Here's my final SMM1 uncleared level compilation for YT. There are still a couple more videos I want to make about the whole effort to finish all of SMM1's uncleared levels, but these are almost definitely my final clears for the project. https://t.co/zDldlNSAXr
@DannyBPlays In SMM1, if you wall slide down a spike into a ground tile under it, you'll briefly stand on the ground tile since it's considerably wider than the spike. That's enough to go in the door.
Of the last NSMBU levels on my personal radar, this is one that I was particularly stressed about, since it is both challenging and, at least to me, very irritating to play. After much practice and successfully routing out the midair, I got lucky and beat it quite quickly today.
This is a 120 second castle speedrun. The main difficulty comes from the length coupled with many nontrivial obstacles. Or rather, this would be the case if the maker accounted for the havoc that NSMBU Bowser can unleash upon a level.
Here's one of the last ghost house speedruns, which I cleared as a little break from other levels. I suspect it went uncleared for a long time because the first couple seconds look very intimidating and are tricky to survive, but the course becomes much milder afterwards.
@ChemicEmilia You have your right hand's index and middle fingers on A and your left hand's index and middle fingers on B. You alternate between pressing A and B while also alternating the fingers on each hand. It's kind of awkward at first, but gets really fast with some practice.
I missed the first frame jump, which I usually reset over, but I figured I might be able to save it if I do the mashing really well and have a decently clean last room, both of which happened. The home menu at the first pipe is to stick a rubber band on the joystick.
Okay, I can definitely beat Rui's TA and came very close multiple times over the course of an hour of attempts. I'll continue more this week. With Emilia also doing well on it, I don't think we need to worry about this level not getting cleared.
Here's a level I just cleared. It's kind of unpleasant since it actively rewards sloppy play in a lot of ways, plus it has a Bowser that randomly kills you most of them the time. On the bright side, it is not very difficult.
Here are two uncleared speedruns I played from an old wowawa level design contest. The 1st has a tricky start, but is overall quite easy, especially with the cheese at the end. The 2nd is much more difficult and precise; the aesthetics in it remind me of old French speedruns.