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#639231017940086863 - Super Paper Mario "maximum coins" LOTAD

Super_Paper_Mario_999_coins_LOTAD_v1.dtm
In 16:41.683 (60101 frames), 4225 rerecords
8 downloads
Uploaded 11 days ago by mohoc (see all 30)
This is my first Super Paper Mario movie here. Far from being a final product, but I hope that you will enjoy it!

File info

  • Game version: US (1.0)
    • SHA1: 441c05ddd378ced5ef3b0f610a20f9a499f75ab0
    • MD5: fe441d77d5cb9a7f01de954e84e6ca49
  • Vi frame count: 59626
  • Lag frames: 9
  • RNG manipulation: around a hundred frames

Emulator settings

  • Dolphin 5.0 with Lua Core v4.3 by MikeXander (syncs on 5.0 stable)
  • Dual Core: off
  • Idle Skipping: off
  • JIT Recompiler
  • DSP HLE emulation
  • Wii aspect ratio: 16:9
  • Disable Bounding Box: off
  • No GameCube Controller, one Emulated Wiimote WITH a Nunchuck extension

General info

This is "maximum coins" (a.k.a. "999 coins"), a popular side category in the Super Paper Mario speedrunning community. Starting from a new file, the goal is to reach 999 coins as quickly as possible.
To my knowledge, this is the first full TAS attempt of this category. The primary goal was to investigate the potential of a new route idea. Additionally, this was an opportunity for me to get more familiar with the movement and the RNG in this game.

The route

  • In 1-1 learn the flip ability, get an item selling around 15 coins (here a Shroom Shake) and get roughly 90 "raw" coins.
    • Coin block trick by Igrmi.
  • Use the Return Pipe and head to Flipside Outskirts using the Lineland Door Clip.
  • Head to the lowest Flipside Outskirts floor (B2) and get the HP Plus (400 of selling value).
    • There are up to 11 coin drop opportunities on the way.
    • When leaving this room, you should have (at least) 98 coins.
  • Head to the arcade via Flipside B1. Buy 30 Flipside tokens for 90 coins and redeem them for 6 Mystery Boxes.
  • Head to Saffron's restaurant in Flipside 1st Floor, and cook your 6 Mystery Boxes for Roast Shroom Dishes (2% chance and 96 of selling value each, 576 of total selling value).
    • The Mystery Box cooking outcome is available at address 0x807B760E in the US 1.0 version, and is decided right when the last text box before the cooking cutscene is closed (item IDs available here).
  • Head to the Flipside shop in Flipside 2nd floor. Sell everything.

Known improvements

There are three easy improvements which could be made right away (and which justify the "LOTAD" label):
  • First, it is faster by a few seconds to get a Shroom Shake from an item drop instead picking it up at Bestovius' house. I know that there are existing tools to , but I did not have one readily available when making this movie. This was the only instance of a potentially useful item drop in the route, so I preferred not to bother with it.
  • Second, 3D movement is unpolished. I did not bother making diagonal movement as "straight" as possible, and I did not go for the 3D wall hugging speedup tech (which is similar to Paper Mario: The Thousand Year Door, for those who are familiar with it). While this would only save a handful of frames, such time save is easy to get (just more time consuming).
  • Third, cooking manipulation can be improved by a lot. In this movie, it accounts for 85 of the roughly 100 total frames spent in RNG manipulation, versus about 10 frames for coin drops and 4 frames for the Happy Flower. Weirdly enough, in this game text boxes call RNG every frame. And conveniently, there is a skippable text box during the cooking cutscene, which can be made visble from half a second to four seconds. So, for all but the first Mystery Box, this opens up about two hundred scenarios with zero time loss for a 1 in 50 chance outcome. Thus there is good hope to bring the time investment for cooking manipulation close to zero frames, and save a second and a half as a result.

