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Released in October 1995, this prequel to the Mario series takes place when Mario is just a baby. When 'being delivered by the stork', an accident occurs and Mario ends up on the island of the Yoshies, who transport him around the island seeking his other half. The game was re-released in September 2002 as "Yoshi's Island: Super Mario Advance 3" for Game Boy Advance with six new secret levels.

 

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Single-segment 1:58:14 by Mychal Jefferson.

Author's comments:

Let me start by saying that this is the start of a new era for me as a speedrunner. Any of my previous runs I consider being crap, and hopefully in the future can be redone to the standard I have applied to the run before you. Prior to this speed run, I took speed running a lot less seriously, getting lazy and letting amateur mistakes let by in my runs, however once my Crash Bandicoot speed run(s) got rejected; that was the wake-up call, and this begins the era of « t r i ● h e x »'s (the way I originally intended to have my name spelled on SDA, however YaBB didn't support it, and my literally log in text consists of "t_r_i_h_e_x" yet there's a space between the I and h) superiority over my previous shit runs:

- Sonic Adventure DX, Adventure mode as Sonic (0:46:XX)
- Mario Advance 3: Yoshi's Island (2:19:XX)
- Crash Bandicoot 2, 7 segments, 100% (rejected)
- Crash Bandicoot 3, 13 segments, 105% (rejected)

Now, onto the thanks:

- Radix, for rejecting my runs, changing my way of speed running, and generally just owning at what he does.
- Nate, for resending my previous speed run tapes in that awesome Avon box padded with Wal-Mart shopping bags! ... Oh, and converting the VHS footage.
- Soteos, for being the only one ever giving me words of encouragement at times when I was mere [your choice of measurement] from insanity due to impatience of countless failures on this run.
- Everyone else for waiting so long and having the patience to bare with me as I finally become the official "King of Yoshi's Island," I say that confidently, go ahead, attempt to outdo any of my 100% times or this run time. Wink

This time around I'm going to let my run speak for itself, and stop treating my speedruns like some crappy TV show DVD commentary where I attempt to comment on all that happened just to stretch 20 minutes. I leave below here a list of facts concerning the run; they pretty much define the run.

# Of times hit: 29 (10 from 5-6 and 6-8 alone, which are "freestyle levels")
# Of times ULTRA LAG occurred: 6
# Of deaths: 2
# Of egg-throws missed (excluding freestyle levels such as 1-5, 5-6, and 6-5): 1

And finally, the notable (that may not be so obvious) moments of my run consist of:

- Notice how I skip the first 2 red coins that even the TAS didn't skip near the first door on 2-4.
- My finale shortly after killing the boss on 2-8.
- On my way to the final boss door on 3-4, I didn't expect that frog to keep getting hit, but now that I saw it again, it's actually funny and I'm glad I did that.
- Yes, I did kill that giant fish at the end of 3-7 with that shy guy!
- My alternated version of Lightweight's discovered shortcut on 4-8.
- 6-4 in general, I own the level so hard! The first blob dead in 6 shots; the second blob destroyed with only ... get this, 3 eggs!!! Followed by a semi-fast defeat of Tap-Tap

That's all, don't forget to check out my seven new individual runs as well, esspecially 1-1!

Individual-levels run of 100% in 2:44:56, low% in 2:07:11:

