Tool-assisted game movies
When human skills are just not enough

Submission #3346: bahamete, Kaizoman666, PangaeaPanga's SNES Super Mario World in 10:20.6

Console: Super NES
Game name: Super Mario World
Game version: USA
ROM filename: Super Mario World (U) [!].smc
Emulator: (unknown)
Movie length: 10:20.6
FrameCount: 37236
Re-record count: 45145
Author's real name: Josh W., Thomas C. & Justin L.
Author's nickname: bahamete, Kaizoman666, PangaeaPanga
Submitter: bahamete
Submitted at: 2011-10-27 15:04:30
Text last edited at: 2011-12-07 20:19:04
Text last edited by: Ilari
Download: Download (4561 bytes)
Status: published
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Author's comments and explanations:

(Link to video)

This is an improvement of 63 frames over the previous submission. (94 frames if you include prioritising ending input early).

Game objectives

  • Emulator used: Snes9x 1.43 v17
  • Aims for fastest time
  • Abuses programming errors
  • Takes damage to save time


It's been nearly two years since ISM and Mister posted their revolutionary run. The discovery of a (relatively) new glitch means that we can save 48 frames just in the first level. We only started this run due to this bug, but then we discovered other minor improvements along the way. :)

ENCODERS: DarkMoon already has an encode going. Please do not use your time. Thank you.

Item Swap Glitch

The maximum amount of sprites that can be on screen at once is 12. Let's call these #00 - #11. #10 and #11 are reserved for sprites that dropped out of the reserve box, and sprites that come out of blocks (except Yoshi).

The goal tape is special in that, unlike other sprites, it will replace other sprites if there are no slots for it to go into. So, in Yoshi's Island 2, we make berries into sprites by eat-cancelling, filling all of the sprite slots available. So when the shell comes on screen, the goal will replace it.

There is much more to this glitch than I have described here, but for the case of watching this movie, this is all you will need to know. Soon I will update Super Mario World article with a much better description.

Stage by stage comments

Yoshi's Island 2 (48)

Using "Item Swap" or "Item Change" trick, PangaeaPanga saved 48 frames here. This trick was originally discovered by ISM, however I managed to find a way to make it work in this level using 6/5. TheFinalBoss726 then found a way to do it with 49 hop.

Yoshi's Island 3 (64)

PangaeaPanga managed to optimize this level enough to save 16 frames! This came as a huge surprise to us as we thought the level was maxed already. We didn't expect to save any time. :p

Yoshi's Island 4 (63)

No change. But due to some frame rule it seems, we lose a frame going into this level.

Iggy's Castle (60)

When entering this level, we gain a frame. But this level was awful to us, really. First of all, we lose a frame before going into the Layer 3 stomper room. For some reason, only by delaying entry to this room by a frame could we avoid a lot of lag after Iggy fadeout. We still have no idea how this makes sense. Then, despite getting the same amount of lag on Iggy, we lose 3 frames after Iggy. We guess this is due to some frame rule, again. Before going into Donut Plains 1, we lost a total of 3 frames.

Donut Plains 1 (60)

No change. I changed the flight path slightly and the colours at the end are different, but that's about it. :p

Donut Secret 1 (61)

Kaizoman manages to gain a frame of lag at the keyhole. Unfortunately, this frame is lost upon entering Donut Secret House.

Donut Secret House (61)

It is incredibly difficult to manage score while still being entertaining in this battle. I spent the best part of a few days in this room. I tried my best, so I hope this is adequate. We gain a frame after the Boo battle.

Donut Secret House > Star World 1 (58)

Just from going into the Star Warp, we lose 3 frames. No idea why, again.

Star World 1 (58)

A frame is lost going into this level and then a frame is gained back when completing it.

Star World 2 (58)

No change. Kaizoman times cape spin and swimming to the music. :p

Star World 3 (58)

PangaeaPanga corner clips after grabbing the key and saves a frame. Guess what? This frame is lost upon leaving the level.

Star World 4 (62)

In this level, things actually worked in my favour! At the keyhole, I used a new strategy which saves us 3 frames of lag. Upon leaving the level, we gain a frame.

Bowser's Castle (63)

No change, except in the dark room, where I do a corner clip and corner boost to put us a frame ahead.


We end input early. This is not so much an improvement (we don't consider it as such) as a stylistic choice, in our opinion. We feel it's better to be consistent, as many other movies on the site use clever ways to end input early. If the majority think that this shouldn't be the case, then we will edit the smv.

Other comments

Potential Improvements

  • Maybe a frame could be saved in dark room by doing additional corner boosts, but reduction of lag is almost impossible.
  • Finding a way to break these frame rules which kept some of our improvements from actually making a difference. <.<

Suggested Screenshot

Maybe 3331 or 3832 (preferred).


  • Thank you to #tasvideos, whos interest motivated us.
  • Our Skype TASing community, who offered advice and motivation here and there.
  • TheFinalBoss726, who found the way to do Item Swap bug in yi2 with hopping glitch.
  • Mister, for previous movie, for showing interest and for explaining some tricks (such as bringing "Item Swap" glitch to our attention in the first place).
  • ISM, for previous movie and for the discovery of Item Swap trick which led to the bulk improvement.
  • amaurea, for the comparison Lua script. This run would of been impossible without this.
  • gocha, also, for SMW-Utils, which is used religiously by us. :p

We really hope you all enjoy this movie. It was many months of hard work and to say it was a pain would be an understatement. :D

DarkKobold: Judging.

DarkKobold: Accepting for publication.

Brandon: Publication underway.

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