Submission #3436: PangaeaPanga's SNES Super Demo World: The Legend Continues in 18:00.42

Super Nintendo Entertainment System
warps
(Submitted: Super Demo World - The Legend Continues.smc any v1.1)
Snes9x
64825
60
19834
Unknown
Submitted by PangaeaPanga on 1/22/2012 5:32 AM
Submission Comments
This is an improvement of 1142 frames (19.03 seconds) over the previous submission.

Game Objectives:

  • Emulator used: SNES9x 1.43 v17
  • Aims for fastest time
  • Uses a slower route to save time
  • Abuses programming errors
  • Uses warps

Comments:

Hey guys! After some newly discovered glitches and tricks, I decided to start another Super Demo World run. Primarily, the discovery of the stun glitch gave the biggest improvement in the entire run. It's a very simple, yet powerful glitch. It even allows you to spawn Koopa Kids, which can end a level the same way after defeating a boss. Demonstrations of this glitch can be viewed here and here. This is also the main reason why I decided to redo this run, as it saves a lot of time.

Pokey Stun Glitch

This is a very powerful glitch, which lets you spawn sprites from a stunned one. In order to execute this glitch, you need Yoshi and a damage source (such as an enemy, a thrown shell, etc.). You start off by voiding a sprite in Yoshi's tongue, which is achieved by eating it when you already have another sprite in Yoshi's mouth, which I demonstrate in the run by using the "stick out Yoshi's tongue at the same time you hit a power-up" glitch. Then you have to get hit and fall off Yoshi before you eat the 2nd sprite. After this, you need to spit out the sprite you have in Yoshi's tongue. However, since you have a Pokey in my mouth, it's 3 blocks high, so you need to stand on a ledge so it doesn't fall through the floor (it's a Pokey, just without the graphics or movement). Then you eat the pokey to spawn the goal tape. The goal tape actually isn't the real goal tape, but a graphic of it. In order to hit the real one, you need to go to where Y=0 and X<11.00, which is the top right of the screen.
There is a lot more to this glitch than is described above, and there are other ways to void the 2nd sprite, but in the case of this movie, this is all you need to know.
I know my description of this glitch is poorly written, as it is a hard glitch to describe. I will update this with a better description if I come upon one.

Level Comparisons:

Misty Isle 1 (0)
No change.
Misty Isle 2 (0)
No change.
Misty Isle 3 (0)
No change.
Misty Isle 4 (10)
10 frames were saved in this level due to a new approach proposed by Dawn. Rather than to hit the Goomba at the beginning of the level and use it for the first feather block, I take a Red Koopa's shell and hit the second feather block. An additional frame may be saved if you corner-clip.
Misty Isle 4 -> #1 Misty Castle (11)
1 frame was gained for some unknown reason.
#1 Misty Castle (11)
No change.
Salty Isle (11)
No change.
Desert World 1 (16)
5 frames were saved from fadeout lag.
Desert World 2b (24)
3 frames were saved in the beginning because I was able to fall down into the pipe faster. An additional 5 frames were saved in the second room by hitting the keyhole faster and reducing more lag.
Desert World 2b -> Desert Pyramid (23)
1 frame was lost for some unknown reason.
Desert Pyramid (31)
2 frames were shaved off in the first room due to optimizing the P-Switch grab. One frame was saved in the second room, but it was lost upon entering the Reznor Battle to manipulate its oscillation. 6 frames were saved from fadeout lag.
#2 Desert Castle (975)
Because I need to get a fireflower and shell for Desert Star World, I have to go into the castle first, which throws off the comparison a bit and gives me a very large lead. However, only 2 frames were saved in the entire level. I optimized the jump right before entering the pipe in the first room. The comparison script goes back to normal once I enter Desert Secret though.
Desert Secret (-70)
Acquired the fireflower, shell, and Yoshi needed to save time.
Desert Secret -> Desert Star World (-122)
An additional 52 frames were lost due to the extra map movement needed.
Desert Star World (2002)
The stun glitch was executed here, giving me a 2000 frame lead!
Water Star World (2002)
No change.
Water Star World -> Crystal Star World (2003)
1 frame was gained because oscillation worked in my favor, and I did not need to delay entrance.
Crystal Star World (2006)
No change in the first room. However, I needed to keep Yoshi because I found out that you are actually able to move earlier if you are on Yoshi. 3 frames were gained in the Yoshi Wing room. Since I didn't need Yoshi anymore, I was able to fall off the screen faster.
Sky Star World (1037)
Because the shell was sacrificed in order to perform the stun glitch in Desert World, I lose 969 frames.
Ice Star World (1054)
Heavy lag optimization allows me to save 17 frames.
Ice Star World -> Pipe Star World (1055)
1 frame was saved for some unknown reason.
Pipe Star World (1064)
Optimized pipe entrances and the jumps at the end of the level, saving me 9 frames.
Bowser's Star World (1064)
No change.
Bowser's Star World -> Backdoor Star World (1065)
One frame was saved for some unknown reason.
Backdoor Star World (1065)
No net change. However, 1 frame was saved in the first room by entering the pipe earlier. Another frame was saved in the 2nd room for the same reason. However, both these improvements were lost due to fadeout lag.
Backdoor Star World -> Bowser's Back Door (1073)
Since I was also unable to beat the Bowser's Statue Fireball frame rule, I had to delay entrance into the level, just like bahamete & Dawn did. However, I wasn't effected by it as bad as them, so I save 8 frames.
Bowser's Back Door (1142)
No change in the first two rooms. The improvement in this level comes from manipulating Bowser phases, as seen in the Super Mario World any% run. Also, this also gives another advantage, allowing you to end input a lot earlier.

Possible Improvements:

  • Using the goomba to hit the fireflower block earlier in Misty Isle 3. This was proposed by Dawn.
  • Sky Star World improvement proposed by Mister.
  • Better lag management from Ice Star World (I managed to reduce it to only getting 8 frames. Perhaps it's possible not to get any.)
  • A better score plan. Dawn has already improved roughly 20 frames of fadeout lag in World 1. Saved frames from fadeout lag begin to have an impact as they accumulate over time.
  • Beat the Bowser Statue Fireball frame rule! You would need to save about 90 frames in order to accomplish this. However, it may be possible to beat it with less frames. I'm not exactly sure, but it's around that amount.

Thanks

  • amaurea for his comparison lua script, which was used throughout the production of this movie
  • Dawn for his Misty Isle 4 improvement
  • bahamete for his Desert Star World improvement
  • bahamete & Dawn for their previous run
  • ISM & Andymac for their 120-Exit WIPs
  • You for watching this
And that's it! I hope you enjoy the movie! Don't forget to leave a rate or comment!

Truncated: Judging...
Truncated: Looks good, accepting!
Brandon: Publication underway.
Last Edited by adelikat on 9/24/2023 2:28 PM
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