This is a ‘glitched’ any% TAS of Super Mario World 2 - Yoshi’s Island for the SNES. This run improves Deign’s previous run by a total of 205 frames (3.416 seconds), thanks to the discoveries of new tricks and strategies, and better overall optimisation.
  • Emulator used: Snes9x v1.43+ v10
  • Use WIP1 Timing (Yes)
  • Allow Left+Right / Up+Down (Yes)
  • Volume Envelope Height Reading (No)
  • Fake Mute desync workaround (No)
  • Sync samples with sound CPU (No)

Movie Information:

This movie:
  • Aims for fastest time
  • Uses death as a shortcut
  • Abuses programming errors in the game
  • Manipulates luck

New Tricks

767 (Increasing Yoshi’s average speed with slopes)

This isn’t strictly ‘new’ as it was used slightly in Deign’s run. However, this run abuses it a lot more. While running, Yoshi’s speed oscillates between 3 values: the high, the low and the average. From optimal acceleration, Yoshi ends up with a speed of 760, which is the highest attainable 'normal' speed on flat levels. Sometimes when jumping, Yoshi’s speed drops to 752, so speed should be monitored during every jump. Slopes have the odd ability to change Yoshi’s average speed (and the high and low, respectively) from anywhere between 752 and 767. This is achieved by either running onto a slope and jumping off it, or jumping on a slope and jumping off on the first frame in which Yoshi does not enter the ‘flutter’ animation for one frame (usually the 2nd frame he can jump). Different positions on a slope give different speeds, but being the highest, 767 should be aimed for. If 767 isn’t possible, the next highest value from the slope should be used.

1/1 Running:

This trick is similar to 1/1 swimming in Super Mario World, but can be abused more in this game. Constantly alternating between left and right takes the current speed Yoshi has and essentially makes it the high value of Yoshi’s oscillation. It then oscillates that speed with whatever is lower than it by 56.
Pressing left for a frame while running makes Yoshi’s speed shoot up to values in the 800s for a few frames. The game then averages out Yoshi's speed by lowering it to values in the 600s and low 700s for a few frames. However, if 1/1 is used while Yoshi’s speed is in the 800s, it takes that and oscillates it between a still relatively high value. If Yoshi has a speed of 760, he can 1/1 between 816 and 760, giving 788. If Yoshi has a speed of 767, he can 1/1 between 823 and 767, giving 795.

Other Improvements

Bowser Fight #1
This was the original reason for making this run. The new strategy involves jumping on Baby Bowser as soon as possible to quickly stun him before he is able to jump again. This allows Yoshi to ground pound the floor and damage him sooner. This saved roughly a second.
Bowser Fight #2
The 3rd shot was timed so that a perfectly timed 4th shot hits Bowser exactly as he recovers the from the 3rd shot. This meant Bowser was closer to Yoshi for the final 3 shots.
Enjoy!

mmbossman: Excellent and well thought-out improvement. Gladly accepting as an improvement to the published run.

Chaosv1: Encoding...

BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Will watch tonight. ALSO: If you don't do the 100% run, do the Kamek's Revenge hack.
Previous Name: boct1584
Active player (277)
Joined: 5/29/2004
Posts: 5712
Wait, did we want to do 100% on the Game Boy Advance version for the extra levels?
put yourself in my rocketpack if that poochie is one outrageous dude
Player (120)
Joined: 2/11/2007
Posts: 1522
dude, somebody gave yoshi too many cookies again
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
Joined: 5/2/2009
Posts: 656
Bag of Magic Food wrote:
Wait, did we want to do 100% on the Game Boy Advance version for the extra levels?
That's actually an excellent question Voting for GBA
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =) (ノಥ益ಥ)ノ
Joined: 4/3/2006
Posts: 269
I thought the previous glitched run was fast... until I saw this. Awesome run! Yes vote obviously! Please start on the 100% run immediately! :-)
Active player (497)
Joined: 11/19/2007
Posts: 128
So I took another shot at the fight and I don't think I can improve it any more. I tried employing the same tactic that I used with the 3rd and 4th eggs with the 5th and 6th, but there wasn't enough time for it to be worth it. Delaying the 5th as much as possible would also likely end up being slower than just firing it right away. So... no changes needed. :)
Kyrsimys wrote:
I WILL VOTE YES ON THE CONDITION THAT YOU START WORKING ON A 100% RUN IMMEDIATELY.
moozooh wrote:
Yes vote, and DO 100% RUN PLEASE VERY PLEASE PLEASE.
Captain Forehead wrote:
Uhhhh...can you say yes pleeeaaasse. 100% run please.
OmegaWatcher wrote:
Joining the crowd.
Nicos wrote:
count me in for the 100%
TRT wrote:
As for the 100% run, as long as it gets done in the same entertaining fashion as this run, I'm not complaining.
Dooty wrote:
Eggcellent, the other six are right, one hundred per cent please...
minglw wrote:
Please start on the 100% run immediately! :-)
Okay.
Joined: 5/2/2009
Posts: 656
NxCy wrote:
Okay.
YES. By the way, Bag of Magic Food has a good point. Are you going to try the SNES or the GBA version?
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =) (ノಥ益ಥ)ノ
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Somehow, suffering more levels of the GBA's inferior graphics and annoying sounds makes it an incredibly obvious choice to use SNES version.
Homepage ☣ Retired
Joined: 7/2/2007
Posts: 3960
I'm inclined to agree with ComicalFlop here. More levels does not necessarily mean more better in this case. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
The entertainment value on the GBA might increased in content (more levels) but more likely to be decreased with inferior graphics, resolution and sound. Not to forget that Yoshi has his tradmark grunts ('hap', 'hop', 'hey ha') which will be annoying after 100 minutes of gameplay.
greenalink.blogspot.com
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Yup, if there is a 100% run made and it's not on the SNES version, I'm gonna be one dissatisfied customer.
Active player (277)
Joined: 5/29/2004
Posts: 5712
Okay, then do both?
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 6/4/2009
Posts: 893
Bag of Magic Food wrote:
Okay, then do both?
and i want them made and submited simultanously and done with one hand in your back ! j/k thank you very much if you accept, gba sound's doesn't bother me + the new levels interest me ...
Joined: 4/2/2008
Posts: 103
Location: The Netherlands
I'm interested in the new levels but I agree with the others that the trade-off might be too much. Never cared for Yoshi's 'new' sounds either.
Editor, Active player (429)
Joined: 9/29/2008
Posts: 706
Location: Canada
Plus it wouldn't really make sense having an any% on the SNES version and a 100% on the GBA version.
Active player (277)
Joined: 5/29/2004
Posts: 5712
Aw, phooey. I thought it would be neater to demonstrate different versions of games.
put yourself in my rocketpack if that poochie is one outrageous dude
Editor, Active player (429)
Joined: 9/29/2008
Posts: 706
Location: Canada
Well I am personally not familiar with the versions, but according to people the GBA version has worse quality and sound and an annoying yoshi noise which is worse than a few extra levels IMO.
Joined: 3/11/2008
Posts: 583
Location: USA
100% snes, and from-SRAM or somesuch for extra levels on GBA, then? And yes, you will hit a Toadie if you aim too far up, rather than it bothering with the absurd arc.
Joined: 4/2/2008
Posts: 103
Location: The Netherlands
eternaljwh wrote:
100% snes, and from-SRAM or somesuch for extra levels on GBA, then?
That could work, demonstration run but link to it in 100% SNES' description.
Banned User
Joined: 8/2/2008
Posts: 420
Location: italy
eternaljwh wrote:
100% snes, and from-SRAM or somesuch for extra levels on GBA, then?
I agree with this statement. And yes vote, though I think it doesn't really matter at this point :)
Gone.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14884
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1314] SNES Super Mario World 2: Yoshi's Island "warp glitch" by NxCy in 06:08.02
Joined: 11/20/2007
Posts: 22
So excellent! Also, hitting Kamek with the last egg right before the bigbowser fight: awesome.