Difference between revisions of "No Cape, No Starworld - Learning the basics and more - by Schwartz RTA"

From Super Mario World Speedrunning Wiki
Jump to: navigation, search
(Standard Grip)
(Claw Grip)
Line 68: Line 68:
  
 
Claw Grip (or here, X-Claw Grip) consist in putting the side of your right index finger on the X button. This allows you to freely press Y,B or A with your thumb while having the run button (X here) pressed constantly.
 
Claw Grip (or here, X-Claw Grip) consist in putting the side of your right index finger on the X button. This allows you to freely press Y,B or A with your thumb while having the run button (X here) pressed constantly.
 +
 +
[[File:clawgrip.jpg]]
 +
 
This grip is, in my opinion, the easiest way to perform any platforming action as long as they don't require any item manipulation (throwing/dropping items).
 
This grip is, in my opinion, the easiest way to perform any platforming action as long as they don't require any item manipulation (throwing/dropping items).
  

Revision as of 14:36, 12 November 2023

Introduction

No Cape, No Starworld is the "No Cape" counterpart of No Starworld. The spirit of the category is really simple : we need to beat bowser without using cape and without going through Starworld.

You can find the category page here.

Here are the official rules of the category :

  • Time begins the frame Mario appears in the opening cutscene.
  • This is 2.2 seconds after selecting 1 player game.
  • Time ends on the frame that Peach appears outside of Bowser's Clown Car.
  • No Starworld
  • No Arbitrary Code Execution
  • No Cape
  • No Orb/Cloud
  • Penalties: If a cape is obtained, die as soon as possible without utilizing it.

For more info on the major glitches that are banned in this category, see : Orb ; Cloud and Unintended Sprite Spawning.

The main reason for banning those glitches is arbitrary. Runners consider that the run is more interesting that way. Allowing the Orb glitch leads to a lot of backtracking and a lot of lame ways to kill a run (the game can crash for example).

The penalty rule is more of a race rule but it also helps that the run can be finished even if the player grabs a cape. It's actually pretty rare. The biggest threats are the roulette blocks.

To end this part, the no ACE rule is pretty common is main categories that are not credit warp. Here's a link just in case you're curious about it : ACE

This tutorial is gonna be oriented for beginners but also will give several clues on how to improve and go toward the famous sub 35 run.

Route

This category has one main route. You can find it on this page here.

Technically, nothing prevents you from doing extra levels as long as you don't enter Starworld. Realistically, players have no interest in taking another route since all other options are extremely slow and not necessarily easier.

Holding your controller

This tutorial is oriented for beginners, so we have to talk about how to hold your controller in Super Mario World.

Super Mario World is a game where we're almost gonna use all buttons. All directions on the dpad, L/R triggers, Select, Start (if you mess it up), Y, X, B, A.

- The dpad is use for moving mario, throwing items or swimming with precision.

- L/R triggers are used for screen scrolls during levels which is very useful is some scenarios. Note : You need to release all other buttons to get the scroll to work !

- Y,X are used for running, holding/throwing an item or even shooting fireballs. Both buttons do the same thing. But having both buttons is actually very important as we'll see later.

- B is for normal jumps.

- A is for spin jumps.

- Select can be used to drop a powerup from your itembox.

- Start pauses the game. If mario cleared any exit in a level and press Start to pause the game and then Select : you will go back to the overworld. It's useful to know that in case you want to gather more resources from a level you already cleared in order to gain an advantage in a later level.

Why is it important to talk about this trivial matter ? It's because it's not trivial at all. As we can see, the player have a lot of buttons to worry about and the layout of the SNES controller is not really helping when you have to press Y and X for a strat for example or quickly switch between normal jumps (B) and spin jumps (A).

In order to deal with that many inputs, you need to be able to hold your controller properly. There are many ways to hold your controller but we'll look at the 2 main ways to do it. Those ways are not exclusive. Being able to switch at will between those grips is part the weaponry of an experienced player.

Standard Grip

Standard Grip consist in having your right thumb pressing resting on Y/B or X/A and that's all.

File:Standardgrip.jpg

When it comes to platforming

Claw Grip

Claw Grip (or here, X-Claw Grip) consist in putting the side of your right index finger on the X button. This allows you to freely press Y,B or A with your thumb while having the run button (X here) pressed constantly.

File:Clawgrip.jpg

This grip is, in my opinion, the easiest way to perform any platforming action as long as they don't require any item manipulation (throwing/dropping items).

Individual World Analysis

In this section, we're going to analyze every part of the run.

World 1 : Cutscene Land

Video: NCNSW - Beginner - W1 Source: Schwartz_RTA

World 2 : Reset Land

Video: NCNSW - Beginner - W2 Source: Schwartz_RTA

World 3 : Bad Buibui Fireball Land

Video: NCNSW - Beginner - W3 Source: Schwartz_RTA

World 4 : Autoscroll Land

Video: NCNSW - Beginner - W4 Source: Schwartz_RTA

World 5 : Forest of RNG

Video: NCNSW - Beginner - W5 Source: Schwartz_RTA

World 6 : Choke-o-late Island

Video: NCNSW - Beginner - W6 Source: Schwartz_RTA

World 7 : Valley of Sandbar

Video: NCNSW - Beginner - W7 Source: Schwartz_RTA

Front Door

Video: NCNSW - Beginner - Bowser Source: Schwartz_RTA