Level #/name 100% low%
Time Date Player %, Time Date Player
1-1 Make Eggs, Throw Eggs 0:00:51 2006-09-28 Mychal 'trihex' Jefferson 0% 0:00:37 2005-11-10 Mike 'grndino' Arnold
1-2 Watch Out Below! 0:00:56 2006-04-03 Mychal 'trihex' Jefferson 0% 0:00:32 2007-09-18 Mike 'grndino' Arnold
1-3 The Cave Of Chomp Rock 0:01:12 2006-07-12 Mychal 'trihex' Jefferson 0% 0:01:03 2005-11-10 Mike 'grndino' Arnold
1-4 Burt The Bashful's Fort 0:02:17 2006-04-05 Mychal 'trihex' Jefferson 0% 0:02:10 2005-11-10 Mike 'grndino' Arnold
1-5 Hop! Hop! Donut Lifts 0:02:28 2006-06-25 Mychal 'trihex' Jefferson 0% 0:02:37 2005-11-10 Mike 'grndino' Arnold
1-6 Shy-Guys On Stilts 0:01:53 2006-10-23 Mychal 'trihex' Jefferson 0% 0:01:15 2005-11-10 Mike 'grndino' Arnold
1-7 Touch Fuzzy Get Dizzy 0:01:17 2006-05-31 Mychal 'trihex' Jefferson 3% 0:01:11 2005-11-10 Mike 'grndino' Arnold
1-8 Salvo The Slime's Castle 0:02:24 2006-10-23 Mychal 'trihex' Jefferson 2% 0:02:21 2005-11-10 Mike 'grndino' Arnold
1-S Exercise in the Skies 0:02:58 2007-09-20 Mike 'grndino' Arnold 10% 0:01:57 2006-02-07 Mike 'grndino' Arnold
1-E Poochy Ain't Stupid 0:01:03 2006-04-08 Mychal 'trihex' Jefferson 0% 0:01:20 2006-03-15 Mike 'grndino' Arnold
2-1 Visit Koopa And Para-Koopa 0:02:24 2006-06-01 Mychal 'trihex' Jefferson 0% 0:02:00 2005-11-10 Mike 'grndino' Arnold
2-2 The Baseball Boys 0:02:55 2006-05-29 Mychal 'trihex' Jefferson 0% 0:02:08 2005-11-10 Mike 'grndino' Arnold
2-3 What's Gusty Taste Like? 0:01:39 2006-10-08 Mychal 'trihex' Jefferson 0% 0:01:35 2005-11-10 Mike 'grndino' Arnold
2-4 Bigger Boo's Fort 0:02:58 2006-04-13 Mychal 'trihex' Jefferson 0% 0:02:00 2005-11-10 Mike 'grndino' Arnold
2-5 Watch Out For Lakitu 0:01:54 2006-06-05 Mychal 'trihex' Jefferson 0% 0:01:00 2005-11-14 Mike 'grndino' Arnold
2-6 The Cave Of The Mystery Maze 0:01:58 2006-04-15 Mychal 'trihex' Jefferson 0% 0:01:27 2005-11-14 Mike 'grndino' Arnold
2-7 Lakitu's Wall 0:02:32 2006-06-04 Mychal 'trihex' Jefferson 0% 0:01:34 2005-11-14 Mike 'grndino' Arnold
2-8 The Potted Ghost's Castle 0:04:25 2006-04-17 Mychal 'trihex' Jefferson 0% 0:03:48 2005-11-14 Mike 'grndino' Arnold
2-S Mystery of the Castle? 0:04:06 2008-05-25 Mike 'grndino' Arnold 0% 0:01:20 2006-01-26 Mike 'grndino' Arnold
2-E Hit That Switch!! 0:00:49 2006-06-01 Mychal 'trihex' Jefferson 10% 0:00:35 2006-01-26 Mike 'grndino' Arnold
3-1 Welcome To Monkey World! 0:01:18 2006-04-17 Mychal 'trihex' Jefferson 0% 0:01:20 2005-11-14 Mike 'grndino' Arnold
3-2 Jungle Rhythm... 0:01:09 2006-06-07 Mychal 'trihex' Jefferson 0% 0:00:59 2005-11-14 Mike 'grndino' Arnold
3-3 Nep-Enuts' Domain 0:03:04 2006-06-06 Mychal 'trihex' Jefferson 1% 0:02:38 2005-11-23 Mike 'grndino' Arnold
3-4 Prince Froggy's Fort 0:03:57 2006-06-22 Mychal 'trihex' Jefferson 0% 0:02:48 2005-11-10 Mike 'grndino' Arnold
3-5 Jammin' Through The Trees 0:01:16 2006-04-19 Mychal 'trihex' Jefferson 0% 0:01:18 2005-11-24 Mike 'grndino' Arnold
3-6 The Cave Of Harry Hedgehog 0:01:46 2006-04-20 Mychal 'trihex' Jefferson 5% 0:01:02 2005-11-24 Mike 'grndino' Arnold
3-7 Monkeys' Favorite Lake 0:02:25 2006-05-01 Mychal 'trihex' Jefferson 0% 0:01:26 2005-11-24 Mike 'grndino' Arnold
3-8 Naval Piranha's Castle 0:03:21 2006-05-06 Mychal 'trihex' Jefferson 0% 0:02:56 2005-11-24 Mike 'grndino' Arnold
3-S Go! Go! Morphing! 0:07:18 2007-10-02 Mike 'grndino' Arnold 1% 0:03:42 2006-02-19 Mike 'grndino' Arnold
3-E More Monkey Madness 0:00:44 2006-05-07 Mychal 'trihex' Jefferson 0% 0:00:33 2006-02-11 Mike 'grndino' Arnold
4-1 GO! GO! MARIO!! 0:01:51 2006-10-16 Mychal 'trihex' Jefferson 2% 0:01:39 2005-11-29 Mike 'grndino' Arnold
4-2 The Cave Of The Lakitus 0:01:44 2006-10-08 Mychal 'trihex' Jefferson 0% 0:01:14 2005-11-29 Mike 'grndino' Arnold
4-3 Don't Look Back! 0:01:51 2006-10-08 Mychal 'trihex' Jefferson 0% 0:01:20 2005-11-29 Mike 'grndino' Arnold
4-4 Marching Milde's Fort 0:04:49 2006-05-11 Mychal 'trihex' Jefferson 0% 0:05:16 2005-12-06 Mike 'grndino' Arnold
4-5 Chomp Rock Zone 0:01:35 2006-05-10 Mychal 'trihex' Jefferson 0% 0:01:19 2005-12-02 Mike 'grndino' Arnold
4-6 Lake Shore Paradise 0:02:34 2006-05-13 Mychal 'trihex' Jefferson 0% 0:01:43 2005-12-06 Mike 'grndino' Arnold
4-7 Ride Like The Wind 0:01:17 2006-05-17 Mychal 'trihex' Jefferson 0% 0:01:20 2005-12-06 Mike 'grndino' Arnold
4-8 Hookbill The Koopa's Castle 0:03:30 2006-05-17 Mychal 'trihex' Jefferson 0% 0:03:19 2005-12-09 Mike 'grndino' Arnold
4-S Fight Toadies w/ Toadies 0:03:11 2007-10-07 Mike 'grndino' Arnold 0% 0:02:58 2006-03-05 Mike 'grndino' Arnold
4-E The Impossible? Maze 0:03:36 2004-05-02 David 'marshmallow' Gibbons 0% 0:02:10 2006-02-19 Mike 'grndino' Arnold
5-1 BLIZZARD!!! 0:02:19 2006-05-18 Mychal 'trihex' Jefferson 0% 0:01:47 2005-12-13 Mike 'grndino' Arnold
5-2 Ride The Ski Lifts 0:01:30 2006-05-19 Mychal 'trihex' Jefferson 0% 0:01:36 2005-12-13 Mike 'grndino' Arnold
5-3 Danger - Icy Conditions Ahead 0:02:46 2006-05-23 Mychal 'trihex' Jefferson 21% 0:02:44 2005-12-17 Mike 'grndino' Arnold
5-4 Sluggy The Unshaven's Fort 0:05:48 2006-05-22 Mychal 'trihex' Jefferson 10% 0:05:07 2005-12-17 Mike 'grndino' Arnold
5-5 Goonie Rides! 0:01:55 2006-05-23 Mychal 'trihex' Jefferson 0% 0:01:46 2005-12-23 Mike 'grndino' Arnold
5-6 Welcome To Cloud World 0:03:54 2006-06-01 Mychal 'trihex' Jefferson 0% 0:04:21 2005-12-23 Mike 'grndino' Arnold
5-7 Shifting Platforms Ahead 0:02:21 2006-05-23 Mychal 'trihex' Jefferson 0% 0:01:36 2006-03-05 Mike 'grndino' Arnold
5-8 Raphael The Raven's Castle 0:03:30 2006-05-29 Mychal 'trihex' Jefferson 10% 0:02:51 2005-12-30 Mike 'grndino' Arnold
5-S Items are fun! 0:06:38 2008-03-10 Mike 'grndino' Arnold 4% 0:00:23 2005-01-26 Mike 'grndino' Arnold
5-E Kamek's Revenge 0:02:15 2004-05-05 David 'marshmallow' Gibbons 3% 0:02:04 2006-02-17 Mike 'grndino' Arnold
6-1 Scary Skeleton Goonies! 0:01:36 2006-05-29 Mychal 'trihex' Jefferson 0% 0:02:01 2005-12-30 Mike 'grndino' Arnold
6-2 The Cave Of The Bandits 0:01:31 2006-05-25 Mychal 'trihex' Jefferson 0% 0:01:59 2005-12-30 Mike 'grndino' Arnold
6-3 Beware The Spinning Logs 0:01:01 2006-05-29 Mychal 'trihex' Jefferson 0% 0:01:09 2006-01-02 Mike 'grndino' Arnold
6-4 Tap-Tap The Red Nose's Fort 0:05:04 2006-06-29 Mychal 'trihex' Jefferson 0% 0:04:00 2006-01-05 Mike 'grndino' Arnold
6-5 The Very Loooooong Cave 0:05:37 2004-05-06 David 'marshmallow' Gibbons 0% 0:04:19 2006-03-15 Mike 'grndino' Arnold
6-6 The Deep, Underground Maze 0:02:52 2006-06-29 Mychal 'trihex' Jefferson 0% 0:01:07 2006-01-05 Mike 'grndino' Arnold
6-7 KEEP MOVING!!!! 0:03:29 2006-05-29 Mychal 'trihex' Jefferson 0% 0:03:22 2006-01-05 Mike 'grndino' Arnold
6-8 King Bowser's Castle 0:05:08 2006-06-30 Mychal 'trihex' Jefferson 0% 0:05:30 2006-01-18 Mike 'grndino' Arnold
6-S Endless World of Yoshis 0:07:46 2008-05-20 Mike 'grndino' Arnold 0% 0:03:24 2005-01-22 Mike 'grndino' Arnold
6-E Castles - Masterpiece Set 0:02:41 2006-06-30 Mychal 'trihex' Jefferson 10% 0:02:35 2005-01-23 Mike 'grndino' Arnold

