The Longest Super Mario World Speedrun History

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November 21st, 1990. The day that the Super  Famicom launched in Japan. It was Nintendo’s   step into the new generation of 16 bit gaming,  back when game companies openly dissed each   other in their commercials. With variants being  released all over the world, it would end up   being the king of the fourth console generation. There were two titles initially released in Japan:   F-Zero & Super Mario World. Today, I would  like to talk about the latter. With Super   Mario World giving an entirely new spin to the  classic plumber adventure thanks to the likes   of Yoshi and the Cape Feather, this title  has become one of the most beloved in the   Super Mario series…and for good reason. Over the last 30 years, this game has   been torn apart more than any other Mario  title. With the game’s less linear approach,   people have repeatedly found new  challenging ways to beat the game,   but there’s one specific goal I have in mind. Today, I want to dive into something people   have been trying to piece together for  years: the entire history of beating   every single level in the game at once. This  is the history of Super Mario World 96 Exit. With Super Mario   World selling well over 20 million copies,   it’s fair to say that a huge percentage  of people watching are familiar with this   title to some degree…but I think it’s best  if I give you a brief rundown of the game… Super Mario World is the flagship Mario  platformer for the Super Nintendo that   spans across 9 different worlds and 72 different  levels. Featuring capes, fireflowers, and Yoshi,   most worlds also house alternate secret exits.  Many are completed by putting a key in a keyhole,   but there are some exceptions such as in  Ghost Houses. With there being 24 secrets,   this leads to a total of 96 possible  exits to complete, hence the run I   want to talk about today: 96 Exit, being  the 100% category in Super Mario World I already know I will get a few  people trying to pull a gotcha,   so let me quickly get some things out of the way. *Storter, what about the dragon coins and moons?*,   Well, if you want to go down that route,  Lunar Dragon is a category which is 96 Exit,   but collects every dragon coin and moon in  the game, but that’s another discussion.   There isn’t nearly as much to talk about between  its smaller history and the banning of glitches. Two more things: 1. Both Front and   Back Door of Bowser do not count as it doesn’t  go towards your exit counter unless using an   unintended glitch…which also leads me to: 2. It is possible to get way more than 96   exits thanks to how broken this game can get with  glitches, but that is an explanation for another   video..I could ramble about things all day,  please let's talk about the actual game more.. Before getting into what 96 Exit actually entails,  I want to get some details out of the way. I feel   like I should give basic technical explanations  about how many things in this game works.  Like most standard platformers, the two basic  mechanics of Super Mario World are running and   jumping. Once you become Big Mario thanks to a  midway tape or mushroom, you get one huge bonus:   being able to break blocks via spinjumping.  This mechanic is huge, as multiple exits   in the game require you to do just this. One step up is the fireflower. Besides the   obvious fireballs that kill certain enemies,  it can also be used to finish certain boss   fights quicker. Morton, Ludwig, and Roy can be  defeated in one hit instead of 3, thanks to two   fireballs counting as said hits. This mechanic  has been used in runs since the very beginning.  The final important powerup is the  cape, which is possibly one of the   most broken Mario powerups ever. It gives  you the ability to cape pump and spin fly,   which makes many stages easier than ever before.  Don’t get it twisted though, there is a lot more   than simply flying at the top of the screen to  beat the level. There is a whole science to this.  If cape pumping, there is a very obvious variance  in flight speed if you pay attention to the ingame   timer at the end of a level. Mario’s speed while  flying can alternate between (and including) 47   and 51. Players can manipulate and lock in  a new speed by briefly tapping right while   mid-flight. Ideally you want to lock in 51 speed,  and players primarily do this by paying attention   to how much the screen jitters while in the air.  It is possible to distinguish if you’re going   slower in the 47-49 range, or faster in the 50-51  range. IsoFrieze has a short video on the more   technical side of this, which I will link below You may wonder how much this matters, and well,   take a look at one individual level. Some can be  completed 3 in-game seconds faster with a cape,   and for reference, a full in-game second  is roughly two-thirds of a second. This is   thanks to the normal run speed averaging out  to 48. (47.8). Saving a second or two may not   seem like much, but multiply that by the amount of  levels you fly in, and it really starts to add up. Alright, are you still here? Good! I could  ramble more about details in this game,   but I think it’s best if we finally dive into:   Nine worlds, and 96 exits to power  through, where do we start? Well,   there’s quite a variety to sift through. Between  fortresses, castles, ghost houses, switch palaces,   and much more, beating every single exit is  no simple feat…nonetheless in one sitting. The earliest documentation of anyone documenting  a 96 Exit time spans back to October 21st,   2004. Twin Galaxies, which used to be the  primary source for gaming leaderboards,   reported a person by the name Kelly  Flewin achieving a 3 hour, 8 minute,   and 34 second “96 Gate Record” Unfortunately there  is zero footage to back-up this claim, but luckily   that’s not the biggest issue because an even  greater announcement was right around the corner. On February 2nd, 2005, Jason Baum, or GameCube04,  uploaded a complete deathless playthrough beating   every single exit possible clocking in at 1  hours, 31 minutes, and 45 seconds. Time starts   when Mario appears in the intro screen, and ends  when Peach appears after defeating Bowser. This   cuts the first claimed time in half, and  it’s obvious a lot of work went into this.  Gamecube stated that he attempted the run a  few hundred times over the span of four months,   and took the time to develop some level of  consistency across each level. Additionally,   he came up with a route to best tackle all the  worlds in the most optimal way seen at the time. Be aware, this is 2005. This run was  completed two months before the first   ever YouTube upload, so good luck easily  finding someone else’s gameplay online.  In fact, by the time Gamecube uploaded this run,  there were only two other publicly documented   Super Mario World runs by Scott Kessler. These ran  the category that is now known today as 11 Exit,   the fastest intended way to beat the game.  If you’d like to know more about that,   I suggest checking out my Quest for Sub One Minute  video, but that’s not the topic of today, 96 Exit.  The route for this first ever run goes as follows: Complete all of world 1, carve out a path  through world 2 which defeats the Green   Switch Palace along the way, taking the right  path in World 3, finishing all of bottom bridge   and entering Star World, cleaning up half the  levels to get to Special World quickly, cleaning   up the rest of world 2 and then re-entering star  world after defeating Big Boo, finishing the rest   of the world and warping back to world 3, and from  that point finishing every world going forward. For a first 100% run of the game, it’s quite  solid. The simple fact that it features zero   deaths over the course of 90 minutes makes  it a very strong starting time. Additionally,   it sets up many things that would continue to  be used in future runs for quite a while. The   most notable being the World 2 Green Switch  route. The advantage of grabbing this switch   early is getting access to more capes which  are housed in green switch blocks. This would   go on to be dubbed “Early Green Switch Route” The coolest strategy by far which surprised   me was how the special world level “Tubular”  was handled. The intended strategy is to use   p-balloon blocks supplied throughout the level  in order to float across, but you actually   don’t need those. Gamecube very casually was  able to hop block to block, and even uses a   chuck football to bounce off at the very end. In Chocolate Island, a yoshi was grabbed in   Chocolate Island 2, which was then used  in the following level thanks to a blue   koopa giving you flight ability. This yoshi is  then kept all the way till later in World 7.  Speaking of World 7, the fireflower is used one  more time to help in the Larry fight, which is   then followed by something I was not expecting  to see at all. When returning to Valley of Bowser   2 to complete the secret exit, Gamecube both  ditches the blue Yoshi and intentionally takes   damage to become small for the sandbar section. The only possible reason this was maybe done   was to make getting through the sandbar  section easier? I want to make it clear   that you very much can get through this  section with any powerup, which is why   I was shocked to see this in the first place. Overall though, this was a great run for 2005   Speedrun Standards, and I don’t need to talk about  every little bit of this run because well..it’s   about what you’d expect. For both your and my  sanity, I’m not going to be overly analyzing   every detail in every run since there is no  need to. Since day one a handful of levels   simply are flown over with a cape, but trust  me there is much more in store going forward… Over the following handful of years  multiple more people would take a   stab at Super Mario World including  Super Mario Bros legend AndrewG,   but all of this action was happening  with the shortest completion of the game. It’s not until 2010 that we can find what would  be the next competition in 96 Exit. A Japanese   player by the name Menboo93 started streaming  and uploading runs of Super Mario World onto   the Japanese site nicovideo. Livestreaming  back in 2010 was quite a messy experience,   but fortunately Menboo did also locally  upload personal bests to his channel.  One of his first was a 96 Exit video claiming  a 1:30:30 which is a solid minute faster than   the only run notably published before.  This run does a lot of the same things   Gamecube did, except better…obviously. The route is a bit more optimized in a   few different places such as only visiting Star  World once instead of twice, and deciding to   clear the left side of World 1 after Special  World, since you warp back there anyways.  There’s also some similar strategies such as  using a Yoshi throughout Chocolate Island,   and the same exact intentional small  mario approach to Valley of Bowser 2.   Seeing this suggests Menboo probably studied  Gamecube’s now 5 year old run at this point. This run still isn’t close to clean with Valley  of Bowser 1 being the most noticeable timeloss,   but there’s a handful of really cool levels  to watch. To access top secret area he did   a tight quick fly around the Boos, which is an  early version of a strategy still used today,   Donut Secret 1 Menboo accidentally double  grabbed the shell and pswitch while swimming,   had one of the most unnecessarily risky  jumps in Wendy, and showcased a visual   glitch in the Bowser fight by killing  Bowser’s balls with a ground cape slide. Last of all, the run features one of the first  ever notable level skips, with it taking place   in Forest Ghost House. After leaving the  tightly enclosed space starting the level,   you can immediately fly to the left and get above  the wall. This allows you to get to the same   exact place you’d be if taking the intended  doors. With this level being played twice,   it’s a very notable timesave. —- Menboo would continue to post a multitude of runs  throughout 2010 including in the American version   of Super Mario Bros 2, multiple improvements to  the 11 Exit World Record, and most importantly   for this discussion: another 96 Exit time. And that time was 1:28:55 - This consists of many   of the same strategies seen before such as small  Mario in the sandbar section of Valley of Bowser   2. There’s also some other familiar sights such  as the sketchy jump at the beginning of Wendy.   I really thought that was a mistake the first  time, but apparently that was an actual strategy. Another strategy I'm not sure about was in  Vanilla Dome 2 where Menboo clipped inside   the wall in the middle of the level. For what  he was going for it ended up being faster,   but this is one of the easiest  places to accidentally clip into,   and it may have not been intentional. While this  run did shave off a significant amount of time,   there were still obvious spots of time loss with  a few cape powerups being lost along the way. Before I go forward, I also want to  make it clear that around this period,   leaderboards were still not established in the  way we may think of them today, and it was not a   simple task to piece together history before 2013. A huge reason for this was due to how segmented   speedrun communities used to be in general.  While players such as AndrewG and Scott   Kessler were sharing times from North America,  there was equally activity going on across the   other side of the world - most notably, Japan. While there very much may be earlier history,   by 2009 we start to see the earliest easily  documented runs revolving around the game with   people such as yotsuba. Regarding 96 Exit, Menboo  who we already mentioned is the one notable player   from Japan who tackled this category early on. On the American side, there was equally as much   going on, with the most notable player at the  time being dram55. With Japanese and American   communities sometimes acknowledging each other  but not fully interacting, the world record   history can be confusing to piece together - but  I believe I have put together what is publicly   documented. If this is somehow wrong feel free to  whine at me, but I was able to create a timeline   using Youtube and Twitch uploads, as well as  forum posts on the forum SpeedDemosArchive. Dram in March of 2012 posted that he had  finished a 1:28:57, which was only two   seconds slower than menboo’s 2010 time. He  pointed out that this would have been record   if he was using a Japanese Cartridge instead of  an American one. This is due to two things that   are faster on the Japanese version: Save boxes  on the overworld, and switch palace cutscenes.  The Japanese text leads to  quicker overworld text boxes,   and the switch palace cutscene fade out earlier. With tons of save boxes and multiple switch   palaces, this time difference comes out to  roughly 20 seconds, which would’ve been more   than enough to give dram a new record. Fortunately for Dram this wouldn’t be   his last stab at 96 Exit, but before we talk  about that, Menboo was still going strong. Menboo had started the year with a  healthy mix of games and categories,   but on July 16th, he would come back  with his biggest time cut yet in 96.  1:26:45, a close to 2 minute improvement  - quite significant for something that had   already had a lot of time chopped off of.  This run deserves to be analyzed heavily. As early as World 2 we already see a myriad of  improvements versus before. In Donut Plains 2   he takes advantage of spin flying and gets in the  pipe as soon as possible for both exits. In Donut   Plains 3 he immediately runs and jumps right  to get flight instead of going to the left,   and the biggest by far was in Morton’s Castle  where he spin-flew throughout the second half.  This is the earliest documented version of what  players would eventually name “Morton Fly”.  In both Vanilla Dome 1 and 2, he performed  a trick where if you time a cape divebomb at   the right time against the ceiling, you can  stick to it. This would end up being dubbed   “Sticky Fly” - I know, real creative here. Vanilla Dome 3 finally saw the usage of   the top route at the end instead of  squeezing through all the piranhas. Moving to Star and Special World,  a completely new route using Yoshi   started to be used. When finishing  the final exit of Star World 2,   the blue baby yoshi you can grab is fed the  powerup in your reserve box, and is used to   make special world a lot easier. Even in Star  World 5 you can simply grab a koopa to fly.  This made levels such as Tubular and Awesome  way easier than ever before. Menboo would   then ditch this Yoshi in Mondo since the  rest of Special only required flying.   After cleaning up World 2, Vanilla Secret 1  was done faster than ever before by carefully   maneuvering via spin fly for both exits.  After clearing top bridge, Ludwig had   heavier cape usage and took advantage of cape  canceling against spike balls and podoboos.  The item usage in Forest of Illusion 2 was  thought out a bit more than previously and   aimed to keep a cape at all times. Starting the  level Menboo switched to a fireflower, used it   to power through an urchin, grab the floating  cape, grab another fireflower in the level,   and lastly scroll the screen to manipulate urchins  later in the level. When playing the level to grab   the second exit, the cape is switched back to. Similar to Ludwig, similar cape canceling was   also done in Forest Ghost House, making  for a really quick level both times. Chocolate Island had some new things in store  as well such as Ghost House having a simple   spin fly maneuver to quickly beat the final  room, but more importantly did not grab Yoshi   in Chocolate Island 2 anymore. In Chocolate  Secret they used the slopes in room 2 to get   p-speed which is exactly what is still done  now, and Chocolate Island 3 became a fly over   level with the only thing to be aware of was  not scraping against the pipes mid-flight. This run became the first to attempt  getting p-speed entering Chocolate Fort   which was successful for the beginning  of room 1. If it wasn’t obvious already   that the cape was understood more, Chocolate  Island 4 became visually more interesting,   with Menboo keeping flight  through the very tight level. We get to see another attempt at the sketchy Wendy  strategy which fully demonstrates why I thought   it was oddly risky to go for in the first place. Valley Ghost House is the most impressive level   considering how old this run is, and uses  strategies that are optimal to this day.   It starts with spin flying in room 1, and if  you time your flight entering the door, you   can preserve your flight, and immediately start  flying. This allows you to skip having to press   the intended p-switch which gives you a platform  to run on. Lastly in the final room, a spin fly   is timed where if you’re in the right position,  you can hold down and slide through the tiny gap   where the key is. The two strategies done here are  Door Flying and Sexy Slide. The most interesting   fact about the Door Fly here is that this strategy  was very before its time, and wouldn’t be heavily   messed with in world record runs for this specific  level again until 2015. I honestly had to make   sure I was watching the correct run multiple times  cause I was shocked to see this used so early on.  Larry was possibly one of the sloppiest levels,  but to make up for that he finally wasn’t   intentionally going small for Valley of Bowser 2.  