-->Brackets!<--
IMPORTANT NOTE: Put latency on 1 for minimal lag.
-> The levels <-
The following are POSSIBLE levels. Random.org will determine which of the 3 options per round will be played.
I (or actually, random.org) will decide one level per week. The decided level will be in GREEN. THAT will be the level you have to play for the corresponding round.
Has the round been passed, then I'll turn it to ORANGE.
February 1st - February 7th
Round 1.
Iggy's Castle
Donut Plains 1
Yoshi's Island 3
February 8th - February 14th
Round 2.
Morton's Castle
Donut Plains 3
Vanilla Dome 1 <-- You are not allowed to get the secret exit.
February 15th - February 21st
Round 3.
Soda Lake
Star World 4
Lemmy's Castle
February 22nd - February 28th
Round 4.
Butter Bridge 2
Chocolate Island 4
Roy's Castle
March 1st - March 7th
Round 5.
Valley Fortress
Valley of Bowser 3
Mondo
March 8th - ->
Round 6.
Tubular
Outrageous
Funky
Projected ending date: Anywhere between Monday, March 8th and Monday, March 15th.
64 cap has been reached.
A few days ago, I made a thread to measure the interest there would be for a Super Mario World time trialing tournament.
On the IRC and in that thread, plenty of interest was shown, so here it is - the signups thread.
-> The objective:
You're supposed to play a couple of SMW's levels (you'll get to see which level you have to play during the respective round).
Depending on the number of contestants, we play 3 (8 people), 4 (9-16 people), 5 (17-32 people) or 6 (33-64) rounds.
In each round (unless you don't make it to that round, of course), you're supposed to play a certain level from SMW 5 times, against an opponent.
Each time you play it, it counts as a turn. That means if you beat it, but also if you die, it counts as a turn.
The fastest time in which you beat the level, out of those 5 tries you get, is taken into account, and compared with the fastest time of your opponent.
Whoever has the fastest time, wins, and advances to the next round.
PRO-TIP: Write your times AND your opponent's times (the time that appears in the status bar, when the goal has been reached) on a paper, or something.
This to keep a good record of the times. It's to YOUR advantage!
If there's a draw after five times, you play again, and discard whatever you and your opponent achieved the first five times.
Now, it only matters who's faster THIS time. If there's a draw again, play another time, and if there's a draw again, do it again, etc.
The dying rule still applies as normal.
If, after five times, you have not beaten the level a single time, but the opponent has, then the opponent wins.
If both did not beat the level a single time, that counts as a tie, so the tie-rule goes in : play the level just as long until there's a difference.
In this case, that'd ultimately mean whoever beats the level first. Repeat until the level is beaten by at least one of the two.
Come on, guys. SMW isn't that hard.
You start out as small Mario inside the level (this will happen automatically if you apply the IPS patch linked below), but you ARE allowed to collect powerups (yes, even feathers) throughout the level.
You're also supposed to beat the level, beginning at the START OF THE LEVEL. Again, if you apply the IPS patch linked below, this will be of no concern, as midway points won't have any effect.
-> Before we get started:
Get Hamachi (here) and ZSNES 1.42 (here).
Do not use ZSNES 1.51 or anything else that doesn't have netplay, since you will require netplay in this tournament.
I already created a few Hamachi channels.
Name: SMWTT
Password: timebomb
Name: SMWTTB
Password: timebomb
Name: SMWTTC
Password: timebomb
Name: SMWTTD
Password: timebomb
It's a good idea to join one of these at February 1st. I will tell you which channel to join.
-> The ROM:
SMW's normal timer is okay, but there's a big chance a draw occurs when there's actually really not a draw at all.
Therefore, I made an IPS patch which installs a mm:ss:mm timer instead. With the patch, I also included an ASM hack (and Lunar Magic hacks) that enable you to go to any tile on the overworld, without needing a 100% SRAM.
