95 Exit, No Cape - Road to 1:25 - by Schwartz RTA

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Introduction

95 Exit, No Cape is the "No Cape" counterpart of 96 Exit. The spirit of the category is really simple : we need to complete all exits available without using cape.

You can find the category page here.

Here are the official rules of the category :

  • Time begins the frame Mario appears in the opening cutscene.
  • This is 2.2 seconds after selecting 1 player game.
  • Time ends on the frame that Peach appears outside of Bowser's Clown Car.
  • Complete every goal possible without a cape (Donut Ghost House, normal exit is not possible)
  • No Arbitrary Code Execution
  • No Cape
  • No Orb/Cloud
  • Penalties: If a cape is obtained, die as soon as possible without utilizing it
  • A post-run "file check" is strongly encouraged, but not required.

Let's break it down.

This category is 95 Exit because the intended way to do Donut Ghost House (Normal) requires cape.

Luckily, this is the exit that leads to Top Secret Area which is a bonus area with powerups and yoshi. It doesn't lock any other exit.

I said "intended way" because there's other ways to get that exit using an Orb and a Cloud from the item box. But this is banned by the rules.

For more info on those glitches, see : Orb ; Cloud and Unintended Sprite Spawning.

The main reason for banning those glitches is arbitrary. Runners consider that the run is more interesting that way. Allowing the Orb glitch leads to a lot of backtracking and a lot of lame ways to kill a run (the game can crash for example).

The penalty rule is more of a race rule but it also helps that the run can be finished even if the player grabs a cape. It's actually pretty rare. The biggest threats are the roulette blocks.

To end this part, the no ACE rule is pretty common is main categories that are not credit warp. Here's a link just in case you're curious about it : ACE

Route

We have access to different routes in this category. They are all explained here : Routes.

This is a tutorial for advanced players, so the route to follow in this is the CMBK route. The CMBK route is almost the same as the Early Special Route except that we're doing Star World 3 (Normal) after Soda Lake instead of doing it after Star World 2 (Secret). The main reason is that you can obtain a backup powerup by getting the goal holding the silver p-switch. That is relevant if you go for CMBK (See : CMBK).

Video: 95NC - CMBK Route analysis Source: Schwartz_RTA

Individual World Analysis

In this section, we're going to analyze every part of the run.

We're gonna use video tutorials for that because there is a lot to cover.

None of the video are going to be edited, so take it as if it was a course at university.

Yoshi's Island and Donut Plains part I

Video: 95NC - YI and DP I advanced Source: Schwartz_RTA

Here are some useful links :

Boo-rings management

Star World

Video: 95NC - Star World advanced Source: Schwartz_RTA

Special World

Video: 95NC - Special World advanced Source: Schwartz_RTA

Useful links :

Wings and block duplication

Boss Kills

Donut Plains part II

Video: 95NC - DP II advanced Source: Schwartz_RTA

Vanilla Dome

Video: 95NC - Vanilla Dome advanced Source: Schwartz_RTA

Useful links :

Boo-rings management


Here's a table that shows the different routes in Vanilla Dome :

Vanilla Dome Routes
Levels Top Pattern (CMBK) V1 Top Pattern (CMBK) V2 Top Pattern (No CMBK) Bottom Pattern (CMBK) Bottom Pattern (No CMBK)
VD2(s) Keep fire, Grab second one in the level Deboost on second fish ; Continue small only Deboost on second fish ; Continue small only Deboost on second fish ; Continue small only Deboost on second fish ; Continue small only
VD2 Bottom route with buzzy restun underwater Small only start ; Grab first fire in roulette block ; Grab buzzy and get goal for second fire Small only IL Small only IL Small only IL
VGH Top Pattern Top Pattern Top Pattern Bottom Pattern Bottom Pattern
VD4 Fly over Fly over Fly over Get fire by duping the block near the quadruple bullets Fly over
  • Top Pattern means that the boo-ring manipulation in DSH is successfull AND (the player didn't get any stairclips OR the player got first stairclip but not the second one)
  • Bottom Pattern means that the boo-ring manipulation in DSH is successfull AND the player got double stairclips.


Here the emergency table, in case the boo-rings are out of control :

Vanilla Dome Emergency Table
Level Bad Boo-rings (CMBK) Bad Boo-rings (No CMBK)
VD2(s) Deboost on second fish ; Continue small only Deboost on second fish ; Continue small only
VD2 Small Only IL but grab one buzzy at the end to get a mushroom when getting the goal Small Only IL but grab one buzzy at the end to get a mushroom when getting the goal
VGH Deboost first boo-ring ; Grab mushroom after the turnblock section ; Deboost second boo-ring Deboost first boo-ring ; Grab mushroom after the turnblock section ; Deboost second boo-ring
VD4 Get fire by duping the block near the quadruple bullets Fly over

Bridge Area

Video: 95NC - Bridge Area advanced Source: Schwartz_RTA

Useful links :

Boss Kills

Forest of Illusion

Video: 95NC - Forest of Illusion advanced Source: Schwartz_RTA

Useful links :

Yoshi Clip Flow Chart

Fire Flowers management in Forest

Chocolate Island

Video: 95NC - Choco Island advanced Source: Schwartz_RTA

Valley of Bowser

Video: 95NC - Valley of Bowser advanced Source: Schwartz_RTA