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[TAS] Super Mario World "96 Exit - Lunar Dragon" in

Автор: SG Multimakerz

Загружено: 2025-05-28

Просмотров: 1004

Описание: Emulator Used: Bizhawk
Frames: 289824
Rerecords: 244569
Lag Frames: 26157
Total Time Count: 1:20:22.46

Inspired by the amazing recent TASes of
SMW warps by Bruno Visnadi and Amaraticando
96 Exits by Bahamete, Kaizoman666 and Masterjun
Igor Oliveira's Dragon Coin TAS

I also decided to create a TAS but on a different goal
This project began a year ago and finished on 28/05/25

Update: For some reason Lunar Dragon Speedruns no longer accept collecting dragon coins in unintended wings heaven
I came to know this after finishing the run🙁

SMW- Lunar Dragon
• Objective: Achieve all 96 Exits, Collect all 7 Moons and Collect atleast 5 Dragon Coins in each level
• Aims for Fastest Time
• Uses Flyover to collect Dragon Coins
• Focuses on Speed
• Makes use of glitches
• Does not use ACE
• Does not eat any chucks
• Improves upon the current run of 96 exits

Level By Level Comments:

YI2: Getting Yoshi from Yoshi block via double hit saves 32 frames over single hit, therefore getting it in YI2 instead of YI3 is faster by 11 frames

YI3: I confess that I directly used Bruno Visnadi's warps TAS input here
But it's okay for this video😁

DP1: A new way to collect cape feather quickly + Yoshi flight (+ about 30 frames) (this is Bruno Visnadi's idea)

DP2(S): A key ceiling clip

DGH(N & S): Same as 96 exit strat

DP4: Improved strat by using pipe speed, keep Yoshi and collect dragon coins (+ 20 frames)

VD1(N): Slightly Improved Block Duplication and Keeping Yoshi for a better strat!(+ 5 frames)

VD2(S): Used 96 Exit Strat but with Yoshi!(-11 frames)

VD2(N): Ceiling Clip at 2 places saves 4 and a half second of time
There's another rare glitch:- Stunning a sprite using Yoshification!
This idea was used from this video:
   • Reznor kill without power up  
When Yoshi is despawned with a sprite in his mouth and then immediately the frame another sprite takes up the slot in which Yoshi was, it's possible to stun this sprite via Yoshification
Whatever the sprite was in slot 0 gets stunned as a result. In this case a fish was spawned in slot 0
So a reznor was spawned in slot 7 and a chuck in either slot 4 or 5 or 6
Capespinning or diving to kill the chuck ends the level (saved more 1 and 1/2 second)
The total timesave is 6 seconds

SW3(S): It makes sense why I collected a cape feather in VD4 (+ 30 frames)

SW4(N): Shell grabbed with Yoshi saves time(+ about 30 frames)

Awesome: A goal tape swap! (saves only 7 frames because I collected a fireflower costing 32 frames)

Groovy: Smartly using Yoshi and saying goodbye to Yoshi

YI1: Used the pipe speed (+ 91 frames)

DP1: Getting back Yoshi

DS1(N and S): Improved Yoshi Swimming (+ 120 frames)

VS1(S): Oh! There's a faster way to fly up! (+ 60 frames)
How did 96 Exit TAS miss this?

VS2: Since the fireflower was already collected in Awesome, no need to collect again (saved 32 frames)

BB1: Block Duplication
Highest amount of time gets saved here
(17.5 seconds)

FGH(N): A powerup clip also saved huge amount of time

FI4(S): Getting Back Lost Fireflower (-40 frames)

FF: Timepass😄

FI2(N): Improved strat using Yoshi Clip

FI3(N): Grabbing a shell loses 10 frames but saves 40 frames via goal tape swap

FI4(N): Amaraticando's Aggradavel Strat saves 4 seconds over block duplication
Video here:
   • SMW - Forest of Illusion 4 - Agradável Win...  

FI2(S): Yoshi Clip (Same as 96 Exit Strat)

FI3(S): Embedding a shell in the keyhole surroundings to hit a turn block saves 7 frames

CI2(S): A slight improvement of 7 frames
involves slowdown + using springboard as a ceiling to catch flight faster and gain 51 speed

CI2(N): Getting Yoshi + Carrying a springboard in the 3rd room to use it as a ceiling to get flight and faster speed
(+ 50 frames)

SGS: Tried to avoid lag as much as possible

VB1: Getting a key using block duplication over dragon coin to do a ceiling clip
(no idea about timesave)

VB4: Wow! Using the shell from the first koopa saves 60 more frames! Now with better optimization and comparing with the 96 exit strat, the total timesave is 200 frames!

Bowser Back Door: Tried to avoid lag

Bowser: Tried my best to entertain here


Remarks:

Only level which was completed using Reznor Glitch: VD2

Only level which was completed using Boss Kill Glitch: VB4

Glitched Yoshi or Side Effect of Yoshification: SL

Took Damage: in FGH

Glitched pipe: FI4

Level Completed with a Firepower: Awesome

Goal Tape Swaps:
Awesome
DS2
FI3
VB4

Highest Improvement: in FGH (about 25 seconds)

Highest time spent in a level: BB1

Shortest time spent in a level: SW3

Yoshi Sacrificed for a good cause:
VD2

Submission:
tasvideos.org/9827S

Improvements

• Of course there are improvements in this run mainly improved block duplication and score plan to minimise lag
• An optimised Yoshi clip is possible in FI2 saving about 54 frames in total

Thanks for
Amaraticando's Lua Script
96 Exit TAS by Bahamete, Kaizoman666 and Masterjun for the amazing TAS! and Ideas
Bruno Visnadi for Inspiration

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