#Super mario land 2 space zone how to#
There were a couple possibilities to end this level and how to proceed. Those prone to motion sickness may want to skip the end of it. Unavoidable lag when grabbing the fire flower, otherwise movement is optimized.Īfter again using Pumpkin Zone 1 to set up the carryover glitch, Mario goes to the memory to find a level clear tile corresponding to the secret exit.Īutoscroller. It may seem slower to traverse the overworld so much, but it is faster than completing the levels as normal. Damage is taken in a number of spots to move quicker and reduce lag.īefore each of these levels, Pumpkin Zone 1 is used to set up the carryover glitch. More lag reduction, as much as possible, and managing power-ups. It's actually the secret exit tile we find, which is why Mario Zone 1 isn't marked as completed on the overworld, but it's irrelevant since we still proceed forward and don't need to go through Mario Zone 1 again. Using Pumpkin Zone 1 to set up the carryover glitch (and get the mushroom), we find a level clear tile in the memory to skip going through this level. Lag is reduced as much as possible, and the pixel trick allows for quick completion. This level is completed now to set up the carryover glitch for Tree Zone 2 later in the route.Īfter stopping at Macro Zone 1 to set up the carryover glitch, Mario goes under the level down to the memory and finds a level clear tile.
Moving left reaches the goal on the copy of the level. Using a shell and the pixel trick, Mario dies on the same frame he enters the first pipe, and using the carryover glitch, goes under the level. Basically, including the ACE exploit would lead to any other category being similar in nature to the current game end glitch TAS, which results in homogeneity and arbitrary goals. Due to it's nature, there is the potential of loading bosses sooner, or even loading the castle or the Wario fight without defeating any bosses. The pause glitch was considered for use, especially in Space Zone 1, but was ultimately not used due to it being an ACE exploit, and could lead to other consequences. However, it has been excluded from this TAS for a faster completion time. Nod to pidgezero_one for accidentally finding this. If you press pause 83 frames after the final hit on Wario, the ending credits music fails to start, and the Wario fight music continues indefinitely. However, the trick of changing oscillation patterns whenever you jump is the same. Movement with moon physics (such as in Space Zone 1), space physics (such as in Space Zone 2), and the bubble (such as in the Hippo level) are all identical, with the rather obvious exception that you can float indefinitely with space physics and the bubble. This leads me to believe there was some confusion about the potential speeds, though the faster speed was used in both this TAS and the previously published TAS. The oscillation patterns (which can be seen at memory address A200) are 8 frames long and vary. Mario's speed (which can be seen at memory address A202), at top speed, oscillates between 1 and 2. I'll attempt to explain both based on my experience. There is also a "better" pixel trick, which is even faster, but was not used in the previously published TAS (or my cancelled TAS) because it is restrictive. As described in the published TAS, the pixel trick allows for faster movement than humanly possible, thanks to frame-by-frame control.