Super Mario 3D Land S3-4 Speedrun - Time: 40 (Tied WR)

4144 views May 8, 2022 215 likes
Description
Tied WR with LuigiMaster and Shunji. The damage (intentional) and checkpoint animations don't lose any time because the timer stops during them. At the end, the roll jumps need to be timed perfectly to reach the next set of platforms and not bonk (basically 3 perfect roll jumps in a row).
This run was pretty optimal but it was 9 frames away from being a 39, so I guess it should be possible.
My goal in SM3DL is to eventually get all 96/96 IL WR times (59/96 currently. Many levels have been improved lately, so I'll be coming back to them).

I used hyperspeed and edge crouch boosting in this run.

Q: What is "hyperspeed"?
A: It's a tech and maybe also a glitch that can be done roll jumping and then holding a direction 90 degrees from the direction you are facing. The more time you hold that direction, the faster you will run when you land. Which means that, the more height you roll jump (or long jump) from, the more speed you will have when landing, because you were able to hold that 90 degrees direction for more time. Bouncing on an enemy can also allow to be able to hold that direction for more time and therefore get more speed. You also need to stop holding the run button before landing, otherwise the hyperspeed won't work. And it basically only works with Luigi (Mario can actually get some hyperspeed, but way less than Luigi).

Q: What is an "edge crouch boost"?
A: Crouching at the edge can increase the speed you already had going into that edge. For an optimal boost, a crouch at the very edge is needed (ideally at the last frame possible).


Leaderboard: https://cyberscore.me.uk/chart/132018
SM3DL playlist: https://www.youtube.com/playlist?list=PLExUYRyyzgClK_H88flMWZxIk-KY9bM7d
Discord server: https://discord.gg/MkV3dyN








#SuperMario3DLand #SM3DL
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