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SMB1 - PAL - Flagpole Glitch
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This is actually surprisingly easy and consistent compared to FPG on the NTSC version
This glitch saves 15 frames, which in some cases is enough to save a framerule, as in 1-1.
In PAL it mostly revolves around the jump from the 5th step, being that the jump must gain the correct height to land near the block at the bottom of the flagpole. Upon hitting the ground B must not be pressed, then right is held for 4-5 frames before a short jump to clip in the block and prevent the flag from descending.
Worth a try for all you PAL runners out there.
This glitch saves 15 frames, which in some cases is enough to save a framerule, as in 1-1.
In PAL it mostly revolves around the jump from the 5th step, being that the jump must gain the correct height to land near the block at the bottom of the flagpole. Upon hitting the ground B must not be pressed, then right is held for 4-5 frames before a short jump to clip in the block and prevent the flag from descending.
Worth a try for all you PAL runners out there.