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- smw-96 level comments
- Yoshi's Island 2
- ISM (53): See below.
- Fabian (): For an unknown reason, Fabian 48-hops in this level which
- allows us to lose not so much time even though we collect Yoshi. This
- mistake is forgivable as the bug was only recently found at the time of
- his run.
- We have to 6/5 up to the shell so that we can grab it. It is impossible
- to grab a shell without touching the ground for more than 2 frames. We
- lose some time after grabbing the shell in such a way that we can perform
- corner boosts (and a single corner clip) leading up to the goal.
- At the goal, we use "item-swap" bug detailed on the any% run comments.
- There are no improvements over that run.
- Yoshi's Island 3
- ISM (99): We optimized the block duplications (mostly through additional
- duplications while "away" from the block. This saves 46 frames.
- Fabian (): We performed the famous dragon-coin glitch. This has been
- used for many runs so we will not detail it here.
- The input used here is that same as is used in the any% run. We did this
- because we felt it was not improvable futher and did not want to lose
- sleep over it.
- Yoshi's Island 4
- ISM (99): No change in this level.
- Fabian ():
- Iggy's Castle
- ISM (84): Lost 14 frames from Iggy lag. Lost a frame in level transition.
- Fabian ():
- Despite getting a reasonable score and coins for the end of the boss
- battle, we get bad lag. This is mostly due to the one (!) bonus star we
- have.
- Donut Plains 1 (secret)
- ISM (84): No change in this level.
- Fabian ():
- We tried to spend as much time as possible within the ground after a
- corner clip for entertainment. I think the colours at the end are cool
- though we have limited choice in this. Better colour patterns cause a
- lot of lag.
- Donut Secret 1 (secret)
- ISM (90): 6 frames gained thanks to improvements suggested by Mister
- during our progress in the any%. The improvements are detailed on that
- run's page.
- Fabian ():
- 1/1 is fun. :)
- Donut Plains 1
- ISM (91): Within the level we save 2 frames. This is due to passing
- into the ground more, allowing boosts. We lose one of the frames in
- level transition.
- Fabian ():
- It is quite possible to item-swap the goal in this level (see Dawn's
- demo: https://www.youtube.com/watch?v=A1xE97kvOM4) but we need the flower
- for Castle #2.
- Donut Plains 2 (secret)
- ISM (163): We save a frame getting through the pipe. We take a key through
- so that we can perform the following glitch (that saves 71 frames):
- boosting through the ceiling by the keyhole.
- Fabian ():
- Entertainment during the auto-scroll part is harder than it looks. I
- hope it is satisfactory.
- Green Switch Palace
- ISM (163): We gain a frame due to switch palace frame rule but lose it
- in level transition.
- Fabian ():
- Nothing special.
- Donut Plains 2
- ISM (198): Lots of optimization to the block duplications. Frame lost
- in level transition.
- Fabian (): We duplicate a lot of blocks to perform dragon-coin glitch.
- Again this bug is detailed on other runs.
- While performing duplications, the multiple coin block timer counts down
- to 0. When it hits 0, another dupication would only produce a brown
- "used" block. That is why we sometimes hit blocks behind us.
- Donut Ghost House
- ISM (199): Slightly optimized the perpetual rise to gain a single frame.
- Fabian (): Perpetual rise glitch is fun, huh? Much time is saved here
- due to this bug.
- Donut Plains 3
- ISM (197): 2 frames lost due to fadeout lag.
- Fabian ():
- Before the mid point, there is a platform riding near an
- ON/OFF switch. Hitting the switch at the right time will cause the
- platform to fly off to the right very quickly. We land on this platform
- briefly to get a 4 pixel boost. If we didn't have Yoshi, it would be a
- lot quicker to run across the platform (and 6/5 most of the level before
- that). This would save much time in the small-only run.
- Donut Plains 4
- ISM (199): We gain 1 frame on level entry and another frame on the
- level transition.
- Fabian ():
- Masterjun joined the project here and performed this level.
- #2 Morton's Castle
- ISM (201): Before the boss door, we squeeze through a layer 2 block
- slightly quicker. At the turning point, springboard is used to make our
- speed 0 to turn around faster. Thank you to Mister (Mr.) for his keen
- eye at this part.
- Fabian ():
- Vanilla Dome 1
- ISM (200): Frame lost in level transition.
- Fabian (): We perform dragon-coin bug again.
- Vanilla Dome 2 (secret)
- ISM (252): See below.
- Fabian ():
- A new strategy which requires 2 hard tricks (perpetual rise once and
- then corner clip 3 times) means we have to spend less time swimming.
- Red Switch Palace
- ISM (252): No change.
- Fabian ():
- Vanilla Dome 2
- ISM (249): 2 frames lost from fadeout lag. 1 frame lost from level
- transition lag.
- Fabian ():
- Vanilla Ghost House
- ISM (254): Two corner clips are performed and we get to the initial door
- a frame quicker. In the Gas Bubble room, we go under the level before
- the door, allowing us to enter it 3 frames faster. We gain a frame from
- fadeout lag.
- Fabian ():
- Vanilla Dome 3
- ISM (262): 2 frames are gained from optimizing the events of grabbing
- Yoshi from the block. 6 frames are gained by ditching Yoshi (leaving us
- on invisi-Yoshi), which reduces fadeout lag.
- Fabian ():
- Vanilla Dome 4
- ISM (265): Duck-jumping at the beginning allows us to start flight
- slightly sooner. This saves no time, however. The 3 frames are gained
- from fadeout lag.
- Fabian ():
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