Happy to be back finally once again after moving! I am very settled in now, so expect me to go back to my usual schedule of uploading at least once every couple weeks!
One of the main reasons why Moons and especially Dragon coins are considered to be a part of 100% (tho I consider Moons to be more of a bonus if anything) is that SNES SMW actually does keep track of your Dragon Coins and Moons. If you collect all Dragon Coins in a level, one way you can check to see if you got them all is to re enter the level. The Dragon Coins should no longer appear in the level. Same goes with the moons. In the GBA port they made it easier to keep track of and even adding more to levels that didn't have any in the first place. Moons aren't tracked in that version which is why I consider them to be a bonus.
Something fun about dragon coins and moons and invisible 1ups is that they don't *actually* get saved. They're lost when you load a save, and are only one-time in the session.
In fact there are THREE sets of flags that the game keeps track of for each level. "Collected 5 dragon coins", "collected 3-up moon", and "collected invisible 1-up". I have no idea why Lunar Dragon chose to exclude the third one, maybe they just didn't know about it or thought it was less intuitive.
@@MrCheeze My thought was maybe they just didn't realize that at the time of the category. Personally 100% would be all levels, dragon coins (5), 3-up, and invisible 1 up and essentially anything else that the game keeps track of in the moment. Things like all rooms and such I don't think really fits for me, sure a new category that someone might want to run but it doesn't feel right to me as considering it a 100% run.
@Jexoy, et al, what about levels that have MORE, or LESS, than 5 Dragon Coins, though? Also, what levels got Dragon Coins added to them in the GBA port of the game? Are there also more 3UP Moons that are in the GBA version of the game, as opposed to its SNES/NSFC version, yes or no?
@@paxhumana2015 When you collect 5 coins in a level they all disappear from the level in SNES. GBA should be a different category if it does have additional coins. In general any game that introduces a new mechanic or more items should be classified different
On the topic of Lunar Dragon, it's also worth noting that there are dragon coins in every single level in the GBA remake, while the original doesn't have them in every level (Iggys Castle is an example). On top of that, for some reason there is a single dragon coin in Chocolate Secret known by the community as Courtesy Coin.
You can do so much stuff in this game that you can have unlimited definitions of 100%. Nice category btw, I think it really captures the game's spirit of exploration and discovery, considering all the secret exits they added, which was (and still is) crazy at the time.
The Super Mario Odyssey 100% speedrun requires getting a star on the save file. This entails: - complete capture list - complete moon list in every kingdom (i.e. collect all 880 unique moons) - complete music list - complete souvenir list - purchase all non-DLC outfits (note that the latter two requirements entail collecting all purple coins) The 100% run used to require: - collect 999 moons - spin Cappy on the top hat above Princess Peach's Castle The runner Tippi proposed a run called max%, which requires the above and: - collect all 85 checkpoints (including three temporary checkpoints) - complete the harder Bowser fight and escape - purchase all DLC outfits - purchase 99 moons from every shop - reach rank 50 in Luigi's Balloon World Possible requirements for a truer max% run include: - collect all musicians in Virtual Reality mode - plant all permanent beanstalks - trigger all buttons, hat doors, and levers that permanently alter a stage (e.g. the lever in Cap Kingdom that raises the retractable bridge)
"and precise tool-assisted playthroughs have displayed a greater amount of possible exits than ever imaginable. Needless to say, let's avoid going down this black hole." As both a beyond-A2-exit enthusiast and someone who literally studies black holes for a living, I feel attacked. (Also, great vid, as always)
Another option for a "true 100%" would be a speedrun of the RetroAchievements set for the game. Doesn't cover "all rooms", but it does cover most of the "super crazy" plan and adds a few other wrinkles.
15:50 what. I had no idea haha, that's the stuff you don't see in other runs, I love it! I remember a similar secret area I never heard of in Yoshi's Island, a game I replayed 100s of times but never found on my own untill someone pointed it out. Since there were no red coins or flowers there, speedruns always skipped it as well.
The way I see it, every single game has near infinite combinations and potential expereinces waiting for you to enjoy, and game completion percentage trackers aren't this end-all-be-all goal, but rather just a tool that should be hopefully fine-tuned to work as a tool for most players to gauge how much of the content they'd probably be interested in they've completed. It also works for developers to let players know a good chunk of (if not in rare cases all intended) secrets in the game they've found, and keep players yhat are motivated with a completionist mentality along for the ride, even when it gets to maybe not so fun points, to see the developers' hard work through in the end. This is why people hate Donkey Kong 64 but don't mind A Hat in Time. Due to a recent update in the latter game, Pons (the in-game, generic infinitly farmable currency items) do actually count as collectibles that are individually saved in your save file. They don't affect the completion percentage, but when wearing a specific cosmetic, Pons you've collected before in previous playthroughs of the map will shrink, helping you signify which ones you haven't collected. There is also of course many finite temporary collectibles that you can find that won't count towards the game completion. Donkey Kong 64 however is notorious for players disliking its amount of collectibles and the tedium of trying to collect them, even though A Hat in Time is now arguably has more collectibles (haven't fully calculated it). A Hat in Time has more content beyond the 110% mark, but makes sure the requiment to reach that mark reflects most players' interest while leaving Max%er perfectionists more fun to enjoy, DK64 doesn't. You aren't necessarily done with a game or experienced all it has to offer just because you made ONE little number reach the maximum, and if the "100%" requirements are just repetitive and boring, there's no need to thug it out. Anyway, point being, this video is a good introductory to the idea that "True, MAX%" is at the end of the day, something decided at the individual, personal level, and as we can see in stuff like Super Mario 64's gift from the developers, game designers do know this, and that's because player-decided objectives (a.k.a. "self-imposed challenges") are what underpin the any% vs 100% concept in the first place, and to a degree, a majority of concepts in gaming as a whole. Thank you for making this. ♥️
See also - intrinsics rewards vs extrinsic rewards, and how they affect enjoyment (and how the latter can easily cause fatigue, and can be legit harmful, like instant gratification)
I don't speedrun, but I feel like it could be fun to follow this route just to see it all. Like a full tour of the game. Who knows how many rooms I've missed as a child!
"Beating every single room" I think that means doing more in the 1up slot machine rooms. You should have to hit every slot to either pass or fail, then exit at the top. That's beating the room. You just observed the room.
Stuff like this is where video games switch from being entertainment into almost a religion because you have to do it so perfectly almost like trying to find the keys to the kingdom of heaven
Lunar Dragon has to be my favorite, cause it's not as restrictive as the no-cape or no-yoshi categories but still adds a level of exploration to everything
I’ve come up with a new category where you must play by traditional 100% rules but beat each level progressively more times per level until you reach the end having to play the level 96 times. That’s right. Level one is played once, then level two twice, etc. One day we will find someone insane enough to take the Evan Williams challenge.
How exactly can you play Bowser's Castle 96 times? An inverse Evan Williams would make more sense where you have to play the FIRST level 73 times (the number of unique levels plus Yoshi's House) and then each subsequent level 1 time less. The player would have to route it so that they'd have enough playthroughs to beat every VoB level (both exits) and leave their final unique level being Back Door. Switch Palaces would basically be "mulligans" since they can only ever be played once but would still reduce the playthrough count by 1. An example of this would be: Yoshi's House (73 playthroughs) --> Yoshi's Island 1 (72 playthroughs) --> Yellow Switch Palace (1 playthrough) ---> Yoshi's Island 2 (70 playthroughs) ---> Yoshi's Island 3 (69 playthroughs), and so forth. Obviously, in keeping with the insanity of your original vision, the IEW would require the following additional rules: 1) Each unique level has to be played from the beginning/checkpoint to the end (passing through the goal, beating the boss, collecting an orb, activating a keyhole) for a playthrough to count. Start+select and dying don't count. 2) All 96 exits must be completed and Bowser beaten. Since the game doesn't really track Front Door and Back Door as exits you can enter Bowser's castle through either entrance. 3) Cannot be played on the Japanese version since castles can only be completed once. Obviously, any other version which prevents you from replaying castles is also forbidden. 4) Each unique level must have its playthroughs played consecutively and all exits contained within each level be unlocked before moving onto another level. 5) Once you have played through a level the requisite number of times, you may not re-enter it for any reason. 6) As the game keeps track of Yoshi Coins, invisible 1-Ups and moons collected each session, all of these are to be collected in each level they appear. All Yoshi Coins means ALL Yoshi coins, so if a level has more than 5 you still need to collect the excess coins. Additionally, this includes the 1-up from collecting the happy cloud coins. I have no idea whether the game tracks these in any way shape or form, but if not, just one playthrough in the two(?) levels he appears in will suffice. The happy cloud deserves some love :) 7) No major glitches... for now
@@TheBlackSeraph You don't play Bowser's Castle 96 times. Because There's no exit (glitchless). (Edit: I didnt click "Read more".) The more accurate term would be having to finish the exit 96 times. You should prioritize finishing the shortest exits last. Or since Switch Palaces can only be played once, I guess you can do those as last, though you could just restart the game to play them over and over.
I think it's because it's trying to be a decimal number. The ones digit, from what I can tell, is always in base ten, and the tens digit only overflows to A because the devs never intended for there to be a hundreds digit. If anything, I bet it's less a hex thing and more a "we don't have enough sprites to render this, so we're just gonna throw out whatever we have" thing.
Usually in older games whenever a value gets higher than the amount of digits it has can represent, the highest digit starts displaying whatever comes after the numerical digits in the font/tileset. The most famous example of this happening is probably the Minus World in Super Mario Bros, where World 36-1 is displayed as World -1, though another example of this happening inside SMW is if you hack the game to die in the demo, then enter the playable version and die again, you'll have the game display P5 lives, representing 255 lives.
Its's not because it's in hexadecimal, but because there's no 10 sprite. Going past 9 on the sprite table starts into the letter portion of the game's font.
The 100% completion in the og Super Mario World is just 96 exits. Dragon coins and Moons aren't tracked anywhere and serve the exact same purpose as lives. Going beyond that with glitches is its own thing entirely outside of 100%, kinda like the Crash Bandicoot runs that use a trick to get way more gems than intended.
I think Dragon Coins and Moons count as 100% in the context of a single-segment arcade-y sort of playthrough (like Speedruns are), because they don't respawn until you reload your save, so for that playthrough, they're temporarily collectibles.
I often think about stuff like this a lot there really are multiple levels of what one could consider 100% in video games beyond what the game itself considers 100%
My 100% is probably both more and less painful than yours simultaneously. On the GBA port, I consider all Yoshi coins, 999 lives, at least one 50 on a goal tape, at least one 8up on a bonus game, getting all coins and the subsequent bonus 3up awarded for those weird rooms that add a coin counter, and all 12 1ups in that one Chocolate Island level that has 12 different exit pipes to be requirements - but not necessarily all rooms.
Your "all room" completion is how I like to play my platformers. I adore finding everything in a game and your method is a good concrete way to track that. I do have one addition, though this has nothing to do with time trials. I like doing a run with no switch palaces activated, for that added challenge.
Thinking about it, it's actually pretty weird that SMW doesn't acknowledge collecting every dragon coin. I guess it only became a series staple in later games, but it seems so _Mario_ to have a bunch of big coins that count towards some grand completionist goal.
I'd never considered all the different ways you could "complete" SMW, although given its longevity as a speedrunning mainstay, I shouldn't be surprised. Wonderful expo. Also 1000 props for the Thunder Spirits BGM, haha!
Getting the 5 dragon coins in each level is definitely something you should do after finishing the normal completion. They are the precursor to the 3 coins in the stage you need to collect in the later new Super Mario Bros / 3D world / wonder games.
To me, 100% is the way of the GBA version, that being get all the exits and finish the game with Mario (unlocking the Autum theme), then play all levels with Luigi and get the Dragon Coins. Also, get 5.000.000 points with any brother (as that also registers). The GBA remake is made in such a way that it makes it more replayable and satisfying to replay it for you'll be doing two different things with each brother.
I could be wrong, so take all this with a grain of salt. I believe the three "main" categories, any%, 100%, and low%, were originally coined for Metroid games. This is because they were very easy to define; they simply refer to what the game reports as your item collection rate at the end of the game. I believe the reason for this lies with the fact that video capture used to be *very hard* . Often, the best a player could be expected to provide is a screenshot. But, conveniently, every mainline Metroid game (to my knowledge) shows a screen post-game that tells you how long you took and what your item percent was. It was far from perfect, but at the time, it was all we had. When the game itself fails to define what it considers "100%", it falls on the players to do so. And maybe we have different ideas about what that means. That's why we often have so many run categories within a single game.
21:15 Gosh! I forgot how pretty this game looks! This route really shows that off doesn't it? You even get to experience the "fall"(?) enemy variants too! One of my favorite videogame tropes along side the similar EX enemy versions from super star ultra!! Very nice route! Even if your run wasn't as optimal as you would have wanted it to be it still managed to showcase some cool SMW:SMB4 speedrum tricks! Always fun to see some fun speed run tech for games I don't casually run. :3
Glad you talked about the unintended exits. On my switch (Using savestates/rewind) I got 108 exits (Which was all at the time iirc?) which was really cool, so seeing that discussed made me feel smart :3
This is my favourite Mario game of all. My 100% Is, all levels, all dino coins, all yoshies, max score, max lives. 3 times (once for save slot). As long as I have all the paths in the world unlocked I considered the level complete, I have such a great memories playing it.
I Just finished a video on this game a few weeks ago and played through all of it and it was a lot of fun. it was worth it for sure. good video. glad to see more people shining a light on this game.
Very interesting video! I've always loved this game, and lol thought inhad 100% completed it, because i beat all the levels including the star ones. Its amazing to see how much stuff there is there that i never knew.
So, currently, Archipelago's Super Mario World Randomizer has locations for: every exit (this is required, the rest are options), every 5 dragon coin, every moon, every hidden 1up, every bonus block, and every block that holds a coin or item (excluding top secret area and Bowser's Castle, as well as those that require glitches). These aren't all necessarily required, but any might contain important items for you or those you are playing with. There is no current coinsanity, sitting item, or enemy kill locations... nor anything that requires you to go to all sub rooms. But... maybe there should be...
I did 100% on GBA as a kid, I didn't realise SNES runners made up their own 100% categories 'til watching this... Tbh, it did always bother me how much the SNES original didn't keep track of...
really interesting video! i think this category is probably about as comprehensive as it can reasonably get. also i hope you don't mind me saying that your voice is very soft and nice to listen to :]
To be fair, there aren't even 96 exits on the standard play through as the 96 doesn't include Bowser's Castle and Back Door. We can complete 96 exits without actually "completing" the game. To me as a kid the definitive "completion" was 92 exits, with the four missing being the Switch Palaces.
Depends on the version, if the original, it's all 96 exits. If GBA version, it's all exits as Mario and/or Luigi all dragon coins and all peach coins (?)
you've got a really soft voice, really good for background audio while I do sth else! this is my first video that I've watched from you, and I've got good feelings!
I've always been confused about the dragon coins because I just assumed there were five in each level because that's why you get the one up. Also why are they dragon coins and not star coins? Or more should I say Why do the rest of the games you star coins and why are there only three of them instead of five? Well actually they change it up depending Walmart game it is Super Mario Bros 3 has E coins but only in the e levels and mario onder has purple coins.
There is a super yoshi that blinks like a star, and Flys with nothing in his mouth. This super yoshi is used in 2 unknown secrets. 1 that opens up a new world 1 from where the sunken ship is. Then the other is the level that has all different switches on floor, u don't want to hit all switches and have super yoshi then fly under that floor where normally all different color switches r.
For a scientific definition, I consider true 100% in any game doing everything that can be permanently saved. Yes, EVERYTHING. Unfortunately, some games with quests that have branching quests can never have runs that meet this distinction. Also, you have to max out your level, stats, and proficiency in every class for every permanent playable character or party member, no matter how time consuming. Every irreplaceable item that can't be removed from your inventory must be collected. Every log entry in your game must be completely filled. If an unkillable NPC has a dialogue line that can only be triggered a finite number of times, you must trigger it that amount of times unless it's missable. If a chest can be opened and won't be refilled, you have to open it and take the contents out. Every indestructible device that can only be activated once must be activated. Unfortunately, my logic also means that you might have to play like a psychopath. If you can permanently unalive an NPC, you have to after completing all quests that require them to be alive. You also have to completely destroy every destructible object that doesn't respawn, no matter how insignificant it may seem. This includes NPC remains and if dropping an object into a despawn plane is the only way to delete it, you must do so. If you can delete any irreplaceable item from the game, you must do so. Scientific definitions don't care about your emotions, your patience, or your free time. This of course goes for creation too. If something can be created or spawned, but not destroyed or despawned, you must so so until the game bars you from creating or spawning any more. Lastly, arbitrary code execution must be disallowed for any of this to be logic. The moment you allow, any completion criteria becomes... arbitrary. Well, except for one thing... Bricking the game using controller inputs alone, and nobody wants that as a completion criteria.
Would really like to see a 100% speedrun (or just completion) of all exits, all dragon coins, all moons, and all medallions, along with 5 stars for the save file on the GBA version, preferably ran on the Wii U Virtual Console or Nintendo Switch Online versions of the game, where you would include every e-reader level in the run.
