>>12557814 Agreed, I'm glad that not a single level was reused. Finding out the most unique levels (underwater and cheep cheep chase) were reused twice made me check it out. (Though, I also love SMB2J, which has some of these VS. levels.)
>>12557805 This? You can do that with the pipe to cheese the 3rd grounded hammer bro in 8-3 too, but I didn't do that in the video since I didn't want to wait an eternity.
>>12557282 For me it's panicking and eating shit once and lucking out the next time. I have no idea how they spawn or behave but I'm pretty sure it isn't RNG and they can be influenced somehow.
>>12557282 8-3 is easy because you can get fire power. It's the 8-4 hammer bros that's a dick, because you have to do >>12557783 if you get small before meeting him
>>12560058 That's not hard to do. The trick that everyone seems to miss is that you have to pay attention to what direction they are moving and run past when they are walking forward.
>>12557827 everyone here probably already knows this, but in SMB1 and 2 hammer bros will start chasing you if you wait about 50 seconds while they're on screen. just throwing that out there for anyone browsing the thread for tips or whatever
>>12561762 Nice, I'll pay attention to that next time. Do you also have to be moving a little to be pre-building speed before you make your move? I notice in like >>12557783 he's not just starting from a stop, he's already moving a bit before making the dash under the hammer bro.
>>12557814 This isn't even the hardest run of this level. This is one of the levels where if you get over a certain number of coins there will be a secret 1-up in the next world in 7-1. So you have to get almost all the coins in the level to get that. I think you can miss maybe 2-3.
>>12562089 Being farther away and having a run up makes the timing less tight than if you are really close and are acceleration from a standstill. "Assume he will jump, start holding forward, and react by releasing the d-pad if he doesn't jump" is better than "Assume he won't jump, stand still, react to a jump by beginning to hold the d-pad." Not only does this mean you have more velocity once you're under him, but it also helps (me personally) as a psychological heuristic to react faster.
>>12562232 >Yes, Mario has momentum in this game. Of course, but I was wondering if it's necessary for timing it consistently, or if you can consistently time it from a standstill. >>12562336 Thanks, that makes sense.
>>12569991 [samefag] From a higher level, there's at least two things. First, pressing B (run) sets a timer for 10 frames, so you don't actually have to hold B to run. (Which is why it feels good to throw fireballs while running.) Finally, the jump arc is determined by how fast you're running. It's why you can't jump as high from a standstill as you could from a full run.
>>12565345 As opposed to SMB3 and SMW, you have less air control in SMB1, so you have to build up speed on the ground before jumping (in SMB3/SMW, your air horizontal control is the same as on the ground) Test it yourself: Jump forward from a standstill in both SMB1 and SMB3, you'll immediately see what I'm talking about
>>12561762 >The trick that everyone seems to miss is that you have to pay attention to what direction they are moving and run past when they are walking forward. Thanks for this, I tried again with your tip and got past that fucker in 8-4 on my first try as small Mario. It was always a crapshoot before, but now I know you can time it consistently as long as you pay attention to direction (moving forward when he jumps) and build up speed by tapping first.