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Note : This game is supposed to have a gap between screens similar to the console, since it's made to be "realistic". This video doesn't have the gap.
Yoshi's Island DS is the sequel to Super Mario World 2 : Yoshi's Island, and features the ability to swap between babies in order to progress through the levels. Each babies has their own unique abilities to help Yoshi save Baby Luigi.

Game objectives

  • Emulator used: DeSmuME 0.9.9
  • Advanced Bus-Level Timing off.
  • Dynamic Recomplier off.
  • Aims for the fastest time.
  • Takes damage to save time.
  • Resets the game to save time.
  • Uses glitches to save time.
  • Uses baby Mario... a lot.

About the run

This TAS took me around 7 months to make, between 3 or 4 if I don't count the massive break I took. This TAS was made by me (Taechuk) and Sharkey91, however, this TAS was mostly made by me, Sharkey started his own TAS after me. Will tell more on that later. Sharkey did the some parts in the beginning of world 1. Hartmann also did 1-8 boss, but otherwise he hasn't participated much in this project.

Version differences

This run uses the US version, but PAL can also be used since text doesn't affect time saves. The japanese version is the slowest, because of the fade-in/out animation when we start the game, losing around 1 second each time we reset. A different room in 3-4 saves around 8 seconds over US/PAL, but this timesave is negated by the massive timesave we get from resetting.

Game reset

Talking about that, why do we reset the game after each level? Well, it's simple : the result screen + the animation of unlocking the next level is too long. Resetting right after the game saves using L+R+Start+Select saves around 3 seconds over watching the animation, and that after each level. This also means we don't need to minimize the score on each level, since result screen is also skipped.

Baby Abilities

Baby Mario

Baby Mario is the main baby of the game, and also of the run. His ability is to let Yoshi run. By pressing Y (which is also the tongue button), Yoshi will start moving much faster than before. Also, jumping speed is faster, unless you start to flutter, in which case you will have normal speed until you touch the ground. He's used for most of the run.

Baby Peach

Baby Peach is the second baby to join the group. We unlock her in 1-5, which is a level specially made for her. Her ability is having a slower and longer flutter, during which she takes out her umbrella, enabling Yoshi to ride gusts of wind, making him go higher or further, depending on the wind's direction. Her eggs also travel slower and can't bounce, breaking on contact.

Baby DK

Baby DK is the third baby to join us. We unlock him in 2-1, where we are forced to play with him. His flutter (as with the next 2 babies) is a short and low one, because of his weight. DK has a dash, used by crouching and pressing Y. It is the fastest movement in the game, but covers a short distance. However, you can cancel the dash by jumping, and doing this while going up a slope allows you to keep the momentum over some distance. His eggs explodes on contact, and travels the fastest.

Baby Wario

Baby Wario is the fourth baby to join us. We unlock him is 3-5, where we are forced to play with him, and lose him after beating 3-8. He has a magnet, allow him him to attract metal blocks, metal platforms and, of course, coins.

Baby Bowser

Baby Bowser is the last baby to join us. We unlock him in 4-5, where we are forced to play with him, and lose him after beating 4-8. With him, we trade the ability to tongue enemies with the ability to spit fire, which damages enemies like eggs. We can only have one fireball out at a time.

Glitches used

Eggjumping

Eggjumping is the main glitch used in this run. It allows Yoshi to do an ground action in the air, most notably jumping. To do an eggjump, you need to throw an egg, and then while you are throwing the egg, input the opposite direction that Yoshi is facing, and two frames before the animation ends, input a jump. Yoshi should jump in the air. This can only be done if you throw something, the animation of Yoshi throwing nothing (if you have no eggs) can't to this glitch. This also allows Yoshi to enter doors midair, like seen in 5-6.

Key Glitch

This glitch has three steps to it.
1. Collect a key. 2. Throw the key as soon as you get it. 3. Enter a locked door without any eggs remaining (the key must be in the same room as the locked door).
This being done, you should have 6 new eggs. These six new eggs are the last eggs you collected. This is used in 4-8 and 5-2, but can be done in other levels, like the end of 1-4.
Also, we (the YIDS speedrunning community) think there are different versions of the game, and that glitch is only possible in the 1.0 version.

Gate Hack

You can throw an egg through one-way gates. Eggs can open gates. Thus, if you can throw an egg through a one-way gate and have it come back, you can open a one-way gate through the wrong side. Note that Yoshi must not be blocking the door, otherwise the egg with just bounce. This is used in 3-4 to save having to go through the second passage and directly get the second key, and saves around a minute.
Gate Hack is also possible with fire, shells and enemies (if I'm not wrong).

