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#638062407033157234 - Scooby-Doo! Unmasked

SDU.bk2
In 59:30.57 (213261 frames), 78609 rerecords
65 downloads
Uploaded 12/10/2022 3:45 AM by Technickle (see all 158)

Game Plot:

The game opens with Scooby-Doo and the gang visiting Fred's cousin Jed at his special effects movie studio and factory Monstrous Fright and Magic or M.F.M. Still, once they get there, Jed is missing, and his animatronics have gone haywire. They find M.F.M. CEO Winslow Stanton and his assistant Marcy, who inform them Jed is responsible for sabotaging M.F.M. and has stolen not only some expensive animatronics but also an ample supply of Mubber (a special compound used to make animatronics into life-like special effects monsters). Scooby and the gang thus take it upon themselves to track down Jed and recover the stolen items.

Movie Goals

• Bizhawk 2.8.0(mGBA)
• Goes for Fastest Completion
• Contains Speed/Entertainment trade-offs
• Takes Damage to Save Time
• Heavy Glitch Abuse
• Dog
• Genre: Action/Adventure

Costume Slide Cancels

Costume Slide Cancels are when Scooby is in a sliding state by gliding across the ground for a certain period of time. Normally the game prevents you from sliding again as, at the end of a sliding state, the animation of Scooby getting up has a lot of end lag. In order to prevent the end lag of the sliding state, Scooby must have another Costume in the inventory to switch to. Switching to the other costume will cancel the end lag state. By switching I can switch back to normal Scooby and continue sliding as long as there is enough room to navigate around. This trick is used if there is a long stretch of ground without enemies or pits.

Clue Pan Skip

Clue Pan Skip is when the camera will automatically pan across the room to show the player where the clue is located, this will waste time automatically and is slower. The way this is prevented is by using a Costume on the frame the camera will move to the clue, switch back to normal scooby or costume and it will pan back to scooby skipping the camera pan entirely.

Rollercoaster/Boss Quit Outs

Levels will finish once the player successfully either completes a rollercoaster level or a boss level. The way I am able to skip seeing the victory animation is by pressing start on the first frame of the victory music activating, and quitting to the hub area. This saves a lot of time, as it gets rid of watching the victory dance/staring into your soul Scooby will do on bosses and rollercoasters.

Clue Quit Outs

By collecting the required amount of clues not on a rescue mission, I am able to quit out and back to the main hub, this skips having to complete the rest of the level overall.

Costumes:

Karate: Scooby will transform into a karate-style character that allows him to kick special boxes/pallets and kill enemies in one hit.
Bat: Scooby will transform into a bat-style character that allows him to fly through the air. Bat transformation is useful for gliding long distances as long as Scooby is on a tall enough platform to skip certain sections.
Archer: Scooby will transform into an Archer-style character that allows him to shoot arrow plungers. Arrow Plungers stick to walls which allows Scooby to climb tall walls. Arrow Plungers are also used for enemies who are either too tall to jump over or need to be downed if on 1 life.
Scooby? While in theory Scooby himself is a costume, but, it's a regular moveset. Mostly used from the Costume Slide Cancels.
Costumes require Mubber to activate, so before I can transform into any costume I need the bare minimum to get them. Where I am hitting enemies for Mubber that's why.

#638060508989840238 - SDU ~ Entering Medieval Exhibit Improvement

SDU ~ Enter the Medieval Exhibit Improvement.bk2
In 38:14.00 (137015 frames), 66666 rerecords
62 downloads
Uploaded 12/7/2022 11:01 PM by Technickle (see all 158)
worked back up to entering the medieval exhibit.

#638059819295216022 - SDU Area 1

SDU ~ Area 1 Improvement.bk2
In 24:19.04 (87145 frames), 60550 rerecords
61 downloads
Uploaded 12/7/2022 3:52 AM by Technickle (see all 158)
Area 1 is complete, onto Area 2 now.

#638059511238078768 - SDU ~ Zen Tuo Defeated

Scooby-Doo! - Unmasked (USA) (En,Fr) Zen Tuo.bk2
In 24:30.58 (87834 frames), 57094 rerecords
56 downloads
Uploaded 12/6/2022 7:18 PM by Technickle (see all 158)
Input ends after pressing Start on the Zen Tuo textbox.
The previous file finished Cookie Factory, but, I needed 5 clues, I only had 4, so I redid the last portion again.

