TASVideos

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

Game Information

NES Super Mario Bros.

  • Platform: NES (Nintendo Entertainment System)
  • Abbreviation: SMB
  • Display name: Super Mario Bros.
  • Goodtools name: Super Mario Bros.
  • Game resources: GameResources/NES/SuperMarioBros
  • In group: Mario
Super Mario Bros. is the original sidescrolling platformer by Nintendo. Mario and his brother Luigi must run across eight worlds in order to save Princess Toadstool from the evil Bowser. The game introduced powerups like the Super Mushroom and Starman into the Mario franchise as well as a variety of new enemies.

Total movies: 4


[Tier: Moons][Notable improvement][Console-verified]NES Super Mario Bros. (JPN/USA PRG0) "warps" in 04:57.31 by HappyLee.
FCEUX movie (.fm2) (date: 2011-01-06)
MKV file via BitTorrent (size: 6.23 MB, length: 05:20)
MP4 file via BitTorrent (Modern HQ) (size: 4.93 MB, length: 05:33)
Mirror archive.org
Mirror archive.org (MP4 Modern HQ)
Watch on (www.youtube.com)
Submission #2964 — Author's comments
Discuss this movie
Obsoletes movie #1330 (04:57.33)
Rating: 9.0 (47.5 votes)
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- Uses warps
- Heavy glitch abuse
- Genre: Platform
Here at TASVideos we make perfect movies... and then we beat them again — this time by 1 frame, which, considering the fiercely competitive history of this run, is actually significant.

And if watching this TAS on an emulator isn't satisfying enough, why not see it played back on a real console!

Note: Using RTA timing, this run clocks in at 4:54.03.


[Tier: Moons][Console-verified]NES Super Mario Bros. (JPN/USA) "warpless" in 18:38.22 by HappyLee.
FCEUX movie (.fm2) (date: 2012-02-01)
MKV file via BitTorrent (size: 21.35 MB, length: 19:01)
MKV file via BitTorrent (Modern HQ) (size: 22.85 MB, length: 19:01)
Mirror www.archive.org
Mirror www.archive.org (MKV Modern HQ)
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Submission #3434 — Author's comments
Discuss this movie
Obsoletes movie #1349 (18:41.7)
Rating: 8.6 (20.5 votes)
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- Forgoes warps
- Heavy glitch abuse
- Genre: Platform
This movie is a full warpless run-through.

It is a 3.48 second improvement over the previous movie by the same author, HappyLee. Most of the improvement comes from new instances of glitches that make Mario decide to ignore the castle and instead rub sensually against the flag pole's support. For more information, you can read the author's comments.

You can see this movie played back on an actual NES here!


[Tier: Moons][Console-verified]NES Super Mario Bros. (JPN/USA) "maximum coins" in 26:10.25 by CuteQt, Tehh_083 & HappyLee.
FCEUX movie (.fm2) (date: 2015-10-08)
MKV file via BitTorrent (Modern HQ) (size: 36.11 MB, length: 26:31)
MP4 file via BitTorrent (Compatibility) (size: 60.04 MB, length: 26:31)
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Submission #4834 — Author's comments
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Rating: 8.5 (14 votes)
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- Demonstration
- Uses warps
- Heavy glitch abuse
- Genre: Platform
Once again, Bowser has kidnapped Peach, but this time Mario isn't trying to rescue her quite as urgently. Fed up with getting no reward for his endeavors beyond cake, Mario takes a leaf out of Wario's book and decides that while rescuing Peach, he might as well make as much money as he can.

In this movie, the aim is to complete the game while collecting as many coins as possible without dying, doing so as fast as possible. In fact, Mario collects 1431 coins in total, which is rather surprising as there are only 1225 distinct coins in the game!

If you enjoyed this TAS, be sure to check out this movie, in which Mario completes the game without pressing the B button.


[Tier: Stars][Recommended for newcomers][Console-verified]NES Super Mario Bros. (JPN/USA) "warpless, walkathon" in 25:19.23 by Mars608 & HappyLee.
FCEUX movie (.fm2) (date: 2014-08-25)
MKV file via BitTorrent (Modern HQ) (size: 31.65 MB, length: 25:43)
MP4 file via BitTorrent (Compatibility) (size: 40.31 MB, length: 25:43)
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Submission #4409 — Author's comments
Discuss this movie
Obsoletes movie #1895 (25:30.05)
Rating: 8.2 (17.5 votes)
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- Demonstration
- Forgoes warps
- Heavy glitch abuse
- Genre: Platform
Bowser has kidnapped the princess (again) and Mario must save the day. But this time through, he takes a stroll. Nothing bothers Mario as he walks through all the stages, sometimes backwards, on his way to save the princess.

This movie demonstrates that it's possible to complete every single stage without pressing the B button. Having been bothered by the lack of running and shooting in this game, the ending outright asks the player to press B.

This movie also improves the previous one by 9.31 seconds through new strategies and better optimization.

The authors have provided a comparison encode, which is available for download at Archive.org, and as a YouTube stream.

Total movies: 29


[Tier: Moons]NES Super Mario Bros. (PRG0) in 05:05.9 by Michael F.
Famtasia movie (.fmv) (date: 2004-04-21)
MP4 file via BitTorrent (size: 4.77 MB, length: 05:28)
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Submission #1222 — Author's comments
Discuss this movie
Obsoletes movie #621 (05:07.63)
Not rated
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- Uses warps
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
This is a historic movie, submitted and obsoleted before the creation of the database-based (and wiki-based) site engine, before July 2004.

It was inserted to the database in a history revival project by Bisqwit in autumn 2006.

This movie is 2 seconds faster than its predecessor. Most importantly it shows a major increase in production quality evolving in SMB TASing. This movie polishes the little optimizations and makes the most of the tricks that were known at the time. It also does a good job with entertainment. It tries to kill enemies and get coins as much as possible along the way, plays with death, and doesn't jump higher than necessary to reach ledges.


[Tier: Stars]NES Super Mario Bros. (PRG0) in 05:03.73 by Michael F.
Famtasia movie (.fmv) (date: 2004-04-20)
MP4 file via BitTorrent (size: 4.80 MB, length: 05:27)
Mirror www.archive.org
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Submission #142 — Author's comments
Discuss this movie
Obsoletes movie #620 (05:05.9)
Not rated
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- Uses warps
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
The classic game that we grew up with completed much faster than most people think is possible.
The length is 5:03.73 (18224 frames), from power on to touching the axe.
It is 130 frames (2.17 seconds) faster than the previous version, which was already thought to be perfect.

Even in simple-looking games you can always find more time-saving tricks to exploit if you look hard enough. See what we've found at the Super Mario Bros. Tricks page.

This movie also gets as many coins and kills as many enemies as possible without losing speed.

Three glitches were used to save time.
In addition to the wall jump and alternate pipe glitches in 8-4 that were also done in the previous version, the vine in 4-2 was used to do a teleportation glitch, followed by an alternate pipe glitch used to get to the warp zone faster.
8-4 was completed with 315 timeunits left (1 timeunit faster than the previous version).

The delay involving fancy jumping at the end of 8-3 was to avoid the fireworks that come when the timer ends with a 3.


[Tier: Stars]NES Super Mario Bros. (PRG0) in 05:01.27 by Mana..
Famtasia movie (.fmv) (date: 2004-11-23)
AVI file via BitTorrent (size: 15.83 MB, length: 05:24)
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Submission #435 — Author's comments
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Obsoletes movie #12 (05:03.73)
Rating: Too few votes (2) to display
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- Uses warps
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
The classic game that we grew up with completed incredibly fast. The length is 5:01.27 (18076 frames), from power on to touching the axe.
It is 148 frames (2.47 seconds) faster than the previous version, which beat something that was thought to be perfect.

Even in simple-looking games you can always find more time-saving tricks to exploit if you look hard enough. See what we've found at the Super Mario Bros. Tricks page.

The completion times for each level are:

  • 1-1: 370
  • 1-2: 347 (1 timeunit faster than previous version)
  • 4-1: 340
  • 4-2: 355 (5 timeunits faster than previous version)
  • 8-1: 200
  • 8-2: 342
  • 8-3: 242
  • 8-4: 315

[Tier: Vault]NES Super Mario Bros. (PRG0) in 05:07.95 by Michael F.
Famtasia movie (.fmv) (date: 2004-01-30)
MKV file via BitTorrent (size: 6.07 MB, length: 05:24)
Mirror www.archive.org
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Submission #1263 — Author's comments
Discuss this movie
Obsoletes movie #662 (05:08.5)
Rating: Too few votes (1) to display
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- Uses warps
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
This is a historic movie, submitted and obsoleted before the creation of the database-based (and wiki-based) site engine, before July 2004.

It was inserted to the database in a history revival project by Bisqwit in autumn 2006.

This is the 2nd version by Michael Fried. It is a good TAS for its time that takes advantage of a wall jump and "wrong pipe" glitch in level 8-4.


