TASVideos

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

Game Information

SNES Super Mario World

Total movies: 5


[Tier: Stars]SNES Super Mario World (USA) "96 exits" in 1:14:37.63 by bahamete, Kaizoman666 & Masterjun.
snes9x movie (.smv) (date: 2013-02-07)
MKV file via BitTorrent (size: 178.54 MB, length: 1:19:59)
MKV file via BitTorrent (Modern HQ) (size: 180.64 MB, length: 1:19:59)
Mirror archive.org
Mirror archive.org (MKV Modern HQ)
Watch on (www.youtube.com)
Submission #3849 — Author's comments
Discuss this movie
Obsoletes movie #577 (1:21:29.63)
Rating: 9.5 (27 votes)
View Publication
- 100% completion
- Takes damage to save time
- Forgoes major skip glitch
- Forgoes final boss skip glitch
- Forgoes time-saving glitches
- Foregoes memory corruption
- Genre: Platform
Acknowledged as one of the best Mario games of all time, Super Mario World is a must see for fans of classic games. This run completes the game fully (all 96 exits) and makes use of almost every known glitch to make it as fast and exciting as possible.

This TAS by bahamete, Kaizoman666 & Masterjun is an improvement of 6:44.63 minutes over the previous movie. The improvement comes from new glitches and better optimization.

If you like this video, be sure to also see Super Demo World 100% completion (120 exits) in 2:02:04.49 by PangaeaPanga.


[Tier: Moons]SNES Super Mario World (USA) "game end glitch" in 00:41.81 by BrunoVisnadi, Amaraticando & Masterjun.
lsnes movie (.lsmv) (date: 2015-08-18)
MKV file via BitTorrent (Modern HQ) (size: 8.36 MB, length: 05:00)
MP4 file via BitTorrent (Compatibility) (size: 10.60 MB, length: 05:00)
Mirror archive.org (MKV Modern HQ)
Mirror archive.org (MP4 Compatibility)
Watch on (www.youtube.com)
Submission #4797 — Author's comments
Discuss this movie
Obsoletes movie #2604 (00:41.98)
Rating: 7.4 (20 votes)
View Publication
- Major skip glitch
- Final boss skip glitch
- Executes arbitrary code
- Heavy glitch abuse
- Corrupts memory
- Genre: Platform
This is the 4th published movie in a category of impressively fast Super Mario World TASes. It beats the game by jumping to the credits from one of the two levels available from the start, Yoshi's Island 2. This happens because a glitch involving eating a Charging Chuck allows manipulating the code being executed by the game using only controller input.

This run is 0.16 seconds faster than Masterjun's previous movie. This improvement comes mostly from kicking the green shell forwards by touching it while Yoshi is ascending instead of eating it after spitting out the fireballs, which allows to spit out the fireballs much further before getting the green shell.

For more movies like this, see this list of TASes that execute arbitrary code.


Using a similar glitch, Masterjun has also used mere controller input to embed his own games into Super Mario World itself.

[Tier: Moons]SNES Super Mario World (USA) "small only" in 1:18:23.22 by PangaeaPanga.
snes9x movie (.smv) (date: 2011-08-25)
MP4 file via BitTorrent (size: 189.16 MB, length: 1:23:45)
Mirror www.archive.org
Watch on (www.youtube.com)
Submission #3260 — Author's comments
Discuss this movie
Obsoletes movie #892 (1:19:55.65)
Rating: 8.7 (23.5 votes)
View Publication
- Uses a suboptimal character
- Forgoes major skip glitch
- Forgoes final boss skip glitch
- Heavy glitch abuse
- Forgoes time-saving glitches
- Foregoes memory corruption
- Genre: Platform
Mario's doctor heard about the "Magic Mushrooms" which make Mario grow to twice his normal size and let him break bricks. Fearing for Mario's health, he orders Mario to avoid those nasty powerups.

