Recorded nitsuja's awesome build of snes9x found here: Forum/Topics/1816
Uses WIP timing.
Aims for fastest time. Uses the warp in 2-1 to skip nearly 40 seconds of playtime.
Yoshi's Island is a vibrant, colorful and fun game that stars the popular Yoshi. Very flexible and loose control and many fun tricks maneuvers to make gameplay as entertaining as possible.
This is the fourth and final revision of the any% time attack of Yoshi's Island. The only other complete run was the second revision, this submission being 6 minutes faster. There are many changes from the last run (which only made it up to world 4).
The most useful technique which had only been discovered right after the 3rd revision is the acceleration 'glitch'. This is abused constantly throughout every level and has helped in many situations. Pressing left/right one frame and then pressing the opposite direction (whichever direction you are going) three frames increases acceleration; repeating this five times is the fastest method of acceleration.
Other noteworthy tricks I picked up on the way are with the shells, which make for entertaining manipulation; especially using them to 'climb walls' (especially in 2-1 and 4-3). Used the shells as jumping boosts to help get to those just-out-of-reach platforms without having to float. Grabbed a lot more coins and ended up getting 50 lives by the end of the game, since I put the occasional surplus of eggs to good use.
There's no longer any more of those irritating little hops I used so much in the older runs, however there is still a lot of jumping simply because there are a lot of slopes and inclines that must be avoided. I may have overdone it on the 'egg swapping' thing this time though, which I noticed became quite bothersome by world 3 so I toned it down a bit the rest of the way. I hope it doesn't give anyone a headache, but it shouldn't be too annoying since it's not monotonous like those jumps.
I'm pretty sure I'm not going to be making another revision, so if anyone finds any embarrassing faults with this one feel free to give it a shot yourself.
TIPS AND TRICKS (this is just a copy and paste from a text file I've been keeping)
FLOATING: release B button 3 (try 4 in some instances) frames before 'descent' sprite begins and wait 1 (try 2 in some instances) frames before holding the B button again
To reach higher ledges by use of floating just once, try releasing the B button at the right time (see above) rather than holding it down until Yoshi begins to float, as maximum height can only be reached in this manner.
ENEMY BOOST + PLATFORM TRICK: after jumping on an enemy, doing a perfectly timed jump off of certain platforms (WITH NO FLOAT/LANDING SPRITES IN BETWEEN) will not cancel the float boost; moving platforms work; anything will work as long as there aren't any float/landing sprites.
VARIOUS MECHANICS: Hitting potted plants with eggs moves them twice as fast as pushing, but only with a direct hit. Ricocheted eggs don't nearly have as much effect. weird glitch(?): ricochet an egg off of THE TOP of an egg block with a horizontal throw onto a pot and it breaks when it falls back down, without having to push it off of a ledge(???)...OR...hit it off screen at the very top edge (at the flowers) with a perfectly horizontal throw (???)...something to do with launching it high enough off the ground to register it as broken when it lands?
Release left/right direction and wait 2 frames before spitting out/making eggs.
Press B button 3 frames before landing on an enemy (ie.collision 'explosion') for maximum height.
Yoshi can take a hit without stalling (save for grabbing back baby mario) if perfectly timed jumps are done in between.
When hitting egg blocks on the fly, use the upward tongue grab the egg rather than backwards jumping and grabbing from behind.
Getting at least one red coin will lose you ~30 frames at the goal tally-up; getting a flower will be another ~30. Each extra item will cost one frame each.
Alternating between A and B turbo (rather than just a single turboed button) exits level intro titles much faster. It's also easier and saves rerecords on the world map when choosing a level; wherever input is accepted by both A and B it's very useful. Pressing down can also get through dialogue, so turbo down with A.
EGG SWAPPING: Switch between different eggs in Yoshi's egg stock by simply cancelling the targetting with 'Y'.
USING MONKEYS OR SHELLS AS PORTABLE JUMPING PLATFORMS: Try ricocheting koopa shells off of a wall after getting a jump boost from an enemy and jumping on the shell for another jump boost. The monkey or shell must be spit UPWARD. NOTE: monkeys only work in some circumstances and may not need to be used at all.