[Tier: Moons]NES Super Mario Bros. (PRG0) in 05:13.05 by Bisqwit.
Famtasia movie (.fmv) (date: 2004-01-14)
MP4 file via BitTorrent (size: 4.56 MB, length: 05:33)
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Submission #1265 — Author's comments
Discuss this movie
Obsoletes movie #664 (05:15.6)
Not rated
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- Uses warps
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
This is a historic movie, submitted and obsoleted before the creation of the database-based (and wiki-based) site engine, before July 2004.

It was inserted to the database in a history revival project by Bisqwit in autumn 2006.

This marks the third SMB movie by Bisqwit and is approximately 2 seconds faster than his first. It does not take advantage of many glitches & tricks known in modern times but does a good job focusing on entertaining the audience while not losing time.

The improvement from the previous movie seems to be simply the removal of a few seconds mistake/entertainment decisions in world 8 (where Bisqwit chose to play around with a koopa shell or hit a random coin block).


[Tier: Moons]NES Super Mario Bros. (PRG0) "warpless" in 18:59.28 by Phil & Genisto.
FCEU movie (.fcm) (date: 2004-12-15)
MP4 file via BitTorrent (size: 16.90 MB, length: 19:20)
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Submission #468 — Author's comments
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Obsoletes movie #13 (19:26.6)
Not rated
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- Forgoes warps
- Genre: Platform

This movie has been obsoleted!

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This movie wasn't given a description before it was obsoleted.

[Tier: Moons]NES Super Mario Bros. (PRG0) in 05:15.6 by Bisqwit.
Famtasia movie (.fmv) (date: 2003-12-30)
MP4 file via BitTorrent (size: 4.64 MB, length: 05:37)
Mirror www.archive.org
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Submission #1266 — Author's comments
Discuss this movie
Obsoletes movie #665 (05:15.65)
Rating: Too few votes (1) to display
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- Uses warps
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
This is a historic movie, submitted and obsoleted before the creation of the database-based (and wiki-based) site engine, before July 2004.

This movie is the 2nd of Bisqwit's movies published (his 3rd attempt). It is a mere 3 frames faster than the previous version.

This versions takes a number of detours such as playing with a koopa shell, getting a random coin, and taking time to show off a wall jump.


[Tier: Stars]NES Super Mario Bros. (PRG0) in 04:59.6 by Pom.
Famtasia movie (.fmv) (date: 2004-12-16)
AVI file via BitTorrent (size: 10.77 MB, length: 05:34)
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Submission #471 — Author's comments
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Obsoletes movie #243 (04:59.92)
Rating: Too few votes (2) to display
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- Uses warps
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
A new tool-assisted record time at Super Mario Bros.

Movie length:

PowerON - Hitting the axe 17998 frames=4:59.97
PowerON - InputEnd 17976 frames=4:59.60
InputStart - InputEnd 17936 frames=4:58.93

Which makes it 21 frames (0.35 seconds) faster than the previous version.

Even in simple-looking games you can always find more time-saving tricks to exploit if you look hard enough. See what we've found at the Super Mario Bros. Tricks page.

The completion times for each level are:

  • 1-1: 370
  • 1-2: 347
  • 4-1: 341 (fireworks)
  • 4-2: 356
  • 8-1: 200
  • 8-2: 342
  • 8-3: 244
  • 8-4: 316

[Tier: Moons]NES Super Mario Bros. (PRG0) "warpless" in 19:26.6 by Yy.
Famtasia movie (.fmv) (date: 2000-06-09)
MP4 file via BitTorrent (size: 15.18 MB, length: 19:59)
MP4 file via BitTorrent (Modern HQ) (size: 15.02 MB, length: 19:59)
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Submission #143 — Author's comments
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Not rated
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- Aims for in-game time instead of real-time
- Forgoes warps
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Yy's warpless SMB1 movie.
Note that it focuses on timeunits, not seconds, and it thus gets fireworks in many levels.

[Tier: Moons]NES Super Mario Bros. (USA,PRG0) in 04:59.93 by Pom.
FCEU movie (.fcm) (date: 2005-07-07)
MP4 file via BitTorrent (size: 5.45 MB, length: 05:22)
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Submission #740 — Author's comments
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Obsoletes movie #263 (04:59.6)
Rating: 8.4 (61 votes)
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- Uses warps
- Genre: Platform

This movie has been obsoleted!

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A new tool-assisted record time at Super Mario Bros. It's merely 4 frames (0.0667 seconds) faster than the previous record published on this site, but it's a new record nevertheless!

The submission text contains more details about this movie.

Even in simple-looking games you can always find more time-saving tricks to exploit if you look hard enough. See what we've found at the Super Mario Bros. Tricks page.


[Tier: Moons]NES Super Mario Bros. (PRG0) in 05:07.63 by Ryosuke.
Famtasia movie (.fmv) (date: 2004-04-20)
MP4 file via BitTorrent (size: 4.84 MB, length: 05:29)
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Submission #1223 — Author's comments
Discuss this movie
Obsoletes movie #661 (05:07.95)
Rating: Too few votes (1) to display
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- Uses warps
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
This is a historic movie, submitted and obsoleted before the creation of the database-based (and wiki-based) site engine, before July 2004.

It was inserted to the database in a history revival project by Bisqwit in autumn 2006.

This movie beats the previous by Fried by a mere third of a second. It is hard to see where, but it seems to beat it by 1 "frame rule" in one of the levels (8-2 probably). Otherwise it is a very similar movie.


[Tier: Stars]NES Super Mario Bros. (PRG0) in 04:59.92 by Phil & Genisto.
FCEU movie (.fcm) (date: 2004-11-26)
MKV file via BitTorrent (Modern HQ) (size: 4.16 MB, length: 05:23)
MP4 file via BitTorrent (Compatibility) (size: 6.71 MB, length: 05:23)
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Submission #437 — Author's comments
Discuss this movie
Obsoletes movie #242 (05:01.27)
Rating: Too few votes (1) to display
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- Uses warps
- Genre: Platform

This movie has been obsoleted!

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A new tool-assisted record time at Super Mario Bros. The length is 4:59.92 (17995 frames), from power on to ending the input. Axe is touched at frame number 18012 (5:00.20).
It is 64 frames (1.07 seconds) faster than the previous version.

Selected quotes from the authors:
We sincerely thank Mana for showing us some strategies. It helps us in this version. Also, thanks to Michael Fried, his video inspires me to collect some more points where Mana failed to achieve.

Even in simple-looking games you can always find more time-saving tricks to exploit if you look hard enough. See what we've found at the Super Mario Bros. Tricks page.

The completion times for each level are:

  • 1-1: 370
  • 1-2: 347
  • 4-1: 341 (fireworks)
  • 4-2: 356
  • 8-1: 200
  • 8-2: 342
  • 8-3: 244
  • 8-4: 316

For extra curiosity, see a slightly edited version (for Famtasia). It introduces the hat-stomping trick in 8-2 and ends the movie properly at hitting the axe.


[Tier: Vault]NES Super Mario Bros. (PRG0) in 05:08.5 by Michael F.
Famtasia movie (.fmv) (date: 2004-01-28)
MP4 file via BitTorrent (size: 4.55 MB, length: 05:31)
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Submission #1264 — Author's comments
Discuss this movie
Obsoletes movie #663 (05:13.05)
Rating: Too few votes (1) to display
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- Uses warps
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
This is total six timeunits faster than Bisqwit's previous video.
This video features really precise timing to cut the times on some levels and two tricks in level 8-4 that most people don't know and some who know still can't do.
Uses warps. Incidentally, this marks the first SMB movie from an "outside" source (meaning not done by Bisqwit).

[Tier: Moons]NES Super Mario Bros. (PRG0) "warpless" in 18:57.73 by Phil & Genisto.
FCEU movie (.fcm) (date: 2004-12-31)
AVI file via BitTorrent (size: 40.65 MB, length: 19:11)
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Submission #486 — Author's comments
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Obsoletes movie #262 (18:59.28)
Rating: 8.1 (38 votes)
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- Forgoes warps
- Genre: Platform

This movie has been obsoleted!

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This movie is a full run-through of Super Mario Bros., using no warps. The authors have tried to show off as many bugs as possible and otherwise entertain the viewer without losing time.

[Tier: Moons]NES Super Mario Bros. (PRG0) in 05:15.65 by Bisqwit.
Famtasia movie (.fmv) (date: 2003-12-06)
MP4 file via BitTorrent (size: 4.62 MB, length: 05:37)
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Submission #1267 — Author's comments
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Rating: 4.2 (3 votes)
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- Uses warps
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
This is a historic movie, submitted and obsoleted before the creation of the database-based (and wiki-based) site engine, before July 2004.

It was inserted to the database in a history revival project by Bisqwit in autumn 2006.

This movie is the earliest attempt by Bisqwit (his 2nd version). This movie makes a number of mistakes and detours.

