This is an improvement of 5546 frames (92.43 seconds) over the previous submission.
To view an actual on-screen comparison with the previous run, here's Part 1 and here's Part 2.

Game Objectives:

  • Emulator used - SNES9x 1.43 v17
  • Aims for fastest time
  • Abuses programming errors
  • Plays all levels possible small only

Comments:

As stated before in the previous submission, the goal of this run is to complete as many levels as possible only being permitted small Mario - Yoshi is also prohibited. This run differs from other Super Mario World runs, mainly because it lacks the use of the feather powerup. The use of this powerup may make the run look boring, because it seems like just a "fly-over-the-level" run (I'm not saying all movies do this. Many Super Mario World runs here are extraordinary and entertaining, even with a cape). Being restriced as small Mario, it takes a lot more planning and better execution, as flying isn't the solution to your problems. The amount of exits which only requires straight 49 hopping decreases heavily in this run, as many exits give Mario a challenge that he must overcome through many of these exits.
Only 86 exits out of the 96 exit total are obtained: Donut Ghost House b, Cheese Bridge Area b, Soda Lake, Star World 1a & b, and Valley of Bowser 4b are not reachable as small Mario. The switch palaces are restricted from completing.
I think this run itself was very successful. I saved time in every almost exit (except a few where I lost frames due to fadeout lag). I also followed a different overworld path, which my friend claims is 48 frames faster than the path used in this run, which I am unsure of.

Level-By-Level Comparisons and Notes:

Here, you can see individual level comments to see what changes I've done in each level, how much time I saved, any new strategies, etc. Also, according to DJSecret, my overworld path is 48 frames faster, which I am not sure is correct, but that's what I'm going to go on.
Yoshi's Island 2 (4)
Gained 1 frame from corner-boosting. Gained 3 frames from fadeout lag.
Yoshi's Island 3 (6)
Gained 1 frame from corner-boosting. Gained 1 frame from fadeout.
Yoshi's Island 4 (21)
Rather than 6/5ing up to the shell-jump, I am able to 49 hop throughout the whole way. Better lag manipulation at the shell-jump also saved valuable time.
#1 Iggy's Castle (66)
Improved the P-Switch jump in the beginning so I could build up P-Meter faster and reach speed 49 quicker.
Donut Plains 1b (235)
Optimized getting the shell much faster as well as the shell jump right before the secret exit.
Donut Secret 1a (273)
1/1 swimming saves 38 frames.
Donut Secret 1b (322)
1/1 swimming and optimizing getting the turn block as well as the key saves 49 frames.
Donut Secret House b (338)
Saved a few frames by corner-clipping through the turn blocks in room 2. Also, instead of turning around and grabbing the shell, I use the P-Switch to kill my speed immediately and then grab the P-Switch right after to save a few more frames.
Donut Secret House a (347)
Saved a few frames by corner-clipping through the turn blocks in room 2. Also, instead of turning around and grabbing the shell, I use the P-Switch to kill my speed immediately and then grab the P-Switch right after to save a few more frames.
Donut Secret 2 (367)
Instead of 6/5ing through the entire level, it is actually faster to hop 49 for as long as you can, then build up P-Meter right before the spinies. The final walljump was also improved.
Donut Plains 3 (432)
6/5ing through the whole level and landing on the moving platforms rather than 49 hopping after getting the koopa shells saves a load of time.
Donut Plains 4 (434)
Corner-boosting saves 1 frame, and I gain another from fadeout.
#2 Morton's Castle (564)
Improved the beginning spinjump and getting into the pipe faster. I also was able to squeeze through the small opening on the jump right in the last area of the last room. Because the dry bones spawned faster when I reached to the top quicker, it doesn't get in the way of entering the door, so that saves more time.
Vanilla Dome 1b (631)
Optimized getting the buzzy beetle shell faster as well as the turn block part. Rather than spending time waiting for the vine, I just wall-jump up and 37 hop to the keyhole.
Vanilla Secret 1b (791)
Rather than going to the left and up the springs, it is actually faster to go and use the pathway on the right. I also improved the wall-jump and made myself face right so I wouldn't spend any time needing to turn around to shell-jump.
Star World 2b (802)
1/1 swimming saves 11 frames.
Star World 3b (847)
Rather than wasting time getting up in the cloud and floating all the way up to the key and keyhole, I use a different path, where I go to the right, jump off the lakitu, and wall-jump, saving more than half a second. The key-dropping trick saves 2 more frames too.
Star World 4b (861)
I was able to stay on the moving platforms longer, giving me a tiny lead. I also improved the shell-jumps getting to the shell, saving me about 1/4 of a second.
Star World 5a (877)
I improved the 2nd acceleration by the grey falling platforms, where I would only need 2 platforms to fully regain P-Meter instead of using 3. I also improved the very last shell-jump.
Star World 5b (948)
Using the technique in the movie to get the koopa shell, I am able to build up P-Meter faster and gives me a nice lead. I also optimized double-grabbing the shell and P-Switch saving me a lot of time. At the end of the exit, I use the key-dropping trick to save another 2 frames.
Gnarly (982)
Instead of waiting for the vine in the beginning of the level, I one-side wall-jump which saves a bit of time. In the 2nd room, I improve the acceleration, saving me another 3 frames.
Tubular (1039)
Grabbing the balloon is actually slower in this level. I use the acceleration in the movie to quickly build up P-Meter and catch up to the previous movie. Because you cannot control the balloon's velocity, it starts from 52 and goes all the way down to 36. This means its average speed is 44, which is a lot slower than hopping 49. Not getting the balloon saves almost a full second.
Way Cool (1099)
Improved spin-jumping off the fuzzies. Also, by pressing up at the earliest time on a line-guided rope, you will make it move without actually grabbing it, and when you jump off of it without grabbing it at the latest possible moment, you actually get a little horizontal boost, saving about a frame everytime you do this on a line-guided rope. This was done multiple times to further increase my lead.
Groovy (1111)
Optimized grabbing the beginning koopa shell, giving me somewhat of a big lead.
Mondo (1181)
Improved the beginning so I don't lose any time needing to wait for the hammer bro to stop throwing hammers. Also, keeping the shell allows me to spend a little less time in the water and even lets me kill the last hammer bro, and lets me simply 49 hop to the pipe, rather than needing to wall-jump up to the top.
Outrageous (1207)
Optimized all the wall-jumps, which saves me 26 frames.
Funky (1222)
I grab the koopa shell at the earliest time, so there is more time for 49 hop and less time for 6/5, which gives me quite a large lead.
Yoshi's Island 1 (1225)
An improved acceleration saves 3 frames.
Donut Plains 1a (1227)
Corner-boosting saves a frame, while fadeout saves an additional frame.
Donut Plains 2b (1288)
I was able to enter the pipe 6 frames earlier in the auto-scroll section. Also, by using the yoshi coin duplication glitch, I am able to get a key block which becomes beneficial in the next room. Because I have the key, I am able to key-jump off of the key, which is much faster than bringing a shell.