This run aims to complete as many exits as possible without collecting a powerup or visiting any Switch Palaces. Unable to fly, Mario is forced to confront most obstacles and overcome them in unique ways. Riding Yoshi is also banned. 86 out of the total 96 exits are completed.

In this run, the author, PangaeaPanga, saves 1:32.43 over the previous movie by using better paths, new tricks, and lag reduction. For a level by level analysis of the improvements, please see the author's notes.


[Tier: Moons][Console-verified]SNES Super Mario World (USA) "arbitrary code execution" in 02:25.19 by Masterjun.
lsnes movie (.lsmv) (date: 2014-01-12)
MKV file via BitTorrent (Modern HQ) (size: 4.55 MB, length: 02:31)
MP4 file via BitTorrent (Compatibility) (size: 5.25 MB, length: 02:31)
MKV file via BitTorrent (Very High Quality) (size: 7.27 MB, length: 02:31)
Mirror archive.org (MKV Modern HQ)
Mirror archive.org (MP4 Compatibility)
Mirror archive.org (MKV Very High Quality)
Watch on (www.youtube.com)
Submission #4156 — Author's comments
Discuss this movie
Rating: 9.3 (31.5 votes)
View Publication
- Demonstration
- Executes arbitrary code
- Heavy glitch abuse
- Corrupts memory
- Genre: Platform
Award - Funny TAS of 2014Award - Glitchy TAS of 2014Award - SNES TAS of 2014Award - TAS of 2014
Masterjun builds upon his previous work at destroying Super Mario World by programming some simple games inside it, using only controller input!

A technical explanation is available on the submission page.

This movie famously premiered via playback on a real Super Nintendo, at Awesome Games Done Quick 2014, as part of the first TASVideos presentation at a Games Done Quick event, which are hosted by SpeedDemosArchive.


This video has articles featured in reputable news sources:

[Tier: Stars][Console-verified][Has commentary]SNES Super Mario World (USA) "warps" in 09:57.1 by BrunoVisnadi & Amaraticando.
lsnes movie (.lsmv) (date: 2015-12-09)
MKV file via BitTorrent (Modern HQ) (size: 30.74 MB, length: 15:13)
MP4 file via BitTorrent (Compatibility) (size: 38.44 MB, length: 15:13)
Mirror archive.org (MKV Modern HQ)
Mirror archive.org (MP4 Compatibility)
Watch on (www.youtube.com)
Submission #4928 — Author's comments
Discuss this movie
Obsoletes movie #2827 (09:59.85)
Rating: 9.5 (17 votes)
View Publication
- Contains speed/entertainment tradeoffs
- Uses death to save time
- Takes damage to save time
- Forgoes major skip glitch
- Forgoes final boss skip glitch
- Heavy glitch abuse
- Forgoes time-saving glitches
- Corrupts memory
- Genre: Platform
Award - SNES TAS of 2015Award - TAS of 2015
This is the 12th published movie of Super Mario World that beats the game by clearing 11 of the 96 exits, the shortest route intended by the game developers. This movie's faster by 2.74 seconds, clocking at less than 10 minutes. As in the previous publication, Mario still dies in the process.

A few new tricks were found:

  • Stunning a fish;
  • Lateral corner clip;
  • Downward corner boost.

We recommend reading the authors' comments for more details.

There are also movies of this game that trigger the credits early, clear all 96 exits, clear as many exits as possible as small Mario and write a program using the game's code.

The encodes feature commentary by the authors as soft subtitles.