Note: Timing begins when start of level wipe ends, and ends when passing through the goal ring, or the circular boss explosion begins. You must start with 0 eggs and not use any items. Low%: On the Super Nintendo version, some stars are added after crossing the goal ring or beating the boss - these points will be ignored.

Mychal Jefferson's comments:

« t r i . h e x » presents ...
In association with Speed Demos Archive,
Super Mario World 2: Yoshi's Island
100% individual level table (52 of the 54 original levels improved)

» » » I n t r o

July 15, 2005
It finally happened. The single thing I wanted ever since I first registered at SDA, my name on a page, my name getting known, the era of « t r i . h e x » beginning! I completed and had on SDA both my 2:19:xx any% SS of Yoshi's Island (I won't go into details about this until I produce that needed improved any% SS) and my first set of videos for the 100% table. Despite how terrible the 2:19:xx SS was, everyone praised the 2 100% table improvements I had (1-1 and 1-2). I was shocked at how easy improving Marsh's 1-1 was, by over 10 seconds.

August-November 2005
A lacking memory is terrible. I can't remember much about the 100% table from this time. A lot of the information I can recall involves the history of the any% SS rather than the table progress. I did 6 runs total, the reason being I was very impatient and wanted the 1:58:14 SS up ASAP. So I dedicated 1 day to getting whatever I could done, and mail along with the SS.

January-February 2006
I was having a troubled time progressing with the Crash Bandicoot 2 speedrun, so I switched back and forth between progressing with the 100% table. I had rushed quite a few of the runs on the tape. I had about 12 finished in total. One night my little stepbrother asked me to record some episode of Family Guy for him. Idiotic me, recorded it with the speedrun tape in the VCR and overwrote 8 of the 12 speedruns. At first, I was very angry at myself for doing something so stupid ... But in retrospect, I'm glad it happened. This is the reason why the 3rd generation is so small, with only 4 speedruns, since those were far along in the tape, and survived. Also note how all of 3rd gen. is obsolete, it's likely I'd felt embarrassed if I had sent what I'd consider crap now back then. Realizing that the 3rd gen. stuff was crap inspired me to go forth with a bigger vision in mind, the entire 100% table!

March 2006
After just finishing the SDA Awards II, I was ready to start producing some speedrunning ownage. The situation was that I was putting everything on hold until I could upgrade in status and get a DVD recorder. At the time, Nate had a thread in Site Suggestion to counter the problem of video signal lag from DVD recorders which made attempting a speedrun with them damn near impossible. This thread eventually solved nothing and I settled on spending an additional $50 (USD) on a video signal amplifier which solves the problem. Also notable, is that I initially had a nice Pioneer DVD recorder, but returned it and went with Sir_VG's advice on a certain Panasonic DVD recorder. I must say, for the price, it's certainly worth the money. Now that I had the recording equipment, it was time to own ...

April 2006
Summer finally approached and I was anxious to speedrun everything I could while I was job-free. Since the beginning of my speedrunning career, I always viewed the 100% table for Yoshi's Island as a side-project. I either squeezed some levels here and there because I found a shortcut revolutionary enough to be published, or wanted the submit of speedruns at the time to seem more plentiful, I never thought about it as the main attraction of a submit. That changed whenever I found I could improve (at the time) most (now, all of) of the records set by David 'Marsh' Gibbons. Initially, I planned to only do World 1, or something involving a small quantity, but once I started producing better records, there was no stopping me ... at least, that's what I thought. Summer vacation to Florida to see my dad was coming soon, and I didn't want to hold out on those anxious to see what progress I made so far. So I finalized the DVDs I had recorded, and mailed off part 1 of the table project, containing 26 runs, of the first 26 levels. Reaction to these were, obviously, overwhelmingly positive, leaving everyone who had witnessed them anxious for what else I had in store.

June 2006
The two weeks spent with my dad I used to prepare, practicing during the free time I had (And switching between DDR MAX 1 and 2 as well). Once I returned home ... I began work on the Crash Bandicoot 2 speedrun. Afterward, I decided I strayed too far from Yoshi's Island and completed what was left of Yoshi's Island over a 3 week period. Producing a colossal 38 individual records improved. Only 2 levels remained untouched, E-4, because I'm still figuring a way to shortcut this level better, and E-5, because ... everyone hates that level with a passion.

August-December 2006
I took a downtime period due to school starting and the job killing a lot of the free time I had beforehand. Every other month or so, I'd randomly pick up Yoshi's Island, get into it for a few hours and achieve a few new records in the process. Most notably, improving 1-1 by 2 seconds.


» » » T h a n k s

Of course I have people to thank that would've never made this accomplishment possible without:

Radix, for rejecting every single run he ever has that I've ever submitted. He is the one who sparked the revolution within and made me the proud speedrunner I am today. Also, I'm going to guess that he's the one who's also been verifying my Yoshi's Island runs to date.

