Submission #1502: skamastaG, thegreginator's SNES Super Mario World "walkathon" in 14:03.70

Super Nintendo Entertainment System
(Submitted: Super Mario World "walkathon")
baseline
Snes9x 1.43
50622
60
61175
Unknown
Super Mario World (U) [!].smc
Submitted by skamastaG on 4/1/2007 7:13:04 PM
Submission Comments
Super Mario World "walkathon" TAS by skamastaG & Thegreginator
Contrary to common belief, Super Mario World can be completed without pressing Y/X and left/right at all on the ground or in air. This is a sidestroller, speedwalk, walkathon, or whatever you want to call it...
This is Super Mario World completed without running or flying. That's right, we don’t run or fly once in this movie. One would think it's impossible to complete SMW without running or flying, but we’ve proven those suspicions wrong. Some of the game glitches weren't available for this mode of play, but I'm sure this run is entertaining enough to warrant at least 7-8 views.
Essentials: This run satisfies the following criteria:
  • Aims for fastest time, ever
  • Does not take damage, ever
  • Abuses programming errors, lots
  • Does not press left/right and y/x(run button) at the same time on land or in the air, ever
Emulator Used: SNES9x 1.43 +v9
  • Use WIP1 Timing - on
  • Allow Left+Right/Up+Down - on
  • Volume Envelope Height Reading - off
  • Fake Mute desync Workaround - off
  • Sync samples with sound CPU - on
If your playing the Walking Mario in Super Mario World Speed Walk, you should run at no time. So, are we doing the 11-exit run as walking mario? YES! You can use Yoshi, doesn't count as running.
Rule for Walking Mario in Super Mario World
  • Do not have to avoid collecting Super Mushrooms, Fire Flower, Cape.
  • Use Yoshi if Needed.
  • Minimal Exit Run.
Important Fact
  • y/x are still pressed in this run, but only for holding items, never to increase mario's speed(except for underwater)
Left/right and Y/X are never pressed at the same time on land or in air. This puts mario's maximum speed at 21, where the normal running speed is 49 and flight is 51. However, we manage to exceed the 21 max speed on a few occasions through various techniques.
  • The first is by bouncing off of a Chargin' Chuck. Usually this slows you down, but since we are traveling so slow, Mario's speed increases to 32.
  • Another way is through left+right while in a cloud. This speed ranges from 36-52 and you can sustain 52 by jumping out of the cloud.
  • The third is while holding an item underwater. This puts the speed at around 31 on average. This is allowed because it is underwater, not on land or in the air, swimming is extremely slow so we figured this would be ok since it speeds water levels up and doesn't count as running.
  • The last is from being pushed by Bowser's clown copter. This brings your speed up to a whopping 64, which is the fastest in the game, and can also be reached by being shot out of a pipe. It does not speed up the run in any way, but looks cool and leads to a really neat glitch, which will be discussed later.
Yoshi's Island 2
  • Chargin' Chuck is used to increase mario's speed.
Yoshi's Island 3
  • Yoshi is obtained here and not later because without him many jumps in this level cannot be made and would end in a slower result.
Yoshi's Island 4
  • We go into the water as opposed to jumping off yoshi and going above because yoshi is needed for a later level.
Castle #1 Iggy's Castle
  • Jumping off of a p-switch is used to get high enough to bounce off a koopa and have to grab the fence less. The "surviving the stompers" glitch is used in the scroller room.
Donut Plains 1
  • Chargin' Chuck boost is used. We use yoshi to bounce high off of the "watermelon" then we jump off him to make it up to the key.
Donut Secret 1
  • Corner boosts are used, as well as walking down a slope underwater to preserve a better average speed. Going in the pipe is around 200 frames slower, due to the fadeout that occurs from entering pipes. Items are used to go faster underwater.
Donut Secret House
  • Mario walks way too slow to be able to jump through stairs. The P-switch is used to bounce off of to make it up to the high level where the boss door is. The block is thrown right before the end so it appears that mario ends the battle floating in mid-air.
Star World 1
  • Smashola glitch is used.
Star World 2
  • Baby yoshi is used to increase underwater speed.
Star World 3
  • The left+right glitch is used here. It is used to "zip" through the wall then used to go to the key at 51 speed.(in order to get 52 speed we would have had to press l+r and y(to hold the key) which is against the rules.
Star World 4
  • We feed the baby yoshi to an adult then eat a blue shell to make it to the key.
Front Door
  • Many doors had the potential to be fast so we had to do some testing. The options were door 1 and door 2 in the first set. Yes, the scroller room(room 1) in bowser's castle was actually thought to be the fastest method. This is because we walk so slow anyway that not having to walk to door 2 might save time. Unfortunately the screen only scrolls at ~7 speed so it ended up being slower.
  • The options were door 6, door 7, and door 8 in the second set. Too much waiting was needed in door 6 and the chuck boost from door 8 wasn't worth the walk to it, so door7 ended up being faster. (door 5 is not possible)
Bowser
  • A somewhat recently discovered glitch is used in the bowser fight for entertainment purposes. When mario jumps into bowser's clown copter, he is pushed back at 64 speed. If you alternate between A and B every frame like what you do to "survive the stompers" mario skims across the ground similar to what he does in the stomper glitch.
  • Also look out for the aboslutely insane mushroom juggling!!! It totally destroy's the juggling in Fabian/JXQ's 11-exit run.
Credit goes to
  • BoltR for discovering the "survive the stompers" glitch
  • JXQ for discovering underwater corner boosts
  • Fabian for discovering walking downhill underwater
  • Thegreginator for coming up with the chargin' chuck boost
  • skamastaG for discovering the l+r glitch, and the 64 speed glitch(these may have actually been discovered before me, but I'm the first to apply them to speedruns, I think)
  • Whoever invented the p-jump/smashola glitch
Thanks to
  • Fabian, JXQ, and jimsfriend for all of the SMW knowledge and support they have shared with us.
  • Fabian/JXQ's 11-exit which made a good reference.
  • Null for coming up with the idea and convincing us to do it.
  • Everyone who has been involved in past SMW runs or has found glitches or has supported SMW runs.
Happy April 1st!

Truncated: I don't think this movie makes a good addition to the site, because it is basically SMW, but slower. It is presented as a "doesn't run" run, but presses the run button quite often, which sort of defeats the purpose and doesn't make much sense from a viewer perspective, even if it doesn't increase the speed.
I think we can accept runs with unexpected and interesting limitations in the future also, but speed-walk is not very unexpected, especially not on 1 April.
Last Edited by adelikat on 1/2/2022 12:52 AM
Page History Latest diff List referrers