Potential improvements

With the current route, the main elephant in the room is Happy Flower manipulation (the yellow flower which triggers a rain of coins). From an initial investigation (shoutouts to Yme), exactly 30 coins are spawned with pseudo-random coordinates and falling speed. Additionally, each coin has a 5% chance of becoming a big coin, worth 3 coins instead of 1. This sets the maximum number of potential coins as 90, which is pretty what we need in this route. Ideally, this could save up to fiftten seconds. Other improvements include a more reliable way to get coin drops (e.g., with a script to visualize/anticipate when enemies will drop coins) and clipping out-of-bounds from the right side of the corridor in Flipside B2 Outskirts instead of the left side.
Now, it is worth noting that we are one wall clip away from a much faster route. This would involve the catch card shop located at the background layer of Flipside 1st Floor. There, you can buy boosters for 10 coins each and sell your cards. On top of several chests with rare cards in Flipside easily accessible with small detours, it is possible to manipulate what you get from booster packs. Although most cards can only appear in boosters when you advance the story enough, the Amayzee Dayzee and Mega Koopa cards are availalble from the get go, and you can sell them for 300 and 100 coins respectively. So the route would be to leave 1-1 as soon as you learn the flip ability, perform the Lineland Door Clip, get a few starting coins in 1-1 and Flipside from coin drops or rare card chests, head to the catch card shop, manipulate booster pack outcomes until you maximize your coin count.
With current techniques, we are 0.07 units away from clipping into the background wall (for the sake of comparison, the width of Mario's hitbox is 20 units). And this has been the case for a few years now. So we are both close and far from making this route a reality.

#638921841224795416 - Beyblade VForce: Ultimate Blader Jam v1.0

baseline_v1.bk2
In 18:19.577 (65675 frames), 14131 rerecords
180 downloads
Uploaded 8/30/2025 8:55 PM by mohoc (see all 30)
This is a revised and completed version of the 2019 TAS by LennartSpdrn. It now completes all seven bonus rounds and thus reaches the end credits. Additionally, two levels have been improved (3-1, 5-1).
Since 80% of the inputs came from LennartSpdrn's TAS, I preferred to call this a "legacy" TAS. I do intend to come back to this project and thoroughly improve this movie in the future.
Finally, note that the mGBA core produces slightly different loading times compared to the BizHawk version on which the original movie was made (2.2.2). As such, the original movie has been first resynced to work on BizHawk 2.10. The comprehensive list of changes is available here: https://docs.google.com/spreadsheets/d/1yKCv9pPghkUfjz_AqrTqw6RxJH0kKBb8kNbluk6KGzA/edit?gid=2032636381
All input files (the resync, this TAS and future versions) are available here: https://github.com/mohoc/VForceTAS

#638721413969743061 - Minor edit: Flash Escape the 13th Floor

escapethe13thfloor-flash-tas-curhob-cropped.ltm
In 00:30.000 (960 frames), 289 rerecords
297 downloads
Uploaded 1/10/2025 9:29 PM by mohoc (see all 30)

#638705097882386416 - Minor edit: GBA Pokémon: Ruby and Sapphire Version "Co-op Diploma" by gabraltar & Fortranm

thing1_truncated.gbmv
In 4:36:11.680 (989785 frames), 97711 rerecords
341 downloads
Uploaded 12/23/2024 12:16 AM by mohoc (see all 30)

#638667544697225272 - Rework: The Bowl Is Empty TAS improvement ("long version") by Natetheman223

bowl-is-empty-long_fixed.ltm
In 04:44.467 (17068 frames), 1648 rerecords
342 downloads
Uploaded 11/9/2024 1:07 PM by mohoc (see all 30)
This is a reworked version of this submission by Natetheman223 which properly ends at the final message in the credits as soon as possible (saved 2 frames & cropped unnecessary inputs at the end).

#638658089145926423 - Minor fix: Super Mario Bros. Deluxe "warps" by KingKappa & Denial140

Super Mario Bros. Deluxe - L+R in 457.45 cycle fix.bk2
In 04:57.447 (17814 frames), 2640 rerecords
308 downloads
Uploaded 10/29/2024 2:28 PM by mohoc (see all 30)

#638653234684537309 - Rework: The Bowl Is Empty TAS by Natetheman223 (until final credits prompt)

MTBowl_including_end_credits.ltm
In 04:56.917 (17815 frames), 878 rerecords
302 downloads
Uploaded 10/23/2024 11:37 PM by mohoc (see all 30)

#638653234548162807 - Rework: The Bowl Is Empty TAS by Natetheman223 (until IGT stop)

MTBowlSHORT_fixed.ltm
In 04:07.333 (14840 frames), 880 rerecords
289 downloads
Uploaded 10/23/2024 11:37 PM by mohoc (see all 30)
This is a reworked version of this submission by Natetheman223 which properly ends at IGT stop (i.e. when the screen goes black at the beginning the final cutscene).