Total movies: 17


[Tier: Stars][Notable improvement]SNES Super Mario World (USA) "warps" in 09:57.82 by bahamete, Kaizoman666, Mister & PangaeaPanga.
snes9x movie (.smv) (date: 2012-01-08)
MP4 file via BitTorrent (size: 30.25 MB, length: 15:11)
MP4 file via BitTorrent (Modern HQ) (size: 32.62 MB, length: 15:11)
Mirror www.archive.org
Mirror www.archive.org (MP4 Modern HQ)
Watch on (www.nicovideo.jp)
Watch on (www.youtube.com)
Submission #3407 — Author's comments
Discuss this movie
Obsoletes movie #1912 (10:20.6)
Rating: 9.2 (36.5 votes)
View Publication
- Contains speed/entertainment tradeoffs
- Uses death to save time
- Takes damage to save time
- Forgoes major skip glitch
- Forgoes final boss skip glitch
- Heavy glitch abuse
- Forgoes time-saving glitches
- Corrupts memory
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
This is the 10th published movie of Super Mario World that beats the game by clearing 11 of the 96 exits, the shortest route intended by the game developers. Of all the previous movies, not one had obsoleted its predecessor by more than 15 seconds. This movie sets a new record by beating the previous movie by 22.68 seconds and clocking in under 10 minutes. Ironically, Mario dies in the process.

The authors of this movie have found (more) new glitches to save time. The notable differences in gameplay are:

  • Plays a level which was not previously played (Yoshi's Island 1)
  • Skips Iggy's Castle
  • Optimizes Bowser fight
We recommend reading the author's comments to understand how the new glitches are used in this movie.

There are also movies of this game that trigger the credits early, clear all 96 exits, clear as many exits as possible as small Mario, and write a program using the game's code.


[Tier: Stars]SNES Super Mario World (USA) "11 exits" in 10:31.95 by JXQ.
snes9x movie (.smv) (date: 2006-05-06)
MKV file via BitTorrent (size: 37.15 MB, length: 15:43)
Mirror www.archive.org
Watch on (www.youtube.com)
Submission #1072 — Author's comments
Discuss this movie
Obsoletes movie #351 (10:35.98)
Rating: 9.1 (48 votes)
View Publication
- Takes damage to save time
- Uses warps
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Time for JXQ to join the Super Mario World TAS authors' group.

This movie beats the previous SMW movie by mere 4 seconds ― which is a lot considering how the difference was gained.

Strategically, this is exactly the same movie as the previous one, but there are new techniques that dive directly into how the game works. The author has of course explained them here.

See also: SMW 100% completion (96 exits) in 1:21:30 by Fabian


[Tier: Moons][Notable improvement][Console-verified]SNES Super Mario World (USA) "game end glitch" in 01:39.74 by Masterjun.
lsnes movie (.lsmv) (date: 2013-04-30)
MKV file via BitTorrent (size: 10.47 MB, length: 05:54)
MKV file via BitTorrent (Modern HQ) (size: 10.46 MB, length: 05:54)
Mirror archive.org
Mirror archive.org (MKV Modern HQ)
Watch on (www.youtube.com)
Submission #3957 — Author's comments
Discuss this movie
Obsoletes movie #1945 (02:36.4)
Rating: 8.8 (21 votes)
View Publication
- Major skip glitch
- Final boss skip glitch
- Executes arbitrary code
- Heavy glitch abuse
- Corrupts memory
- Heavy luck manipulation
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
"Thank you for playing Super Mario World! Unfortunately, this trial copy will only let you play for 1.5 minutes."

This is a completely new type of Super Mario World TAS. It beats the game by jumping to the credits from one of the two levels available from the start, Yoshi's Island 2. This happens because a glitch involving stunning a flying question block allows manipulating the code being executed by changing the position of sprites.

This run is 56.50 seconds faster than Masterjun's previous movie. For those who love to read the technical specifics of such runs, there are detailed author's comments about the new method used here. Suffice to say, 8 controllers are required to get this to work. See this run played back on a real console. If you want to see more movies like this, let this post be your guide.


Seven months after this TAS, Masterjun exploited the glitch used here to do more than just trigger the game's end; he used only controller input to embed his own games into Super Mario World itself.