Donut Plains 2a (1296)
I was able to enter the pipe 6 frames earlier in the auto-scroll section. I did have to lose some time by not 37 hopping through the beginning acceleration because the football got in the way and would cause me to die. I do save 1 frame from getting pushed into the pipe further though. 1 more frame was gained from fadeout.
Donut Ghost House (1320)
Saved 23 frames in the 2nd room by improving the spin-jump off of the boo. 1 frame was saved from fadeout.
Vanilla Dome 1a (1368)
Optimized getting the buzzy beetle shell faster and well as the turn block part. Saved 1 frame in the 2nd room, but I could have saved more, after I found out that 37 hopping was actually slower than building up P-Meter. Saved a bunch of time in the last part of the level by optimizing grabbing the buzzy beetle shell as well as 49 hopping as early as I could over the top with the throw block instead of continuing to 6/5 at the bottom part.
Vanilla Dome 2b (1421)
Optimized getting out of the water as well as the wall-jumps in the first part of the level. I improved grabbing the shell as well, giving me quite a big lead. I also improved the shell-jump and 1/1 swimming saves a bit of time.
Vanilla Dome 2a (1476)
Optimized getting out of the water as well as the wall-jumps in the first part of the level. I improved grabbing the shell as well, giving me quite a big lead.
Vanilla Ghost House (1486)
I was able to enter the door 1 frame earlier in the first room. Optimized spin-jumping off the gas balloon and grabbing the P-Switch saves me another 5 frames. 4 additional frames were saved from fadeout.
Vanilla Dome 3 (1598)
Running on the skull platforms gives me a nice lead and is much faster than regular 37 hop. I also managed to spin-jump off the blargs sooner as well as optimized getting into the pipe earlier. Improving the rest of the overall level helps save even more time.
Vanilla Dome 4 (1605)
Optimized grabbing the koopa shell saves me 7 frames.
#3 Lemmy's Castle (1606)
I actually did a bit of experimenting with the beginning of this level, where different positioning decided whether the block the magikoopa hits will turn into a koopa, a coin, or a thwomp. I was able to abuse this so it can turn into a coin, saving me 13 frames in the first room. Optimizing the very end of the last room saves me 9 frames. However, 21 frames were lost because of how Super Mario World programmed Lemmy. The previous run was able to manipulate him by having him stick out his feet first instead of his head, allowing Mario to hit him earlier than normal. They were able to accomplish this twice, where there is nothing I can do about it, except accepting the lost time.
Cheese Bridge Area (1959)
Saved a good amount of time by optimizing the spin-jumps off of the chainsaws. Also, I used the line-guided rope boosts to save even more time.
Cookie Mountain (1974)
I was able to wall-jump earlier, saving me a small amount of time.
#4 Ludwig's Castle (2089)
Optimized the first room, saving a few frames. Sliding down the escalators is actually faster than 49 hop because they are rotating in the same direction I am traveling, moving me faster.
Forest Of Illusion 1a (2092)
3 frames gained from fadeout lag.
Forest of Illusion 2a (2523)
431 frames were saved due to 1/1 swimming and a trick where if you drop a throwblock the frame before it disappears, it becomes active again for a short amount of time. You are also able to repeat this as many times as you want, which ended up saving a handful of time.
Forest of Illusion 3a (2530)
Optimizing the beginning walljump allows me to save 7 frames.
Forest Ghost House b (3293)
Improved the narrow passageway of the ghost house. Rather than entering the door into the next room, I one-side walljump to get over the boundaries which gives me a 762 frame gain. An additional frame was gained from fadeout.
Forest of Illusion 4b (3297)
Corner boosts give me a frame, and optimizing entering the pipe gives me another. Dropping the key on the key hole saves another 2 frames.
Forest Secret Area (3326)
Optimized the starting acceleration as well as the overall level, such as regaining P-Meter as fast as possible.
Forest Fortress (3335)
Optimized spinjumping off the grinders better as well as the Reznor battle.
Star World 4a (3340)
I was able to run across more moving platforms for longer amounts of time, which saved a bit of time.
Star World 3a (3339)
One frame was lost from fadeout lag (this marks my first loss in frames).
Star World 2a (3353)
1/1 Swimming saved 11 frames. Another 3 frames were saved from fadeout.
Vanilla Secret 1a (3389)
Rather than going to the left and up the springs, it is actually faster to go and use the pathway on the right.
Vanilla Secret 2 (3404)
1 frame lost from fadeout.
Vanilla Fortress (3446)
1/1 swimming and an improved Reznor battle helps save 42 frames. I did have to enter the Reznor battle a frame later though, since one of the reznors shot out a fireball at one of the worst times.
Butter Bridge 1 (3453)
Not much you can do in an auto-scroll level. I was able to enter the pipe 4 frames earlier though. 2 more frames were gained from fadeout.
Butter Bridge 2 (3456)
3 frames gained from fadeout.
Forest of Illusion 1b (3474)
Optimized obtaining the koopa shell faster. I also had better lag manipulation near the keyhole. I also improved getting the key into the keyhole faster as well.
Forest Ghost House a (4235)
Improved the narrow passageway of the ghost house. Rather than entering the door into the next room, I one-side walljump to get over the boundaries which gives me a 759 frame gain. An additional 2 frames were gained from fadeout.
Forest of Illusion 4a (4239)
Optimized getting into the lakitu cloud faster and reaching speed 52 quicker.
Forest of Illusion 2b (4452)
1/1 swimming and better optimization throughout the entire level helps save 213 frames. Also, using the throw-block trick helped save a bit of time.
Forest of Illusion 3b (4655)
Optimizing the beginning wall-jump saved a little time, but the time saver came from the lack of the need for the springboard. By only needing to bring a shell, I am able to keep 49 hop throughout the level instead of needing to rebuild P-meter up again, saving 132 frames. The benefits don't just stop there. Because I can force the shell through, I wouldn't need to spend extra time setting up the whole springboard-shell scenario in the previous run, which helps save an additional 68 frames.
#5 Roy's Castle (4816)
164 frames were saved because instead of waiting for the chain of blocks, I use the fireball to move on. 3 frames were lost from fadeout though.
Chocolate Island 1 (4820)
4 frames were gained from fadeout.
Chocolate Ghost House (4823)
Improved catching the wall faster in the second room, saving 2 frames. Another frame was saved from fadeout.
Chocolate Island 2b (4829)
Saved 4 frames in the first room by getting pushed into the pipe further. Another 2 frames were shaved off in the last room by using the key-dropping trick.
Chocolate Secret (4867)
Improved the start of the level. Also, rather than going over the top near the end of room 1, going under doesn't require you to slow down to get into the pipe. Optimized the vertical room overall, saving 30 frames. Another 4 frames were gained in the 3rd room by getting pushed into the pipe further. 1 frame was also shaved off from fadeout.
Chocolate Island 2a (4909)
Because you cannot enter the 3rd room with a time of 250 or more (that leads to the secret exit), I have to stall a lot of time. In order to stall the least amount of time, I enter room 2 right when the time changes to a different second (doesn't mater which, as long as you have enough time to get into the 3rd room), which saved me 4 frames.
Chocolate Island 3a (4984)
Rather than 6/5ing through the entire level, I 6/5 up until I grab the koopa shell and 49 hop through the rest of the level. In order to reach the goal, I drop the shell then spinjump and pick it up so I face left. This way, I can shell jump at the very latest moment, so I spend the least amount of time with 48 speed. Another advantage to this is that the screen doesn't scroll up when you don't 6/5. Because of this, you get no lag frames at all through the ending walk.
Chocolate Island 3b (5101)
Optimized the very end, such as getting both shells over on the other side. Instead of spending time to throw up the shell, I simply build up P-Meter and then hit the shell that is already on the ground. I get barely enough distance to cover the gap, saving nearly 2 seconds.
Chocolate Fortress (5110)
Improved the end of room 1, starting 49 hop at the earlist time. I also improve the beginning acceleration in room 2, saving me a couple more frames. Optimized Reznor battle as well.
Chocolate Island 4 (5114)
I optimized the whole level overall, slowly increasing my lead. Rather than going over the top to start 49 hop, I go under where I land on the megamole, saving me a frame.
Chocolate Island 5 (5117)
I got a better acceleration after exiting from the bonus challenge pipe, saving me a couple frames.
#6 Wendy's Castle (5139)
Optimized the beginning walljump as well as getting under that last spike in room 1. I was able to save a couple of extra frames which I lost from Lemmy, since Wendy stuck out her feet first instead of her head, which allows her hitbox to appear earlier than normal.
Sunken Ghost Ship (5201)
1/1 swimming helps improve the first two rooms. At the end of the 2nd room, I have to slow down for the ring of boos, but falling at a faster velocity helps regain those lost frames. Better lag management in the 3rd room saves more time.
Valley of Bowser 1 (5231)
At the start, I jump over the first megamole and chargin' chuck faster. An overall optimization through the level steadily increases my lead. Rather than killing all my speed at the throw-blocks, I am able to pick each up without losing any speed, saving even more time. 2 frames are also saved from fadeout.
Valley of Bowser 2a (5265)
Improved the first jump and getting the koopa shell in the first room. I duplicated the Yoshi Wings block much faster as well as improving entering the pipe in the 2nd room.
Valley Ghost House b (5314)
Optimized the beginning accelerations in room 1 and 2. Improved the last room, reaching the key and keyhole much faster. Rather than running straight into the key, I 37 hop, saving a frame.
#7 Larry's Castle (5383)
I was able to spin-jump off the ball-and-chain a little faster as well as being able to make the ledge without the need to wall-jump saving even more time. In the 2nd room, rather than waiting for the 2nd magikoopa to spawn, I am able to use the 1st one that spawns, giving me a big lead. Sliding down the escalator saves an additional frame. I also improved Larry's battle.
Valley Ghost House a (5392)
Optimized the beginning accelerations in room 1 and 2.
Valley of Bowser 3 (5402)
Being able to stay on those timed moving platforms steadily increases my lead. I also was somehow mysteriously able to jump on a falling koopa at the start of the level, which was pretty neat.
Valley of Bowser 4 (5422)
A better wall-jump in the first part allows a semi-big lead. Improved the ending spin-jump as well, saving a little time.
Valley of Bowser 2b (5469)
Improved the first jump and getting the koopa shell in the first room. I duplicated the Yoshi Wings block much faster as well as improving entering the pipe in the 2nd room. In the last room, I optimized getting over the top of the level and used the key-dropping trick to save an additional frame.
Valley Fortress (5515)
Rather than jumping up after the first set of spikes, I fall off the cliff at speed 49 to regain P-Meter faster and get a head start. Keeping P-Meter up through the 3rd set of frames allows me to get past the last spike faster and reach 49 quicker. Optimized Reznor battle as well.
Back Door (5546)
Better lag management saves me a couple of frames in the first room. Better mecha-koopa management saves me a few more frames.

