I clocked in RTA 5:05:18 (start timer after file creation, end timer after last hit on Dimentio). For those interested in seeing the full run, check under my recent videos on /doicm. Needs a "running start" in order to make either jump. Not only can you jump on the brown bricks above the pipe, but you can also jump onto the ledge on the left (while in 3d). Now tweak-jump onto the brown blocks at the base of the pipe above, and you'll be at the upper level. When you come to the area with all the pipes (shortly after getting out of the river), jump on the first pipe on the left, then switch to Mario and flip. ![]() Here's the explanation yoshifan had of it, which is spot on:įirst trip to the Underwhere: There's a nice shortcut you can take to get to Luvbi after you find Luigi. I'm hoping that the time taken to get the shortcut will make up for the time getting the extra items to sell for the coins.ĮDIT: Tested out that skip in 7-1. that means I need to just get 46 more coins, which will be really easy to come by as I go along. ![]() I need 16 coins for 2 shell shocks, and I need 20 coins for 4-2 and 4-3 (Ancient clue and chocolate). I'm also planning on grabbing a gold bar and 4 different catch cards that are pretty much on the way and selling them to get the 300 coins necessary for the shortcut between Flipside/Flopside. I figured out the Underchomp strat and was very glad about it.Īlso, I'll have to check that Underwhere strat in more detail and see what exactly you are referring to.it sounds very intriguing. When I was doing a practice run, I picked up the shooting star not knowing where to use it. I appreciate the feedback in the original SPM thread, yoshifan. sarou incorporated them up to 4-3, except the stop watch enemy drop in 4-1, which he says he wasn't able to get at all. I mentioned a few little things that weren't in MrGuy's run, here. One of the most notable strategy points is level grinding in 1-1. It was on track to be a significant improvement over MrGuy's segmented run on SDA, but sarou stopped at around 4-3 and hasn't continued the run since. sarou has a half-completed segmented run here. I haven't watched said run, so I don't know how much of the following is redundant in terms of learning strategies, but: I can't find anything on Nico about Rikuma, but it looks like THEチキン ("the tikin", according to his/her names on other sites), who has 4:52:00, has some sort of a full run here. The RTA wiki's here, and yeah, that's リクマ (Rikuma) in first with 4:37:22. I also reviewed the thread mentioning the 300 coin collection, I know that you can sell an Amazee Dayzee card for 300 coins, but you can't even catch them until 5-2 (also, you have to have completed Chapter 5 before they even will appear). ![]() The 300 coins would be used to make the shortcut pipe between Flipside and Flopside. I'm also trying to figure out whether or not collecting 300 coins before chapter 5 would be helpful or not. I know that, for SDA's purposes, the in-game timer will be the most reliable. ![]() Timer started after creating new file, and timer ended on last hit of Super Dimentio. This was timed RTA, and I'm not sure what the in-game timer was for this run. * Pick up and use the Power Plus found in Flopside Outskirts.įrom checking out a wiki, the WR so far as I can tell for SS is 4:37:22 by Rikuma (found it on some RTA Wiki of some sorts). It double attack power for 40 seconds, and it'll hopefully be put to good use on Super Dimentio. * Have 3 Shell Shocks by the end of chapter 1-2: 1 for the first O'Chunks battle, and 2 for the two Bowser battles (3-1 and 7-2). * Be up to at least level 3 by the start of 3-1 (more attack power). * Use shortcuts in 1-2, 3-3, and anywhere else where applicable. I'm going to play it safe for the first few runs, but I thought I'd throw it some key points that may help this run do well in SS: I've been working on what I think is a decent route. I wasn't sure whether to put my remarks in here or in, but I plan on doing this single segment.
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