The half of World 7 is finished.
http://dehacked.2y.net/microstorage.php/info/1771485979/SMW_TSRP2_Mister_W7h.smv
The more I progress, the tougher levels I encounter. Wolrd 7 has a lot of very long levels, and the problem is how I keep myself entertaining. Although I am disappoined that I had to fly underneath in some levels, I am proud to show a couple of attractive strategies.
World 7
Rhino-Oil
There are a key block and a yoshi in the level, so we can expect the wing exit shortcut. The way to the key block looks very long, but taking the wing exit is faster than the normal exit by twenty seconds or so. There are two kinds of portable items (enemies) in the level, and a goomba has the advantage over a shell in both destroying red blocks and hitting the yoshi block. The duplication part is a little technical. The yoshi wing flies into the wall and gets a large height soon. Thus we have to wait a little for it to come down so that we can catch it. Once the tongue starts shortening, it is never stopped by getting a power-up, and moreover, we can enter the wing exit even while the power-up motion. This saves like 20 frames in this situation.
Area 16B
There were two plans to exit this level; the one that was not adopted in the movie is to take the route connected by three pipes, which turned out to be slower by about 35 frames. Unfortunately, the other one is to fly underneath throughout the level and it should be less entertaining.
Reality Base
There is nothing special, and it looks rather bad although it took me much time to finish this level. It is faster to have the take-off meter left before moving on to the third room, where we have no space to get p-run.
Gravity Control
You can see the yellow horizontal layer in the third room. Mario is pushed down there, but its force is weaker on either side of the layer, that is, near the pipes. Perpetual air catch is powerful enough to go across it. It turned out to be slower to regain P-meter before the door entry so as to start flying soon in the goal map. Also, 37-hopping results no gain nor loss in the last map, compared to running.
Hot Ghost Cave
It's the turn of invisible yoshi again. The same trick was already used in Bombs and Bullets, but there is a small difference this time. The height of invisible yoshi is too high for mario to go back into the level, and so, without any consideration, he would get caught and slain in the wall. We could put invisible yoshi lower enough, but it would cost some time. The idea is to combine downward zipping, and I managed to make the loss as small as possible. In regaining P-meter, I got a boost from the floor, which is rare to be seen because we usually go only right in SMW. I also succeeded in smoothing the sequence of two downward zipping. I love that part. It must look so great, mustn't it? In a word, everything went in my favor.