This is a tool-assisted speedrun of YUMP 2 in which all 104 exits are obtained. Dragon coins, moons, and the rooms in Bowser's castle do not count towards completion; the exits are all that matter here.
(Sorry for any advertisements that may be on the video, this game has some music that was copyright claimed.)
This TAS was somewhat of a journey for me as I gradually improved my skills and learned new tricks. This TAS doesn't do anything crazy, and it isn't perfect. If skilled TASers are willing to do so, they might be able to get a run below two and a half hours.
Read them here: Show/Hide here i'll be recording my thoughts on every exit of my yump 2 all exits tas. this category requires the completion of all 104 exits in the game. getting all of the bowser's castle rooms, all of the achievements in "the switch of many achievements", all of the dragon coins and all of the moons is not required.
-----
the land of my big huge men 3 - i felt like i did decently on this time-wise, but the jumps off of those banzai bills were rather annoying.
Dr. Malcom's Flaming Hot Dinos - decent enough, although i could have been just a slight bit faster. this wasn't fun to play through super fast and i got really frustrated at the end because i always finished the level the frame the timer went down.
A Masochist Stands at a Crossroads (Exit #1) - i found a decent skip for this puzzle, then i found a quicker but very challenging skip that i could not complete by myself. thanks to dj locks for actually confirming that this is possible, as well as finding a quicker and much easier skip shortly after.
Gene's House - i couldn't find any ways to break the puzzles. wallclips are disabled in this level (thanks to lazy for giving me a table telling me what levels disable them), so i just played as best as i could. the shell trick was actually somewhat of an accident.
what doesnt kill you - i really like how this one came out; it is pretty optimized and i found a great skip by going over the level. i also got my first wallclip and subsequent walljump for the tas in this level.
Alpha Gamer Switch Palace - i found this level very difficult to optimize since a number of the puzzles require waiting. the swimming room was terrible to play fast because of the double shell bounces, but the wiggler room after with the cape was enjoyable.
A Masochist Stands at a Crossroads (Exit #3) - a very easy exit to complete; i was surprised that i didn't have too many lagframes.
The variety. Ant Adventure Worlds 1-1 to 1-5 (Secret Exit) - i tried a different strategy to get to the secret exit that turned out to take just as long as the method employed by the any% tas.
STAR WORLD 1 (Normal Exit, Get Dragon Coins) - i rushed through this level, and as a result it isn't as optimized as it could be. i used the hopping glitch in some areas where i should have just gotten p-speed.
STAR WORLD 1 (Secret Exit) - decent enough, i suppose. it could be a slight bit more optimized though.
bat outta hell (Normal Exit) - some of the jumps here were simply awful to pull off; i didn't enjoy the first half but the second half was fun. i'm somewhat happy about how this level came out, particularly in the second half.
bat outta hell (Secret Exit) - not a fun exit to play very fast. the water section was quite slow to play, and it could be optimized to an extent.
Mountain of Avarice (Normal Exit) - what an arduous task completing this level fast was; i didn't have much fun with it. i decided not to go for the walljump skip for whatever reason, and i slowed down a number of times in the level. when i returned to the level for the next exit, i switched up some of my movements and completed the first part much faster.
Mountain of Avarice (Secret Exit) - this time i was faster, and my strategies were more optimized. i struggled with the throw block drop glitch though. the secret area wasn't bad, but i'm definitely glad i don't have to return to this level; it was rough.
Lip Distance Lavatory (Normal Exit) - a very long level with a few parts where i had no choice but to wait. overall this one came out decent.
Lip Distance Lavatory (Secret Exit) - although i didn't get through the first few parts as fast as possible, i made up some of the lost time with quick cape sections. this one was fun to go through fast.
cabin fever (Normal Exit) - as this was a puzzle level, the central challenge is execution; i struggled with the midair throwblock skip so it isn't the best it could be.
bausers bauhaus mischief mountains 17 (Normal Exit) - i didn't have too much fun with this level; there are a number of jumps that were incredibly precise. i attempted the walljump skip in the second section, but i was unable to get it. i ended up attempting to bounce off of the falling boulder after walljumping three times in a row, but i ended up always dying to the boulder. i therefore opted for a slightly slower strategy.
bausers bauhaus mischief mountains 17 (Secret Exit) - a rather annoying exit as everything was quite cramped; it could be optimized a little bit.
The Switch of Many Achievements - a very enjoyable level to create a strategy for; i may or may not have done what is fastest. regardless, i would consider this rather quick on the whole.
cabin fever (Secret Exit) - i couldn't find any way to skip parts of this puzzle, so i attempted to get through the typical linear path to completion as quickly as possible.
or How I Learned to Stop Worrying and Love (Normal Exit) - a rather simple level that didn't have anything too interesting or challenging; i'm surprised that skip at the end was left in though.
yoshi make pee pee - another fairly linear level with few opportunities to skip sections; i simply played through the level as fast as i could.
left for dead - i tried to see if it was possible to reach the goal early, and it doesn't appear to be; even reaching the goal would be ultimately pointless as the fanfare sequence would have mario fall into a pit. this was yet another linear level with few things i could do to speed everything up; the special world appears to be this way entirely so far.
sermons in stones - another fairly linear level with few shortcuts; i tried to skip the yoshi section after the midpoint with a walljump, but i was always too low. i was able to make some small optimizations in the following areas though.
Cape Fear - a very enjoyable level where i made some very tight movements; i couldn't do much in the fifth section as that has a specific pacing to it. this is the 25% mark exit-wise.
or How I Learned to Stop Worrying and Love (Secret Exit) - very short and straightforward; i don't have too much to say about this one. i am thankful for the 1-up checkpoint door.
idol's gif, ft's blue switch, bridge engineering, and that level from super challenge world without sprite buoyancy enabled - i liked going through this level, but i simultaneously did not; everything here was very linear and i couldn't do much of anything as far as skipping portions of the level goes.
disco dynamite - this was a fun level to go through, especially the second half. i had no plan originally to skip the right portion of the section, but i accidentally activated the invisible yoshi glitch and then found a much quicker route. the invisible yoshi sprite is moved when i first jump off of it, and i got it to land on the lower platform to the right. this trick was pretty fast nd saved a lot of time; everything else in this level is alright optimization-wise.
The Bridgekeeper's Third Question - this was a very linear level, and i couldn't do anything to skip sections; i just tried to complete everything as fast as possible.
The variety. Ant Adventure Worlds 1-1 to 1-5 (Normal Exit) - looking back at my footage, i probably could have made a wall jump in the second section. regardless, i didn't have too much fun with this level; i disliked waiting for the platforms and the wall-climbing was mildly frustrating.
O, let me clip ye! - a repetitive level that was decent to go through; getting the walljumps was a nice change of pace.
Casino of Roulettes 2 - a very standard level, as i found the least restrictive hazard combination. i was disappointed that i had to lose p-speed, but as a whole everything was relatively optimized.
the burn (Secret Exit) - this was a fun exit to get; i could almost always preserve my momentum, and the setups were varied, making me change how i moved. overall, as far as tas-ing this level goes, it made me think more creatively than the typical level.
so we back in the mines - this was an interesting level, although the second half was quite slow. i must have messed up some sort of thing with sprite spawns as things in the first half were simply not appearing; this was both a strength and a weakness. regardless, the first half of this one was fun.
This is a journey into money. Loads of money. - this level was quite short, and i couldn't optimize much in the second half as getting yoshi at the end always takes the same amount of time. i tried to skip the second part of the level by walljumping, but i was unable to reach anything after the first jump.
mise en scene - a very short level with some somewhat precise movement (especially in the first puzzle section); i don't have much to say here.
So technically it's actually two thirds of an A press - i couldn't do too much to speed this level up as your movement is so restricted and the setups are so linear; there were a number of instances in which i had no choice but to wait.
zodiac rider - this level was rather simple, but required a decent amount of work to play quickly; i really enjoyed this one. i might have been able to skip a few walljumps if i was very precise with my jumps in the first half, but overall i'd consider this one one to be considerably optimized.
the burn (Normal Exit) - this was an enjoyable level to go through, especially in the second half; falling through the vertical section was fun and required some tight maneuvers. unfortunately, the speed glitch with clouds and p-balloons is disabled so i couldn't use it; thanks to gbreeze for informing me of this.
Super Mario Warudo - this level was alright, although unfortunately i did have to slow down for some of the setups involving thwomps. the underground section was quite enjoyable and the "boss fight" was unusual, although the audio clip played wasn't slowed down even in frame-by-frame.
Galoomba Gambado (Normal Exit) - this level was quite challenging to play through quickly; the design style doesn't exactly lend itself to fast movement. i couldn't do much with this one, as my movement had to be very linear.
The Level That Was Made in a Google Spreadsheet (Secret Exit) - this level is incredibly messy, and it lags quite often; there are probably some better strategies for this one.
The Level That Was Made in a Google Spreadsheet (Normal Exit) - this one wasn't too much fun to play, and could probably be faster. i did enjoy making the big skip at the end with the midair shelljump though.
Circle K - a fairly standard level that didn't have too many optimizations (at least from what i know and could see). i wanted to slope clip through the stairs in the second section, but spin jumps are disabled so i didn't end up trying it.
Gorgonrot - this level was quite fun to play through, and i felt that i made some decent optimizations in a few spots (particularly the end of the eating block section in the first area).
suicide is painless - this level was enjoyable to try and play through as fast as possible, especially in the section with the two shells and the cape. i'm not exactly sure how i did the part with the slope and shell so fast, but regardless i did somehow do it.
Panic In The End House - a very short level that didn't have really any skips, at least any i could see. for whatever reason, wendy always spawned in the same locations so i did have to deal with one bad spawn, but overall this level is okay in terms of optimization.
Galoomba Gambado (Secret Exit) - the boss fight was a little slower than what i would have hoped for, but everything here was alright. i found an interesting skip earlier on in the level that i had not found when getting the normal exit though.
blocked art servey - this level had very little to do in it; i simply tried to enter all of the correct doors as fast as possible.
Fuck of Abyss - this level didn't require any complicated movements as one can run through it with little issue; i did slow down in one or two spots where i could have been a little faster though.
Heart of 2 Fiti - this level was quite short and i couldn't do much to optimize movement; the level is very linear and virtually forces players to play through the level with a particular pace. this is the 50% mark exit-wise.
ryugyong hotel (swiss) - a very linear with very few optimizations i could find; i always felt as if i was moving too slowly or simply waiting around. waiting for the vine was especially painful.
POLITICAL ANIMAL - for whatever reason i could not get any wallclips in this level; perhaps i didn't spend enough time on them. most areas were rather enclosed, making it difficult to reach the necessary speed to get them, but one or two other areas were quite open. i disliked how i had to slow down in some areas, and this could definitely be more optimized overall.
proud to stan my kings big huge meat bume #bigsports (Normal Exit) - i feel as if i was able to run through this level fairly quickly. initially i didn't consider getting the midpoint to damage boost, so i had to play almost the entire second half over again. other than that, there isn't much to say about this one.
Proof that SMW is NP-Complete - this was an interesting level with regards to its concept, although the level itself doesn't have much and consequently i couldn't do much.
Forest of the Steroid Brothers (Secret Exit) - this level was very simple and short; i probably didn't need to lose p-speed in the place where i did. regardless, there wasn't much to this one.
super serious fishing place - this level is normally an auto level, but since it is quite slow i attempted to move through the stage as fast as possible. when doing this, i had no concerns with optimization and was only attempting to survive. this could probably be improved and optimized to a decent extent. despite that, the level was quite enjoyable.
red button palace - i feel as if i was far slower in this level than how i should have been, but i'm not sure why i'm inclined to say this. this level could probably use some optimization, and my playthrough isn't particularly interesting.
proud to stan my kings big huge meat bume #bigsports (Secret Exit) - i had to slow down in one or two spots, but other than that i believe this is fairly optimized. i tried to use the speed boost from the basketballs to my advantage. unfortunately my plan to damage boost through both chucks in front of the pipes failed; i could never reach the second in time and the basketballs made the entire setup incredibly messy and slower than i hoped.
Collection of Scrapped Puzzles (Secret Exit) - i was originally planning to get the normal exit first for this one, but i determined that in the end it wouldn't affect my route in any way. thankfully wallclips were enabled in this level so i could skip one of the longer puzzles; i feel that my optimization was decent, although perhaps something more precise could be done with the keys in the first puzzle.
Level of Really Cool Bird - this level didn't take me very long to get through. it was relatively quick, although i did have to wait for shells, chucks, and the autoscroll. i tried to exit the autoscroll section as quickly as possible; i was surprised how far below the screen i was able to get before dying.
Collection of Scrapped Puzzles (Normal Exit) - a very short level with not much; i don't have much to say other than that i believe this is pretty optimized.
Forest of the Steroid Brothers (Normal Exit) - a simple exit with not much to it; i retained p-speed in the first area virtually the entire time and could not do much in the autoscroll section.
