Thanks to Michael Fried's idea, we now have a SMB2j submission that completes the game 22 frames faster than the previous version.
It would actually be ~30 frames faster if the game didn't have the Censorship Of Great Deeds principle, which basically means that the completion times of all scenes are rounded up to the next 21 frame granularity (same as in SMB1).
It also has a slightly lower final score and less coins than the previous version (how's that an improvement?). It stomps some enemies that it didn't stomp the previous time.
Unfortunately I still wasn't able to Force the piranha plants out from my way, so I had to wait in the usual spots.
The completion time is 08:21.43
The completion time of the previous version was 08:21.79
Hey, at least it rounds towards 21 instead of 22 now :)

I created this movie by rerecording the previous version -- starting from the second part of level 1-2 (without discarding the rest of the movie) and then replaying miscellaneous scenes from all levels, beginning with the ones that desynced because of changed monster locations (mostly bullets).
About 30% of this movie is identical to the previous version.
I think I'm starting to be somewhat experienced in editing of the movie files. Note that this does not conflict with the spirit of this site - the games are not modified. I wouldn't mind even if the entire movie (still talking about the keypad input) is computer generated. Actually, that could be exciting to see :)

Submission file updated: Now includes a little more interesting playing in the 1-2 level. This increased the rerecord count by 193 (reflected by the submission header).
An FCEU version is available at: https://files.tasvideos.org/common/SubmissionFiles/459S/bisqwit-smb2j-v6-converted.zip

Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Michael Fried wrote:
In the part of 1-2 where you go on the ceiling, would it be possible not to go up there and just do some lip jumps on the pipes?
In the first part (shown below) it is indeed possible. It was originally deferred because it affected the position of the lifts later on, but it's not a reason anymore. In the second part, shown in the second image, it's not possible. There is not enough room to reach the second pipe without delay, going under isn't a viable choice either, because then you can't reach the third pipe without delay. EDIT: Forget the preceding parts in this message. I was wrong!
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Michael Fried wrote:
In the part of 1-2 where you go on the ceiling, would it be possible not to go up there and just do some lip jumps on the pipes?
Indeed it is possible. I updated the 1-2 level to match your idea. Both the fmv-zip in the submission and the fcm-zip posted earlier in this thread have been updated. (This is the second time you catch me violating my own guidelines at this game - not drooling enough.) EDIT: I updated the submission actually twice. The second time I chose to go through this little tunnel over here:
Post subject: Goomba problem
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
The tunnel trick would be very useful if it could be done here too: Unfortunately I haven't yet found a way to jump in between of those two goombas before the second one exits the tunnel. However, I verified that it's possible to stomp them in a tunnel. It can even give Mario a forward boost due to getting inside the wall for a moment.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14909
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [256] FDS Super Mario Bros. 2 "warps, Mario" by Bisqwit in 08:21.43
Skilled player (1405)
Joined: 10/27/2004
Posts: 1977
Location: Making an escape
Does the "skip the axe" trick still work for this game? If so, you could cut a couple of seconds from 4-4.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
WST
She/Her
Active player (450)
Joined: 10/6/2011
Posts: 1690
Location: RU · ID · AM
(allowing myself some necroposting after seeing SideofClouds’s vote on AnS’s run)
Bisqwit wrote:
Thank you Terimakashi! :)
That was a little bit of tautology FYI %) Anyway, nice run, yes vote ^^
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)