My first submission
This is a TAS to complete all exits as fast as possible. Most of the game is pretty straightforward, and some others are very tight. There's a decent amount of under/over the level for some levels that take to much time for stopping. There aren't too many autoscrollers either which means it mainly fast-paced gameplay
- Emulator used: Bizhawk 2.9.1 (BSNESv115+ Core)
- Objective: Complete all 98 Exits
Vine Glade
The second stage in the game and first stage to use the cape
Retro Speedrun
The Goomba that gives a cape at the end is basically manditory for a future level
Spooky Yard
The end could be improved with a shell jump/midair
Drawn Flower Fields
Damage boosting was the fastest way through I could find but there might be a faster way
Bottomless caves
The yoshi at the end was originally for the Normal exit
Firebar Canyon (Normal Exit)
Landing on the firebar to engage flight was to get enough height
Big Bridge Clash
I will not lie going over the level was a bit slow
A Chuck Paradise (Normal Exit)
There are a couple of non-solid ground blocks at the end of the level
Melting Mayhem
The entire level is pretty annoying due to needing to spam fireballs and wait for the frozen coins to melt, so there's alot of fireball-into-turnaround-into-crouch going on. It's pretty hard to tell if you lose time in an already slow level.
Cooligan Cliffs
Almost entirely a vertical level so a lot of Spin Flying
Chainsaw Summit (Secret Exit)
Missed PAC Chance
Toxic Abyss
Pretty bad frame rules out of the cape that hindered some of my movements
Spectral Manor
Forgot to Safe fall near end
Game Boy Nostalgia
Kirby stood no chance tbh
Think and Switch (Normal Exit)
The chaos at the end is very slow to navigate
Toxic Warp Zone
Very tight level to do without the platforms
Seaside Ruins
Horrible cape positions
Sunshine And Spikes
Grabbing the Silver P-Switch is pretty difficult to do without not fully clipping through the ground
Piracy Sailing
The screen scroll is to prevent the first bill launcher from shooting too fast causing unavoidable damage while P-Speed buildup
Don't Fish Me Boo
The beginning midair is to avoid the fishin boo without the slowdown of LR scroll
Fall Forest (Secret Exit)
Entering the pipe with flight is to get speed fast
Stickerbush Panic
Tbh this level is to hard to go through normally.
Donut Bully Pass (Secret Exit)
Immediate flight is basically required
Donut Bully Pass (Normal Exit)
There was a weird problem that messed up my P-Speed buildup by 1 frame. I don't know what, but I've tried everything to keep it the same and nothing worked.
Don't Lose Rope
Just a level of multiple rope boosts and Instant rope jumps
The Last Struggles
Minor slowdown in the beginning
King Koopa's Palace
Section 1: At the part with the damage boost, a vanilla walljump might be possible to save having to wait for the platform, but the problem is less I-frames to get to the other side.
Section 2: The screen scroll is to stop the cannon from shooting fire too early, Spin jumping and then using the reserved cape at the while waiting for the magikoopa to turn one block into a sprite won't actually lose time, as the reserve cape doesn't actually freeze the game, and only Mario.
Hot Treadmill (Secret Exit)
Getting the secret Exit after defeating Bowser is best to do because the pipe brings you back to W1, where is the next place to go.
SMW DEMO
Kinda sad to see this level didn't have the standard status bar and level end theme. Would've made it more nostalgic.
Infinity And Beyond
It honestly took until the last rise to realise that after catching air with the cape in this level, you rise indefinitely until you hit a ceiling or release X/Y, which is pretty funny.
Retro Galaxy
This actually is a pretty good representation of a level someone would make in SMM2
The Odyssey
W1: Starting a Spin jump right at the end of the intro is needed for flight to go over the section
W2: Safe fall was actually disabled in this section and the death zone was where Mario would START getting cut off the bottom of the screen, so under the level isn't possible.
W4: The screen scroll is for the last pendulum ball n chain to be in a good position
W6: The screen scroll is to get the boo guarding the pipe out of the way faster
W7: The first flower is basically required to slow down on due to the perfectly placed cactus ball balloon thing
Final Section: 64 speed glitch is used for the first part of this level, also this level has the same physics as Infinity And Beyond, so the rest of the damage boost comes in here. You could also theoretically use a shell from an earlier section (preferably W6) to do a midair and keep the 64 speed for longer
Lat-Clipping through most of the levels isn't possible, as most of the ground is actually solid, exceptions being ghost house levels
If this isn't good enough, I think it'd be a good starting point for any future TASers