"Look, I can do TASes of Super Mario World that aren't just shitposts," I say knowing that there's two separate instances of loss.jpeg and two separate instances of L is Real shitposts in this hack for some reason.

Introduction

The 12th Annual Vanilla Level Design Contest: Collaboration Hack, which I'll refer to VLDC12 for here on out, is a compilation hack of the entries of Super Mario World Central's 12th Vanilla Level Design Contest. Within the constraints of the base game without any custom graphics or assembly, the contestants make the best level they can in a given time frame. This hack compiles and organizes the levels into general themes on the overworld and tracks exits reached, dragon coin sets completed when available, and moons collected when available. The hack also uses the SA-1 chip mostly to allow for more RAM available which in turn increases the sprite limit and greatly, but not completely, reduce lag. New to the VLDC compilation hacks for this one is the removal of the "Worst World" area which in my opinion greatly increases the appeal of this hack as it doesn't have something that can bee seen as a shame zone.
I got interested in this hack after TASing some other SMW hacks. This one caught my eye since it shows off the sheer creativity of an entire community willing to stretch the limits of what Super Mario World is capable of. Just because it's vanilla doesn't mean that those vanilla mechanics are the same thing. A lot of levels use a fair amount of unexpected interactions that definitely would leave you in awe.

Run info

  • Emulator used: BizHawk 2.9.1
  • BSNES 115+ core
  • Full completion
    • 131/131 exits reached
    • 470/460 dragon coins collected
    • 53/50 moons collected
  • too many big boos oh no

Goal choice

The main goal here is to reach each level's intended exit as well as collect every dragon coin and moon if they're available. Some levels have additional dragon coins or additional moons, so I opted to collect those as well to cover all bases. This does mean that the total collected exceeds the number necessary for the game to consider full completion. However, I'm weird enough to go beyond and collect each and every one of those collectables that I know of.
Note that the hack does allow for using Start + Select to return to the world map as well as L + R + Start to instantly clear a level without reaching the exit. While I do allow for Start + Select when needed as it's faster than just dying, using the instant level clear input is strictly forbidden as it both goes against the spirit of the goal and also doesn't affect dragon coins and moons collected in a level.

Mechanics and Techniques

Most of the major techniques is simple covered on the SMW game resources page but I can add a couple of extra ones that are either simply not listed there or exclusive to this hack.
Instant cape transformation
If a cape feather is grabbed while Mario is high enough off screen, the pause to transform Mario into cape Mario is simply skipped, saving a second. This is used for a few levels where the camera's vertical position is in the right place for this to happen.
Fast boss Big Boo despawn
During the boss Big Boo's death animation, if it's scrolled off screen far enough the level end starts sooner as the death sprite will despawn immediately. This is mostly possible in stages with a boss Big Boo whose arena scrolls horizontally and is used when possible. I'm also pretty sure the level Different Results makes this practically a forced mechanic due to how the boss fight is implemented.
Leaving and re-entering stages
Using a Start + Select input to go back to the world map after collecting a moon or a set of dragon coins saves that completion upon leaving the stage. This is important for stages where it's impossible to collect both sets in one straight shot.
There is also a strange bug with JURASSIC SLAM JAM and CUNNING PLUMBING where completing a stage with dragon coins sets the dragon coins collected to 1. For JURASSIC SLAM JAM this can be cleared with a Start + Select input to set it back to no dragon coins collected. This doesn't work with CUNNING PLUMBING but there's a dragon coin route which mitigates the issues with this bug.
Overworld routing
Anywhere on the overworld except for the Museum of the Top Ten, Select can be pressed to open a world warp menu. This can save travel time for some of the submaps but there are cases where simply reaching the submap by foot is faster than warping directly. Also note that the warp doesn't include the Museum so that has to be entered by foot.
Also worth noting is that, barring the status of the switch palaces, nothing carries over between levels. This means no having an illegal cape or Yoshi to immediately break open levels. This vastly simplifies the power-up route to be irrelevant. It simply means that I just have to go to every level as efficiently as possible.

Level by level breakdown

9/9 levels
7 dragon coin marks -> 35/35 dragon coins
3 moon marks + 1 extra -> 4/3 moons
Chainsaw Way and A Fuzzy Day are done later in the overworld cleanup. The Autumn Zone level Goo Mountain is done as it's on the way to the ship to Space World.
Mole invasion.
Coins: Yes
Moon: No
A super mushroom obtained at the start of the level and is used to damage boost in the underground section, avoiding the wait on the big moles. There's a free cape lying around, grabbed with 6-5 speed, and it's used to grab the fifth dragon coin from below, avoiding the need to slow down for climbing.
EDIT 5 February 2024: I forgot to put this here earlier, but this post in the thread brings up another possibility to save time. Bringing a koopa shell underground to take out the big mole blocking the pipe could save time. This can be done while waiting on the vine to grow so it likely wouldn't incur a big time loss to grab if at all.
THE GREEN FORTRESS
Coins: Yes
Moon: Yes + 1 extra
The third dragon coin makes grabbing the super mushroom mandatory. A fair amount of scrolling the camera left is used to move past most of the spike pillars. The end of the level has 2 moons for some reason.
LOGIC SCIENCE
Coins: No
Moon: Yes
Spin jumps and some careful movement are used to skip the entire first half of the level. A shell jump is used to skip having to wait on a rock in the second section of the level, as Yoshi is needed for the moon.
House of Grassland
Coins: Yes
Moon: No
Snake blocks are activated as soon as possible when required to reduce some waiting. A cycle of waiting is required to grab one of the dragon coins. Using the cape and the spring allows for activating the P-switch sooner than intended. The big boo despawns faster if it's death animation is horizontally scrolled off screen as fast as possible.
Blocks that Believe
Coins: Yes
Moon: No
6-5 speed is used at the start of the level to get the dragon coin that requires turning around for a bit. Building P-speed skips the end parts of the floating block section. It might be possible to get P-speed early in the big pit section to get off the flying blocks faster.
Night Platform
Coins: Yes
Moon: No
A wall jump is used to skip waiting on a platform near a dragon coin. Being big is unavoidable so it's faster to get big with the midway point than the fire flower. A damage boost on some munchers is used to save about half a second over waiting on a moving platform.
acidjazzed evening
Coins: Yes
Moon: Yes
This really cool level has a lot of gimmicks involving aiming fireballs in weird ways, and as such doesn't really have that much in the way of sequence breaking puzzles. Taking damage is required to get the Yoshi through the door with small Mario. There's a very brief bit of lag that's avoided in the final run up by shooting some fireballs at specific times at the spinies.
Prude Bastion
Coins: No
Moon: No
Some waiting is required to get a spin jump off of a ball & chain. A damage boost is used near the end to skip having to drop a Bowser statue down. Scrolling the big boo off screen for a fast despawn is used again here.
Goo Mountain
Coins: Yes
Moon: No
A wall jump is used to skip waiting on the big goo ball as a platform in the second room. Provoking the digging chuck is faster than having to wait on a rock for the final section.
8/8 levels
7 dragon coin marks -> 35/35 dragon coins
4 moon marks -> 4/4 moons
It's faster to take the space ship to Space World rather than directly warping there. Getting to Island Zone from the Space World exit is slower than using a direct warp to Island Zone, so this is an opportunity to also warp to City World afterwards.
Lunar Base
Coins: Yes
Moon: No
6-5 speed is utilized for grabbing a couple of dragon coins while regaining top speed. There's just enough time on the first P-balloon to skip the second one. The second P-switch is required as there's not enough time to reach the dragon coin before the first P-switch wears out. The level ends with a standard Reznor fight.
Frostbelt
Coins: Yes
Moon: Yes
The spring is needed to reach the moon in the level, though it might be possible to build P-speed up top. It's faster to skip the second half by wall jumping out of the exit paths for the P-switches. The yellow turn blocks can simply be hit while climbing, skipping the mushroom, the vine and the vine block itself can be activated by throwing one of the P-switches at it, skipping the green shell.
Pekora Planet
Coins: Yes
Moon: Yes
For those playing at home, sit on this submap for a little while for a special surprise.
The moon puzzle normally involves going to the right to activate the rope glitch that allows for climbing anywhere, but doing a switch jump skips the trip. There is a known improvement I found later at the midway by getting P-speed before entering the pipe. The problem is that the subpixel frames would need to be resynced and many later levels would need to be adjusted due to frame rules.
EDIT 6 March 2024: Suru486 pointed out a possible time save that I didn't catch. As detailed in my response in the thread, taking a shell just a bit earlier to perform a shell jump can possibly avoid waiting on the goomba to recover in the moon room. Not super sure whether going for a mid-air shell jump or bouncing off the shell as it rides the 1F0 blocks would be faster, though.
Mario in Namek
Coins: No
Moon: No
Waiting on the first rope is sadly unavoidable, though I do try find ways to build up P-speed. It might be possible to skip jumping on the snake block and maintain P-meter by having 6-5 speed and wall jumping.
Ice Age
Coins: Yes
Moon: Yes
There is a known improvement I found later in first half where P-speed could be achieved. The moon is hidden behind some blue throw blocks that are disguised as regular ice blocks for some reason.
Sherbert Starry
Coins: Yes
Moon: No
A tricky shell jump combined with a wall jump is used to grab the first dragon coin as waiting on the bouncing rocks is much slower. A charging chuck had to be used for the second dragon coin as doing a shell jump is impossible due to a low ceiling.
P-speed is built up at the start of the second section. This both skips waiting on bouncing rocks and allows for having 6-5 speed for the fourth dragon coin. Having 6-5 speed for the fourth dragon coin allows for P-speed on the way to the last dragon coin. Slopes are then used to rebuild speed on the way to the goal tape.
Red Switch Palace
Coins: Yes
Moon: Yes
This level is mostly an autoscroller. The red Yoshi is required to reach the moon as well as a few of the dragon coins though I do try to keep the level entertaining with some silly antics. 6-5 speed is used on the way to the moon to get to P-speed on the way back to the red switch.
ORBITAL FORTRESS
Coins: Yes
Moon: No
A large chunk of the level that normally requires riding the moving platforms can be skipped by some precarious spin jumps off the sparks riding the wires.
11/11 levels
5 dragon coin marks + 1 extra -> 26/25 dragon coins
3 moon marks -> 3/3 moons
It's much faster to directly warp to and from City World compared to using the train. The warp out is used to go to Island Zone.
Convoy Infiltration
Coins: Yes
Moon: Yes
The first section is a pretty sizeable autoscroller where all of the collectables are available. I spend this time to mess about a little. At the end of the autoscroller there is a possibility to grab the cape. By not getting the cape I managed to save 11 frames but I'm not quite sure if some more careful cape flight speed could minimize that gap or overtake it.
P-speed is built up at the start of the custom train "boss" fight to get over the top of the first section faster. Using damage boosts through the engine room is faster than waiting on bob-ombs to drop and using them to clear the way.
EATING BLOCK MANOR
Coins: Yes + 1 extra
Moon: Yes
There are actually 6 dragon coins in this level though it might be an intentional design choice. This is a very puzzle heavy level with little in the way of major skips, though a few puzzles are skipped with some wall jumps. There is a room where a shell is used instead of a charging chuck to get past a wall of yellow turn blocks. The path to the moon takes up a large chunk of the level by itself, showcasing some extra quirks with the snake blocks.
Old House
Coins: No
Moon: No
Camera scrolls are used to manipulate the big green bubble spawns. While jumping with P-speed to reach the next to the midway point does reach the pipe faster this skips over the hidden 1-up activators needed to reveal the door to progress.
Carnage Sewerside
Coins: Yes
Moon: No
Shells are grabbed to get fast swimming speed in the water sections. I only noticed much later that dropping the shells down and throwing the shells upwards would speed up vertical water movement so that's a definite area of improvement.
It might also be possible to generate P-speed in the last room with the last dragon coin as the red switch blocks are present but it seems to not be that helpful as P-meter would likely be maxed way past the dragon coin location as runnable ground is mutually exclusive.
Koopa's Castle
Coins: No
Moon: No
This level is straightforward. Generate P-speed in the horizontal rooms, jump up frequently in the vertical room, take out a standard Reznor fight.
Koopas' Village
Coins: No
Moon: No
A couple of slopes are used to get P-speed. The camera is scrolled to the left for a favorable flying hammer bros spawn as otherwise the hammers thrown would unavoidably hit Mario.
Fruity Factory
Coins: Yes
Moon: No
A mushroom is unavoidable so the one grabbed is under a damaging ceiling. That ceiling is also one of the 6-5 speed is used in the first section, the other being rotating platforms for a horizontal boost.
The second section involves finding ways to avoid using the moving platforms. An apple is used for fast swimming when possible, and a shell jump after getting the third dragon coin.
In the third section it might be possible that taking a damage boost through the living fruit tower is faster than going under it as it would avoid losing P-speed. not sure how much of a difference it would make as it's relatively quick to regain P-speed with a nearby slope ahead.
Apex of Ascension
Coins: No
Moon: No
This is a cool level involving using the triangles to run up a lot of walls. There are relatively few skips as simply running up walls is faster than wall jumps in most cases. the blue P-switch might be skippable but I doubt it as the camera doesn't scroll up vertically enough. A frame perfect jump off a spike after wall running avoids getting hurt by said spike. A brief bit of waiting is required to avoid a ball & chain while having 6-5 speed to get P-speed turning around is used to avoid waiting on a later ball & chain.
Mahogany Layers
Coins: No
Moon: Yes
The first section is relatively straightforward, though a sparky forces a brief wait. The second section forces Mario to grab a super mushroom but it's fine as the moon at the end of the level requires a damage boost to obtain. The third section is on a cycle so I unfortunately had to wait on the pipe at the end. This cycle is likely something that has a possible skip with movement that I couldn't figure out.
Steam Gardens
Coins: Yes
Moon: No
The dragon coins are reskinned as moons as it's themed after the Wooded Kingdom from Super Mario Odyssey. The dragon coins are also required to reach the end of level boss. Grabbing a super mushroom is required for two of the dragon coins since the pipe to reach them is blocked by blocks that require a spin jump. A charging chuck is required to reach another dragon coin but I use the slightly farther one as the moving pipe is in a more favorable position for the charging chuck to maneuver.
The boss is Reznor with a twist: a moving platform is required to hit them. A two cycle fight is done by deliberately waiting on changing moving platform path.
MarioMare, Inc.
Coins: No
Moon: No
This level consists of multiple challenge rooms with short timers. It might be possible to skip some rooms with a wall clip into a door enter but I both knew about that possibility too late into making this TAS and have come across a few doors where that's not an option even with the wall clip for whatever reason. That aside, there are still a few rooms where the intended goal is sped up one way or another with some TAS maneuvers.
7/7 levels
4 dragon coin marks -> 20/20 dragon coins
1 moon mark -> 1/1 moon
All the Island Zone levels are done in one shot. Once that's done, taking the pipe to Fire World is done as it's faster than using a direct warp.
Chucks Islands
Coins: Yes
Moon: No
All of the dragon coins are in the first half of the level. The second half of the level uses a shell to swim through water faster when needed. The shell is also used to take out some enemies with minimal slowdown by simply dropping it. A shell jump is used to skip needing the invisible coin block for climbing near the end.
RAINY DAYS
Coins: No
Moon: No
This is a pretty straightforward level though using slopes for P-speed usually ended up faster than actually running.
Blue Switch Palace
Coins: Yes
Moon: Yes
I couldn't find a way for Yoshi to eat the P-switch after it gets hit so getting fast swim speed was sadly after hitting it was out of the question from what I figured out. Yoshi was used for a damage boost to get out of the first underwater section faster. It's possible to both manage keeping 63 speed from the cannon and obtain a shell for the underwater moon room with some really precise jumps off of the paratroopas.
A Day on Lobster Island
Coins: Yes
Moon: No
This level utilizes a lot of air movement to keep horizontal speed going into bodies of water as much as possible. That being said, horizontal slowdown from the water and avoiding the fish rings is inevitable so staying out of the water as much as possible with spin jumping off of various obstacles helps with keeping a fast pace through levels.
Station Cave Splash
Coins: No
Moon: No
Once again careful air movement is used to maintain horizontal speed entering water when possible. The moving ceiling section does involve waiting on a cycle and grabbing the mushroom actively makes some skips impossible due to size. Thus a brief bit of waiting and using a fish to skip the mushroom is done. A precise jump is used to enter an up pipe while avoiding waiting on the platform or wall jumping.
ROTATIN' CASTLE
Coins: Yes
Moon: No
The first dragon coin unfortunately requires waiting on the ball & chain, though I use that time to have P-meter build up. For some odd reason the left side of the boss door take Mario to a bonus room with no floor, killing him instantly. This made going over the dry bones necessary to reach the boss room properly. Anyways, here's Lemmy. I don't know how luck is actually manipulated in Super Mario World so Lemmy's last hit isn't on the lower pipes, so that's a possible time save if that can be done with minimal to no time loss getting that manipulation done. At least it's not the high pipe.
Bastion of Blue
Coins: No
Moon: No
A lot of sections can be skipped by going over the ceiling one way or another. This isn't possible in all circumstances though, which unfortunately includes the sections where a water platform has to be sunk with jumps. Dolphins are used to both gain vertical height and scroll the camera and some water upwards. Water being scrolled upwards also allows dolphins to jump up sooner which is utilized a few times.
9/9 levels
7 dragon coin marks -> 35/35 dragon coins
4 moon marks + 2 extra -> 6/4 moons
Leaving Fire World via its exit to go to Desert Zone is slower than directly warping to Desert Zone, so warping to Sky World is done instead.
NETHER
Coins: Yes
Moon: Yes + 2 extra
I actually redid this level to grab all the moons here since that slipped my mind. This meant a lot of resyncing for multiple frame rules for about an hour of TAS time and a lot more in production time. Dang Bowser statues running on a global timer between levels.
A yellow shell is kicked into the hole rather than make a disco shell as it's slightly faster to make the vine spawn that way. Going fast enough avoids the need to reveal and press more blue P-switches in the level. Cape flight speed is utilized whenever it's a viable option.
Bullet Hell
Coins: Yes
Moon: No
There's cape that can be obtained. Cape flight is used for some skips, getting a couple of dragon coins quickly, and to speed up some sections.
THE DARK FOREST
Coins: Yes
Moon: Yes
"Fun" fact: dying after grabbing the midway point makes the level practically impossible to beat in real time without resetting back to the beginning of the level since a cape is required but there's no way to obtain one. Oops.
A shell is grabbed to get the first possible cape as well as the moon. After that cape flight handles most of the level. The flight timer preservation is utilized for getting flight speed in the second underground section.
GHOST FIRE BOP
Coins: Yes
Moon: No
The boo block is manipulated to move as soon as possible and to move up as much as possible to reach the second dragon coins as fast as possible. There is a cape available soon after the midway point but it doesn't really save time as everything can be done about as fast without taking the time to grab it. That time wasted would involve slowing down to actually grab the midway point to get big and then turning around after entering the pipe to get the feather from the block.
Elevetade Vaults
Coins: Yes
Moon: Yes
No, that's not a typo by me. That's just how the level designer named this level.
This level shows my lack of super advanced cape techniques but I did with what I could to grab the moon and dragon coins quickly. Of the levels that involve using the cape, this is the one I feel has the highest potential to be improved by someone more skilled at cape tech.
BLOOD FORTRESS
Coins: Yes
Moon: Yes
Some careful maneuvers was needed to maintain P-meter in the crusher room. Unfortunate for me, waiting is required to grab the moon in this level. A damage boost is used to grab the fourth dragon coin by the red paratroopas.
Power of Suggestion
Coins: No
Moon: No
This level's gimmick is a combination of using wall running and snake blocks. However, a good third of the level can be bypassed with P-speed and a wall jump to access the shortcut pipe that's meant to be accessible normally with hidden 1-up activators to reveal triangle blocks.
Burning Bridges
Coins: No
Moon: No
This is another snake block level that has a lot of waiting. The main time save that's possible is working to activate later snake blocks as soon as possible. The last section can be sped up significantly by going on the top section and letting the blue P-switch run out to have the silver P-switch drop down much sooner.
HELLCASTLE
Coins: Yes
Moon: No
I waited here for a bit before entering to get the Bowser statue fireball timer to resync from here on out after fixing NETHER.
A camera scroll is used to manipulate the spawning of a moving block in the level since it avoids waiting on a cycle after grabbing the second dragon coin. The midway point is grabbed to avoid an animation for grabbing the super mushroom in the way of the fourth dragon coin.
12/12 levels
11 dragon coin marks + 1 extra -> 56/55 dragon coins
5 moon marks -> 5/5 moons
Warping to Sky World is faster than climbing the vine. However, warping back from the exit back to Mountain Zone is faster than directly warping to Mountain Zone due not needing to do menuing.
Celestial Wonders
Coins: Yes
Moon: No
A level with ethical, non-kaizo midair shell jumps. Also less ethical "follow the moving spring on the wire" sections.
There looks to me a possible improvement after grabbing the third dragon coin by jumping left from the vine immediately after but I didn't notice until much later. A green shell is taken beyond its intended section to take care of a clapping chuck to avoid slowing down. There's a section where camera scrolling is asked by the level designer but isn't required.
CLOUD TOWER WALTZ
Coins: Yes + 1
Moon: Yes
There's an additional dragon coin in this level that I obtained. A couple of damage boosts on the munchers avoided the need to wait for the moving platforms.
SKY HIGH ICE PALACE
Coins: Yes
Moon: No
The blue switch blocks slightly help out with speeding up as they allow for less climbing on the fences. Grabbing the midway point allows for getting big, needed for the last dragon coin. There is are feathers obtainable past that point but there's not really a time save possible with them that makes up for the time spent on the transformation.
NIMBUS FOREST
Coins: Yes
Moon: No
The main thing to maintain for this level is the P-meter so a majority of this level is done with 6-5 speed, with a couple of sections where the P-meter had to be refilled.
Really cool plants
Coins: No
Moon: No
All mushrooms are avoided as they'd only get in the way of going fast due to the size and the transformation taking time. While I managed to wall clip to enter the second door I couldn't get it to happen with the third door. For one of the vertical rooms the camera is intentionally locked vertically to get past Bowser statues before they spawn, though the camera has to be unlocked again to get the door to spawn. This avoids waiting on a vine to grow. A shell jump is used on a vine climb to reach another door slightly quicker.
Blackhole Skies
Coins: Yes
Moon: Yes
Thankfully the yellow switch blocks are, for some reason, already active in this level. The moon in the room with the second dragon coin requires not being small Mario since the only way to reach it is to be in the moving hole's hitbox to slip through the clouds. I tried my best but I couldn't figure out a way to get the last dragon coin without the platform in a faster manner. Damage is taken near the end to avoid waiting on the saw blade and moving hole cycles.
Fun fact: you can leave the cage by moving to the right at a slower rate than the screen scroll. Just a weird little quirk of the unused cage.
Koopa Troopa Skyway
Coins: Yes
Moon: Yes
There's a cape available from a flying koopa that makes this level quick and straightforward, aside from having to go over the exit pipe for the moon.
PIRANHA PLANT PANIC
Coins: Yes
Moon: No
A great deal of the obstacles and puzzles are simply skipped with wall jumps, shell jumps, and regular ol' precision jumps. As for the last puzzle before the final room, I don't think I've ever done it the intended way which I'm pretty sure involves kicking a shell into a blue koopa in midair. It's just easier and faster to get a good shell throw angle to the vine block without the blue koopa.
That last room, though. It's art, clearly.
Cumulonimbus Castle
Coins: Yes
Moon: No
This is another level where using 6-5 speed is best with the amount of dragon coins that require slowing down.
Muncher Underground
Coins: Yes
Moon: Yes
A damage boost is required to grab the first dragon coin. Turning around immediately after entering the last room avoids spawning a banzai bill.
Starry Sky Palace
Coins: Yes
Moon: Yes
Because the green switch hasn't been activated yet, the cape intended for the moon isn't available for use. Grabbing a shell and doing a shell jump after bouncing off of a bullet bill was the impressive workaround I found. An overworld reroute might save time here by simply having the green switch already active upon entering this level which would speed up various sections throughout but I don't think it'd be a drastic amount of time saved.
Oh, and here's Lemmy again. He gets taken out at the middle pipe level (another known time save if I knew RNG manipulation) and never seen for the rest of this hack.
Etherial Battleship
Coins: Yes
Moon: No
Waiting on the submap is required to enter the level as it has to fly into place. A really cool map effect, though.
A section was skipped by simply wall clipping to enter the pipe that otherwise needs the placeable brown block. A lot jump manipulation was used to either maintain speed entering the sparkly water or avoid entering it altogether. A lot of throwing the brown block is done to get through the water vertically faster. A midair block jump is also done to reach the last dragon coin slightly faster.
8/8 levels
6 dragon coin marks -> 30/30 dragon coins
5 moon marks -> 5/5 moons
Destructive Detour is entered more quickly using the exit from Sky World rather than warping out as the menu warp and walk up takes extra time. Monty Migration is done later after clearing the rest of the Autumn Zone levels due to the routing.
Destructive Detour
Coins: Yes
Moon: No
A little bit of waiting on moles to break blocks can be bypassed with wall jumps. Grabbing the fire flower gets it out of the way for P-meter building.
Perilous Platforms
Coins: Yes
Moon: Yes
The midway point is taken to become big. This allows for a damage boost later in the level to save a bit of time. A wall jump is used for the moon at the end of the stage.
Sunset Canyon
Coins: Yes
Moon: Yes
This level requires using Start + Select to take the normal path for the dragon coins and the secret path for the moon. The midway point is grabbed to facilitate this. Wall jumps are used to avoid using the vine to ascend. In the second underground room a damage boost is used to both build P-meter and to avoid the slow moving platform. The moving platform for the last dragon coin is just a bit faster than using the moving saw. On the second run from the midway point a super mushroom is taken for the same damage boost strategy.
Also spotted on the way to the moon is one of the two L is Real shitposts. The other one in this hack is out of the way and doesn't contain collectables, so enjoy this one while it lasts or play the hack yourself if you want to find the other instance.
Fort Exhaus Zurt Quatra
Coins: Yes
Moon: Yes
The main gimmick is using thwimps riding on wires to reach certain dragon coins. I avoid this with some chain wall jumping to reach them without having to get a thwimp ride to them normally. However, the last dragon coin and the moon do require a thwimp ride to get under the goal tape.
Koopa Valley
Coins: Yes
Moon: No
The red switch blocks help with P-meter management. The football chuck forces a cycle wait on the moving floor due to the football killing Mario otherwise.
Ancient Volcano
Coins: No
Moon: Yes
This is a relatively straightforward level, though the moon location means that 6-5 speed is needed to have P-speed going back to the pipe.
Kill Yoshi
Coins: No
Moon: No
No I don't think I will.
A chain of wall jumps avoids needing to jump off Yoshi and having to do a subsequent puzzle involving a galoomba and a low spike ceiling. Key jumps are used to skip the need for Yoshi for the rest of the level.
Magma Reef
Coins: Yes
Moon: Yes
A P-speed jump to the left rather than taking the right path in the first rising lava section saves a good deal of time. Skull raft rides are kept to a minimum to save time on those sections. It pains me to not keep pipe launch speed since slowing down for the last dragon coin is required.
8/8 levels
7 dragon coin marks -> 35/35 dragon coins
2 moon marks -> 2/2 moons
All of these levels are done in one go since there's no need to take the slow train connecting to City World. Of course there's a bit of backtracking on the overworld since there are a couple of levels leading up to the train station.
Snow Mountain
Coins: Yes
Moon: No
A shell jump is used in place of using the first spring to reach the first pipe. The moving platform in the second room can be ignored with jumping around.
Platforms of Escape
Coins: No
Moon: No
If you know vanilla Super Mario World and FOREST SECRET AREA you know what the intended gimmick is: riding the flying platforms to the end. Instead, using various techniques up to the cape and cape flying to the end is used.
Wooded Snow Cliffs
Coins: Yes
Moon: Yes
There's a bit of waiting skipped with a damage boost, followed by another bit of waiting. It might be possible that swapping where the damage boost is done could save some time.
Minty Bowl XII
Coins: Yes
Moon: No
A wall jump up a wall late in the level had to be started at a lower height to avoid a football.
Hot-Cold Train
Coins: Yes
Moon: Yes
Using 6-5 speed is done for most of the level due to some of the collectables being in locations that requires going back for a bit.
ANGULAR 2
Coins: Yes
Moon: No
Jumping off the wall and rebuilding P-meter is needed to avoid running into the dry bones at the top of the wall run while having P-speed. A good chunk of the level can be ignored by just taking the top path. There are supposed to be obstacles that prevent that but they can be easily avoided. A wall jump is done in the final room to avoid using a vine.
Herba Mines
Coins: Yes
Moon: No
Scrolling the camera to the right is done to activate the moving ceiling sooner. A frame perfect spin jump with while big allows to falling down to the damaging ice, allowing for collecting a dragon coin without waiting for an entire cycle.
Miragice Remains
Coins: Yes
Moon: No
Scrolling the camera left allows Mario to reach a platform in such a way that waiting on a cycle is avoided. This level has the first instance of a fast cape transformation as a feather goes high enough. Spin flight is used extensively to ascend the vertical section of the level. The level ends upon entering the exit pipe with no fanfare.
10/10 levels
9 dragon coin marks -> 45/45 dragon coins
2 moon marks -> 2/2 moons
This clears out the rest of the Autumn Zone levels. Monty Migration is done afterwards as it's part of the path between Autumn Zone and Forest Zone.
Haunted Fun House
Coins: Yes
Moon: No
Door transitions are kept to a minimum since they require a lot of time each time it's used. A damage boost is used to wall jump up two spike walls with the given invincibility frames. I couldn't think of anything for the Big Boo boss fight outside of trying to spell "YUM" though my friend thought the M was a W. Oh well.
Autumn Hills
Coins: Yes
Moon: No
This is a relatively straightforward level, though P-meter couldn't be retained after grabbing the last dragon coin. There was a slope to build P-speed at least.
ORANGE SPICE
Coins: Yes
Moon: No
There wasn't a way that I could find that avoided using the skull raft for the third dragon coin. Slowing down at the baseball chuck was done to avoid getting hit.
Oreo Castle
Coins: Yes
Moon: No
A damage boost was taken after the midway point to avoid waiting on a thwomp and to avoid using a couple of green bean platforms.
Elevated Evening
Coins: Yes
Moon: No
Hell yeah, some hot butt greg Battle Garegga jams.
I couldn't figure out a way to rebuild P-speed after grabbing the second dragon coin. Wall jumps were used to avoid using the vine to the upper section of the level.
AUTUMNAL FOREST
Coins: Yes
Moon: No
A shell was taken to get the big mole out of the way faster than the intended method. A screen scroll to the left was used to avoid waiting on a stetching block platform.
Mad Oak Manor
Coins: No
Moon: No
A lot of spin jumps and fast rope jumps were used to cut down on a large amount of waiting. A screen scroll to the left is done to delay spawning a chainsaw for a successful spin jump across the pit.
Orange Jungle
Coins: Yes
Moon: Yes
A midair shell jump is done to grab the third dragon coin quickly. The door next to the moon conveniently also works as a shortcut to skip a chunk of the second section of the level.
Jumps n' Traps
Coins: Yes
Moon: Yes
Wall jumping over the little maze areas saves a bit of time over navigating them since they do involve a bit of turning around. The star is grabbed to build and keep P-speed for the end of the level.
Monty Migration
Coins: Yes
Moon: No
A fair amount of the level revolves around waiting on big moles so much of the time save involve getting them to spawn just a bit sooner when possible. Taking a spring out of the second autoscroller room allows for skipping some big mole riding at the end of the stage. Key jumps are used to grab the last dragon coin and reach the keyhole a bit quicker.
8/8 levels
4 dragon coin marks + 4 extra -> 24/20 dragon coins
3 moon marks -> 3/3 moons
The levels When the Clock Strikes 12 and After party with a drunk Yoshi are done later with the overworld cleanup as the route goes to Swamp World. Walking to to Swamp World is faster than directly warping there.
INTO THE CRIMELANDS
Coins: Yes
Moon: No
The main gimmick involves getting Yoshi to eat green berries to regain some time. I keep this to a minimum since eating green berries incurs a brief pause per berry eaten. A Start + Select is used to go back to the beginning of the stage as grabbing all of the dragon coins spawns a shortcut door to the second half of the level. This avoids needing to do a section involving manipulating a disco shell revealing a blue P-switch and having to slow down for extra green berries. Being big is a hindrance so the midway point is avoided. A wall jump avoids needing to dismount Yoshi through the lava. Not getting P-speed for the flight section saved time as it avoided waiting on a crusher cycle. Dismounting Yoshi before reaching the goal tape avoids Yoshi eating a green berry during the level end sequence which saves a few frames.
Blossom Ruins
Coins: No
Moon: No
I really liked this music track so I looked it up. The music track is Be Higher from the game Fortress 2 Blue, which is a Korean game that I can best describe as cutesy Scorched Earth.
This is a straightforward level though I do try to keep the autoscroller entertaining. It might be possible that bringing a shell to the final section could allow for building P-speed.
WRAPPING WIGGLERS
Coins: Yes
Moon: Yes
A lot of waiting can be skipped with wall jumps and switch jumps. The dragon coins are required for revealing the door to goal orb. The last section has the only other point in this TAS where lag is noticeably relevant. While wall jumping up there's a very brief bit of unavoidable lag for a few frames. This is likely caused by the wiggler since in vanilla Super Mario World they cause lots of lag. A switch jump is used to reach the goal orb as it's faster than the intended solution of trapping the wiggler in blocks to have it launch upwards. The super mushrooms are avoided as the benefit of grabbing the orb sooner is outweighed by the transformation time.
FOREST OF FLIGHT-THE AIRMADA
Coins: No
Moon: Yes
Grabbing the feather off screen before entering the door to the second section is done to skip the transformation animation. The moon is grabbed by going backwards after skipping a large chunk of the level with the cape. I did miss a small rope boost on the way back from grabbing the moon, though.
Temple of Assorted Nonsense
Coins: No
Moon: No
The first gimmick section involves not being able to jump due to a low ceiling. That means that moon at the start is there just to taunt the player but also show off the first section's main gimmick. The second gimmick section is supposed to involve defeating charging chucks to reveal a key to use as a platform. Using wall clips to enter the doors is done instead as it's much faster and possible to do.
tree something
Coins: No + 4 extra
Moon: No
Despite not having a dragon coin completion mark there are still four dragon coins to collect. Of course I go out of my way to collect them despite the level designer accidentally, I assume, not placing a fifth dragon coin for a full set.
semiwaterlevel.mwl
Coins: Yes
Moon: No
When possible, avoiding the water is done to retain horizontal speed as much as possible.
The Bustling Forest
Coins: Yes
Moon: Yes
A goomba is used to take out the big mole in the way of the moon, avoiding needing to wait twice.
9/9 levels
7 dragon coin marks -> 35/35 dragon coins
5 moon marks -> 5/5 moons
Sadly due to using a warp to Dream World afterwards, using the cool zip line with a unique animation ended up slower than not using the zip-line.
Underearthic Ruins
Coins: No
Moon: No
P-meter was built at the start of the stage and 6-5 speed is used for a majority of it since there's a fair amount of slowing down needed.
The tall tree
Coins: Yes
Moon: No
A bit of slowing down is needed to to spawn objects needed to progress. This includes a platform that otherwise would despawn without the camera scroll due to sprite limits. A damage boost is done in the moving ceiling segment to skip cycle.
Ropewood Forest
Coins: No
Moon: No
A wall jump is used to avoid water and maintain P-speed.
Greenhouse Effect
Coins: Yes
Moon: Yes
A vine section is skipped with a damage boost on top of munchers over the vines.