So typically, when it comes to super mario world, i tend to choose either based on the gba version where in order to get the "super player" ending you collect all the dragon coins from every stage... Or i go by logic of the allstars version of mario world; for some reason that was introduced the concept of stars on a save file, meaning it essentially functioned like a mission criteria; in order it went: all 8 worlds completing all secret exits in the process, all secret entraces to star road, the special zone, and entering bowser's castle backdoor in the fall astetic, Finding all switches, And for some reason, there's one for playing all the different types of minigames, And obtaining each form of yoshi. ...at least that is what I remember from the instructions. So, for all i know, this could be misleading info, and that manual doesn't have luigi's updated model from all stars+ so...
I redid the 100% run on this game so many times as a kid. A large portion of the time I would do the sprite swap first. It was just fun. I also called my dad in to show him the "You are a Super Player" coins, but I modified them to say "You are a Super Fuck"
I know this is off topic, but I was always disappointed with the lack of variety of power up types in SMW. Mario 3 had fire flower, tail, tanuki suit, hammer suit, and that boot that you only got in one level. I plugged the game in and went around looking for all the new power ups I'd find, and there were just 2. Heck, Even Yoshi had more power up options than Mario did. It was a great game, but I never got over my disappointment.
3:37 I literally just 100% to this game a couple weeks ago. Or at least I thought I did. Then you show me the five stars and I only have three. Max lives, all coins, all the exits, everything. But I did not know that you needed to have 5 million points
My hot take: a 100% run is LESS than 96 exits. 91 I think to be exact - completing the 5 exits that don't take you anywhere (4 star world exits and that one on chocolate island) seems pointless to me.
Mt version of beating super Mario world is doing all 96 levels then beat bowser. Roll credits. Then play again so all the koopas have changed appearance and red yellow and blue shells are now all in different spots. So like before it was easier to get past certain parts with a blue yoshi power up at certain location and now this is a different shell color so eating the shell doesn't give the power required forcing you to do that part the more difficult way. Then beat all 96 levels again and the boss.
I swear to God, I used to play with this stoner chick and one time we sat in 1 day and we got it to 96. Then she beat a few more levels some secret ways or held something on controller 2 and pressed reset after bowser or something (I cant remember what she did exactly) and she got the save to show 2 stars instead of any numbers.
If I remember correctly there are glitches that increment the exit count by taking alternative exits in levels that technically don't have alternative exists, I am not sure where I saw this before but it makes sense to me at least.
@@VinsCool I remember some levels having multiple exits but no secret path unlock. Like in special world 3 you can beat it with yoshi wings to end the level early or beat it by getting to the goalpost at the end.
I didn't know there were stages with more than 5 dragon coins! And thanks for pointing out that SMA2 _does_ keep track of dragon coins; that's the version of the game I played, so I was a bit confused there! 5:40 Why did it say "DotsAreCool", then? :/
Over 100% is playing a lot of the Super Mario World hacks. th-cam.com/play/PLC91A58798B60CBBD.html th-cam.com/video/CzkGyf3ZRwE/w-d-xo.html th-cam.com/play/PLyLdgAh4zMOiRWx4-DeZzB4QgDTRXkoLd.html th-cam.com/video/LjqIyVmj968/w-d-xo.html
Storster, one: i appreciate your content and your demeanor. Parasocially, i like you a lot ❤️. Two: do you play kaizo, or other "modern" smw content? Cheers and thanks for what you do! I love it.
Happy to be back finally once again after moving! I am very settled in now, so expect me to go back to my usual schedule of uploading at least once every couple weeks!
Gg moving!!
One of the main reasons why Moons and especially Dragon coins are considered to be a part of 100% (tho I consider Moons to be more of a bonus if anything) is that SNES SMW actually does keep track of your Dragon Coins and Moons. If you collect all Dragon Coins in a level, one way you can check to see if you got them all is to re enter the level. The Dragon Coins should no longer appear in the level. Same goes with the moons. In the GBA port they made it easier to keep track of and even adding more to levels that didn't have any in the first place. Moons aren't tracked in that version which is why I consider them to be a bonus.
Something fun about dragon coins and moons and invisible 1ups is that they don't *actually* get saved. They're lost when you load a save, and are only one-time in the session.
In fact there are THREE sets of flags that the game keeps track of for each level. "Collected 5 dragon coins", "collected 3-up moon", and "collected invisible 1-up". I have no idea why Lunar Dragon chose to exclude the third one, maybe they just didn't know about it or thought it was less intuitive.
@@MrCheeze My thought was maybe they just didn't realize that at the time of the category.
Personally 100% would be all levels, dragon coins (5), 3-up, and invisible 1 up and essentially anything else that the game keeps track of in the moment.
Things like all rooms and such I don't think really fits for me, sure a new category that someone might want to run but it doesn't feel right to me as considering it a 100% run.
@Jexoy, et al, what about levels that have MORE, or LESS, than 5 Dragon Coins, though? Also, what levels got Dragon Coins added to them in the GBA port of the game? Are there also more 3UP Moons that are in the GBA version of the game, as opposed to its SNES/NSFC version, yes or no?
@@paxhumana2015 When you collect 5 coins in a level they all disappear from the level in SNES. GBA should be a different category if it does have additional coins. In general any game that introduces a new mechanic or more items should be classified different
On the topic of Lunar Dragon, it's also worth noting that there are dragon coins in every single level in the GBA remake, while the original doesn't have them in every level (Iggys Castle is an example). On top of that, for some reason there is a single dragon coin in Chocolate Secret known by the community as Courtesy Coin.
Super Mario World is a weird game.
I would say the "at least 5 yoshi coins" requirement makes sense because after you do that once the game wont respawn any of those coins in again.
J stole my comment, but I had no idea that certain rooms changed based on your dragon coin count.
100% is the friends we made along the way
Which is actually 0% since most of us played this game by ourselves and offline
Lazy joke
@@Zipzopzoobityboplazy response
Go to your room.
@@Zipzopzoobitybop Huge Dick Playa
You can do so much stuff in this game that you can have unlimited definitions of 100%. Nice category btw, I think it really captures the game's spirit of exploration and discovery, considering all the secret exits they added, which was (and still is) crazy at the time.
The Super Mario Odyssey 100% speedrun requires getting a star on the save file. This entails:
- complete capture list
- complete moon list in every kingdom (i.e. collect all 880 unique moons)
- complete music list
- complete souvenir list
- purchase all non-DLC outfits
(note that the latter two requirements entail collecting all purple coins)
The 100% run used to require:
- collect 999 moons
- spin Cappy on the top hat above Princess Peach's Castle
The runner Tippi proposed a run called max%, which requires the above and:
- collect all 85 checkpoints (including three temporary checkpoints)
- complete the harder Bowser fight and escape
- purchase all DLC outfits
- purchase 99 moons from every shop
- reach rank 50 in Luigi's Balloon World
Possible requirements for a truer max% run include:
- collect all musicians in Virtual Reality mode
- plant all permanent beanstalks
- trigger all buttons, hat doors, and levers that permanently alter a stage (e.g. the lever in Cap Kingdom that raises the retractable bridge)
"and precise tool-assisted playthroughs have displayed a greater amount of possible exits than ever imaginable. Needless to say, let's avoid going down this black hole."
As both a beyond-A2-exit enthusiast and someone who literally studies black holes for a living, I feel attacked.
(Also, great vid, as always)
Another option for a "true 100%" would be a speedrun of the RetroAchievements set for the game. Doesn't cover "all rooms", but it does cover most of the "super crazy" plan and adds a few other wrinkles.
:09 The commentary about 100% completion over footage of a flower and multiple red coins being ignored has a comedic element to it
15:50 what. I had no idea haha, that's the stuff you don't see in other runs, I love it! I remember a similar secret area I never heard of in Yoshi's Island, a game I replayed 100s of times but never found on my own untill someone pointed it out. Since there were no red coins or flowers there, speedruns always skipped it as well.
I would argue that 100% completion involves 96 exits and 9999990 points.
The way I see it, every single game has near infinite combinations and potential expereinces waiting for you to enjoy, and game completion percentage trackers aren't this end-all-be-all goal, but rather just a tool that should be hopefully fine-tuned to work as a tool for most players to gauge how much of the content they'd probably be interested in they've completed. It also works for developers to let players know a good chunk of (if not in rare cases all intended) secrets in the game they've found, and keep players yhat are motivated with a completionist mentality along for the ride, even when it gets to maybe not so fun points, to see the developers' hard work through in the end.
This is why people hate Donkey Kong 64 but don't mind A Hat in Time. Due to a recent update in the latter game, Pons (the in-game, generic infinitly farmable currency items) do actually count as collectibles that are individually saved in your save file. They don't affect the completion percentage, but when wearing a specific cosmetic, Pons you've collected before in previous playthroughs of the map will shrink, helping you signify which ones you haven't collected. There is also of course many finite temporary collectibles that you can find that won't count towards the game completion. Donkey Kong 64 however is notorious for players disliking its amount of collectibles and the tedium of trying to collect them, even though A Hat in Time is now arguably has more collectibles (haven't fully calculated it). A Hat in Time has more content beyond the 110% mark, but makes sure the requiment to reach that mark reflects most players' interest while leaving Max%er perfectionists more fun to enjoy, DK64 doesn't.
You aren't necessarily done with a game or experienced all it has to offer just because you made ONE little number reach the maximum, and if the "100%" requirements are just repetitive and boring, there's no need to thug it out.
Anyway, point being, this video is a good introductory to the idea that "True, MAX%" is at the end of the day, something decided at the individual, personal level, and as we can see in stuff like Super Mario 64's gift from the developers, game designers do know this, and that's because player-decided objectives (a.k.a. "self-imposed challenges") are what underpin the any% vs 100% concept in the first place, and to a degree, a majority of concepts in gaming as a whole.
Thank you for making this. ♥️
See also - intrinsics rewards vs extrinsic rewards, and how they affect enjoyment (and how the latter can easily cause fatigue, and can be legit harmful, like instant gratification)
I don't speedrun, but I feel like it could be fun to follow this route just to see it all. Like a full tour of the game. Who knows how many rooms I've missed as a child!
So, the devs just randomly put dragon coins as if they were any other object
I would really be interested in hearing more about the glitched exits that you teased at during the video.
"Beating every single room" I think that means doing more in the 1up slot machine rooms. You should have to hit every slot to either pass or fail, then exit at the top. That's beating the room. You just observed the room.
I guess. But if you've seen one bonus room you've seen em all right? And there's no challenge in them either.
Stuff like this is where video games switch from being entertainment into almost a religion because you have to do it so perfectly almost like trying to find the keys to the kingdom of heaven
96 doors on SNES, 96 doors and all dragon coins on gba. Only things that really track.
Im posting this at the very beginning of the video: 100% is all exits, all moons, all yoshi coins.
Lunar Dragon has to be my favorite, cause it's not as restrictive as the no-cape or no-yoshi categories but still adds a level of exploration to everything
I’ve come up with a new category where you must play by traditional 100% rules but beat each level progressively more times per level until you reach the end having to play the level 96 times. That’s right. Level one is played once, then level two twice, etc.
One day we will find someone insane enough to take the Evan Williams challenge.
How exactly can you play Bowser's Castle 96 times? An inverse Evan Williams would make more sense where you have to play the FIRST level 73 times (the number of unique levels plus Yoshi's House) and then each subsequent level 1 time less. The player would have to route it so that they'd have enough playthroughs to beat every VoB level (both exits) and leave their final unique level being Back Door. Switch Palaces would basically be "mulligans" since they can only ever be played once but would still reduce the playthrough count by 1. An example of this would be: Yoshi's House (73 playthroughs) --> Yoshi's Island 1 (72 playthroughs) --> Yellow Switch Palace (1 playthrough) ---> Yoshi's Island 2 (70 playthroughs) ---> Yoshi's Island 3 (69 playthroughs), and so forth.
Obviously, in keeping with the insanity of your original vision, the IEW would require the following additional rules:
1) Each unique level has to be played from the beginning/checkpoint to the end (passing through the goal, beating the boss, collecting an orb, activating a keyhole) for a playthrough to count. Start+select and dying don't count.
2) All 96 exits must be completed and Bowser beaten. Since the game doesn't really track Front Door and Back Door as exits you can enter Bowser's castle through either entrance.
3) Cannot be played on the Japanese version since castles can only be completed once. Obviously, any other version which prevents you from replaying castles is also forbidden.
4) Each unique level must have its playthroughs played consecutively and all exits contained within each level be unlocked before moving onto another level.
5) Once you have played through a level the requisite number of times, you may not re-enter it for any reason.
6) As the game keeps track of Yoshi Coins, invisible 1-Ups and moons collected each session, all of these are to be collected in each level they appear. All Yoshi Coins means ALL Yoshi coins, so if a level has more than 5 you still need to collect the excess coins. Additionally, this includes the 1-up from collecting the happy cloud coins. I have no idea whether the game tracks these in any way shape or form, but if not, just one playthrough in the two(?) levels he appears in will suffice. The happy cloud deserves some love :)
7) No major glitches... for now
@@TheBlackSeraph You don't play Bowser's Castle 96 times. Because There's no exit (glitchless). (Edit: I didnt click "Read more".)
The more accurate term would be having to finish the exit 96 times.
You should prioritize finishing the shortest exits last.
Or since Switch Palaces can only be played once, I guess you can do those as last, though you could just restart the game to play them over and over.
Thats weird that A2 would represent 102 exits when A2 in hex is actually 162 in decimal lol
I think it's because it's trying to be a decimal number. The ones digit, from what I can tell, is always in base ten, and the tens digit only overflows to A because the devs never intended for there to be a hundreds digit. If anything, I bet it's less a hex thing and more a "we don't have enough sprites to render this, so we're just gonna throw out whatever we have" thing.
Usually in older games whenever a value gets higher than the amount of digits it has can represent, the highest digit starts displaying whatever comes after the numerical digits in the font/tileset.
The most famous example of this happening is probably the Minus World in Super Mario Bros, where World 36-1 is displayed as World -1, though another example of this happening inside SMW is if you hack the game to die in the demo, then enter the playable version and die again, you'll have the game display P5 lives, representing 255 lives.
Its's not because it's in hexadecimal, but because there's no 10 sprite. Going past 9 on the sprite table starts into the letter portion of the game's font.
The 100% completion in the og Super Mario World is just 96 exits. Dragon coins and Moons aren't tracked anywhere and serve the exact same purpose as lives.
Going beyond that with glitches is its own thing entirely outside of 100%, kinda like the Crash Bandicoot runs that use a trick to get way more gems than intended.
I think Dragon Coins and Moons count as 100% in the context of a single-segment arcade-y sort of playthrough (like Speedruns are), because they don't respawn until you reload your save, so for that playthrough, they're temporarily collectibles.
I often think about stuff like this a lot
there really are multiple levels of what one could consider 100% in video games beyond what the game itself considers 100%
0:38 omg Pokémon reference
That's racist!
My 100% is probably both more and less painful than yours simultaneously. On the GBA port, I consider all Yoshi coins, 999 lives, at least one 50 on a goal tape, at least one 8up on a bonus game, getting all coins and the subsequent bonus 3up awarded for those weird rooms that add a coin counter, and all 12 1ups in that one Chocolate Island level that has 12 different exit pipes to be requirements - but not necessarily all rooms.
When I was a kid I got a SNES and Super Mario World. Getting 96* was one heck of an achievement. I thought it would be way too difficult.
Your "all room" completion is how I like to play my platformers. I adore finding everything in a game and your method is a good concrete way to track that.
I do have one addition, though this has nothing to do with time trials. I like doing a run with no switch palaces activated, for that added challenge.
Thinking about it, it's actually pretty weird that SMW doesn't acknowledge collecting every dragon coin. I guess it only became a series staple in later games, but it seems so _Mario_ to have a bunch of big coins that count towards some grand completionist goal.
I'd never considered all the different ways you could "complete" SMW, although given its longevity as a speedrunning mainstay, I shouldn't be surprised. Wonderful expo.
Also 1000 props for the Thunder Spirits BGM, haha!
Getting the 5 dragon coins in each level is definitely something you should do after finishing the normal completion. They are the precursor to the 3 coins in the stage you need to collect in the later new Super Mario Bros / 3D world / wonder games.
To me, 100% is the way of the GBA version, that being get all the exits and finish the game with Mario (unlocking the Autum theme), then play all levels with Luigi and get the Dragon Coins. Also, get 5.000.000 points with any brother (as that also registers). The GBA remake is made in such a way that it makes it more replayable and satisfying to replay it for you'll be doing two different things with each brother.
A2 isnt hexadecimal, it just looks at what sprite comes after 9 which happens to be A. hexadecimal A2 would represent 162
I could be wrong, so take all this with a grain of salt.
I believe the three "main" categories, any%, 100%, and low%, were originally coined for Metroid games. This is because they were very easy to define; they simply refer to what the game reports as your item collection rate at the end of the game. I believe the reason for this lies with the fact that video capture used to be *very hard* . Often, the best a player could be expected to provide is a screenshot. But, conveniently, every mainline Metroid game (to my knowledge) shows a screen post-game that tells you how long you took and what your item percent was. It was far from perfect, but at the time, it was all we had.
When the game itself fails to define what it considers "100%", it falls on the players to do so. And maybe we have different ideas about what that means. That's why we often have so many run categories within a single game.
That is not hexadecimal, that's just using A as the next digit after 9 to maintain 2 digits
This is madness
Madness? This is Sparta!
SMW is my favorite Mario game! It feels so good to jump and move around and fly, any excuse to spend more time doing cool stuff in this game is great
21:15
Gosh! I forgot how pretty this game looks!
This route really shows that off doesn't it? You even get to experience the "fall"(?) enemy variants too!
One of my favorite videogame tropes along side the similar EX enemy versions from super star ultra!!
Very nice route! Even if your run wasn't as optimal as you would have wanted it to be it still managed to showcase some cool SMW:SMB4 speedrum tricks!
Always fun to see some fun speed run tech for games I don't casually run. :3
Glad you talked about the unintended exits. On my switch (Using savestates/rewind) I got 108 exits (Which was all at the time iirc?) which was really cool, so seeing that discussed made me feel smart :3
This is my favourite Mario game of all. My 100% Is, all levels, all dino coins, all yoshies, max score, max lives. 3 times (once for save slot).
As long as I have all the paths in the world unlocked I considered the level complete, I have such a great memories playing it.
Your idea is way better than lunar dragon tbh. This is totally something I would try to do growing up, even though I sucked at the game.
I Just finished a video on this game a few weeks ago and played through all of it and it was a lot of fun. it was worth it for sure. good video. glad to see more people shining a light on this game.
Very interesting video! I've always loved this game, and lol thought inhad 100% completed it, because i beat all the levels including the star ones. Its amazing to see how much stuff there is there that i never knew.
So, currently, Archipelago's Super Mario World Randomizer has locations for: every exit (this is required, the rest are options), every 5 dragon coin, every moon, every hidden 1up, every bonus block, and every block that holds a coin or item (excluding top secret area and Bowser's Castle, as well as those that require glitches). These aren't all necessarily required, but any might contain important items for you or those you are playing with. There is no current coinsanity, sitting item, or enemy kill locations... nor anything that requires you to go to all sub rooms. But... maybe there should be...
we really dont need location bloat with coinsanity
@@Pixiuchu I agree.
0:10 my rage when you didn't get that flower
As a kid, I thought 96 was the percentage and it always made me so sad I could never figure out what I was missing.
100% to me is 96 exits........ Now I'm returning to the video to see how on earth it could be 22 minutes long.
I did 100% on GBA as a kid, I didn't realise SNES runners made up their own 100% categories 'til watching this... Tbh, it did always bother me how much the SNES original didn't keep track of...
really interesting video! i think this category is probably about as comprehensive as it can reasonably get. also i hope you don't mind me saying that your voice is very soft and nice to listen to :]
To be fair, there aren't even 96 exits on the standard play through as the 96 doesn't include Bowser's Castle and Back Door. We can complete 96 exits without actually "completing" the game.
To me as a kid the definitive "completion" was 92 exits, with the four missing being the Switch Palaces.
Depends on the version, if the original, it's all 96 exits.
If GBA version, it's all exits as Mario and/or Luigi all dragon coins and all peach coins (?)
Without finishing the video, I'd be willing to try almost any idea of 100% if the game would keep track of it. I just enjoy playing it.
For Super Mario World, I consider 100% to be the 96 exits plus Bowser at the end.
I'm more like a Lunar Dragon guy for 100%, but All Rooms is something I WILL attempt soon.
you've got a really soft voice, really good for background audio while I do sth else!
this is my first video that I've watched from you, and I've got good feelings!
I don´t know exactly how this works, but I think you are now the head of Nintendo!
So happy to see you posted this video :)
I didn't know they had a gameboy version
I've always been confused about the dragon coins because I just assumed there were five in each level because that's why you get the one up. Also why are they dragon coins and not star coins? Or more should I say Why do the rest of the games you star coins and why are there only three of them instead of five? Well actually they change it up depending Walmart game it is Super Mario Bros 3 has E coins but only in the e levels and mario onder has purple coins.
I think this is a totally legit run. I hope ot gets some traction and people actually start running it. Nice work, homie.
For me its just:
-Beat the game
-Find all the exists
-Get 5 dragon coins in each stage.
Ian Hazel Peter Maya Marianne Jeremy
Unrelated, but you look cute!
In my opinion the dragon coins don't count because they don't save and all you get is a 1up for getting them
6:28 As a Kosmic fan, you mentioning limiting Multi-coin blocks was cool lol
There is a super yoshi that blinks like a star, and Flys with nothing in his mouth. This super yoshi is used in 2 unknown secrets. 1 that opens up a new world 1 from where the sunken ship is. Then the other is the level that has all different switches on floor, u don't want to hit all switches and have super yoshi then fly under that floor where normally all different color switches r.
There is also a essence star at top of world 3
For a scientific definition, I consider true 100% in any game doing everything that can be permanently saved. Yes, EVERYTHING. Unfortunately, some games with quests that have branching quests can never have runs that meet this distinction.
Also, you have to max out your level, stats, and proficiency in every class for every permanent playable character or party member, no matter how time consuming. Every irreplaceable item that can't be removed from your inventory must be collected. Every log entry in your game must be completely filled. If an unkillable NPC has a dialogue line that can only be triggered a finite number of times, you must trigger it that amount of times unless it's missable. If a chest can be opened and won't be refilled, you have to open it and take the contents out. Every indestructible device that can only be activated once must be activated.
Unfortunately, my logic also means that you might have to play like a psychopath. If you can permanently unalive an NPC, you have to after completing all quests that require them to be alive. You also have to completely destroy every destructible object that doesn't respawn, no matter how insignificant it may seem. This includes NPC remains and if dropping an object into a despawn plane is the only way to delete it, you must do so. If you can delete any irreplaceable item from the game, you must do so. Scientific definitions don't care about your emotions, your patience, or your free time.
This of course goes for creation too. If something can be created or spawned, but not destroyed or despawned, you must so so until the game bars you from creating or spawning any more.
Lastly, arbitrary code execution must be disallowed for any of this to be logic. The moment you allow, any completion criteria becomes... arbitrary. Well, except for one thing... Bricking the game using controller inputs alone, and nobody wants that as a completion criteria.
Would really like to see a 100% speedrun (or just completion) of all exits, all dragon coins, all moons, and all medallions, along with 5 stars for the save file on the GBA version, preferably ran on the Wii U Virtual Console or Nintendo Switch Online versions of the game, where you would include every e-reader level in the run.
The important thing is that you set a record in category of your own making, using rules you invented. Most runners can't claim that.
always happy to spot a new upload from you
I used to complete games 100%, but games in the past decade+ you can't 100% unless you are completely loaded.
So typically, when it comes to super mario world, i tend to choose either based on the gba version where in order to get the "super player" ending you collect all the dragon coins from every stage...
Or i go by logic of the allstars version of mario world; for some reason that was introduced the concept of stars on a save file, meaning it essentially functioned like a mission criteria; in order it went:
all 8 worlds completing all secret exits in the process,
all secret entraces to star road, the special zone, and entering bowser's castle backdoor in the fall astetic,
Finding all switches,
And for some reason, there's one for playing all the different types of minigames,
And obtaining each form of yoshi.
...at least that is what I remember from the instructions.
So, for all i know, this could be misleading info, and that manual doesn't have luigi's updated model from all stars+ so...
I redid the 100% run on this game so many times as a kid. A large portion of the time I would do the sprite swap first. It was just fun.
I also called my dad in to show him the "You are a Super Player" coins, but I modified them to say "You are a Super Fuck"
To me, 100% of Super Mario World is a 96 exit clear and getting all dragon coins.
I swear my file select screen said 101*
This is Super Mario Bros. Deluxe levels of complicated.
I know this is off topic, but I was always disappointed with the lack of variety of power up types in SMW. Mario 3 had fire flower, tail, tanuki suit, hammer suit, and that boot that you only got in one level. I plugged the game in and went around looking for all the new power ups I'd find, and there were just 2. Heck, Even Yoshi had more power up options than Mario did. It was a great game, but I never got over my disappointment.
The only hundo speedrun that still scares me is San Andreas. Its at least a 12 hour run.
3:37 I literally just 100% to this game a couple weeks ago. Or at least I thought I did. Then you show me the five stars and I only have three. Max lives, all coins, all the exits, everything. But I did not know that you needed to have 5 million points
We can see in this video a scale of a sane player (exits) to crazy players (5:31)
My hot take: a 100% run is LESS than 96 exits. 91 I think to be exact - completing the 5 exits that don't take you anywhere (4 star world exits and that one on chocolate island) seems pointless to me.
Incredible work! What’s the keyboard model?
Mt version of beating super Mario world is doing all 96 levels then beat bowser. Roll credits. Then play again so all the koopas have changed appearance and red yellow and blue shells are now all in different spots. So like before it was easier to get past certain parts with a blue yoshi power up at certain location and now this is a different shell color so eating the shell doesn't give the power required forcing you to do that part the more difficult way. Then beat all 96 levels again and the boss.
This video brought back fond memories of go1den doing lunar dragon runs back in the day... good times...
I’ve only ever managed to 100% one game and that was WATCH_DOGS 2
To be honest 100% is whatever the game says it is. It's up to you to decide to continue playing, or you can stop playing before 100%.
That's easy. Complete every level and its secret if any, switch palaces, star world, hidden levels and bowsers back door.
Yeyyyy new storster to enjoy with my breakfast :3
I swear to God, I used to play with this stoner chick and one time we sat in 1 day and we got it to 96. Then she beat a few more levels some secret ways or held something on controller 2 and pressed reset after bowser or something (I cant remember what she did exactly) and she got the save to show 2 stars instead of any numbers.
I remember my file saying 101*
@@curtisalanmcgee No one online believes me and they call me names over this lol. Thanks for chiming in!
If I remember correctly there are glitches that increment the exit count by taking alternative exits in levels that technically don't have alternative exists, I am not sure where I saw this before but it makes sense to me at least.
@@VinsCool I remember some levels having multiple exits but no secret path unlock. Like in special world 3 you can beat it with yoshi wings to end the level early or beat it by getting to the goalpost at the end.
I didn't know there were stages with more than 5 dragon coins! And thanks for pointing out that SMA2 _does_ keep track of dragon coins; that's the version of the game I played, so I was a bit confused there!
5:40 Why did it say "DotsAreCool", then? :/
100% is wasting dozens of hours on a stupid hard video game from the nineties
A new video of our beloved queen 🥺🥺
Over 100% is playing a lot of the Super Mario World hacks.
th-cam.com/play/PLC91A58798B60CBBD.html
th-cam.com/video/CzkGyf3ZRwE/w-d-xo.html
th-cam.com/play/PLyLdgAh4zMOiRWx4-DeZzB4QgDTRXkoLd.html
th-cam.com/video/LjqIyVmj968/w-d-xo.html
Since I don’t speed run I just stick with the 96 exits.
the yoshi coins really should be collectables like the star coins in new super mario bros
Storster, one: i appreciate your content and your demeanor. Parasocially, i like you a lot ❤️. Two: do you play kaizo, or other "modern" smw content?
Cheers and thanks for what you do! I love it.
Thank you for the video, I really enjoyed learning more about SMW.
I am surprised the 100% was Not All Peach Coins.