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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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)
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.
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.
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.
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.
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.
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.
<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.
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.
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.
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.
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
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.