + up helps w/ that
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@FlySMM
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4 years
In case anybody wants an easy way of grabbing springs like this, just stand over the edge, full jump, and hold forward a bit before landing.
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@FlySMM
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9 months
Here's something that happened last night; this level is 500 seconds. I plan on finishing it after work if my hands are up for it.
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@FlySMM
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5 years
I told myself I wasn't going to touch this mode, but I'm a creature of habit.
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@FlySMM
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5 years
If you're entering water and want to preserve your speed, you should duck. This also applies if you want to jump out immediately afterwards
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@FlySMM
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3 years
Trying to be easy on my wrists since they were injured for a while, so I played a friendly "get at least one key" level.
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@FlySMM
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4 years
For Discord: an example of something pragmatically needing a walk. I think this originally comes from theleech.
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@FlySMM
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1 year
How to make an uncleared level, Swedish edition.
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@FlySMM
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8 months
I felt like doing one of the remaining 10 second speedruns tonight, so I picked this one. It's fairly chaotic in appearance, but mostly pretty straightforward to execute. The hardest parts are the P-switch jumps and dodging a bunch of weird hidden blocks in the last room.
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@FlySMM
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2 years
5/11 Here's where the fun stuff starts. Use the P-switch to get the piranha plant out of this room.
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@FlySMM
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4 years
Haven't really felt like doing that much lately. Maybe I'll build another POW level since I haven't done that in a while.
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@FlySMM
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8 months
I did the easier of Rei's two remaining 10s speedruns as a little break from his POW TA. I expected to die to the last jump a million times, but completely lucked out and got it my second time there, so this only ended up taking a few minutes.
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@FlySMM
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8 months
In this level, you need to stall by repeatedly throwing a spring back into a wall by doing one frame run re-presses. It's deceptively tricky since the complexity of the inputs makes it hard to do this with the usual slide method, so I had to use a different technique.
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@FlySMM
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4 years
I'm just going to post the solution to this since it's been a couple weeks and there's useful tech here. I'll elaborate once on desktop.
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@FlySMM
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1 year
<2/2> It is often fairly simple to bypass hidden blocks with Yoshi, like at the end here. Two rows of hidden blocks prevent most skips like this.
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@FlySMM
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8 months
Cool.
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@FlySMM
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8 months
Congrats to @OfficialFritzef for clearing my last SMM1 level, In Bloom! It was somehow the last uncleared American level.
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@FlySMM
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8 months
Here are two uncleared speedruns I played from an old wowawa level design contest. The 1st has a tricky start, but is overall quite easy, especially with the cheese at the end. The 2nd is much more difficult and precise; the aesthetics in it remind me of old French speedruns.
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@FlySMM
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9 months
For all of the wild stuff left, it's kind of funny to see some of the other levels that managed to slip through the cracks somehow.
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@FlySMM
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2 years
I saw some people sharing one of my old timer systems a few hours ago. I never use that system anymore since it's hard to remember how to place everything, so I'll share what I almost always do nowadays since it's much easier to work with.
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@FlySMM
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5 years
A thing I felt like doing.
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@FlySMM
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1 year
A level.
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@FlySMM
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9 months
I did robraf's last two uncleared SMM1 levels today. This one was pretty easy since there's a dev route pretty early into it. The other one was considerably more legit and I'll have a video for that one in a bit, too.
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@FlySMM
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1 year
This is very counterintuitive to my maker brain, but pulling out the parachute earlier is way better than doing it near the peak, as shown here. (being an elephant isn't relevant)
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@FlySMM
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1 year
Seems pretty close to being able to gain height here. I don't know twirl timings well yet.
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@FlySMM
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4 years
You can buffer low jumps with item throws.
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@FlySMM
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3 years
Obviously this isn't anywhere near remotely comprehensive, but here are some random, common speeds in SMM2 I've recorded for one reason or another over time.
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@FlySMM
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9 months
In sillier news, here's a level that is ostensibly supposed to be a speedrun, but is confusing to route. However, there is no tight timer, and there are several viable cheese strategies. This exciting route is one of the easier ones.
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@FlySMM
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5 years
For the approximately three people who care about this, you can no longer propeller spin off vines underwater in NSMBU.
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@FlySMM
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5 years
Hoagie found that you can still do some crouch storage with Yoshi, so I checked to see if this silly thing from SMM1 still works and it does
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@FlySMM
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9 months
Here's the other robraf level. Aside from an obvious way of skipping the last jump, I didn't see any funny business here.
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@FlySMM
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5 years
Because hitboxes are good, this is possible.
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@FlySMM
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5 years
Here, I discuss how you can use the property that collected pink coins temporarily contribute to the sprite count to build machinery that imposes an order on an infinite checkpoint level, mimicking having more than two checkpoints in a linear course.
