(Link to video)
Submission Text Full Submission Page
IMPORTANT NOTE: This hack just recently received an update to 1.1 mid-judgement phase which changes quite a bunch of things, such as item locations, powerup restrictions, etc., and thus I am beyond certain it desynced some stuff. If this TAS is even still valid, it must be run on 1.0.2 otherwise it likely won't work. The current link to the 1.0.2 version of the hack: https://www.smwcentral.net/?p=section&a=details&id=35707 . If it doesn't work, try adding &r=0 after the 07. If that still doesn't work, go to smwcentral, scroll down to one of the most recent comments with the "From older version" tag and click on "Nonsense". If I am correct, then it should be 1.0.2, otherwise 1.0.1 could work as it's just a starting life change.
I finally did it. After weeks of TASing, procrastination, and various file corruptions, I finally did the full 119 exits TAS. The way this works is it is slightly different from 119/70 (all 119 exits and 70 full dragon coin collections) removing the objective to get all five dragon coins from five levels. This puts you at 65 dragon coin currency. These 65 coins will be used to acquire all of the levels in the special world, without having any extra, because extra time is less speed.

Game objectives

  • Emulator used: BizHawk 2.9.1 (BSNESv115+ core)
  • Complete all exits as fast as possible
  • Collect all 5 Yoshi Coins in 65 levels

Comments

So, despite the hack having wall jumps patched, I learned to do capeless corner clips more consistently. So I did learn something in this time.

Stage by stage comments

I only put the actually needed level notes here since doing all 119 exits would be extra since some are just doing the level normally without any breaks, like level 1 for example is just completely hold right-y. Nothing actually bricks your movement. No Yoshi coins or anything. Just hold right (or hop in TAS' case)

A Tragic Disappearance

To collect these Yoshi coins, you have to complete all five rooms without touching layer 2, which will cause it to scroll upwards along with the Yoshi coin. For the first room, you can actually touch layer 2, you just have to touch it pretty far and with a fast enough speed, you can still collect it as it's going off screen. The cape is kept for easing out and speeding up the rooms after it.

Well-Made Camera System

Surprisingly enough, all 5 coins can be collected without losing 51 speed here. Eye strain warning by the way...

Impalers Bastion

First level where Yoshi coins are skipped. Mainly because the level is too cramped for anything to be done really fast.

Yoshi's Vineyard (Secret exit)

So, starting off, you needed a cape, Yoshi and mushroom from in the level to access the secret exit. In my 16-exit/warps TAS, I found out you didn't need the Yoshi at all. By doing a midair you could access the pipe. However, taking damage was still a thing I had to do. Until now. By doing a very precise midair you can actually enter the pipe without landing, removing the need for damage boosting and thus removing the need for the mushroom. (Cape is still required to get the shell though)

Distress on Demand!

Only thing to really say about this level is that all coins are locked behind on blocks, requiring the stage to be in the off state, which is also the only way to beat the secret exit.

Apple Picking Orchard

Nothing too much. Just collecting a few coins that don't require too much slowing down while heading to the goal. Now say goodbye to this level because we won't see it for another 2 and a half hours.

Abstru City (Secret exit)

Alot of time can be saved by doing a midair off the koopa third koopa over the pit. That's about it. You could probably find a faster sliding method to get a higher speed faster however. I also am disappointed that the ceilings of the clouds are solid, cutting off a bit of movement options

BLUESWITCHPALACE

It's not a Blue Switch Palace, it's a Yellow Switch Palace, with a witch that loves blues. A Blues Witch Palace! Anyway, the gimmick here is once you get to it, the witch shoots magikoopa-like projectiles that turn the block it touches blue, Including the switch itself. Also it doesn't matter if you find a way into the switch without the witch. The yellow switch just acts as a solid block until it's hit by a projectile and turns blue. So optimising the speed at which you come back is necessary for a quick button press.