#638645327070068529 - Resync: Paper Lily - Chapter 1 TAS by Tegron

PaperLilyCh1_resynced_v1.x86_64.ltm
In 29:12.050 (105123 frames), 2638 rerecords
264 downloads
Uploaded 10/14/2024 7:58 PM by mohoc (see all 30)
This is a slightly reworked version of this submission by Tegron in the hopes of more consistent syncing.

File info

This movie was made on libTAS v1.4.6.
Additional libTAS settings
  • Runtime > Asynchronous events: check XEvents at frame beginning and SDL events at frame beginning.
Additional instructions
  • Pause at frames 2 and 33 for a few seconds so that the clock is guaranteed to disappear at frame 34.
FPS
  • Between 4 and 5 most of the time (i.e. it should take from 7 to 9 hours to go through the whole thing).
Total frames
  • 105123 (+19 from original movie)
Changes made to the submitted movie
  • 32100: 2 blank frames inserted.
    • Reason: late menu thread, prevents loading errors.
  • 33080: 2 blank frames inserted.
    • Reason: late menu thread, prevents loading errors.
  • 39738-39822: fishing timings updated (39752, 39788, 39822 instead of 39738, 39783, 39803).
    • Reason: adapt to different fishing RNG.
  • 39806: 15 blank frames inserted.
    • Reason: adapt to different fishing RNG.
  • 40198: two extra action presses, no insert.
    • Reason: catch the rabbit more consistently.
  • 90607-90720: go exactly the other way (180° symmetry), same death timing.
    • 114 'Right' inputs changed to 'Left', 69 'Down' inputs changed to 'Up'.
    • Reason: adapt to different monster spawn RNG in the third phase of Miss Knives' fight.

Known desyncing factors

General gameplay
  • Solution: in libTAS: Tools > Slow Motion > 12% (i.e. 7.5 FPS max).
Autosaves
  • Solution: in libTAS: Settings > Runtime> Asynchronous events: check XEvents at frame beginning and SDL events at frame beginning.
  • Side effect: max FPS drop to around 5.
Late 'retry' menu threads after intentional deaths
  • Solution: insert two blank frames at least a dozen frames prior to the menuing.
  • Side effect: changes RNG in the later parts of the run (notably the fishing minigame around frame 39700 and the monster spawns in the third phase of Miss Knives' fight).
    • Note 1: when such a delay happens, it seems to be consistently late by two frames.
    • Note 2: there are seven intentional deaths: the three Red traps, the painting chase and the three last phases of Miss Knives' fight. So far I only got delays at the second and third Red traps. Making a v2 of the resync where the 'retry' menu threads are always assumed to be late might lead to even more consistency.

Savestates to avoid desyncs from autosaves

Since autosaves are notorious desync points, it is best to make savestates in libTAS prior to them.
The table below describes two successful sync attempts with the resynced movie. The given frames correspond to the latest initialized thread before every autosave. You can access this piece of information by opening the Settings > Debug... window, setting Level to Debug and, in the Print section, (only) checking Threads.
If you get a thread timing which is late by only a couple frames then you will probably desync soon. But no matter what, even if you got a completely different timing, wait until you can tell that you desynced for sure.
When running the resynced movie, you can make a savestate a couple hundred frames prior to these timings and, if you get a desync, load your latest savestate or the one before it. Personally I don't make a savestate before every autosave. I usually wait 3000 to 10000 frames between my savestates.
Note that the Movie > Pause Movie at frame... option in libTAS can be useful to not miss the next desired savestate timing.
In the 'Save #' column (p) indicates that this autosave is a 'persistent' one and not a 'retrysave' one. In the 'Run 2' column '-' indicates that the timing was the same as in Run 1.
Save # Run 1 Run 2
1 11670 -
2 14150 -
3 14778 14641
4 19953 -
5 22971 23008
6 28506 -
7 30019 -
8 30174 30019
(p) 9 31277 -
10 31393 -
11 31393 -
(p) 12 32177 -
13 32380 -
(p) 14 33165 -
15 33468 -
16 34475 -
17 36425 36450
18 37505 -
(p) 19 38920 39016
20 39650 -
21 44431 -
22 44802 -
23 47841 -
24 56803 56929
25 57607 -
26 59480 -
27 59480 -
28 61291 -
29 61691 -
30 62770 -
31 69690 -
32 69884 -
33 74399 -
(p) 34 75639 75513
35 86903 -
(p) 36 90622 90555
(p) 37 90932 -
38 94947 -
39 94947 -
40 94947 -
(p) 41 99541 99331