After ricocheting a shell off of a wall, swallow it immediately before jumping on it and you will gain a boost with the shell in your mouth! Repeat for as much needed! Shell must be jumped on at the very edge; otherwise simultaneous swallowing and jumping won't be possible. Infinite jump boosts will only work with shells, not monkeys.
JUMPING: press B button 4 frames before Yoshi lands (ie.landing sprite) for a perfectly timed jump. When jumping off of slopes, this is important to prevent speed decrements. If a jump off of a slope cannot be done 4 frames before landing (and sometimes must be done 3 frames before) Yoshi will lose speed; try to modify the previous jump to easily fix it.
LONG JUMPING: Sometimes Yoshi can jump through narrow passages/entrances and 'squeeze' through enemies and other obstacles by holding down the B button no longer than necessary (so Yoshi will not get hit or run into the side of the ledge), releasing it for as long as needed until the B button can be held again without any collisions to stay off ground for a little longer (without any floating); this can only be done if Yoshi is NOT falling, and is still increasing height. Can't really jump any further, just at a shorter 'arch'.
ACCELERATION: Get a faster acceleration at the beginning of an level or level area (also with jumping arrows) by pressing the OPPOSITE direction on the dir.pad and the B button at the same time for 1 frame and then holding the desired direction 3 frames...repeat 5 times to reach full speed. Actually, jumping isn't necessary; this works on the ground too.
ENEMIES: Green piranha plants can be passed through very briefly if they are stunned with an egg. Crabs can be destroyed with three eggs. The 3-4 midboss can be destroyed in 7 hits if targetted on the root of the uvula; hitting the base would take 15.
TRY TO AVOID RUNNING THROUGH "CLOAKED WALLS" AS MUCH AS POSSIBLE. Obvious instances include those in 2-2 and the beginning of the last area of 4-7.

Bisqwit: Processing.


Player (105)
Joined: 6/7/2005
Posts: 290
Location: New York
Wow, this just proves how much I suck at this and how badly I need to stop trying. :P Gets a definite yes from me, If I could vote...
Soft Blue Dragon
Joined: 3/14/2005
Posts: 49
This movie has transcended beyond many if not, everyone's expectation.
Joined: 1/11/2005
Posts: 60
It is great! I vote yes.
This is my Signature. = 4aa6a32c5eb83ac0ddcbc0039a26b240
Joined: 11/15/2004
Posts: 804
Location: Canada
Wow. This was always an amazing game. The graphics, the music, the animation. This is just a wonderful run from beginning to end. I knew this game was big, but this any% run is longer than the 100% run of Super Mario World! I do have a question, though. In the autoscrolling levels, since you're just passing time anyway, would it not save some time to take damage close to the finish line to reduce your score? It would only save a few frames per level, but some of those levels could be finished with a score less than 10.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Player (105)
Joined: 6/7/2005
Posts: 290
Location: New York
I just have to say something else..cause I watched the movie over and over on world 3-8...you mean to tell me that the programmers actually thought of a scenerio where yoshi could beat the boss without him going into acton? I mean the wizard guy, did he or did he not say "OH MY!!!" when the perhanna(sp?) plant was defeated without going into action?
Soft Blue Dragon
Joined: 12/12/2004
Posts: 158
Yeah, it looks like it was a planned thing. That's a pretty neat Easter egg, and it works really well for its TAS. I was a little confused about the level titles being shown in varying degrees for different levels, but there's probably something behind that. Anyway, it's not like my vote counts at this point, but I still vote yes. I just wish that Bumptys weren't harmed in the movie. . . .
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
It was indeed a great movie. I liked the way you jumped on shells to get to higher places. Very entertaining. Yes from me.
/Walker Boh
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
I watched it now. Very very well played. I would have voted very very yes if it wasn't for the autoscolling levels and the large amount of filler (score tallying, map spinning, houses exploding etc). Now I will "only" vote very yes, for what it's worth. One minimal thing: can you run longer on the slower platforms before you jump off them, or does the speed not add up as it's supposed to?
