This is an improvement of 1142 frames (19.03 seconds) over the previous submission.

Game Objectives:

  • Emulator used: SNES9x 1.43 v17
  • Aims for fastest time
  • Uses a slower route to save time
  • Abuses programming errors
  • Uses warps

Comments:

Hey guys! After some newly discovered glitches and tricks, I decided to start another Super Demo World run. Primarily, the discovery of the stun glitch gave the biggest improvement in the entire run. It's a very simple, yet powerful glitch. It even allows you to spawn Koopa Kids, which can end a level the same way after defeating a boss. Demonstrations of this glitch can be viewed here and here. This is also the main reason why I decided to redo this run, as it saves a lot of time.

Pokey Stun Glitch

This is a very powerful glitch, which lets you spawn sprites from a stunned one. In order to execute this glitch, you need Yoshi and a damage source (such as an enemy, a thrown shell, etc.). You start off by voiding a sprite in Yoshi's tongue, which is achieved by eating it when you already have another sprite in Yoshi's mouth, which I demonstrate in the run by using the "stick out Yoshi's tongue at the same time you hit a power-up" glitch. Then you have to get hit and fall off Yoshi before you eat the 2nd sprite. After this, you need to spit out the sprite you have in Yoshi's tongue. However, since you have a Pokey in my mouth, it's 3 blocks high, so you need to stand on a ledge so it doesn't fall through the floor (it's a Pokey, just without the graphics or movement). Then you eat the pokey to spawn the goal tape. The goal tape actually isn't the real goal tape, but a graphic of it. In order to hit the real one, you need to go to where Y=0 and X<11.00, which is the top right of the screen.
There is a lot more to this glitch than is described above, and there are other ways to void the 2nd sprite, but in the case of this movie, this is all you need to know.
I know my description of this glitch is poorly written, as it is a hard glitch to describe. I will update this with a better description if I come upon one.

Level Comparisons:

Misty Isle 1 (0)
No change.
Misty Isle 2 (0)
No change.
Misty Isle 3 (0)
No change.
Misty Isle 4 (10)
10 frames were saved in this level due to a new approach proposed by Dawn. Rather than to hit the Goomba at the beginning of the level and use it for the first feather block, I take a Red Koopa's shell and hit the second feather block. An additional frame may be saved if you corner-clip.
Misty Isle 4 -> #1 Misty Castle (11)
1 frame was gained for some unknown reason.
#1 Misty Castle (11)
No change.
Salty Isle (11)
No change.
Desert World 1 (16)
5 frames were saved from fadeout lag.
Desert World 2b (24)
3 frames were saved in the beginning because I was able to fall down into the pipe faster. An additional 5 frames were saved in the second room by hitting the keyhole faster and reducing more lag.
Desert World 2b -> Desert Pyramid (23)
1 frame was lost for some unknown reason.
Desert Pyramid (31)
2 frames were shaved off in the first room due to optimizing the P-Switch grab. One frame was saved in the second room, but it was lost upon entering the Reznor Battle to manipulate its oscillation. 6 frames were saved from fadeout lag.
#2 Desert Castle (975)
Because I need to get a fireflower and shell for Desert Star World, I have to go into the castle first, which throws off the comparison a bit and gives me a very large lead. However, only 2 frames were saved in the entire level. I optimized the jump right before entering the pipe in the first room. The comparison script goes back to normal once I enter Desert Secret though.
Desert Secret (-70)
Acquired the fireflower, shell, and Yoshi needed to save time.
Desert Secret -> Desert Star World (-122)
An additional 52 frames were lost due to the extra map movement needed.
Desert Star World (2002)
The stun glitch was executed here, giving me a 2000 frame lead!
Water Star World (2002)
No change.
Water Star World -> Crystal Star World (2003)
1 frame was gained because oscillation worked in my favor, and I did not need to delay entrance.
Crystal Star World (2006)
No change in the first room. However, I needed to keep Yoshi because I found out that you are actually able to move earlier if you are on Yoshi. 3 frames were gained in the Yoshi Wing room. Since I didn't need Yoshi anymore, I was able to fall off the screen faster.
Sky Star World (1037)
Because the shell was sacrificed in order to perform the stun glitch in Desert World, I lose 969 frames.
Ice Star World (1054)
Heavy lag optimization allows me to save 17 frames.
Ice Star World -> Pipe Star World (1055)
1 frame was saved for some unknown reason.
Pipe Star World (1064)
Optimized pipe entrances and the jumps at the end of the level, saving me 9 frames.
Bowser's Star World (1064)
No change.
Bowser's Star World -> Backdoor Star World (1065)
One frame was saved for some unknown reason.
Backdoor Star World (1065)
No net change. However, 1 frame was saved in the first room by entering the pipe earlier. Another frame was saved in the 2nd room for the same reason. However, both these improvements were lost due to fadeout lag.
Backdoor Star World -> Bowser's Back Door (1073)
Since I was also unable to beat the Bowser's Statue Fireball frame rule, I had to delay entrance into the level, just like bahamete & Dawn did. However, I wasn't effected by it as bad as them, so I save 8 frames.
Bowser's Back Door (1142)
No change in the first two rooms. The improvement in this level comes from manipulating Bowser phases, as seen in the Super Mario World any% run. Also, this also gives another advantage, allowing you to end input a lot earlier.

