Submission Text Full Submission Page
Stork tries to deliver Baby Mario and Baby Luigi to their parents, but Kamek kidnaps the babies. As it turns out later, he only kidnapped Baby Luigi, while Baby Mario lands on Green Yoshi’s head. Baby Mario shows Yoshi where to go, but unfortunately, the journey isn’t easy because Kamek has sent his army after Yoshi.

Version

The Japanese version is chosen for this TAS because it has less dialog boxes, which saves a bit of time, there is also a Chinese version that supposedly has one less text box than the Japanese version throughout the entire game.

Game Objectives

  • Emulator: BizHawk 2.11.1
  • Core: mGBA
  • Complete the game using warp glitch
  • Heavy luck manipulation

Warp Glitch

ACE glitch in this game is different from the SNES version, instead of using the game’s address to skip to the end credits like on the SNES, you have to trigger an overload on a level to unlock any level you want, this also depends on the number of enemies and eggs on the screen. Use the Winged Cloud Maker near the circle while jumping to perform an warp, but only when you’re triggering an overload if there are a lot of enemies on the screen. You can obtain the Winged Cloud Maker from the last hidden minigame or in the Bonus stage, which is what we’re doing in this TAS.
Unfortunately, warp glitch also has downsides. It’s not just that we have to get the level we want, but we also have to hope we don’t end up with a glitched configuration screen. While we can wait on a glitched screen to use the D-pad, it’s very slow, so we hope it doesn’t happen. The configuration screen for eggs controls is needed to avoid Yoshi’s side effects, he might jump on his own while moving and aim—and it also prevents us from going through doors.

Speed

  • In this game, Yoshi's X speed changes in a cycle lasting 3 frames, for example, if you simply hold the right direction, the value changes from 732 to 752, then to 768, and so on. However, pressing the left direction at different frames can affect this cycle. Here's a list of some speed cycles:
  • 732, 752, 768 (average speed: 750.667)
  • 739, 755, 771 (average speed: 755)
  • 742, 758, 774 (average speed: 758)
  • 744, 760, 776 (average speed: 760)
  • 745, 761, 777 (average speed: 761)
  • 746, 762, 778 (average speed: 762)
  • 751, 767, 783 (average speed: 767)
Normally you can only get the 752 and 760 cycles. With slopes however, Yoshi's can reach a higher speed cycle. Yoshi can also accelerate faster by pressing opposite directions on specific frames.
Jumping on slopes can slow Yoshi down sometimes, and running up and down them lose time. You need to minimize the time Yoshi spends on a slope by jumping as soon as possible and as high as possible.

Levels

Tutorial

On the SNES, you can skip this by pressing Select and Start, but not in this version, you have to play this part, unfortunately.

1-1

Instead of standing still to spit out the Shy Guy, I careful control Yoshi's speed to have the Shy Guy land on the ground without rolling down the slope. The speed an enemy is launched out of Yoshi's mouth is affected by the speed Yoshi is moving at. If Yoshi is moving too fast, the Shy Guy rolls down the slope. If Yoshi is moving too slowly, the Shy Guy doesn't make it to the other side. Doing this instead of stopping saves about a second. - Walgrey

1-2

Unlike the SNES TAS, Yoshi cannot wall-jump, nor can he spit an enemy into a wall and immediately bounce on it. The RTA WR places an enemy on the post to get enough height, but this takes too long. Instead, we land on a nearby Shy Guy, and frame-perfectly jump on the post afterwards, letting us keep our boost while fluttering. - Walgrey

1-3

Nothing to say other than the fact that this level has a lot of slopes. There are also some areas where we have to purposefully move speed and turn around. I think a few frames can be saved in this stage. You can use Yoshi's tongue on a wall to deaccelerate quickly, allowing you to turn around faster. - Walgrey

