Recorded nitsuja's awesome build of snes9x found here: Forum/Topics/1816
Uses WIP timing.
Aims for fastest time. Uses the warp in 2-1 to skip nearly 40 seconds of playtime.
Yoshi's Island is a vibrant, colorful and fun game that stars the popular Yoshi. Very flexible and loose control and many fun tricks maneuvers to make gameplay as entertaining as possible.
This is the fourth and final revision of the any% time attack of Yoshi's Island. The only other complete run was the second revision, this submission being 6 minutes faster. There are many changes from the last run (which only made it up to world 4).
The most useful technique which had only been discovered right after the 3rd revision is the acceleration 'glitch'. This is abused constantly throughout every level and has helped in many situations. Pressing left/right one frame and then pressing the opposite direction (whichever direction you are going) three frames increases acceleration; repeating this five times is the fastest method of acceleration.
Other noteworthy tricks I picked up on the way are with the shells, which make for entertaining manipulation; especially using them to 'climb walls' (especially in 2-1 and 4-3). Used the shells as jumping boosts to help get to those just-out-of-reach platforms without having to float. Grabbed a lot more coins and ended up getting 50 lives by the end of the game, since I put the occasional surplus of eggs to good use.
There's no longer any more of those irritating little hops I used so much in the older runs, however there is still a lot of jumping simply because there are a lot of slopes and inclines that must be avoided. I may have overdone it on the 'egg swapping' thing this time though, which I noticed became quite bothersome by world 3 so I toned it down a bit the rest of the way. I hope it doesn't give anyone a headache, but it shouldn't be too annoying since it's not monotonous like those jumps.
I'm pretty sure I'm not going to be making another revision, so if anyone finds any embarrassing faults with this one feel free to give it a shot yourself.
TIPS AND TRICKS (this is just a copy and paste from a text file I've been keeping)
FLOATING: release B button 3 (try 4 in some instances) frames before 'descent' sprite begins and wait 1 (try 2 in some instances) frames before holding the B button again
To reach higher ledges by use of floating just once, try releasing the B button at the right time (see above) rather than holding it down until Yoshi begins to float, as maximum height can only be reached in this manner.
ENEMY BOOST + PLATFORM TRICK: after jumping on an enemy, doing a perfectly timed jump off of certain platforms (WITH NO FLOAT/LANDING SPRITES IN BETWEEN) will not cancel the float boost; moving platforms work; anything will work as long as there aren't any float/landing sprites.
VARIOUS MECHANICS: Hitting potted plants with eggs moves them twice as fast as pushing, but only with a direct hit. Ricocheted eggs don't nearly have as much effect. weird glitch(?): ricochet an egg off of THE TOP of an egg block with a horizontal throw onto a pot and it breaks when it falls back down, without having to push it off of a ledge(???)...OR...hit it off screen at the very top edge (at the flowers) with a perfectly horizontal throw (???)...something to do with launching it high enough off the ground to register it as broken when it lands?
Release left/right direction and wait 2 frames before spitting out/making eggs.
Press B button 3 frames before landing on an enemy (ie.collision 'explosion') for maximum height.
Yoshi can take a hit without stalling (save for grabbing back baby mario) if perfectly timed jumps are done in between.
When hitting egg blocks on the fly, use the upward tongue grab the egg rather than backwards jumping and grabbing from behind.
Getting at least one red coin will lose you ~30 frames at the goal tally-up; getting a flower will be another ~30. Each extra item will cost one frame each.
Alternating between A and B turbo (rather than just a single turboed button) exits level intro titles much faster. It's also easier and saves rerecords on the world map when choosing a level; wherever input is accepted by both A and B it's very useful. Pressing down can also get through dialogue, so turbo down with A.
EGG SWAPPING: Switch between different eggs in Yoshi's egg stock by simply cancelling the targetting with 'Y'.
USING MONKEYS OR SHELLS AS PORTABLE JUMPING PLATFORMS: Try ricocheting koopa shells off of a wall after getting a jump boost from an enemy and jumping on the shell for another jump boost. The monkey or shell must be spit UPWARD. NOTE: monkeys only work in some circumstances and may not need to be used at all.
After ricocheting a shell off of a wall, swallow it immediately before jumping on it and you will gain a boost with the shell in your mouth! Repeat for as much needed! Shell must be jumped on at the very edge; otherwise simultaneous swallowing and jumping won't be possible. Infinite jump boosts will only work with shells, not monkeys.
