Super Mario World Speedrun - Son Of A Glitch Speedruns - Episode 1

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I commented on the video, but it's cool to see a random glitch in use in "the wild."

👍︎︎ 1 👤︎︎ u/Bsharpmajorgeneral 📅︎︎ Jul 21 2015 🗫︎ replies
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hey guys Andy here and welcome to my super mario world anypercent speedrun in 10 minutes and 31 seconds and any % speedrun means finishing the game using whatever methods you can whether that be exploiting glitches to skip parts of the game all by near-perfect execution of the games mechanics I'll be explaining exactly what's going on during the run so you'll understand all the technical stuff that goes into a speedrun like this in this run I'll be using a glitch to place a lackey to cloud in our item reserve box at the top of the screen we do this by firing a red shell then grabbing a green shell and placing it down in an exact spot which the red shell then turns into a coin by jumping off Yoshi in a certain way with the correct timing we can get Yoshi to eat the coin as Mario is collecting it the game thinks that there's still a coin on yoshi's tongue and because of the way that the sprites are organized within the game's memory it places a charge in Chuck on yoshi's tongue instead now charging chuck enemies aren't normally able to be eaten by Yoshi and so when it does get eaten it will place a glitched sprite in the item reserve box and this item is the cloud it's a very precise trick which I still mess up a lot but it went really well here I'll be using the cloud later on in the game during the final Bowser fight so I have to make sure I don't get hit for the entire run otherwise it's bye-bye to the cloud so that stage 1 and now on to stage 2 very tricky jump in the beginning to get to the top quickly and this whole stage is about timing your jumps and the kind of jumps you use spin jump start really carry any height but maintain speed and distance so using them saves overshooting platforms with a regular jump the layout of this stage has platforms that are pretty close together making it really easy to jump and fall to the bottom I'd say that apart from the first stage and practicing consistently getting the cloud glitch this stage would be one of my other most practice I've lost count of how many times I've ended up jumping into bottomless pits in this stage but overall nothing too crazy happens in this one if you imagine this stage is a pattern of regular jumps and spin jumps I find it's easier to make sense of it and get to the end so all in all that wasn't too bad a run of stage 2 and so on to stage 3 which is like stage 2 with timing jumps but there is one pretty difficult trick that can used to speed things up slightly which you won't see in this run you can do what's called a shell jump which stops Mario landing in the water which loses like a second but it's really hard to get down I've had it once or twice messing around but never in a run I landed in the water which is not a huge deal I guess the main thing is just to get out quickly which is when Mario seems to not want to jump out like ever but it went okay here so stage three is pretty simple and now it's on to Aggies castle which when I first started to learn the game we used to skip this stage by using a similar glitch to the cloud but it would give us the orb item instead using the orbit just in the stage instantly without having to be eggy but now with the cloud we have to beat the stage legit there is a lot of jumping and grabbing the fence at the last second in this stage which can result in the hot fiery death if you miss it which believe me is something that will happen a lot during practice of this stage now this room is an autoscroller which is set to move at a certain speed so there's a lot of waiting around here but there's not much that can be done about that well I guess it's a nice break of anything despite this being so slow this is thankfully the only autoscroller in the whole run and we make up this time we lose here during the Bowser fight later on so this is still quicker than skipping the stage with the orb really not too much to say about this room it's just slow and so here's a tricky quick kill on a key that I almost screwed up here but this is another thing that I practiced a lot because I found it really difficult to get if that was anything to go by I still find it difficult if you don't get him off the ledge by the time it flips he's going in the opposite direction so it's pretty crucial you push him off quick I failed that fight more times than I care to remember okay so now we have to watch the cutscene which is like 20 seconds long it's a shame we can't skip it really it's like cool you blew it up let's go already so now we're moving on to the second world and this is where we'll be taking the alternate route to get through the game in the fastest time which means going through star road so the next few stages will be about grabbing keys for the most part to open up the rest of the stages this is where the run begins to get a bit more interesting okay so onto donut Plains and the first thing we need to do is quickly grab the cape which now I've gotten to the point where I can catch it in the air which saves having to jump again to grab it then we need to get flying as we're going to get the hidden key man I had so much trouble with his starting out getting the timing on the Cape to fly and then trying to gain height I still don't get it quite right this was a little low for my liking as a pipe I have to get over to make it to the ledge where the key is and I only just make it the important thing is that I did make it and I also managed to grab the key on the way down so that ends this stage and I'll keep the cape I grabbed for the rest of the run which is extremely useful so the next stage is a water world which is pretty straightforward but moving quickly can be a bit awkward to begin with getting just the right amount of forward momentum and then upwards movement is pretty key to getting through this at speed something I'm still not amazing in I remember losing my mind at this stage for the longest time due to getting hit by cheep cheeps anyway going through the pipe into another room which can lose you a lot of time if you screw this up I want to fly up take out the Koopa and then grab its shell which went well here as it's another one of these things that I practiced a lot and why do I need the shell you might ask when Mario holds a shell underwater he moves a lot quicker which for a speed run is the best thing I can get and because of the speed mario has with the shell I want to keep it as long as possible I need to hit the p-switch to get to another key to move on to the next stage which is a secret house and I hate this stage there is so much that can go wrong I could get hit and lose the cloud or the cape or anything right off the bat I damage boost through the boos which lets me hold onto the cape which I really need for this stage if nothing