Advertisement
Guest User

Untitled

a guest
Nov 3rd, 2012
212
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.47 KB | None | 0 0
  1. smw-96 level comments
  2.  
  3. Yoshi's Island 2
  4.  
  5. ISM (53): See below.
  6. Fabian (): For an unknown reason, Fabian 48-hops in this level which
  7. allows us to lose not so much time even though we collect Yoshi. This
  8. mistake is forgivable as the bug was only recently found at the time of
  9. his run.
  10.  
  11. We have to 6/5 up to the shell so that we can grab it. It is impossible
  12. to grab a shell without touching the ground for more than 2 frames. We
  13. lose some time after grabbing the shell in such a way that we can perform
  14. corner boosts (and a single corner clip) leading up to the goal.
  15.  
  16. At the goal, we use "item-swap" bug detailed on the any% run comments.
  17. There are no improvements over that run.
  18.  
  19. Yoshi's Island 3
  20.  
  21. ISM (99): We optimized the block duplications (mostly through additional
  22. duplications while "away" from the block. This saves 46 frames.
  23. Fabian (): We performed the famous dragon-coin glitch. This has been
  24. used for many runs so we will not detail it here.
  25.  
  26. The input used here is that same as is used in the any% run. We did this
  27. because we felt it was not improvable futher and did not want to lose
  28. sleep over it.
  29.  
  30. Yoshi's Island 4
  31.  
  32. ISM (99): No change in this level.
  33. Fabian ():
  34.  
  35. Iggy's Castle
  36.  
  37. ISM (84): Lost 14 frames from Iggy lag. Lost a frame in level transition.
  38. Fabian ():
  39.  
  40. Despite getting a reasonable score and coins for the end of the boss
  41. battle, we get bad lag. This is mostly due to the one (!) bonus star we
  42. have.
  43.  
  44. Donut Plains 1 (secret)
  45.  
  46. ISM (84): No change in this level.
  47. Fabian ():
  48.  
  49. We tried to spend as much time as possible within the ground after a
  50. corner clip for entertainment. I think the colours at the end are cool
  51. though we have limited choice in this. Better colour patterns cause a
  52. lot of lag.
  53.  
  54. Donut Secret 1 (secret)
  55.  
  56. ISM (90): 6 frames gained thanks to improvements suggested by Mister
  57. during our progress in the any%. The improvements are detailed on that
  58. run's page.
  59. Fabian ():
  60.  
  61. 1/1 is fun. :)
  62.  
  63. Donut Plains 1
  64.  
  65. ISM (91): Within the level we save 2 frames. This is due to passing
  66. into the ground more, allowing boosts. We lose one of the frames in
  67. level transition.
  68. Fabian ():
  69.  
  70. It is quite possible to item-swap the goal in this level (see Dawn's
  71. demo: https://www.youtube.com/watch?v=A1xE97kvOM4) but we need the flower
  72. for Castle #2.
  73.  
  74. Donut Plains 2 (secret)
  75.  
  76. ISM (163): We save a frame getting through the pipe. We take a key through
  77. so that we can perform the following glitch (that saves 71 frames):
  78. boosting through the ceiling by the keyhole.
  79. Fabian ():
  80.  
  81. Entertainment during the auto-scroll part is harder than it looks. I
  82. hope it is satisfactory.
  83.  
  84. Green Switch Palace
  85.  
  86. ISM (163): We gain a frame due to switch palace frame rule but lose it
  87. in level transition.
  88. Fabian ():
  89.  
  90. Nothing special.
  91.  
  92. Donut Plains 2
  93.  
  94. ISM (198): Lots of optimization to the block duplications. Frame lost
  95. in level transition.
  96. Fabian (): We duplicate a lot of blocks to perform dragon-coin glitch.
  97. Again this bug is detailed on other runs.
  98.  
  99. While performing duplications, the multiple coin block timer counts down
  100. to 0. When it hits 0, another dupication would only produce a brown
  101. "used" block. That is why we sometimes hit blocks behind us.
  102.  
  103. Donut Ghost House
  104.  
  105. ISM (199): Slightly optimized the perpetual rise to gain a single frame.
  106. Fabian (): Perpetual rise glitch is fun, huh? Much time is saved here
  107. due to this bug.
  108.  
  109. Donut Plains 3
  110.  
  111. ISM (197): 2 frames lost due to fadeout lag.
  112. Fabian ():
  113.  
  114. Before the mid point, there is a platform riding near an
  115. ON/OFF switch. Hitting the switch at the right time will cause the
  116. platform to fly off to the right very quickly. We land on this platform
  117. briefly to get a 4 pixel boost. If we didn't have Yoshi, it would be a
  118. lot quicker to run across the platform (and 6/5 most of the level before
  119. that). This would save much time in the small-only run.
  120.  
  121. Donut Plains 4
  122.  
  123. ISM (199): We gain 1 frame on level entry and another frame on the
  124. level transition.
  125. Fabian ():
  126.  
  127. Masterjun joined the project here and performed this level.
  128.  
  129. #2 Morton's Castle
  130.  
  131. ISM (201): Before the boss door, we squeeze through a layer 2 block
  132. slightly quicker. At the turning point, springboard is used to make our
  133. speed 0 to turn around faster. Thank you to Mister (Mr.) for his keen
  134. eye at this part.
  135. Fabian ():
  136.  
  137. Vanilla Dome 1
  138.  
  139. ISM (200): Frame lost in level transition.
  140. Fabian (): We perform dragon-coin bug again.
  141.  
  142. Vanilla Dome 2 (secret)
  143.  
  144. ISM (252): See below.
  145. Fabian ():
  146.  
  147. A new strategy which requires 2 hard tricks (perpetual rise once and
  148. then corner clip 3 times) means we have to spend less time swimming.
  149.  
  150. Red Switch Palace
  151.  
  152. ISM (252): No change.
  153. Fabian ():
  154.  
  155. Vanilla Dome 2
  156.  
  157. ISM (249): 2 frames lost from fadeout lag. 1 frame lost from level
  158. transition lag.
  159. Fabian ():
  160.  
  161. Vanilla Ghost House
  162.  
  163. ISM (254): Two corner clips are performed and we get to the initial door
  164. a frame quicker. In the Gas Bubble room, we go under the level before
  165. the door, allowing us to enter it 3 frames faster. We gain a frame from
  166. fadeout lag.
  167. Fabian ():
  168.  
  169. Vanilla Dome 3
  170.  
  171. ISM (262): 2 frames are gained from optimizing the events of grabbing
  172. Yoshi from the block. 6 frames are gained by ditching Yoshi (leaving us
  173. on invisi-Yoshi), which reduces fadeout lag.
  174. Fabian ():
  175.  
  176. Vanilla Dome 4
  177.  
  178. ISM (265): Duck-jumping at the beginning allows us to start flight
  179. slightly sooner. This saves no time, however. The 3 frames are gained
  180. from fadeout lag.
  181. Fabian ():
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement