This is the updated run of the 96-exit in 01:14:37.63 which is an improvement of 6:52 minutes over the previous movie. The improvement comes from new glitches and better optimization.

Game objectives

  • Emulator used: Snes9x 1.43 v17
  • Aims for fastest time
  • Takes damage to save time
  • Abuses programming errors
  • Manipulates luck
  • Does not eat any chucks

Comments

This run was started on Jan 15 '12, and was finished on Jan 28 '13. It's the result of one year's hard work. We hope you enjoy the run. We'd like to give huge thanks to Mister and PangaeaPanga who both showed an interest and have input in the run at points. The new tricks included in this run are detailed on the Game Resources page. They are:
  • -1 Trick
  • Rise Cancel
  • Perpetual Air Catch
  • 1/1 Swimming
  • Double Yoshi
  • Cancel-Eat
  • Item Swap
  • Null Sprites
  • Stunned Sprites
  • Corner Clipping
  • Duplicating into a Dragon Coin

Chuck-Eat Glitch

This glitch is a (relatively) new trick whereby eating a chuck results in a weird sprite in reserve depending on certain circumstances. The most useful of these is a goal sphere. For an explanation please see any% comments.
The reason we didn't use the glitch in this run is:
  • It's ridiculously difficult to route-plan such a run because we'd have to time very many strats and we don't want to exhaust our motivation from that
  • Very few SMW TASers think the glitch should be in the run, whose opinions are very important to us
  • A fair portion of the community thought it would be a bad idea
  • It's probably about as boring as watching paint dry.

Stage by stage comments

Some levels have two exits. Which exit was played is marked after the level name. a means normal exit, b means secret exit.
LevelComments
Yoshi's Island 2
Yoshi's Island 3
Yoshi's Island 4
#1 Iggy's Castle
Donut Plains 1 b
Donut Secret 1 b
Donut Plains 1 a
Donut Plains 2 b
Green Switch Palace
Donut Plains 2 a
Donut Ghost House a
Donut Plains 3
Donut Plains 4We manipulated the ID of the blue shell to get Mario to catch it after he spins. Also we got a boost from the hammer brother platform
#2 Morton's Castle
Vanilla Dome 1 aPlacing a yoshicoin so close to a block was a big mistake :P
Vanilla Dome 2 b
Red Switch Palace
Vanilla Dome 2 aTotally playing this level the intended way
Vanilla Ghost HouseCornerclips save the day
Vanilla Dome 3If you are on a Yoshi as it disappears the game will create the invincible Yoshi you are then sitting on
Vanilla Dome 4
#3 Lemmy's Castle
Cheese Bridge Area aA regular Yoshi Wing exit!
Cookie Mountain
Cheese Bridge Area b
Soda Lake
Star World 3 aIt's funny that simply running to the right is not the fastest way for the normal exit ;)
Star World 3 bSimple, isn't it?
Star World 4 aMario kept duplicating more than one block, aiming this is not easy :(
Star World 4 bSometimes, score is relevant
Star World 5 a
Star World 1 bNot having those crazy colours saved 4 frames, but I think we should have done them...
Star World 2 bBecause switching < and > every other frame was not enough we used Y and X, too
Star World 2 aMake sure to make the sound louder for this exit ;)
Star World 1 aThis exit is ISM's exit, we tried to optimize his run but it was just not possible
Star World 5 bScrew the switch palaces, I have a cape!
GnarlyGnarly is a level where you are supposed to go up and fall down again... we somehow missed that falling down part
Tubular
Way Cool
Awesome
GroovySecond stun glitch in this run
Mondo
Outrageous
FunkySo apparently we are not A SUPER PLAYER
Yoshi's Island 1
Yellow Switch Palace
Donut Secret 1 a
Donut Ghost House b
Donut Secret House bThe moment is short so don't blink :D
Donut Secret House a
Donut Secret 2
Vanilla Dome 1 bNothing to comment about actually...
Vanilla Secret 1 b
Vanilla Secret 1 aTime the scrolling and the shell moves while being stuck
Vanilla Secret 2
Vanilla Secret 3
Vanilla Fortress
Butter Bridge 1We created two tetrominos and a :3 face, keep in mind that releasing Y is necessary for releasing shells but also removes flight (except sometimes)
Butter Bridge 2
#4 Ludwig's CastleOffscreen climbing, yeah...
Forest of Illusion 1 b
Forest Ghost House b
Forest of Illusion 4 bStarting to set up the score for Chocolate Island 2 b...
Forest Secret AreaWho needs flying anyway?
Forest Fortress
Forest Ghost House a
Forest of Illusion 1 a
Forest of Illusion 2 aStarting this level without Yoshi or ending this level with Yoshi loses so much time, so we created a route where we can start this level with Yoshi and end it without him
Forest of Illusion 3 aSetting up the item swap is harder than it looks, because Yoshi kept stomping the shell we need
Forest of Illusion 4 aWe had several versions of this run, but this was the one that we couldn't optimize more
Forest of Illusion 2 bWe were slowing down a bit to avoid ingame lag
Blue Switch Palace
Forest of Illusion 3 b
#5 Roy's Castle
Chocolate Island 1When you fly out of the cannon you have a speed of 64 which doesn't allow jumping so we have to slow down to 63. We tried flying with 64 speed but that ended up being slower
Choco-Ghost HouseThat enemy is really ineffective ;)
Chocolate Island 2 bSCORE!!
Chocolate Secret
Chocolate Island 2 aThe second area depends on the amount of coins you collected (we collect 9 to go to a different area than the first time). The third area depends on the time which has to be <250 to access the normal exit
Chocolate Island 3 a
Chocolate Island 3 b
Chocolate Fortress
Chocolate Island 4This exit had several updates until there was the final run
Chocolate Island 5Duplicating with Yoshi sure is fun
#6 Wendy's Castle
Sunken Ghost ShipThose ghost take their job serious... we tried to avoid lag at the falling part as much as possible
Valley of Bowser 1Out of all duplications this was the most exhausting one...
Valley of Bowser 2 aOffscreen bats are indeed annoying
Valley Ghost House b
#7 Larry's Castle
Valley Ghost House aWhat P-Switch?
Valley of Bowser 3
Valley of Bowser 4 b
Valley of Bowser 4 aDouble stun! We stun the rock to a sliding koopa and then the sliding koopa to a koopa kid which we defeat and end the level :)
Valley of Bowser 2 bThat double cornerclip was some hard thing to do, but it saves a lot of time :D
Valley Fortress
Back Door
Bowser

Potential Improvements

There have been some improvements pointed out to us during the course of this run. Usually they were far back. As we wanted to keep our motivation, we decided not to implement them (this game is not hex-friendly at all). The times saved are just guesses and could be more or less.
  • 20-30 frames improvable in DS1 via better optimization involving Yoshi swimming.
  • 10 frames or so in a couple of water levels (DS1, Vanilla Fortress) via more optimized corner boosts (it was my own oversight).
  • 7 frames in FoI4b by embedding a shell in the key block surroundings to hit a turn block.
  • 56 frames in FoI2 from optimized clipping.
  • 40-50 frames in Awesome by item-swapping the goal via fire and coin.
  • 100+ frames in VS1a using a glitch where item-swapping a goal tape can change it from a secret exit into a normal one.
  • 100+ frames in FGH via a powerup clip.
  • 100+ frames during CI2's normal exit, by item swapping the message box to put it in a position where it displays an incorrect message (specifically, the YSP message). If you reset the game at some point before the level without beating any switch palaces in the meantime, this causes the level to autocomplete shortly after the message appears.
  • The most volatile parts of this run are block duplication and lag changes. Block duplication could possibly be improved with enough time invested in it. With a score plan, lag could be reduced by a lot.
  • The overworld route may be improvable.

Thanks

  • DarkMoon for encoding and showing an interest through the run
  • Mister & PangaeaPanga, as mentioned before, who have input in the run (Mister: fgha, fghb, ideas in C2 and elsewhere; PangaeaPanga: yi3, ds1b)
  • ISM for his fantastic WIP, without which we couldn't have started, as well as the Nico encode
  • #smw for motivation and whose streams kept us motivated while TASing
  • #smwtas
  • amaurea and gocha as always, for their lua scripts.

Suggested Screenshots

Let's break the habit of using dp2. 15533, 22582, 74790, 107941, 132531, 182383.

Nach: This new 96-exit Fabian is mine!
Nach: This didn't get 99 lives, you call this a TAS???!?
Well, I happened to get a memo that this is indeed a TAS...
To be honest, I thought I knew this game well, but watching this, it appears I don't know anything. In fact, I think I was hallucinating football players with large tongues coming out of their eyes or something.
It's all just too confusing, so I'll just err on the side of acceptance.
feos: Publishing.

Joined: 12/22/2009
Posts: 291
Location: Michigan
Why do people always comment on issues with the encode, even though I've clearly already pointed them out?[/i]
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Active player (306)
Joined: 8/21/2012
Posts: 429
Location: France
AngerFist wrote:
Hah... So I didn't see the typical: "You are a special player" message because they destroyed the stage via Yoshi? :)
I was sad that we didn't have the opportunity to see that message... But it's the level's fault: it can be glitched :P Veeeery nice run, even without the message ^^
Joined: 4/3/2006
Posts: 269
I can't believe that it can still be improvemented by that much. Very entertaining! Voting yes!
Active player (318)
Joined: 1/15/2012
Posts: 343
Grincevent wrote:
AngerFist wrote:
Hah... So I didn't see the typical: "You are a special player" message because they destroyed the stage via Yoshi? :)
I was sad that we didn't have the opportunity to see that message... But it's the level's fault: it can be glitched :P Veeeery nice run, even without the message ^^
"You're not a special developer".
Joined: 12/22/2009
Posts: 291
Location: Michigan
HELLO. Link to video THIS IS THE TRUE ENCODE. I MADE SURE OF IT. Once again, I am so sorry for the delay. The reason for it is a combination of YouTube being super uncooperative with both processing the video, and with the way I encoded the audio (I've never had trouble using FLAC in the past .. YouTube suddenly stopped liking it). Additionally, a couple silly oversights on my end forced me to re-encode everything. I've re-encoded the whole TAS (including redumping once) I think four or five times in the past 48 hours. I was worth the stress, though! I have felt privileged to be given the opportunity to encode such a phenomenal TAS, created by three phenomenal men. Enjoy.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Spikestuff
They/Them
Editor, Publisher, Expert player (2292)
Joined: 10/12/2011
Posts: 6337
Location: The land down under.
Screenshot: Invisible Yoshi! 14:50-15:03 of the encode
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
jaysmad
Other
Experienced player (834)
Joined: 12/1/2006
Posts: 629
Location: Mom's
Big ass yes vote but that poor Yoshi...
Joined: 11/21/2012
Posts: 53
Location: France
Thank you for your TAS, i love it and vote YES.
"Si le mal existe en ce monde, il se cache dans le cœur des hommes." "If there is evil in this world, it lurks in the hearts of man." Edward D. Morrison - Tales of Phantasia
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
This game is now way broken. If it wasn't already. Yoshi disappearing, or turning into Chuck, and other crazy stuff. Yoshi wings coming out of nowhere. I suppose the dragon coins have something to do with that glitch.
Joined: 11/21/2012
Posts: 53
Location: France
Spikestuff wrote:
Screenshot: Invisible Yoshi! 14:50-15:03 of the encode
It's just amazing :)
jaysmad wrote:
Big ass yes vote but that poor Yoshi...
Yes but Yoshi is immortal :D !!!!
"Si le mal existe en ce monde, il se cache dans le cœur des hommes." "If there is evil in this world, it lurks in the hearts of man." Edward D. Morrison - Tales of Phantasia
Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
You failed to get 99 lives! But this was so awesome I voted yes anyway.
Expert player (2453)
Joined: 12/23/2007
Posts: 822
Warepire wrote:
You failed to get 99 lives! But this was so awesome I voted yes anyway.
I also wonder why they failed to get 99 lives, since it's not that hard, especially in auto-scroll stages. Does it has something to do with the score plan?
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Expert player (2582)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Do you know whats really bad about working where I work? Not being able to watch movies right away :( Well, I have to wait until tonight, but I bet I'll love it!
I am old enough to know better, but not enough to do it.
Active player (279)
Joined: 9/1/2008
Posts: 900
damn, where are all these yoshi wings coming from? an obvious yes
Active player (263)
Joined: 4/15/2010
Posts: 197
Location: England
HappyLee wrote:
Warepire wrote:
You failed to get 99 lives! But this was so awesome I voted yes anyway.
I also wonder why they failed to get 99 lives, since it's not that hard, especially in auto-scroll stages. Does it has something to do with the score plan?
It would have probably reduced lag not to get 99 lives but that wasn't the reason. We just... never did it. Wasn't a priority I guess? Also maybe it's impossible to do so without losing time/entertainment...
Retired smw-96, smw any%
Former player
Joined: 6/15/2005
Posts: 1711
Complaints about not getting 99 lives and the author(s) not caring. Ah, it's like it's 2006 all over again.
Zoey Ridin' High <Fabian_> I prett much never drunk
Post subject: This comparison encode from amaurea is amazing!
Moderator, Senior Ambassador, Experienced player (898)
Joined: 9/14/2008
Posts: 1007
amaurea wrote:
Comparison with the previous run: Link to video
Thanks amaurea, this comparison video is absolutely amazing. I thoroughly enjoyed watching how different the techniques were between the older run and the new one. Yes vote, especially since Mario was riding what looked like a Chuck that had a bad accident with a blender. Great job, guys! A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Joined: 5/12/2007
