Donut Shuffle Talaria (SMM2)

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Name: Donut Shuffle Talaria
Code: 8BR-P1P-VYF
Description: These boots are made for shufflin'.
Bookmark: smm2.wizul.us/smm2/level/8BR-...
SMM1 Version: • Donut Shuffle Talaria
Though I have no plans to actually play SMM2, now that Nintendo has fully killed SMM1, I've decided that I'm willing to port some of my levels over to the lesser game by special request.
This level needed only slight layout adjustments to account for not being able to place anything in the 6x3 starting region in SMM2.
The technique is somewhat harder in SMM2 than it was in SMM1, due to an unlikely source: one of the few actual improvements Nintendo made to the game (amid a boundless sea of degradations), namely, buffer jumps.
In SMM2, if you press the jump button a few frames before landing on the ground, you will jump on the first available ground frame. This is actually very handy in most situations. (So nice of Nintendo to finally catch up with decades old control/UI improvements.)
In this level in particular, however, buffer jumps (which didn't exist in SMM1) actually interfere with the flutter-slide-flutter mechanics. You see, to perform the swoop cycle on the donut, you must gather speed while fluttering toward the donut, then release the A button to kill the flutter, immediately repress the A button (before landing, so that a new flutter comes out on the first available airborne frame after the slide across the donut finishes), and also let go of the dpad/stick, because holding a direction while sliding across the donut will cause the boot to automatically hop into the spikes.
But because buffer jumps exist in SMM2, releasing and re-pressing A too close to the donut simply causes a buffer jump to come out when you land on the donut, rather than storing a flutter for after the slide. To combat this, I widened my swoop trajectory and made a special effort to cut the flutter somewhat farther away from the donut than I was used to in SMM1.

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