Running the movie in 1080p

The base resolution is 720p. If you want 1080p follow these steps:
  • Go to ~/.local/share. If there is a Paper Lily folder delete it.
  • Open game executable PaperLilyCh1.x86_64 without libTAS.
  • Choose any language then go to Settings > Screen Settings.
  • Set Fullscreen to No and Resolution to 1920x1080.
  • Quit the game and open file ~/.local/share/Paper Lily/engine.cfg (any text editor should work).
  • Remove the line about translation. It should be the third line. If you chose English, it should be core/translation_selected="en".
Now you can run the game in 1080p with libTAS. As a reminder:
  • In Settings > Runtime check XEvents at frame beginning and SDL events at frame beginning. Leaving Prevent writing to disk checked is recommended.
  • In Settings > Video > Screen resolution choose Common 1920x1080 (16:9).
  • In Tools > Slow Motion choose 12%.

EDIT: added the encode and 1080p instructions.
EDIT 2: added the 'Savestates to avoid desyncs from autosaves' section.
EDIT 3: added the libTAS version (v1.4.6).

#638637681293120891 - Feedback: Mario's Super Picross - Level 1 (Mario) TAS by InputEvelution

SuperPicrossMario1TAS_feedback.bk2
In 03:06.959 (11236 frames), 2407 rerecords
282 downloads
Uploaded 10/5/2024 11:35 PM by mohoc (see all 30)
This is both an improvement and feedback post to this WIP by InputEvelution. The improvements are located in 1-A (1 frame), 1-D (2 frames), 1-F (2 frames), 1-G (3 frames), 1-I (3 frames). 1-J (2 frames), 1-K (1 frame) and 1-L (1 frame), totalizing 15 frames. (Of note that while this movie file is only shorter by 12 frames, it does lead to the post-(1-L) menu inputs 15 frames faster.)
In isolation the routing of each level looks very solid. I only managed to save one frame in a couple levels by balancing the total load between both players a bit better. To me this shows that the author has a good understanding of what an optimal two-path solution should look like, and how to obtain it empirically. However, there is something more important to note, and this was where most of the found time save came from.
Hammer animations are cyclic! And both must be completed before the level can end.
More precisely, Player 1's hammer animation is on an 8 frame cycle while Player 2's hammer animation is on a 7 frame cycle. After a hammer completes its last animation cycle, it visually disappears after exactly 14 frames. Then the end of each level unfolds with unchanged timing. So the timing of a level is conditioned by the completion time of the last cycle of each hammer animation. This behavior can be compared to the "frame rules" of Super Mario Bros., except there are two concurrent "frame rules" here, and you have control over when each individual "frame rule" cycle starts.
What this means is that there will always be a "limiting" hammer between the two, while the other one might have some margin: either some room in its last animation cycle or even enough time for an extra cycle. Knowing this, it is possible to track the advancement of the hammer animation cycles, identify the limiting hammer and, if possible, balance the load between both players so that the limiting hammer completes its last animation cycle as early as possible (sometimes enough to change the identity of the limiting hammer).
Basically:
Because of these hammer animation cycles, this looks like a pretty difficult optimization problem. Significantly more so than your traditional shortest path problem.
While this game as a TAS does not directly translate to a common computer science problem, it could be interpreted as a two-path covering problem on a planar graph, coupled with a batch scheduling problem on two machines with unit-time tasks. So brute-force seems inevitable.
While this game looks bottable, in my opinion it is possible to get a very clean result by hand. A good optimization strategy could be to ignore the hammer animations at first and find a solid solution with as few idle frames as possible (as it has been done by the author), and only then slightly tweak the level route to optimize the completion of cycles for both hammers.
Now that the hammer animation shenanigans are understood better, and given the quality of the first optimization phase achieved by the author, I can only be optimistic about the future of this project.
Finally, as a side note, it might be possible to use the dusting move in order to change the timing of the hammer animation cycles and save a few more frames. Though this is only a short in the dark.

#638615159712607211 - Mario Party 8 "Star Battle Arena" v1.0

v1_0.dtm
In 23:52.717 (85963 frames), 19682 rerecords
Game: Mario Party 8 ( Wii, see all files )
275 downloads
Uploaded 9/9/2024 9:59 PM by mohoc (see all 30)
This is my second movie of this game. Not a final product, but very close to it.

