Difference between revisions of "Terminology"
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;CMBK:[[Cookie Mountain]] Boss Kill | ;CMBK:[[Cookie Mountain]] Boss Kill | ||
;DBK:Double Boss Kill--getting both GBK and CMBK in a single run | ;DBK:Double Boss Kill--getting both GBK and CMBK in a single run | ||
+ | ;ARK:[[Awesome]] Reznor Kill | ||
+ | |||
== General Terms == | == General Terms == | ||
;Wiggle/Left-Right/Turnback:While running, pressing left for a short time to slow down. Useful for manipulating enemy spawns or for correcting a jump that went too far. | ;Wiggle/Left-Right/Turnback:While running, pressing left for a short time to slow down. Useful for manipulating enemy spawns or for correcting a jump that went too far. | ||
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;Corner Boost: Using the edge of a block to push Mario slightly forward by moving fast enough upwards. Primarily used in water levels where it can save a frame or so per corner. | ;Corner Boost: Using the edge of a block to push Mario slightly forward by moving fast enough upwards. Primarily used in water levels where it can save a frame or so per corner. | ||
;P-switch Jump: When Mario lands on a P-switch, he is considered to be on the ground for 1 frame. Pressing jump on this frame allows Mario to jump off of the switch. | ;P-switch Jump: When Mario lands on a P-switch, he is considered to be on the ground for 1 frame. Pressing jump on this frame allows Mario to jump off of the switch. | ||
+ | ;[[Yump]]: Not a P-switch jump. | ||
;Key Jump: Mario can stand on a key in midair, and jump off it. By pressing Y and B on the same frame, he will regrab the key while jumping, and the process can be repeated arbitrarily. Used in some difficult [[ROM hack]] speedruns. | ;Key Jump: Mario can stand on a key in midair, and jump off it. By pressing Y and B on the same frame, he will regrab the key while jumping, and the process can be repeated arbitrarily. Used in some difficult [[ROM hack]] speedruns. | ||
;Platform Boost: Moving sprite platforms will push Mario while he runs on them. As such, running on platforms moving in the same direction he is moving saves time (and platforms moving the opposite direction lose time). | ;Platform Boost: Moving sprite platforms will push Mario while he runs on them. As such, running on platforms moving in the same direction he is moving saves time (and platforms moving the opposite direction lose time). | ||
+ | ;Eat/Tongue Cancel: Getting hit off of Yoshi while a sprite is on Yoshi's tongue will knock it off his tongue, but also modifies the sprite's interactions. | ||
+ | ;Double Eat: If two enemies are fed to baby Yoshi in quick succession, an extra one will be counted. This allows baby Yoshi to be fed with as few as 3 enemies (compared to 5 normally). If the counter is already at 4 sprites, and then the player does a double-eat with two more sprites, the last one will not be eaten but will be in a glitched state. This is similar to a tongue-cancel, but unlike tongue-cancelling, all interaction with the glitched sprite is disabled in this case. | ||
+ | ;Double Tongue: If Mario goes through a powerup (or powerdown) animation 1 frame after Yoshi's tongue begins, Yoshi will stick his tongue out a second time, even if the first tongue grabs something. This glitch is used in various boss kills. | ||
+ | |||
== Strat Nicknames == | == Strat Nicknames == | ||
;Underball: Going under the Podoboo in room 1 of [[Iggy's Castle]]. | ;Underball: Going under the Podoboo in room 1 of [[Iggy's Castle]]. |
Latest revision as of 18:23, 19 December 2019
Abbreviations
- NSW
- No Starworld
- NCNSW
- No Cape, No Starworld
- AC
- All Castles
- YI
- Yoshi's Island
- DP
- Donut Plains
- VD
- Vanilla Dome
- FoI
- Forest of Illusion
- CI
- Chocolate Island
- VoB
- Valley of Bowser
- SW
- Star World
- SP
- Special World
- IL
- Individual Level
- RNG
- Random Number Generator
- TAS
- Tool Assisted Speedrun / Tool Assisted Superplay
- GBK
- Groovy Boss Kill
- CMBK
- Cookie Mountain Boss Kill
- DBK
- Double Boss Kill--getting both GBK and CMBK in a single run
- ARK
- Awesome Reznor Kill
General Terms
- Wiggle/Left-Right/Turnback
- While running, pressing left for a short time to slow down. Useful for manipulating enemy spawns or for correcting a jump that went too far.
- Long Jump
- Tapping jump and immediately regrabbing and holding it to get a low jump but slow falling, resulting in a longer jump.
- Clip
- Falling through or getting stuck any sort of solid platform.
- Wall Clip
- When running into a wall at a high speed, and Mario acts as if he were standing on solid ground for a frame. Allows for a wall jump, but also kills P-Speed and spin jumps.
- Corner Clip
- When running into a corner at the top of a wall, and Mario hits the wall and the floor at the same time. Mario makes it to the platform, but P-Speed is lost. If Mario is going fast enough, he can actually fall through the block.
- Wall Jump
- Jumping on the frame(s) Mario is technically standing on solid ground during a wall clip.
- Stair Clip/Slope Clip
- When jumping at a shallower angle than the slope at the right place, Mario can fall through the slope.
- Yoshi Clip
- Using Yoshi to easily clip through a solid block. See Yoshi Clips.
- Block Dupe
- Abusing bad collision to create extra blocks by hitting them with an item at a particular position.
- Wings
- The item that Yoshi can grab to go to a bonus room and end the level prematurely. Usually refers to spawning unintended wings using block dupes. See Wings.
- Shell Jump
- Throwing a shell midair and jumping off of it immediately after. See Shell Jumps.
- Item Swap
- Allowing Yoshi to eat any sprite in the game by removing the item off of Yoshi's tongue as he is grabbing it.
- Cloud
- The cloud Lakitu rides around in; usually refers to the item swap that gives you a cloud in your item box. See Cloud.
- Orb
- The green ? orb at the end of Sunken Ghost Ship. Usually refers to the item swap that gives you an orb in your item box. See Orb.
- Neutral Jump/Hopping Glitch
- Abusing speed mechanics to make Mario move ever-so-slightly faster by releasing right on the D-pad. Can be used to eke out an extra game second on the clock.
- Fast Yoshi
- Block duping a Yoshi block, which causes Yoshi to hatch quickly. Usually used in Yoshi's Island 2 for 11 Exit runs.
- Fast Fly
- Abusing speed mechanics to make Mario fly faster by tapping right until Mario is flying as fast as he can. See Flying.
- Pipe Fly/Door Fly
- Abusing flying mechanics to retain flight after entering a door or pipe.
- Cannon Fly
- Getting pipe-fly through a cannon pipe in order to fly with a higher speed than normal.
- Sticky Fly
- Abusing flying mechanics to stick to a ceiling while flying.
- Yoshi Flight
- Abusing flying mechanics to enter the flying state while riding Yoshi.
- One Tile Fly
- Landing on a single block and taking off again.
- Zips/Tornadoes/Smashola
- Abusing collision mechanics to quickly move downward by pushing Mario through yellow turn blocks.
- Corner Boost
- Using the edge of a block to push Mario slightly forward by moving fast enough upwards. Primarily used in water levels where it can save a frame or so per corner.
- P-switch Jump
- When Mario lands on a P-switch, he is considered to be on the ground for 1 frame. Pressing jump on this frame allows Mario to jump off of the switch.
- Yump
- Not a P-switch jump.
- Key Jump
- Mario can stand on a key in midair, and jump off it. By pressing Y and B on the same frame, he will regrab the key while jumping, and the process can be repeated arbitrarily. Used in some difficult ROM hack speedruns.
- Platform Boost
- Moving sprite platforms will push Mario while he runs on them. As such, running on platforms moving in the same direction he is moving saves time (and platforms moving the opposite direction lose time).
- Eat/Tongue Cancel
- Getting hit off of Yoshi while a sprite is on Yoshi's tongue will knock it off his tongue, but also modifies the sprite's interactions.
- Double Eat
- If two enemies are fed to baby Yoshi in quick succession, an extra one will be counted. This allows baby Yoshi to be fed with as few as 3 enemies (compared to 5 normally). If the counter is already at 4 sprites, and then the player does a double-eat with two more sprites, the last one will not be eaten but will be in a glitched state. This is similar to a tongue-cancel, but unlike tongue-cancelling, all interaction with the glitched sprite is disabled in this case.
- Double Tongue
- If Mario goes through a powerup (or powerdown) animation 1 frame after Yoshi's tongue begins, Yoshi will stick his tongue out a second time, even if the first tongue grabs something. This glitch is used in various boss kills.
Strat Nicknames
- Underball
- Going under the Podoboo in room 1 of Iggy's Castle.
- Dank-Ass Iggy Room
- Getting a 282 on the game timer in room 1 of Iggy's Castle without doing Underball.
- Morton Fly
- Spin flying up room 3 of Morton's Castle.
- Fast Red Switch
- Hitting the P-switch and getting pipe fly in Red Switch Palace.
- Dirty Eerie
- Taking off before the two Eeries in Vanilla Ghost House.
- Ride of Shame
- Riding on the skull rafts in Vanilla Dome 3 without flying past them.
- Yolo Fly
- Skipping the 2nd skull raft in Vanilla Dome 3 by performing a very tight spin fly without doing a turnback.
- Blargg Skip
- Skipping the skull raft after the midway point in Vanilla Dome 3 by bouncing off a Blargg.
- Raft Skip
- Completely skipping the skull raft after the midway point in Vanilla Dome 3 by using Yoshi flight.
- Vanilla Dode 3
- Doing all the fastest strats in Vanilla Dome 3; nicknamed after speedrunner Dodechehedron.
- Goal Post Eat
- Getting an unintentional item swap in Star World 3 that results in Baby Yoshi eating the goal tape, making the normal exit unbeatable.
- Awesome Flower
- Grabbing the fire flower in Awesome.
- Red Block Thing
- Taking off from the lowest Red ! Block while getting the secret exit of Vanilla Dome 1.
- Getting Mooned/Getting Blocked/Scraping
- Flying through a level with obstacles in the air, but losing flight due to crashing into them instead of flying over.
- Back to the Future
- Getting 288 on the game timer in the first room of Ludwig's Castle.
- Left Side Clip
- Yoshi clipping on the left side of the ledge in Forest of Illusion 2.
- Dickbutt
- The visual cue for jumping in Forest Secret Area.
- Dirty Bubble
- Taking off before the first bubble in Forest of Illusion 3.
- Roy Fly
- Flying through the first half of Roy's Castle, skipping the block snake.
- Dirty Hole
- Taking off before the first hole in Choco-Ghost House.
- Cooter Kill
- Finishing off Wendy in Wendy's Castle by hitting her the third time while she is sticking out of a pipe upside-down.
- Scroll-less Despawn
- Despawning one of the Boo Rings in Sunken Ghost Ship by manipulating when the Boo Cloud appears.
- Sexy Slide
- Smoothly gliding through the one tile hole in Valley Ghost House by the key and keyhole.
- Sandbar
- The second room of Valley of Bowser 2.
- Sandbar Clip
- Clipping through the sandbar to save 12 seconds.
- The Double
- Clipping through the sandbar twice to save 18 seconds.
- The Triple
- Clipping through the sandbar three times to save 18.5 seconds.
- The Quad
- Clipping through the sandbar three times, then clipping through the floor in the 3rd room to save 19 seconds.
- Cape Kill
- The optimal strategy for defeating Bowser by flying in the sky at certain times to hit him as quickly as possible.
- Ball Skip
- Hitting Bowser while his is preparing the toss a ball, which causes him to not throw it.
- Cloud Kill
- The optimal strategy for defeating Bowser by using the Cloud to skip Bowser's animations.