Layer Is Push

By hitting the turnblocks, you push layer 2 upwards. Some of the coins are on layer two in such ways that you need to push it up enough to grab, so that takes some time to do, since you have to push it up and wait for it to slowly fall back down. Also the ending is pretty precise for skipping the second set of turnblocks to let the layer 2 fall faster.

Ted Is All up in My Personal Space!

Notice how I don't collect either of the capes in this level. Trust me, we will be coming back to collect them ALOT in the future. In the meantime, enjoy our time with a good old friend, Torpedo Ted!

Shhhhh! Quiet in the Library!

This level is basically a level where you want to make as little noise as possible. Make 64 sounds and you die, and this goes for everyone. Thwomps, Chucks, P-Switches about to run out, Koopas kicking shells, bonking into the ceiling, coins and every single other possible noise. If it doesn't sound like just the background music, it's a sound that'll be added to the sound metre. However some sounds are forced. I don't know how many required sounds are in the first section but the second section requires 32 forced sounds from what I recall (it's been like 1 or 2 months since I've did this level), which is half the metre, meaning you can make 31 unnecessary sounds without dying. So since this is TAS, expect the metre to be 63 every time. For the coins, you need to collect the midway and then enter the door on the left. This will put you in a room that makes you fall down a 1-tile wide gap full of 3up moons. Recall what I said about any sound being added to the metre? That applies to these as well. So it's just a race to the coins from here.

ROME

This level is pretty cool. By removing the block under a pool of water/lava, it has the effect of making more water tiles and filling up as if it were to actually have water physics. It's pretty slow however so I do find some ways around. For example, I keep one of the throwblocks and spin on it when it hits the wall. I'll refer to this as Quantum Spins (I got it from GlitchCat7, who actually was the reason I learned to do these anyway). After the subworld is a very precise jump that only works with a 49 speed jump. This skips having to do the little water puzzle before, which, obviously, takes forever.

Pepper Plains

Collecting the pepper instantly brings you to 49 speed. In the lua script or RAM search you can see when you're on the ground it says you're only going 48. However, you're still going 49. So it's basically instant Max P-Speed and breaking red blocks ability (which is used to progress)

Hara Castle

In the second section specifically, there's a very tight midair that saves like 2 seconds. Otherwise, nothing to really note here.

Ted Is All up in My Personal Space! 2

Told you we'd be coming back here for the cape eventually. We will be needing this for the next few levels.

Cave of the Latin Alphabet (Secret exit)

This level is alot faster with a cape than without it, since this allows you to go under the whole thing. The P-Switch for the secret exit is in the turnblock on the letter P (as expected), then you need to bring that back to the letter D which has a brown block gate. Now if walljumps weren't patched, a corner clip would've easily been exceptionally faster. But since they aren't, it seems we're going the long way around.

Skull Surfing (Secret exit)

I wish the key was in the first section. If it was then we wouldn't need to take an eternity to wait for the skull raft to get in position to enter the pipe, and instead could just use the key. Or a P-Switch/Spring would have worked as well.

Wet Floor

Doing the secret exit afterwards allows for easy cape acquiring in Skull Surfing when we get back to it. Regarding the level. I actually found some slightly faster tricks for the secret exit. For example, spawning the pencils at a certain time so it doesn't harm as much with the slowdown.

Skull Surfing (Normal Exit)

If you did the secret exit of Wet Floor last, you should have a mushroom entering this level. We'll need that in order to actually be able to get a cape. At the beginning, doing a forward drop midair with the buzzy shell removes waiting for the skull raft. It's also the only way to get a skull raft skip to be possible without killing the shell. I also noticed that lowering down into the corner of cave lava pushes you, so it's kinda like a lateral clip (assuming I know what those are) and push you a bit forward moving you one frame faster.