File info

  • Game version: USA (rev 1)
    • SHA1: 2252edd39961d3de9cf8ce529b721856960b8715
    • MD5: a2feb2d57ec670615ac9f1d13e1db49b
  • Vi frame count: 51357
  • Lag frames : 567
  • RNG manipulation: 168 frames in 30 fps sections and 25 frames in 60 fps sections

Emulator settings

  • Dolphin 5.0 with Lua Core v4.3 by MikeXander (syncs on 5.0 stable)
  • Dual Core: off
  • Idle Skipping: off
  • JIT Recompiler
  • DSP HLE emulation
  • Wii aspect ratio: 4:3
  • No GameCube Controller, one Emulated Wiimote

General info

This is "Star Battle Arena", the solo mode of Mario Party 8 which leads to the game credits. You face an opponent in the six game boards, and then defeat Bowser in a final boss fight.
This improves my previous movie by close to twenty seconds from a faster King Boo board layout, better RNG manipulation and attempting to reduce lag. I made and used this Lua script to assist me in the RNG manipulation process, with great success!
Routing wise this is very close to my previous attempt, with the exception of King Boo's board which I was able to complete in two turns without needing a candy or a DK space.

Known improvements

By far King Boo's board has the biggest potential, with up to ten seconds to be saved with an ideal layout: one less coin block animation (4s), two less branches (2 x 1.5s), no shop on the way (1s) and at least one King Boo place two rooms away from the start instead of three (1s). The board layout is entirely dictated by RNG, so there is no telling if such a layout can be found in a reasonable time, or if it is obtainable at all. Plus for now the board layout must be checked manually, which is quite time consuming. My goal for this second attempt was to use no candy and no DK space, and in this regard it was successful.
Other than that I lost 1 frame compared to my planned route. In turn 2 of Shy Guy's board my opponent landed one space further than planned (7 frames slower). However it was a red space instead of a blue one, which saved 6 frames due to a shorter animation. While this was 1 frame slower than planned, I kept it because I was not able to manipulate RNG well enough in order to get a faster time locally with the planned strategy.
Although much better than in my first attempt, I feel that my RNG manipulation could still be a bit better in the last two boards. Though at this point it is ruled by my luck in my... RNG manipulation process...
Finally I am just getting started with lag management. I would say it was fine overall except in the final boss fight where I got nineteen additional lag frames compared to my first movie. So I will experiment and try to improve this part at the very least before submitting this movie.
EDIT: minor rewording

#638615107657589700 - Mario Party 8 RNG manipulation helper v1.0

MP8_RNG_manipulation_helper.lua
Game: Mario Party 8 ( Wii, see all files )
276 downloads
Uploaded 9/9/2024 8:32 PM by mohoc (see all 30)
My first Lua script. Enjoy!

#638601179598592372 - Mario Party 8 "Star Battle Arena" v0

v0_51930_frames_341_5_manip_21_extra_605_lag.dtm
In 24:11.933 (87116 frames), 6354 rerecords
Game: Mario Party 8 ( Wii, see all files )
1 comment, 262 downloads
Uploaded 8/24/2024 5:39 PM by mohoc (see all 30)
This is my first full-game movie on Dolphin, I hope that it syncs and that you will enjoy it!

File info

  • Game version: USA (rev 1)
    • SHA1: 2252edd39961d3de9cf8ce529b721856960b8715
    • MD5: a2feb2d57ec670615ac9f1d13e1db49b
  • Frame count: 51931
  • Lag frames : 605
  • RNG manipulation: 323 frames in 30 fps sections and 37 frames in 60 fps sections

Emulator settings

  • Dolphin 5.0 with Lua Core v3.5.1 (syncs on 5.0 stable)
  • Dual Core: off
  • Idle Skipping: on
  • JIT Recompiler
  • DSP LLE recompiler
  • Wii aspect ratio: 4:3
  • No GameCube Controller, one Emulated Wiimote