Additionally a trick that was being done in Bowser   for 11 Exit was seen here as well. By hitting  Bowser with a Mecha Koopa right as he is about to   throw down one of his balls, you can completely  skip this cycle. This is called “Ball Skip”  On top of this, you may notice the  cape is being fully utilized here to   get constant quick hits on Bowser, with  this concept being dubbed “Cape Kill”.  With everything I have just mentioned, you may  see why the record was beaten by so much now. Dram was eager to officially get  record, and when grinding more 96,   he had switched from the American to the Japanese  cart in order to get that 20 seconds of timesave.  Fortunately, Dram was in a pretty good position  since he was going for a handful of strategies   that Menboo had yet to use in his record. This starts as early as Donut Plains 2,   where he used the same concept done by Menboo in  Valley Ghost House. He was able to immediately   get flight in the 2nd room for both exits. His World 3 was faster than ever with two   flies in Vanilla Dome 3 that skipped  having to fully wait on the rafts,   getting flight speed quicker in Vanilla Dome  4, and spinning at the beginning of Lemmy   to manipulate where the magikoopa would spawn. In Star World 1 Dram took advantage of a strategy   being done in 11 Exit called zips. Only four  yellow spin blocks can actively spin at once,   and by exploiting this, you can simply  “zip” past most of these blocks.  A completely different approach to Forest  of Illusion 2 was done versus anything   seen before. First off, dram switched  to fireflower in the previous level,   and then did a damage boost at the beginning  while ditching Yoshi. Further into the level,   he goes to a lower spot not previously used, and  is able to use a raised corner in the ground to   jump off yoshi, and then re-grab him halfway  through the wall - which gives you a clip.  That’s just the beginning though, because on  the second visit, Dram immediately does the   same idea but at the very beginning, which allows  him to skip the entire level. These two clips he   did have been dubbed “Easy Clip” and “Hard Clip” Both clips save the player the hassle of having   to navigate the maze of fish and urchins, and  the time-save you can get out of these really   varies on how fast you can complete the level  normally. Doing so optimally is very hard,   so having these clips is very useful. Easy clip  tends to not really save time due to how out of   the way it is, but hard clip if done twice can  easily save you a double digit amount of seconds.  With this clip being new and not understood too  well, dram seemingly only wanted to try it once   for this run, but it was still very much  worth it since he immediately clipped in.   You can see that leaving World 5 he was on a  pace that would put him very close to a 1:25,   but unfortunately he had a very costly death in  Chocolate Ghost House. Fortunately he was able to   maintain most of his later timesave thanks to the  slide in ghost house, and doing a faster beginning   to Larry room 2 which was done by scrolling  the screen left. While he did lose a cape here,   he still ended the room on a pretty good note,  easily proving that he could still destroy this   even more. – With a death that cost 30 seconds sitting halfway  through the run, Dram very much knew he had more   to do in the category, and fortunately that  gave us more activity for the end of 2012.  Besides not dying in Chocolate Ghost House  this time, Dram’s next run on October 6th   cleaned up a lot of the slop from before.  Between not losing powerups left and right,   as well as minor optimizations such as  skipping under a crusher in Valley Fort,   he was able to achieve a 1:25:43:  A nearly one minute improvement. While there were still some glaring mistakes  such as losing upwards of 8 seconds in Star   World 1 and getting kicked off Yoshi  multiple times in Sunken Ghost Ship,   this was the exact kind of run that  Dram was trying to achieve the month   before…but hold onto your seats, because  he wasn’t completely done for the year. Only a month later on November 18th,   Dram came back with a 1:25:19, and  was back with completely new strats. The first was in Vanilla Dome 1, where  he entered the level with a Yoshi,   and used a blue shell to fly under the level.  He was able to skip the entire second room,   but he ultimately was a bit  slower. It didn’t help that he   bonked while trying to stay under the level. Following that up, he performed a Yoshi clip   in Vanilla Dome 2 that is similar to Forest  of Illusion. This allows you to immediately   reach the area with the key and keyhole.  This can save you around 10 to 15 seconds. In other places he balanced out his timesave such  as having a way faster Star World than before, but   then losing a little bit of that to things such  as falling off Yoshi right away entering Mondo.  What saved even more time was Dram going  for Hard Clip in Forest of Illusion 2   both times finally, but he switched  between fireflower and cape anyways,   so the timesave may not be as much as you’d think. Additionally he was the first to keep his flight   through the entirety of room 1 in Chocolate Fort,  and had a still sloppy but faster room 2 in Larry. Honestly, at this point the run was looking  overly clean and it felt like the main things   to do at the moment were to clean up some of the  silly mistakes inbetween. What was Dram supposed   to do from here? — Inching towards 2013, Super Mario World  specifically started to become more   properly recorded as a speedrun due to  some of the oldest surviving leaderboard   documentation appearing around this time. In January 2013 we can see a handful of goals   were sprawling with competition. The most notable  being any%, or what would be renamed “11 Exit”,   but on top of that there was a slew of  categories such as beating All Castles,   finishing without using Star World,  and Low% which was using zero powerups. This does fortunately mean that going  forward, the record history is very well   documented and I am very confident of the  accuracy of everything from here on out.  Only a month later on February 1st  Dram would replace his 1:25 time on the   leaderboard with another major improvement. The newest major trick added this time was   spawning Yoshi Wings early in Vanilla Dome 1.  It’s quite easy to duplicate blocks in this game,   and it was finally figured out this could be used  to further glitch different levels. In this case,   if you duplicate a block over a  yoshi coin, and then collect said   coin, you can then go for another duplication  to the right, which will spawn in Yoshi Wings.  All that is left to do is simply collect the  wings, and it works just like Yoshi Wings in   levels where it is intended. You immediately  move on to the next level! Unfortunately Dram   had a lot of trouble doing this fast, but he  still finished 8 in-game seconds faster than   his previous run, and additionally you don’t  have to go through the level-ending fanfare.  The only thing this glitch changed to the routing  was the fact that you had to pick up a Yoshi in   Donut Plains 4, which fortunately is not too hard. This was followed up with another quick Vanilla   Dome 2 clip, and later on he did both  Forest of Illusion 2 clips, this time   not randomly switching powerups in between. One more really cool trick was in Sunken Ghost   Ship where Dram was able to despawn  one of the Boo Rings which makes it   less of a hassle to finish the room. The way this is done is by spawning   in the boo ring while the boo cloud already  on screen is despawning. At the beginning of   the room Dram briefly got stuck, but was still  able to barely time it by scrolling the screen.  With all of this, he finished with a 1:24:35,  doing way more than simply breaking into the   next minute barrier. This run still had some  sloppy segments such as a close call in Roy,   and struggling in Chocolate Fort, but that didn’t  matter. Dram was able to pick up extra time with   minor optimizations between many levels such  as a quicker takeoff in Donut Ghost House,   cleaner swimming in Vanilla Dome 2, jumping  off the head of a blargg in Vanilla Dome 3 to   skip part of the raft section, and using a cape  cancel to spin jump off a boo snake in Chocolate   Ghost House. — Dram continued to be on a hotstreak in  the category after just setting another   monumental time, and was still doing attempts  right after his 40 second improvement. In fact,   just three days later he  had another impressive run. He was able to get wings in Vanilla Dome  1 about 10 seconds faster this time,   had the fastest room 1 in Chocolate Fort  yet, and didn’t need to scroll for Sunken   Ghost Ship Boo Ring despawn. This netted  him a 5 second improvement with a 1:24:30. So why was this only 5 seconds better  with so many major improvements? Well,   the rest of the run had a lot of mistakes. Most  notably Dram struggled to clip three times in   Vanilla Dome 2, and lost his cape three times  between Vanilla Secret 1, Forest Fort, and Larry. Fortunately he was able to minimize some of  this timeloss thanks to some other timesaves   such as having the best Star World 1 zips  in any of his personal bests to date so far.  The last interesting thing to note is that every  run up till now stopped to grab a fireflower in   Vanilla Dome 1, which is used to have a quicker  Ludwig fight. Dram this run experimented and   picked one up quickly at the end of Yoshi’s  Island 1. This wouldn’t be done going forward   but I thought that was cool. – With Dram riding the high of pushing  the category to unforeseen limits,   there didn’t seem to be any competition to keep  up. The closest person was still Menboo, who   unfortunately seemed to stop playing around 2013  and was only doing 11 Exit and All Castles runs.  I will say that one of the biggest  headaches I dealt with while researching   was trying to piece together menboo’s  last possible personal best in 96 Exit. If you go to the Super Mario World leaderboard  you will see a 1:24:23 by menboo with no video   or date. So how did this get here? Honestly,  I’ve been trying to figure that out. No such video exists on his nicovideo, nor a  linked twitch account I was able to find. Menboo   did seem to have another twitch account under the  name “Menboo93”, but that account has been shut   down. He does have a twitter but that account  has been completely locked and many mid 2010   Mario World runners even reported being blocked  by him for no reason. I even spent way too much   time digging through a Japanese leaderboard  I was able to find and menboo doesn’t even   seem to exist under 96 Exit. I do feel pretty  confident that Menboo never got the record again,   but I had to vent my frustration sifting  through this. Where did this come from!?! Oh uh dram…Yeah. He pursued this run more and  had a slightly bigger improvement on April 26th.  He was two seconds faster in Vanilla Dome 1,  didn’t mess up Vanilla Dome 2 clip this time, and   this time decided to pick up the Ludwig Fireflower  in Groovy which was definitely the best strategy   yet since you virtually didn’t have to slow down. 1:24:18 was the new best time to beat,   with this being well over 2 minutes  faster than what dram was able to set   not even a year prior. He did have some glaring  mistakes such as a slightly slow Star World 1,   and lost a ton of time with a missed hit and cape  loss in Bowser, but dram seemed to finally have   a time that he was proud to let sit at the top. He would over the following two years tackle other   runs such as 11 Exit and Low%, but besides that,  it was time to let someone else put in the work. By the middle of 2013, there were a handful  of promising new runners, and one that I   very much need to introduce you to is Linkdead. Rocking the Super Mario pajama pants since day 1,   Linkdead started heavily running Super Mario  World at the beginning of 2013, and by May   had already achieved a 96 time that would’ve  been record if done only half a year earlier.  Entering June he got a 1:24:33  which was his closest yet,   and with 96 being one of those categories  where you can always save time everywhere,   he kept pushing to see what else he could do. Only a month later on July 6th, he finally pulled  off a run that was able to compete with dram.  A new trick he added was in the special  world level Gnarly where he went for   wings with the idea being the same  as Vanilla Dome 1. Unfortunately   he struggled quite a lot here and very  much did not save time with it. Special   World also saw a different spot to grab the  fireflower for Ludwig: this time in Awesome. He also did a trick in Chocolate Island 1  where with the right spinfly timing into   a pipe mid-level, you will be shot out of the  pipe and fly way faster. How much faster? Well,   if you remember me saying earlier, the  fastest normal flight speed is 51, and this   pipe here will shoot you out with a speed of 64. This isn’t faster by much since you have to deal   with a pipe transition, but with the drastic  increase in speed it still nets you a second. There was also a slight route change  in Forest of Illusion where instead of   doing both Forest of Illusion 2 clips back  to back, he instead did the first clip,   went back to Forest of Illusion 1 and  got a yoshi while doing the secret,   did one of the ghost house exits, and  then came back down for clip number two. Besides that he was mostly able to play just as,  if not better than dram. With not having a nearly   as slow Bowser fight, he got a 1:24:17,  a one second improvement to the record.  This really ended up being a case of shifting  around where the timeloss was. Besides Gnarly   wings, he also lost his cape in Lemmy, had not the  most ideal Star World 1, and slightly struggled   with Valley Ghost House. — The second name I have to tell  you about is xpaco5, a player that   started right around the same time as linkdead. By the time linkdead had set the new record, Paco   had already achieved a 1:25 time, and also had a  respectable Any%, or now 11 Exit, personal best.  Later in 2013 he got two more improvements to  his 96 best, with his 2nd one being a 1:24:35,   what dram had achieved earlier in the year.  He clearly had already thrown up some really   great times, and his last one I mentioned  lost 20 seconds in the final split. This   meant that he very much could have just  beaten the record if it wasn’t for that. Only a day after this run on October 2nd,   Paco did even more runs, and did what  he wasn’t able to do the day before.  He was able to keep up the pace in earlier  worlds with really great wings balancing out   a failed clip attempt, and was able  to do what linkdead couldn’t before: Paco was able to finish 11 in-game seconds faster  than linkdead in Gnarly thanks to a way cleaner   execution. This time Paco very much saved time  doing this versus normally beating the level.  For the rest of the run, most strategies were  the same such as opting for the new Pipe Fly,   but there were still some glaring issues. There  was a mix of minor mistakes such as a slight   slowdown in Chocolate Fort, as well as  major blunders such as room 1 of Larry.  Nonetheless, it was still enough to edge out  Linkdead, finishing with a 1:24:11. He more than   proved that breaking into the 1:23 range was more  than possible, and if Larry hadn’t thrown him off,   it would’ve happened. Unfortunately though  that was meant for another day…and also   another person. – The third, and final new face of the 2013 era I  need to introduce you to is Kakusho. He started   playing the exact same time as the previous  two players, and dipped his toes into a mix   of different series such as Final Fantasy and  The Legend of Zelda. His most prominent game   by far though…I don’t think I need to say. His most prominent category by far was 96,   and by the very end of 2013…had  gotten the record for himself.  Kakusho displayed one of the highest levels of  consistency so far in regards to the tricks in   the run. Awesome Vanilla Dome Wings & clip,  the fastest gnarly done in a run yet, and the   only notable mistake in this regard was having  to wait a cycle for one of the Forest Clips. There’s one trick he did  that I didn’t mention though,   and that was in Valley of Bowser 2 - In the sandbar section, Kakusho performed a trick   which involves ducking and spinjumping at just  the right time, which allows you to clip inside,   and skip an entire cycle of waiting. This is quite risky to do at the very   end of a run as if you spin jump  too early, you will get crushed,   and is only a 2 frame window. With it saving  roughly 12 seconds, the award outweighed the risk. Sure this run had some struggles towards the end  such as falling off of Yoshi in Sunken Ghost Ship,   and struggling in Valley of Bowser 1, but the  overall clean execution across the board and   the new sandbar clip was more than enough to  break a new barrier: 1:23:52. What a way to   end the year! - After a new minute barrier was pushed  using a huge level-breaking glitch,   the category was in an interesting  situation. There were now a handful   of people more than capable of taking it  back if they wanted, and it really came   down to cleaning up the run even further. Exactly a month later on January 31st,   2014 one person was able to do just  that: our pajama’d friend linkdead. This run took Kakusho’s lead by adding  in sandbar clip, and minimized all the   struggles he had. Sure linkdead did have a slight  hiccup in Donut Secret 1..and Larry….as well as   missing a cycle in Forest of Illusion 2, but it  still wasn’t nearly as much as he was able to   end with a 1:23:37 - already pushing towards  the halfway mark to the next minute barrier,   1:22. — Linkdead’s run proved to be something that  finally calmed down the category as the   rest of 2014 saw nothing new at the top, and it  would take about 18 months for that to change. By the middle of 2013 a new runner by the  name GreenDeathFlavor started to upload   some runs across different categories,  but it wasn’t till the very end of the   year that they finally tackled 96 Exit.  Their first run ever was just over 2 hours,   and wouldn’t touch 96 too much  more for a bit. He mostly focused   on the Any% category that would become  modern 11 Exit using the cloud glitch,   and then in July 2014 we start to see him really  start chomping down on his 96 Personal Best. By the end of the year he was able to pump  out a lower 1:25 time, and we can see further   improvements into the new year. In fact, the  improvement was quite drastic because by March   he had already slipped all the way down to a low  1:24, comfortably putting him in the top 5. With   the runners sandwiching him not improving  since 2013, it was the perfect opportunity   for him to continue climbing up the board. Bit by bit he continued to chop off time. In   May he got one of the lowest 1:24 times you could  imagine, and in June followed that up by squeezing   out a 1:23. This easily put him in the top 3. If he added in sandbar clip,   and cleaned some other things up, he very  comfortably could be the new king of 96. He would continue this journey further into the  year, and in July had a run that struggled with   Vanilla Dome 1, missed two cycles in Forest of  Illusion 2, missed flight in the following level,   and didn’t do sandbar - yet he ended with a  1:23:28 - a new record. How was that possible? Well, outside of the few mistakes I just  mentioned, this run is quite pristine.   Levels that most records previously may have  been sloppy with such as Vanilla Secret 1,   or Chocolate Fort, were perfect here. Combine that with two new tricks here,   the most notable being in Tubular. It  was found that you can use the p-switch   in the level to spawn Yoshi Wings. By  chucking it inside the p-balloon block,   it’s simpler than you may expect. Sometimes you have to scroll the screen   to get the p-switch in the right position,  but in this case it immediately worked. All of what I just said really tied together  a clean run, and the category for a bit sat   in a similar situation as before.  