Dance the Rachenitsa! - the beat block gimmick here was interesting to deal with; i initially abused l-r scrolling to change blocks when i needed them, but obviously this took far more time than i intended. i remade that part of my tas immediately after i realized what i did, and was able to decently optimize my run.
Springtime is never pleasant when it comes in boxes (Secret Exit) - a very short secret exit with not too much to say about it. the springboard gimmick is strange, and i wonder if it could be used to make anything faster. a person more experienced with smw would probably be able to answer that.
A (reforestated!with ASM) - this level was not particularly enjoyable; the fact that the speed always decreased whenever i hit the ground (even with frame-perfect jumps) was particularly annoying. i tried to skip over the level with a walljump, but i could not get a clip. thank goodness i could just do a shell jump instead, because this level's normal route would have been pretty slow and unfun.
woody hoodoo voodoo - a level that i probably could have played through faster. i made some optimizations, but there were a few spots where i had to slow down and sometimes wait. there isn't much to say about this one.
i had an idea for a level last night - i don't remember what it was
cave! dnager! - a fairly standard level that had some fun optimizations; i'm thankful for the cape i got in an earlier level. this one featured a number of very tight setups, and thanks to my tassen channel for discovering that you could end the level early if by touching the jade spiny (orb) as soon as it appeared on the screen.
Springtime is never pleasant when it comes in boxes (Normal Exit) - a level with a strange gimmick that didn't have much to it; i didn't do any complex tricks or strange strategies. optimization is alright, and all i could really do was get through the linear path of the level as quickly as possible.
Rebirth of Crystallized Knowledge SYSTEM - a fun level with a number of tight jumps; i liked the fast pacing and the fact that i didn't need to slow down much. i don't have too much to say about this one
Not Roy's Castle - a very long level with a few good skips. overall, this level was somewhat uninteresting to run through and there weren't any advanced tricks i did. in the outdoor section i did make one mistake when bouncing off of the second fireball, turning right first instead of left. i never actually realized this until later, so this remains as just a slight imperfection in this run.
Teetotalertarianism - a level that continued on for far longer than i had thought; there were not too many strategies i could use here to skip setups. i was disappointed that i could not skip the final rising and falling section to get the orb.
TSUCNENT'S DREAM - an enjoyable level with some decent optimization; everything is pretty linear so it can be difficult to break the flow and skip parts. although short, i felt like i was moving slowly in a few parts of this course.
What the Ocean Lacks is Motion - a very enjoyable level that was probably one of my favorites to go through; i was able to make a few decent skips through sections so that i didn't need to slow down. there isn't too much else to say about this one.
Tubular Deluxe (Secret Exit) - a mindless secret exit with little substance; i didn't do much excet the hopping glitch.
Tubular Deluxe (Normal Exit) - i have never had a nightmare of the level "tubular" from super mario world. this is the 75% mark exit-wise.
A Masochist Stands at a Crossroads (Exit #2) - a very short and simple exit where i didn't do anything interesting; i don't have much to say about this one.
the bang gang - a fun level to run through as quickly as i could; i was happy that i could avoid waiting for the platform at the end, as it saved a good amount of time and looks pretty neat.
Mario spends 10 dollars on tickets to the zoo - an easy run of a short and simple level; i may have been able to get p-speed a little faster. there isn't anything too interesting in this one.
Mario Breaks into a House (Secret Exit) - an interesting level with some enjoyable skips and a generally fast pace. this isn't the most optimized, but i'm content with it as-is.
Marios four second adventure - this is probably one of the most unoptimized levels in the entire run; i did not want to walljump off-screen, so i tried to get through everythng using very few walljumps. i ended up waiting a while and i could have saved some time by walljumping at the end of the level and skipping the goal trap. i'm not too happy about this one, but i also don't want to get frustrated and waste my time on making everything perfect. ordinarily i wouldn't be this slow, but this level was most certainly too much for me to wish to handle in just one or a few days.
Find Mii - a very short level with little in it; all i had to do was follow sequences and try to get the fastest solutions. there isn't a whole lot to say about this level.
YELLOW SWITCH PALACE - this was a really long level that was quite fun to play through. thanks to mytassenchannel for their tas of this gargantuan level, which i used as a guide in some instances. my clear time for this level is around twenty minutes (perhaps just under that).
Mario Breaks into a House (Normal Exit) - i essentially had to do the same exact thing twice to get this other exit for the level; while it wasn't unfun it wasn't particularly interesting either (as i had already done it once in the first place).
