The following is a description for the rest of the
latest wip. It might not be very accurate because Worlds 1-3 were finished two years ago.
This is an any% run of TSRP2, using no eat-chuck glitch. The glitch can be done in Green Yalley to get a goal sphere, which enables us to get the normal exit in Mario Castle and takes us to the final world. See
bahamete's post for his demo and opinion. I think it's fair enough to exclude this glitch so then I can show off half this hack. Besides, I avoid any cornerclips that would be used only for getting a few pixels of boost. Flying through levels is too boring to save only a few frames.
Level-by-level comments
World 1
Mario Castle
This level looks very short? Yeah, that is indeed a secret exit, and the normal exit leads to the final world and requires that the Green Switch be activated. Let's go on a long journey to the Green Switch Palace, Power Supply!
Goomba Garden
Non-caped run is looking really good. At the walljump part, we have to leave some takeoff meter in order for the screen to scroll. That is why I 6/5'ed there.
Goomba Cave
I think that shell jumping is one of the specific tricks to a non-caped run. It is not too much to say that clever use of shell jumping determines a large proportion of its quality. I leave its full potential to restricted runs, such as small-only or almost-capeless.
Monty Mountain
Now we get a cape. Don't worry, it won't ruin the entertainment value very much. There would be many cape-related techniques performed throughout this run, some of which could be seen nowhere else. The vertical map (upward) is arduous to optimize well. How-to tips: manage takeoff meter carefully, and especially take care of what timing you jump and whether you refresh it or not at jumps.
Green Yalley
I try to avoid flying through levels as long as possible, unless I lose time, and to put full of variety into this run. I hope you like it.
Kameks Magic Castle
There are lots of flying techniques demonstrated in this level, which we may often encounter when optimizing flying levels. And the first boss fight!
World 2
Hedgehog Hill
Nothing special. I'm sorry to have shown the sonic level not much.
Forest Waterway
Before starting to fly at the beginning, the cape floating timer is manipulated over the small pit, which allows us to limit p-jump to smaller height. It won't hurt you to keep this technique in mind. Do not forget to get boost from a raft.
The Lost Woods
Nothing special.
Neo Aquaria
It is a shame that I made an obvious mistake at the swimming part. I should have broken the right next block. I am not sure why I did not do so, but possibly the flame could have hindered me from doing.
Temple of Doom
We need a shell throughout the fourth room because of the water layer, and only fireballs can break red blocks there, while they also burn shells. This can be avoided by 1/1-like inputs, since it is every other frame that a shell can be hit. I think that this red block obstruction is one of the main gimmicks that distinguish this run from other smw and sdw runs.
A Colourful Night
Mario flies under the level to keep his eyes from getting hurt in a colorful level.
Construction Site
World 2 is missing a boss, apparently. He must have run away from mario. You watched the last level before? Yeah, it's Goomba Garden of World 1 you know. This break actually saves only a little time. Cornerclipping plus downward zipping is pretty useful, for example, for escaping out of a closed room.
World 3
There are two possible OW paths in World 3, branched at Rice Beach:
- Rice Beach -> Banzai Bill Journey -> Beach Party -> Midnight Canyon -> Shyguy's Beach
- Rice beach -> Mysterious Pyramid -> Extra #3 -> Shyguy's Beach
The first path contains two auto-scrolling maps, while the second only has two "short" levels. It is obvious that taking the second path is much faster.
Buzzy's Slime Cave
Mario flies under the level because he is reluctant to get his skin rough from watery slime. It is too costly to use it.
Koopa Cliff
It looks not so good. I wish I could have made it better.
Rice Beach
A key exit is so exciting huh!
Mysterious Pyramid
There exists an invisible wall, as well as a large pit leading to another map, in front of the goal. That is because I fly under the ground.
Extra #3
Mario says, "What's that sphere, I wonder."
Shyguy's Beach
It is necessary for the screen to scroll high enough to go above the pipes.
The Desert
This level has one of the coolest breaks in this run. Cloning a block onto mario pushes him into the wall then gives rise to a downward zipping. The first map is also well performed I think.
Devil's Rock
The second, er the third boss. It is good fun performing such a boss fight.