Note: Famtasia incorrectly reports this movie file as only 794 frames. However, it plays fine.


[Tier: Moons]NES Super Mario Bros. (JPN/USA) "walkathon" in 06:53.52 by HappyLee.
FCEU movie (.fcm) (date: 2008-05-19)
AVI file via BitTorrent (size: 10.24 MB, length: 07:14)
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Submission #1973 — Author's comments
Discuss this movie
Obsoletes movie #1107 (06:53.98)
Rating: 7.2 (16 votes)
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- Demonstration
- Uses warps
- Heavy glitch abuse
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Contrary to common belief, Super Mario Bros can be completed without pressing B at all.

This is a sidestroller, speedwalk, or whatever you want to call it.

This is about a half-second faster than the previous movie by the same author.

June 16,2008: .avi replaced. Previous .avi was of the wrong movie. Redownloading is needed.


[Tier: Moons][Console-verified]NES Super Mario Bros. (JPN/USA) "walkathon" in 06:47.2 by HappyLee.
FCEUX movie (.fm2) (date: 2009-08-07)
MKV file via BitTorrent (size: 9.54 MB, length: 07:09)
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Submission #2354 — Author's comments
Discuss this movie
Obsoletes movie #1243 (06:51.03)
Rating: 7.9 (31 votes)
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- Demonstration
- Uses warps
- Heavy glitch abuse
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Contrary to common belief, Super Mario Bros can be completed without pressing B at all.

This is a sidestroller, speedwalk, or whatever you want to call it.

This movie underwent a very intense frame war. In the end, Happy Lee was the victor with this 4 second improvement over the previous movie.

And as this video shows, this is also possible on an actual NES.


[Tier: Moons]NES Super Mario Bros. (JPN/USA) "walkathon" in 06:51.03 by HappyLee.
FCEU movie (.fcm) (date: 2009-01-22)
MKV file via BitTorrent (Modern HQ) (size: 8.67 MB, length: 07:14)
MP4 file via BitTorrent (Compatibility) (size: 11.36 MB, length: 07:14)
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Submission #2160 — Author's comments
Discuss this movie
Obsoletes movie #1111 (06:53.52)
Rating: 7.9 (36 votes)
View Publication
- Demonstration
- Uses warps
- Heavy glitch abuse
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Contrary to common belief, Super Mario Bros can be completed without pressing B at all.

This is a sidestroller, speedwalk, or whatever you want to call it.

This is about 2 seconds faster than the previous movie by the same author.


[Tier: Moons]NES Super Mario Bros. (JPN/USA) "walkathon" in 07:02.25 by Bisqwit.
FCEU movie (.fcm) (date: 2005-04-01)
MKV file via BitTorrent (Modern HQ) (size: 7.93 MB, length: 07:25)
MP4 file via BitTorrent (Compatibility) (size: 12.21 MB, length: 07:25)
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Submission #612 — Author's comments
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Rating: 6.2 (50 votes)
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- Demonstration
- Uses warps
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Contrary to common belief, Super Mario Bros can be completed without pressing B at all.

This is a sidestroller, speedwalk, or whatever you want to call it...

Note: This movie was submitted (and published) on April 1st, 2005. It was not intended to be a serious TAS movie.


[Tier: Moons]NES Super Mario Bros. (Japan/USA PRG0) in 04:58.53 by klmz.
FCEU movie (.fcm) (date: 2007-12-14)
MKV file via BitTorrent (size: 6.34 MB, length: 05:40)
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Submission #1796 — Author's comments
Discuss this movie
Obsoletes movie #374 (04:59.93)
Rating: 7.9 (27 votes)
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- Low% completion
- Uses warps
- Heavy glitch abuse
- Genre: Platform
Award - NES TAS of 2007

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Seems anytime a movie is thought to be perfect someone comes along and improves it. Here, klmz has improved Pom's movie by 84 frames by using a glitch that allows him to skip the flagpole animation.

The submission text contains more details about this new glitch.

Even in simple-looking games you can always find more time-saving tricks to exploit if you look hard enough. See what's been found so far at the Super Mario Bros. Tricks page.

Note: The original .avi mispelled the authors name in the subtitles. This was corrected on 2007-12-22. Redownload if you downloaded it prior to this date.


[Tier: Moons]NES Super Mario Bros. (JPN PRG0) "warpless" in 18:44.48 by adelikat, klmz, & andrewg.
FCEUX movie (.fm2) (date: 2009-08-07)
MKV file via BitTorrent (size: 25.13 MB, length: 19:06)
Mirror www.archive.org
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Submission #2361 — Author's comments
Discuss this movie
Obsoletes movie #1194 (18:48.82)
Rating: 8.2 (10 votes)
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- Forgoes warps
- Heavy glitch abuse
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
This movie is a full warpless run-through.

It is about a 2.5 second improvement over the previous movie by Happy Lee. Most of the improvement comes from a new "vine glitch" that was used in 2-1, 3-1, and 6-2.


[Tier: Moons]NES Super Mario Bros. (JPN/USA) in 04:58.18 by klmz.
FCEU movie (.fcm) (date: 2008-03-19)
MKV file via BitTorrent (Modern HQ) (size: 5.15 MB, length: 05:21)
MP4 file via BitTorrent (Compatibility) (size: 6.72 MB, length: 05:21)
Mirror www.archive.org (MKV Modern HQ)
Mirror www.archive.org (MP4 Compatibility)
Watch on (www.youtube.com)
Submission #1891 — Author's comments
Discuss this movie
Obsoletes movie #1022 (04:58.53)
Rating: 8.3 (39 votes)
View Publication
- Uses warps
- Heavy glitch abuse
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Seems anytime a movie is thought to be perfect someone comes along and improves it. Here, klmz has improved his previous movie by 21 frames by improving upon the previously discovered flagpole glitch.

Even in simple-looking games you can always find more time-saving tricks to exploit if you look hard enough. See what's been found so far at the Super Mario Bros. Tricks page.


[Tier: Moons]NES Super Mario Bros. (JPN/USA PRG0) "warpless" in 18:48.82 by HappyLee.
FCEU movie (.fcm) (date: 2008-09-20)
AVI file via BitTorrent (size: 28.80 MB, length: 19:16)
Mirror www.archive.org
Watch on (www.youtube.com)
Submission #2095 — Author's comments
Discuss this movie
Obsoletes movie #1106 (18:49.65)
Rating: 7.9 (26.5 votes)
View Publication
- Forgoes warps
- Heavy glitch abuse
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
This movie, one of many Super Mario Bros. movies by HappyLee, is a full warpless run-through. Almost 1 full second of improvement were obtained from using various strategical and stylistic changes — most prominently in the 3–2 — that were not present in the previous movie.

[Tier: Moons]NES Super Mario Bros. (JPN/USA PRG0) "warpless" in 18:49.65 by HappyLee.
FCEU movie (.fcm) (date: 2008-05-06)
AVI file via BitTorrent (size: 26.50 MB, length: 19:16)
Mirror www.archive.org
Watch on (www.youtube.com)
Submission #1962 — Author's comments
Discuss this movie
Obsoletes movie #275 (18:57.73)
Rating: 6.9 (16 votes)
View Publication
- Forgoes warps
- Heavy glitch abuse
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
This movie, one of many Super Mario Bros. movies by HappyLee, is a full warpless run-through. About 8 seconds of improvement were obtained from using various bugs that were not present in the previous movie, specifically the flagpole glitch and the Bullet Bill glitch.

We also have the warped version of this game.


[Tier: Moons]NES Super Mario Bros. (JPN/USA PRG0) in 04:57.33 by klmz.
FCEUX movie (.fm2) (date: 2009-08-07)
MKV file via BitTorrent (size: 7.23 MB, length: 05:19)
Mirror www.archive.org
Watch on (www.dailymotion.com)
Watch on (www.youtube.com)
Submission #2362 — Author's comments
Discuss this movie
Obsoletes movie #1080 (04:58.18)
Rating: 8.3 (27 votes)
View Publication
- Uses warps
- Heavy glitch abuse
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Here at TASVideos we make perfect movies. And then we beat them.

This improvement comes from a trick to save a mere half a pixel when accelerating from a stop. This trick allowed just enough to beat the 21 frame rule in 8-2 and save a frame in 8-4.


[Tier: Moons]NES Super Mario Bros. (JPN/USA PRG0) "walkathon" in 06:55.18 by Bisqwit.
FCEU movie (.fcm) (date: 2008-04-04)
AVI file via BitTorrent (size: 11.61 MB, length: 07:31)
Mirror www.archive.org
Watch on (www.youtube.com)
Submission #1899 — Author's comments
Discuss this movie
Obsoletes movie #314 (07:02.25)
Rating: 6.7 (11 votes)
View Publication
- Demonstration
- Uses warps
- Heavy glitch abuse
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Contrary to common belief, Super Mario Bros can be completed without pressing B at all.