#638058770776418083 - SDU ~ Chinatown 1 (with Slide Costume Cancels)

Scooby-Doo! - Unmasked (USA) (En,Fr) Chinatown 1 with slide cancels.bk2
In 09:53.95 (35475 frames), 44457 rerecords
57 downloads
Uploaded 12/5/2022 10:44 PM by Technickle (see all 158)
397 frame improvement for Chinatown 1.
faster movement thanks to finding Slide Costume Cancels

#638058103227125361 - SDU ~ Rework WS1, WS2 & Chinatown 1

Scooby-Doo! - Unmasked (USA) (En,Fr) Re-work WS1, WS2 & Chinatown 1.bk2
In 10:02.20 (35968 frames), 40434 rerecords
60 downloads
Uploaded 12/5/2022 4:12 AM by Technickle (see all 158)
Decided to redo the early game again with faster strats.

#638057798381829485 - SDU ~ Enter Medieval Exhibit

Scooby-Doo! - Unmasked (USA) (En,Fr) Enter Medieval Exhibit.bk2
In 39:33.21 (141746 frames), 33905 rerecords
62 downloads
Uploaded 12/4/2022 7:43 PM by Technickle (see all 158)
Input ends after entering Medieval Exhibit.

#638056237205242465 - SDU ~ Chinatown 1

Scooby-Doo! - Unmasked (USA) (En,Fr) Chinatown 1.bk2
In 10:20.40 (37055 frames), 13400 rerecords
56 downloads
Uploaded 12/3/2022 12:22 AM by Technickle (see all 158)
Workshop 1, Workshop 2, Mystery Solved, Chinatown 1 done.

#638055472652879579 - SDU Entering Sewers

Scooby-Doo! - Unmasked (USA) (En,Fr) Up to Enter Sewers.bk2
In 02:41.38 (9639 frames), 4507 rerecords
63 downloads
Uploaded 12/2/2022 3:07 AM by Technickle (see all 158)
Scooby can slide, but, I use it only before entering loading zones as it saves the most time, otherwise, the slide has end lag.
Single Jumping is faster, and only double jumping is used if the platform is unreachable.
Crash Bandicoot style jump spin technique is used here and some right before a loading zone for funny animations.
Input ends as I press A on entering sewers.

#638055405894515136 - SDU Rooms 1-5

Scooby-Doo! - Unmasked (USA) (En,Fr) rooms 1-5.bk2
In 01:15.70 (4522 frames), 2477 rerecords
56 downloads
Uploaded 12/2/2022 1:16 AM by Technickle (see all 158)
decided to try this.

#638052906530010386 - SP 2P Improvement ~ 41 Frames

Stone Protectors (Japan) 2 Players Improvement ~ 41 frames.bk2
In 16:29.90 (59492 frames), 60144 rerecords
63 downloads
Uploaded 11/29/2022 3:50 AM by Technickle (see all 158)
41 frames faster from a better level 8 boss fight.

#638052717526231895 - SP 2P improvement ~ 65 Frames

Stone Protectors (Japan) 2 Players Improvement ~ 65 frames.bk2
In 16:30.57 (59532 frames), 59258 rerecords
54 downloads
Uploaded 11/28/2022 10:35 PM by Technickle (see all 158)
65 frames faster.

#638052047946905957 - SP 2P 69 Frame Improvement

Stone Protectors (Japan) 2 Players Improvement ~ 69 frames.bk2
In 16:31.63 (59596 frames), 58318 rerecords
1 comment, 67 downloads
Uploaded 11/28/2022 3:59 AM by Technickle (see all 158)
69 frames faster nice
also, level 10 starts on frame 54,020 for peak gamer status.

#638051157178472856 - SP 2P Improvement ~ 136 Frames

Stone Protectors (Japan) 2 Players Improvement ~ 136 frames.bk2
In 16:32.78 (59665 frames), 54502 rerecords
66 downloads
Uploaded 11/27/2022 3:15 AM by Technickle (see all 158)
136 frames faster

#638050976185135978 - SP 2P 96 Frames Faster

Stone Protectors (Japan) 2 Players Improvement 96 frames faster.bk2
In 16:35.03 (59800 frames), 50697 rerecords
1 comment, 57 downloads
Uploaded 11/26/2022 10:13 PM by Technickle (see all 158)
96 frames faster.

#638050402410956131 - SP 2P 151 frames faster

Stone Protectors (Japan) 2 Players Improvement 151 frames faster.bk2
In 16:36.63 (59896 frames), 48478 rerecords
1 comment, 76 downloads
Uploaded 11/26/2022 6:17 AM by Technickle (see all 158)
151 frames faster.

