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Beating New Super Mario Bros Wii under 30 mins

Mic_128

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Meh, knew the game was easy.

Now, show me a 4 player speed run and I'll be interested >: p
 

rhan

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Which is why mario games should not be bought anymore.

Unless it's 64 or Sunshine.
 

Lovely

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Which is why mario games should not be bought anymore.

Unless it's 64 or Sunshine.
♣ Your over exaggerating, all Mario games show easy to beat it, is hard to complete. Even games like Super Mario 64 or Sunshine you can beat those games fast because you don't have to complete every thing, but if you try to complete everything and you don't know what your doing, it will take you a long time. <3 ♥
 

The Real Gamer

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Which is why mario games should not be bought anymore.

Unless it's 64 or Sunshine.
What's wrong with Galaxy? >.>

The game was better than Sunshine in almost every aspect, especially the music... Mmmmm I love me some good video game music.

But then again, it's all just opinionated so please don't jump all over me. lol
 

UTDZac

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I'm always impressed with the work of Phanna. I have yet to lay my hands on this game, looks really fun so far.

Though, like mic said, I can't wait to see speed runs with more players.
 

sammy p

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♣ Your over exaggerating, all Mario games show easy to beat it, is hard to complete. Even games like Super Mario 64 or Sunshine you can beat those games fast because you don't have to complete every thing, but if you try to complete everything and you don't know what your doing, it will take you a long time. <3 ♥
yeeeess agreed! lol
galaxy too! THAT can take a while to complete! hahah
bet you cant beat that in under 30 min :p
 

CRASHiC

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multiplayer speed runs are going to go faster, you can tell by Phanna's video. Take the moment when he has to get the yoshi, 4 players could do some very fancy footwork to get another one up there without having to stop to get the Yoshi.
 

Spire

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Oh it's easy. Get to the cannon from
World 1-3
, jump to World 5, go through secret exit in
the Boo mansion there
, get dumped in World 8, run through it, beat Bowser, and bam. I must have beat it in some 45 minutes without knowing much of what I was doing (accidentally discovered the cannon in World 5).
 

GreenKirby

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That doesn't mean it's easy. That just means you were dumb lucky. lol

And for goodness sake, guys. It's a 2-D Mario game based on past 2-D Mario games (and those games can be done within a day too)

Either you've been spoiled with the longevity of games since it moved to 3-D or you guys just have absolutely no lives.
 

Brightside6382

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That doesn't mean it's easy. That just means you were dumb lucky. lol

And for goodness sake, guys. It's a 2-D Mario game based on past 2-D Mario games (and those games can be done within a day too)

Either you've been spoiled with the longevity of games since it moved to 3-D or you guys just have absolutely no lives.
Yes posting someone has no life on a competitive video game forum. Oh the irony.

Entertaining speed run btw.
 

Lord Viper

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phanna is a robot.... I can't attemt speed runs because I want to complete everything in 100%.
 

Neo Exdeath

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Either you've been spoiled with the longevity of games since it moved to 3-D or you guys just have absolutely no lives.

Considering this is on a forum about competitive gaming and you have over 2,000 posts, you can feel the irony oozing out of this post.


Anyways, I've always loved speed runs, and this is no exception. This guy is a god at Mario.
 

Gates

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Meh, knew the game was easy.

Now, show me a 4 player speed run and I'll be interested >: p
For those who have similar thought processes to this, here's a list of the other 2D Mario game speedruns:

SMB - 5:00 (5 minutes) normal speedrun, 19:40 (19 minutes, 40 seconds) 100% run
SMB2 - 9:15 normal speedrun, 26:36 100% run
SMB3 - 11:01 normal speedrun, 1:24:07 (1 hour, 24 minutes, 7 seconds) 100% run
SMW - 10:59 normal speedrun, 1:31:45 100% run
NSMB - 23:55 normal speedrun ("unofficial", requires a lot of luck), no data for 100% run yet

Most of these games are harder than NSMBW and yet they all have shorter times than it, barring glitches.

And for reference, here are the times on the 3D Mario games:

SM64 - 23:11 normal speedrun (16 stars w/glitch), 2:09:40 100% (120 star) run
SMS - 1:52:35 normal speedrun, 5:10:00 100% (120 shine sprite) run
SMG - 3:00:34 normal speedrun, 7:38:36 100% run ("not legitimate; contains a large amount of video manipulation")
 

LLDL

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What's wrong with Galaxy? >.>

The game was better than Sunshine in almost every aspect, especially the music... Mmmmm I love me some good video game music.

But then again, it's all just opinionated so please don't jump all over me. lol
no no no no no no.
 

Grunt

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The 16 star run of 64 is far outdated, it can now be done with no stars at all in about 6 minutes.
 

phanna

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Part 2 (everything but last 2 levels) should be up late tonight.

YouTube says my video description is too long if I try to add this information in there, so I'll post it here instead:

Key operating principles & mechanics of this speed run are as follows (these are postulates of mine that I hypothesize based on my experience and observations):
• It goes without saying, but hold (1) while running to reach maximum "P" running speed (I still hear Mario's raccoon tail in my mind every time I do this lol).
• Also obvious, but how long you hold (2) while jumping determines, to the frame, how high between his minimum and maximum jump you will go for that situation.
• Foes, hazards, and level widgets do not all start moving when you first load the level, they wait in their pre-determined fixed place and become active once Mario comes within a close enough proximity to them (though before they're on your screen of course).
• Sliding on a non-moving surface cannot horizontally excel Mario beyond his normal top running speed, however it can be used to more quickly reach his top speed. I would roughly estimate that if the incline is less than 20 degrees it's just not worth it, between 20 and 45 can be good for horizontal speed, but steeper than that is counter-productive (you will wind up going in the direction faster than Mario could run, but your horizontal speed will be much slower than Mario's normal maximum, despite a fast vertical drop).
• Sliding / running on moving surfaces: all bets are off, Mario can potentially exceed his maximum running speed, and what you should do depends entirely on which way the surface is moving, the angle at which you can slide, and the horizontal and vertical vectors you are trying to maximize.
• Mario's first, second, and third jump cannot increase his maximum running speed, but each does give progressively more height potential, and jumping in general can be used to preserve whatever momentum you have by "bunny-hopping" (useful to extend beyond-maximum speeds, or to maintain a near-maximum speed across backwards-moving and/or uphill terrain).
• "Twirling" while in the air does not slow down Mario's horizontal momentum, but does stall him vertically, which can make it useful to extend jumps horizontally or give you more time to change horizontal momentum while airborne. Multiple twirls per jump can be useful, but the twirl that will give Mario the most horizontal gain are those that are done as late in the jump as possible.
• Wall-jumping propels Mario at his maximum running speed. Wall-clinging is way slower than normal falling.
• Hammer Bro at the beginning of 1-3 does not randomly stay down or jump, it's chaotic but determined by your height as you approach him (practice)
• World 5 vines are deterministic, they always start in the same formation when you arrive in the world, and follow a set pattern of changing every time you exit a level (die or complete it).
• Overworld Petey Piranhas, as with any map foe, start in a random location once you first load the level, and randomly move when you exit a level or move near them.
• Meteors in 8-1 are not deterministic, i.e. I could start the level 5 times and die twice doing the exact same run shown in this video.
• For screws on World 8 Airship or elsewhere, you can continually shake the Wiimote for nonstop spinning until you are satisfied.
• I haven't found any useful application for the tornado (shaking Wiimote while on the ground), though it does seem to give Mario quicker initial height over a regular jump, but otherwise has way less potential than a normal jump, due to its fixed height and an absurdly long fixed rebound height after bouncing off a foe.
 
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