Thanks

Although many people gave me support throughout the entire run, making sure that I would stay on task to finish this, as well as throwing in a thought of an improvement in or two (such as bahamete, Kaizoman666, MRO314), only two deserve a great thanks, because they have devoted some of their time to help improve this run. I would like to thank Dawn because he himself was involved in the early stages in this project, such as helping me when I struggled. I would also like to thank DJSecret for helping me submit this run. Without him, I wouldn't have managed to get all the comparisons needed for this movie (even though I did run the comparison script, half the time it would glitch out, so we would manually need to find out how much time I saved). He spent a lot of time on this and it is greatly appreciated.
And that's it! It's been a great solid run, where I started this back in mid-April, and I am very pleased with the final product. I hope you enjoy watching this run as much as I had making it.

Baxter: Very nice improvement to the published run, accepting.

Brandon: Publication underway.


Experienced player (589)
Joined: 3/21/2011
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Brandon wrote:
amaurea wrote:
Here is a comparison between the old and new run: http://www.youtube.com/watch?v=0iZrT--MIMw
Dude, this is so cool I don't even. Can this technique be generalized to different SNES games? Different emulators? I'd love to see this for more runs.
I actually had a video comparing my Super Demo World TAS to the old one, which can be found here.
Joined: 12/22/2009
Posts: 291
Location: Michigan
Glad to help, bud. I've seen the run six times over the course of helping, so the answer is a definite yes. However, the submission text is rather choppy as-is, so that's going to have to be fixed a bit.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
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Posts: 269
Excellent work! I like this run! Voting yes.
Editor
Joined: 3/31/2010
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Location: Not playing Puyo Tetris
Yo dawg, I heard you like keys, so I gave you a key so you could boost yourself with an air jump kick, to get a key so you can use that key as a key.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Joined: 5/29/2004
Posts: 757
Granted it'd eat up frames like a bitch, is there not a way to mess around with the ? boxes on Valley of Bowser 4 via a Koopa shell or spring and be able to manipulate a key there too? 500-1000 frames extra to add another exit to this already incredible run would be awesome! Outside of that, this was absolutely incredible, and the fact there was a YT link showing this and the former run compared, it made it even more obvious! I am blown away such simple things like swimming slightly differently would make such an impact on the run! Wish there was some way to figure out how to make the remaining exits plausible under the circumstances. Not that I'd consider the ! palaces like Yoshi... at least the Red and Blue ones of course.. Yes Vote all the way! Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Joined: 9/20/2010
Posts: 80
good work bro! yes vote (:
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
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Mr. Kelly R. Flewin wrote:
Granted it'd eat up frames like a bitch, is there not a way to mess around with the ? boxes on Valley of Bowser 4 via a Koopa shell or spring and be able to manipulate a key there too? 500-1000 frames extra to add another exit to this already incredible run would be awesome!
Unfortunatly, to current knowledge, no. There are no ? boxes that could possibly contain a key, and not a single dragon coin in the level. Since you can't corner clip to the key (and would still need a way out anyway), it's been deemed impossible unless a Yoshi-less item swap is found. D:
YouTube Channel - Twitter Current projects: Sutte Hakkun, Hyper VI, RTDL, own hacking projects
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kaizoman666 wrote:
Mr. Kelly R. Flewin wrote:
Granted it'd eat up frames like a bitch, is there not a way to mess around with the ? boxes on Valley of Bowser 4 via a Koopa shell or spring and be able to manipulate a key there too? 500-1000 frames extra to add another exit to this already incredible run would be awesome!
Unfortunatly, to current knowledge, no. There are no ? boxes that could possibly contain a key, and not a single dragon coin in the level. Since you can't corner clip to the key (and would still need a way out anyway), it's been deemed impossible unless a Yoshi-less item swap is found. D:
Well there was the insane ? box creation glitching.. and I thought I saw it pop a key up once.. so hence me presuming it might be workable in some context. Ah well, I figured it to be a longshot.. Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Brandon
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Location: Tennessee
I've determined that it is acceptable to upload runs to archive.org so long as I remove them if they don't get accepted. I'm willing to bet this one will be accepted, so as such, here is the Archive entry.
