Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- FAQ (SMK)
- Q: What system do you play on?
- A: Nowadays I usually play on Super Famicom (NTSC-J version), because it's fastest. Actually, to be more accurate, the Japanese and American versions are equally fast (both 60hz, beating PAL version which runs at 50hz). I prefer the NTSC-J version over NTSC-USA, because it's the original and of course because Bowser is a badass in the Japanese version and drinks the champagne when he wins...sadly, this got censored in the West..... Anyway, I also have a PAL and an American SNES, so I can play whichever version I like. For online matches (SNESOT) I use ZSNES emulator software to connect to my opponents.
- Q: What controller do you use?
- A: I am using an SN Pro Pad, a third party SNES controller. I've been using it since my childhood, it's basically an extension of myself and for this game I wouldn't like switching to any other controller.
- Q: Why are you playing different versions?
- A: Other then running at different speeds, the PAL and NTSC versions actually have different driving mechanics, item properties, etcetera. Because of this both versions are regarded by the SMK community as different games with distinct achievement ladders. The PAL version is the version used at the SMK World Championships, held annually in France, whilst the American and Japanese versions are faster and have more interesting item dynamics.
- Q: Why are you playing 2p mode with the second character doing nothing?
- A: Because the victory scene after every race can be cut shorter by selecting 'Give Up" with the second controller.This can be done roughly 6 seconds after the finishline has been crossed. I still have to time it, but I think it saves like 5 seconds per race. Also, it is one less CPU character to worry about and it reduces the hazards on some tracks. Think less pipes on the MCs, less thwomps on the BCs, etcetera.
- Q: Why do you sometimes miss zoomstarts?
- A: The time window to execute a zoomstart is 4 frames (0.08 seconds). This may not seem like very little, but it's still hard to get it on all 20 tracks. Especially as the closest marker is over half a second away (Lakitu's first light). Note that I rarely miss the zoomstart on the first track of a cup. When you start as #8 or #7 on the grid, the window is at a much more lenient 8 frames.
- Q: Why do you hit so many CPU drivers?
- A: The CPU drivers of SMK can be massive trolls when they want to be. Their misbehaviour ranges from stopping you dead in your tracks with a single shave to throwing eggs ON your head while you're cruising at top speed (can be literally undodgeable if you're particularly unlucky). The hit boxes of the drivers are pretty misleading and their driving patterns can be quite erratic, especially if you're getting close. Risk management involving CPU behaviour is an integral part of SMK speedrunning and probably takes a lifetime to master. At least, coming in at 10 years+ of SMK experience, I've never fully mastered this art as of yet. I'll let you know when I get there, Bliss!
- Q: Why do you not slow down when you drive over grass, sand, mud, etcetera?
- A: It is because I am performing boosts. A boost lasts roughly 1 second and while the kart is in boosting mode (which can be recognized by the higher engine pitch and sometimes the locked angle of the kart) it will not lose speed on sand, grass, mud, choco, weed, snow and shallow water. Extremely useful!
- Q: How do you generate a boost?
- A: You can generate a boost in SMK by powersliding (performing a slide with R, L or both shoulder buttons held down) for a set number of frames (~2 seconds). During this time, direction input on the d-pad (left or right) must be pressed during every frame, otherwise the boost generation will be reset. When the charge is complete, the boost can be executed by releasing the jump button(s) and the directions on the d-pad.
- Q: Why do you not reset after each cup, you know it's faster right?
- A: Yes I know. With several runners that I raced on SRL we have decided that the default speedrunning category for SMK would be without resets between cups.
- Q: Why are you not using the finishline skips/bugs? Isn't it much faster?
- A: Yes, SMK is quite broken. It is possible to trick the finishline on several tracks by driving into the wall, or circumventing it in the deep water at for example VL2. However, such practices look extremely lame and are ultimately not very entertaining. Therefore, in the default speedrunning category of SMK, finishline tricks, Lakitu skips and the likes are not allowed. Note that jumping to the finishline from a different portion of the track with a feather is allowed, as it is item dependent and therefore limited in use and impact (+ it looks much cooler!).
- Q: What determines which item you will get?
- A: When you hit a yellow (unused) ?-space you pick up an item. Which item you will get is determined pseudo-randomly. The item probability depends on if you are in first lap or in lap 2-5, your position in the race, and which track you are playing. The only useful items you can get in a speedrun are mushrooms and feathers (and admittedly, coins). I very rarely get stars, because they are only available if you're driving at a #2 position or worse during the race. Lightnings only occur from #5 onwards, though they don't really help your time anyway.
- Here is a link to the item probabilities in SMK (as extracted from the ROM coding): GP150cc Item probabilities --> https://docs.google.com/spreadsheet/pub?key=0AuHDG1_oY1ludG9wN0Jya2x2WDBwVjJwUmswY1UxSHc&output=html.
- Q: What are coins useful for?
- A: Coins are the speed currency in SMK. Having 0 coins means your cruising speed is at the lowest end of the spectrum; ≥10 coins is max speed. The speed of the kart gradually improves going from 0 to 10 coins (with diminishing returns).
- Q: Why do you play so much worse in online matches?
- A: Even under 'perfect' conditions, just the sheer fact that an emulator is used makes the game less smooth than it would be on the real thing (SNES). There's always a couple of frames of input delay. Add the quality of the opponent's (and my own) internet connection into that mix and things may get really messy. A couple of skipped frames can already completely derail a minute manoeuvre, let alone the occurrence of bona fide lag spikes. Obviously the pressure of competing with an opponent that will actively try to disrupt your race is already extra reason for an increased crash rate in and of itself.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement