[TAS] Red Coins on the Ship Afloat 0xA - 1:19"77

[TAS] Red Coins on the Ship Afloat 0xA - 1:19"77

The 70ABC TAS has reached a crossroads where it's necessary to figure out which stars will be in, since SSL reds is a borderline star and has similar times to several other stars. One of these is JRB reds, and since there's no RNG or global timer dependence here, I decided to go ahead and TAS it. This TAS follows an overall similar route to the previous WR by pannenkoek2012 (    • JRB Red Coins on the Ship Afloat 0xA   ). It saves over 10 seconds, most of which is by making an earlier ship cycle and some of which is by improving the ending after getting on the ship. Each ship cycle is 8.53 seconds long. This TAS reaches the earlier one with some small routing changes at the beginning. While swimming 0xA, Mario can only get up to 7 speed from rest, but he can maintain up to 16 speed. So much of 0xA swimming is trying to avoid spending too much time far below 16 speed. Two techniques of getting close to 16 speed are used here: Getting the shell, which brings Mario to 28 speed, of which he can keep 16 after she shell is gone Getting speed from the pillar the first red is on, which was suggested by Tyler Kehne. When Mario has a lot of speed, he can keep a fraction of his speed in the water (as long as he doesn't spend too much time losing speed in the plunging animation). Because we get 16 hspd right at the beginning, it's not crucial to get the shell right away as pannenkoek2012 does, so this TAS instead gets one of the clam reds before grabbing the shell. With this route, Mario is able to reach the ship in time for the previous cycle. The swimming isn't especially optimized, but it shouldn't be possible to make the previous cycle, so it doesn't matter. It was possible to get significant savings on the ship itself by collecting the sixth red a different way. Instead of waiting for that side of the ship to rise back up, I'm able to slidekick to the star before that side of the ship falls too far. I found this quite challenging to do. I tried to do the ship clip on the earliest frame I could and as far right as I could. Then, I framewalked at a specific angle that would allow me to turn somewhat before reaching the top and still get on top on my desired frame. This enabled me to get far to the right (higher up along the railing and closer to the red) and turn to slidekick with just enough height and distance to collect the star. I'll probably revisit the end if this ends up being fast enough to include. Dive grind start after the sixth red is probably faster than slidekick start, assuming it's still possible to climb to the top part of the ship earlier.