On the surface, fast accelerations seem like just a quick backwards jump that instantly accelerates Mario to running speed. Kosmic performs a fast acceleration in his former any% world record run. The most important factor he brought to the table was the use of Fast Accelerations. The early pioneer for 8-4 IL speedrunning was Kosmic, a speedrunner who’s still around today (though not quite as active on SMB1 specifically). These glitches would become staples in every fast 8-4 speedrun for years to come.Įventually, as other players entered the SMB1 arena, 8-4 started to become more appealing as an IL speedrun. In 8-4, it is used to get into the pipe (which is actually made of two blocks despite what the visuals suggest) that leads to the third room faster. It is a maneuver that involves landing pixel-perfectly between the section of two blocks, and jumping frame perfectly in order to achieve a jump off the wall–hence the name, the wall jump. The wall jump is a simplistic in concept, yet difficult in execution. Image Source: Niftski The wall jump performed in the any% world record speedrun. The setup for the Wrong Warp in the Turnaround room performed during the any% world record speedrun. This is done in the third room (now referred to as the turnaround room), where the player intentionally turns around after scrolling the screen far enough for the wrong warp to work, and enters the “wrong” pipe to load the next appropriate room. (The room a pipe will warp the player into depends entirely on the screen’s position.) Any pipe entered after that point will end up loading said “wrong” screen. The wrong warp works similarly to 4-2, where the player confuses the game into loading a different room for pipe entry by scrolling the screen far enough. While this run is most well known for the discovery of the 4-2 wrong warp, the revolutions in 8-4 can not be understated.ĪndrewG’s speedrun just so happened to also contain the fastest 8-4 at the time it was achieved, implementing two major glitches–a second wrong warp, and a wall jump. Gardikis, better known as AndrewG, decided to go against the ruleset of Twin Galaxies, and recorded a full game speedrun with glitches on April 14th, 2007. The Glitch Revolution A picture of AndrewG playing Super Mario Bros. However, one man would change that in 2007: Andrew Gardikis. There were a few known glitches that could have easily brought the time down, but at the time, the main speedrunning hub was an organization known as Twin Galaxies, who strictly banned the use of any and all glitches. In the early age of speedrunning, the quickest human speedruns simply involved getting to each appropriate pipe while slowing down as little as possible. While every other individual level (IL) would eventually match the TAS, 8-4 remained just out of reach for years. This is what separated humans from the TAS. However, 8-4 does not abide by the Framerule System, since timing for the speedrun stops as soon as Mario touches the ax at the end of the level. For speedrunners, this means that levels don’t have to be played perfectly down to the frame, but rather, just fast enough to reach the quickest 21-frame interval (or framerule). Essentially, the game only checks if a player has completed a level every 21 frames instead of every frame. Bros speedrunning basically revolves around the game’s unique way of checking for level completion–the Framerule System. But most importantly of all, it’s the only level in the game that does not fall under the infamous framerule system. In order to progress, the player must take the correct pipes in order to advance to the next room. To understand LeKukie’s specific achievement requires an analysis of both 8-4 itself, and the evolution of the level for speedrunners over the years.Ĩ-4 is the final level of the game, and just so happens to be a maze level. However, the journey would not be completed for another ten months, as 8-4 would continue to elude the SMB1 community. The story of the journey that led all the way up to speedrunners–players who try to complete video games or tasks in video games as fast as possible–tying the TAS for the entire game is intricate and compelling, but also one that has already been mostly (and expertly) documented by YouTuber, Summoning Salt in his video, Super Mario Bros: The Human Limit. speedrunner Lekukie broke the last barrier between humans and the TAS (tool-assisted speedrun) by saving the last possible frame of time in the original Super Mario Bros (SMB1) on the final level of the game–8-4. On February 28th, 2022, Super Mario Bros.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |