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Super Mario RPG - The Legend of the Seven Stars Nintendo SNES (SPC). Was wondering if anyone can help me, ive just finished playing yoshis island- having got a 100 points on every level including all those extra ones, and was just wondering if something special's. Yoshi's Island: Super Mario Advance 3 is the GBA reissue of Super Mario World 2: Yoshi's Island for the Game Boy Advance as part of the Super Mario Advance series, as well as the only reissue in the Yoshi's Island series. Yoshi's Island: Super Mario Advance 3 was released in 2002 and has a number of differences from the original surrounding gameplay, content and graphics, as listed below.
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1-1:Any% ⦁ 100% | 2-1:Any% ⦁ 100% | 3-1:Any% ⦁ 100% | 4-1:Any% ⦁ 100% | 5-1:Any% ⦁ 100% | 6-1:Any% ⦁ 100% |
Misc.ROM HacksLevel Order RandomizerDisassemblySDA (Nostalgia...)
Old Yoshi's Island Speedrunning Wiki
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Nearly 8 years ago Spezzafer first attempted make this Tool Assisted Speedrun, but despite his efforts, his WIP was eventually discontinued at the start of level 4-3. However, his work was not in vain: his action-packed, exciting run showed what great potential the game had and inspired new TASers to give this run a try. In 2009, Baxter and NxCy picked up the project from scratch. After reaching level 3-3, walljumping was discovered, obsoleting most of the run. At the same time, a plethora of new tricks had been found for the earlier levels, ultimately tempting us to take the run back to 1-6 for a second version. Progress was fairly slow, but the pace picked up significantly when Carl Sagan joined the team while we were redoing level 2-2. After years of hard work, we finally managed to finish this project. We used well over a million rerecords for the making of this movie. This is not accurately reflected in the 868307 rerecords attached to the movie file as many rerecords are lost when doing tests, planning routes, and due to working on the TAS with multiple people in general, as only the fastest version is taken. The actual number of rerecords could be as high as twice the number that is shown. These rerecords were not only used for optimizing the TAS as much as possible, but also to make it as entertaining as possible. A hidden help box in 3-2 has the following message: 'We, the mario team poured our hearts and souls into creating this game for your entertainment. It is full of secrets.” (Link1, Link2) We wanted to make a TAS that fully shows off all of the excitement, color, and complexity that Yoshi's Island has to offer, and hope everyone enjoys watching!
Game objectives
- Emulator used: Snes9x 1.43 rerecording v18
- 100% completion
- At the end of every level, the game gives you a score based on how many stars, red coins and flowers you collected in the level. There are 20 red coins and 5 flowers per level, hidden at fixed locations. These two items are merely collectibles and serve no real function other than being required for maximum score. Stars fuel Yoshi's health: the timer that counts down when Yoshi is hit is increased by 1 unit per star and is capped at 30. There are fixed locations in levels for bundles of stars, such as star clouds and middle rings, but stars can be gotten from various enemies and objects by firing red eggs at them. Red eggs are created whenever a regular green egg ricochets off of at least two surfaces. Each star and red coin is worth 1 point and a flower is worth 10 points, meaning a maximum of 100 points can be scored in a level. There are 6 worlds in the game, each with 8 levels. If all 8 levels in a world are completed with a score of 100, an extra level is unlocked in that world. The goal of 100% is to complete all 54 levels in the game with 100 points.
- Note: it is possible to collect more than 20 red coins and 5 flowers in a some levels by using 1-1 warps or duplication red coins. There is also a level, 3-E, with 21 red coins and a level, 5-7, with 6 flowers. The game will not give you more than 100 points per level, so in these instances where more can be collected, we collect the minimum required for a score of 100 points.
- At the end of every level, the game gives you a score based on how many stars, red coins and flowers you collected in the level. There are 20 red coins and 5 flowers per level, hidden at fixed locations. These two items are merely collectibles and serve no real function other than being required for maximum score. Stars fuel Yoshi's health: the timer that counts down when Yoshi is hit is increased by 1 unit per star and is capped at 30. There are fixed locations in levels for bundles of stars, such as star clouds and middle rings, but stars can be gotten from various enemies and objects by firing red eggs at them. Red eggs are created whenever a regular green egg ricochets off of at least two surfaces. Each star and red coin is worth 1 point and a flower is worth 10 points, meaning a maximum of 100 points can be scored in a level. There are 6 worlds in the game, each with 8 levels. If all 8 levels in a world are completed with a score of 100, an extra level is unlocked in that world. The goal of 100% is to complete all 54 levels in the game with 100 points.
- Takes damage to save time
- Uses a game restart sequence
- After beating the 8th level of a world for the first time, a cutscene occurs where the game shows your scores for each level in that world, unlocks the extra level if you have 100% in every level (always the case in this run), and shows Yoshi destroying a castle on the island screen before progressing to the next world. We skip all of this by resetting the game after the score tally screen for the 8th level, which saves a decent amount of time; over 20 seconds per world transition. Another good reason to use resets is that the game’s randomness is also reset, which means that any changes made before a reset will not influence the randomness later on. In particular this allowed us to redo parts of 2-8 and the entirety of 4-8 without affecting the rest of the run.
- Forgoes warps
- There is a glitch in Yoshi’s Island where pressing left + right on the same frame at the level select screen causes the game to read your current number of coins when determining which level it should take you to. This trick is the basis of the ‘glitched any%’ category, where 68 coins are collected and the player then warps to 6-8. In theory this would allow for complex level routes, as it may be beneficial to warp to a stage later in the game if your current number of eggs is better suited for that level. However, this then forces the TASer to plan when and how many coins are collected throughout the game on top of stars and eggs. It may also be beneficial to use eggs to collect coins faster, which adds to the complexity. Moreover, it may not even be possible to abuse this trick, as beating later levels early can mess up the level select screen, disallowing you to return to previous worlds in some cases. To avoid any of this trouble we simply banned any use of left + right warping. Perhaps a more important reason (depending on your point of view) is that warping breaks the natural flow of the game and may detract from the run’s entertainment value.
- Forgoes time-saving glitches
- In the game there are various ways to move between screens, such as pipes or hidden warps (e.g. 3-7 in the trees). The levels in the game are essentially giant grids of squares, and each square may have 1 exit assigned to it. If you trigger a screen transition (such as by going down a pipe) inside a square you will go to the square’s designated exit. However some screen exit triggers overlap other grid squares which do not have an exit assigned to them. Therefore, if you activate a trigger in an unintentional way, e.g. by being too high from a pipeglitch or landing on a warp from above instead of below, it’s possible to trigger a screen transition while inside a square with no exit. When this happens the game decides to take you to 1-1 at the top left, (0,0) coordinates. You can then go ahead and beat 1-1 and it will count as beating the original level. This trick can be done in a handful of levels and is usually faster than beating the level normally. However, we decided to ban this trick, as playing 1-1 over and over again may quickly become repetitive. It’s also the case that some of the levels which are skipped are interesting levels with cool tricks and routes. We disallowed this with the intent of producing the most entertaining run possible (in our and the forum majority’s opinions when we asked), and this restriction is also consistent with modern RTAs.
- Contains speed/entertainment tradeoffs
- The final restriction we made is on the 1/1 running trick, named after 1/1 swimming in SMW. This trick basically makes Yoshi run slightly faster than normal at the cost of alternating between pressing < and > every frame. The problem with this is that whenever you lick eggs you must release < and > on the dpad or you will lose speed. Only licks that occur for 1 frame are possible without any speed loss. This severely limits the entertainment possibilities, as modern Yoshi’s Island has become all about cool egg shots and juggling things. The constant wobbling may also be irksome for some. Rather than arbitrarily losing time on cool egg shots, we decided to simply ban this trick outright. Note that this also applies to other input sequences that can be repeated constantly to obtain a higher average speed than 767 subpixels per frame (1/1ing is just the prime example). As before, we disallowed this with entertainment in mind, and the frames lost from not using this trick are hardly visible anyway. This is the only time speed was sacrificed for entertainment.
- Genre: Platform
Tricks, Glitches and Techniques
Walljumps
Shooting Through Walls
Special Angles
Arrow Teleport
Pipeglitch
Gatehack
Shell Invulnerability
Sprite Overload
Perfect Flutter
Wall Spit
Slope Speed Change
Offscreen Despawn
Looking up
Tonguing Through Walls
Tongue Turnaround
Facing Backwards Without Losing Time
Red Coin Duplication
Quick Ground Pound
Offscreen Pot Break
Baxter
Key Baxter
Star Baxter
Chicken Baxter
Autoscroll Trigger Skip
Melon Bug Boost
Enemy Height Boost
Moving Platform Jump
Train Track Glitch
Ducking Fall
Slow fall
Bottom of The Goal Ring
Ground Pound Door Entry
Carrying More than 6 Eggs
Swag
Level Times
While there was no previously published movie in this category, we were able to compare our progress to some WIPs and test movies. These movies were very helpful for managing the number of eggs and stars throughout each level, to provide us with ideas, and to have something to compete with. These were the movies we compared with:- Level 1-1 to 4-2 by Spezzafer (smv)
- Level 5-1 to 5-4 by Nono (Nicovideo) (no input file available)
- Level 5-5 to 6-8 by Zvsp (Nicovideo 1/2) (Nicovideo 2/2) (smv)
- Level 1-E to 6-E by Zvsp (Nicovideo) (smv)
Level | Our Time | Spezzafer’s / Zvsp’s Time | Difference |
---|---|---|---|
1-1 | 39.18 | 43.73 | 4.54 |
1-2 | 42.95 | 44.71 | 1.76 |
1-3 | 47.60 | 51.28 | 3.68 |
1-4 | 1:51.56 | 1:56.34 | 4.78 |
1-5 | 2:28.33 | 2:28.41 | 0.08 |
1-6 | 1:21.25 | 1:29.01 | 7.76 |
1-7 | 44.04 | 55.89 | 11.84 |
1-8 | 1:44.43 | 1:57.06 | 12.63 |
2-1 | 1:46.33 | 1:11.15 | -35.81 |
2-2 | 1:38.09 | 2:01.04 | 22.94 |
2-3 | 1:16.75 | 1:19.09 | 2.35 |
2-4 | 2:07.00 | 2:35.96 | 28.96 |
2-5 | 1:10.65 | 1:35.93 | 25.28 |
2-6 | 1:16.79 | 1:25.03 | 8.23 |
2-7 | 1:47.28 | 2:01.45 | 14.16 |
2-8 | 3:23.93 | 3:38.55 | 14.61 |
3-1 | 1:00.61 | 1:02.83 | 2.21 |
3-2 | 36.36 | 43.18 | 6.81 |
3-3 | 2:20.93 | 2:24.94 | 4.01 |
3-4 | 3:15.75 | 3:23.61 | 7.86 |
3-5 | 50.39 | 51.26 | 0.86 |
3-6 | 54.35 | 1:12.71 | 18.36 |
3-7 | 1:44.73 | 1:52.06 | 7.33 |
3-8 | 1:43.63 | 1:48.28 | 4.65 |
4-1 | 1:24.31 | 1:35.15 | 10.83 |
4-2 | 1:15.54 | 1:18.65 | 3.10 |
4-3 | 1:11.11 | ||
4-4 | 3:22.55 | ||
4-5 | 58.89 | ||
4-6 | 1:14.76 | ||
4-7 | 45.70 | ||
4-8 | 2:16.83 | ||
5-1 | 1:18.16 | ||
5-2 | 1:00.68 | ||
5-3 | 2:22.91 | ||
5-4 | 2:52.36 | ||
5-5 | 1:23.68 | 1:27.41 | 3.73 |
5-6 | 3:37.76 | 3:39.78 | 2.01 |
5-7 | 1:11.93 | 1:31.68 | 19.75 |
5-8 | 2:27.46 | 2:47.08 | 19.61 |
6-1 | 1:14.73 | 1:16.18 | 1.44 |
6-2 | 1:09.21 | 1:11.63 | 2.41 |
6-3 | 44.04 | 44.93 | 0.88 |
6-4 | 3:08.01 | 3:11.59 | 3.58 |
6-5 | 4:57.53 | 4:58.16 | 0.63 |
6-6 | 1:19.36 | 1:27.73 | 8.36 |
6-7 | 2:03.98 | 2:09.44 | 5.46 |
6-8 | 4:32.83 | 4:40.14 | 7.31 |
1-E | 27.39 | 36.25 | 8.84 |
2-E | 33.91 | 34.68 | 0.76 |
3-E | 16.93 | 24.46 | 7.53 |
4-E | 1:33.61 | 1:59.01 | 25.39 |
5-E | 1:45.11 | 1:49.20 | 4.08 |
6-E | 1:39.16 | 1:44.66 | 5.50 |
Notes
- The level times were measured from the first input frame of a level (when the “10 appears) to the frame where Yoshi does his throwing animation when hitting the goal ring. For levels with a boss, the time stops the first frame that the boss explosion can be heard. This is the same method of timing as used in the non-toolassisted individual level runs. Note that this method of timing does for instance not account for time saved compared to Spezzafer in between levels due to going through the goal ring at a lower position, or due to resetting the game in between worlds.
- The time difference for level 2-1 is negative because Spezzafer finished this level faster than we did. Spezzafer used a 1-1 warp in this level, and we do not use any 1-1 warps in our TAS. See the Game Objectives section of this submission text for more information about this restriction.
- In levels 5-5 to 5-8, Zvsp used 1/1ing to obtain a higher average speed than 767 which allowed him to save some frames here and there compared to us. We decided against using 1/1ing for reasons explained in the Game Objectives section of this submission text.
- There are no level time comparisons for the levels 4-3 to 5-4 because we had no input files for these levels to compare to.
Level By Level Comments
Here we present the more notable moments in each level. We will often refer to particular tricks or glitches in this section. For a detailed explanation of these tricks, please see the “Tricks, glitches and techniques”-section of this submission text. A more in-depth, level by level analysis will be done in the form of an audio commentary, which will be found here later.1-1: Make Eggs, Throw Eggs
1-2: Watch Out Below!
1-3: The Cave of Chomp Rock
1-4: Burt the Bashful's Fort
1-5: Hop! Hop! Donut Lifts
1-6: Shy Guys on Stilts
1-7: Touch Fuzzy, Get Dizzy
1-8: Salvo the Slime's Castle
2-1: Visit Koopa and Para-Koopa
2-2: The Baseball Boys
2-3: What's Gusty Taste Like?
2-4: The Bigger Boo's Fort
2-5: Watch Out for Lakitu
2-6: The Cave of the Mystery Maze
2-7: Lakitu's Wall
2-8: The Potted Ghost's Castle
3-1: Welcome to Monkey World!
3-2: Jungle Rhythm...
3-3: Nep-Enut's Domain
3-4: Prince Froggy's Fort
3-5: Jammin' Through the Trees
3-6: The Cave of Harry Hedgehog
3-7: Monkeys' Favorite Lake
3-8: Naval Piranha's Castle
4-1: GO! GO! MARIO!!
4-2: The Cave of the Lakitus
4-3: Don't Look Back!
4-4: Marching Milde's Fort
4-5: Chomp Rock Zone
4-6: Lake Shore Paradise
4-7: Ride Like the Wind
4-8: Hookbill the Koopa's Castle
5-1: BLIZZARD!!!
5-2: Ride the Ski Lifts
5-3: Danger - Icy Conditions Ahead
5-4: Sluggy the Unshaven's Fort
5-5: Goonie Rides!
5-6: Welcome to Cloud World
5-7: Shifting Platforms Ahead
5-8: Raphael the Raven's Castle
6-1: Scary Skeleton Goonies!
6-2: The Cave of the Bandits
6-3: Beware the Spinning Logs
6-4: Tap-Tap the Red Nose's Fort
6-5: The Very Loooooong Cave
6-6: The Deep, Underground Maze
6-7: KEEP MOVING!!!!
6-8: King Bowser's Castle
Yoshi's Island 6-1 100 Full
Extra Levels:
6-E: Castles - Masterpiece Set
1-E: Poochy Ain't Stupid
2-E: Hit That Switch!!
3-E: More Monkey Madness
5-E: Kamek's Revenge
4-E: The Impossible? Maze
Ending
Author’s Comments
Baxter’s Comments
Carl Sagan’s Comments
I'd like to thank Nxcy and Baxter for allowing me to join them on this project. It has been quite an adventure tackling this game together, and getting trolled by it together. I remember finally getting through a difficult section in 5-2, and Baxter and I were thinking, 'well, the hard part is finally over.' Little did we know, something as simple as getting a shyguy to spawn so we could get an egg would plague us for the next several hours. It became a running gag that, as soon as we got to a part where we felt like we'd finally get a break, the game would throw something else unexpected at us. Sometimes our reward for getting through a section faster, like after Baxter's amazing eggshots to get the first flower in 4-2 (which I had dismissed as impossible), resulted in the game not loading the following red coins because we went through the area too quickly. And then there were the times when Baxter and I would spend hours failing to do a difficult walljump or some other trick, and we'd send Nxcy the file and he'd say, 'Got it!' 30 seconds later. Nxcy's endless creativity shows up time and time again in this run, and it was always awesome to see what he'd think of next. It has been a pleasure working together.I also want to thank the entire #Yoshi community for all the love and support for the TAS. Trihex's HNNNGGs gave me the motivation to keep going every time ArneTheGreat discovered something new that required redoing a level ;) I'm happy to say the time has finally come... to F my hot TAS.
NxCy’s Comments
Special Thanks
Spezzafer, Nono and Zvsp
andymac, ArneTheGreat, Zvsp, Romi, Trihex, Spezzafer and Mister
Yoshi's Island Online
Partyboy1a
Yoshi Island Mario
Aktan
All people that supported us on the forum, #yoshi on irc and elsewhere
Mothrayas: Judging.
Yoshi's Island 6-1 100 2
Mothrayas: There is really not so much that needs to be said here. This is an incredible piece of art with a lot of effort put into maximizing both the optimization level of the run, as well as the entertainment value. The positively massive amount of rerecords, spent over three-and-a-half years of labor and patience, are a testament to this fact. This is to my mind (and that of many viewers) certainly one of the very best tool-assisted speedruns to appear on the site. Therefore, accepting for the Star tier - it does not deserve anything less than that.