Joined: 12/6/2008
Posts: 1193
You mean dropping yoshi left of the pipe so that he swallows the coin through the pipe, while you continue momentum into the stone? That does sound interesting, if it's possible... Edit: The coin does fall awfully slow... I guess if you were to release the red shell a lot sooner, so it can catch the flower when it's coming out of the pipe, then jump the rest of the way, use yoshis swallow in a jump, catapult yourself off of him furing that jump, directly into that stone, that might work... or not. :D
Joined: 7/26/2006
Posts: 1215
Slowking wrote:
Edit: The coin does fall awfully slow... I guess if you were to release the red shell a lot sooner, so it can catch the flower when it's coming out of the pipe, then jump the rest of the way, use yoshis swallow in a jump, catapult yourself off of him furing that jump, directly into that stone, that might work... or not. :D
The red shell fire is pretty slow compared to sprint speed, so hoping to get the piranha plant before it's high up would involve slowing down too much before the piranha spawns and would likely waste more time than waiting for the coin to fall slowly, unless an L camera scroll helped. ...However, that makes me wonder if we fly high enough and kill the piranha with the downward-diagonal red shell fireball, maybe that might allow for quicker coin grabbing. If it's too quick, we can always use R to force the camera to scroll for an early chuck spawn. I'm pretty sure the optimal strat for getting the reserve goal sphere here involves either a diagonal red shell fireball, some forced camera shifting, or both.
Joined: 9/12/2009
Posts: 42
bkDJ wrote:
Slowking wrote:
Edit: The coin does fall awfully slow... I guess if you were to release the red shell a lot sooner, so it can catch the flower when it's coming out of the pipe, then jump the rest of the way, use yoshis swallow in a jump, catapult yourself off of him furing that jump, directly into that stone, that might work... or not. :D
The red shell fire is pretty slow compared to sprint speed, so hoping to get the piranha plant before it's high up would involve slowing down too much before the piranha spawns and would likely waste more time than waiting for the coin to fall slowly, unless an L camera scroll helped. ...However, that makes me wonder if we fly high enough and kill the piranha with the downward-diagonal red shell fireball, maybe that might allow for quicker coin grabbing. If it's too quick, we can always use R to force the camera to scroll for an early chuck spawn. I'm pretty sure the optimal route involves either a diagonal red shell fireball, some forced camera shifting, or both.
If forced scrolling brings up the chuck and works then its possible if you did this that you might be able to 1. fly up 2. spit diagonal fireball mid air 3. shoot tongue mid air 4. dismount mid air 5. scroll to swallow coin + eat chuck 6. then land straight into the nearside of the pipe to die (without even having to go forward more to die at the stone) That's if you don't need to fireball the rex to make this happen, and you can successfully spin jump into the pipe I guess?
Masterjun
He/Him
Site Developer, Skilled player (1987)
Joined: 10/12/2010
Posts: 1185
Location: Germany
braindx wrote:
1. fly up 2. spit diagonal fireball mid air 3. shoot tongue mid air 4. dismount mid air 5. scroll to swallow coin + eat chuck 6. then land straight into the nearside of the pipe to die (without even having to go forward more to die at the stone)
that wont work, because you have to get the coin while its on yoshis tongue, and if you dismount in mid air, you wont get the coin, because you jump too high
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Joined: 11/26/2010
Posts: 454
Location: New York, US
This glitch is incredible!!! I can't believe something like that actually exists. Just one question since I haven't been completely following the thread. Who founded it? Anyway I hope you guys find a way to sup 10 min!!! Honestly even if you don't this will be a great candidate for TAS of the year!!! Good Luck with the rest of the run guys!!!
My name is Forensics.
Masterjun
He/Him
Site Developer, Skilled player (1987)
Joined: 10/12/2010
Posts: 1185
Location: Germany
lxx4xNx6xxl wrote:
Just one question since I haven't been completely following the thread. Who founded it?
bahamete wrote:
Well, nathanisbored has just discovered the craziest glitch ever.
Link to video
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Joined: 11/26/2010
Posts: 454
Location: New York, US
Thanks for the information Masterjun, I really appreciate it!!!
My name is Forensics.
