Submission #3275: bahamete & Dawn's SNES Super Demo World: The Legend Continues in 18:19.45

Super Nintendo Entertainment System
baseline
Snes9x
65967
60
44175
Unknown
Super Demo World - The Legend Continues.smc
Submitted by bahamete on 9/2/2011 8:13:15 PM
Submission Comments
This is an improvement of 214 frames (3.5 seconds) over the previous submission.

Game objectives

  • Emulator used: Snes9x 1.43 v17
  • Aims for fastest time
  • Uses a slower route to save time
  • Abuses programming errors
  • Uses warps

Comments

Hi all! This is both of ours first submission, so we hope you like this run. Dawn did a WIP up to Desert Castle and I continued his work. Everything up until Desert Castle Reznor battle, besides the end of DW2b, is Dawn. The rest is me. So this is a combination of efforts into the Super Demo World any% run. The route is identical and the improvement comes from many minor and a few major optimizations over PangaeaPanga's run.
In the level comments, I will write "we" for all levels for better prose and simplicity. Please note what I wrote above, though. Dawn is unfortunately not around at the time of me writing this, so these Author's comments are all prone to change.

Level comments

Misty Isle 1 (0)

No change.

Misty Isle 2 (3)

We save 3 frames of fadeout lag.

Misty Isle 3 (5)

We save 2 frames of fadeout lag.

Misty Isle 4 (5)

No change. But, in this level, Dawn found that flying into corners to save pixels actually ended up losing frames, we think due to it changing the frame the goal spawns and pushing it backwards by some pixels.

#1 Misty Castle (12)

We improve the rise cancel and saved 6 frames. We save an additional frame in Iggy fadeout lag.

Salty Isle (14)

We fly into some corners and have better fadeout lag, saving 2 frames.

Salty Isle > Desert World 1 (13)

We lose a frame for an unknown reason in this overworld transition.

Desert World 1 (16)

We fly into some corners and have better fadeout lag, saving 3 frames.

Desert World 2 (30)

14 frames are improved by us here by optimizing the corner clip and lag. Dawn originally saved 9 frames here but I improved an additional 5 frames by being pushed downwards by the block, reducing a lot of lag.

Desert World 2 > Desert Pyramid (31)

We gain a frame in Overworld transition.

Desert Pyramid (43)

By optimizing the P-Switch grab strategy and by flying into some corners, we save 9 frames. In the vertical room, we get a boost downwards, saving 6 frames. Unfortunately one of these frames is lost (purposely) when we enter the battle to manipulate Reznor frame rule. If we didn't we would lose 2 frames instead. We lose a frame of lag.

Desert Secret (48)

We save 5 frames by optimizing the shell collection.

#2 Desert Castle (79)

In the first room, we optimize flight and acceleration after grabbing the P-Switch, saving 9 frames. In the second room, we improve 19 frames, thanks to andymac's innovative idea with the walljumps. Finally, we optimize the keyhole exit and save an additional frame.

#2 Desert Castle > Desert Star World (80)

We improve a frame in overworld transition.

Desert Star World (93)

We reduce lag in this level and keep 51 speed the entire way, saving 13 frames.

Water Star World (96)

In this level, I tried to be as entertaining as possible. But at the same time, I heavily manipulate coins (I wrap around the value so we have less than 10 for the remaining levels) and score. We reduce 2 frames by getting into the pipe slightly sooner, then reduce a further 1 frame in fadeout lag.

Crystal Star World (99)

We delay entry into this level by a frame, due to a frame rule with the ceiling bat (it was spawning a pixel too far to the left). We improve 2 frames by reducing lag, then optimize the Yoshi Wing room to reduce a further 2 frames.

Sky Star World (176)

We reduce lag up until the Yoshi wing exit. I found a new technique in which oscillating flight speed (51 > 50 [...] 47 > 51) can reduce up to 2 frames of lag if performed at the right time. I do this a couple of times. Then comes the first major improvement of the run. We begin diving to the Yoshi Wing exit a lot earlier and I found a way to stop flight right after releasing the shell, reducing a lot of lag. By the end of this level, we save 77 frames!

Ice Star World (182)

At the beginning, we stomp 2 koopas to get a better score for the rest of the level. This wastes time, but we end up saving a total of 14 frames of lag in this level.

Pipe Star World (196)

I found a way to squeeze into a pipe while retaining flight meter. Furthermore we optimize the ceiling boost with keys and reduce more lag. We save 14 frames.

Bowser Star World (194)

This level doesn't seem to be improvable, but unfortunately we lose 2 frames in fadeout lag. I think it is due to our bonus stars.

Backdoor Star World (219)

In the second room, we perform a duck-jump flight boost and corner clip, which puts us some time ahead. After grabbing the key, we use rise cancel technique to squeeze between the spike and lava. Unfortunately rise cancel causes much more lag than usual, so this improvement is not as much as it could be. Thanks to Mister for this innovative idea. We also squeeze under some spikes faster. We save 25 frames.

Bowser's Castle (191)

Now here could be considered one of the most anti-climactic areas of a Super Mario World run we may of ever seen. Due to a frame rule with the Bowser Statue Fireball, I have no choice but to delay entry into this level. We lose 34 frames. I tried other strategies for this level, such as 37 hop until a better area to gain P-Meter, but this ended up losing more time. I apologize to all for this dilemma, but there is not much I could do.
With this out of the way, thanks to two duck-jump ceiling boosts, flying into the corner of a statue and an ordinary corner boost, I save 2 frames in the first room. In the second room, I save a frame due to a duck-jump ceiling boost and a corner clip.

Bowser

Bowser makes up the rest of the improvement. I've never TASed a Bowser Battle before, so I really hope everyone finds this entertaining. I tried my best. Anyway, we save 6 frames on Bowser hits, then end input earlier to make up for the rest of the time.

Possible Improvements

  • The Bowser battle, using abuse of Bowser phases shown in this run and avoid-clowncopter glitch. The former wasn't known at the time of this run.
  • Super Mario World is an incredibly tentative game. The slightest change in just about anything can cause additional lag. Noticeably, "Ice Star World" may be improved further with lag, but I could not make it happen.
  • Most importantly, beat the Bowser's Castle frame rule! The Bowser statue works on a 128 frame rule.
  • Mister's potential ideas in Backdoor Star World, which can be seen in the following movies: 1, 2, 3, 4. I couldn't make it happen, but perhaps it is possible.

Thanks

  • Everyone who has given me motivation on Skype with this run. Kaizoman, PangaeaPanga, DarkMoon et al.
  • #tasvideos.
  • amaurea for his comparison script which was used religiously during the course of this run.
  • PangaeaPanga, for his previous run.
  • BrandonE, for encoding this.
  • Mister, for his Backdoor Star World ideas.
  • ISM and Andymac for their 120-exit WIPs.
We really hope you enjoy this run! Please vote and comment honestly. Thank you for watching. :)

Baxter: Accepting as an improvement to the published run.

Brandon: Publication underway.
Last Edited by adelikat on 9/22/2023 8:15 PM
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