Rainy Ruins
Coins: Yes
Moon: Yes
This level requires re-entering it after reaching the exit pipe. The 1-up activators are needed to spawn the building at the start and the dragon coins need to be collected to reveal a door. That new pathway leads to a block containing a feather. The cape is required for the moon since I'm pretty sure the camera doesn't scroll far up enough for chain wall jumps to reach that high.
Floody Fluid
Coins: Yes
Moon: Yes
The moon and the last dragon coin are in an optional path. The optional path is made a bit faster by holding onto the blue throw blocks longer than intended to cover more horizontal swimming distance.
A spring is carried and used later than the intended spot to avoid needing to waste time feeding the baby Yoshi. That section also involves a lot of vertical speed control to maintain horizontal speed through the moving water.
FOREST OF CHUCKS
Coins: Yes
Moon: No
A hidden blue P-switch is obtained twice to first grab a dragon coin in its own area revealed by a blue door and to avoid needing to enter a lengthy section for a different blue P-switch required by the level exit.
Green Switch Palace
Coins: Yes
Moon: Yes
A midair shell jump is used to obtain Yoshi faster than using a vine. The moon puzzle room is made quicker by having Yoshi spit out the shell through the a wall rather than needing to create a disco shell and sending the goomba upwards for throwing. Also Yoshi freakin' gets his neck broken on the green switch. That message box is a bit apt, isn't it?
Bill n Ted's Jungle
Coins: Yes
Moon: Yes
There's a cape available here so that's obtained on the way. While getting hit was unavoidable in the second section the cape and flight speed is preserved and still allows for grabbing the last dragon coin in panel 2.
10/10 levels
4 dragon coin marks -> 20/20 dragon coins
4 moon marks -> 4/4 moons
Using the bed to enter and exit the Dream World is much slower than directly warping in and out. Desert Zone is the last major area left so once Dream World is finished, directly warping to the Deseret Zone sets up the final major overworld routing path.
SUBLIME
Coins: Yes
Moon: No
The super mushroom is taken from the invisible block to the way of the second dragon coin as waiting probably was slower. A P-switch jump is used to quickly reach the fourth dragon coin and a spin jump through the floor allows for descending faster with the coin turned into a brown block thanks to being big.
Floating Ruins
Coins: No
Moon: Yes
A shell is thrown to activate the vine sooner than hitting it from below. Another shell is taken from the first section to the second for fast swimming through the moving water.
ILLUSIVE DREAMS
Coins: Yes
Moon: No
The second indoors section bounces off a jumping chuck to skip breaking a wall. The third indoors section has a charging chuck break the right wall since it's faster than using the vine. The feather is grabbed off screen after being launched out of the pipe to skip the transformation.
The HyperZone
Coins: No
Moon: No
Welcome to the only level that utilizes the Left + Right glitch for fast cloud movement speed. This is used to clip past the walls and skip waiting on charging chucks to break the walls in the first part. The second section is an autoscroller with a bit too much going on.
The third section has parts where it's possible to go under the yellow turn block walls. This is used to skip needing to wait on the magikoopa's magic that transforms the yellow turn blocks into objects. A shell is also used to also skip waiting on magikoopa.
Warping!
Coins: No
Moon: No
This is a short puzzle level utilizing blocks that move Mario to the right. The spring does need to be grabbed since it otherwise would drop through the floor with Mario if it's landed on with the spring having a high vertical speed. The last room needs to keep in mind the four spinning yellow turn block limit so a brief bit of waiting is needed to have the correct vertical height.
THE GOOP FLOW
Coins: No
Moon: Yes
Taking a spring from an earlier part of the level by using wall jumps to carry it is faster for getting the moon than using the intended spring. The second half of the level is skipped with a high spin jump.
Yoshi's Time Crisis
Coins: Yes
Moon: Yes
Not the Richard Miller kind. Flashing warning on that link at the end of the clip.
The super mushroom on top of Yoshi's house is used to grab the first dragon coin quickly. Going over the top from there avoids the skull raft and makes getting the second dragon coin faster. The cape is used to grab the rest of the collectables and skip the second skull raft.
The second section is based around having Yoshi eat green berries for more time. It's possible to go fast enough that there's no need for extra time. Shell jumping and abandoning Yoshi speeds up entering the pipe at the end of the dark section. A key jump reaches the keyhole without needing the dummy key on the other side.
Distorted Chateau
Coins: Yes
Moon: Yes
Time to run the Big Boo boss gauntlet.
Some parts of waiting are skipped with some jumping maneuvers and wall jumps. Getting the moon fast relies on getting a blue throw block in front of the blue koopa facing right as fast as possible. I'm also ashamed to admit how many times I've run into that note block after getting a successful thrown when playing this level in real time.
The poison gas section requires gathering all the dragon coins to reveal the boss door. It's possible to get all of the dragon coins without needing to refill the timer, done by entering the red portals, with a damage boost and some precision platforming.
To successfully beat the Big Boo boss, one of the shells needs to hit the On/Off switch. This moves the moving platform out of the way for the third shell. After the last hit the camera is moved to get Big Boo off screen for a faster finish.
Different Results
Coins: No
Moon: No
The main gimmick of the level involves activating something to visually reveal the path forward. Since actually seeing those elements isn't necessary I just book it to those points. This Big Boo boss is incredibly unethical due to having unpredictable teleportation powers. This fight practically requires doing the fast Big Boo despawn since there's a bad tendency for Big Boo to keep falling due to teleporting upwards.
Red n' Blueshift
Coins: No
Moon: No
Horizontal speed is reset whenever Mario enters the warp portals so that has has to be accounted for a fair bit. The second autoscroller room is finished earlier with a wall clip into the pipe. This is also the last Big Boo fight of this section, but not of this entire hack. Due to the Big Boo's position, this takes a bit of extra waiting.
12/12 levels
7 dragon coin marks -> 35/35 dragon coins
6 moon marks -> 6/6 moons
The location of the direct warp to Desert Zone sets up a fast route from the warp point to the Museum Of The Top Ten that covers all of the Desert Zone as well as the levels in the Meadow Zone and Forest Zone that were ignored earlier. Those levels are, in order played, When the Clock Strikes 12, After party with a drunk Yoshi, Chainsaw Way, and A Fuzzy Day. The bed to the Dream World can be ignored in this case.
Sping Thwump Cavern
Coins: Yes
Moon: No
The super mushroom is required at the start to spin jump through the yellow turn block. A wall jump is used to avoid needing a thwomp for the third dragon coin. A damage boost is used to get through the spike corridor near the fourth dragon coin faster.
Salty Saltflats
Coins: Yes
Moon: No
A feather is available after the midway point. The midway point is grabbed to become big so the feather spawns. Cape flight finishes up the rest of the stage quickly.
Springtime
Coins: No
Moon: No
A damage boost is used to retain P-speed as much as possible at the beginning of the stage. After that it's about air control to avoid using the green bean platforms as they reset horizontal speed when used.
The Lost Artifact
Coins: Yes
Moon: Yes
The blue Yoshi is taken through a lot of rooms they're normally not allowed in thanks to being small Mario. This allows for a lot of puzzles being broken with Yoshi mechanics. Some coins are intentionally grabbed and not grabbed to affect tile spawns when doing mandatory room resets. The super mushroom transformations are skipped thanks to that manipulation.
Sandsift Temple
Coins: No
Moon: No
Slopes are used to build up P-speed quickly when possible. A fair amount of waiting and backtracking is skipped with wall jumps.
Yellow Switch Palace
Coins: Yes
Moon: Yes
Carrying the blue shell while riding Yoshi skips the intended puzzles past the fourth dragon coin. The blue shell allows for a shell jump to the last dragon coin and Yoshi flutter to the moon.
Archer's Road
Coins: No
Moon: Yes
A wall jump is used to skip waiting on a flying platform without hitting the spike ceiling. This level has an optional path with a neat custom "boss" leading to a moon. The exit door from that path isn't always visible but it can still be used despite the visual status. Sadly, there is no way to get the blue P-switch at the end early.
ART DECO ALCOVE
Coins: No
Moon: Yes
The silver P-switch is used to spin some yellow turn blocks sooner, allowing for a faster ascent. Building P-speed before going to the midway point barely allows Mario to get past the pencils without waiting.
When the Clock Strikes 12
Coins: Yes
Moon: Yes
There is a feather available in the level so the fastest super mushroom to grab is taken before reaching it. This level does show some of my weakness at cape flight mechanics but it still has a lot of sections made quick with regular and spin flight. If there was a way to defeat the Reznors in the room that wouldn't help here since the moon is placed after the fight. however, I can activate the fight timer before exiting the room to gain flight to reach said moon faster.
After party with a drunk Yoshi
Coins: No
Moon: No
Watch this puzzle level take an unexpected solution.
This level intends for showing how a respawned Yoshi with an object in their mouth affects their state. In this case, dropping Yoshi in the pit with a key gives Yoshi wings upon respawn. Key jumps are much faster. The lightning bolt is dropped through the floor with a screen scroll rather than the intended method of Yoshi spawning a bonus cloud after eating enough pink berries. A wall clip to enter the pipe is used to avoid needing the second key of the level to use as a platform.
Chainsaw Way
Coins: Yes
Moon: No
Using 6-5 speed allows for getting the first two dragon coins quickly. Spin jumping and doing a rope jump allows for skipping the rope ride.
A fuzzy Day
Coins: Yes
Moon: Yes
The red switch blocks allows for a fair number of skipping moving platforms. It's faster to get back to the pipe without using the rope by having P-speed ready with P-meter management.
There's a cape available past the pipe to all the extra collectables. I'm not sure if grabbing it would actually save time overall, though.
10/10 levels
7 dragon coin marks + 4 extra -> 39/35 dragon coins
3 moon marks -> 3/3 moons
A straightforward shot through the top ten entries from lowest to highest rank. However, these levels certainly aren't going down without a fight as they are also tough in their own ways.
After this is done, I go back out to Princess Peach's Castle to start the credits sequence as a logical end point for this whole TAS.
Diet Pit of Vulldec
Coins: Yes + 4 extra
Moon: Yes
This is one of those levels that stretches the ethical limits of level design, in that affectionate way. It's incredibly deadly but also fantastic in motion.
A lot of parts where Yoshi is supposed to be abandoned has Yoshi preserved to avoid losing vertical speed. The midway point is required for a reset back later. The last section skips getting Yoshi since there are maneuvers and exploits with the fire jets that facilitate clearing those sections without Yoshi. The level also has 4 bonus dragon coins for players who can reach the boss door from the start without dying at all. A Start + Select is done after taking the extra dragon coins since the moon is on its own mutually exclusive path by going through the fire jets. The boss fight with Vulldec is pretty straightforward with what to do, at least.
SPACE CAVE RESCUE
Coins: No
Moon: No
Welcome to a level where I have no clue how this is possible with vanilla Super Mario World mechanics. It's about building pathways in one room to get through another.
A lot of 6-5 speed (not quite 6-5 speed as Mario isn't airborne enough to get the 6 frames without holding a direction but you get the idea) in the map setting rooms required careful jump timing to have the right activated tiles for the next room. A Start + Select after touching the midway point skips needing to die to advance. The diggers at the site are needed to clear the way to the next sections. It's slightly faster to jump into the goal orb at the end.
Santuario Sumergido
Coins: Yes
Moon: No
Blue throw blocks are used as much as possible to swim through the water quickly. A section of waiting for water to rise is skipped by managing a spin jump off a blue throw block to clear a gap. A bob-omb is taken from the autoscroller section into the next section to take out some urchins and bubbles that would otherwise require a damage boost or slowing down to get past. A galoomba would only have a single use and wouldn't be as helpful. A wall clip is used to enter the pipe and skip needing to raise the water level.
Thrill Seeker
Coins: No
Moon: No
This level exploits how up pipe transitions can work, where being small Mario or a ducking big Mario can transfer to a different location thanks to hitboxes. The main idea is taking intentional damage to become small. While the first room can avoid damage by wall jumping while ducking to enter the pipe, the rest of the rooms require taking damage to become small. Either the floor is all sloped to prevent ducking with walls too short to wall jump while ducking into the next pipes, or the pipes are over water which stops the ducking state of Mario when entered. The boss Big Boo room is done in a faster than intended manner with a wall jump to the shell for self damage.
Tarnished Tatarus
Coins: Yes
Moon: No
Sliding on the slope at the beginning is required to not get hit by the fuzzy. A clapping chuck needs to be provoked to reach the second dragon coin. The section past the midway point prevents spin jumping with penalty of death. This limitation changes how the rest of the level has to be approached. Not waiting in the safe spot in the short autoscroller section allows the goal tape to be reached a bit earlier than normal.
Quake Engine
Coins: No
Moon: Yes
This level revolves around exploiting the yellow Yoshi's abilities and the properties of eaten objects when affected by lava tiles. For the most part this is done the intended way though there are some steps that can be skipped with either certain actions or exploiting door hitboxes. Probably the most interesting trick is using a wall clip to cause a quake to bounce a goomba upwards faster than using the moving platform.
Factory Town
Coins: Yes
Moon: No
The super mushroom is required to grab two of the dragon coins. Wall jumping to grab the galoomba is a bit faster than getting the koopa shell. The key was used to enter the door as doing a wall clip didn't work for me. The long moving platform section has to be done to enter the door. The On/Off switch is set to Off at the red pipe section as it saves a bit of time for the later wire.
JURASSIC SLAM JAM
Coins: Yes
Moon: No
A Start + Select has to be done to clear the false dragon coin collected flag. Otherwise the last dragon coin wouldn't show up and this TAS would be considered INVALID!
Ropes are dropped off sooner if it's required. Swimming in the water is a bit faster than waiting on the snake block to disappear. The feather allows Mario to use the cape to avoid using the slower moving platforms and to use flight for the last section of the level.
Petronas Towers
Coins: Yes
Moon: No
The main gimmick of this level is using throw blocks and their interactions with certain surfaces to activate certain objects. Wall jumps are used to skip a large chunk of these puzzles, though the big one involving the P-balloon is at least done legitimately. The spring used for the second dragon coin is required as there's not really a way to survive grabbing it without the spring. The midway point is used to get big for just enough height to grab the third dragon coin with a wall jump.
CUNNING PLUMBING
Coins: Yes
Moon: Yes
Pictured: a cunner plumber.
Congratulations on reading the worst joke of the entire submission!
Anyways, this level is also affected by the dragon coin collection bug but this one has a workaround of grabbing the dragon coin to the right first. The other four are in the next room and will not despawn in this case. The main gimmick is manipulating blocks to clear the wire such that objects on wires can follow the path. A lot of this can be skipped with wall jumps. A damage boost is used to reach the fourth dragon coin and activate the snake block on one cycle. The door requires the moving platform to get into place so a blue throw block is used to hit a yellow turn block while Mario bumps into the other one. The moon is reached with a wall jump and the key to the boss room is reached with a P-speed wall jump. This bypasses needing to enter the next section with the 1-up activators.
This level happens to end with a boss, so this is the final boss. Hope you're ready for...
Oh it's just Big Boo again.
Anyways, key jumps ensure that Mario can get into position to hit Big Boo as soon as possible. Once Big Boo falls, that's it! That's all the levels! But there's just one more thing...
Princess Peach's Castle
Coins: N/A
Moon: N/A
The credits can be viewed at anytime and technically I don't actually need to do this as completing the final level already fulfills 100% completion. However, all the fine folks who entered the contest, ran the contest, and worked on the compilation hack for the contest deserved to be credited. Mario just has to rush over to the door that begins the credits sequence from the Museum Of The Top Ten. The routing I have done made sure this this was the end point for all of the levels.