#638050189807464782 - Ston Proc ~ 2 Players In 16:39.12

Stone Protectors (Japan) 2 Players Improvement 413 frames faster.bk2
In 16:39.12 (60046 frames), 46314 rerecords
58 downloads
Uploaded 11/26/2022 12:23 AM by Technickle (see all 158)
413 frames faster.

#638047672382664769 - Stone Protectors 2 Players Submission Improvement

Stone Protectors (Japan) 2 Players Improvement 106 frames faster.bk2
In 16:45.99 (60459 frames), 38087 rerecords
72 downloads
Uploaded 11/23/2022 2:27 AM by Technickle (see all 158)
okay good enough.

#638046705561920205 - 2 Player Improvement (91 frames faster)

Stone Protectors (Japan) 2 Players Improvement 91 frames faster.bk2
In 16:47.82 (60569 frames), 34076 rerecords
60 downloads
Uploaded 11/21/2022 11:35 PM by Technickle (see all 158)
Can't catch a break. 91 frames faster now.
Replace this file with the 16:50.65 submission file

#638045656663519034 - Stone Protectors 2 Players 1649

Stone Protectors (Japan) 2 Players 1649.bk2
In 16:49.32 (60659 frames), 29267 rerecords
67 downloads
Uploaded 11/20/2022 6:27 PM by Technickle (see all 158)
(obsoleted)

#638044138795086982 - Stone Protectors 2P - 21 frames faster

Stone Protectors (Japan) 2 Players 1650.bk2
In 16:50.65 (60739 frames), 28682 rerecords
64 downloads
Uploaded 11/19/2022 12:17 AM by Technickle (see all 158)
okay, I think it's optimized, with these current strats.

Movie Goals

•Emulator Used: Bizhawk 2.8
•Game Difficulty: Easy (1 star = fastest)
•Uses 2 Players
•Beats the 1 Player movie by 31.52 seconds (or under its own "2 Players" tab) either is fine
•Takes Intentional Damage to Save time
•Manipulates RNG
•Abuses Programming Errors
•Goes for Fastest Completion Time
•Genre: Beat'em Up

What's Faster?

2 Players. While I've done a movie already that uses only 1 player, this new movie uses 2 players. The 2-player version is 31.52 seconds faster overall, using an all-out attack on enemies and bosses alike. While it's known that 2 players can always be better than it's 1 Player counterparts I didn't suspect it to be at first. However, over the course of trying multiple different ways to improve individual screens and bosses, it came out to be a lot faster.

What are the Character Choices?

There are 5 Stone Protector Characters available in a set game of 2. While not all of them are fast and or strong, there are at least two that have both fast attributes and strong attributes. Cornelius the Samurai, as seen in my 1 Player movie, can use his Mic Toss to inflict damage on bosses and enemies while facing away, and using his Vocal Reverb in the opposite spot that I can face is faster overall. For Player 2, I use Chester the Wrestler. Chester is slow while walking but can pick up speed quickly by using his closeline thunder crush attack. Just like 1 Player, I can use Chesters C.T.C to inflict damage when facing away or towards an enemy. Chesters C.T.C only takes 21 frames in total so it's right for the job.

Why punch Attack on the Bosses?

This is mostly for RNG and positioning. While using the katana knife can inflict more damage instead of punching, I do this because otherwise the attack would be blocked, or just straight up missing entirely. Chesters punches still do a lot of damage so I also do that as well with the same purpose.

Mic Toss does a lot more damage I thought is this still true?

While Mic Toss does a lot of damage, it doesn't do it quickly, which is why I was able to improve this time so drastically. Mic Toss is good for certain occasions, like on boss 1, because the RNG is optimized and punching or using the katana knife would be slower. Mic Toss is still used, but, not for bosses.

Do Gems take extra time to collect? If so why collect them?

Gems won't take up time as long as either player hasn't collected any more than 2K points worth of gems. Picking up gems is faster only because of enemy positioning, otherwise, I will have to wait longer for them to stop blocking. I pick up all the 'required' gem spots to gain an advantage otherwise it be impossible or slower. _

Levels:

•Snowy Village: same as the 17:01 movie, not a way to improve here.
•Crystal Mine: Heavily improved on the boss fight here, and implemented more Mic Toss hits into the first two possible ways. Made the fight a lot faster.
•Downward: Better optimized boss fight used Thunder Crush (C.T.C) earlier with some earlier Katana hits to save time.
•Beach Party: Faster boss fight used. Got rid of the Mic Toss in favor of quicker Katana hits. Closer range with C.T.C as well.
•Forest of Mythrandir: Stayed the same from the 17:01 movie, the impeccable boss pattern I couldn't refuse to use.
•Bizarre Bizzare: Faster Frank fight, closer ranged attacks.
•Approaching the Castle: Faster Zink 2 fight saved some frames.
•In the Castle: Dramatically improved the fight here. Instead of hitting Sucker Puncher mid-air, just use the previous strat seen on Zink 2 and Frank. Saved a lot of time here.
•The Lab: Easily the best improvement here, impeccable boss RNG.
•The Lair: 21 frames saved from the 16:51.00 movie.

Possible Improvements?

As far as I can tell, there are no serious ways to improve this. There would need to be some game-breaking thing to make this faster than it already is. 16:50 was a dream goal, and I managed to get there.

Final Thoughts:

I'm happy with how this turned out. I worked hard to make this as good as it can possibly be. I crushed the 17:22 1 Player movie by over half a minute, so I'd say I'm satisfied with this as is.

SHA1: F408B6132E88BB9CDCB6FBB7DCB41723F88FE76D (Same one from the 17:22.17 movie)

#638043960590421601 - Stone Protectors 2 Players In 16:51.00

Stone Protectors (Japan) 2 Players Improvement 1651 297 frames faster.bk2
In 16:51.00 (60760 frames), 28236 rerecords
66 downloads
Uploaded 11/18/2022 7:20 PM by Technickle (see all 158)
Improved level 3, level 4, level 7, level 8 & 9 bosses. Saved 297 frames from better RNG, and earlier hits.

#638043292168458380 - Stone Protectors 2 Players In 16:55.94

Stone Protectors (Japan) 2 Players Improvement 1655 92 frames faster.bk2
In 16:55.94 (61057 frames), 25642 rerecords
1 comment, 61 downloads
Uploaded 11/18/2022 12:46 AM by Technickle (see all 158)
welp, another 92 frames saved.

#638043167650495408 - Stone Protectors 2 Players In 16:57.47

Stone Protectors (Japan) 2 Players Improvement 1657 261 frames faster.bk2
In 16:57.47 (61149 frames), 24349 rerecords
58 downloads
Uploaded 11/17/2022 9:19 PM by Technickle (see all 158)
Finally, sub 17 minutes, and with two players no less! Very happy with getting this time below the 17-minute mark.
Some improvements came from not imploring singing on some of the bosses, and manipulating RNG to have them come out sooner, and hit earlier.
261 frames faster overall.

#638025792880184229 - All Ace Coins

Super Mario Advance (USA, Europe) All Ace Coins 2652.bk2
In 26:52.61 (96318 frames), 21183 rerecords
94 downloads
Uploaded 10/28/2022 6:41 PM by Technickle (see all 158)
Super Mario Advance All Ace Coins In 26:52.62
Decided to make this All Ace Coins TAS since there was no movie for the category. I had fun with this project, but, it most likely could be improved if I had to guess, however, not sure by how much.

