SM64org:Tricks

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Backward Long Jump

The Backwards Long Jump (BLJ) lets you gain large amounts of speed very quickly by long jumping backwards up a slope or similar.

BLJ Page

Jump Kick Trick

Not to be confused with the Quick Jump Kick, the Jump Kick Trick allows Mario to jump kick at high speeds.

While Mario is recovering after a forward movement (dive, long jump, etc.), you can hold the "A" button prior to landing, and on the frame you land, press the "B" button with the analog stick at ^54 or less (on the TAS Input Plugin), you will do a jump kick. The trick is that it maintains most of the speed from the previous forward movement. You can also apply this with backwards speed (such as after a BLJ), by holding "A" before you are in the running animation, and then pressing "B" on any following frame. This is useful for crossing long gaps and covering large distances.

Punch Trick

The punch trick allows you to obtain more speed from a stop than walking does. Instead of running for one frame when accelerating from a stop, you press the "B" button with no analog input, which gives you a starting speed of 10 instead of roughly 8.

Grinding

Grinding is when Mario repeatedly falls off and then recovers back onto a ledge. There are variations on what you can do with grinding, such as being able to continuously dive along an edge or do an immediate double jump. This can be both the fastest way for Mario to climb up slopes, and occasionally a method of accessing normally inaccessible areas (such as the city area in Wet-Dry World while holding Chuck-ya). In order to grind on a ledge, Mario needs to be either parallel or at a near-parallel angle; if Mario faces too far inwards or outwards, he may dive or fall off the ledge. He needs to land on the surface, followed by quickly falling off while still moving in a parallel direction with the ledge.

Hyperspeed Flying

This trick needs to be started off with high speed, most preffered a BLJ since it takes least time to build the most amount of speed.

For this trick you will need forwards speed.

But since a BLJ gives negative (Backwards) speed, you will need to use the C^ trick in order to gain forwards speed, and then fall off a ledge so you can control Mario, do a DJ (Double-Jump), then one last "A" press to start flying.

This can also be done from maintaining speed from a Pole/Tree/Water (Z 1 frame before first movement frame, B first movement frame / Z + C^ first movement frame).

This is mostly useful for freerunning, but it is also helpful for some stars like Mario Wings into the Sky.

Hyperspeed Wall Kicks

This trick is similar to BLJing, but instead of abusing Mario's unlimited negative speed, it utilizes another oversight by the game's programmers; unlimited forward speed via wall kicks. By wall kicking over and over again on the first frame possible, Mario gains speed. Repeatedly wall kicking for long periods of time can get you enough forward speed to pass through walls, star doors, and even the endless stairs!

Wind Hyperspeed Glitch

To do this glitch, you need to get Mario stuck under a slope with wind pushing him upwards. This glitch works in THI and TTM. It requires some minutes to get enough speed, so it is probably not useful for speed runs.

Slide Kicking

Sometimes it's faster to slide kick after a dive-to-Jump Dive. After the Jump Dive, your speed should be over 54. A first frame slide kick will bring your speed down to 51, which in some cases is faster than the Jump Kick Trick. By using the Jump Kick Trick multiple times over a long distance, you gradually lose speed. With a slide kick you gain more speed then you lose. You wait longer before you can use any actions (Jump Kick). After a slide kick, you don't wait as long, explaining why you gain more speed then you lose. Three first frame slide kicks (from 54 speed) will get you up to 57 speed. Using the Jump Kick Trick and double jumping will give you more height than a triple jump.

Walking up very steep inclines

Some hills are too steep for using the Jump Kick Trick. But sometimes, you can climb these hills with this small trick. Every other frame, press forward on the analog stick. This is possible Non-TAS, but it takes a little practice.

Keep your speed from trees, water, or text sequences (Pause Exit) etc.

You can use this trick with a BLJ's speed (Backwards Long Jump) or HSWK's speed (Hyper Speed Wallkicks). You must press "Z" 2 frames before landing on the ground (applies to sliding down a tree and coming out of water). You can keep speed by jump kicking (press C+Up and then jump kick [>54 angle]) or by slide kicking (press Z then B). It's important to find the correct angle to go forwards, as it is possible to go backwards. This trick is very useful for start HSWK or HSF (Hyper Speed Flying), which for some stars is not bad (ex: Bob-Omb Battlefield 100 coin star).

Glitchy Wallkick (GWK)

With a Glitchy Wallkick, it is possible to change the direction you move in, which is very useful most of the time. It works best with 90° walls, but still works with walls not a perfect 90° (like in TTM). The most important thing to look for is the correct angle. Another good thing to be aware of is where you hit the wall. If you aim for the corner where the walls are perpendicular, then you won't wallkick at all. You must aim a little to the right from the area to glitchy wallkick.

Pipe Clipping

It's possible to do this small trick on any side of the pipe. The more directly in the middle you are, the more difficult it becomes to pull off the trick. It works best on the on the left and right sides of the pipe. A big factor is the angle. Mario should be facing straight forward or slightly to the left or right, but not to an extreme. An easy way to pull this off is to make Mario land on the lip of the pipe, and then start slowing down to when he doesn't land on the lip anymore, but just hits below it.

Small Space Glitch

In some courses there are places where Mario can get stuck. When he's stuck (and in a sliding animation) he can max out to about 100 speed, and it takes a short while to obtain the speed. So it's not useful in speedruns, but good to use in freeruns. Two places you can get stuck are in the Lobby and Tiny Huge Island.

First Frame Wallkick (w/ Pause)

In some situations it's not possible to do a first frame wallkick because you can't press A twice in two frames. So, you must use pause (like a Pause BLJ except you just press A) and A. Now, you will get a perfect wallkick when using the regular wallkick method doesn't work.