Nate, for being so patient with my crappy ability to ship clean DVDs and label them well. :P


» » » F A Q

Q: I'm confused about which levels you did in your latest update, could you show me what levels belong to which generation of improvements?
A: Since the 5th generation of improvements that Radix did an update of, most notably, not showing a list of what was improved, I noticed it's easy for even me to forget what the hell I did in which generation. Hopefully this bulleted list will help ease the confusion:

Q: You kept mentioning this 'Spezzafer' figure in your comments in a lot of levels, who the hell is that?
A: Spezzafer is a member of Bisqwit's tool-assisted speedrun site. I, personally, don't know the guy. I've never chatted with him, or know anything about him other than reading a few of his forum posts in 2 threads concerning whether he was still producing a 100% TAS for Yoshi's Island. A lot of the times I mention him, it's because I judge what he does as my scale. Most people who produce speedruns are aware of the obvious limitations presented to them, so they don't bother to compare a TAS to an authentic played-through speedrun. I strive for a higher quality than that. So I do compare. I try to incorporate as much of what he does into my own runs. For the 6th generation of improvements, it definitely won't stop there. As Spezz keeps updating the TAS forums with the progress he's done in a viewable SNES9x movie, I'll continue to base my level routes off of his.

As of October 2006, he has only completed until 4-2. As he reveals more of Worlds 4-6, I'll naturally want to improve them. So look out for the 7th generation!

Mike Arnold's comments:

Avoiding items in Yoshi's Island seems counter-intuitive. Getting 100's across the board will open up new levels, while low scores are shown in red (meaning bad). But running in such an obscure category is an easy way to get your runs up without competition. =D

To get the minimum points, I usually knock Mario off near the end of the level, and retrieve him just before the Toadies take him away. Sometimes there's a red coin or flower I can't avoid getting, or there's no way to get hit near the end of the level, so not all levels have a low score of zero.

Sometimes I will reference a Low Score Guide made by GameFAQs user David Egyud, which can be found on this page: http://www.gamefaqs.com/portable/gbadvance/game/561566.html

Levels of interest:

1-1 In this level, I neither make nor throw eggs.

1-2 The crux of this run is a glitch discovered by one spezzafer, whose intricately optimised constructed run has influenced every Yoshi's Island run you'll find on SDA (excepting Gibbon's holdouts). The glitch works based on how the game keeps track of whether or not you have a heightened flutter jump available, the kind you get from boosting off an enemy. Landing will get rid of this bonus, unless you only land for one frame. So, after I get my egg and am lucky enough to avoid the chomps, and bounce off a shy guy and immediately pop off the post there, using my boost and then struggling once more to get up top. In real time this can take a hundred attempts to get right, and it's not really possible to 'learn' it, you just get a feel for it and hope it works.

1-4 Suprisingly, I got this one down with my first recorded attempt. The pit of lava guarded by a giant Blarg is tough to cross without touching the ceiling of coins. I pause a little after hitting the blarg with an egg, to be sure the platforms are where they should be. The boss battle reveals how much of a newb I was (am?) at this game. You can hit almost immediately.

1-6 The popping ballon at the end here seems completely out of place, but it lets me get 0 stars.

1-7 I have to thank the FAQ for informing me how to get over a wall next to a seemingly unavoidable flower. The hardest part isn't getting the shy guy where he needs to be, but getting enough height off it and keeping it all the way to the wall.

1-8 Another bad boss battle. Blobs are really the worst thing for speed runs: random movement, easy to derail your 'rythem' by shielding against eggs when you don't expect it...bleh.

2-3 For the first part, I just make sure I have three eggs, which I use in the following cave. I go a little too slow firing the eggs exactly for the red coin skip. I also didn't know about holding B to make super mario run faster.

2-5 Red coins abound - watch the 100% run to get an appreciation for everything I avoid.

2-8 It's hard to super-flutter jump with my GBA, so I was anxious to move on. I even miss the boss door and take a second to notice - grr.

3-6 I forgot to check whether going over or under is faster. I did over.

3-8 Yay for the boss battle that's usually skipped. I let Naval Pirhana go for four passes, but three may be possible.

4-1 If you aren't preceding each of my runs with Marsh's 100's, start now. It could be possible to skip those two coins at the end, but only robots currently know how to wall climb.

4-3 Three Pirhana plant 'skips' in a row. Whew.

4-4 It's easy to collect red coins in the NE room, but I'm still more cautious than need be. The boss has lots of room for improvement.

4-7 Blech, I take forever to grab the Bullet Bill at the end, and waste time stopping to spit and re-eat (possible to do while moving).

4-8 My favorite =D. The first part is easy enough, but there's two ways to get to the locked door - through four red coins above, or through two red coins below. I don't think there's a way to go through above without hitting at least two coins (using eggs to remove spikes, maybe?). The way I did it is almost impossible to practice for. You can't just backtrack a little and try again - or easily judge when to jump, as each ride up is a little different. I've only done it about five or six times, total. Add this to a tricky pair of flowers and a split-second-close boss battle.

5-3 The FAQ says the minimum is 23 points, but I manage 21 by taking a short goonie ride. This one was fun to accomplish.

5-4 The writers of the FAQ went batshit trying to skip two red coins that I hover over quite easily.

