Emulator: lsnes rr2-β23
Duration: 0h 16m 56.776s (61107 frames)
Re-record Count: 78430
This beats the previous old record by ism140 by 1 minute and 16.27 seconds:
The 100% run requires completing every intended exit of this game, including the star world. The timing starts on console power-on and finishes at the last frame of input, some seconds before Bowser is hit.
Major thanks to BrunoVisnadi who noticed the break in the Ghost House long ago. I discovered the platform teleport glitch (autoscroll) during the making of this TAS.
Level by level comment:
1 Yoshi Island 1: If you kick Bob-Om, you reset its stun timer and delay the explosion. If you do so at the correct time, you can even change its palette. We need to get the mushroom for the 3rd level.
2 Yellow Switch Palace: nothing really unusual, except walljumps.
3 Yoshi Island 2: the major improvement is clipping through the floor using the muncher as the ceiling. When Mario is big, ducking under a ceiling and presses A (or even B, but that requires releasing down at the precise frame), he might clip the floor.
4 Autoscroll: I actually discovered a new SMW glitch in this level!
Touching one of the three-platform sprite on the frame it spawns (by scrolling the screen all the way over and sticking to the side of the screen) will cause Mario to be warped leftward. This will send him through solid blocks, as well as still leave him with the ability to jump.
After getting the red Yoshi without the blue shell, I press A to dismount him with turbo.
Dismounting Yoshi repeatedly against a ceiling will let Mario move horizontally (albeit slowly) without moving vertically. This can be used to clip into upside-down slopes.
Then, I force Yoshi inside the wall just for showing off. By the end of this level, I need the shell in hands to get a mushroom in the item box.
5 Ghost House: here comes the biggest improvement of this TAS.
By running very fast toward left in a L corner, Mario does a wallcatch and the game registers him on top of the block. If he is big, his head gets inside the top block which forces him to the left. With the correct subpixels, it's possible to duck and jump to clip downward very fast.
In order to capture the Throw block, mario's side must be inside the block region. As Mario is small and grows when he is about to touch it, the lateral points momentarily touches the block.
The second Throw block uses the same principle, but uses the P-Switch as a way to force Mario upward.
6 Water Level (normal): Mario's graphics get blurry because I'm pressing left and right in alternative frames. This makes him swim slightly faster than just holding right. And the green shell in the other room is worth, as it makes Mario go twice as fast.
7 Red Switch Palace:
L+R glitch: Holding down both the left and right directions at the same time while Mario has either a P-balloon or Lakitu cloud will boost Mario rightward at higher speeds than normal, even allowing him to force his way through solid objects without dying.
8 Water Level (secret): the same as the normal exit...
9 Ice Level: the fishes use RNG and the global timer, so they might appear in bad positions at the beginning.
10 Go Faster Pokey Level:
- we get hurt and pass through the munchers, jumping when the invisibility timer is about to end;
- I wait a few moments near the two Growing vines to manipulate where the next superkoopa will appear, to hit Yoshi's block without the shell;
- In the end, I scroll the screen (holding L) to avoid the hole and save time.
|the true hitbox is not what it seems|
|they only hurt when the rectangle has a blue interior|
Shells, throwblocks, Goombas, and Bob-ombs can destroy sprites that would normally be undestroyable (e.g. Thwomps, Thwimps) so long as they are in a higher sprite slot than the sprite.
We don't enter the door immediately, because Mario has to wait the layer 2 to rise, otherwise he would die smashed.
13 Top Secret Level: this small level seems easy, but it's hard to optimize. Don't try to get the feather without TASing or you'll get stuck.
14 Platforms Level: explaining flight in this game is really complicated. Just keep in mind that Mario needs to keep the air in his cape and rotate a lot to control it.
15 Bowser Castle: the takeoff meter isn't cleared between rooms' transitions. If you jump with takeoff and enter the door fast, you can regain flight in the next room. In the boss, I skip one of his phases by throwing the Mecha-Koopas on him at correct frames. I end the input soon by flying very high and get hurt in the process.