1-4

I went back to improve earlier parts of the run and found out that the TAS desynced here because of the Lava Drops before the mid-goal ring. Turns out that these are affected by RNG. You can manipulate RNG by starting the level on a different frame. However, I eventually found out that you can also manipulate RNG by just jumping. This is why I jump so much in the upper corridor on my way to the mid-goal ring.
After reaching the second pipe, I perform a 1-1 Warp. Baby Mario's bubble movement can also be manipulated by RNG, but unfortunately, despite my best efforts, he ended up being in my way, so I have to wait for him to move. - Walgrey

1-5

It's an autoscroller, so we'll skip that part. - Tegron

1-6

Precise movement, I use the ghost with the lantern to get to the top faster. - Tegron

1-7

Since it's not possible to skip a flower, we use that to enter the Bonus level for an item for warp.
I use the ball to get rid of two enemies in my way and avoid the red coin. - Tegron

1-8

I jump and hit the fish to move on to the next locations faster
Just like in the SNES TAS, I use Flutter to land on the spikes on the right, grab the key, and spin the red platforms
The first Boss in the TAS. We use the egg at the start and finish him off with his own weapon in 5 seconds. - Tegron

2-1

You can bounce off a shell and grab it at the same time, allowing you to carry it up with you. I spit this shell out to the wall so I can bounce off it again. After scaling the wall, I perform a 1-1 Warp. - Walgrey

2-2

This level was pretty difficult to do. Since Yoshi can't wall-jump, we're unable to replicate the route used in the SNES TAS. Outside of that, not much to note. - Walgrey

2-3

I grab and spit out Gusties to use them as makeshift platforms should I need them. There's lots of slopes on the ground, so I want to avoid touching for as long as possible.
While playing as Baby Mario, you can jump down slopes to gain a lot of speed. I experimented with many jump patterns to see which would carry me the furthest. Interestingly, I think the timer for the Superstar is shorter than on SNES? But I could be mistaken.
After regaining control as Yoshi, I destroy a bit of the ground with an egg to reach a slope, allowing me to get to the 767 cycle as soon as possible. - Walgrey

2-4

As far as I'm aware, the 1-1 Warp isn't possible in this version, so we have to beat the entire level. Luckily, we can still clip through the one-way gate by shooting an egg at the right spot.
That flutter jump over the lava pit before the next pipe is very precise. Even with perfect acceleration and flutter timing, you can only barely make it to the other side.
The spinning platforms slow Yoshi down if he is walking on them, so I minimize this by jumping. - Walgrey

2-5

I don't have much to say because this level is simply precise movement, the only thing I do is spit out the shell and jump on it to get to the door. - Tegron

2-6

When I use the ground pound in front of a door, I press the D-pad up because it cancels the animation and lets me move early.
I make precise moves and jumps to beat this level faster without losing speed. - Tegron

2-7

This isn't the SNES version, so I can't use the big egg to turn enemies into stars to prevent bullets from loading on the screen. I'm playing through the level normally, the bullets always fire once they're loaded, so I had to hit them after the first ground pound.
At the next location, Walgrey and I couldn't get past the second falling rock even at max speed, so we had to wait before using Flutter to get to the very top
We're going for an warp glitch. To do this, we need 2 large eggs, 4 regular eggs, and 10 enemies on the screen. If the enemies are almost close and we have 2 large eggs, and we jump and using the camera to look up and then using the item, we can pull off an warp glitch. We want 6-8, which is why we're doing this. - Tegron

6-8

We choose Door 4 because it's faster, if you're wondering about the collectibles, the game also gives you lists after this level.
I couldn't jump on Bowser's head a second time because I'd take damage right away no matter what, so I used the egg, if you were waiting for me to use the tongue on Bowser's ass before Kamek, I'm sorry to say this, but it doesn't work on GBA version.
I manipulate Yoshi's movement to get the big eggs fast. I couldn't get him all at once because I wouldn't have been able to hit him, because Bowser is too far away. - Tegron

Special Thanks

I want to thank Walgrey for helping me with TASing this game and for finding a few things and optimizations that helped with making this TAS.

