(Link to video)
An update to my previous TAS of Nonsense. This time, instead of 22 exits, it's only 16. Thanks to one of the team members (Jolpengammler/Jolpe) I was able to remove 8 exits, find a faster final level route, and save over 10 minutes. Turns out, Yoshi isn't needed. For 21-exit (The 20th in 22-exit isn't necessary) it is, but otherwise, you can just do a midair to get in the pipe. Also, while doing this, it's worth noting that I realised 10 exit isn't quite possible. You see, the keyhole in the first level (The actual first level) isn't an actual sprite. It is just a graphic to look like a keyhole, since noone should be getting over there anyway. The link to the hack: https://www.smwcentral.net/?p=section&a=details&id=35707

Game objectives

  • Emulator used: BizHawk 2.9.1 (Using BSNESv115+ core)
  • Complete the game as fast as possible

Comments

(Unchanged) This is where I actually know how to do everything in Super Mario World TASing. It is to note that this hack is pretty aware of some glitches so stuff such as walljumps are patched and L/R Scroll is disabled. Therefore some capeless skips aren't possible. There's alot of going back to get a cape as well.

Stage by stage comments

Angry parachutes

The only difference is better 6/5s and only one midair, so still nothing groundbreaking

Getting Closure (Secret exit)

No notes this time, since it's just hopping glitch through the whole level

Casual Athletic

Just some messing around while trying to get the two capes then die

Yoshi's Vineyard (Secret exit)

Only difference here is we're not instantly equipped with the cape, and we have no Yoshi so we do a midair instead.

Distress on Demand! (Secret exit)

The 6/5 is (NO LONGER) used to avoid first a jumping chuck that is nearly impossible to keep 49 speed with and (NOW ONLY) to wait for a flying koopa to get in place to be able to jump the wall.

Wet Floor (Secret exit)

(Unchanged besides small optimisations) There's alot of waiting in this level as big mario(Required for the secret exit,) and I personally don't like it too much

Alpine Leap

(Unchanged) This level is easy, however upon getting the cape, some things aren't as normal. Most notably, the inability to to a reverse dive (L and R while facing left.) I have to warn anyone that does this level, that it's pretty complex. While you can just remap Left and Right after doing the double jump, it's still weird.

The Sempiternity of the Void

Huge and insanely precise optimisations in this level however still annoying as ever to do

even a crew will suffer severely

Now speed is not what I was focusing on in this section the first time I did it, but rather not dying. After actually optimising to the best of my ability, as it turns out, most of the previously "impossible" parts are now possible! For example, the start room. By doing a spin jump in the start to turn left and doing only normal jumps from there, the camera takes a while to actually start moving, delaying the spawn of the Dino Rhinos, allowing you to enter the door without touching the one guarding the door. Also I optimised the boss by manipulating RNG to get attacks that won't force me to wait longer than the frame the boss can be hit

Yoshi's Vineyard 2

Since we can't Start-select out of the level we get the cape in, we must first get the fire flower to lose

Casual Athletic 2

The reason we got the fire flower is so that when we get the cape, we can release the fire flower from the reserve box, collect the flower putting the feather in our reserve box, and dying to save all the time from the autoscroller. All this will cause us to only lose the fire flower and we can keep the feather.

Angry Parachutes (Frozen) (Secret exit)

We can't instantly go under the level since we don't enter the level with the cape on, so it takes some time before we actually take flight.

CUSTOM SPRITE

(Unchanged) This level uses a gimmick that doesn't mess you up too much. All you really have to do is keep flight while avoiding going off the top of the screen at certain spots when the sprite launches you upwards. At the end you can launch into the munchers since it's the end.

Motion Slickness

(Unchanged besides a few optimisations) Pretty much your average Kaizo: Intermediate-Expert so not too many breaks that I am aware of. There's a tad bit of stalling to wait for some of the Lava Lotuses to shoot.

Non Compos Mentis (Secret exit)

Getting the mushroom and cape here is actually faster than going back to CUSTOM SPRITE to get a mushroom.

K2

Found a way faster route to do this level

Mario's Machine-Like Manor

You don't need the secret exit for the normal exit. Also the doors aren't RNG they change every frame so stalling until getting the perfect rooms is needed

Fish Hell Ice Show 2

Getting the cape will make the final level a lots faster

Face the Bitter Cold of Bowser's Castle!

The previous route I had here was improved thanks to Jolpe, So now, it is 2 -> 5 -> 11 -> 18 -> 21 -> 24. The only difference in this route is the 5 instead of 6. The reason behind this is you build up P-Speed in both of them anyway and room 5 has less screens, making it way faster. You can hear the huge difference in the part right before the boss when the level music ends.

Face the Bitter Cold of Bowser's Castle! (Boss)

So some RNG manipulation is involved here to avoid getting too many attacks that cause bowser to retreat. To manipulate RNG here, just wait two frames before firing the hammer. On the first one it's easy to see if you get any attacks that make bowser retreat, since RNG doesn't ever advance. However, getting into the second and third mini-boss, RNG is always advancing, making it harder to determine.

Other comments

In total, the entire TAS saves 37212 frames (Or 10:20.2) This has quite a bit of under the level so it might not be insanely entertaining to watch

InfoTeddy: Claiming for judging.
InfoTeddy: What a delight to watch! I didn't mind the flying under the level. This is a beautifully executed and optimized TAS, especially for such a brutal hack. Accepting to Standard.
(Minor correction to goal: "16 exits" instead of "16-exit".)
fsvgm777: Processing.
Also changed the branch to "warps" to be more consistent with other SMW TASes published on this site.

TASVideoAgent
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This topic is for the purpose of discussing #8907: Suru486's SNES Nonsense "warps" in 25:17.25
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [5853] SNES Nonsense "warps" by Suru486 in 25:17.25