Mario uses the toilet to escape prison - a very short level with not much to it; i just ran through it as fast as i could. there isn't much to say about this one; i would say it is fairly optimized although probably could have a little better optimal movement, espcially in the first part.
mario goes to the grocery store - this level didn't have anything too interesting (in terms of what i did to complete it), although there were a few spots where i had to slow down. in retrospect, i probably could have damage-boosted through the pokeys with two mushrooms from the very start of the level and the shell jump onto the rotating platform could have been quicker.
mario goes vegan (Normal Exit) - a very lengthy level with a few skips; i was surprised i was able to skip decent chunks of the level with the cape. i had a fun time with this one, especially in the second half.
mario does a TELEPOR' - another very enjoyable level with some nice skips with the cape. unfortunately, i could not find a way around the goal trap section. the part where i slowed down with the cape probably could have been better (although my setup does make the very end a bit faster).
of mice amd hammers . - a very simple level with not much to say about it; i was quite surprised when i was able to complete the level with the first goal (which normally kills you).
Wonky Bridge - this level wasn't particularly fun to play through as it often required me to stop and wait around. i always wanted to move quickly, but frequently found myself unable to. there isn't anything too interesting in this one.
snipe kills dumbledore - a fun level with a number of small skips; i had some trouble getting walljumps in this level so it took slightly longer than i had expected. unfortunately i did have to wait for p-switch timers to run out on two separate occasions; i could not find a way to skip those. i'd say this level is fairly optimized.
mario goes vegan (Secret Exit) - a rather easy exit the was first the same as the normal exit, and then became an autoscroller. i had some fun in the autoscroller closely avoiding obstacles; hopefully it is enjoyable to watch. i don't have much to say about this one.
mario visits the airport terminal - a short and linear autorunner level i tried to get through as quickly as possible; i didn't do anything too interesting here.
mario buys weed (18+) - a very short and easy level in which i maintained p-speed the entire time; i didn't do anything special or surprising here. i would say this level is decently optimized.
consent lessons - a long and slow level requiring waiting; having to constantly jump with the rope glitch was quite repetitive and dull. i feel as if this level could be done faster, especially if there are ways to get around the ropes without waiting.
jankman - this short course was fun to play through due to the speed gimmick. i made some small optimizations, but other than that there isn't much to say about this one.
The Morose Recompense of a Maltreated Sports Player - i enjoyed playing this level, especially in the second half where i made a reatively sizable discovery. i found that from the dry bones bouncing setup and beyond, you don't need charles chuckington and can just skip the entire half of that section. surprisingly, one of the most difficult parts was getting past the letters in "reunite" as it was very challenging to preserve my momentum.
The Weight of Your Sins - a level that is quite linear and consequently did not feature very many skips and optimizations. i don't have a lot to say about this one.
1 dead durkheim at the porch of thee ludwig von cooper... - a lengthy level revolving around cylces of certain moving pipes. looking back, i may have made one or two unnecessary screen scrolls. i was unable to do anything too complicated due to the level's linear nature, but i did try to make the boss fight as fast as possible.
Dino Bazooka Backyard - a fun level with a few small skips. the end of the second area probably could have been a little smoother and i'm not sure if i got the optimal orb position in the final section. despite these things, i'd say this is optimized decently.
Hard Challenge - this lengthy level was rather enjoyable, although i never did any complicated tricks. i really wanted there to be a neat way to skip the entire second section by entering the door early, but i could not find any way to do so. unfortunately i did have to slow down in a few sections, and walljumps are disabled in this level so i didn't have too many options.
Boswers castle ❤️ !!32627 +YUMP Team - this long level i feel i did decently, although it could be optimized more. i used the strategies from the any% tas a lot here, rarely straying from them. i decided not to fly under the second section with the cape because i'm not very good at doing that and i also find it rather bland. furthermore, the time saved by flying under the level isn't too much. i'd say the bowser fight is pretty optimized, although i probably could have made him slam down onto the bricks quicker in some instances. dying at the end was a strategy i got from alex_x8's speedruns of the game, and i also find it somewhat amusing. it was a fitting way to end the game.
overall - as this was a huge undertaking with an end product that spans multiple hours, i wasn't too concerned about optimizing every little thing. that being said, i did try to make sure i was somewhat optimized at the very least. thanks to diamant66 and mytassen channel for providing some useful tases i used as guides for strategies and to make sure i was completing exits in a timely manner.
-----
and... scene!
Enjoy, thanks.