Submission #8582: Suru486's SNES Super Mario World: Quest for Gaming "98-Exit" in 1:44:46.41

Super Nintendo Entertainment System
(Submitted: Super Mario World: Quest For Gaming)
98-Exit
(Submitted: 98-Exit)
(Submitted: SMW Quest For Gaming (English Version).sfc English (USA))
BizHawk 2.9.1
377806
60.0988138974405
494
PowerOn
Submitted by Suru486 on 9/5/2023 7:05 AM
Submission Comments
My first submission
This is a TAS to complete all exits as fast as possible. Most of the game is pretty straightforward, and some others are very tight. There's a decent amount of under/over the level for some levels that take to much time for stopping. There aren't too many autoscrollers either which means it mainly fast-paced gameplay
  • Emulator used: Bizhawk 2.9.1 (BSNESv115+ Core)
  • Objective: Complete all 98 Exits

Stage by stage comments

Vine Glade

The second stage in the game and first stage to use the cape

Retro Speedrun

The Goomba that gives a cape at the end is basically manditory for a future level

Spooky Yard

The end could be improved with a shell jump/midair

Drawn Flower Fields

Damage boosting was the fastest way through I could find but there might be a faster way

Bottomless caves

The yoshi at the end was originally for the Normal exit

Firebar Canyon (Normal Exit)

Landing on the firebar to engage flight was to get enough height

Big Bridge Clash

I will not lie going over the level was a bit slow

A Chuck Paradise (Normal Exit)

There are a couple of non-solid ground blocks at the end of the level

Melting Mayhem

The entire level is pretty annoying due to needing to spam fireballs and wait for the frozen coins to melt, so there's alot of fireball-into-turnaround-into-crouch going on. It's pretty hard to tell if you lose time in an already slow level.

Cooligan Cliffs

Almost entirely a vertical level so a lot of Spin Flying

Chainsaw Summit (Secret Exit)

Missed PAC Chance

Toxic Abyss

Pretty bad frame rules out of the cape that hindered some of my movements

Spectral Manor

Forgot to Safe fall near end

Game Boy Nostalgia

Kirby stood no chance tbh

Think and Switch (Normal Exit)

The chaos at the end is very slow to navigate

Toxic Warp Zone

Very tight level to do without the platforms

Seaside Ruins

Horrible cape positions

Sunshine And Spikes

Grabbing the Silver P-Switch is pretty difficult to do without not fully clipping through the ground

Piracy Sailing

The screen scroll is to prevent the first bill launcher from shooting too fast causing unavoidable damage while P-Speed buildup

Don't Fish Me Boo

The beginning midair is to avoid the fishin boo without the slowdown of LR scroll

Fall Forest (Secret Exit)

Entering the pipe with flight is to get speed fast

Stickerbush Panic

Tbh this level is to hard to go through normally.

Donut Bully Pass (Secret Exit)

Immediate flight is basically required

Donut Bully Pass (Normal Exit)

There was a weird problem that messed up my P-Speed buildup by 1 frame. I don't know what, but I've tried everything to keep it the same and nothing worked.

Don't Lose Rope

Just a level of multiple rope boosts and Instant rope jumps

The Last Struggles

Minor slowdown in the beginning

King Koopa's Palace

Section 1: At the part with the damage boost, a vanilla walljump might be possible to save having to wait for the platform, but the problem is less I-frames to get to the other side.
Section 2: The screen scroll is to stop the cannon from shooting fire too early, Spin jumping and then using the reserved cape at the while waiting for the magikoopa to turn one block into a sprite won't actually lose time, as the reserve cape doesn't actually freeze the game, and only Mario.

Hot Treadmill (Secret Exit)

Getting the secret Exit after defeating Bowser is best to do because the pipe brings you back to W1, where is the next place to go.

SMW DEMO

Kinda sad to see this level didn't have the standard status bar and level end theme. Would've made it more nostalgic.

Infinity And Beyond

It honestly took until the last rise to realise that after catching air with the cape in this level, you rise indefinitely until you hit a ceiling or release X/Y, which is pretty funny.

Retro Galaxy

This actually is a pretty good representation of a level someone would make in SMM2

The Odyssey

W1: Starting a Spin jump right at the end of the intro is needed for flight to go over the section
W2: Safe fall was actually disabled in this section and the death zone was where Mario would START getting cut off the bottom of the screen, so under the level isn't possible.
W4: The screen scroll is for the last pendulum ball n chain to be in a good position
W6: The screen scroll is to get the boo guarding the pipe out of the way faster
W7: The first flower is basically required to slow down on due to the perfectly placed cactus ball balloon thing
Final Section: 64 speed glitch is used for the first part of this level, also this level has the same physics as Infinity And Beyond, so the rest of the damage boost comes in here. You could also theoretically use a shell from an earlier section (preferably W6) to do a midair and keep the 64 speed for longer

Other comments

Lat-Clipping through most of the levels isn't possible, as most of the ground is actually solid, exceptions being ghost house levels
If this isn't good enough, I think it'd be a good starting point for any future TASers

ViGadeomes: Claiming for judging.
Last Edited by Suru486 on 10/14/2023 7:08 AM
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