else a lot of tricky jumps there that you have to time really well and then move on to the next room and if the first room went well this is where I'm really worrying because this jump and flight upwards gave me he'll for the longest time that gap is crazy small and I always used to get hit and lose the cloud grabbing the p-switch and bringing it back up I've seen it done better but this works and onto the boss this is really simple grab a block stand in the right place and throw it upwards nothing hard about this with perfect timing you can get this down a tiny bit quicker but not by much this boss really isn't a challenge because it's the same thing every time you fight it so it's stand in the right place and throw the block upwards then you're good to go I suppose one of the big risks you do have is making sure you don't hit any of the booze so you lose your cape or the clouds so that pretty crucial that that doesn't happen but the likelihood of you getting hit is very small anyway and so with that boss out of the way we're done with the early stages in the game and so now we move on to the star road portion of the run and the next stage has a glitch you can do with the blocks basically only four of the blocks can be spinning at the same time and if we kind of get inside them it'll zip us right through the remaining blocks below I've actually lost a few runs in the next section because I've zip right through them going too far left and hit the bottom of the screen and died but thankfully that didn't happen here admittedly it is pretty funny when it does happen but so far so good the next stage is another Waterworld and this one is really simple just swim to the top of the screen over all the enemies and then drop down to the lowest section of the stage heading towards another hidden key I don't even know why this is a stage and all honesty but it's definitely the easiest stage in the run by a long shot I guess probably the trickiest part is right at the end where I need to get rid of the baby Yoshi and quickly grab the key and turn around to finish the stage but I got it really nice here so it's all about the small victories so onwards and upwards in star road and the next stage is very quick but to execute well takes a little bit of practice we need to fly up sharply head to the left grab the key and then go for the keyhole to the right it's a very short but sweet stage so I like that one and then the next stage is more flying with the cape which like I said before I had trouble with especially gaining height this one has a few Cooper's to dodge as well as having enough height to land on the platform with the key so I have to make sure I don't fly too low otherwise I'll lose a life but not fly too high either there you go the Cooper's which I nearly hit and then I had to quickly gain height to land the platform but I did make it and now I can breathe a sigh of relief so now that I've got through star road I can head straight for Bowser's Castle and to the final fight with Bowser where I can finally use the cloud I've been carrying the whole time now this part of the run is fairly straightforward but there is one trick you can do to speed up a room you'll see me dive into the door and that lets me immediately take flight in the next room which saves a lot of fence climbing if you jump too late mari will move this normal slow speed and you'll have to climb along the fence normally so this is by far the best way to get through the room quickly and then on to the next so in the room with the spiked pillars I have a timing method that I use to get through it as soon as possible I wait for the second spike from the ceiling to disappear back into the ceiling and then I start my run it looks really close but Mario doesn't take any damage and then it's a straight run to the door which I overshot the dark room it is again very straightforward but it can be easy to misjudge a jump and take a hit and in the later part of the room I actually messed up a jump which lost me a second or so but now we're on to the Bowser fight and as you'll see by pressing the select button the cloud has now appeared at the top of the screen I need to fly up and then land on the cloud and then move it to the top left corner of the screen using the cloud I can cancel a lot of thousands animation during the fight which saves a ton of time you'll see that Bowser stops dead and then throws out some mecha cooper's and that allows me to get in a quick hit and then grab the one that lands on the floor so I get back on the cloud and then go back up to the top left corner of the screen and then go off screen this tells Bowser's AI to cancel whatever animations it's currently performing and trigger the next phase by jumping to the left with the right timing I can get Bowser to throw the huge cannonballs early again skipping a lot of the animation I do this a third time and then jump to land a quick hit and again throw a mecha Koopa the reason this works is because the memory address that controls the time of a Bowser to throw the mecha cooper's is also the same address that stores the x-coordinate of the lakitu cloud as a result when the cloud floats off to the left of the screen it triggers Bowser to throw the mecha cooper's the same is true of flying off the top of the screen during the falling flames then back up to the left corner to skip the next phase and here we are with the final hits I was a bit too far right here so I moved to the left of the screen for the final hit and I also took a hit so that lost a few seconds here the timer stops when peach appears on screen and that's a time of 10 minutes 31 seconds which is my personal best in nearly 2 years of practicing this game honestly I don't think I can improve on my time a lot of things that usually go wrong went right in this run a lot of practice and trial and error went into this so I'm pretty happy this time just for some reference the current world record for this category at a time of publishing this episode is nine minutes and 47 seconds anyway I hope you enjoyed this run and I encourage anyone who wants to take up running this game - go for it it's a lot of fun and if you liked this episode hit that like button share it with everyone you know and love but most importantly if you'd like to see other speedruns subscribe to see more from the series if you'd like to learn how to perform the cloud glitch used in this category you can check out episode 20 of Sun of a glitch to see how it's done don't forget you can follow me on Twitter or like the Facebook page I post updates and previews to upcoming episodes and keep you in the know try it you might like it
Info
Channel: A+Start
Views: 2,439,094
Rating: 4.9357538 out of 5
Keywords: Super mario world speed run, super mario world glitches, super mario world, retro glitches, retro games, speed runs, mario speed runs, son of a glitch speed runs
Id: z06eHb-yUQM
Channel Id: undefined
Length: 11min 41sec (701 seconds)
Published: Sun Jul 19 2015
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