Additionally, it disables the midway point from having effect (easier for you) and Mario starts as small Mario every level (like should happen). You also can't carry Yoshi over from level to level.
You can find it here, and I REALLY RECOMMEND you apply this. This to avoid cheating and to make the whole matter much easier.
It's for your own good. I won't disqualify you if you don't apply it, but it makes things much easier - and cheat-proof - for YOU.
Apply it on a clean SMW ROM, of course. The only side effect it has is that:
1) During a castle/ghost house intro, the timer runs (but that doesn't affect the timer in the end, since the timer is cleared as soon as the level is entered).
2) The Special World flag is activated. This is because Funky is set to be 'passed'. It shouldn't bother you too much.
-> When you're done:
BOTH OF YOU send a PM to me, containing AT THE VERY LEAST:
- Explaining who won the match.
Additionally, you can add the following (it would be nice if you did, but not necessary):
- What exactly the best time of each player was.
- Screenshots.
-> The rules.
1. Time limit.
There is a time limit of 7 days per round.
If I do NOT receive a PM from you in time, you're disqualified, unless you can give me a reason why you're holding it up (emergency, etc.).
In that case, I will, at most, extend the time limit for that round by 3 days.
If you're willing to play, but can't, because your opponent gives no reply to your messages, alarm me in time so I get to know who's responsible.
Timezones shouldn't be a problem. You have a week of time, and in that week you should be able to play the match against your opponent, at least on one of the weekend days.
If you and your opponents think it's truly impossible, though, then send me a PM about it, and I'll try to do something about it.
2. Cheating.
Cheating is never fun to the opposing player.
Now, because we're using netplay, and because you're -supposed- to apply the IPS patch, the chance of cheating is brought to a minimum.
But it's still possible. If you even have the slightest idea your opponent is cheating to his advantage, then send me a PM, and I'll take a look at it.
Also, since both players have to send me a PM, I will naturally inform both of them if their results DO NOT match.
(I.e.: player A tells me that player A won, and player B tells me that player B won. Naturally, that will make me curious.)
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
IMPORTANT NOTE: Put latency on 1 for minimal lag.
-> The levels <-
The following are POSSIBLE levels. Random.org will determine which of the 3 options per round will be played.
I (or actually, random.org) will decide one level per week. The decided level will be in GREEN. THAT will be the level you have to play for the corresponding round.
Has the round been passed, then I'll turn it to ORANGE.
February 1st - February 7th
Round 1.
Iggy's Castle
Donut Plains 1
Yoshi's Island 3
February 8th - February 14th
Round 2.
Morton's Castle
Donut Plains 3
Vanilla Dome 1 <-- You are not allowed to get the secret exit.
February 15th - February 21st
Round 3.
Soda Lake
Star World 4
Lemmy's Castle
February 22nd - February 28th
Round 4.
Butter Bridge 2
Chocolate Island 4
Roy's Castle
March 1st - March 7th
Round 5.
Valley Fortress
Valley of Bowser 3
Mondo
March 8th - ->
Round 6.
Tubular
Outrageous
Funky
Projected ending date: Anywhere between Monday, March 8th and Monday, March 15th.
64 cap has been reached.
A few days ago, I made a thread to measure the interest there would be for a Super Mario World time trialing tournament.
On the IRC and in that thread, plenty of interest was shown, so here it is - the signups thread.
-> The objective:
You're supposed to play a couple of SMW's levels (you'll get to see which level you have to play during the respective round).
Depending on the number of contestants, we play 3 (8 people), 4 (9-16 people), 5 (17-32 people) or 6 (33-64) rounds.
In each round (unless you don't make it to that round, of course), you're supposed to play a certain level from SMW 5 times, against an opponent.
Each time you play it, it counts as a turn. That means if you beat it, but also if you die, it counts as a turn.
The fastest time in which you beat the level, out of those 5 tries you get, is taken into account, and compared with the fastest time of your opponent.
Whoever has the fastest time, wins, and advances to the next round.
PRO-TIP: Write your times AND your opponent's times (the time that appears in the status bar, when the goal has been reached) on a paper, or something.
This to keep a good record of the times. It's to YOUR advantage!
If there's a draw after five times, you play again, and discard whatever you and your opponent achieved the first five times.
Now, it only matters who's faster THIS time. If there's a draw again, play another time, and if there's a draw again, do it again, etc.
The dying rule still applies as normal.
If, after five times, you have not beaten the level a single time, but the opponent has, then the opponent wins.
If both did not beat the level a single time, that counts as a tie, so the tie-rule goes in : play the level just as long until there's a difference.
In this case, that'd ultimately mean whoever beats the level first. Repeat until the level is beaten by at least one of the two.
Come on, guys. SMW isn't that hard.
You start out as small Mario inside the level (this will happen automatically if you apply the IPS patch linked below), but you ARE allowed to collect powerups (yes, even feathers) throughout the level.
You're also supposed to beat the level, beginning at the START OF THE LEVEL. Again, if you apply the IPS patch linked below, this will be of no concern, as midway points won't have any effect.
-> Before we get started:
Get Hamachi (here) and ZSNES 1.42 (here).
Do not use ZSNES 1.51 or anything else that doesn't have netplay, since you will require netplay in this tournament.
I already created a few Hamachi channels.
Name: SMWTT
Password: timebomb
Name: SMWTTB
Password: timebomb
Name: SMWTTC
Password: timebomb
Name: SMWTTD
Password: timebomb
It's a good idea to join one of these at February 1st. I will tell you which channel to join.
-> The ROM:
SMW's normal timer is okay, but there's a big chance a draw occurs when there's actually really not a draw at all.
Therefore, I made an IPS patch which installs a mm:ss:mm timer instead. With the patch, I also included an ASM hack (and Lunar Magic hacks) that enable you to go to any tile on the overworld, without needing a 100% SRAM.
Additionally, it disables the midway point from having effect (easier for you) and Mario starts as small Mario every level (like should happen). You also can't carry Yoshi over from level to level.
You can find it here, and I REALLY RECOMMEND you apply this. This to avoid cheating and to make the whole matter much easier.
It's for your own good. I won't disqualify you if you don't apply it, but it makes things much easier - and cheat-proof - for YOU.
Apply it on a clean SMW ROM, of course. The only side effect it has is that:
1) During a castle/ghost house intro, the timer runs (but that doesn't affect the timer in the end, since the timer is cleared as soon as the level is entered).
2) The Special World flag is activated. This is because Funky is set to be 'passed'. It shouldn't bother you too much.
-> When you're done:
BOTH OF YOU send a PM to me, containing AT THE VERY LEAST:
- Explaining who won the match.
Additionally, you can add the following (it would be nice if you did, but not necessary):
- What exactly the best time of each player was.
- Screenshots.
-> The rules.
1. Time limit.
There is a time limit of 7 days per round.
If I do NOT receive a PM from you in time, you're disqualified, unless you can give me a reason why you're holding it up (emergency, etc.).
In that case, I will, at most, extend the time limit for that round by 3 days.
If you're willing to play, but can't, because your opponent gives no reply to your messages, alarm me in time so I get to know who's responsible.
Timezones shouldn't be a problem. You have a week of time, and in that week you should be able to play the match against your opponent, at least on one of the weekend days.
If you and your opponents think it's truly impossible, though, then send me a PM about it, and I'll try to do something about it.
2. Cheating.
Cheating is never fun to the opposing player.
Now, because we're using netplay, and because you're -supposed- to apply the IPS patch, the chance of cheating is brought to a minimum.
But it's still possible. If you even have the slightest idea your opponent is cheating to his advantage, then send me a PM, and I'll take a look at it.
Also, since both players have to send me a PM, I will naturally inform both of them if their results DO NOT match.
(I.e.: player A tells me that player A won, and player B tells me that player B won. Naturally, that will make me curious.)
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------