JUMPING: press B button 4 frames before Yoshi lands (ie.landing sprite) for a perfectly timed jump. When jumping off of slopes, this is important to prevent speed decrements. If a jump off of a slope cannot be done 4 frames before landing (and sometimes must be done 3 frames before) Yoshi will lose speed; try to modify the previous jump to easily fix it.
LONG JUMPING: Sometimes Yoshi can jump through narrow passages/entrances and 'squeeze' through enemies and other obstacles by holding down the B button no longer than necessary (so Yoshi will not get hit or run into the side of the ledge), releasing it for as long as needed until the B button can be held again without any collisions to stay off ground for a little longer (without any floating); this can only be done if Yoshi is NOT falling, and is still increasing height. Can't really jump any further, just at a shorter 'arch'.
ACCELERATION: Get a faster acceleration at the beginning of an level or level area (also with jumping arrows) by pressing the OPPOSITE direction on the dir.pad and the B button at the same time for 1 frame and then holding the desired direction 3 frames...repeat 5 times to reach full speed. Actually, jumping isn't necessary; this works on the ground too.
ENEMIES: Green piranha plants can be passed through very briefly if they are stunned with an egg. Crabs can be destroyed with three eggs. The 3-4 midboss can be destroyed in 7 hits if targetted on the root of the uvula; hitting the base would take 15.
TRY TO AVOID RUNNING THROUGH "CLOAKED WALLS" AS MUCH AS POSSIBLE. Obvious instances include those in 2-2 and the beginning of the last area of 4-7.

Bisqwit: Processing.

Former player
Joined: 6/15/2005
Posts: 1711
I had no idea.
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 2/16/2005
Posts: 462
Just finished watching this in full. Great movie! This game really has lots of aspects to it from the eggs to the vehicles to the bosses. You make great use of all of them, I especially like the shell climbs you do. I did however see a few areas where it looks like you could of avoided the continue ring or a red coin (I know only the first red coin is a significant delay).
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Former player
Joined: 10/19/2004
Posts: 142
continue rings have a weird set of coordinates...the full ring itself is not the actual area of effect; in fact you can be completely outside of it and still get caught I assure you I avoided every ring I could...some were either too high to jump over or not enough space to get around.
Joined: 7/5/2004
Posts: 551
Location: Karlstad, Sweden
Great movie idd! Loved to play this game when I was younger! I watched it right when I got out of bed this morning, and I had to watch some parts again now :D
Joined: 2/16/2005
Posts: 462
spezzafer wrote:
I assure you I avoided every ring I could...some were either too high to jump over or not enough space to get around.
Well this video is more perfect than I thought :) I remember seeing a version a while go with lots of little hops in it but this version is a lot more entertaining and impressive. Great job finding all those glitches and strategies!
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Former player
Joined: 3/8/2004
Posts: 1107
I think it would be a good idea to have the Yoshi's Island tricks on the SuperMarioBrosTricks page.
Joined: 1/31/2005
Posts: 121
Time and Time again, I ask for your savestates link, if there is any...
Joined: 5/4/2005
Posts: 20
It's in this thread, look for it.
[URL=http://www.sererre.net/dd/]daily deviations[/URL]
Joined: 1/31/2005
Posts: 121
http://spezzafer.home.att.net/yi_any_worlds.zip You mean this link? But I can't access to it. I have suggested many times about putting savestates to filespace.org, for its availablility for everyone...
Player (36)
Joined: 9/11/2004
Posts: 2623
All you had to say is "My ISP seems to hate your website, can someone mirror it?" filespace.org, for all its crap, is crap for crap. http://www.nerdparadise.com/crap/Omni/yi.zip EDIT: Sorry Channel, it's late, I'm tired and I just realized that I made 3 typos in the message, completely unacceptable.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 1/31/2005
Posts: 121
Yes, you are right... But Omni, even "my ISP seems to hate your website"--http://www.nerdparadise.com ,"can someone mirror it?" I know it's troublesome for the movie maker, so I just suggest about it. If nobody has such a problem except me, I would feel sorry for it. Since my ISP is that strict, so filespace.org might be better?
Player (36)
Joined: 9/11/2004
Posts: 2623
Fine fine fine, http://fast.filespace.org/OmnipotentEntity/yi.zip I feel so dirty now.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 1/31/2005
Posts: 121
That's kind of you! I finish seeing it. It's good enough to vote yes.
Former player
Joined: 8/15/2004
Posts: 422
Location: Minnesota
May I suggest to change the title of this movie to Super Mario World 2: Yoshi's Island? SMW2 is alphabetically incorrect and just doesn't look right.