Fish Fry

Entering the second section with cape flight isn't actually necessary. As you have to wait for Layer 2 anyway. So there's a small timeloss. Towards the end right before the fifth coin, you have to wait for Layer 2 in a contained area with muncher ceiling, and a dolphin trying to push you into it. By doing small air catches as it's about to touch you, you can be moving upwards and thus the game sees you as unable to touch the ground because of it. It is only once you have positive (downward) vertical speed that you are able to land on ground.

Cave of the Latin Alphabet

The only thing to note here is the coins are pretty precise in this part. One of them is in an enclosed letter O which requires you to remove some of the throwblocks on the side. Since you can only hold one item without the double grab, you have to release the first throwblock on a frame that doesn't remove your cape flight. Also I find the ending for this level funny.

Hammers and Broos

The second level where all coins are skipped. Going for them not only takes too long but it also removes your cape. Although cape isn't necessary past this level since the next level's an autoscroller and the level after that (Sub Rosa Prison and Future Sight) removes cape anyway.

Poisonous Celery

The first occurence of major burnout was here. I was having trouble routing the overworld from here so I just stopped completely for a while. And the level looked very confusing to get the coins for.

Yoshi's Ditch

It's normal Yoshi gameplay, but with invisible Mario, he's unable to dismount Yoshi and because of that, you basically don't take damage from anything besides the poison at the bottom.

Subaqueous Stalking (Normal Exit)

There is a key at the very beginning that you have to bring basically through 70% of the level. With this key comes a Phanto guarding it. Normally in a normal playthrough this key would only ever be picked up for the secret exit due to the absurd challenge of avoiding bloopers, urchins, muncher ceilings and floors, the said Phanto **and** a midway making it extremely challenging, however since it's an item and item swimming is way faster than normal swimming, we have to take it and commit to the pure precision

Eerie Exposition

A few springboard midairs and a throwblock midair speed up the process of some stuff

2 Unrelated Levels Stitched Together

This is honestly the best autoscroller playaround I've ever done.

The Sempiternity of the Void

Through very precise moves and timing, I found a way to keep P-Speed, making this excessively faster to go through.

p. pountiful pouncy pusting-out pokey

You can't quite keep 64 speed for very long, however you can keep higher than max P-Speed (49) for quite some time with only occasionally 2+ frame landings

dust in your eyes...

P-Speed is basically impossible to get due to the wind, but it doesn't matter. The wind works as a good alternative anyway. However, doing the Quantum Spin to collect the first coin was pretty hard because of having to push against the wind.

Ted Is All up in My Personal Space! 3

This cape is needed for a skip in the next level, skipping the entire level

Dance of the Hungry Fish

Third level where coins are skipped. By collecting the fire flower and releasing the feather from the reserve box in the right position, you can do a P-Speed jump into the brown block to activate the takeoff timer, and after landing in the water collect the feather. Once you fall out of the water under the level, you will have flight. And since all of the mid-section rooms are all in one room, you can go straight to the boss fight

My Best Friend, the Bullet (Secret exit)

I don't know why the secret exit seems like it'd be the normal exit but whatever. The trick behind this is having the Homing bill not do too much vertical movement. The more diagonal movement, the less horizontal speed. So trying to stay level with the bill is the best idea, but if you do need to do a major height change, try to keep the bill on the despawn area.

Fuzzies in the Fog

The cape here is needed for the next level, but get the one in the middle of the autoscroller section.

UNDERSTANDING FORTRESS TRICKERY (Secret exit)

The cape is specifically for the subworld. Making it way faster than without it due to removing wait times for platforms.

