Submission #4836: IgorOliveira666's SNES Super Mario World: The Second Reality Project Reloaded in 34:25.93

Super Nintendo Entertainment System
baseline
(Submitted: The Second Reality Project Reloaded.smc USA)
Snes9x 1.51 v7 svn147
124160
60.0988138974405
38188
Unknown
Submitted by IgorOliveira666 on 9/10/2015 8:04 PM
Submission Comments
The Second Reality Project Reloaded is one of the most well-known Super Mario World hacks in existence today. It is known for its intuitive and unique level design, as well as its lush visual appeal. This hack is a remake of the 2002 hack The Second Reality Project, which was created almost exclusively with vanilla resources. This new incarnation did not change much in terms of level design from the original game--The Second Reality Project was created before the days of custom music, sprites, and fancy ASM-hacks, so they were, for the most part, excluded in this remake.
This TAS was made in version 1.2 of this hack. It can be found here. This version is a remake has only some improvements in levels, music, graphics, etc.

Game Objectives

  • Emulator used: Snes9x 1.51 v7 svn147
  • Aims for fastest time
  • Abuses programming errors
  • Takes damage to save time

About the run

This movie is 1485 frames (24.74 seconds) faster than the last. Below I quote phases with good improvements.

Levels with great improvements

Volcano Castle

In the first room of this castle, it was possible to get p-meter platform before moving and were delivered 36 frames. In the second room, jumping early and getting speed 51 up there, they were saved over five frames, totaling 41 frames.

Labyrinth Zone

Going by the bottom, they were saved 48 frames.

Starlight Zone

In the third room, it was possible to pick up speed in the 52 cloud and also at the end of stage make walljump without losing speed, which totaled 34 saved frames.

Disturbing Castle

In the last room of this castle, it was possible, with L scroll, pass the pencil without waiting and still with 51 speed, which totaled 152 in saved frames.

Bowser Castle

Going with 6/5 in the second room, allowed to be with takeoff meter in the third and did not need to get p-meter, saving 55 frames.

The Launch Base

In the second room was possible to get the p-switch earlier and after leaving the barrel, I pressed as soon as p-switch, saving 107 frames.

Docking Bay

In the second room, it was for a little extra time in the water to jump and do not hit the ceiling and thus did not need to chuck bounce in from the left and not lose speed. 54 frames were saved in this.

Great Airship

After the self-scroller rather than go flying, I got p-meter earlier in enabling us clip the corner before as well. In the third room, I waited for a while and it took p-meter before and managed to jump before, making it possible to pick up a shell and throws him to the p-switch pad making it spawn before. Throughout this room were made corner clips, and also boosts the platforms of brothers hammers, saving in total 95 frames.

Orbital Station

In the fourth room, I went with 6/5 to the part where you have to fly, which saved 77 frames. In the other rooms were small improvements.

Invasion Fleet

In the water, in the course of it are saved some frames, and then get on the p-switch could make the grab double well before and down with the p-switch already in hand much faster, saving 232 frames.

Yoshi's Final Fight

After picking up the wings, the beginning of it, I did not lose speed and more or less in it did not have to wait to play the hull and kill "meka mine", totaling 120 frames saved.

Bowser's Starship

In the fifth room, stop flying was the best choice to fall faster and arrive before the barrel; In the sixth room, I took the p-ballon earlier; In the tenth room (the water), the corner boost were improved; Battle with Bowser has also been improved; In the other rooms were just small improvements. 322 frames saved.
These were the stages with good improvements. The others were only minor improvements. Together account for 98 frames.
Remember that the 1.43 version of Snes9x has the lowest lag. Therefore, if the previous TAS had been done in the version of 1.51 Snes9x, the time would be about 14 seconds to lag more, as the lag v1.51 is more like the actual SNES. Thus the actual time of the previous movie was 34:54 instead of 34:40.

Possible improvements:

I believe it has lagged improvements in management.

GoddessMaria: Judging.
GoddessMaria: I have to say, this submission wasn't too bad. Solid improvement over the currently published run of this game and the audience response was mostly positive as well. Also noting that v1.1 works as well with playback.
Accepting as an improvement to the currently published movie!
feos: Pub.
Last Edited by feos on 4/22/2024 3:07 PM
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