6-1 Another super-flutter trick, like in 1-7. This one's harder to gather the victim for, though.

6-2 I take three tries to convince a mouse over (I was trying for the wrong one), which is depressing, cuz that's a really nice string of tricks at the end here.

6-4 I say =P to the blobs again, especially since the GBA version's tinier screen means the eggs can disappear offscreen where they wouldn't on the SNES. I really like my Tap-Tap strat, though. Too bad he didn't happen to be onscreen.

6-5 Radix suggested I improve this, after getting a one before. Failing this one is easy, both at a tricky red coin skip and at the end, where Mario likes to get back on early.

6-6 A couple shortcuts make this maze not so deep or underground. First off is the trick first discovered by me, which involves getting pushed around by a chomp rock to lick far enough to convince a key over to you. There's several ways to do this. Second is a somehow unobvious shortcut discovered first by the FAQ team. I thought at one time that I was the only one to know it, and was a little disappointed when I read it in the FAQ.

6-7 I get hit, but it's to make sure I don't hit instead the red coin nearby (you'll see it, it's spinning a little differently at the top).

6-8 I'm a wuss and lose a second or so on the plane section (flying below screen makes Kamek disappear). It's also an easy way to make sure I'm not hit or collecting something I don't want. Then I make sure to pick the best door - I get 4 more than anything, suprisingly. Jump at just the right time to avoid a string of red coins and a flower, then have some fun with Kamek. I get hit here (ick) and also miss Baby Bowser once. Giant Bowser has some interesting scripting. At 0-2 hits, he'll just step and shoot fire. On the third, of course, he'll summon more rocks. Then he'll go back to stepping and shooting, albeit more aggressively. If he only has one hp left, he'll stop firing altogether and just charge. So, I have to wait for him to get _right_next_to_me_ to get hit and fire the sixth and seventh eggs. This also means missed eggs don't count against me, unless it's the last two (which are hard to miss).

1-E Credit for the bat-boosting trick goes to either DK64_Master or some guy on Bisqwit's forum - a case of two indepentant discoverers.

2-E The FAQ people went crazy on this level again, devising a string of next to impossible tricks that I make quite obsolete.

3-S I'm terrible with vehicles =(. I'd love to see someone go by that red coin in the submarine faster.

4-E A few nice tricks here: First, I discovered that you can jump slightly higher by releasing and hitting the jump button at the apex of your jump. Next I get rid of a pirhana by letting it slip off the screen, but before my box does =). The last trick I'm quite proud of: it depends on losing the ability to touch things whilst inside a pirhana plant. The countdown is made more difficult because the ghost thing that changes my direction to be opposite lets go of me just before I go into the ring, so I have to depend on intertia to make sure I don't suddenly go the other way.

4-S A big run killer here is touching _any_ fuzzy, which makes the convoluted red coin skip next to impossible. And there's nothing worse than having an item skip on par with 4-8's directly after an on-rails section.

5-E It took a while to figure out exactly when to jump for each item skip. Also notice how I jump early at one point to grab a more opportune plane bubble.


100%

1-S The first thing in this run that bothers me is I the throwing two eggs at the beginning to get the flower: it could be much smoother, getting the egg out earlier and such. And then I miss an egg throw in the third room. But the rest of the third room went perfect; it usually doesn't. Those relentless green plants are quite sensitive actually, so I chose to ground pound instead of wasting an egg. Then, I let myself fall off a platform, struggle and aim and egg, and hit the ceiling so I struggle automatically. It's possible, actually, in the fourth room to jump off the red platform as soon as you land on it, and get way up there. The only caviot is that the camera doesn't follow you, and so you're collecting blind. The way my recording setup is set up, I don't hear the game while recording, so I never really had the patience to include that in there. And then also I flutter too soon for the third coin, wasting a couple seconds. The red platform trick is applicable in the next room as well, but it's somehow more difficult to pull off; odd, since the extra hovering wouldn't save you any time. The last room is always random. Well, that's not fair, there's actually a lot happening with how the camera moves in comparison to how the blocks are timed. It's difficult to ever get a fluid run, even on a particular set of 'stairs'. I try to look up every time I know I'm gonna be waiting, to get the blocks moving.

2-S Well there's bats at the start that are all random. I need an egg from the first three or four, and then I need to decide when to eat it, and then I decide when to start throwing it; I have to look out for a bat when I'm already holding one or when I'm throwing, to maybe change my jump height or stop aiming real quick. And then I hope for a bat to appear in the final pit so I can hop off it and not use the slower flutter. It rarely goes perfectly so I just go with whatever I'm given. In the next room however, I like the dozen or so jumps I make to be perfect or I tend to start down down A. A lot of them are stunted jumps, which has me pressing A a lot in midair. That single floating block I land on likes to pause the game to turn into a flatter version of itself. Also I initially wanted to avoid the baseball guy but I ended up needing his eggs.
The third room ended a lot of my attempts for a while. There's a million ways to attempt those couple jumps and only seventeen ways to get through unscathed. Eventually I got fed up with trying to squeeze between the switch blocks and the spikes, while avoiding the second guy's egg, and threw an egg to make my life easier. So then I make the climb up to the karate guys, who like to get knocked out by my eggs of freedom. And then when I free them, they want to punch me. The next couple rooms are pretty automatic, so I tend to space out during them.
...
Anyways, I grab the key though the wall cuz I'm cool like that, and then use an extra jump to skip a bit of platforming. So my goal is to make it to the key door. Usually you'd grab the bouncy thing and sloppily make your way up to top. But fuck that. You can either grab a shell or mosey a bandit over to the spike pit to get a boost up there. Between the two I'm not sure what's better. Grabbing a shell has me pausing a couple extra times, but the bandit moves kinda slow too. If I get this far I'll usually fail to boost correctly. So I'm kinda on nerves from here on out.
No matter much I practice clearing the way up for the bubble platform I'm always too cautious at this point. Only two egg throws are necessary and I could wrangle the bubble a lot quicker than I do. And then I hover above the spikes way too high to be considered cool looking. I should be able get those coins without looking up, but I just need to sure right then for some reason. In the final room, looking at it it bugs me now; I should throw an egg at the shy guy and collect the coin without pausing there.

3-S So there's a lot of swimming here at the first part, which means a full stop every so often. The second to last from in this room likes to not appear sometimes, which means a restart cuz I need his body. I get stuck on a wall for a half second just before leaving the room, which almost bugged me enough to restart. The submarine is a weird vehicle. It won't round a corner quickly unless you line up the turn just right. I would have preferred to not get stuck on the corner there near the spinning spike thing, but it doesn't matter since I'm waiting for it later anyways.
The train parts are always really boring. At one point it looks like I twitch for no reason but it's to position the outlined shy guy so he doesn't hit me. The fall after getting the flower went perfect; I'll usually get stuck on a corner or float too off course. Near the end of the room I try to keep just one shy guy alive for an egg, but two are there at the end and I got scared all the sudden.
The mole is boring at best and disagreeable at worst. It'll stop or go the opposite direction, or just plain fall off the thing sometimes. My plane route here went through a few revisions. At one point I was going the predefined route of starting at the top and working down, getting the lowermost flower last. Then I discovered you can tongue out of the forced crouch you're put it after being sucked back to a morph point, so I was using the first plane bubble to get to the bottom flower and then using it again to get to the second mole morph. But that involved a bit of waiting around waiting for the plane morph to time out, so I tried to see how far I could travel with the spare time I had. As it turns out, I can get to another plane bubble if I maneouver just right. The third mole bubble is used to dig out a specific pattern that will save time later as a plane. When I finish my tasks, I try to get as close to the suck back point as I can to save time. So, the yellow stuff helps me stop to get into that tight space as a plane. Getting back to the top, I was trying an extra-jump but it didn't work out.
Last of all is the best vehicle ever, the car! This level is only time you will see the car in a speedrun. So underappreciated. This thing can wall-climb, did you know that? No, you didn't. When somebody makes a hack of Yoshi's Island where you can play as the car all the time, I will be a happy man.

4-S The subtle way you direct the camera around at the beginning here will determine whether or not the koopas will align correctly and let you pass. If I can that far I'll usually fail trying to do an extra-jump after getting the red coins on the far right. There is a slightly faster way of getting up through the bullet bills, but the fickle success rate and the severe randomness later on made me deem it unworthy of a rerun. In the next room, on any given attempt, I will fail more often than not trying to: kill the red stilt guy in the middle without getting hit, collect a shell, launch the shell to the right place, and tongue the shell in the next room in a smooth motion (mistake was made here). Then I just have to climb the balloons fast and jump on the last two stilt guys in a way that will curve me up to the ledge. That egg I threw is supposed to be for the flower, but I had gone through enough fail points by then to allow a mistake.
I hate fuzzies. Really random, and the GBA's small screen means by the time I see one, I can't just aim an egg and kill it, I have to stop. After trying various Rambo techniques I decided it was best to be cautious. Getting through this room whilst trippin' is truly impossible. One touch I'm happy about it landing on the bullet bill without having to wait for one. And the next room is just on rails. I used to play around a lot more with the bullet bills while practicing but after going through those last three rooms I wasn't in a playful mood. My exit from the rails is a bit shoddy, and I get stuck on a corner for a bit. I should have delayed struggling for another tenth of a second.

