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Anyone know exact Super Mario physics?, physics
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This webpage is all I have found so far... http://www.mariomayhem.com/consoles/glitch...ld_glitches.phpAnyone know mario's slowest speed in pixels per second and fastest speed in pixels per second? (or millisecond) when it tops the oscillating running speed? And does anyone know how the speed picks up? Like how long it takes to get to max speed, or maybe even the length in time of straight running to bump up to the next speed notch? Or maybe someone knows a complete mario physics webpage?
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I as well want to know the physics of Mario (and other characters.) Since The Mushroom Kingdom had the jumping distances of Mario in their SMB Complete Guide, I wanted to know Super Mario Bros.: The Lost Levels jumping of Luigi's. So I mailed them with the question. They didn't tell me it but the showed me how to: | QUOTE | Um, hi I'm trying to make a Mario project but I'm short on info. 1) Can you get me the jumping physics of "Super Mario Bros.: The Lost Levels" (NES versions)'s Luigi like you did with Mario on Super Mario Bros. Complete Guide . 2) Using NES SMB1 Mario, can you get me the speed of Mario walking and running based on "Blocks (or pixels) per minute" 3) If you have any/both of what I'm looking for, can you show me how you did them so I can do it myself (I'm thinking of doing "Super Mario Bros. 2" and "Super Paper Mario" by myself) Thank you for your time, - Wario Bros.
Luigison: 1) I'm not going to go into the way TMK did it, but here is a low tech way you can get a pretty accurate measurement without software or emulators. Tape some thin paper or clear plastic to your TV screen so that you can see Luigi through the paper/plastic while playing SMB:LL. Find a location in the game where you can jump unencumbered. On the paper/plastic mark the level of the brick Luigi is standing on. Press the jump button. With your other hand mark the maximum height of his jump from the bottom of his feet. If needed you can make a VHS recording or have a friend help. Now do the same thing, but with walking and running jumps. Also mark the range he jumped. Count the pixels of his jumps based on a reference block like the wall or floor. 2) Do the same thing you did above, but don't jump. The distance should be easy to measure, but the time will be a little less accurate because of your reaction time. A VCR that shows actual seconds might help. 3) Repeat one and two above with other games.
MEGAߥTE: I'm going to assume that he probably doesn't have a Japanese copy of Super Mario Bros. 2. In which case, you can make the task Luigison outlined easier by slowing down the emulation speed. |
I hope this helps  If you're doing ROMS try using the AnimGet progrom Like I do
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