This is a sidestroller, speedwalk, or whatever you want to call it...

This is a 7 seconds improvement to the previous walkathon movie that was submitted (and published) on April 1st, 2005; submitted at April 1st, 2008.

Among improvements are a commentary from the actors of the movie and some glitch applications not seen before in SMB TASes.

Note that a 20-frame (0.3 seconds) improvement to this movie is known to be possible, but this version was chosen because it is more entertaining to watch. The faster version can be downloaded here.


[Tier: Moons][Console-verified]NES Super Mario Bros. (JPN/USA PRG0) "warpless" in 18:41.7 by HappyLee.
FCEUX movie (.fm2) (date: 2009-08-31)
MKV file via BitTorrent (size: 20.42 MB, length: 19:05)
Mirror www.archive.org
Watch on (www.dailymotion.com)
Watch on (www.youtube.com)
Submission #2384 — Author's comments
Discuss this movie
Obsoletes movie #1331 (18:44.48)
Rating: 8.3 (35 votes)
View Publication
- Forgoes warps
- Heavy glitch abuse
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
This movie is a full warpless run-through.

It is about a 2 second improvement over the previous movie by adelikat, klmz & andrewg. Most of the improvement comes from a new "shell glitch" that makes Mario decide to ignore the castle and instead rub sensually against the flag pole's support.

For more information, it is encouraged that you read the author's comments.

Be sure to check out the video of a real NES playing back this movie.

September 19, 2009: Replaced torrent with a MKV file with a fixed audio track. Please redownload


[Tier: Moons]NES Super Mario Bros. (JPN/USA PRG0) "walkathon" in 06:53.98 by HappyLee.
FCEU movie (.fcm) (date: 2008-05-06)
MP4 file via BitTorrent (size: 6.97 MB, length: 07:17)
Mirror www.archive.org
Watch on (aktan.site90.com)
Watch on (www.youtube.com)
Submission #1923 — Author's comments
Discuss this movie
Obsoletes movie #1088 (06:55.18)
Rating: 6.4 (9 votes)
View Publication
- Demonstration
- Uses warps
- Heavy glitch abuse
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Contrary to common belief, Super Mario Bros can be completed without pressing B at all.

This is a sidestroller, speedwalk, or whatever you want to call it.

This is 1.2 seconds faster than the previous movie by Bisqwit.


[Tier: Stars]NES Super Mario Bros. "warpless, walkathon" in 25:30.05 by Mars608.
FCEUX movie (.fm2) (date: 2011-10-09)
MP4 file via BitTorrent (size: 25.28 MB, length: 26:10)
Mirror www.archive.org
Mirror www.radiokj.com
Watch on (www.youtube.com)
Submission #3315 — Author's comments
Discuss this movie
Obsoletes movie #1332 (06:47.2)
Rating: 8.1 (23 votes)
View Publication
- Demonstration
- Forgoes warps
- Heavy glitch abuse
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Bowser has kidnapped the princess (again) and Mario must save the day. But this time through, he takes a stroll. Nothing bothers Mario as he walks through all the stages, sometimes backwards, on his way to save the princess.

This movie obsoletes HappyLee's walkathon, since it completes all of this game's stages without using any warps. This movie demonstrates the possibility to complete every single stage without pressing the B button. Having been bothered by the lack of running and shooting in this game, the ending outright asks the player to press B.

#5659: AcolPavel's NES Super Mario Bros in 05:02.37 (Canceled)
#5646: DarkAnturian's NES Super Mario Bros. in 13:58.34 (Canceled)
#5632: wasapi_FI's NES Super Mario Bros. "backwards jump only any%" in 05:36.16 (Rejected)
#5631: ace7153's NES Super Mario Bros. in 06:05.37 (Rejected)
#5617: HappyLee's NES Super Mario Bros. "PAL" in 04:55.16 (Rejected)
#5523: OttuR's NES Super Mario Bros. "Minus World %" in 01:15.06 (Canceled)
#5455: thegoldfish's NES Super Mario Bros. "any% of first level" in 00:31.63 (Canceled)
#5426: sullyrox's NES Super Mario Bros. "Stuck%" in 00:58.87 (Canceled)
#5389: sullyrox's NES Super Mario Bros. "Walkathon" in 07:16.5 (Canceled)
#5377: I like bleach 64's NES Super Mario Bros "warps" in 05:13.04 (Canceled)
#5360: I like bleach 64's NES Super Mario Bros "warped" in 05:20.24 (Canceled)
#5359: I like bleach 64's NES Super Mario Bros "warped" in 04:25.43 (Rejected)
#5191: Unknown394's NES Super Mario Bros. "Short Fire Mario" in 10:53.52 (Rejected)
#5146: Unknown394's NES Super Mario Bros. in 05:03.48 (Canceled)
#4708: Alex76FR's NES Super Mario Bros. ""no sprint"; "glitchless" ;"any%"" in 07:10.31 (Canceled)
#4467: LaryDLobster's NES Super Mario Bros. in 05:50.22 (Rejected)
#4396: P0rtalFTW's NES Super Mario Bros. "Quests A and B" in 11:28.75 (Rejected)
#4384: Ambiance 69's NES New Super Mario Bros 5 "warpless" in 18:40.24 (Rejected)
#4383: scrimpeh's NES Super Mario Bros "glitchless" in 05:08.51 (Canceled)
#4382: adelikat's NES Super Mario Bros "glitchless" in 05:09.67 (Canceled)
#4381: kusoman's NES Super Mario Bros "glitchless" in 06:00.99 (Rejected)
#4032: Buddybenj's NES Super Mario Bros in 00:53.36 (Canceled)
#4002: inakilbss's NES Super Mario Bros. "Glitchless any%" in 05:13.27 (Rejected)
#3566: gab950912's NES Super Mario Bros. in 05:45.87 (Rejected)
#3556: Brandon Evans's NES Super Mario Bros "minimum buttons pressed (142)" in 05:48.04 (Rejected)
#3542: The Mario with Famtasia's NES Super Mario Bros. "Fastest death" in 00:05.36 (Canceled)
#3539: TASeditor's NES Super Mario Bros. "Non-Stop Pause " in 00:39.27 (Rejected)
#3534: Brandon Evans's NES Super Mario Bros "minimum buttons pressed (145)" in 05:46.33 (Canceled)
#3507: mat1er/Sblurb's NES super mario bros "no money" in 05:30.21 (Rejected)
#3382: Pocoryu's NES Super Mario Bros. in 04:57.14 (Canceled)
#3298: Pocoryu's NES Super Mario Bros. in 05:13.9 (Canceled)
#3212: waymuu's NES Super Mario Bros in 05:24.73 (Canceled)
#3100: sirstarmagic's NES Super Mario Bros "fast" in 00:35.12 (Canceled)
#3095: FerretFaucet's NES Super Mario Bros. + Duck Hunt "quickest walking gameover" in 00:25.43 (Canceled)
#3094: Patryk1023's NES Super Mario Bros. "Over 9000 frames" in 02:30.0 (Canceled)
#3093: nitrogenesis's NES Super Mario Bros. "fastest game over screen" in 00:00.57 (Canceled)
#3092: Patryk1023's NES Super Mario Bros. "fastest game over screen" in 00:22.21 (Canceled)
#3078: Aglar's NES Super Mario Bros "8955 frames" in 02:29.0 (Canceled)
#3055: sirstarmagic's NES Super Mario Bros in 06:59.29 (Rejected)
#2908: HappyLee's NES Super Mario Bros "lowest score (500)" in 14:32.8 (Rejected)
#2789: some pickles's NES Super Mario Bros. "Zero Coin TAS" in 05:11.52 (Rejected)
#2753: MUGG's NES Super Mario Bros. "PAL" in 04:56.48 (Canceled)
#2413: MrIvan97's NES Super Mario Bros (E) (NTSC) in 04:24.92 (Rejected)
#2394: dex88's NES Super Mario Bros in 06:28.66 (Rejected)
#2393: VladimirContreras's NES Super Mario Bros - Terror of the Night in 05:36.71 (Canceled)
#2374: ZENEO9's NES Super Mario Bros in 05:42.83 (Rejected)
#2355: sonicmason's NES JAP Super Mario Bros in 05:49.94 (Rejected)
#2353: andrewg and adelikat's NES Super Mario Bros in 06:47.38 (Canceled)
#2348: HappyLee's NES Super Mario Bros in 06:48.23 (Canceled)
#2347: HappyLee's NES Super Mario Bros in 06:48.27 (Canceled)
#2344: adelikat's NES Super Mario Bros in 06:47.66 (Canceled)
#2335: HappyLee's NES Super Mario Bros in 06:48.02 (Canceled)
#2330: adelikat's NES Super Mario Bros in 06:48.59 (Canceled)
#2159: HappyLee's NES Super Mario Bros. in 06:53.13 (Canceled)
#1987: HappyLee's NES Super Mario Bros in 05:06.47 (Rejected)
#1983: ChaucersSquire's NES Super Mario Bros in 05:22.66 (Rejected)
#1922: HappyLee's NES Super Mario Bros in 06:54.3 (Canceled)
#1919: Bisqwit's NES Super Mario Bros in 06:54.85 (Canceled)
#1905: Ferret Warlord's NES Super Mario Brothers in 00:05.35 (Rejected)
#1835: LaeCKToeR's NES Super Mario Bros. (E) in 05:14.72 (Rejected)
#1799: DMTM's NES Super Mario Bros. (E) in 05:17.54 (Rejected)
#1624: WiiS360's NES Super Mario Bros in 00:46.12 (Rejected)
#1311: AGGRESSiON's NES ARN's Super Mario Bros. Speedwalk in 07:02.2 (Rejected)
#930: nintendo's NES Super Mairo Brothers and Duck hunt in 03:33.33 (Rejected)
#662: KameZa's NES Super Mario in 05:49.55 (Rejected)
#616: Mechakoopa_DTTVB's NES Super Mario Bros in 19:27.68 (Rejected)
#598: Mechakoopa_DTTVB's NES Super Mario Bros in 05:09.28 (Rejected)
#476: Phil, Genisto's NES Super Mario Bros in 04:59.95 (Canceled)
#436: Phil's NES Super Mario Bros in 05:00.22 (Canceled)
#432: Mana.'s NES Super Mario Bros in 05:03.68 (Canceled)
#391: エジソン電's NES Super Mario Bros in 02:44.5 (Rejected)
#387: エジソン電's NES Super Mario Bros in 11:34.0 (Rejected)
#37977062586477226 - SMB1 5:00.21 (TAS)
smbwarpedbysullyrox.fm2 (405kB fm2 movie [NES])
Uploaded 2017-03-29 06:57:51 by sullyrox (7 files)
For NES Super Mario Bros. (24 files)
In 05:00.21 [18042 frames], 1705 rerecords)
2393 views, 52 downloads
4:56.92 SDA Time.
Info Download