[Tier: Moons]SNES Super Mario World (USA) "96 exits" in 1:23:38.37 by VIPer7.
snes9x movie (.smv) (date: 2005-03-02)
AVI file via BitTorrent (size: 275.70 MB, length: 1:27:57)
Mirror www.archive.org
Watch on (www.youtube.com)
Submission #574 — Author's comments
Discuss this movie
Rating: 8.4 (17 votes)
View Publication
- 100% completion
- Takes damage to save time
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
The classic SNES game is renewed with a 100% completion run by VIPer7.

This *96 run gets all exits ({levels marked with red dots and some ghost houses} have two exits), visits all Switch Palaces, plays all Special secret levels and defeats Bowser.
It also gets 99 extra lives and ends up with 99 stars and 99 coins.

This movie defeats Bowser at 1:22:42, but the input continues to 1:23:38. (Hint: pay attention to the credits).

We recommend reading the author's novel notes about this movie.


[Tier: Stars]SNES Super Mario World (USA) "11 exits" in 10:22.17 by ISM & Mister.
snes9x movie (.smv) (date: 2009-12-17)
MP4 file via BitTorrent (size: 31.83 MB, length: 15:50)
Mirror www.archive.org
Watch on (www.dailymotion.com)
Watch on (www.youtube.com)
Submission #2494 — Author's comments
Discuss this movie
Obsoletes movie #1115 (10:26.65)
Rating: 9.0 (44.5 votes)
View Publication
- Takes damage to save time
- Heavy glitch abuse
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Super Mario World is a game which needs no introduction.

This movie beats the previous SMW movie by an incredible four and a half seconds. Much of the improvement is due to abuse of a new glitch; the balance is caused by better lag management.

See also: SMW 100% completion (96 exits) in 1:21:30 by Fabian


[Tier: Moons]SNES Super Mario World (USA) "small only" in 1:19:55.65 by thegreginator & skamastaG.
snes9x movie (.smv) (date: 2007-06-11)
AVI file via BitTorrent (size: 212.45 MB, length: 1:25:09)
Mirror www.archive.org
Watch on (www.youtube.com)
Submission #1593 — Author's comments
Discuss this movie
Rating: 8.5 (60 votes)
View Publication
- Uses a suboptimal character
- Heavy glitch abuse
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Mario's doctor heard about the "Magic Mushrooms" which make Mario grow to twice his normal size and let him break bricks. Fearing for Mario's health, he orders Mario to avoid those nasty powerups.

This run aims to complete as many exits as possible without collecting a powerup or visiting any Switch Palaces. Unable to fly, Mario is forced to confront most obstacles and overcome them in unique ways. Riding Yoshi is also banned.

86 out of the total 96 exits are completed.


[Tier: Moons]SNES Super Mario World (USA) "11 exits" in 10:52.42 by Volkov.
snes9x movie (.smv) (date: 2004-07-14)
MKV file via BitTorrent (size: 36.88 MB, length: 16:08)
Mirror www.archive.org
Watch on (www.youtube.com)
Submission #93 — Author's comments
Discuss this movie
Obsoletes movie #106 (11:05.7)
Not rated
View Publication
- Takes damage to save time
- Uses warps
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
A very impressive SNES Super Mario World movie.

And this time the little Yoshi kid in the underwater world isn't killed :)

This movie also aims for the highest possible score within the fastest possible completion.


[Tier: Stars]SNES Super Mario World (USA) "11 exits" in 10:28.7 by Fabian & JXQ.
snes9x movie (.smv) (date: 2006-11-23)
AVI file via BitTorrent (size: 37.40 MB, length: 15:48)
Mirror www.archive.org
Watch on (www.guba.com)
Watch on (www.youtube.com)
Submission #1353 — Author's comments
Discuss this movie
Obsoletes movie #536 (10:31.95)
Rating: 9.2 (60 votes)
View Publication
- Takes damage to save time
- Uses warps
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Super Mario World is a game which needs no introduction.

This movie beats the previous SMW movie by a mere 3 seconds. Strategically, this is very similar to the previous movie, but a new technique which involves keeping flight status through doors and pipes saved the majority of the time. This game is now extremely tightly optimized to minimize lag between levels.