General info

This is "Star Battle Arena", the solo mode of Mario Party 8 which leads to the game credits. You face an opponent in the six game boards, and then defeat Bowser in a final boss fight. This RNG gauntlet has been quite a popular speedrunning category with 58 entrants on speedrun.com and a WR time in 50:15 by StillSoftSpoken. In contrast a TAS of this game mode is expected to take around 24 minutes.
This movie file took inspiration from the strategies used by both Mizumaririn in their WIP up to the end of King Boo's board and the full TAS run of 豪華客船乗組員 on Nicovideo (part 1 up to the end of King Boo's board, part 2 for the rest). Mizumaririn had the fastest strategies and times known at the time on the first three boards, while the Nicovideo TAS was the state of the art for the rest of the run. I also tested some creative strategies from Truepixel__'s playlist but none were actually faster (and it is a shame given my love for several of these strategies).
Routing wise this TAS reused the known fastest strategies on DK, Shy Guy and Bowser's boards. I brought minor improvements to the strategies in Goomba and Koopa's boards: respectively landing on a red space in turn 1 instead of a blue space (6 frames faster) and better coin route/hotel investment (roughly a couple seconds saved). A detailed description of the board routes is given in this Google doc and a detailed time breakdown of the movie is available in this Google spreadsheet.

Known improvements

I lost 21 frames compared to my planned route. In Goomba's board my opponent got 10 coins from their coin block instead of 5 (15 frames slower), and in turn 2 of Shy Guy's board I landed on a blue space instead of a red one (6 frames slower). Both inaccuracies were kept because I was not able to manipulate RNG well enough in order to get a faster time locally with the planned strategies.
My RNG manipulation was also not ideal, especially in the first two boards. This makes sense because this was my first experience with it and my progress is already noticeable by comparing the first half of this movie to its second half.
I intend to improve this in the future, notably with help from better RNG manipulation. I have ideas to automate and make my RNG manipulation process more efficient with Lua scripting.
EDIT: added encode link + minor rewording

#638567371142506129 - All Make Up, No Damage Normal (Legacy)

All_Make_Up_No_Damage_Normal_Legacy.bk2
In 11:39.544 (41782 frames), 315 rerecords
332 downloads
Uploaded 7/16/2024 2:31 PM by mohoc (see all 30)
This is an overhaul of the 2015 "Cheat Bot 100% run" by Matt Shepcar. Most of the level input sequences are reused, with minor time improvements (less than a second overall) and some 'quality of life' changes (e.g. less shakey camera movement).
Emulator used: Bizhawk 2.9.1 with mGBA core
Twenty of the thirty level input sequences were obtained (and kindly made available) by Matt himself. The other ten were significantly redone with help from KuruBot by E-Sh4rk.
The ten majorly redone levels are all of Grasslands, Jungle 1 and 2, Cake Land 2, Cave 3, Cloud Land 3, Ice Land 1 and Ghost Castle 2.
Compared to Matt's video all level times are matched, and even sligthly improved in seven of them: Ocean 2 (-0.25s), Ocean 3 (-0.18s), Cake Land 2 (-0.05s), Cake Land 3 (-0.15s), Cloud Land 1 (-0.03s), Ice Land 3 (-0.07s) and Ghost Castle 2 (-0.15s).
This is the first step of a bigger 100% TAS project. The next steps involve adding all the other levels done with no damage, then perfecting the presentation of the run with even less shakey camera movement and better downtime entertainment.
EDIT: Due to loading time discrepancies between Bizhawk 2.9.1 and 2.3.1, I did not notice that several levels were still one or two frames longer than in Matt's video. Here is a detailed breakdown:
- seven levels are worse by one frame: Cave 2 & 3, Cloud Land 2 & 3, Ice Land 1 & 2 and Machine Land 3,
- two levels are worse by two frames: Machine Land 2 and Ghost Castle 3,
- the twenty-one other levels are matched or improved.

#54179529352803165 - Best Ending Normal w/ Training v1.2.1

Best_Ending_Normal_With_Training_v1.2.1.bk2
In 06:11.588 (22194 frames), 0 rerecords
924 downloads
Uploaded 3/28/2019 11:21 PM by mohoc (see all 30)
An 8.15s improvement to this submission, exclusively from better menuing in the first minute of the run.

