SMW TAS if the first level would be a different one

SMW TAS if the first level would be a different one

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Super Mario World
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So I wondered what game end glitch TASes would look like in an alternative universe where Yoshi's Island 2 is not one the first accessible levels.

Star World 4, Vanilla Secret 2, and Yoshi's Island 3 have quickly accessible Yoshis and other elements giving a quick opportunity for a crash.
There are other levels that could make a good level, but these seemed to be the most promising.


SW4 spits a null sprite while mounting Yoshi and standing on a rotating gray platform simultaneously. This causes a non-existent sprite slot to be processed and results in a crash. The platform needs to be processed before Yoshi, so the platform needs a higher slot. It's why Yoshi needed to be recycled at the beginning.

VS2 stuns a Piranha Plant with a non-zero stun timer. Like a Koopa jumping out of a stunned Shell, here it's a wrongly indexed sprite jumping out of a Piranha Plant. This sprite with an unintended ID is attempted to be processed, and causes a crash.

YI3 similarly to SW4 spits a null sprite on a brown platform. Standing on a brown platform takes the processing far into the stack and spitting a null sprite corrupts it. It crashes when trying to return from subroutines.


Now, you might wonder why these runs don't properly reach the credits. Since these runs are just a hypothetical situations, it doesn't make much sense to work your way to the credits. Most people who worked on these kinds of runs can tell you it's basically impossible for there not to be a way from a crazy crash to the credits. However, all that work would be purely technical and for a viewer it would just look like a fade to the credits.
I also wanted to show the other side: the type of visual glitches happening when the game does not magically recover into the credits!

Yes, basically every SNES "fastest crash" run is just a few magical inputs away from the credits.







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