Level Notes

  • 1-1 uses Luigi. Luigi has the highest jump out of any character. Mostly used for getting up to the vine when exiting for the 3rd coin grab. In the first frame, I am able to super jump using SMB2's higher high jump when holding Down. [Coin Total = 5]
  • 1-2 uses Toad. Toad has the fastest movement out of any of the other characters. Toad is used here for the Carpet Turnback which is a common trick in SMB2. Using the momentum of Toad's speed helps with this. This level requires a Key for a door and when holding objects, like Keys, Bombs, or Turnips, holding B will toss the items, in order to run I have to hold down the shoulder R button to keep speed. (I disrespected the blue snifit). A lot of the route will go back for Ace Coins as it's faster to collect only some on the first trip, rather than all in one go. [Coin Total = 3]
  • 1-3 uses Toad. A lot of this level is rather flat until inside which Toad has the fastest travel speed so it makes the most sense. Inside introduces climbable objects like chains, but, was also seen in 1-1 as well with the vines. When climbing an object, I can press the left or right directional pad, depending on where I grabbed the chain/vine from, and let go. Once I let go, I have a couple of frames where I am physically not standing on anything, although the game registers me standing on the ground somehow. By doing this I can skip the animation of climbing the normal way and jump my way to the top section more quicker. A lot of this game has screen transitions, and when approaching a screen transition it either has to scroll upwards or downwards depending on where you are traveling to. In 1-3, I can barely skip this screen transition by manipulating the way I jump to the door at the top of the room, which saves a lot of time. [Coin Total = 2]
  • 1-3-backtrack uses Mario. Mario has a lot of power, and with this power picking up in-ground objects will be faster overall, in overalls. The first coin is behind me, so I have to make a turnaround as soon as I am able to and jump up top on my far left side. I will need a potion to make the door appear on top of the 'pipe' which will send me to World 4. [Coin Total = 2 + 1 phantom coin]
  • 4-1 uses Luigi. A lot of 4-1 has coins placed in higher-up sections, so using Luigi's high jump is a must. In 4-1, it introduces the orb gotten from Birdo, although there is no Birdo fight, so it's a straightforward level by collecting coins and getting to the end as quickly as possible. [Coin Total = 5]
  • 4-2 uses Luigi. At the beginning of the first room, I utilize Luigi's high jump to reach a higher portion of the vine quicker. I also use the vine trick mentioned earlier. 4-2 has enemies coming from right to left, which makes getting around them a little more difficult, but, of course not in a TAS. Some coins are placed in semi-decent spots, but, some are placed in higher-up positions. I use enemies to jump from one to another just for fun and to be quicker. I grab 4 out of the 5 coins as the extra coin at the bottom with the whales, will be collected later. [Coin Total = 4]
  • 2-1 uses Toad. Yet another flat ground level so using Toad is best. Some coins are placed slightly higher up, but, don't require a super jump to reach. Other coins are placed so you can jump off of enemies' heads to reach them. Once inside, digging will commence. I will need to avoid all enemies here due to the fact that I am still in a small state which will insta-kill if I let enemies touch me from the side or from a falling above state. Creating zig-zag dig patterns will make the enemies take a different route, so I'll be to dig freely. [Coin Total = 5]
  • 2-2 uses Peach. Peach has her float, which makes it easier to get through levels. Some coins are placed higher, so I'll to min-max the Super Jump duration. The coin in the middle with the 2 enemies, I turn back left and face back right, this makes it so I barely hit the coin's hitbox and continue moving forward quicker. At the end of the first room, there is a vine that goes downward. By doing the same thing for vines going upward, I can fall off and grab at the bottom so that I am in a falling state thus falling quicker to the bottom to enter the transition. More digging here and the coins are near the bottom, so manipulating the red shy guys to follow a different pattern is required otherwise I die here. [Coin Total = 5]
  • 2-3 uses Peach. The first room has a ladder, so I do the same for the ladder as I do for the chain and vine. More digging here as well. At the bottom of the digging, I need a key for the door at the top of the pit. I make it so quickly up top that I wait for the big red shy guy to go past and the frame I can squeeze past I do so. The last coin is on top of a sand pit with an enemy, so I have to go beneath to go past this and grab the last coin. [Coin Total = 5]
  • 3-1 uses Mario. Mario will fall to his death while collecting the last remaining images of an Ace Coin. I do this because Mario is the first character to show up on the selection screen thus making him faster to choose over any other character. After this death, which is faster by the way, and S+Q'ing is not (tested it), I just Peach, since she has her float. This level has a magic carpet ride that will show me the world of Ace Coins. Once off Mr. Bones' wild ride, I'll be greeted by another vine, rinse repeat the jumping. At the top, I go left and have to blow up the wall with a bomb I yeet the bomb from downtown, hoping for a game-winning shot, which I get. I grab the coin GG EZ. [Coin Toal = 5]
  • 3-2 uses Mario. Faster grabs, with the big POW Block. On the way to the POW block I'll collect 2 coins and once below the POW block I'll collect another coin. In order to get out, I'll Super Jump min-max to land up top. I yeet another bomb while collecting another coin. Once down under, I'll utilize the top of the room to go across which lets me skip rooms, which will also come up later. I grab the last coin and end. [Coin Toal = 5]
