(Obsoleted PB) New Super Mario Brothers 2: Any% Speed Run in 27:00
UPDATE: This is no longer the fastest run. The fastest time is now 26:39. 21 seconds faster than previous run!
Click here: http://youtu.be/0RtIS5eBUvk
Date of completion: October 23rd 2013
Update: You can now directly download the run of this in 60 frames (select High Quality)!
http://speeddemosarchive.com/demo.pl?NewSuperMarioBros2_Warps_SS_2700
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This is a speed run of New Super Mario Brothers 2, played and recorded on a modified 3DS that supports direct capture.
It uses the warp cannons on Worlds 1, Mushroom and Flower to complete the game in a really fast time.
A huge improvement over my previous year old upload by nearly 85 seconds. This is mainly thanks to newer strats and even a new trick that enables flying at fast speed equivalent to P-Dashing.
As you see at the start of the video, there is the SDA stat id. This run is getting published to SDA and it's the second ever 3DS run on the site. The description will be updated with downloadable links and even watch the run at 60 frames per second (Youtube is 30 frames).
Timing:
Starts when I move Mario on the World Map screen
Ends when Mario touches the final big red switch.
Speed Runs Live style timing starts earlier (A button on File select and is roughly 51 seconds longer than SDA style timing)
Basic knowledge.
The somersault jump is unique as it is one block higher than the regular jumps. I use this on Worlds W1-1 and W6-5.
Doors, while it's faster in-game time to touch the very edge of the door, it's faster in real time to try and enter as close to the middle as possible.
Fireballs are used on one stage to keep my Super Leaf in reserve for later on. It's the only NSMB game to have a fixed rate of fire, go right next to a wall and mash the fireball button, you'll probably only get 2-4 fireballs out after a second.
Picking up the Star not only makes the plumber invincible but it also increases his max speed. The most notable examples are Mushroom-1 and Flower-A
Flagpole: As long I don't hit the very top (1-UP) the score pops up from the bottom and rises to the very top. Then Mario/Luigi performs their victory dance and enters the castle.
Vertical auto scrolling sections (Mushroom-B and Final Battle), the game only load up objects when the camera is nearby to that area. For example I purposely used a Super Leaf reserve to show exactly where I am off-camera, as I didn't move for ~ 5 seconds the checkpoint is finally loads up and I hit the checkpoint without moving.
The optimisations on both vertical auto scrolling sections are very tight due to the nature of waiting for the camera to load up the object/platform I need to use to progress further into the game.
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