. (@FlySMM) profile picture

American SMM player • Game mechanics enthusiast • Occasional speedrunner and router • they/them

Joined February 2018
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Trimming the Herbs CLEAR!!!!!!
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ToDの動画です youtu.be/HTbEoZonl9A
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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. youtube.com/watch?v=sXEAaR7s…
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I'm going to be busy for a while, but here's a route for 4C96-0000-0412-7725, in case anybody is interested in this one, but finds it confusing.
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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.
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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.
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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.
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I think I'll prioritize the remaining NSMBU ground levels. I'm currently working on one that might take a while.
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There are so many ways to cheese this one that is was difficult to settle on a route.
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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.
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Big shoutouts to gravityrad for coming up with a really good mashing technique that my old hands could actually pull off. I'd always die two or more blocks away without that.
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Cool.
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Okay, I can definitely beat Rui's TA and came very close multiple times over the course of an hour of attempts. I'll continue more this week. With Emilia also doing well on it, I don't think we need to worry about this level not getting cleared.
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I should be able to tell if I can do Rui's TA in the next few days. After some testing, I personally am pretty optimistic.
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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.
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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.
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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.
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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.
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On another note, it feels nice to finish Rei's last three uncleared levels since he was one of the makers I was closest to in SMM1. Finishing his levels was a personal sub-goal during the bigger SMM1 0%, so this is satisfying.
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Also, shoutouts to Fritzef for clearing another of Rei's uncleared levels back when I was stuck in POW TA purgatory.
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