#37653226343562565 - Super Mario Bros. "Walkathon" In 7:06.73 by sullyrox
smbwarpedwalkathonbysullyrox.fm2 (899kB fm2 movie [NES])
Uploaded 2017-03-14 16:56:48 by sullyrox (7 files)
For NES Super Mario Bros. (24 files)
In 07:06.73 [25646 frames], 415 rerecords)
2615 views, 46 downloads
Improvement over my 7:07!!!
Info Download

#37638220912633647 - NES Super Mario Bros. in 05:00.54
supermariobroswarpedbysullyrox.fm2 (406kB fm2 movie [NES])
Uploaded 2017-03-14 00:43:41 by sullyrox (7 files)
For NES Super Mario Bros. (24 files)
In 05:00.54 [18062 frames], 440 rerecords)
2647 views, 41 downloads
4:57.26 RTA Time.
Info Download

#37591448664783196 - Nes Super Mario Bros in 4:58.92
Oraybeast v6.fm2 (404kB fm2 movie [NES])
Uploaded 2017-03-11 22:10:28 by I like bleach 64 (2 files)
For NES Super Mario Bros. (24 files)
In 04:58.92 [17965 frames], 1221 rerecords)
2570 views, 48 downloads
A small improvement over my last tas that beats the world record and may beat kosmicd12's spliced 4:55 since rta timing is 4:55 something. Youtube video / channel: https://www.youtube.com/watch?v=2-YMnIWSToM
Info Download

#37559776410115206 - Super Mario Bros. "Warps" in 05:01.42 by sullyrox
smbwarpsbysullyrox.fm2 (633kB fm2 movie [NES])
Uploaded 2017-03-10 11:56:29 by sullyrox (7 files)
For NES Super Mario Bros. (24 files)
In 05:01.42 [18115 frames], 236 rerecords)
2703 views, 39 downloads
A very good but improvable TAS.
Info Download

#37423759690640135 - Super Mario Unlimited Improvement Version
SuperMarioUnlimited warpsv2x.fm2 (630kB fm2 movie [NES])
Uploaded 2017-03-04 08:55:41 by MarioUniverseZone (6 files)
For NES Super Mario Bros. (24 files)
In 11:54.81 [42959 frames], 7593 rerecords)
2763 views, 45 downloads
More details see here.
Info Download

#37163395728607548 - NES Super Mario Bros. in 5:01.94 by sullyrox
smb1warpsbysullyrox.vmv (35.6kB vmv movie [NES])
Uploaded 2017-02-20 15:30:52 by sullyrox (7 files)
For NES Super Mario Bros. (24 files)
In 05:01.94 [18146 frames], 530 rerecords)
2933 views, 49 downloads
Here It Is! Hope you Enjoy!
Info (2 comments) Download

#37140120686486648 - Nes Super Mario Bros Japan / Usa warped by I like bleach 64 / Oray Beast
Trying To Beat Klmz.fm2 (405kB fm2 movie [NES])
Uploaded 2017-02-19 14:21:28 by I like bleach 64 (2 files)
For NES Super Mario Bros. (24 files)
In 04:59.77 [18016 frames], 1442 rerecords)
2981 views, 56 downloads
The zip file says Oray beast and I like bleach 64 but I am both of them and Oray beast is the youtube channel this is uploaded to. I have stopped tasing super mario bros pal and have started using japan / usa because you can get better times since the physics are differant in the pal game. This movie is 4:59.22 and with rta timing is 4:56.14 so it beats the record. Watch this on youtube.com https://www.youtube.com/watch?v=9fKh0qRxbYU Made In Fce ultra 0.98.28
Info (6 comments) Download

#36946527939856317 - Super Mario Bros. "Walkathon" In 7:07 by sullyrox
sullyrox-quicknes.bk2 (4.20kB bk2 movie [NES])
Uploaded 2017-02-10 21:06:49 by sullyrox (7 files)
For NES Super Mario Bros. (24 files)
In 07:16.5 [26233 frames], 297 rerecords)
3013 views, 51 downloads
was rejected.
Info Download

#32065319084996890 - Mario Unlimited - Desync of 4 frames
bullet dicks.fm2 (633kB fm2 movie [NES])
Uploaded 2016-07-06 01:16:18 by Kurabupengin (273 files)
For NES Super Mario Bros. (24 files)
In 11:59.25 [43226 frames], 4187 rerecords)
5057 views, 104 downloads
WHY ARE U NOT WORKING
Info Download

#28917908740505050 - 19:05 Warpless RTA
19-05.bk2 (22.3kB bk2 movie [NES])
Uploaded 2016-02-15 07:24:05 by Potato Stomper (11 files)
For NES Super Mario Bros. (24 files)
In 20:45.07 [74827 frames], 0 rerecords)
6236 views, 129 downloads
Info Download

#28798471348580516 - rta warpless 19:06.24
19-06-2.bk2 (37.9kB bk2 movie [NES])
Uploaded 2016-02-09 22:18:28 by Potato Stomper (11 files)
For NES Super Mario Bros. (24 files)
In 36:41.56 [132311 frames], 0 rerecords)
6062 views, 103 downloads
starts around frame 63000
Info Download

#24721696049470264 - BizHawk-compatible SMB walljump movie
SMB_walljump_Bizhawk.bk2 (5.98kB bk2 movie [NES])
Uploaded 2015-08-10 07:56:09 by Bobo the King (7 files)
For NES Super Mario Bros. (24 files)
In 00:00.02 [1 frame], 0 rerecords)
6986 views, 140 downloads

BK2 begins from savestate

This is a savestate nearly identical to my previous savestate, the primary difference being that it is native to BizHawk. As before, this is a demonstration file to be used with my brute-force script.
Info Download

#23290727117445561 - Super Mario Bros. Warpless in 19:11.52 RTA
19-11.bk2 (1.82MB bk2 movie [NES])
Uploaded 2015-06-06 21:16:37 by Potato Stomper (11 files)
For NES Super Mario Bros. (24 files)
In 22:00.18 [79341 frames], 0 rerecords)
7461 views, 150 downloads
Info Download

#22102430359637439 - Walljumps and some stuff
ultimate walljump.fm2 (852kB fm2 movie [NES])
Uploaded 2015-04-14 08:54:34 by MarioUniverseZone (6 files)
For NES Super Mario Bros. (24 files)
In 10:30.75 [37907 frames], 3796 rerecords)
7656 views, 164 downloads
The glitches are frustrating me!
Info Download

#17970384940435674 - NES Super Mario Bros. PAL TAS
tasagain.fm2 (336kB fm2 movie [NES])
Uploaded 2014-10-10 06:47:56 by MarioUniverseZone (6 files)
For NES Super Mario Bros. (24 files)
In 04:59.0 [14952 frames], 405 rerecords)
8715 views, 182 downloads
In PAL version, I didn't use many glitches because it was really hard to use.

And the time length just an integer, lucky again!

Info (1 comment) Download

#17698571397864976 - NES Super Mario Bros. Glitch TAS
smb glitas.fm2 (585kB fm2 movie [NES])
Uploaded 2014-09-28 01:00:36 by MarioUniverseZone (6 files)
For NES Super Mario Bros. (24 files)
In 07:13.1 [26029 frames], 697 rerecords)
8743 views, 186 downloads
I used many glitches in SMB. Finally, Mario touched the axe and died at the same time.
Info Download

#17207974306429057 - VERY old smb TAS
supermariobros-tas-kusoman.fmv (19.5kB fmv movie [NES])
Uploaded 2014-09-05 22:44:58 by kusoman (22 files)
For NES Super Mario Bros. (24 files)
In 05:30.62 [19870 frames], 113 rerecords)
9263 views, 193 downloads
this tas I made is a fucking dinosaur (by that I mean its old) I made this years ago and felt like posting it (and yes it uses Famtasia)
Info Download

#16928321953697960 - Super Mario Bros "-3 ending" by kusoman
smb-3endingkusoman.bk2 (4.81kB bk2 movie [FDS])
Uploaded 2014-08-24 08:29:17 by kusoman (22 files)
For NES Super Mario Bros. (24 files)
In 03:15.48 [11748 frames], 164 rerecords)
9586 views, 185 downloads
beating the game using a glitch to go into the minus world (a parallel universe) VERY improvable
Info (1 comment) Download

#11466204865872104 - Brute-force walljump save.
SMB walljump brute-force.fm2 (92.9kB fm2 movie [NES])
Uploaded 2013-12-21 08:46:23 by Bobo the King (7 files)
For NES Super Mario Bros. (24 files)
In 00:00.02 [1 frame], 0 rerecords)
10014 views, 237 downloads

FM2 file begins from a savestate

To be used with my demonstration brute-force script. Load this state then run the sample script and Mario will execute a walljump (eventually).
Info Download

#10250678766083200 - Super Mario Bros. 1 input optimized
SMB1 optimized.fm2 (401kB fm2 movie [NES])
Uploaded 2013-10-27 14:58:29 by Bobo the King (7 files)
For NES Super Mario Bros. (24 files)
In 04:56.99 [17849 frames], 0 rerecords)
10280 views, 245 downloads
Super Mario Bros. 1 with all extra input removed. HappyLee's original movie has 7407 inputs, mine has

THIS IS NOT AN IMPROVEMENT TO HAPPYLEE'S MOVIE!!!

He ends his movie (but not his input) at the axe. No frames were saved following the last jump. Our inputs (not our movies) are exactly the same length.
Info Download

#8302894877106685 - Freerun of Super Mario Bros
Super Mario Bros Freerun.fm2 (185kB fm2 movie [NES])
Uploaded 2013-07-31 21:43:03 by Buddybenj (9 files)
For NES Super Mario Bros. (24 files)
In 02:16.71 [8216 frames], 718 rerecords)
10845 views, 247 downloads
I continue my WIP all he way to world 4. Many new glitches are used. If you know how to do a glitch I didn't do please tell me I'm trying to figure out how to do some new glitches. Also World 1-2 is a lot less sloppy than 1-1.
Info Download

#8297888622968915 - Freerun of Super Mario Bros
Super Mario Bros. (JU) [!]-1.fm2 (86.0kB fm2 movie [NES])
Uploaded 2013-07-31 16:18:24 by Buddybenj (9 files)
For NES Super Mario Bros. (24 files)
In 01:03.51 [3817 frames], 351 rerecords)
10862 views, 238 downloads
This is a continuation of my previous TAS that was rejected.
Info Download

#4231532671623306 - SMB warpless walkathon WIP (W1's finished)
HL,Mars-SMB1warpless-walkathon_W1finished.fcm (70.4kB fcm movie [NES])
Uploaded 2013-01-29 13:11:47 by HappyLee (2 files)
For NES Super Mario Bros. (24 files)
In 02:54.58 [10492 frames], 1208 rerecords)
11406 views, 320 downloads
Mars and I are improving the SMB warpless walkathon together, and we've saved 42 frames so far, 21 frames from 1-3 and 21 frames from 1-4 (extremely hard). Both two improvements were mainly found by me, inputs from 1-1 to 1-3 was done by Mars, and 1-4 was done by me.
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The purpose of this page is to document tricks and information of the games based on the Super Mario Bros. engine, including the Japanese version of Super Mario Bros. 2 (also known as "Lost levels").

To have a fuller list of known tricks, and because of the nature of this site, we introduce here from the easiest tricks to ones that are nearly impossibly difficult to play in real play, but are useful in the making of tool-assisted speedruns. For some of the tricks, a frame advance feature in an emulator is required.

Due to the similarity of the game engine between SMB and SMB2J, all of the tricks below also apply to SMB2J, if not specifically stated.

Games:

  • SMB1 = NES Super Mario Bros
  • SMB2J = FDS Super Mario Bros 2 (also known as "Lost levels")

The SNES ports of these games contain almost the same physics as their NES/FDS counterparts, so you can use most of them in SNES Super Mario All Stars as well.

Note: To see movies of game completions using these tricks, click here.

This page focuses mainly on Super Mario Bros. and Super Mario Bros. 2 (J). See here for trick pages of other Mario games:

Walljump

Walljump is when you jump towards a wall and somehow Mario's foot catches the wall and allows to jump again, boosting from the wall. The walljump in the left image is easy to try even on the real console. In the right image (using a custom map), three walljumps are performed.



Theory:
Walljump happens because the game does a floor check (a simple "is there a solid block below him?" test) even during a wall-ejection. Wall-ejection is SMB's mechanism to push Mario out of a wall when he entered it partially. The game ejects Mario towards the opposite of his steering.

To perform a walljump, three things are required:

  • Some horizontal speed towards the wall (facing right: X speed > 16, facing left: X speed < 240)
  • Mario's feet must hit the wall at a block boundary (every 16 pixels)
  • Some luck to make Mario go into the wall a little bit (at least for 1 pixel)

It's possible to perform walljump from any non-lethal solid material (bricks, pipes, etc.)


Flagpole glitch

Complete the level without lowering the flag by glitching into the base block of the flagpole and touch the flapole from inside. Doing so is faster than lowering the flag. The points you get from the flagpole will be only 100. This trick isn't used in 8-3 of the warped run, since the timer would turn 343 which results in fireworks. The flagpole glitch was originally found by klmz.









Flagpole glitch using an enemy

Koopa Troopas and Bullet Bills can be useful for flagpole glitching. When Mario enters the block at the flagpole with proper height, the "walking to the castle" sequence will be skipped. Landing on shells results in a higher bounce than Bullet Bills, so in order to use shells for this version of the flagpole glitch, you need to be inside the block at the flagpole already, at the moment you bounce off.












Vine teleporting glitch

If you touch a vine at the extreme left edge of the screen, you'll be transported to the right edge.

Uses: In 4-2 of SMB1, hit the vine block and get up on the ceiling. Walk to the right so that about half of the vine block gets scrolled off the screen, and the vine will dissappear. Go back to the left and touch the vine, and if you went the correct amount to the right, you'll be teleported to the extreme right edge of the screen. If you misestimated the amount, you'll get stuck in the left edge of the screen.


Alternate pipe glitches

The alternate pipe glitch occurs when a pipe takes you to somewhere other than where it was intended to.

Theory: The game can have only one "entry point" (a pipe or vine) per screen. The reason lies in how the game is designed: There is just one global variable in the game RAM that determines where pipes or vines in the current screen lead. Once the screen scrolls far enough for the next target label to be loaded from the level data, all entry points in the current screen will lead to that place.

  • If Mario is far on the right side of the screen, the entry point variable will be out of date, so a new entry point will lead to the target of the previous one (Example: In 4-2 of SMB1, if Mario is far enough on the right side of the screen, he can use the pipe to go to the warp room since the destination info of the vine is still valid. Making the vine appear is not required for this glitch. The only thing needed is that the screen hasn't scrolled too far when the pipe is entered.)
  • If the screen is ahead of Mario (Mario is on the left side of screen), the variable will have updated too soon, so you can access a future entry point's target from an earlier entry point. (Example: In 8-4 of SMB1, in the area before the water area, instead of going in the pipe after the lava pit, go a little past the previous pipe, and then turn around and go in that pipe, and it will take you to the water area instead of taking you back to the beginning of the level.)

Methods of moving to the right side of the screen

  • Teleport to the right edge of the screen the vine glitch (explained above).
  • If you enter a wall, the wall will automatically transport Mario towards the right edge of the screen without scrolling.
  • If Mario bumps into the left edge of an obstacle (wall, pipe, coin block etc.) while jumping, the screen scrolling will momentarily stop even if Mario continues to move to the right. Since Mario accelerates faster into the direction he doesn't face to, you should use this trick while jumping backwards (Mario faces to the left).


Going through bricks

There are several occasions when Mario can partially or even completely enter a solid object (brick, question mark block, etc).

The easiest of them, though not very useful, is to stand under a brick so that less than half of Mario is under the brick, and then jump up. Mario will not hit the brick, and will get pushed away from the brick instead. When the pushing away effect happens, if you try to manually steer away from the brick, the brick actually pulls you inside instead of ejecting.

This is a basic technique which has many uses.

TODO: Explain the flagpole glitches with images (might need to merge "Going through bricks" and "Flagpole glitch").

Application: Catch a power-up before it appears

If you are quick enough, you can catch the bonus item through the block even before it has completely exited from the block it came from.

In the example image on the right, you can see that it's also possible to jump again after getting a mushroom or fire flower (have the "A"-button pressed at the end of the transformation).

Application: Jump into a solid object below a floor

For the purpose of this glitch, any solid object (including pipes) counts as a floor.

It is really difficult to perform (much harder than the walljump), but here are the instructions.

  1. You need proper speed. If the object is only 2 blocks tall, such as the pipe in the end of 1-2, you can not jump into it while running. Use the left+right trick to deaccelerate quickly before jumping. If you have too high speed, you'll just find yourself standing on top of the object instead of inside it.
  2. You need the right position. The right position is: as near as possible. You are too near, if when you jump toward the object, you'll bump into it without getting ejected pixel by pixel.
  3. Immediately when the wall starts ejecting Mario, start steering away from it. This causes the wall to pull you in instead of push you out.
  4. Immediately after your vertical movement stops, start moving to the direction you want to go. If the wall is ejecting you now, you failed some of the previous steps.

The easiest way to perform this trick is into 2-block tall obstacles at walking speed.

  1. Do a minimal height jump (hold A for 1 frame) at the exactly right distance.
    • You are too close, if you bump into the wall without a chance to counter the ejection.
    • You held A for more than 1 frame (or your jumping platform was less than 2 block distance far from the floor), if you land on top of the floor.
  2. When the wall would start ejecting, hold to the opposite direction from the obstacle.
  3. Once Mario lands into the wall, start walking normally.
    • If the wall just ejects Mario, you were too far from the wall when you jumped.

This trick is apparently also possible in SMB3 (noticed against some water level end pipes).

A special case of this trick is called 'the swim of death', as demonstrated in the image on the right. The physics of Super Mario Bros is nearly the same in air and in water, and thus walls can be entered in water too.

TODO: Add other swimming tricks.



Application: Jump into a wall just below a solid ceiling and walk through it

-> With small Mario

To perform the trick, do a walljump into the wall position right below the ceiling. When you get foothold, jump immediately. When you land, jump again. When you land again, jump again. Usually three or four jumps are enough before you can walk through the wall. Each jump takes you deeper into the wall.

During each of the jumps, you need to steer heavily to the opposite direction you're going to. Otherwise the wall will eject Mario.

Note: Steering only has effect during a jump (i.e. when Mario is not standing or walking). If Mario is standing, the direction of ejection is determined by the location of his upper body in relation to the left edge of the wall. (If it's partially out from the wall, he'll be ejected to the left (unstoppable unless you jump). Otherwise, he'll be ejected to the right (stoppable, speedable).




-> With big Mario

As demonstrated in the right image, big Mario doesn't need to do any of the complicated stuff that applied to when he is small. When he is big, he can simply perform a duck-jump into the corner and start walking. This is because his head will be well inside the ceiling, enabling the ejection to the right. (If he ducks again before he is fully inside the wall, he'll be ejected to the left instead.)





Application: Jump into a solid wall and walk through it

It is possible to perform the wall-entry trick even without a ceiling. However, it requires extremely precise positioning and efficient speed. This is the hardest of all of the tricks.

Instructions: You will need to have a proper X-subpixel position value for this to work. A subpixel is a position component which is not rendered onscreen. In this game, 16 subpixels make up 1 pixel. Now when you jump into a wall (not doing this trick), you might be pushed out immediately without having entered the wall at all. At other times you might have been able to be inside the wall partially. This is the result that you want when optimizing your X-subpixel position. You can press "left" for 1 frame while running to the right to decrease your subpixel value by one unit. Do this until jumping into a wall will result in Mario being partially inside the wall. If this condition is met, you can follow these instructions.

  1. Jump towards a wall, approach its edge as closely as possible right before you enter it, and become embeded in it as deep as possible at the first frame you have entered it. The required minimum depth is 3 pixels.
  2. Immediately when the wall starts ejecting you, start steering away from it. This causes the wall to pull you in instead of pushing you out.
  3. As soon as you land inside the wall, jump while moving away from the wall for 1 frame. You have to hit the block above you inside the wall. You may have to repeat doing this until you are so deep inside the wall that you will not be ejected out while you are walking forwards inside the wall.
    • If you can't hit the solid block above when jumping, you will be ejected out. You will need to try again from the start.
  4. After you have entered the wall deep enough, start moving in the direction you want to go as soon as you land. If the wall is ejecting you now, you failed the previous steps.

Application: Off-screen wall climbing

This trick is trivial to perform. When there is a hole on the left side of the screen, you can cram Mario in between of the screen edge and the wall, and climb upwards the hole. Mario will be unable to fall down. It can be used to reach the ceiling of the dungeon in places where there normally is no route to the ceiling.

By jumping repeatedly and steering to the left, it can also be used to enter the wall, as shown in the right example image.

Aside from brick walls, it works with other solid walls too.




Accelerating faster

When you need to accelerate from zero speed, you can do it faster if you jump a small jump backwards and steer to the opposite direction Mario is facing. This can be used to start a level faster, to accelerate faster after exiting a pipe and to complete a walljump faster.

Press "left" and "right" for 1 frame. Press the "A"-button for 1 frame to make a small jump to the right. Start holding the "B"-button. When landing on the ground you will need to face backwards for one frame (without holding the "B"-button). The next frame you can start jumping again, holding the "B"-button and you will have gained running speed.

TODO: Add images (level beginning & walljump)


Shooting faster

By pressing right+left at the same time, you can shoot to the left and the shots travel horizontally at twice the normal speed. It looks very aggressive, compared to the normal merrily bouncing fire balls. Though, this technique is more userful in water levels since it doesn't slow down Mario.


"Stomping" enemies from below

You don't need to land on the top of an enemy to kill it. As long as you're moving downward as you hit the enemy, you'll kill it. If you time it just right, sometimes you can even hit the bottom of the enemy. This is useful for killing enemies that seem to be too high to jump on.




Special case: Moustache stomp

This is not a walljump. This image illustrates how "landing" on a turtle at the
right time can save Mario's life, even if it is only his moustache that lands on the turtle.


Walking inside enemies

When you stomp an enemy, the enemy becomes a friend for a short while, so if you stomp it from below,
you don't need to worry about being immediately killed by it when you bounce upwards.

In fact, you can sometimes get inside an enemy right after stomping it,
and the enemy doesn't harm you as long as you are inside it.


Bouncing high off turtles

How it's done: If you jump toward a turtle while it's in the air, you can stomp it while moving upward and keep moving upward. The maximum height that you'll be able to reach if you keep holding down A depends on the exact frame that you made your jump and which part of the turtle you hit, so if you aren't bouncing high enough, keep adjusting your jump.

This is useful for being able to get over an obstacle or landing on another enemy after bouncing off a turtle.

In SMB2j, due to the high bouncing force, when hitting enemies like flying Koopa Troopas in upward motion, you'll gain a lot of vertical velocity that sometimes takes Mario or Luigi straight to the sky.


Jumping through hammers

How it's done: The game does a very poor job of detecting collisions with hammers, so sometimes you can go through a hammer without getting hit, and sometimes you can completely miss a hammer and still get hit.

Bowser will start throwing hammers beginning from 6-4. Even if it looks like there's no gap in the stream of hammers, it's still likely that you'll be able to get through without taking a hit.

It is easier if you are small or ducking, due to the smaller hitbox.

TODO: Add image.


Turning around quickly

Press left and right simultaneously for 1 frame.

When you press left+right, you'll start walking backwards to the right. The running speed is instantly reduced to a walking speed or even slower. This allows for a much more sudden braking. It can be applied anywhere where you need to brake quickly.


Avoiding fireworks

In SMB1, fireworks come when a level is completed with the last digit of the timer at 1, 3, or 6.

In SMB2j, fireworks come when the last digit of your coin counter matches the last digit of the timer.

Getting more than one fireworks wastes time, therefore it should be avoid. For example, in 8-3 of the warped run, the flagpole glitch is not used to avoid 3 fireworks, while in the console speedrun, usually the runners choose to slow down to wait for the last digit of the timer to turn to 2. However, a single firework usually doesn't waste time, except in some very special cases.


Sliding on one foot

This is a well-known trick which requires the fiery Mario. When you start a level or exit from a pipe, hold B and jump, and continue holding B. When you move, Mario will slide instead of running, for some time. This trick is trivial to do on the real console.