Possible Improvements:

  • Using the goomba to hit the fireflower block earlier in Misty Isle 3. This was proposed by Dawn.
  • Sky Star World improvement proposed by Mister.
  • Better lag management from Ice Star World (I managed to reduce it to only getting 8 frames. Perhaps it's possible not to get any.)
  • A better score plan. Dawn has already improved roughly 20 frames of fadeout lag in World 1. Saved frames from fadeout lag begin to have an impact as they accumulate over time.
  • Beat the Bowser Statue Fireball frame rule! You would need to save about 90 frames in order to accomplish this. However, it may be possible to beat it with less frames. I'm not exactly sure, but it's around that amount.

Thanks

  • amaurea for his comparison lua script, which was used throughout the production of this movie
  • Dawn for his Misty Isle 4 improvement
  • bahamete for his Desert Star World improvement
  • bahamete & Dawn for their previous run
  • ISM & Andymac for their 120-Exit WIPs
  • You for watching this
And that's it! I hope you enjoy the movie! Don't forget to leave a rate or comment!

Truncated: Judging...
Truncated: Looks good, accepting!
Brandon: Publication underway.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15619
Location: 127.0.0.1
Joined: 12/22/2009
Posts: 291
Location: Michigan
The stun glitch is quite the amazing phenomenon, I must say. Very nice work on Bowser. I'll encode this, but it'll have to wait until Monday afternoon or so before I can start it, so anyone else can do it if they want to before then (but tell me, so I don't encode for no reason).
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Active player (431)
Joined: 3/21/2011
Posts: 127
Location: Virginia (United States)
Excellent run, the addition of the stun glitch was very entertaining! By the way, I think there's an error in Desert Star World, as the 2000-something frame improvement in the the total frame count is never mentioned in the comments. Desert Castle #2 also doesn't acknowledge a large gain (and immediate loss).
YouTube Channel - Twitter Current projects: Sutte Hakkun, Hyper VI, RTDL, own hacking projects
Experienced player (590)
Joined: 3/21/2011
Posts: 39
Location: Connecticut
kaizoman666 wrote:
Excellent run, the addition of the stun glitch was very entertaining! By the way, I think there's an error in Desert Star World, as the 2000-something frame improvement in the the total frame count is never mentioned in the comments. Desert Castle #2 also doesn't acknowledge a large gain (and immediate loss).
Oh whoops, must have messed up the comments a bit. Thanks for letting me know.
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Great job. I'm surprised you did so quick. :p Possible improvements not written in comments: Misty Isle 3 (Dawn): Use a goomba to hit the fireflower block. We can pick it up quicker, and it bounces so high that it can be thrown in a larger distance. Though it's written in comments that he managed to improve about 20 frames of fadeout lag, prehaps it's from this improvement. Sky Star World: Flying up to the cloud instead of 6/5'ing. The (suboptimal) demo shows 10 frames improvement (4 of the 10 are from lag reduction).
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Former player
Joined: 11/3/2010
Posts: 17
Mister wrote:
Great job. I'm surprised you did so quick. :p Possible improvements not written in comments: Misty Isle 3 (Dawn): Use a goomba to hit the fireflower block. We can pick it up quicker, and it bounces so high that it can be thrown in a larger distance. Though it's written in comments that he managed to improve about 20 frames of fadeout lag, prehaps it's from this improvement.
I havent improved 20 frames of fadeout lag. My idea was to get a score of 100000 in Iggy battle but anyways this leaded in loosing 3 frames of lag. But yeah with the improvement we can save 2-5 frames of lags
Super Mario World
Post subject: super demo world: youtube + video file
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Player (122)
Joined: 1/22/2012
Posts: 45
Panga, I made a TASVideos account just to comment on this. Awesome job.
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Wow, there have been so many cool glitches that have made their way into runs just this past year! It's quite entertaining. I also especially like the lag reduction efforts and the style choices during the Bowser fight (the rapid mushroom-collecting sound is cool). Yes vote.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