Former player
Joined: 10/19/2004
Posts: 142
Grabbing back baby Mario freezes everything on the screen for well over 10 frames (even in autoscrolling levels), so any score less than 10 would be inconceivable. It's a good suggestion and I briefly gave it consideration but realized it just wouldn't fly. Yoshi gets a short but substantial speed boost when he jumps off of moving platforms (considering the platform is moving the direction he is going)...which is why I jumped off of them so much. I'll admit there was one error near the end of the 1st area of 5-7 where I didn't get a boost off of the fast red platform so that the 'fast moving' effect would continue a little after jumping off. It's kind of tricky to plan these things because in order to actually get a jump boost, Yoshi has to jump once to gain a little momentum and then the next jump will catapult him off the platform at considerable velocity...however there's a lot of weird (but cool) physics involved in this that is kind of hard to figure out to work with. The level intro titles are all set differently so that a few even have no way of skipping them at all (2-2 and 6-6 for example). I held down A and B turbo (alternating) the whole time through every intro and some were faster than others.
Player (36)
Joined: 9/11/2004
Posts: 2630
The physic of this game are confusing and complex. Could you share your notes please? It might speed up getting a 100% run finished. Also the 100,000 or so rerecords, spoffed or actual? If actual, much respect.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Former player
Joined: 10/19/2004
Posts: 142
yeah I didn't expect so many because the last full run was only but 60,000...most of those rerecords are attributed to levels like... 4-4 : that colored block room 6-3 : those spinning logs...this was probably the worst, they spin so fast and very rarely actually boosted me foward instead of backward 6-6 : that key that I tried many many times but failed to grab through the wall AT the locked door and the second Bowser fight; the eggs can only be thrown so far with so little effort, but with a lot of practice they can reach great distances a lot of the tips and tricks I used are explained in the description field of the submission...but if you have any specific questions about it over anything not in the notes, I'd be happy to answer
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
I just realized something. Mustn't Yoshi's have very easy to reproduce? I mean, they eat pretty much anything, and from that comes an egg! On top of that they can choose what color their baby will be by throwing the egg (the harder the better? ;P) in a wall and then lick it up again. Now, if someone (adult Mario from SMW) comes walking, the eggs will hatch immideatly and tada! a baby-Yoshi. All this little critter needs to do now is to eat a few whatever and there is a grown up dinosaur! I wonder how many Yoshis there will be before they doom thereself by starving to death..
/Walker Boh
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
Then they can eat eachothers and produce new babies! They are self-regulating!
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Fantastic! Why didn't I think of that?
/Walker Boh
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
In a planet full of Yoshis... Survival rate expectation: 3 seconds
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15577
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [362] SNES Super Mario World 2: Yoshi's Island by spezzafer in 1:38:56.60
Spacecow
He/Him
Joined: 6/21/2004
Posts: 247
Location: New Hampshire
I cannot BELIEVE you skipped the blob ride in 5-4. My jaw is on the floor.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Spacecow wrote:
I cannot BELIEVE you skipped the blob ride in 5-4. My jaw is on the floor.
But, I don't understand why the delays involving the bats. Why not just fly all the way unstopped?
Spacecow
He/Him
Joined: 6/21/2004
Posts: 247
Location: New Hampshire
Bisqwit wrote:
Spacecow wrote:
I cannot BELIEVE you skipped the blob ride in 5-4. My jaw is on the floor.
But, I don't understand why the delays involving the bats. Why not just fly all the way unstopped?
Yoshi's floating jump gets boosted if you bounce off of an enemy (or Koopa shell), so he uses them to make it over obstacles and reach the platform at the end, since it's higher than he would have been. Or at least that's my understanding of it.
Joined: 11/15/2004
Posts: 804
Location: Canada
Yeah, those Yoshis reproduce like there's no tomorrow. They're the tribbles of Dinosaur Land. I have to say, I think the final battle in this game is the best final boss fight of any Mario game ever. It has all the elements. Giant monster, mass destruction, a baby riding a dinosaur that's whipping eggs at him. What's not to love about that fight?
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Player (201)
Joined: 7/6/2004
Posts: 511
Cool movie! Very fast paced and tricky manuevers make it interesting and impressive.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Former player
Joined: 2/2/2005
Posts: 198
Kickass stuff, but why didn't you stick Yoshi's tongue up Bowser's ass after you beat his first form? No better comedy than that.
Former player
Joined: 6/15/2005
Posts: 1711
Yes that is one terrible flaw in this movie right there.
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 2/2/2005
Posts: 198
Of course it is. Sexual innuendo is always funny, don't you know that?
Player (36)
Joined: 9/11/2004
Posts: 2630
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Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.