Lip jumps

It is possible to stand on the edge of a pipe even where's a plant coming out of the pipe. There are a few pixels of room at both sides of the pipe. You can land on it, and jump immediately again.







The "21 frame rule"

In SMB1 and SMB2j, every time the screen blacks out (entering a new level), the game delays for a varying amount of time.

The delay is actually calculated so that the current playing progress will be rounded up to next 21 frame boundary.

As an example, this means that if you complete a level in

  • 1 frames, the level length will be N+21 frames
  • 15 frames, the level length will be N+21 frames
  • 20 frames, the level length will be N+21 frames
  • 21 frames, the level length will be N+21 frames
  • 22 frames, the level length will be N+42 frames
  • 30 frames, the level length will be N+42 frames
  • 42 frames, the level length will be N+42 frames
  • 43 frames, the level length will be N+63 frames
And so on, where N is a constant minimum length of the black screen.

Therefore, the only part of the game that can be improved by a time less than 21 frames is the entire last level.


Walking in place (Moonwalking)

See level 8-4 of HappyLee's SMB walkathon TAS for a demonstration.

This kind of moonwalk where Mario is walking in place without further input is a special state which can be achieved by pressing "left" and "right". It happens sometimes when you slow down the speed on the ground with "left" and "right". While walking in place, the X-speed goes "1, 255, 1, 255..."and it will never stop, so the X-subpixel goes "x, x-16 ,x, x-16...". When "x"=0, "x-16" turns to be 240, so the X-pixel has changed. Mario is shaking and the screen begins to scroll. This is what makes the moonwalk trick useful, because the screen scrolls without further actions.





Firebar hiding trick

Sometimes Mario can come out safe after seemly touching a Firebar, mostly because the spinning of the Firebar isn't as smooth as it seems. In the image on the right, The Firebar moves too fast to hurt Mario because there is no frame rendered where Mario is "inside" the firebar.











Small fiery Mario / negative Mushroom

(The following explanation is copied from Wikipedia. It is a good explanation, but someone seems to stick to that it is “fan cruft” and does not belong into an encyclopedia. Thus copying it here instead of linking to the Wikipedia article.)

Internal to the game, Mario’s powerup state is recorded in two independent variables; one describes size (0=regular; 1=super) and the other tracks the ‘upgrade state’ (0=need mushroom; 1=need flower; 2=has flower). The ‘size’ decides the sprite (small on 0; big on 1) used for Mario; the ‘upgrade state’ decides what powerup will come out of a block (mushroom on 0; flower on 1 or 2) and what will happen when Mario is hit (die on 0; switch ‘size' and clear ‘upgrade state’ on 1).

These states can be knocked out of synchronization. The game checks for all sprite collisions, knocks the ‘upgrade state’ to 0 if it hits, and switches size only when all checks are done. If Mario’s sprite strikes the King Koopa sprite and the bridge release sprite in one frame, the game will register the collision between Mario and Koopa, knock the ‘upgrade state’ to 0, register the collision between Mario and the bridge release, and jump into the level complete loop that causes Mario to walk to the right ― and never switches the ‘size’ variable.

If Mario was naturally large (state 1 or 2, size 1) when he hit the switch he will stay large (state 0, size 1). If he strikes an enemy he will die (because his ‘upgrade state’ is 0), but he can break blocks. If he gets a mushroom, he will shrink and be unable to hit blocks; if he is hit now, he will grow again. If he gets a fire flower, his palette will be changed and he will be able to shoot (but the game will use the large image for shooting; it will, however, keep Mario’s small feet if Mario is moving). Mario will now be Little Fiery Mario.

If Mario was naturally small (state 0, size 0) when he hit the switch, he will appear to die but the level will still be beat and he will not lose a life. If Mario was unnaturally small (state 1 or 2, size 0) when he hit the switch (that is, if he does this trick twice), he will revert to his normal form. When Mario dies his size is set small and his state is set unupgraded, no matter how he died or what his state was before.

Using the third part only of a 3-code Game Genie code for “Always Stay Big” will produce similar results (the code is SZLIVO). As long as Mario has gained a power-up, he will become small when hit, then grow when hit a second time. This is a much simpler way to view the “Little Fiery Mario” quirk.

This glitch appears to have been fixed in the Super Mario All-Stars version, though the two-variable mechanism behind it still exists.


The Minus World (SMB1)

This is a well-known glitch which occurs when Mario glitches behind the wall in 1-2 in SMB1 and enters the first pipe.

The minus world is basically just a random location of the game ROM, it is not a real world. It wasn't designed that way ― it's just an oversight of the programmers that you can get into the pipe before the correct warp labels are assigned.

In the NES version of Super Mario Bros., the "minus world" was a looping, uncompleteable copy of world 2-2. In the FDS version, however, it is an underwater 1-3, 2-3, and an underground 4-4, making it completable. Completing the game this way would give the "in another castle" message, but would return to the title screen as if 8-4 had been beaten; hard mode and the level become accessible, as well.


Low-Gravity Mario

When a level starts, Mario is in a special state regarding falling speed until he jumps for the first time. He regains this state whenever there is a screen transition (when a new level starts or after exiting a pipe). This is not useful for speedrunning, though it is featured in the "minimum buttons pressed" submission.

TODO: Add image (1-1 after exiting the pipe, landing on the two goombas).


Koopa walking in mid-air

Usually, when a shell is being landed on in mid-air, it will just turn around and continue falling down. But if a shell is being landed on at the bottom of the screen (within the first two rows of blocks), the shell will not be falling down anymore, mysteriously. When the Koopa Troopa starts walking, he will be walking in mid-air and he will be able to walk through solid obstacles.

TODO: Add image.


Enemies, firebars, or platforms not appearing

Sometimes enemies or objects will not appear when they are supposed to normally. When there are 5 or more object sprites on the screen (this can include firebars, fireballs, and platforms) this will occur. One of the most bizarre cases of this is seen in level 4-4 of SMB2J. If you approach Bowser the moment 5 other sprites are on screen, Bowser will not spawn, as if you've already defeated him.

TODO: Add image.


Things to add in the future

  • items not appearing
  • trampoline glitch
  • Lift glitches (4-3 oddities)
  • Transforming Spineys into Koopas + Goombas to dead Koopas
  • "Silk glitch" (bullet stuck in mid-air)
  • Vertical screen wraparound, also smb2j lift glitches
  • Alternate music level ending (trick/glitch?)
  • Inside flagpole without activating end
  • Using screen edge+block to climb upwards
  • Ducking in water
  • Getting inside of enemies (few different ways)
  • Killing enemies twice
  • Dying twice
  • Win/lose at same time
  • Entering floors (use of invisible blocks)
  • Shell combo-ing/interesting notes
  • Flagpole death finish (die continuously and win)
  • Jumping Koopas moving unusual directions
  • Changing Enemy movement by getting hit
  • Scaling walls vertically
  • Making items/enemies fall through blocks
  • Jumping through ceilings (use of mushroom jump)
  • Vine types and other glitches (what vine does when L+R is used, strange vines)
  • Running/walking over gaps
  • Using springs to go through ceilings
  • Falling downward through certain block patterns
  • Stupid Squid
  • Getting Stuck in odd places
  • Going through walls (while on a moving platform or with wind - smb2j)
  • Correct Maze patterns may not always work
  • New area reload from mazes (disappearing enemies/fireballs)
  • Bowser killed with 3 fireballs instead of 5
  • 1-up appearances x-1 levels
  • Above/below screen jumping/shooting won't work
  • Getting too many lives
  • Never ending levels (no timer trigger)
  • Flagpole wraparound glitch
  • getting hit while going to -1 world (firey small mario)

Memory Addresses

Address Set #11: Super Mario Bros.
System: Nintendo Entertainment System
Download .wch file for: BizHawk
Domain Address Data Type Signed Endian Description
RAM 000F Byte Unsigned Little Enemy 1 Loaded
RAM 0010 Byte Unsigned Little Enemy 2 Loaded
RAM 0011 Byte Unsigned Little Enemy 3 Loaded
RAM 0012 Byte Unsigned Little Enemy 4 Loaded
RAM 0057 Byte Unsigned Little X Speed
RAM 006D Byte Unsigned Little Level X 2nd
RAM 0086 Byte Signed Little Level X
RAM 009F Byte Unsigned Little Y Speed (pixel?)
RAM 00CE Byte Unsigned Little Y Pixel
RAM 03AD Byte Unsigned Little On Screen X
RAM 0400 Byte Unsigned Little X Subpixel
RAM 0416 Byte Unsigned Little Y Subpixel
RAM 0483 Byte Unsigned Little Bowser HP
RAM 0705 Byte Unsigned Little X Speed Sub (subsub)
RAM 071D Byte Unsigned Little Camera X
RAM 077F Byte Unsigned Little 21 Frame Rule


See also