  • 3-3 uses Mario. One coin was grabbed on the outside and one coin was grabbed on the inside. I grab a heart that acts like a mushroom to become bigger. I utilize a blue shy guy so I can stand on it and Super Jump. Super Jumping past the Sparks, which is faster than running and jumping since that makes the rotation of the Sparks worse in time. I'll need to collect a coin that is far left which will make the downward screen transition happen. I climb the ladder slightly here, since the screen transition to get to the door was off-screen, so I had manually move the camera upwards first. The last two coins are above the walls so I'll jump up towards the first one, and I'll Super Jump on the last one and S+Q. [Coin Total = 5]
  • 4-2-Backtrack uses Luigi. Coming back to 4-2 I'll collect the last remaining coin and pick a potion to warp me. This Warp leads me to world 6.
  • 6-1 uses Luigi. In 6-1 Coins are placed higher, so using a Super Jump is required. I'll need to make use of the green pokey in order to reach the 2nd coin in the level, otherwise, I wouldn't be able to. the 3rd Coin is right before the door. The last two are inside. [Coin Total = 5]
  • 4-3 uses Peach. I'll her float to reach the other side of the platform to get into the door. In here is a coin., Exiting back to the first door. I'll grab a heart, since Peach doesn't have the highest jump, I'll utilize the grown Peach in order to reach the higher-up platforms with a Super Jump. One coin is placed on the left side of the room so I'll use the float to do a turnback and continue to the platform adjacent to it. The next room has spikes on the floor, so taking advantage of not only a taller Peach but also taking advantage of an extra hit from the spikes helps and is the only real way to get down there quickly without using the enemies' guidance. The last coin is way below, once collected, I'll S+Q. [Coin Total = 5]
  • 5-1 uses Luigi. In 5-1, there is a waterfall. This waterfall has logs going across it, and the intentional way would be to slowly wait for the logs to fall so the coin at the bottom could be collected. However, instead of that, I'll intentionally hit the log and fall off so that I'll time a fish at the bottom to stand on and collect the coin that way. [Coin Total = 5]
  • 5-2 uses Luigi. For the higher jump. Interweaving into the enemies was tricky here, but, it was done. The first three coins are near the vine enemies, and the last two are above me and below me at the same time with which I'll use the climbing trick once again and fall downward. [Coin Total = 5]
  • 5-3 uses Luigi. 5-3 uses Albatross that will drop Bomb'ombs and insta-kill the player so avoiding these is crucial. Once inside, I'll duck jump past the Red Shy Guy spawn point, this makes it so I don't have to go down around, and up. Once outside, I'll pick up a turnip which will be thrown, caught, and thrown again at two enemies. The last two coins are collected once on the carpet and jumping off the carpet. [Coin Total = 4]
  • 5-3-Backtrack-ish uses Luigi. The last coin is above me once out of the ladder-climbing section. I'll a potion to warp to world 7. [Coin Total = 1]
  • 7-1 uses Luigi. For his Super Jump. One coin is on the far right, and so I'll travel over there, once collected I'll head back left to catch a ride on an Albatross, to pick up the rocket ship. Once out the next coin is right above me, so I'll turn left and jump right to barely touch the coin. The next room is interesting because the screen transition doesn't quite work for some reason. I had to manually pan the camera up by climbing the ladder normally here, otherwise, the coin and the following ladder are off-screen and unreachable. In the next room is a green birdo fight where birdo says, and I quote: "I'm ready for yo-aaah" real btw. Defeat Birdo and win a prize.
  • 7-2 uses Peach. I grab a heart so I can become big and strong, but, also to reach higher up platforms like before. Some coins are in various rooms that need to be climbed into to get to. The bigger Peach will also be needed to take a hit from a Spark, which allows me to circumvent going down and around. [Coin Total = 5]
  • 6-2 uses Luigi. 6-2 is a bird, about birds, has birds, and the only way to beat this level is via birds. [Coin Toal = 5]
  • 6-3 uses Luigi. I'll jump climb the ladder and make my way to the right to pick up and coin, head back left, and pick up a blue shy guy. This blue shy guy is the center of this entire level, using it is crucial. Once done, I'll head through the door on the other side. Once inside, I'll head left and collect a coin via a vine jump. I'll travel down the vine and just miss every vine afterward to collect the coins faster. [Coin Total = 5]
  • 7-2 uses Toad. 7-2 is a boss rush of sorts. First is Red Birdo which says and I quote: "I'll finish you off". Next is the Hawkmouth boss. I grab the orb and re-grab the item to jump up high so the item will land twice in the hitbox causing double damage, the last hit again with the same item. I get transported to the final Boss Wart, which he says and I quote: "I'm the great Wart hahaha" real btw. I throw the turnips in Wart's mouth on the first frame possible at very close range. He dies and says and I quote: "Noooo Ribbit Nooooooooo-aaaaaaa" real btw.

Q&A

Why Save and Quit after collecting the last coin in a level?

  • It's overall faster, as it saves the most amount of time, rather than having to beat the level entirely.

Why Play Some Characters over other Characters on different levels?

  • Jump Height, Strength, or Speed. Levels are planned for these characters for those reasons.
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