A month later Truman notably became   the 4th person to ever get a 1:23, but the  rest of 2015 was pretty quiet…or was it?? Jumping back to 2013, another player across  different categories popped up on the   leaderboards by the name Akisto. Unfortunately  their history pre-2015 is basically wiped,   but starting in mid 2015 we do at  least get a few miscellaneous clips.   One in August shows 96 exit splits  on the side that show a 1:24 time,   which demonstrates that within the past  year he majorly grinded the category. His first earliest still available  96 Exit recording is in December   2015 - and would you look at  that - it’s a new world record.  This run is completely different from any  run seen before as Akisto completely came   up with a new route for the whole run. Dubbed  “Akisto Route”, it aims to get annoying tricks   such as the clips in Vanilla Dome and Forest of  Illusion out of the way as quickly as possible. To do this he takes a route through world  2 that beats both ghost houses, presses the   red switch and then goes to the left in world  3, completes top bridge and Worlds 5 and 6,   beats Larry’s Castle, Enters Special World, cleans  up the rest of worlds 1, 2, & 3, get through   bottom bridge and star world, and finally warps  back to world 7 to finish the last few levels. This route has been calculated  to be roughly 5 seconds slower,   but Akisto has stuck with it. In fact he has  been the only top runner to properly grind   out runs with this completely different path. Using this route, he got a 1:23:24. The route   change led to a few different strategies such  as using a springboard at the end of Morton,   and using a blue shell to fly over the raft  section in Vanilla Dome 3. We also see Akisto   finally bring back the doorfly in Valley  Ghost House that was abandoned since menboo. The biggest controversy here may be the fact  that over 5 minutes of this run is missing   due to the capture card feed disconnecting  during part of World 7 and Special World.  In fact, there is further questionability  with Akisto’s runs since his next two   records he achieved in 2016 do not have any  surviving footage. It does seem that at one   point YouTube uploads existed but are now  unavailable. Even asking the source himself,   he states he does not anymore have footage of  his 1:23:17 on May 7th, or 1:23:10 on July 14th. Fortunately he would get one more record on  November 10th, and of course once again uses his   new route. Moving from his 1:23:24, he cleaned  up a lot of things such as Vanilla Dome 2 clip   which he previously had a brief struggle with. The most notable new addition here is a new set   of wings, this time in Forest of Illusion 1.  While on Yoshi you can tongue a green koopa,   and use it to duplicate a p-balloon block. It’s  the same core idea as the block in Tubular.   Akisto had actually tried this in his last run  with footage, but failed it. This one came out   to a 1:23:04, and would be short lived,  as prior competition was still lurking. I may have been talking about Akisto for  quite a bit, but don’t get it twisted:   GreenDeathFlavor didn’t spontaneously disappear  after getting his 1:23:28. In fact besides   continuing to run Super Mario World, he also was  running Mario 1, and 2. At the start of 2016,   we can see a ton of highlights from his  sessions, with some being a really funny   walljump in Special World, and losing a potential  world record all the way in Valley of Bowser 2. Possibly the biggest thing he did in  this time period was a new trick dubbed   “Groovy Boss Kill”. To sum this up: You can  spawn a Koopa boss sprite inside the level,   and defeat it to end said level immediately. I will leave links to a full technical   explanation of how this is possible  in the description, but two very   important components to be aware about are: The double tongue glitch, which requires   Yoshi to release his tongue on the same exact  frame the game freezes from grabbing a powerup.  Stunning a sliding koopa, which can  be used to spawn the boss sprite. This was one of the first times anyone  ever did this in a proper run, and going   forward this became a trick many players  started to mess with in their attempts. With all those achievements, on December  16th, GreenDeathFlavor finally got what he   wanted after many personal bests, and got  a new one second world record of 1:23:03.  This run introduces yet another new route, which  is a lot closer to Early Green Switch. The route   is actually the same, except you do what Akisto  route does in World 2: complete Donut Secret   House. What’s the purpose of this? Well…watch  any 11 Exit speedrun. You may notice that the   boo-ring position is always exactly the same. This is because the boo-ring position is based on   a global timer running in the game, and is based  on the position of wherever the last boo-ring was   that you went past. This is why previously with  Green Switch Route, every runner's ghost house   here was just slightly different. You may notice  some runners having to briefly adjust on the   fly to prevent getting hit. This is due to the  position being based on how you played Vanilla   Ghost House, which also features boo rings. Getting that out of the way, this run features   some other tiny optimizations such  as item-flying with the p-switch in   Vanilla Ghost House, and also tried  to go for the new Groovy Boss Kill,   which unfortunately didn’t happen. He also got Forest of Illusion 1 Wings,   but earlier in the level was trying to  go for a quicker Yoshi grab and lost his   cape in the process. Additionally Sunken  Ghost Ship saw another hiccup with Yoshi   getting stuck preventing a boo ring despawn. Having these mistakes prevented the 1:22,   but at this rate it was very likely going to  be the next record time, so the only question   was…Who would it be? — Sooo…would it be GreenDeathFlavor  again? Maybe Akisto once more?...   or maybe even one of the other 2013  runners? Nope. Let’s rewind to 2015. In 2015 No Starworld became a pretty popular  category to run since there was a tournament   being hosted for it starting in June. Heck,  that’s how I started running the game,   and Sten was the same. His initial history  is completely littered with the category,   but eventually he would touch some of  the other runs this game has to offer,   and of course 96 was one of them. You can see one of his oldest   attempts being over two hours, but by  the end of the year was already a 1:25.  He did mix in some other runs  such as Mario 3 and Sunshine,   but would continue to lower his 96 personal  best in April 2016. In April he got a 1:24,   in August he got a 1:23, and then in December…. He had a run similar to GreenDeathFlavor. Early   Ghost House was the go-to route at this point, and  he failed an attempt at Groovy Boss Kill as well.  A huge new trick was in Vanilla Dome 3: being able  to skip the entire raft. Sure Akisto was able to   easily do this with a blue-shell on his route, but  that’s actually slower than what can be done here.  By dismounting Yoshi against the ceiling  and immediately getting back on him,   you can stick out his tongue to do a cape-fly  while riding him. Besides needing to stick out   his tongue constantly, you cape pump the same way  you would without a Yoshi. This can save you a   few seconds versus the blargg skip strategy that  had been used for quite a while at this point.  His run also featured other things you may expect  at this point such as Forest of Illusion 1 wings,   but sadly did have some choke points such  as having a minor mishap in blue-switch,   and accidentally normal flying instead of  spinflying in Valley of Bowser Fort. Nonetheless,   all of this combined together was just enough  for a 1:22, getting it by half a second. The ways this category had been stretched  really show if you think about how it took   less than a year to go from a 1:24 to a 1:23,  but nearly three years to go from a 1:23 to a   1:22. —- While the first ever 1:22 was heavily celebrated,  this didn’t mean that competition or the category   itself was completely settled.  Sten’s 1:22 would only last for a   month because on January 27th, we got this: The first ever record to successfully pull   off Groovy Boss Kill. In fact, by this  point the same concept was known to be   possible in Cookie Mountain as well, which is why  GreenDeathFlavor tried to execute it, but failed.  Additionally, he still went for blargg skip,  instead of skipping the raft in Vanilla Dome   3. On top of that, he had a handful of mistakes in  the late-game. He lost a cape in Chocolate Fort,   missed sexy slide on his first try, and lost  flight in Larry. To end it off, he didn’t even   do anything in the Valley of Bowser 2 sandbar.  He simply wanted to squeeze out a new record.  With his early game being really strong with  things like amazing zip execution, and of course   the new boss kill, he was still able to squeeze  out a new best time with a 1:22:58 - being not   even a full second faster than Sten. —-   In the span of three months, three  different people had held the record   here with GreenDeathFlavor being the latest. With  constantly grinding the game the month leading   up to his 1:22:58, he decided to keep pushing. The following month, he would improve his record   two more times in the span of a week: first on  February 10th, and secondly on February 16th.   The first of the pair sees GreenDeathFlavor  getting a slightly faster Groovy Boss Kill,   cleaning up many of his mistakes  from his last attempt, and adding   back in sandbar. This led to a ginormous  improvement by 15 seconds with a 1:22:43. Another subtle tidbit you may not notice  being done now is something revolving   Sunken Ghost Ship. This run gets a score above  1 million before entering the last room in said   ship. Why is such a specific thing important? Well, you may notice that the very last room in   particular is very laggy due to the sheer amount  of enemies popping up around you. Additionally,   people were able to put together that game lag  can change based on the digits in your score.   The higher the digits, the more likely there  will be more lag you’ll deal with - especially   in already laggy sections of the game such  as Forest of Illusion 2 or Sunken Ghost Ship.  The idea now was to reach a score of at least  1,000,000 some point before entering the ghost   ship, since that is a pretty reasonable  thing you can do with how late the level   is into the run. A score of 1,000,000 is  going to cause way less lag than a score   of 999,999 due to the way lower digits. It  doesn’t completely matter when you do this,   but the exact score of 1,000,000  is technically the most ideal. Moving to the second run, he lost some  considerable time between fighting Vanilla   Dome 2 clip, and having troubles with both  wings in Special. Things quickly picked up   after that with a faster boss kill, and doing a  new strategy in Mondo which allows you to keep   running right to grab p-speed quicker. Previously  everyone got speed by doing a left right movement. With wings and first try clips in forest,  he was able to put himself back on a pace   ahead of record, which sadly weakened after he  accidentally spinjumped on the yellow blocks   at the end of Larry. Nonetheless, it was still  enough for a small improvement with a 1:22:41. At this point, the top 10 was full of  completely new times, and even some new runners. The top 10 is nice and all, but no one  here is necessary going forward - at least   in terms of the world record. In fact, we need  to move all the way down to 77th to find that. Why is Lui with a 77th place time clocking  in at 1 hour and 47 minutes important? Well,   he started to quickly become a promising player.  He ran a healthy mix of categories between 2016   and 17, spanning from the multiple variants  of 11 Exit, all the way to 95, No Cape..which   yes is the no cape version of this category. Lui also would keep working on his 96 Exit time,   but before I do that, let me emphasize how much  potential he had from the beginning. His 1:47 was   able to achieve the same Cookie Mountain boss kill  that GreenDeathFlavor had previously tried to add,   but failed. He chopped his time quite quickly  and easily went into the 1:20s. By July he was   already able to nearly approach the top 20. By this point he was also mixing in both Mario   1 & 3, but was still continuously lowering  his Mario World times as well. By September   he was able to breach into the 96 Exit top 10. Back in April a new top 3 had already formed   thanks to Akisto and Truman, but by November Lui  would be able to sneak into that as well. In the   span of a year, he went from not having any times,  to already being a record contender. In fact,   at this point he had already beaten the world  record in All Castles by three seconds. With how high up he was on the 96  board, he kept going, and on December   3rd bumped himself up to 2nd…and then on the 9th… 1:22:21 - A 20 second improvement to the category.   How did so much time get saved? Well - he had a  new arsenal of strats versus GreenDeathFlavor.   First, is a minor optimization in Red Switch.  Instead of simply jumping over the brown blocks,   Lui decides to immediately press the p-switch  and navigate past the enemies. He also goes   for a pipe fly in a similar vein to how  Donut Plains 2 works. I should mention   by this point it had well been normalized to  use pipe and door flies in a handful of places   such as Switch Palaces, Chocolate Island  2, and exiting a handful of other levels. Additionally, Lui added back in Raft Skip unlike  the previous record, and had a way cleaner   special world between wings and boss kill. His sloppiest split was in forest where he   failed to even setup wings, and missed clipping  right away, but then went for a backup. At this   point he still had managed to keep a majority  of the timesave he accumulated in special,   but leaving Wendy is when the lead started  growing more than you could ever imagine.  To end it off he went for a strategy in the  last room of Larry that scrolls the screen   three separate times, and of course went for  sandbar. This gave him the 20 second timecut. For the first few months of the new year in  2018, Lui mostly took a break from Super Mario   World and was primarily running A Link to the  Past, and mixing in other games like Mario 3.  By the middle of the year, the top  of the 96 board included Paco peeking   into the top 3, and Sten slightly improving. In fact in the months after, it changed rapidly   with having a 1:22 now being a requirement in  the top 7. On July 30th…we also saw a new record. One of the biggest additions by far was including  the previously messed with boss kill in Cookie   Mountain, but the most important was probably a  route change in Star World. Instead of feeding   blue yoshi in Star World 2, Lui went slightly  out of his way to grab a yellow Yoshi in Star   World 5. This route involved Lui doing the normal  exit of Star World 1 on the way to Star World 5,   instead of doing it before approaching Star  World 2, which saves a slight bit of time. With wings in Gnarly turning Yoshi blue,  grabbing blue Yoshi was not necessary in Star   World anymore. This route change has mainly been  dubbed with the silly name “Yellow yossy chan”.  In Awesome, you’ll see Lui grab a fireflower early  in the level, and try to do something with the red   shell. This may make no sense simply watching,  but if we rewind to 2 weeks prior, it does.  A Super Mario World Tool  Assister by the name Bruno   Visnadi had been working on an updated run for  96 Exit using updated knowledge and glitches,   and on July 18th had posted a snippet showing  his progress in Star and Special World.  The biggest thing that stood out by far was a  new way to finish the level Awesome. This is   a similar concept to spawning a Boss for  boss kills, but instead spawns a reznor. While obviously no human in real time would  execute this the same exact way as the Tool   Assist, runners immediately took interest since  boss kills were already normalized at this point.  It only took a few days, and by the 22nd  IsoFrieze, who you may know for a plethora   of things such as making the SMW Practice Cart,  became the first human to execute this live,   and was able to quickly put together an  explanation that was easy for others to   replicate. This immediately proved to be  roughly 7 seconds faster when cleanly done. Unfortunately for now this was yet to be  added into 96, as Lui struggled a little   in special. He most notably failed  the flight takeoff starting way cool. While he was behind exiting special,   he gained momentum afterwards. He had a new  best Ludwig segment, and had a clean forest,   getting wings and perfect clips. This led him to  being very close to a 1:21 pace leaving the world. He unfortunately cut this lead by a considerable  amount with mistakes such as accidentally doing   a normal fly in Wendy, and having trouble  killing the final chuck in Valley of Bowser 1.  Additionally, instead of going for the sandbar  clip you may expect, he went for a backup right   after that to save the run. This was enough to  still give him an 8 second lead, finishing off   with a 1:22:12. — After lowering the 96 exit record by  over 30 seconds total, Lui spent the   rest of the year mostly grinding out Donkey  Kong Country 2, and more Mario 3. Regarding   the very tippy top of the leaderboard, the  end of the year was similar to the last. The top 3 saw an immediate shift with Sten  and Akisto both getting 1:22:30 times,   but it still couldn’t rival the  large improvements Lui cemented   into the run. 2018 saw two other 1:22’s with  another from Truman, and a completely new   challenger - maiba. - Unfortunately, maiba is the type of runner who  tends to not properly submit times until they   get really good…which happened surprisingly quick.  We can see in October they had a high 1:23 time,   which then rapidly became the 1:22 I just  mentioned. In the category No Star World,   he had already poked into the top  3, easily capable of record there.  Already rapidly climbing every leaderboard,  2019 started off on a high note and Miba scored   top 3 in All Castles, 6th place in Small  Only, and probably the most important -  1:22:16 in 96 - only 4 seconds behind  Lui. Maiba became the first person in   a year that truly seemed like they had  what it took to finally dethrone the top. Looking at his splits for the run, he  was actually ahead of Lui exiting World   6. Unfortunately due to failing sexy slide  in Ghost House, and losing cape in Larry,   it was just enough to keep the record in Lui’s  hands for even longer….and how much longer? Well, another 1:22 was added  to the already growing list,   but it wasn’t until May 3rd till  truly exciting things happened ~ Entering May, Maiba was already adopting many of   Lui’s newer strategies such as  faster red switch, yellow yoshi,   and Awesome Reznor Kill. He also went for  a faster setup in Groovy for the boss kill. Exiting Wendy, he once again was on a pace that  could’ve netted him a 1:21, but unfortunately   he lost a bit of time in the last couple splits  against Lui. The most notable being not doorflying   in ghost house, and accidentally rubbing against a  pencil in Larry. This still resulted in a 1:22:03. In the same month, Lui had made a more proper  return to the game, and pretty quickly was   able to chip down his own time again.  In June he got a 1:22:07, and a 1:22:04.  The latter saw a slightly slow  World 3, and also bleeded more time   with things such as messing up Forest Wings. Even with two best segments finishing the run,   it still wasn’t enough to beat the  time one second ahead of him now. Forwarding to July, he was able to  improve his own All Castles record,   and while he was in the zone,  had this in the same week - Vanilla Dome 1 wings with a 380 grab, the fastest  in a record yet, Cookie Mountain Boss Kill,   a failed attempt at Awesome Reznor  Kill, the faster Groovy Boss Kill,   and of course ended the run with a sandbar.  This concluded with a 1:21:57 - this was   not only a new minute barrier, but  was roughly 50 seconds faster than   what the record was when Lui started. He had  really come a long way in such a short time. Even with such a big milestone being broken,   this run still had plenty to nitpick, even past  the reznor kill attempt. He failed forest wings,   and lost cape in Chocolate Ghost  house, which led to him doing a backup. Following another new minute barrier, the top  of the leaderboards remained really calm for   the rest of the year…at least 96. All Castles  was very healthy, with the top 5 all being set   during the year. Maiba got 3rd, and besides  that there wasn’t much until 2020 where he   started running a bunch of Mario 3. He got  shockingly close to the 100% record there,   but let’s talk about the 100% record at hand here. Lui went a similar route, and did a mix of the   games I already mentioned such as  Donkey Kong Country 2. In March 2020   we did see him touch Mario World again,  but Maiba was also putting in some work,   and 11 months after Lui had a clean world 3,  a couple boss kills, cleaned up some previous   mistakes in Chocolate Island, and finally added  in Door Fly to ghost house unlike his last run.  This was enough to edge Lui out by 5 seconds  with a 1:21:52. While it was a nice improvement,   he also wasted time failing Awesome Reznor Kill,  struggled slightly in Star World 1, and failed   Forest wings. He also had a couple close calls  between the endings of Forest Fort and Larry. At this rate, Lui was already back with full force  in Super Mario World. He achieved the 95 Exit, No   Cape record after losing his 96, and immediately  focused on getting said record back afterwards.  It would only take a month and on July 26th had a  similar run to Maiba. He had the decent world 3,   the pair of boss kills, and missed  the new reznor kill yet again.  He additionally got forest wings unlike Maiba,  but had a couple unsuccessful clip attempts   Nonetheless, it was still enough to barely snag  the record back by a single second - 1:21:51. In the same month, multiple people in  the now 1:22 filled top 10 got new times,   but nothing that’d challenge Maiba or  Lui. In fact, it may seem weird how   extra active 96 got starting in June, but  it’s actually because there was a 96 Exit   tournament taking place to celebrate  the 30th anniversary of the game. Both Maiba and Lui were actively practicing for  this which lead to an even higher potential than   usual for new times. Lui already proved  this with his 1:21:51, but would cement   this further only a few weeks later. For the first time we finally get to   see Awesome Reznor Kill added to the rotation,  with the rest of the typical tricks going pretty   well for the most part. He may have missed a  clip, fought a chuck in Valley of Bowser 1,   failed sexy slide twice in ghost house, messed  up a jump in Valley of Bowser 4, but after   using the backup sandbar strategy once more, he  created a greater gap this time with a 1:21:44. Alright, so at this point we are already  into late 2020 and I want to frame where   the entire community is at this point. You  may have noticed with Maiba competing at the   top that they were the first Japanese player  in 7 years to dominate the category. In fact   only 10 days after Lui he got a new personal  best that kept him only 5 seconds behind.   Starting around this time, many other  Japanese runners started climbing up   the leaderboards. While the Japanese community  has had some of their own unique leaderboards,   it wasn’t until the tail end of the 2010’s  that more migrated to speedrun.com which most   speedrunners were already using. The two biggest  powerhouses at this time became desui and oosui   with both of them dominating the top 2 in the  No Starworld category by the beginning of 2021.  With Maiba slightly lowering the record in  All Castles at the same time, he was still   very much in the mix. He would lower his new  record in the same category only a month later,   and just a week after that was finally  able to achieve in 96 Exit what he had   been trying to do for half a year now. He had some hiccups between Vanilla Dome 2,   Ludwig, and Forest but this was no issue with  being able to do every Boss Kill on the menu,   and having as good of a World 7 as you’d  like to see. His final time? 1:21:43.  Now you may recall, Lui’s record was a 1:21:44.  That’s a one second difference, but how far apart   were the two times? How much would you guess? Half a second? A third of a second? A tenth?   No! It’s just 5 frames faster! It’s  such a minor improvement but it’s true!  No matter how you time it, it was a new  record by under a tenth of a second! It   may have not been much, but of course it was  enough for Maiba to reign supreme once again.   Now I’ve already established how prevalent the  Japanese community was becoming once more, but to   emphasize it: by this point in the year there were  now 3 main leaderboard categories which had top   10s composed of at least half Japanese players.  All Castles, No Starworld, and Small Only.  If you crank it back only 1 year to the  beginning of 2020, this isn’t the case at all,   with the only noticeable board being No  Starworld which was already a favored   category in Japan versus western players who for  the last few years were preferring All Castles. With 96 Exit, Japanese runners didn’t seem  to be eager to tackle this leaderboard as   quickly. Besides Maiba, there was one  other Japanese runner that was able to   peek into the top 10. Besides that there  was only one other in the entire top 50.  It wouldn’t be that long for that  to flip though as only a few months   later in April we see a runner we already  mentioned slip into the top 10: oosui. He   was able to very quickly get a 1:22 time. Similar to some other runners I’ve already   talked about, he repeatedly was shaving his  time down and had a couple more 1:22s, and in   May became the third ever person to get a 1:21. At this point it was safe to say that oosui was   now a main contender. He had already gotten the  record in both No Starworld, and All Castles -   where he got the first ever 33 minute time there. In fact a day after his 33:59 would lead to   something far more relevant to our story.  With his continuous improvement in 96,   you best bet he was still doing more. He had an advantage in Cookie Mountain   with a faster boss kill setup, and executed  every other major glitch perfectly. He had a   couple minor struggles such as Star World 1,  but it was enough to finish with a….1:21:43.   The exact same time as maiba…EXCEPT,  oosui was two tenths of a second faster.  It’s quite remarkable in a category as  long as this with plenty of mistakes   that this is now the second time we have  seen such an unbelievable close rivalry. Oosui was on a hot streak at this point,   improving the No Starworld record  twice by the end of the month.  He also ran a mix of other more miscellaneous  categories. His most ambitious was 960 Exit   which you may be able to take a guess at -  10 96 Exit runs back to back. He actually   took the record in that by a slight margin,  with GreenDeathFlavor previously having it. During this time he was still repeatedly  mixing 96 Exit into his run rotation,   and because of that our next stop isn’t too  far away. On August first we see a run very   similar to before, with some simple swaps of  where time was lost and gained. In this case   he had a slower Cookie Mountain Boss Kill,  and had a slightly slow Gnarly, but maybe   up for it by having an amazing Star World 1.  In Forest he had wings and a good first clip,   but sadly missed the second clip. He was able  to back this up with a clip on the left side. With the rest of the run being pretty  well rounded, it was decent enough to   create a bigger gap from Maiba this time with  a 1:21:39. At this rate the category was in a   similar situation to before: optimize the newest  glitches and clean up everything in between.  With previously less significant  levels being perfected even further,   the run as a whole has visually become  more and more interesting with my favorite   from this run being the end of Valley of Bowser 1. Over the following few months the 96 board  remained pretty dormant towards the top following   oosui’s last improvement, but that was quite the  opposite in regards to No Starworld which was   seeing repeatedly new times towards the very top. While oosui was a part of this No Starworld   competition, it doesn’t mean he 100% gave up on  96 because by the end of the year on December   27th we got another sizable improvement. He had a rough beginning with a missed block   duplication attempt for Vanilla Dome 1 wings and  struggling a few times with Vanilla Dome 2 clip,   but he kept things well together thanks to making  up for his previous mistakes. His Cookie Mountain   boss kill was as good as you’d expect, with his  special world being equally clean this time.  The only very noticeable timeloss from  this point was in Valley of Bowser 3   where he briefly lost flight. One cool new  level approach was in Valley Fort towards   the very beginning where you can move forward  earlier while preserving your flight speed,   it looks quite scary. Anyways, the great middle  stretch of the run was enough for a 1:21:33.   Hold onto your horses! Cause 2021  isn’t completely over yet! In fact,   it was maiba’s turn to shine once again! He was still grinding 96 and only three days after   oosui on December 30th had a successful attempt.  His run has an interesting mix of strategies such   as opting out of Raft Skip in Vanilla Dome 3,  and in Forest of Illusion 1 getting a quicker   Yoshi grab by spawning two Yoshies at once. In  this run it causes a funny visual glitch where   Yoshi doesn’t have wings when using a blue shell. His one huge timeloss here was in Cookie Mountain   where he accidentally took damage during  the boss kill. He was able to improv the   end and quickly grabbed a cape in the process. Using similar strategies as oosui such as the   newest Valley Fort approach, it led to a 1:21:26,  now being closer to the next minute barrier. At this point Maiba and Oosui became rivals  amongst multiple of the top categories,   and like any rivalry - this  would very much continue.  Not too far in the year, oosui was  comfortably sitting in first in both   All Castles and No Starworld, but the one he  had been missing for over a month now? 96. At this point you may wonder where we even  go. Sure you can just keep overly optimizing   individual levels, but that can only do  so much. Fortunately for you, YES you,   the viewer - something new was in the works. Remember when sandbar clip in Valley of Bowser 2  started to be used way back when? What if there   was even more to it? For quite a while people  knew that when duplicating this wing block you   could get a key - and what if I told you that  this one thing would lead to more timesave? For years people already knew that you could  use this key to clip into the sandbar section.   This was mostly messed with as small mario  since sandbar clip is impossible in that   case normally. Besides that, no one took the  time to seriously investigate if using a key   could actually save time - until now. I should note that this entire time it   was known that you could clip through the  sandbar in this room three times, but the   sheer difficulty of it in a full run setting  scared off runners from trying it. Oh yeah,   on top of this it allows you to clip through  the ceiling in the following room as well,   which allows you to access the keyhole  section immediately. This was immediately   dubbed “nibna clip” which seems to stem  from a name in the Japanese community. Players immediately were seeing way higher  consistency with clipping when grabbing a   shell to duplicate a key. One player  taking advantage of this was oosui,   and I think you can see where this is going.  Not too far into 2022 on February 21st, he had  a run that very quickly was able to stay ahead   of Maiba thanks to cleaning up mistakes  such as taking damage in Cookie Mountain. He did have some slight hiccups such as the world  2 clip, but jeez the rest of this run was really   clean. He virtually tied his best ever World 5  segment, and I think you can imagine how World   7 looked now. He used the new nibnaclip trick  which led to him pulling even further ahead   than he already was. This not only resulted  in oosui’s best ever World 7 by 4 seconds,   but gave him a 9 second world record  improvement, ending with a 1:21:17.  It’s crazy that 8 years after sandbar  clip was first used to get the first 1:23,   it’d get completely restructured with a low 1:21. With what feels like a flawless second half of  the run, this time was very strong. In fact,   it was strong enough to stay the record for  the rest of 2022. It’s important to note that   the top of the leaderboard in general became  pretty dormant at this time. If you wanted   to see any new times after oosui’s record  this year, you had to hop out of the top 10. I can tell you this was quite the opposite  case for many of the other main categories   with oosui improving the records in All  Castles, No Starworld, and additionally   now Lunar Dragon which I mentioned before  as being the lesser played variant of 96. So 2022 is over and we still have the same  exact time sitting here…so where next? Well,   as of the making of this - I fortunately  still have one more time to talk about.  It may have taken 13 months, but on March 26th,  2023 oosui returned with a new 96 time once more. Out of World 3 he pulled ahead of his  record and was able to maintain this   lead. Having a way cleaner Gnarly and  Tubular this time around majorly helped,   and out of special was on a  pace creeping towards a 1:20. He kept this amazing pace all the  way till Forest where unfortunately   he spent 4 attempts trying to get wings,  which unfortunately cost a ton of time.   Nonetheless his lead was huge enough before that  he was able to stay on record pace either way. From this point forward he really pulled  the run together. He even got his fastest   World 6 segment here by a slim margin. Exiting  Larry he gained about a second of time save,   and the main thing at this point  was executing the new nibna clip,   squeezing through the fort, and demolishing  Bowser. Doing all of this concluded with   a 1:21:10, still a giant improvement  considering how tight the run was getting. While writing this, this is  where the record sits…which   leads to the question: Where do we go from here? Well, if you take a peek at oosui’s splits you can  clearly see that a 1:20 is more than possible. In   fact if he had broken even on his Forest split,  it would’ve been just enough to get a 1:20:59. Besides just optimizing simple  movement from level to level,   this game over the years has kept on giving  in the form of glitches. In fact there are   a ton of tricks that humans have already  done, but have been deemed not worth it   in runs yet for one reason or another.  The main reason being its difficulty. The first of those tricks I immediately think of  is Forest Ghost House Clip. By dropping a cape   feather, jumping into an eerie to shrink, and  then turning around and jumping with p-speed,   you can collect this cape against the wall  and do what is an “upward corner clip”. I just described this in a very simplified  way, and it should be very obvious why this   hasn’t been done in runs. Besides it being very  precise, the route would have to change in one   way or another due to the powerup usage here.  With this level having two exits, this can be   executed twice and can save you well in the 10-20  second range. This is a big enough timesave that   people since the very beginning have debated not  if, but when this will be added. A cool tidbit I   want to throw in is that our friend from earlier  linkdead was the first to do this in real time! If you want a trick that has already comfortably  been done in top level runs, then I can also touch   upon Valley of Bowser 1 wings. Oosui did this  in a no reset run a week before his last record.   I think I’ll just let the footage explain how  ridiculous this trick is for being so late into   the run. This trick is very realistic in potential  future runs, since Maiba during the scripting   of this video set a new No Starworld record  using this. This can save you over 10 seconds. There are some other potential spots to throw  wings into runs as well such as Star World 3,   which may not be as significant as  the previously mentioned tricks,   but are very possible to add down the road. I could probably keep going on and  on about potential future strategies,   but the last currently plausible one  I will briefly mention is in Chocolate   Island 2. The normal exit requires you to  wait for the in-game timer to go below 250   in order to enter the room that leads you to  the goal tape. This leads to a lot of waiting. Instead, what if you spawn a message block that  activates the switch palace event? To get the   most time-save out of this you have to reset the  console so that the message immediately ends the   level, but even if not doing that it still  can save a ton of time due to how much you   normally have to wait in the level anyways.  Interestingly this can only be done on the   Japanese version as this will softlock  without resetting on the American cart.  IsoFrieze, who is the person that has  experimented the most with this in real time,   has stated that the no reset version of  this can still save you around 20 seconds.  Like many things, there is a  whole technical side to this,   and I’ll keep it to people like  him to explain it accurately. Over the last two decades, this one specific  run of one of the best games of all time has   dramatically been transformed many many times. For context of how far we have come,   the first record with video proof we  mentioned from Gamecube doesn’t even   crack the top 100 anymore. To pile onto that,  menboo’s last best time isn’t in the top 30,   the first ever sandbar clip run has been pushed  out of the top 25, and the first ever 1:22 times   can’t even get you top 15 now. These times will  only get pushed lower and lower down the boards. What really has constantly drawn me into  the category over the years is how dynamic   it is. Whether you’re going for a top time or just  simply trying to finish a run, you get to pick the   strategies you want to go for. With the constant  discovery of new strategies these options continue   to grow, and I really encourage you, even if  just casually, to sit down and beat all 96   exits in one sitting. It is a rewarding challenge  that I suggest everyone should do at least once. This was the history of what I consider to  be Super Mario World’s most exciting run.   Thank you so much for watching.
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Channel: Storster
Views: 198,047
Rating: undefined out of 5
Keywords: storster, speedrun, gaming
Id: 8AzOcuts-Rk
Channel Id: undefined
Length: 70min 0sec (4200 seconds)
Published: Sat Jul 01 2023
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