#54086380840886059 - Best Ending Normal v0

Best_Ending_Normal_v0.bk2
In 06:08.005 (21980 frames), 742 rerecords
954 downloads
Uploaded 3/24/2019 6:40 PM by mohoc (see all 30)
Kuru Kuru Kururin done in 6:06.33 (21980 frames) as stated in the Best Ending Normal rules on speedrun.com (complete all thirty main levels, save the birds).
The TAS starts at Power On with the GB intro.
This was put here for legacy.
OOB viewer available here

#52647444906124211 - Any% Normal v1

Any_Normal_v1.bk2
In 05:20.874 (19165 frames), 281 rerecords
1045 downloads
Uploaded 1/18/2019 11:24 PM by mohoc (see all 30)

#52269947472336163 - Ghost Castle 1 done with wall clipping + OOB goal zone

w10_ghostcastle_1_oob.bk2
In 00:14.784 (883 frames), 688 rerecords
1036 downloads
Uploaded 1/1/2019 11:23 PM by mohoc (see all 30)
Ghost Castle 1 done in 614 frames (from selecting the level on the world map to the first frame when Kururin looks happy).
It is definitely improvable since it used the "slow" early wall clip available here (that waits for an additional 180° to adjust position): http://tasvideos.org/userfiles/info/52237142160912306
This has been done with help from Kururin OOB view v1.4 (beta) available here: https://github.com/E-Sh4rk/KururinTAS
Savestate: world map on Ghost Castle 1.

#52269764288546723 - Machine Land 1 done with wall clipping + OOB goal zone

w9_machineland_1_oob_v2.bk2
In 00:09.510 (568 frames), 459 rerecords
1002 downloads
Uploaded 1/1/2019 11:11 PM by mohoc (see all 30)

#52269660021613854 - Cloud Land 2 done with wall clipping + OOB goal zone

w6_cloudland_2_oob.bk2
In 00:09.393 (561 frames), 657 rerecords
1019 downloads
Uploaded 1/1/2019 11:04 PM by mohoc (see all 30)
Cloud Land 2 done in 303 frames (from selecting the level on the world map to the first frame when Kururin looks happy).
This has been done with help from Kururin OOB view v1.4 (beta) available here: https://github.com/E-Sh4rk/KururinTAS
Savestate: world map on Cloud Land 2.

#52269565877650126 - Cave 3 done with wall clipping + OOB goal zone

w5_cave_3_oob.bk2
In 00:09.225 (551 frames), 511 rerecords
996 downloads
Uploaded 1/1/2019 10:58 PM by mohoc (see all 30)
Cave 3 done in 260 frames (from selecting the level on the world map to the first frame when Kururin looks happy).
The second wall clip used a similar method as in this Ghost Castle 1 wall clip: http://tasvideos.org/userfiles/info/52237142160912306
The few weird inputs before the second wall clipping were done for adjusting position.
This has been done with help from Kururin OOB view v1.4 (beta) available here: https://github.com/E-Sh4rk/KururinTAS
Savestate: world map on Cave 3.

#52269414949784408 - Cave 1 done with wall clipping

w5_cave_1_matt.bk2
In 00:05.542 (331 frames), 1113 rerecords
982 downloads
Uploaded 1/1/2019 10:48 PM by mohoc (see all 30)

#52237265785563966 - Ghost Castle 2 done with two wall clips

w10_ghostcastle_2_oob.bk2
In 00:10.732 (641 frames), 802 rerecords
1040 downloads
Uploaded 12/31/2018 12:04 PM by mohoc (see all 30)
Ghost Castle 2 done in 312 frames (from selecting the level on the world map to the first frame when Kururin looks happy).
I used a first wall clip to escape the starting zone and go out-of-bounds, then another one to go inbounds again and reach the regular goal zone.
The previously known wall clipping techniques did not work here for some reason, so I had to find new ones.
There are probably faster strategies, but this is a good start.
Savestate: world map on Ghost Castle 2.

#52237142160912306 - Ghost Castle 1 early wall clip

w10_ghostcastle_1_EarlyClip_Wait180.bk2
In 00:06.195 (370 frames), 606 rerecords
1007 downloads
Uploaded 12/31/2018 11:56 AM by mohoc (see all 30)
A new way to escape the starting zone in Ghost Castle 1.
The method given in Grasslands 3 (http://tasvideos.org/userfiles/info/52177347080337677) does actually not work here because of the springs on the bottom wall. So I wait for an additional 180° to give me time to adjust my position.
There are probably faster strategies, but this is a good start.
Savestate: world map on Ghost Castle 1.

#52179138490002530 - Grasslands 1 done with wall clip

w1_grasslands_1_matt.bk2
In 00:04.521 (270 frames), 4 rerecords
1010 downloads
Uploaded 12/28/2018 9:14 PM by mohoc (see all 30)
Replica of the beginning of Grasslands 1 from Matt Shepcar's "cheat bot" video: https://www.youtube.com/watch?v=DXB5DTYUei4
It could become the starting segment of a potential new "fastest completion" TAS of the game.