Palace Switch Yellow

This level was very fun. Especially with the keys because cheese haha. The one part of significant interest is after the midway. By making a small pit with occasional little extra holes, you can wedge the key into the wall and the On/Off switch, causing it to constantly trigger. Removing needing to hit any other on/off switches. (Also if you didn't notice in the early part of the level, you can do easy keyjumps just by spinning)

DANGER CLOSE

The fourth level where coins are skipped. At the end you have to trigger a bomb before it gets close to the hole with the goal otherwise one would spawn and explode next to you causing you to die.

helo

Honestly one of the first normal levels in a while

LAKITU LUFTABWURF

99 Lives!

The Key to Success (Secret Exit)

Simply do what would normally be considered dying as fast as possible

The Key to Success (Normal Exit)

The end can't be cheesed. It's an autoscroller until the end and the hammer bro throws sprites (which are automatically gonna be keyholes, considering the main threat besides chucks are lesser sprites repurposed to keyholes

Just Hold Right

Pressing right is useless. Hopping glitch is useless. Everything is useless. Doing the normal exit first allows to get the cape while doing the secret exit. Because right is always being held, you can't do the tapping left every other frame to dive faster. Instead you have to hold it. And here's the only point where speed oscillation can actually be stopped. By holding left while facing right after doing certain cape spins, you can change the speed briefly before setting it back to 51 after the spin ends.

I PLAYED SMB3 ONCE 2

We need the power up for the cape acquisition in the next level

The Legendary Tamer of the Wild

The cape allows us to skip all of section 1 whilst collecting all coins, and, since all of the coins are in section one, the entirety of section 2.

Donut County

Just go under the level and come up to collect the coins, that's it.

even a crew will suffer severely

Oh boy, back to this level one last time for a while. I found a bunch of improvements, including getting P-Speed in the first section, speeding it up a lot. Other than that others are just slightly faster. This level is still very claustrophobic

Yoshi's Vineyard 2 and Casual Athletic 2

In reality you can save a ton of time by just going to Casual Athletic, collecting the cape and then start-selecting. I had the 16 exit route in my head at this time so I forgot that I didn't need to do all that extra stuff.

CUSTOM SPRITE

The final coin can be collected with instant death if positioned right with the right speed. This skips needing to fall any longer.

There and Back Again

There's a green switch block in the first section, however they put it in an otherwise inaccessible location. However, by using Yoshi (Also collecting the fire flower) you can go under the block, dismount Yoshi while right under the block, and then get from under the block and completely ditch Yoshi, you can get the cape. This will be extremely useful in Section 2 and speeding up the next few levels. In section two, using the cape you can completely skip the screen scrolling all the way back down. The reason we have the fire flower is to use it when going through the powerup gate, so we can have the feather in the reserve, use it before entering the gate, and then grab it after passing through allowing us to keep it. Section 3 has no skips or major timesaves however

Mario's Machine-Like Manor

The fifth and final level collecting no coins. Specifically in the Magikoopa section, you can use the P-Switch to hit the green switch block for the cape since the level removes it at the start, helping for both exits. It helps the normal exit for doing Bowsers Castle, and it helps the secret exit by removing the wait for the snake block

Face the Bitter Cold of Bowser's Castle

I honestly just took the moves from my warps TAS, slightly improved them, and did the Bowser fight myself since RNG exists. Also, I cannot speed up nor skip the credits. Since you don't get the exit until the credits end, you just get to see them twice.

Apple Picking Orchard 2

We're finally back after 2 and a half hours. So I don't know if this was ever a thing but double eat doesn't seem to work, so you must collect all 10 fruits to get the mushrooms. There is a few ways to speed this process up but overall no actual major skips that I could find