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
I attacked yi1 again in a different way which I thought of when I was in the bathroom. http://dehacked.2y.net/microstorage.php/info/1038904130/smw-yi1test2.3.smv This is like 41 frames faster in yi1 than Masterjun's test. So we are now very close to the 10 minutes mark! I guess it's still improvable. To understand this strategy, one should know first that a mushroom (or fireflower) from the reserved box is still active even when it's in the offscreen. So you need four reserved mushrooms to fill sprite slots #08-#11. To do this you may think of the double-eat glitch. But the rule of the double-eat glitch is rather solid: for example, when double-eating a reserved mushroom (in #11), releasing a reserved mushroom between grabbing a mushroom (fisrt time) and swalloing (second time) gives nothing, because they are all in the same slot #11. But you can avoid this by using another sprite from a block: in the movie (around at frame 1400), a 1-up appears in slot #09 then a reserved mushroom appears in #08(!). After the 1-up mushroom is inactive, the reserved mushroom is duplicated. At this time, the latter reserved mushroom appears in #09 and the empty mushroom on the tongue is in #08, so no collision happens, meaning the mushroom #09 is never attracted to the tongue. Of course, in the case of the mushroom behind the grass, you don't need such a tricky process. Anyway it looks so entertaining, doesn't it? ;)
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
dnnzao
He/Him
Former player
Joined: 11/5/2010
Posts: 90
Location: Toronto, ON
Mister wrote:
I attacked yi1 again in a different way which I thought of when I was in the bathroom.
>Shit!
sorry my bad english... - Finished projects: Super Demo World any% - SMW Hack - Dropped projecs: Super Demo World All Exits - SMW Hack Super Mario World All Exits
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
Mister wrote:
I attacked yi1 again in a different way which I thought of when I was in the bathroom. http://dehacked.2y.net/microstorage.php/info/1038904130/smw-yi1test2.3.smv This is like 41 frames faster in yi1 than Masterjun's test. So we are now very close to the 10 minutes mark! I guess it's still improvable. To understand this strategy, one should know first that a mushroom (or fireflower) from the reserved box is still active even when it's in the offscreen. So you need four reserved mushrooms to fill sprite slots #08-#11. To do this you may think of the double-eat glitch. But the rule of the double-eat glitch is rather solid: for example, when double-eating a reserved mushroom (in #11), releasing a reserved mushroom between grabbing a mushroom (fisrt time) and swalloing (second time) gives nothing, because they are all in the same slot #11. But you can avoid this by using another sprite from a block: in the movie (around at frame 1400), a 1-up appears in slot #09 then a reserved mushroom appears in #08(!). After the 1-up mushroom is inactive, the reserved mushroom is duplicated. At this time, the latter reserved mushroom appears in #09 and the empty mushroom on the tongue is in #08, so no collision happens, meaning the mushroom #09 is never attracted to the tongue. Of course, in the case of the mushroom behind the grass, you don't need such a tricky process. Anyway it looks so entertaining, doesn't it? ;)
That was one of the most amazing thing I've ever seen. Good lord. Mister you're not human it's impossible. Sub 10 is not a dream anymore.
Joined: 7/26/2006
Posts: 1215
Wow, Mister! Now taking your latest yi1 (early forced camera shift seemed to help :D ), yesterday's yi4, and yi3's modified ending to keep yoshi from 2 days ago, the testruns are 1235 frames ahead of the published run. Which means that, if the rest of the run isn't slowed down by starting dp1 small, the run's maximum time would be 10 minutes and 1 frame!
Masterjun
He/Him
Site Developer, Skilled player (1987)
Joined: 10/12/2010
Posts: 1185
Location: Germany
nice mister, i made a(nother) new smv: http://dehacked.2y.net/microstorage.php/info/636835003/smw%20world%201%20%5B5.11.11%5D.smv we are now exactly 1236 frames better :D
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
dnnzao
He/Him
Former player
Joined: 11/5/2010
Posts: 90
Location: Toronto, ON
Masterjun wrote:
nice mister, i made a(nother) new smv: http://dehacked.2y.net/microstorage.php/info/636835003/smw%20world%201%20%5B5.11.11%5D.smv we are now exactly 1236 frames better :D
Is this with all the lag frames worked on? I mean, lag due to score, rings, and in-level lag frames... EDIT: Over world lag and in-level lag.
sorry my bad english... - Finished projects: Super Demo World any% - SMW Hack - Dropped projecs: Super Demo World All Exits - SMW Hack Super Mario World All Exits
Joined: 7/26/2006
Posts: 1215
dnnzao wrote:
Masterjun wrote:
we are now exactly 1236 frames better :D
Is this with all the lag frames worked on?.
I'm going to say... no, since Masterjun loses 2 more frames than before after dying in yi1, though he gains both back during the yi4 fadeout, heh. And he was 1 frame ahead when yi1 started so this is actually 1235 frames better than pub (I compare to when the mario sprite disappears on the overworld before the save/quit dialog: 12487 vs 13722. Please correct me if I'm doing that wrong.) :/ EDIT: I see that dp1 starts 1 frame sooner, so whoops, 1236 is correct :)
Masterjun
He/Him
Site Developer, Skilled player (1987)
Joined: 10/12/2010
Posts: 1185
Location: Germany
bkDJ wrote:
dnnzao wrote:
Masterjun wrote:
we are now exactly 1236 frames better :D
Is this with all the lag frames worked on?.
