complete
new save states:
Barrel Volcano - Factory
I included the Jinx and Culex fights for anyone who would like to refer to them or judge whether or not they and their rewards are time attack worthy.
For anyone determined to make a much greater run, please consider these tips:
- Try to weed out the unnecessary fights at the beginning to the ones that only give you flower points. You can see by my run that you need no more than 47 to have enough FP to last, but at the beginning in the Croco, Mack and Bowyer fights specifically, I use syrups to restore it. Keep in mind the multiples of FP costs in proportion to your max FP.
- Test the number of frames in comparison between getting frog coins from Wigglers and frog coins in secluded places (adverse examples include frog coins that are slightly off/directly in your path or in the same room).
- Maybe consider saving some of the Lucky Jewel turns for XP goldmines like the Culex battle or the later battles in the Volcano and Factory.
- Buy as many fire bombs and ice bombs as possible to save time when timing for freebies (which is the most tedious thing in a run like this). I wish I hadn't used up the fire bombs, as I found enemies with fire weaknesses later on in which the bombs would have sped things up.
- The lazy shell route I took was poorly chosen...the shells need to be gotten (if at all) as soon as possible; I could have ended the Czar Dragon and Axem Rangers fights much quicker.
- There are many more kinks in this, like the individual menus I bring up, where it would have been faster to do it all in one menu routine. This was poor planning. I didn't need to buy all of those Freshen Ups and Froggie Drinks, and I should have sold the extra Mushrooms and Honey Syrups to avoid the needless scrolling through them and
constantly moving left/right in the battle menus which I hated doing so much because it was so time consuming, wading through the retarded surplus of mushrooms which I never ever used. Do not buy more than you need.
- Don't bother with frog coins after getting the XP booster.
- Only time attacks when necessary, this includes jumps. It won't really look like a mistake if it's the final blow. Use fire bombs instead of Mario's magic because they are much faster...except on the last boss, where they are much more powerful and Smithy changes his head after a certain number of turns (regardless of how much damage you have dealt him) so you need to squeeze in as much as possible in those situations.
Here are some of the tricks I discovered:
- Using enemies as platforms when invincible...this is similar to the 'jumping on and running away from' trick used to get to Land's End from the sewers. There is only ONE frame you can do it, though, so it must be timed perfectly. I've only found two uses of this so far (Bandit's Way and Kero Sewers).
- In Rose Way, don't wait for the moving platforms to move to the next land mass. You can jump to move them quicker.
That's all I have so far. Questions, comments, and crits (particularly) are welcome. If anyone wants to append their tips or tricks feel free to do so.
Thank you nitsuja for your incredibly improved snes9x and making this run (and others) possible!
I'm going to turn my attention back to YI now.