The Mantis Tunnel

There's quite the amount of level here to go through. So first you want to get the blue key which isn't too much. The next key to go for is green. The puzzle leading to that is a mirror puzzle with three shells. It's kind of precise to do without killing the shells but very possible with lots of wiggle room. The red shell inside the mirror is also use for a midair that I honestly didn't even intend for. After collecting the green key next is yellow. We can also stop by and collect the last set of coins here as well. After collecting the yellow key next is red. You may have realised none of the keys we've already gotten have been used yet. Don't worry, we start now. Access to the red key is locked behind blue lock blocks. For the springboard puzzle. You can actually skip having to get the 2-use springboard down after the pipe by using the 3-use springboard once, and then using a single-use while juggling the single and 2(3)-use springboards. Red key obtained. This red key allows us to get the cape. However, cape flight is disabled in this level, so don't get too excited for cape cheese. After going through a few more pipes we arrive at the water switch locked behind blue lock blocks. I hit the switch in such a way that I'm right in front of the pipe when my movement is disabled. After the water comes all the way up I can instantly go through the pipe. This water switch allows us to go through the yellow lock blocks. This gives us a fireflower, however, not in the way you'd expect. Normally it'd put the cape in the reserve box and give us the fireflower power, but this time, we technically have both powerup at once. By pressing select you don't drop anything out of a reserve box, rather you instantly switch to the other powerup. This allows for fine-tuning jumps very precisely. We also need this fireflower to pass the ice wall. This gives us access to the final key, the grey key. Now by heading back to where we found the first key but not ascending, we'll find the final room. Using the cape we can spin our way through the blocks. Heading left you'll see 4 numbres. 1, 2, 3, and 4. This is where the code we didn't reveal comes in. We need to hit the code 32432114 and then the grey ? block as optimally as possible. After that just hop your way out of the level while making sure the cape is what you leave the level with and you're done! Mantis Tunnel complete!

The Bounciest Castle

For some reason after the long set of ground the camera randomly scrolls up so that's why I start going through the level there. The pipes at the end probably have a faster set but I don't know.

Chateau Glissade

First section can't be cheesed, only sped up. The second section can be however. You don't need to slide. By going all the way to the end you can do a very precise duck under the rocks and enter the door. Section 3 can only be optimised. Section 4 can't really be cheesed nor optimised. In section 5 however, there's a key! The holy grail of capeless cheese and skips. By grabbing this key we can keysurf and keyjump to the end, but there's a problem. There's a ton of rocks guarding the end, luckily for us, cheese is still possible. There's a bomb just before the end. We can grab this, dual item surf over to the end, and use the bomb to kill the boulders. However since maximum sprites are loaded we have to go out of and back into the spawning area of the keyhole.

Apocalyptic Athletic

The final three levels, all of which are 5 stars, maximum difficulty. Doesn't really matter for TAS though. The only real speed up here is using a shell to hit switches in the first section faster. Nothing much after that. There is a Kaizo block at the end, however we simply avoid it

Hypogean Athletic

Being chased by an Eldritch Horror on Layer 3. Using the buzzy shells we can optimise movement. I don't know for sure but I don't think the Layer 3 is moving at a constant speed. I think it tries to stay in or close to the spawn area, that's probably why it seems like it's always so close. There is a cape but its right at the end and the last three levels don't allow cape and sometimes not even fireflower or mushroom powerups. At the very end you can't just instantly get the goal tape so you have to go to the right, hit the message box that reminds you not to put Eldritch Horrors on Layer 3, and then because the message box messes with and disables layer 3, you can now access the goal tape. It is now time for the final level

A Senseless Pursuit Fueled by Greed

First of all, I have to admit that my section choices are probably not the fastest. But here they are anyway. The 7 rooms I chose were Gbreeze and Kevin's Ice Magic Castle -> Gbreeze's crumble block Castle -> MiracleWater's Skewer Cavern (Which has a little funny trick where if you throw a throwblock and break it, you can destroy a boo trail's trail, which speeds up waiting for it to leave it's hole) -> Isocitration's Cosmic Castle -> Gbreeze's Clock room -> AmperSam's Building block section -> Jolpe's Fish Tunnel. Now just collect the coins you can't even see and that's time. All 119 exits of Nonsense completed. I hope you enjoyed this as much as I did! :)

Other comments

Since this is all 119 exits and quite a bit of them remove powerups, there's more stuff actually happening on screen this time!

InfoTeddy: Claiming for judging.

TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14952
Location: 127.0.0.1
This topic is for the purpose of discussing #9047: Suru486's SNES Nonsense "all 119 exits" in 3:10:53.75