Possible improvements

  • The individual level possible and known improvements have already been discussed in the level by level breakdown
  • Having a better grasp at the advanced cape techniques would probably save a fair amount of time in levels where it's available
  • It's likely there's a fair amount of P-meter and P-speed management that could be done better that I didn't catch myself
  • A possible overworld reroute might save time but that's at an incredibly macro level for maybe seconds to save

Special thanks

  • authorblues, whose streams of judging QLDC entries got me back into experiencing Super Mario World hacks again
  • SMW Central, for hosting the contest that lead to this hack and for also having a nice community of talented folks
  • The many SMW TASers on this site who came before me with their incredibly vast amounts of expertise that dwarf my own

Suggested screenshot

There's a whole lot of potential frames to give that I haven't quite narrowed down. I could easily recommend something from the Museum of the Top Ten levels if I don't update this section with a bunch of actual suggestions.

ViGadeomes: Claiming for judging.
ViGadeomes: Incredible hack presented by an amazing TAS !
The goal fits the full completion format which let us enjoy the true potential of this hack. Great planning & execution !
Accepting as a full completion for this game.
fsvgm777: Processing.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15629
Location: 127.0.0.1
Active player (466)
Joined: 3/30/2012
Posts: 405
I'm a big fan of the goal you've chosen here. All exits is fine, but getting all the dragon coins and moons really adds another layer to the gameplay. Oh, and the music in this hack is great. I also love that this TAS doesn't have very many glitches in it. I get tired of seeing Super Mario World TASes that spawn the goal tape early or constantly go through walls and floors. I think it helps that this hack resets your powerup state between levels, so there aren't many opportunities to abuse the cape powerup. If your goal was to show off what a talented community of rom hackers can do in an entertaining way, you've succeeded!
Player (36)
Joined: 9/11/2004
Posts: 2631
Question about the very first level. Could you not have brought a shell into the subworld to skip waiting for the final mole by the pipe?
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Darkman425
He/They
Editor, Judge, Skilled player (1293)
Joined: 9/19/2021
Posts: 263
Location: Texas
Hmm, that seems like something that would slip my mind. A shell could be obtained with maybe a little bit of time wasted while waiting on the vine to grow. The shell might be better served taking out the first big mole to build P-speed faster and then taken to the upper level for clearing the other big mole out of the way, so that's a twofold potential place to save time.
Switch friend code: SW-2632-3851-3712
Suru486
They/Them
Active player (333)
Joined: 6/14/2023
Posts: 4
I also have a question involving waiting. In Pekora Planet, would it not be faster to grab the shell before going into the subworld and do a midair to skip waiting for the goomba or would that just barely not be possible?
Darkman425
He/They
Editor, Judge, Skilled player (1293)
Joined: 9/19/2021
Posts: 263
Location: Texas
Took a quick visual check. The green shell kicked by the kicker koopa just before the moon room pipe in Pekora Planet is definitely grabbable with a little bit of extra time taken. A look at the gap seems like it should be possible to get a shell jump across. With that situation specifically, it's a question of whether doing a traditional midair shell jump is faster/more feasible than having the shell ride the 1F0 blocks and bouncing off the shell at that point instead. Either way would cut out the wait on the goomba recovery to cross the gap.
Switch friend code: SW-2632-3851-3712
Post subject: Movie published
TASVideoAgent
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Posts: 15629
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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. ---- [5880] SNES The 12th Annual Vanilla Level Design Contest: Collaboration Hack "all exits, Dragon Coins & 3-Up Moons" by Darkman425 in 3:49:36.76