Posts: 76
Ahh!! Yes vote, no doubt! Hmm, I'll try to list some of the less-obvious details that interested me: the instant Swooper 1-Ups in DP2, doing that spin sound in SW3's secret exit (??), the stylish finish after killing the glitched sprite in Groovy, the triple corner clip in VD2 (that particular one made me go "oh, wow," followed by a few replays), and all the neat little tricks going on in CI2 (as well as hitting 1000000). The only criticism I can give is whenever Mario tries to sync actions with the music, as the timing seemed to be just the slightest bit off... but that's barely much of a matter, if even at all! Great job, all who were involved in the making and planning of this TAS!
Masterjun
He/Him
Site Developer, Skilled player (1970)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Y0SH1 wrote:
The only criticism I can give is whenever Mario tries to sync actions with the music, as the timing seemed to be just the slightest bit off... but that's barely much of a matter, if even at all!
And I can say without a doubt that if you watch the movie on the emulator, the music timing is frame perfect! (I have to know this since I did both water levels with music syncing)
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Joined: 5/12/2007
Posts: 76
Oh dear, is that so? I just took a closer look and they certainly are right-on; sorry about that... On another note, I like how you mixed up the sounds, like throwing in baby Yoshi's gulping sound effect. No worries at all, then!
Joined: 5/29/2004
Posts: 757
I am probably going to be one of the most hated for my vote... but I voted Meh. I was really REALLY looking forward to this run... the most anticipated in recent memory tbh. Unfortunately the longer this run went on.. the less and less entertained I became. Don't get me wrong, this was an absolutely phenomenal working and had moments of genuine jaw-droppedness... but what killed the entertainment for me? Too many Yoshi Wing stage exits. I mean it got REALLY bad, to the point that when I saw it being executed, I kept fast forwarding to the end of the level every time. It made the few genuine, it was there so we used it, moments just as painful. [Like in World 7] I know how difficult it is to setup on some levels and I know how much faster it is... but I felt it was TOO abused. Unfortunately that is the downside to certain games. The more broken they are, the more... overabused the glitching, to the point it loses its awe and wonder. Rockman was so short it wasn't as painful... but it was starting to get towards there. Thankfully not enough levels to do that. That overuse is the only reason I had to vote as I did... the rest of it.. especially the technical aspect... that was spot on Yes. Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Former player
Joined: 2/19/2007
Posts: 424
Location: UK
Mr. Kelly R. Flewin wrote:
Too many Yoshi Wing stage exits. I mean it got REALLY bad, to the point that when I saw it being executed, I kept fast forwarding to the end of the level every time.
Wow, I guess there's no accounting for taste. I found the fantastical strategies the authors used to set up these Yoshi Wing exits to be among the most interesting moments in the run, in particular gems like in Vanilla Secret 1.
Former player
Joined: 6/15/2005
Posts: 1711
I totally agree with you Kelly, fwiw. The same is true for many of the games I used to enjoy watching TASes of some number of years ago (SMW, Mario 64 and S&K3 being the prime examples that come to mind). Obviously it's unavoidable and just a function of the games becoming more broken, and not a "problem" that can or should be addressed. Just an unfortunate side effect really. ps keep in mind this run could have been even more broken with the chuck glitch, too.
Zoey Ridin' High <Fabian_> I prett much never drunk
Expert player (2453)
Joined: 12/23/2007
Posts: 822
Masterjun wrote:
Y0SH1 wrote:
The only criticism I can give is whenever Mario tries to sync actions with the music, as the timing seemed to be just the slightest bit off... but that's barely much of a matter, if even at all!
And I can say without a doubt that if you watch the movie on the emulator, the music timing is frame perfect! (I have to know this since I did both water levels with music syncing)
With all respect, the music timing is really not perfect, mostly because you ignored the large delay when performing the "swiming" sound. So "frame perfect" isn't about just press the right button at the right frame, if taking the difference of sound delay in to account.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Masterjun
He/Him
Site Developer, Skilled player (1970)
Joined: 10/12/2010
Posts: 1179
Location: Germany
HappyLee wrote:
With all respect, the music timing is really not perfect, mostly because you ignored the large delay when performing the "swiming" sound.
No I didn't! I pressed it several frames before to match up the sound with the upcoming beat. This is possible with frame advance and sound enabled. I think the reason you think it's not perfect is because the swimming sound starts with a deep tone and if you watch the video with low volume it sounds not right.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)