Challenger: Claiming for judging.
Challenger: Delaying the submission due to this request from the authors about working on new strats.
Challenger: The submission was recently cancelled by the authors, but they later decided that this run should deserve to be reviewed properly this time. So, time for the gold opportunity!
Challenger: First of all, I'm glad to see a GBA version of Yoshi's Island submitted here for the first time. Saw this project, the general optimization is fine, some new stage skips that were discovered over the years made into this project for the first time, and they both work here and the original SNES version.
Once reaching 2-7, the game changes the objective with some amusing and creative way, warping directly to the last stage with some glitched graphics but the gameplay does still work, keeping stable enough to rescue Luigi under an hour. Great job!
Although the feedback was positive, some people pointed out about potential improvements missed in this version, including the possiblity of the walljump trick which actually still exists even if it looks "somewhat invisible to find". Also another important point: About the preference of TASing prioritizing speed over entertainment value, actually I don't see it as an actual concern because it can be an option/decision from the author and not an actual rule or something like that.
So, how about the question of adding the improvements to this project? According to the authors, they answered that unfortunately the work would require more time and might cause more problems than simply returning back-and-forth.
In other words, while this game can be improved, pushing hard would screw up the efforts done in the project rather than being friendly, for the other side this submitted run does achieve a good result for a first TAS of the GBA port after all. This is the nature of TASing and I understand how it feels.
Meanwhile, I'm approving/accepting this run for publication to Standard :)

EZGames69: Processing...