mi2 (small thing): on the down slope right before the midway gate it is possible to get a 6/4 cycle rather than a 6/5 cycle. If you jump on the slope twice, you get two 6/4 cycles, so you are potentially spending two more frames at max speed. Is that enough to save a frame? dsw and skysw, may not be possible.: Use shyguy instead of yellow shell in dsw. Shyguy stays shy for ~500 frames. Now, since you have shell in reserve still, you can not get cape, so it will be difficult to get to the exit tape (or impossible). There are 3 shyguys near the beginning. Use one in place of yellow shell, and the two others as guys who boost you to jump higher. Throw 2nd shyguy up in the air, then jump up with 3rd shyguy and bounce off 2nd shyguy, near peak of that bounce, bounce off the 3rd shyguy. If this is possible and works, you would have fire flower for wsw (should not make you slower) and csw (will slow you down some). Then in skysw you can use the shell to make yoshi wings. You will have to drop the shell at the beginning and carry it on yoshi's tongue because you need to take the cape at the beginning of the level. If all of that, excluding the 1st shyguy waking back up, costs more than 469 frames then it will be slower :(. 469 is based on your saying you lost 969 frames as skysw and it taking ~500 frames for shyguy to wake up so you can bounce off of him.
Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign aqfaq Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign
Experienced player (590)
Joined: 3/21/2011
Posts: 39
Location: Connecticut
jimsfriend wrote:
mi2 (small thing): on the down slope right before the midway gate it is possible to get a 6/4 cycle rather than a 6/5 cycle. If you jump on the slope twice, you get two 6/4 cycles, so you are potentially spending two more frames at max speed. Is that enough to save a frame?
Won't make a difference what I do in Misty Isle 2. Even if I do that, it's not enough to save a frame. On top of that, if I even do manage to hit the goal tape 1 frame earlier, I get a frame of lag right before I hit it, killing the entire improvement (similar to this video). Saving 2 frames might solve this, but it's not known if it is possible yet.
jimsfriend wrote:
dsw and skysw, may not be possible.: Use shyguy instead of yellow shell in dsw. Shyguy stays shy for ~500 frames. Now, since you have shell in reserve still, you can not get cape, so it will be difficult to get to the exit tape (or impossible). There are 3 shyguys near the beginning. Use one in place of yellow shell, and the two others as guys who boost you to jump higher. Throw 2nd shyguy up in the air, then jump up with 3rd shyguy and bounce off 2nd shyguy, near peak of that bounce, bounce off the 3rd shyguy. If this is possible and works, you would have fire flower for wsw (should not make you slower) and csw (will slow you down some). Then in skysw you can use the shell to make yoshi wings. You will have to drop the shell at the beginning and carry it on yoshi's tongue because you need to take the cape at the beginning of the level. If all of that, excluding the 1st shyguy waking back up, costs more than 469 frames then it will be slower :(. 469 is based on your saying you lost 969 frames as skysw and it taking ~500 frames for shyguy to wake up so you can bounce off of him.
EDIT: It's possible (View Mister's post below), but the fact if it's slower or not is still under testing. I had this idea in mind, except your idea has two flaws: 1. In order to execute the stun glitch, I need to switch power-ups in the process, which means I either have to drop the shell in Desert Star World, or simply let the fireflower override it when it goes into the reserve box when I collect the feather (it's the "You start off by voiding a sprite in Yoshi's tongue, which is achieved by eating it when you already have another sprite in Yoshi's mouth, which I demonstrate in the run by using the 'stick out Yoshi's tongue at the same time you hit a power-up' glitch. Then you have to get hit and fall off Yoshi before you eat the 2nd sprite." step in executing the glitch.). This is why I can't Yoshi Wing exit in Sky Star World. 2. (A more minor problem) I can't use Shy Guys. I need something that Yoshi won't swallow immediately, which he doesn't do with Shy Guys. However, there are Koopas on the other side of the hill, but it doesn't matter because of (1.).
Joined: 12/28/2011
Posts: 14
great job on this TAS, the entertainment was amazing yes vote also, hope the 120-exit TAS is going well