Arrow Clipping

Sadly, this glitch was understood when I was in mid world 4 IIRC, so I didn't want to redo half of world 4.
The arrow ball in 2-4 and 3-8 can make you warp upward, saving a few seconds. This TAS only does the first version of the glitch in 2-4, which is slower, and didn't do the clip at all in 3-8.
If you grab the aroow ball by the top, you can spit it upward and then regrab it. For some reason, it tries putting you on it and warps you to it. This can be used to save some time in 2-4 and clip in the wall in 3-8.

Moonwalking

This is a useless glitch I found, it doesn't save anytime, but it's pretty funny to look at. To do this glitch, you need to run to a wall, and when Yoshi starts a "walking" animation (just before pushing), input the opposite direction. Yoshi will start moonwalking. Now to conserve the glitch, we need to not go too fast or stop.

Effects of Left+Right

Holding Left and Right at the same time makes Yoshi slide to the right. It is not faster than normal movement. It can mess the camera a bit, making it not follow Yoshi until he is at the right of the screen.

Autoscroller Skips

Autoscrollers are long, so we tried to skip them. Here's the ones we can skip.

2-6

A fairly easy skip, the goal is loaded while offscreen, so we can just reach it by bouncing on an enemy of, in this TAS, using eggjumps. This saves around a minute, maybe a bit more, not sure.

3-1

The ending is supposed to be an autoscroller, however we can jump over the trigger using an eggjump. After we climb the waterfall, there is another trigger, which we go under. Not sure how much it saves, probably around 30 seconds if I had to guess.

3-2

This skip is TAS only. The second segment spawns you in an autoscroller, but there is another trigger on the checkpoint. It's most likely there to make you trigger the autoscroller right as you respawn if you die. This trigger extends pretty far up, actually going off-screen. Using 6 very fast eggjumps and a jump on the cliff, we can go over the trigger and skip the second autoscroller. This saves roughly 2 minutes.

4-3

We can skip the final autoscroller trigger by jumping on a Lakitu to steal his cloud, then going really high up. After a few flutters, we can be on the other side of it and jump into the goal. This saves around 5 seconds.

5-5

The longest level in the game even though we skip part of it. After the first checkpôint (after 3 minutes of autoscroller!) we have to wait a bit. Once the camera starts going down, we need to stay where we were. So for the next 2 minutes, nothing is happening on screen. However, we still need to move around, or else we either fall down, or die. Once we manage to skip the second checkpoint and the second trigger, we get free movement and can run to the exit. This saves roughly 1 minute 30 seconds.
For how we move while off-screen, here's is the tutorial on how to do the skip. Yes this is RTA viable. https://youtu.be/tNrJ2ba7THQ

Other things

This TAS was really fun to make, and I will continue helping Sharkey on his TAS. If you were paying attention a few months ago, he did release a WIP of world 1 and 2. Those beat this TAS by 1 minute 12 seconds as of right now. It's currently at 3-1 and this run has some tricks not included in this movie and better movement.

Memory: Claiming for judging
Memory: I used to love this game and really enjoyed this TAS. I wish there were more Baby DK segments but unfortunately them's the breaks sometimes.
I would love to accept a great TAS of this game, but I cannot accept this TAS because it breaks a very important rule: "A speed-oriented movie must beat all existing records". Because WIPs exist that are over 1 minute faster, this movie cannot be said to break all existing records. I would love to see that new TAS completed but accepting this one just because it completed sooner would be completely redundant. Rejecting.


