Emulator used: SNES9x 1.43 v12 (compatible with v9-11)
Use WIP1 Timing - on
Allow Left+Right/Up+Down - on
Volume Envelope Height Reading - off
Fake Mute desync Workaround - on
Sync samples with sound CPU - off
Hello, this is my first submission and here is an improvement of 123 frames to the previous movie (and 65 frames to the cancelled one). This run will look somewhat different from the existing movies. This is because including corner-boosts causes a change of fadeout lag and the previous score route then fails to be the best. I give a level-by-level comparison to the previous movie as follows:
Yoshi's Island 2
1 frame faster by corner-boosting.
Yoshi's Island 3
1 frame faster by corner-boosting.
Yoshi's Island 4
1 frame faster by using -1 trick and corner-boosting. 3 frames gained from reducing lag around shell-jumping.
#1 Iggy's Castle
4 frames gained from a better way of jumping off the P-switch. 4 frames faster on the boss fight due to a different beginning strategy.
Donut Plains 1
2 frames gained from a better way of grabbing the feather. 1 frame faster by dropping and regrabbing the key before getting to the keyhole.
Donut Secret 1
11 frames faster by using 1/1 swimming. 5 frames gained from a different strategy to grab the shell. 2 frames gained from a better way to drop and regrab the shell when mario swims upwards.
Donut Secret House
20 frames gained from a better way of passing through the stairs. 1 frame gained by corner boosting and 5 frames gained from turning around faster after grabbing the P-swicth. 2 frames gained by reducing lag at the end of the Big boo fight.
Star World 1
2 frames faster by using -1 trick near the key.
Star World 2
10 frames gained by using 1/1 swimming.
Star World 3
1 frame faster by using Left+Right when changing flight direction. 1 more frame gained by dropping and regrabbing the key before getting to the keyhole.
5 frames gained in total by using -1 trick. 10 frames gained by reducing lag in the dark room.
19 frames "faster" by using a different strategy that hits Bowser on the same frame, but allows the input to be stopped earlier.
Also gained 12 more frames in different map transition and level transition frame amounts.
-1 trick is, roughly speaking, a way to run to sprinting speed slightly faster.
Thanks to inichi and ISM for their suggestive advice and demos, and thanks to ITK for the discovery of corner-boosting on land though it'd been forgotten for a long time.
I'm also much grateful to skamastaG for his continuous support and giving me a chance to TAS this game.
Bisqwit: Nice entertainment, nice improvement and nice submission text. Accepting for publication, and taking for processing.
Editor, Experienced Forum User, Experienced player
Location: Massachussetts, USA
yay+ yes vote for movie being awesome, boo for it getting on the site faster than it needed to. Seriously, kittens die when that happens.
Think of the kittens you trigger happy publishers. You have their untimely demises on your hands.
I noticed that the AVI was encoded with the input display. Normally when I play a movie back on an emu I have the input display on, this is because it helps me judge the movie better. To a certain extent it is enjoyable, but heres where the problems start.
Firstly by encoding it into the AVI it makes it madatory for everyone to watch, where in the case of watching a .smv its optional. This becomes a horrible distraction as it becomes confusing where my attention is supposed to be. Am I supposed to be watching the action on screen or the input display in the bottlom left corner? There are plenty of other movies which have input animation on the site but why is it so speacial in this case? If it was for something like a duo, quad or decahedron run it might make sense to have an input display as the concept is made more clear to the viewer.
EDIT: Also the AVI the only goes partway through the credits
Great work Mr!
Everytime I think this movie has become optimal I get proven wrong :)
As for the input animation in the AVI... it's small size does not obscure the gameplay and it easily identifies the gameplay as coming from an emulator.
I don't really see a demand for the video without the input... if you want you can alway place another window in from of the video to obscure that small section.
This signature is much better than its previous version.
Thank you Mister for the very enjoyable run!
The input animations are nice.
The AVI should definitely include the input as a few has mentioned.
For the Big Boo fight, is there an invisible platform at the top to allow Mario fly across horizontally to the right?
Wondering what's Mister's next project...
I think we unofficially coined the term "wallsnag." This can also occasional happen when spin flying and you swoop down adjacent to a wall, and you get forced to change your flight type to normal flying. Unintentional wallsnags can be annoying. Just try it out in C#4:
Location: Japan, Sapporo
I used in the Big Boo fight (and the Bowser fight) "continuous air-catch" discovered by ISM. It's a little complicated to explain in details (here's ISM's detailed explanation, but it's written in Japanese).
If a higher air-catch is cancelled by making horizontal velocity 0 or less (relative to the direction mario is facing), then by making velocity positive we get a higher air-catch again. Iterating this process, mario catches air continuously. With this trick, we can easily get a "fly stuck to the ceiling" from a lower position.
Retired because of that deletion event.
Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"