5-S If you look at the dates for these individual runs, you'll see I wasn't moving along, producing these runs at a brisk pace. The time I spent on this level alone is more time than I spent on all of my low% runs two years prior.
This level seems like a joke if you just watch the any% or low%. Most of it is completely optional, which made that goal seem very taunting at times. I usually do the first room fine. I considered climbing up there to begin with, but this ceased to be viable once I realized you have to go down through here at least once. In the second room, I don't think you can get up there. I violated that bird everyway I could think of to try. I bounce off it in a particular way; it would usually bug me enough to restart if I didn't get it just right.
A lot of parts in this level go faster with just eggs, but birds are more sustainable as they come back to you, and I don't have to go out of my way to get them.
Underground, I need to suprise a bird and duck under it, then jump stuntedly at the right time to get a coin. On the right, I throw a bird as early as I can, and fail miserably at pulling off an extra-jump. As I ran this level, the number of failures allowed would slowly increase. Anyways, it's still faster than waiting around like they want you to.
The next room has one door that can be made into three exits. Looking back, I should've attempted these exits from most difficult to least, but I was set in my ways dammit. The three rooms they respectively lead to are identical looking. A couple attempts ended by me looking stupid and trying to go down a pipe that wasn't there.
The first of these rooms has me dealing with ice, which is fine until you get comfortable with it, then it screws you over. Melting the ice is even less manageable. When I get underground again I need to collect a key, which is supposed to be done by spitting seeds or whatever, but of course you can just lick it out. This doesn't always work right, sometimes the key will drop into the pit, or it'll take more than two licks (my limit). Or I could just hit the spikes.
And then I'm back in the starting room. Two or three eggs would solve all my problems here (and it looks quite slick), but I have birds and no eggs. The little room here became much easier after I found out that bird-type is super effective against bandit-type. It could have gone more succinctly, though.
Back in the dungeon, I go to the middle door. An alternative for getting up to the 'secret' area is to knock the taptaps outta the way and use a shy guy, but I need the ice breath later on anyways, so that doesn't work. Epic fail is found here as I have to jump three times to get two red coins, ugh. My intention for getting the flower was to avoid the red switch, but comparing it to the way it happened, there's probably not any time lost except for the fumbling beforehand.
Back outside, I fumble for an egg for some reason, but end up not needing it anway. Again eggs here would be faster, two eggs would get them all, with the right bouncing. And then I could look cool and ground pound right into the pipe.
The third door is the hardest, probably. The ice is easy to fall off of, or worse, waste time in little bits so it doesn't bug me enough to restart. I did average on this run. The ground pound was kinda improvised as I was getting anxious to finish the run.

6-S Every attempt at this level has a minute of on rails at the beginning. Which is just mean. If you grab the spike throwing guy at the right time he'll be spit out looking like a zombie from castlevania, with his arms curved forwards.

Anyways, this spike pit used to give me a lot of trouble. I happened upon a superb site made by bisclavaret, which, among videos of some constructed low% runs, contains a lot of research about how yoshi's island works. One such tidbit it gave me was the ground pound route through the spike pit. So, thanks bisclavaret!

Once at the bottom we see two fire pits (classic hellholes, very metroid-esque) which eventually lead to either end of a series of five rooms. The middle one is locked and I need to visit the other four before entering the fifth. At first, I did the rooms on the left first, but changed my mind after deciding to do the harder ones first. The east fire pit can be very disagreeable. I can eat at most one of the flames, and then if I run into another one, I have to stop and wait or restart. And the hitbox for the flames can be very grabby at times.

Throwing an egg at the cloud here isn't as automatic as its opposite. Throw it right away, and it'll miss; throw while too far to the left, and the camera will follow, spawn the morphous grey box, move to the cloud on right, and despawn the grey box. And I need the grey box, so the red switch has something to land on. It took me a while to realize that flattening out the box is unnecessary. Up above, I need a couple coins, but really, I could be more ballsy in getting them. The first one can be gotten by dancing much closer to the bullets and bats, and the second by not needing to look up, but then I'd never be sure I got it until five minutes later when the score reads 99. Yes, I am a pussy.

The next room kinda happens on its own, I will fail it from time to time. The western fire pit is 'safe', because there is always an easy way to deal with whatever comes up. In this case, though, I make a jumping error on one run and nearly get hit.

I have to get just a little more height from the jumping shy guys than from regular enemies, so I wait until they make it a little bit off the ground. Occasionally the bubble spitters will scoot to the right too much and kill my booster =/

I was anticipating the key grab and tried for it too early, which is why it took two licks. Some things are better done while braindead. So, having the key, I finish the last room there and get through the key door.

The spitting shy guy is not trustworty. If you spit him just slightly wrong, he'll bounce into the wrong nook, and if you try to land on him too soon he'll wait half a second and then damage you. And he needs to point the right way. The chomp rock is worse, probably the part of the run that could be improved most by tool assistance. If I push it too much it'll go way past the one way door, and it's not easy to stop or even tell if it's going too fast. So I babysit it. I screw up spitting to get the key, and then later as mario, trying to climb ledges too aggressively.

I did suprisingly well until getting outside. The spitting was very acceptable, the baseball dudes played nice (this ended many of my improvement attempts later on). I even got through the last few throws gracefully; camera control is key there.

And then I get outside. Of the many many hours I've spent on this level this was the first time I got here in a speedrunning context. Maybe it's good I screw up jumping, on subsequent attempts that included good jumping, Kamek has managed to nail me.

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