TASVideos

Tool-assisted game movies
When human skills are just not enough

Submission #2191: windeu's SNES Spindizzy Worlds in 08:08.93

Console: Super NES
Game name: Spindizzy Worlds
Game version: USA
ROM filename: Spindizzy Worlds (U).smc
Branch:
Movie length: 08:08.93
FrameCount: 29336
Re-record count: 2378
Author's real name: Nick Psyhogios
Author's nickname: windeu
Submitter: windeu
Text last edited at: 2009-04-06 14:05:26
Text last edited by: adelikat
Download: Download (6722 bytes)
Status: decision: rejected
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Author's comments and explanations:
In Spindizzy Worlds, you control a top named GERALD (Geographic Environmental Reconnaissance And LandMapping Device), who travels to different worlds filled with all sorts of mazes and puzzles. The objective is to find the warp out of each world, and ultimately, reach the final world (EasyDizzy/SpinDizzy).

STAGE 1: Tutorial

Not much to say here. Keeping momentum whenever possible, and braking only when needed (exiting the second room for example).

Bonus stage skipped.

STAGE 2: Quadrant 2

99% of the stage is skipped, all jewels on the main level were collected (winning the level) without needing to touch the warps blocking them.

Bonus stage skipped.

STAGE 3: Gargoyle

Bonus stage is un-skippable, it ends when either all jewels are collected or the time runs out. I went with the quicker option.

STAGE 4: Ramp Run

Third room: Braked on the rails and rode them for the rest of the way.

Bonus stage skipped.

STAGE 5: Split Up

Third room: Top jewel collected first because the buttons pressed while collecting the other jewel affect the upper platforms, blocking the shortcut.

Bonus stage skipped.

STAGE 6: Lavalite

First room: All of the arrows have to be activated in order for the lift at the entrance to activate. Some arrows have more than one of the same color, only one of each color has to be activated.

Third room: The maze can most likely be better optimized in a future run, but this was the most efficient way I've found.

Bonus stage skipped.

STAGE 7: EasyDizzy

First room: Nearly a straight shot down to the warp, pretty sure that this room is fully optimized.

Fourth room: Took fall damage to activate the two switches quicker. Hiding behind the wall, you can see that I go left and right to collect jewels. Perspective is changeable, but isn't changed as it pauses the game for a good 3 seconds, and it isn't needed anyway.


adelikat: Seems like a good game for TASing. However, Kirq pointed out some rather large improvements with his WIP (posted in the discussion). Therefore, I am rejecting this due to technical quality. I hope to see an improved version from you. Also, my apologies for taking so long to judge this run.

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