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
PangaeaPanga wrote:
jimsfriend wrote:
mi2 (small thing): on the down slope right before the midway gate it is possible to get a 6/4 cycle rather than a 6/5 cycle. If you jump on the slope twice, you get two 6/4 cycles, so you are potentially spending two more frames at max speed. Is that enough to save a frame?
Won't make a difference what I do in Misty Isle 2. Even if I do that, it's not enough to save a frame. On top of that, if I even do manage to hit the goal tape 1 frame earlier, I get a frame of lag right before I hit it, killing the entire improvement (similar to this video). Saving 2 frames might solve this, but it's not known if it is possible yet.
One less in-game frame and one more lag frame don't mean "no improvement". It does actually change some frame rules, such as sprite interaction. We've heavily abused this trade in the latest smw any%.
PangaeaPanga wrote:
jimsfriend wrote:
dsw and skysw, may not be possible.: Use shyguy instead of yellow shell in dsw. Shyguy stays shy for ~500 frames. Now, since you have shell in reserve still, you can not get cape, so it will be difficult to get to the exit tape (or impossible). There are 3 shyguys near the beginning. Use one in place of yellow shell, and the two others as guys who boost you to jump higher. Throw 2nd shyguy up in the air, then jump up with 3rd shyguy and bounce off 2nd shyguy, near peak of that bounce, bounce off the 3rd shyguy. If this is possible and works, you would have fire flower for wsw (should not make you slower) and csw (will slow you down some). Then in skysw you can use the shell to make yoshi wings. You will have to drop the shell at the beginning and carry it on yoshi's tongue because you need to take the cape at the beginning of the level. If all of that, excluding the 1st shyguy waking back up, costs more than 469 frames then it will be slower :(. 469 is based on your saying you lost 969 frames as skysw and it taking ~500 frames for shyguy to wake up so you can bounce off of him.
I had this idea in mind, except your idea has two flaws: 1. In order to execute the stun glitch, I need to switch power-ups in the process, which means I either have to drop the shell in Desert Star World, or simply let the fireflower override it when it goes into the reserve box when I collect the feather (it's the "You start off by voiding a sprite in Yoshi's tongue, which is achieved by eating it when you already have another sprite in Yoshi's mouth, which I demonstrate in the run by using the 'stick out Yoshi's tongue at the same time you hit a power-up' glitch. Then you have to get hit and fall off Yoshi before you eat the 2nd sprite." step in executing the glitch.). This is why I can't Yoshi Wing exit in Sky Star World. 2. (A more minor problem) I can't use Shy Guys. I need something that Yoshi won't swallow immediately, which he doesn't do with Shy Guys. However, there are Koopas on the other side of the hill, but it doesn't matter because of (1.).
You can perform stun bug in dsw with a shell kept in your reserve. Take a damage in c2 and go to dsw with small mario + yoshi + shell. Maybe using koopas, on the other side of the hill, is slower, but it's still possible.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
If I were not a "lurker", I would vote yes without repent... Most entertaining SDW run so far!
Experienced player (590)
Joined: 3/21/2011
Posts: 39
Location: Connecticut
Mister wrote:
You can perform stun bug in dsw with a shell kept in your reserve. Take a damage in c2 and go to dsw with small mario + yoshi + shell. Maybe using koopas, on the other side of the hill, is slower, but it's still possible.
Ah, yes, I forgot about changing power-up status from being small to large. Now to test if this is faster..
WST
She/Her
Active player (490)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
omg why is the princess so big Voted “yes” since there are improvements…
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Former player
Joined: 2/19/2007
Posts: 424
Location: UK
Here is a comparison of this run and its predecessors: Link to video
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
Yes vote and publication underway. DarkMoon, still working on this? Edit: Encoding.
All the best, Brandon Evans
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15619
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. ---- [1968] SNES Super Demo World: The Legend Continues "warps" by PangaeaPanga in 18:00.42