TASVideoAgent
They/Them
Moderator
Location: 127.0.0.1
Joined: 8/3/2004
Posts: 17727
Location: 127.0.0.1
Player (157)
🇺🇸 United States
Joined: 5/5/2025
Posts: 232
Location: 🇺🇸 United States
I didn't know there was ACE in this version! Definitely a yes vote!!
SMB2U is the best NES Mario game.
Challenger
He/Him
Judge, Expert player (2087)
Joined: 2/23/2016
Posts: 1188
Finally a TAS of the GBA port submitted, not only with style but also including surprising new stuff discovered since the latest submitted runs of the original SNES version back from 2013 and 2014. Great job guys! Yes vote.
[HomePages/Challenger|My homepage] Currently working as a Judge and planning new SNES projects for the 2026 year if possible :)
Tompa
Any
Editor, Expert player (2507)
Location: Mullsjö, Sweden
Joined: 8/15/2005
Posts: 1977
Location: Mullsjö, Sweden
The TAS feels a bit... boring? In comparison to the SNES TASes, there is nothing going on in the levels. No eggs thrown, no enemy juggling. Just straight running and only jumping when needed. One of the main parts why SNES Yoshi's Island is such a great TAS, is because of these features, which are completely lacking here. Is this because it's slower to do these actions on the GBA version? Or some other reason?
Walgrey
She/Her
Reviewer, Experienced player (913)
🇨🇦 Canada
Joined: 10/27/2022
Posts: 96
Location: 🇨🇦 Canada
Me personally, I wanted to prioritize speed over entertainment. That and the fact that Tegron and I are both new to TASing Yoshi’s Island specifically.
Hi! I'm Kathryn!
Experienced player (508)
Joined: 11/19/2007
Posts: 132
Well done on completing the TAS. Yoshi's Island is not an easy game and it's always nice to see new people taking it on. I have quite a lot of comments about the run, most of which is critique. I hope the authors (or future authors) will take some of these points on board. First of all, I don't see how this is ACE. I'm not an expert on the 2-7 glitch, but as far as I understand it's basically having too many sprites in memory to cause some sort of overflow that leaks into level data to unlock 6-8. If it really were ACE, wouldn't you be able to execute arbitrary code? And if you could execute arbitrary code, it would obviously make more sense just to jump to the end of the game. I think this run is simply a good old "any%" run that uses every available glitch to beat the game as fast as possible. Wall jumps are missing throughout the run. The authors claim "Unlike the SNES TAS, Yoshi cannot wall-jump", but this is simply false. Searching for "super mario advance 3 tas" on YouTube brings up this https://www.youtube.com/watch?v=JM76W1X1leA which is 13 years old and uses wall jumps in the very first level. This suggests to me that the authors probably did not do a lot of research before starting the run, which is unfortunate because the game has quite a long history. I also agree with Tompa that the run generally feels quite boring. Yoshi's Island gives opportunities to juggle enemies, throw eggs etc. all over the place. None of it is mandatory, of course, but, in my opinion, it is one of the things that makes the game special and it is a shame not to showcase it. I also think Walgrey did not actually answer Tompa's question. The point is that a lot of things (egg shots, juggling eggs etc.) can be done without losing time. This is again demonstrated in the YouTube link above, which I think is probably the best reference for what a good future GBA YI TAS should look like. I would be interested to know if the left+right running trick is possible on GBA, as it would obviously save time everywhere, especially if the runners do not want to add in all the egg antics. I also noticed some additional things on individual levels. 1-1: You are aware that running on slopes loses time. Why then do you land on one just after the first piranha plant? There are some other small examples of this in other places in the run, but I won't point them all out. You are also aware of the slope trick to increase Yoshi's running speed. It's not clear then why, for example, you jump over the first few slopes in the level, which is the ideal place to increase your speed. 1-2: A wall jump would save time climbing the wall. It's also not clear why you used the 2nd pole for the extended flutter rather than the first one. 1-6: The first cave in this level looks strange. Why do you bounce twice on the first arrow lift? Also, is it really not possible to avoid the flutter after the big bounce? I understand that you want to avoid red coins, but this looks suspicious. Wall jumps might allow you to reach the warp faster like in 100%. The final cave would also obviously benefit from a wall jump. The other thing to note is that 1-6 actually has a 1-1 warp on SNES. See here: https://www.youtube.com/watch?v=gNft0w9BFQA . It would be interesting to know if it's possible on GBA. 1-7: Are melon bug boosts not possible on GBA? (See 4-5 on the SNES 100% TAS). They can be used to get large boosts in 1-7 on SNES. Waiting for the flower at the end also seems strange. I would imagine that just collecting a few more flowers and getting the bonus on a more favorable goal ring position would save some frames. 