All the best, Brandon Evans
Joined: 5/2/2011
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I love this run! It deserves YES, no doubts...
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
Great improvement! I'm in awe that you saved on every level (except one)! I especially like the one-side walljumps in Forest Ghost House. They remind me of one-side wallkicks in the SM64 TASes. Obvious yes vote.
Joined: 3/17/2011
Posts: 24
Great Run! Just one question... what's 6/5 jumping?
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FriedChckn wrote:
Great Run! Just one question... what's 6/5 jumping?
Its a speed trick, that also keeps the P-meter up. Whenever in the air at a speed of 49, you just release the directional key for 6 frames before pressing it again for 5 frames.
YouTube Channel - Twitter Current projects: Sutte Hakkun, Hyper VI, RTDL, own hacking projects
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Excellent work, congratulations! Voting yes of course.
Zoey Ridin' High <Fabian_> I prett much never drunk
Sir_VG
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Question: While you can walljump off of one wall in Forest Ghost House, I suppose that you can't do that in Donut Ghost House because of the ceiling? No way to go through it or the wall?
Taking over the world, one game at a time. Currently TASing: Nothing
Joined: 5/2/2011
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Sir VG wrote:
Question: While you can walljump off of one wall in Forest Ghost House, I suppose that you can't do that in Donut Ghost House because of the ceiling? No way to go through it or the wall?
It's impossible. But it's possible to do a similar thing in the fallowing way: Suppose that you have a wall IN THE LEFT and the wall has a ceiling. Suppose that Mario is big. So, you can do something like this (@ 6:10): http://www.youtube.com/watch?v=f8_NEUclVBg
mklip2001
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Simply astounding. I'd recommend a screenshot from Castle #5, where you're bouncing on a flame and narrowly dodging a ceiling spike. That basically shows off the difficulty this run faces. Alternately, almost any screenshot from Tubular is cool... I'm amazed you beat that level without the Power balloon.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
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Someone reported to me on IRC yesterday that the encode, which I suppose uses TASBlend, hurts his eyes (that's putting it nicely). I guess some people aren't used to the blur. I was hoping that person would have responded here when I asked him to though.
Joined: 10/14/2007
Posts: 5
Despite the run already having been accepted, I wanted to put forth a Yes vote on this movie. I am a longtime lurker here, and I watch almost every movie that passes through town. I have never actually voted before (and I never actually got a chance to put in a "real" Yes vote on this one), but this movie was good enough that it brought me out of lurking to say something about a movie for once. Well done. :)
Brandon
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FractalFusion wrote:
Someone reported to me on IRC yesterday that the encode, which I suppose uses TASBlend, hurts his eyes (that's putting it nicely). I guess some people aren't used to the blur. I was hoping that person would have responded here when I asked him to though.
This game has 30hz effects. I want to accurately display them.
All the best, Brandon Evans
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Comparison video Part 1 ~ Account ~ Account2 ~ Free Part 2 ~ Account ~ Account2 ~ Free Part 3 ~ Account ~ Account2 ~ Free Part 4 ~ Account ~ Account2 ~ Free
mklip2001
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Location: Georgia, USA
I actually liked the TASBlend with the encode. It made 1/1 swimming look amusing, and it shows something unusual happening, whereas a 30fps encode would miss it. To each his/her own, though.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Joined: 12/22/2009
Posts: 291
Location: Michigan
mklip2001 wrote:
I actually liked the TASBlend with the encode. It made 1/1 swimming look amusing, and it shows something unusual happening, whereas a 30fps encode would miss it. To each his/her own, though.
A 30fps encode would show Mario swimming backwards.
"FractalFusion wrote:
Someone reported to me on IRC yesterday that the encode, which I suppose uses TASBlend, hurts his eyes (that's putting it nicely). I guess some people aren't used to the blur. I was hoping that person would have responded here when I asked him to though.
Already yelled at Brandon for that, but he's stubborn.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Editor
Joined: 3/10/2010
Posts: 899
Location: Sweden
That would depend on the phase where the swimming starts.
Joined: 12/22/2009
Posts: 291
Location: Michigan
henke37 wrote:
That would depend on the phase where the swimming starts.
I'm aware. However, the illusion is always visible when holding an item.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan