Vallu

!faq

Sep 20th, 2020 (edited)
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  1. Q: What was changed for the remasters? Did they patch anything?
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  3. A: They're actually not remasters, they're straight up ports. Nintendo made emulators to run the games on switch. Nothing was changed within the games except some textures/graphics stuff/some minor things to make the games fit on switch.
  4. For all the differences check this twitter thread: https://twitter.com/Vallu111/status/1306814620968120320
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  7. Q: Your opinion on the game?
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  9. A: Nothing really, SMS and SM64 are worse and SMG is ok.
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  12. Q: How does this affect the speedruns?
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  14. A: Separate leaderboards were created for 3DAS versions here: https://www.speedrun.com/sm3das
  15. Whether people will run the new versions or the originals, I don't know yet. I will likely grind the originals more but I'll probably run the switch versions too at some points. Just not as much.
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  18. Q: Is it faster or slower than original games?
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  20. A: Sunshine and SMG both have faster loading times on Switch, SMG also lets you use korean language which has faster text (20s faster than JP text on any%).
  21. I think both games probably save at least a minute over original versions in any%, much more in the 100% categories.
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  24. Q: Which controller are you using? What are your controller settings?
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  26. A: For SMG I have to use Joycons since only joycons can do a nunchuck spin. I set X and A buttons to ground pound, Y to spin and B to jump.
  27. Since X and Y (ground pound and spin) are right next to each other, I can just press my thumb at both buttons at the same time to get a frame perfect ground pound (spin and ground pound on the same frame). This tech is useful since you can use it to do a ground pound while in a long jump instead of having to spin first.
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  29. A and B (ground pound and jump) are also next to each other so I can use them to do crouchless long jumps more easily (roll my thumb from A to B really quickly). This tech makes you keep your running speed after landing from a long jump.
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  31. I also set the up direction on the D-pad as jump so I can use that to do first person camera landing cancels more easily (instead of right stick up to right stick down, I just do right stick up and press d-pad up since jump cancels the camera).
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  34. Q: What is the difference with nunchuck spin?
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  36. A: SMG has 2 types of spins, a wiimote spin and nunchuck spin. The spin buttons on the switch version can only inut a wiimote spin. If you play on joycons however, shaking the left joycon will do a nunchuck spin. Shaking with pro controller is a wiimote spin.
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  38. As Mario, a wiimote mid-air spin will make you reach higher, a nunchuck midair spin gives you less height.
  39. As Luigi, it's reversed. Nunchuck spin gives you more height and wiimote spin less.
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  41. Another benefit for nunchuck spin is that you can input it right after pressing A (jump button). A wiimote spin cannot be done immediately after pressing A (jump), so you have to do it a bit later. This is significant when walljumping for an example, nunchuck spin also helps in bowser 1 fight and honeyclimb trick among countless other levels.
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  44. Q: Why do you hate the joycons?
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  46. A: Because the control sticks on joycons can randomly start drifting in a direction at any time which would mess everything up in a speedrun. I also prefer the pro controller buttons over joycon clicky buttons. I also dislike the control sticks in general on joycons since they're small and less accurate than pro controller stick. Also no notches. (notches are the corners around the control stick in nunchuck and gamecube controllers)
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  49. Q: What's the stuff on the splits?
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  51. A: The number is the average amount of starbits collected in the route on that level, the other letters are notes for me to know which textboxes will happen after the level so I can time my A presses for them.
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