...aaaaand here's the sequel.

Game objectives

  • Emulator used: libTAS v1.4.6 + ruffle-nightly-2024_12_16
  • Takes intentional damage
  • Genre: Platformer
  • Unofficial game: Fan game

Settings

  • Linux version: Ubuntu 24.04.1 LTS (Through WSL2)
  • SWF MD5: 3f58d593e6f0ea2cb4605a84f4f35b77
  • --no-gui command line option
  • Renderer: Vulkan
  • Game was obtained through Flashpoint.

Comments

This is a TAS of Paper Mario World 2. This is the followup to the previous Flash game, this time released in 2010 by Lesjuh once again. Mario goes through the desert this time around, now having to defeat a new enemy, which also has a skull looking face (which looks like it came straight out of Super Meat Boy or something). This game feels overall more polished than the first game, though it still has it's quirks.

Mechanics

Just like the first game, this sequel runs at 35 FPS.

What's retained from the first game

Holding your inputs to perform actions is still present. Jumping for the most part is the same. It goes in a fixed jump height no matter how long you press the Up key, this fixed altitude is specially evident in the quicksand and lava espace sequences. Collecting enough coins restores some of your life.

What's patched

Jumping and swinging your hammer at the same frame was patched. You MUST stand still in order to swing your hammer now. You'll interrupt the animation if either you jump or you move.

What's new

You have a run button now (or key I guess). By holding Ctrl, Mario will run slightly faster. Damage boosting of hazards such as flamethrowers seemingly zip you for a bit when you get hit.

Run comments

Again, the run is pretty straightforward, but there's a couple of areas of note.
The Mario Sunshine Secret Course esque section I had to wait for the firebar and platform cycle to let me walk through without getting hit, as the hitbox for those firebars is deceptively huge.
The boss fight again, has a rather scripted attack pattern. His head will lower at an angle to let me know when to hit him with my hammer. I hit him at the earliest frame I can.

Other comments

When playing back the TAS, keep in mind that you'll need to restart libTAS if you want to play it back again because of some weird problem where ruffle could freeze if you try and pause the movie. The movie plays back perfectly fine otherwise. Maybe it's just me.
Thanks for watching and reading, and thanks to mohoc for the encode once again.

DrD2k9: Claiming for judging. Judging based on encode and mohoc's sync.
DrD2k9: After clarificaiton via the forum about some of the jumping against platforms, this seems ok. I am a bit curious on damage boosting; it's done in a few places, but then other times mario hesitates to not get hit by fireballs. I'm curious if damage boosting the other situations would allow for a faster run. Unfortunately I'm unable to directly test these curiosities, so I'll give the author the benefit of the doubt as the rest of the run appears fairly well otimized. If someone can beat this run, great. Accepting for now.
fsvgm777: Processing.


TASVideoAgent
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This topic is for the purpose of discussing #9419: dekutony's Flash Paper Mario World 2 in 05:20.83
mohoc
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Casual encode: Link to video
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Thanks for encoding this! I didn't really try to make an encode myself this time since the last one wasn't very good.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
DrD2k9
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Regarding optimization. I noticed a few places through the run, where Mario jumps to a new platform while right against a wall or ledge before progressing over the corner onto a new platform; for example around 12 seconds into the embeded encode. I know that in many games this method of jumping to a new platform can actually be slower than the common TAS strategy of jumping further away from the wall due to the advantage of horizontal acceleration. As I'm not set up to use linux/libTAS, I am unable to test this particular game. Was there any testing done to confirm that the method used isn't slower than jumping further away from the wall?
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In this game (as well as the prequel) Mario has a fixed altitude when he jumps. More importantly, it doesn't matter how long I press the jump key, it could be 1 frame or a whole 60 frames, my altitude will always be the same every time. Say for instance I jump from one platform to the other and they're close to each other. I have to wait to land onto the next platform despite the rather short distance. After this platform, there's a higher floor I have to jump on again and the same rules apply. I hug the walls from time to time because I have no other choice but to wait to land on the ground. I hope this answers your question.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
DrD2k9
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dekutony wrote:
In this game (as well as the prequel) Mario has a fixed altitude when he jumps. More importantly, it doesn't matter how long I press the jump key, it could be 1 frame or a whole 60 frames, my altitude will always be the same every time. Say for instance I jump from one platform to the other and they're close to each other. I have to wait to land onto the next platform despite the rather short distance. After this platform, there's a higher floor I have to jump on again and the same rules apply. I hug the walls from time to time because I have no other choice but to wait to land on the ground. I hope this answers your question.
Unfortunately it doesn't. Even with fixed altitude jumps, it appears you can control horizontal movement during the duration of a jump. What I don't know and can't easily see from the encodes is how horizontal acceleration works in the game. If there is acceleration and not instantaneous increase to max horizontal speed, then hugging the wall may delay such acceleration. For a theoretical example: If Mario instantly increases to max horizontal speed once he is allowed to move horizontally after clearing a ledge vertically, then how far he moves in X frames will always be equal so long as his horizontal position is right at the corner of the wall when he clears the ledge vertically. With this style of movement, hugging the wall is not a problem. However, if acceleration is a component of movement and Mario is only allowed to begin accelerating horizontally after clearing the ledge vertically, then hugging the wall means that the horizontal acceleration can't start until after he clears the ledge. Thus, jumping right against the wall will have a slower initial horizontal speed upon clearing the ledge vertically which will take time to build to max speed. This will limit how far he can travel horizontally in a given number of frames. By jumping from farther away from the wall, the acceleration can be exploited to have Mario's horizontal speed be already maxed out at the moment he clears the ledge vertically; this should yield a farther horizontal travel in the same number of frames than a jump that hugged the wall could, due to Mario's horizontal speed already being maxed out when he clears the ledge vertically.
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From what I was able to understand, Mario stops on a dime. I never really gave acceleration much of a consideration. When you stop holding left or right, Mario stops moving horizontally seemingly instantaneously. Every time I hugged a wall, Mario stopped moving seemingly instantly. When I stopped hugging the wall, Mario continued moving forward at seemingly the same speed he normally goes forward every time. To me, personally, I didn't notice a difference in movement speed. I don't even think this game has an in depth movement system like in the official games (although I could be very wrong about that).
Here, my YouTube channel: http://www.youtube.com/user/dekutony
DrD2k9
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dekutony wrote:
From what I was able to understand, Mario stops on a dime. I never really gave acceleration much of a consideration. When you stop holding left or right, Mario stops moving horizontally seemingly instantaneously. Every time I hugged a wall, Mario stopped moving seemingly instantly. When I stopped hugging the wall, Mario continued moving forward at seemingly the same speed he normally goes forward every time. To me, personally, I didn't notice a difference in movement speed. I don't even think this game has an in depth movement system like in the official games (although I could be very wrong about that).
This makes it sound like acceleration is not a factor for this game, so wall hugging shouldn be fine.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [6344] Flash Paper Mario World 2 by dekutony in 05:20.83

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