I'm going to say... no, since Masterjun loses 2 more frames than before after dying in yi1, though he gains both back during the yi4 fadeout, heh. And he was 1 frame ahead when yi1 started so this is actually 1235 frames better than pub (I compare to when the mario sprite disappears on the overworld before the save/quit dialog: 12487 vs 13722. Please correct me if I'm doing that wrong.) :/
i just know that over my last run i: - gained 3 frames in YI3 (1 in the fly to the sky level, and 2 for exiting it) - lost 2 frames at start of YI1 (1 because of lag, and 1 because i had to start the level 1 frame later because of frame rules) - gained 38 frames because of the new strategy in YI1 - gained 2 frames after YI4 because of lag - gained 1 frame at start of DP1 because of lag
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Expert player (2567)
Joined: 12/23/2007
Posts: 830
Pure magic, Mister! I'm deeply impressed! Looking forward to see sub 10! By the way, could there be a way to hold the item while getting the cape? In that way we may use it to skip the final Bowser.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Joined: 5/12/2009
Posts: 748
Location: Brazil
Unfortunatelly, using the goal sphere in Bowser castle doesn't trigger the credits, the goal sphere just brings mario to the overworld map. If it doesn't trigger the credits, the game is not beaten.
Expert player (2567)
Joined: 12/23/2007
Posts: 830
Wow. Thanks for telling me that.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Joined: 11/26/2010
Posts: 454
Location: New York, US
What an incredible optimization you found, you guys just keep impressing me!!! Great Job!!!
My name is Forensics.
Skilled player (1652)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Eye Of The Beholder wrote:
Unfortunatelly, using the goal sphere in Bowser castle doesn't trigger the credits, the goal sphere just brings mario to the overworld map. If it doesn't trigger the credits, the game is not beaten.
I tested it - and interestingly, it does let you exit bowsers level with start+select. Just a thought - YI3 is always done before YI1 because of yoshi... but if you exit the level instead of dying, there would be less backtracking. How much time is lost completing the level instead of dying?
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Joined: 11/26/2010
Posts: 454
Location: New York, US
Quick question. Can you die after you do the Goal Glitch in the first castle? Also if you can what would happen?
My name is Forensics.
Joined: 12/22/2009
Posts: 291
Location: Michigan
lxx4xNx6xxl wrote:
Quick question. Can you die after you do the Goal Glitch in the first castle? Also if you can what would happen?
You mean like fall into the lava during the victory walk? If so, you'd just die. The next event isn't triggered until after fadeout, so you can't shortcut that. On a related note, I discovered that if you die right after pressing a switch palace switch, you can skip the whole message thing and go right back to the overworld; events work fine too.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Joined: 11/26/2010
Posts: 454
Location: New York, US
What would happen if you get a Game Over screen after you Goal Glitch? I was thinking something weird might happen like triggering the credits. Probably not, but worth trying I believe.
My name is Forensics.
Joined: 5/12/2009
Posts: 748
Location: Brazil
DarkKobold wrote:
Just a thought - YI3 is always done before YI1 because of yoshi... but if you exit the level instead of dying, there would be less backtracking. How much time is lost completing the level instead of dying?
Iirc, the problem is once you complete the level, you have to wait for the dark screen animation before going to overworld map and then Mario automatically goes to the Switch Palace, so if you complete the level you have to wait for him to go all the way up to the second map screen before beeing able to proceed in Iggi's castle direction. Edit: Btw, the new strategy for yi1 is amazing! Also, this new run, tradding Iggi's castle for YI1 is more entertaining for me, maybe because i've always watched Iggi's castle beeing TASed before in any% and YI1 is new, but for me there's no loss in entertainment.
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
DarkKobold wrote:
Eye Of The Beholder wrote:
Unfortunatelly, using the goal sphere in Bowser castle doesn't trigger the credits, the goal sphere just brings mario to the overworld map. If it doesn't trigger the credits, the game is not beaten.
I tested it - and interestingly, it does let you exit bowsers level with start+select. Just a thought - YI3 is always done before YI1 because of yoshi... but if you exit the level instead of dying, there would be less backtracking. How much time is lost completing the level instead of dying?
Yeah as Eye of the beholder said, you got the level ending animation, Mario going all the way to the switch palace, then you need to go back down. I don't have precise numbers but it's around 1000 frames slower than just doing YI3 first and die.