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@FlySMM
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8 months
I'm going to be busy for a while, but here's a route for 4C96-0000-0412-7725, in case anybody is interested in this one, but finds it confusing.
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@FlySMM
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5 years
In case you saw that helmet + star = Link thing, it's a trick as far as I can tell. I replicated it like this.
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@FlySMM
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5 years
Phanto, the most natural key check. I'm not making any guarantees about how secure this sort of thing is yet, but it seems promising.
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@FlySMM
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1 year
This trick also works, btw.
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@FlySMM
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5 years
If you want to force a very fast wall kick at the start of a level, you can drop a POW directly behind the player at the start.
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@FlySMM
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4 years
It's a little tricky to save time with this since it's not enough to land on the POW; you need to land on it before it loses its speed.
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@FlySMM
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3 years
A neat way of checking that the player doesn't have an item after a door/pipe is with the entity limit, as illustrated in this clip.
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@FlySMM
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3 years
If you can get a P-switch in a state where it acts as a solid upon landing, you can you use that to get through a one block high space on the ground. This is most practical with something like a cape spin to displace a resting P-switch.
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@FlySMM
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4 years
Spiny helmet vine carry technique.
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@FlySMM
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5 years
If you are softlocked as Link, you can sometimes avoid waiting for the timer by pulling one bomb while walking into another bomb's explosion
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@FlySMM
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1 year
Shell carries are a bit odd. You can also shell jump off the same wall afterwards with new wall kicks.
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@FlySMM
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1 year
. @thabeast721 Can't fit the whole level in one clip, but here is the idea.
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@FlySMM
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3 years
Playing some kaizo.
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@FlySMM
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2 years
Course by 193.
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@FlySMM
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4 years
Here's another set-up that works with POWs and is pretty easy. It also is an option with P-switches, which don't need the head bounce.
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@FlySMM
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6 years
Here's a tricky hidden block bypass that still works in 1.47. You shoot a fireball then twirl as you approach an activated hidden block, which lets you get a brief wall cling off the block. It's conceptually pretty similar to the first NSMBU block bypass that DSS found in 2015.
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@FlySMM
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4 years
Recent finds by LGLMaking and Louis XIX allow us much more legitimate randomness than SMM2 previously did. I'll elaborate in the replies.
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@FlySMM
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8 months
Here's my final SMM1 uncleared level compilation for YT. There are still a couple more videos I want to make about the whole effort to finish all of SMM1's uncleared levels, but these are almost definitely my final clears for the project.
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@FlySMM
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5 years
Edge jumps fool the SMB2 mushroom, kind of like skip squeaks.
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@FlySMM
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8 months
It is over. Video soon.
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@FlySMM
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1 year
<1/2> The big skip here is landing next to the spring. It is usually easy to prevent things like this by having the spring on an offset muncher or somethig similar to that.
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@FlySMM
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5 years
In 3D World, it is better to briefly crawl before swimming than it is to swim immediately.
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@FlySMM
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4 years
Silly builder suit 1-up farm. The box placement is a little sensitive, but it's quite easy to execute when set up correctly.
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@FlySMM
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4 years
I forgot to mention it a while ago amidst all the effects limit stuff, but I got a pretty neat coffee cup for Christmas! I do question the wisdom of advertising a coffee cup with "FLAMES APPEAR WHEN HOT", though.
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@FlySMM
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2 years
Something I feel like mentioning is that if you land next to a warp pipe in a boot or dry bones shell, then you can save time by holding down + forward to prevent extra hops.
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@FlySMM
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1 year
In this example, skipping path 1 and going straight to path 2 makes path 1 (and its coin) inaccessible, so the level can't be cleared. The paths must be done in order to win, but the player can practice any one they want to at the start.
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@FlySMM
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1 year
Neat small Mario route for this level. Hitting the wall is deliberate to make the ending line up well.
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@FlySMM
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1 year
The short parachute + drop is by far the easiest way of doing this for me.
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@FlySMM
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8 months
I beat Rei's last uncleared level! This one was pretty awkward. I'll have a video in a bit.
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@FlySMM
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5 years
Back when I initially presented my custom timer system, I showed a set of towers that works in the old engines, but not in the 3DW. Here is a set of towers that works in 3DW; in this case, a falling blaster replaces the functionality of the falling muncher in the standard system
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@FlySMM
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1 year
A recurring theme of various badges is that duck jumping is a nice way of performing a normal twirl before using the badge ability. For example, I would normally boost right away here, but I can save that for later by duckjumping first.
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@FlySMM
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5 years
This gets scary if the mole turns around, but it's pretty automatic if you match the mole's speed. I'm not uploading this, but it's amusing
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