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Ouzo wrote:
May I suggest to change the title of this movie to Super Mario World 2: Yoshi's Island? SMW2 is alphabetically incorrect and just doesn't look right.
I abbreviated it because the long title breaks the layout of the front page of the nesvideos site. It can be changed when it has scrolled off the main page (if I remember) :)
Joined: 6/8/2005
Posts: 236
Location: Madison, Wisconsin
Just...... wow. Amazing. I've NEVER seen a run such as this, and have always wanted to. God, you must have way too much fun juggling enemies and eggs (my favorite parts ^^) I'm not sure how I should appreciate this speed run, it's so damn grand. It *deserves* the recommendation. :) And this thing is really 98 minutes and some change, huh? Didn't seem like it. I was having a blast watching it. Repeatedly. It's not so much that I think it's a fast run, but it's definately more about what you did while you were running it. Just... wow.
Wak
Joined: 4/6/2005
Posts: 3
Location: quebec, canada
hey, i just wanted to congrats you for all your time savers dude ;) after i saw your video, i just bought the game! and i'm currently working on a speedrun with trihex but we just dont know if skipping the scrolling in the very looooong cave is possible without emulation, is that possible?
i would like to die with a computer in my ass hole
Joined: 7/21/2005
Posts: 7
Location: Louisiana, USA
I've been wanted to congratulate you on the awesome run. I'll spare you of all the crap you've heard 100 times already. I recently did a half-baked SDA run of YI. If you care to check it out, it has alot of dimmed down, safer versions of shortcuts I got from you: http://speeddemosarchive.com/YoshisIsland.html I couldn't keep my cousin's GBA Player long, so I was forced to record the run before I was actually ready, or prepared. =\ So I do die more often than I'd like. There's about 10 minutes of mistakes, but for a legit console run, it's still somewhat impressive. I hope to redo my run before the end of '05 with a sub 2 hour run. Oh, and I also outdid David "marshmallow" GIbbons on his 1-1, and 1-2 100% times as well. ;) My last question would be, if you've ever tried a console single segment, what would you think is the best possible time?
Joined: 6/4/2005
Posts: 130
Location: Ontario, Canada
This video is fantastic, but I have a beef with the ending tallys, since they're pretty much unnecessary to the movie and take up a lot of time... Could someone cut those, the intro, and the ending off of the vid and get it to approximately 80 minutes so that it would fit on a VCD? :D I'd do it myself but I don't have the software for it at all.
Joined: 1/11/2005
Posts: 60
My friend ask me one. How do you skip the training? Start - Select? When entering level, how do you skip the title and play before title is finished.
This is my Signature. = 4aa6a32c5eb83ac0ddcbc0039a26b240
Joined: 7/28/2005
Posts: 339
Anyone care to explain the "OH, MY" thing in 3-8 that allowed him to skip the boss?
Former player
Joined: 3/8/2004
Posts: 1107
Anyone care to explain the "OH, MY" thing in 3-8 that allowed him to skip the boss? He shot the boss with an egg if I remember correctly before the boss got a chance to get big. Obviously the "oh my" message proves that it's not a glitch.
Joined: 1/11/2005
Posts: 60
This is what I think. Before Kamek appears... That plant is just a normal piranha plant, which can be killed by just one shooting, if you look at this picture spezzafer is shooting to normal piranha plant to kill it by one shot before Kamek appears, and that nrmal plant grow up to boss.. I hope it's correct..
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Player (36)
Joined: 9/11/2004
Posts: 2623
I think it's an intentional easter egg, because you can't kill Sluggy early, but you should have ample oppertunity to, because it's a similar situation (you run up to the boss).
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Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
OmnipotentEntity wrote:
I think it's an intentional easter egg, because you can't kill Sluggy early, but you should have ample oppertunity to, because it's a similar situation (you run up to the boss).
That's not the reason to think it's intentional... as Michael Fried said, the fact that there is a special message specifically for the event proves that the designers put it there purposely. And, usually even if you could kill the enemy before it gets transformed into a boss, the game would ignore that it happened and make the boss appear anyway, so it's a nice bit of extra interactivity. Sort of like that boss in Gimmick! that you find sleeping if you reach him too fast by a shortcut, and exactly unlike those battles in some RPGs that you're not supposed to win that the game pretends/assumes you lost even if you really did manage to win. (Or, maybe you were just proving yagz wrong, which you did if he meant that it happened that way naturally or due to a bug, but I can't tell if that's what he meant.)