1-8: The key pot mechanics look a bit different on GBA (eggs seem to affect it less?), but the obviously question is why didn't you hit the pot with more eggs? These could have been brought in from earlier levels. It seems weird to ride the 2nd arrow lift in the final room. Why not just spit it out and jump on it? The boss fight also looks quite slow. Is a 1 cycle not possible like it is on SNES? It looks as though you could have benefited from having more eggs. 2-1: A wall jump would probably help finish the big climb faster. 2-2: Wall jumps would be useful throughout this level, for example to climb the wall near the spikes in the first room directly rather than having to go over the pole at the top, which is more of an RTA route. They could also be used in the 2nd room to avoid the 2nd big spring. 2-4: A wall jump would avoid the need for extended fluttering in the 2nd room. Also, there is a trick with the red switch that doesn't require the extended flutter, which you can see in this RTA run https://www.speedrun.com/sma3/runs/m38powqy . The final room can probably be done faster either with chaining wall jumps, or at least turning around faster (e.g. by holding down). 2-5: You should check if using a shell to boost over the walls near the start is faster than taking the lower path or not. 2-6: You could use an egg to clear some foam near the start. This lets Yoshi fall a bit before initiating the ground pound. An upward shot on the door feels like a weird choice. Surely a neutral egg shot is faster there? 2-7: The room with the falling blocks looks slow. I'm not sure whether it's possible to get underneath both or not like it is on SNES, but at the very least it's preferable to skip the 2nd one rather than the first. See the RTA I linked for 2-4. Their route looks better than what you did. 6-8: The Bowser fight just feels very slow. I dunno how different it is to SNES, but a few basic things I would look into are 1) can the 2nd rock sequence be skipped with successive shots like on SNES? 2) In general, we found it preferable to chain shots together. This reduces the time Bowser spends stunned, which means he runs back to you sooner and is therefore accessible again to egg aiming angles. Overall, I think this TAS is not a bad effort, but could probably be substantially improved both in terms of speed and entertainment.
Walgrey
She/Her
Reviewer, Experienced player (913)
🇨🇦 Canada
Joined: 10/27/2022
Posts: 96
Location: 🇨🇦 Canada
To answer some of your questions: I also would rather consider it baseline rather than ACE, but I’m not too familiar with what’s going on there, so I didn’t bother to correct Tegron or anything. I have seen the GBA Secret levels TAS. I guess the wall-jumps completely slipped my mind. In any case, I have been unable to successfully replicate a wall-jump. I don’t like how you’re suggesting that I didn’t do any research because that simply isn’t true. I used the resources page and referenced various RTA runs and the SNES TAS. Like I said, we’re new to this and more concerned about actually finishing a run. 1-1: Lack of experience. 1-2: Didn’t think about using the first post. 1-7: Tegron noticed this. I asked how to do this, but didn't get a response. Figured the timesave was inconsequential and didn't press on.
Hi! I'm Kathryn!
Experienced player (508)
Joined: 11/19/2007
Posts: 132
I'm sorry if I came across as offensive. I didn't mean to imply you did no research. I'm just passionate about this game and want to see the best runs possible. Just to be clear, I didn't vote no. I was thinking more about future runs and what new considerations would need to be made. I appreciate that the resources for this game aren't the best. If you or anybody else is interested, I'd recommend joining one of our discord servers. You can find some links here https://yoshi.science/index.php/Main_Page
Former player
🇸🇪 Sweden
Joined: 12/17/2005
Posts: 79
Location: 🇸🇪 Sweden
Fun to see more Yoshi's Island interest but I have to admit I think this TAS seems rushed in its execution. (Yoshi's Island is a very hard game to TAS though) First of all, this is marked as Arbitrary Code Execution but this isn't what it is at all. To be unnecessarily technical about it, it is an OAM buffer table overflow into level completion table, it works this way on GBA just because of memory layout. Also there's a faster route that goes from 1-1 -> glitched 3-7 -> 6-8 room 2, granted it just beats Bowser and not triggering credits (GBA difference). But there's also a lot of other route possibilities as this OAM overflow is not unique to 2-7, it was just the first discovery (and is easy RTA). In theory you might be able to go 1-1 -> 6-8 in one go. You could even, in theory, go directly to Credits with the right corruption. Also walljumps are definitely possible but I think nxcy covered most. Sorry for negativity and hope its not too discouraging but we're too much nerds :> You're all always welcome in the discord and asking for help, I'm sure both me and Pablo Diaz would've helped to our best abilities to help with the OAM corruption.
Used to be great
Spikestuff
They/Them
Editor, Expert player (3622)
Location: The land down under.
Joined: 10/12/2011
Posts: 6685
Location: The land down under.
Out of question, but this would be called "warp glitch" correct?
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Strong for yourself and also others.
Tegron
He/Him
Judge, Active player (416)
🇵🇱 Poland
Joined: 1/8/2023
Posts: 42
Location: 🇵🇱 Poland
I want to address a few things mentioned by NxCy and Arne_the_great, I’ll move on to the levels I’ve played through the most and other topics. 1. As Walgrey mentioned, we’re new to TASing Yoshi’s Island, and I won’t deny that a few things might have slipped past us. 2. The rules for Warpless on the SMA3 leaderboards list ACE as a prohibited glitch, I even wrote about this on the Discord server. We might have made a mistake here, but it’s not just the overload that unlocks the level we want to play, it also unlocks specific items for the inventory, as you can see in 6-8. 3. With limited knowledge at levels 1-1 to 6-8, we're not very good at this, we don't know how to do it ourselves, and if you move too far away from the screen, the enemies disappear 4. The wall jump was mostly meant to spit the enemy into the wall and jump at the same time 5. Levels 1-6: It wasn't possible without jumping twice from the arrow, I tried it with one jump but couldn't manage it, without the flutter, Yoshi would have fallen. I didn't know you could do a 1-1 warp there on the SNES, but the GBA is different, and we're not sure if it might work. 1-7: We didn't know this about the melon bug boosts, waiting to hit the flower makes sense because we need the item to enter the bonus level. I want to mention that the flower gives 10 points on the score screen, which loses 10 frames (maybe 11). 1-8: We're limited with eggs, and we weren't able to beat the boss in one cycle. I tried, but that's as far as I got. 2-6: I tried using an egg on the door, and that's all I managed to do, I could also have used egg to clear some foam, I agree with that. 2-7: We tried using Flutter on the second block, but we couldn't get past it, Yoshi got stuck right at the very end, even at max speed. We can still try the first one as soon as we can. 6-8: 1) I don't think it would work on the GBA. 2) Yeah, we could have actually waited until Bowser got closer to Yoshi, we couldn't hit him anymore because Bowser was too far away, and I'll admit I tried to hit him with jump, but jumping didn't work either.
Walgrey
She/Her
Reviewer, Experienced player (913)
🇨🇦 Canada
Joined: 10/27/2022
Posts: 96
Location: 🇨🇦 Canada
Requesting the submission being set to delayed while we work on improving it.
Hi! I'm Kathryn!
Joined: 11/20/2007
Posts: 26
Really enjoyed this run. 2-7 was a fun surprise. Would love to know more about the graphical glitches that appear after the warp is executed. I actually found the absence of busy-stimming (e.g. egg juggling) refreshing; I don't feel every run needs to do it.
Tompa
Any
Editor, Expert player (2507)
Location: Mullsjö, Sweden
Joined: 8/15/2005
Posts: 1977
Location: Mullsjö, Sweden
While understandable, the chaos can get a bit distracting, though for me it makes it look non-special, it could just as well have been a regular speedrun. A TAS is supposed to stick out more, whenever possible, to make it really feel like a TAS. I’m completely missing that here.
Editor, Experienced player (708)
Joined: 11/8/2010
Posts: 4246
Tegron wrote:
2. The rules for Warpless on the SMA3 leaderboards list ACE as a prohibited glitch, I even wrote about this on the Discord server. We might have made a mistake here, but it’s not just the overload that unlocks the level we want to play, it also unlocks specific items for the inventory
ACE requires writing and executing a payload. Memory corruption can have many beneficial effects, like in Ys I, but without executing custom code, it's not ACE, just a regular glitch. I'm glad to see a TAS of this version with Yoshi's voice clips, and look forward to seeing your improvements.
Walgrey
She/Her
Reviewer, Experienced player (913)
🇨🇦 Canada
Joined: 10/27/2022
Posts: 96
Location: 🇨🇦 Canada
Tompa wrote:
While understandable, the chaos can get a bit distracting, though for me it makes it look non-special, it could just as well have been a regular speedrun. A TAS is supposed to stick out more, whenever possible, to make it really feel like a TAS. I’m completely missing that here.
I, personally, didn’t care for the constant egg-bouncing in the SNES TASes.
Hi! I'm Kathryn!
Skilled player (1653)
🇧🇷 Brazil
Joined: 2/5/2012
Posts: 2025
Location: 🇧🇷 Brazil
why is bowser background in final fight ugly?
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Player (149)
🇬🇧 United Kingdom
Joined: 9/2/2008
Posts: 302
Location: 🇬🇧 United Kingdom
KusogeMan wrote:
why is bowser background in final fight ugly?
Very likely a visual side effect of the big skip glitch used to reach W6-8 super early. About the GBA version itself, I always wanted to do a deep comparison between SNES and GBA at somepoint but held back due to limited knowledge other than 6 GBA exclusive stages, a full 6000 points GBA exclusive ending, unskippable W1-Tutorial, voice lines and an extra room in W1-8 iirc.
greenalink.blogspot.com
TASVideosGrue
They/Them
Location: The dark corners of the TASVideos server
Joined: 10/1/2008
Posts: 2966
Location: The dark corners of the TASVideos server
om, nom, nom... sweet!

1783833718