Note: this all was written before Jewston posted.
That wasn't an argument, though! It was merely a discussion.
It's easy for experienced TASers, which Jewston, Pat, Thomas, Josh and I happen to be.
Cloning from a three-block distance is easy when you know that the shell's subpixel needs to be 20 (and it's easily found in SMWUtils.lua).
The intro is easy when you know that you can't jump when your speed is 64, so you alternate B and A every other frame.
Key-walking is easy when you know that all you have to do is drop the key the frame you pick it up.
Gaining p-meter in the second room is easy when you know to switch direction on the frame that it reaches its max value.
Kicking and bouncing off of a shell in mid-air is easy when you know that shells move at a fixed speed when they are bumped (though it's faster when you actually kick one).
The above principles are the same with the evaporating blocks. Knowing that you can spinjump on them when it's moving helps too.
Corner clipping while flying is easy when you know that you have to hit the block with a certain subpixel (relative to you running against it) with an x-velocity of 49 or higher and a y-velocity of 33 or higher (though it's possible get it with a y-velocity of 16 if you have Yoshi, since his sprite has a very screwy hitbox).
Maintaining flight through doors is easy when you know that your takeoff meter needs to be 3 or greater when you enter the door (though this is only if there is no floor in the next room; your takeoff meter needs to be 18 or greater if there is a floor, and you need to jump as soon as you gain control of Mario).
Catching air multiple times is easy when you know that you can catch air again if your speed is negative (when facing to the right; positive if you're facing left).
Fast diving is easy when you know that all you have to do is press < every other frame (if you're facing left; > if you're facing right). Likewise if you're trying to catch air quickly.
Doing the above without gaining x-velocity is easy when you know that pressing < and > while diving and facing to the left causes no change in x-velocity.
Block duplicating is easy when you know that the x-velocity of the item needs to be 0 and needs to go into the block by at least 7 pixels from the bottom. Basically, throwing an item up when you're slightly below and to the side of a block will cause it to duplicate.
Jumping through a ceiling is easy when you know that when you double grab two items, they act like a solid block. Tossing them up and jumping into them just before they contact with the ceiling should force you up through it.
Corner clipping when you aren't flying is easy when you read what I said earlier about corner clipping. Oh, and you need to be Super Mario, otherwise you'll die when you clip into the block (and you cannot be ducking).
And yes, I did just run through the video and point out each point of [relative] difficulty.
Fakeedit: There has been videos
of the break already.
I don't try to piss you off, it just kinda happens. The only time I've legitimately enjoyed causing you to be angry with me is when I released PI 106.
Warning: Opinions expressed by Lexie or others in this post do not necessarily reflect the views, opinions, or position of Lexie himself on the matter(s) being discussed therein.
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