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This topic is for the purpose of discussing #6084: Taechuk & Sharkey91's DS Yoshi's Island DS in 1:27:43.91
Memory
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If you were paying attention a few months ago, he did release a WIP of world 1 and 2. Those beat this TAS by 1 minute 12 seconds as of right now.
How long do you think it will take for that TAS to be completed?
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Taechuk
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I don't really know, since this one will obviously be more optimised than mine. I would say it will probably be finished either close to the end of this year or a bit after the beginning of next year. Most probably next year. The reason why it's still in 3-1 even though he posted the world 2 WIP a few months ago is because he also took a break for a few months.
Fortranm
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At last, a full TAS for this game has been done. Good job! The run looks pretty optimized to my untrained eyes. Yes vote from me. I do have one question, however. Would it be faster if you gather enough eggs in the first room of 4-6 so that you can use the Eggjumping glitch to jump over the hill around 54:45 in the run?
Samtastic
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I remember playing this game when I was younger and the GBA version. The TAS was entertaining to watch. Yes vote.
Enjoys speedrunning, playing and TASing Oddworld games! Has TASed: Oddworld: Abe's Oddysee in 12.06.13 (with Dooty) Oddworld: Adventures II in 20.03.78 (with Dooty) Oddworld: Abe's Exoddus 100% in 2:08:28.4 (with Dooty) Oddworld: Abe's Oddysee 100% in 1:05:01.65 Oddworld: Abe's Exoddus in 37:18 Oddworld: Abe's Exoddus in 37:15 Oddworld: Abe's Exoddus 100% in 2:!5.44.12 Oddworld: Abe's Oddysee any% in 13:01.3 Oddworld: Abe's Oddysee any% in 12:59.95 Oddworld: Abe's Oddysee 100% in 1:04:16.27 Oddworld: Abe's Oddysee 100% in 1:04:01.07 Currently working on: Waiting for Windows TAS Tools to work so I can TAS PC version of Exoddus.
Taechuk
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Fortranm wrote:
Would it be faster if you gather enough eggs in the first room of 4-6 so that you can use the Eggjumping glitch to jump over the hill around 54:45 in the run?
I didn't think of that, we'll consider trying that in the next TAS. It might end up being faster.
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I noticed so far the run resets every single level. Is that applicable to real time runs, or is that slower due to start up time? Or does this game support some soft reset? Nice run so far; never knew some of the tricks there.
Fortranm
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jlun2 wrote:
I noticed so far the run resets every single level. Is that applicable to real time runs, or is that slower due to start up time?
https://www.speedrun.com/yids/guide/n9l91
J_duude wrote:
Soft Resets: Can be executed by holding L, R, Start, and Select. Soft resets will reset the game, but there are certain moments that these can be used as an advantage. When you finish a level, right as the results screen appears, you can do a soft reset, and head right back into your file. For most of the levels, this skips 3.5 seconds of loading, which adds up over time. Not only that, but if anyone wants to run 100%, soft resets can skip ALL bonus games, making it a lot less tedious. You just have to execute a soft reset as you always would.
It is.
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Fortranm wrote:
jlun2 wrote:
I noticed so far the run resets every single level. Is that applicable to real time runs, or is that slower due to start up time?
https://www.speedrun.com/yids/guide/n9l91
J_duude wrote:
Soft Resets: Can be executed by holding L, R, Start, and Select. Soft resets will reset the game, but there are certain moments that these can be used as an advantage. When you finish a level, right as the results screen appears, you can do a soft reset, and head right back into your file. For most of the levels, this skips 3.5 seconds of loading, which adds up over time. Not only that, but if anyone wants to run 100%, soft resets can skip ALL bonus games, making it a lot less tedious. You just have to execute a soft reset as you always would.
It is.
Nice. Thanks for this. Are there any plans for that challenge mode TAS, or a 100% (eventually) as well?
Taechuk
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jlun2 wrote:
Are there any plans for that challenge mode TAS, or a 100% (eventually) as well?
Challenge mode? If you mean the time trial mode we unlock by beating the game, it's basically just the normal levels but you start without eggs and have a timer, however, score reduces the final time, so a TAS that aims for a low IGT might be a possibility in the future. 100% is being worked on by Hartmann, a japanese TASer, but I don't know if he's still working on it, he is not really active in the community.
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I enjoyed the run a fair deal. Even if the TAS has some timesaves, it looked well made to me, with a bunch of very nice skips. Yes vote for entertainment.
Spikestuff
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The thing that sets of the red flag is the fact there's already an improvement coming from the same authors. Now it's something I wouldn't care about normally... but this is DS. Just being given this with that knowledge provided makes it like this is a test of a TAS. Even the concern from Fortanm about one of the stages is apparently something that wasn't considered. All in all the entertainment is a Yes but I wished you opted for submitting the improvement that's in the works rather than this.
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Taechuk
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Honestly, I understand this could very well be rejected because inprovements were found and a second TAS is being made, but I still wanted to try to submit this since it is still overall pretty optimised, I could still see this getting accepted. If you end up rejecting this movie, fine, I understand and accept it, we will work on the other TAS and submit it whenever it is completed.
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om, nom, nom... *burp*!
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Good luck on v2! I'm curious; given DK is the fastest character, is there seriously no other stages that he could be used to save time? Sure, it may take time to swap to him, but if he was used for more than 1 stage consecutively after swapping would that help?
Memory
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jlun2 wrote:
Good luck on v2! I'm curious; given DK is the fastest character, is there seriously no other stages that he could be used to save time? Sure, it may take time to swap to him, but if he was used for more than 1 stage consecutively after swapping would that help?
My interpretation of this is that DK is the fastest character on the ground. Stages with a ton of aerial movement he is less suitable I would guess.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Taechuk
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Yeah, the dash is the fastest movement on the ground, but we can't keep this speed in the air, instead we get normal speed, only Mario can have faster movement speed in the air, and we stop between dashes. So, overall, Mario is faster.