Super Mario RPG 100 Super Jumps Assist Tick / Metronome
This video is for improving a player's consistency by using a metronome for assistance. I trimmed the beginning of the video so it starts at the same time as the first press of A, but I'm not sure if it will sync up that well. Keep in mind that there is a human delay when you press a button, that would be the time it takes between you moving your thumb until the button is fully pressed. Try to line up the metronome tick with when the button is actually pressed and not when you start moving your thumb! This is the method I used to do 100 jumps, with an assist tick I got it pretty quickly so it saved me a lot of time. Hope you find it helpful! Technical Details: - one full Super Jump animation is 53 frames - the metronome is set to 135.85 BPM Other Thoughts: I'm pretty sure this is easier than the original 1996 SNES release. The game runs at 60 FPS now which makes the visual cues smoother. This might be just placebo because I didn't actually test it but I think the timing window was also extended? Perhaps it was to compensate for wireless controller input latency and/or the longer LCD response times compared to CRT.
This video is for improving a player's consistency by using a metronome for assistance. I trimmed the beginning of the video so it starts at the same time as the first press of A, but I'm not sure if it will sync up that well. Keep in mind that there is a human delay when you press a button, that would be the time it takes between you moving your thumb until the button is fully pressed. Try to line up the metronome tick with when the button is actually pressed and not when you start moving your thumb! This is the method I used to do 100 jumps, with an assist tick I got it pretty quickly so it saved me a lot of time. Hope you find it helpful! Technical Details: - one full Super Jump animation is 53 frames - the metronome is set to 135.85 BPM Other Thoughts: I'm pretty sure this is easier than the original 1996 SNES release. The game runs at 60 FPS now which makes the visual cues smoother. This might be just placebo because I didn't actually test it but I think the timing window was also extended? Perhaps it was to compensate for wireless controller input latency and/or the longer LCD response times compared to CRT.