This movie is a joint venture between Fabian and JXQ, but small and big optimizations were contributed by several people: skamastaG, thegreginator, mrz, jimsfriend, Flagitious and Arne_the_great.

See also: SMW 100% completion (96 exits) in 1:21:30 by Fabian


[Tier: Moons]SNES Super Mario World (USA) "11 exits" in 11:05.7 by Bladegash.
snes9x movie (.smv) (date: 2004-06-20)
MP4 file via BitTorrent (size: 32.26 MB, length: 16:20)
Mirror www.archive.org
Watch on (www.youtube.com)
Submission #17 — Author's comments
Discuss this movie
Rating: Too few votes (1) to display
View Publication
- Takes damage to save time
- Uses warps
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
It's version 2 of Bladegash's timeattack for the original Super Mario World.

[Tier: Moons]SNES Super Mario World (USA) "11 exits" in 10:35.98 by flagitious&VIPer7.
snes9x movie (.smv) (date: 2005-05-28)
AVI file via BitTorrent (size: 38.72 MB, length: 15:49)
Mirror www.archive.org
Watch on (www.youtube.com)
Submission #689 — Author's comments
Discuss this movie
Obsoletes movie #144 (10:50.97)
Rating: 9.5 (3 votes)
View Publication
- Takes damage to save time
- Uses warps
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
SNES Super Mario World movie done faster than anyone imagined.

This movie is about 15 seconds faster than the previous version by Alexis Neuhaus, due to many small and some bigger things that sum up to a notable amount of time.

More details can be found in the authors' comments.


[Tier: Moons]SNES Super Mario World (USA) "game end glitch" in 02:36.4 by Masterjun.
snes9x movie (.smv) (date: 2012-01-08)
MP4 file via BitTorrent (size: 6.19 MB, length: 03:34)
MP4 file via BitTorrent (Modern HQ) (size: 6.65 MB, length: 03:34)
Mirror www.archive.org
Mirror www.archive.org (MP4 Modern HQ)
Mirror www.nicovideo.jp
Watch on (www.youtube.com)
Submission #3413 — Author's comments
Discuss this movie
Rating: 8.2 (27.5 votes)
View Publication
- Executes arbitrary code
- Heavy glitch abuse
- Corrupts memory
- Genre: Platform
Award - Funny TAS of 2012Award - SNES TAS of 2012

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
"Thank you for playing Super Mario World! Unfortunately, this trial copy will only let you play for 2.5 minutes."

This is a completely new type of Super Mario World TAS. It beats the game by getting the "THE END" screen in the second level (Yoshi's Island 3). This happens because a glitch allowing Yoshi to eat "nothing" enables players to manipulate memory and code into bringing up the final screen of the game.

The heated discussion about the categorical separation regarding this movie and the recently published "no save corruption" TAS invoked the creation of the "Corrupts Memory" category.


The credits glitch has been verified on console using a modified version of this TAS made with the lsnes emulator.

[Tier: Moons][Notable improvement]SNES Super Mario World (USA) "96 exits" in 1:21:29.63 by Fabian.
snes9x movie (.smv) (date: 2006-08-14)
AVI file via BitTorrent (size: 219.48 MB, length: 1:26:50)
Mirror www.archive.org
Watch on (www.youtube.com)
Submission #1153 — Author's comments
Discuss this movie
Obsoletes movie #304 (1:23:38.37)
Rating: 9.1 (91.5 votes)
View Publication
- 100% completion
- Takes damage to save time
- Genre: Action
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Acknowledged as one of the best Mario games of all time, Super Mario World is a must see for fans of classic games. This run by Fabian completes the game fully (all 96 exits) and makes use of almost every known glitch to make it as fast and exciting as possible.

If you like this video, be sure to also see Super Demo World 100% completion (120 exits) in 2:02:04 by PangaeaPanga.


[Tier: Stars]SNES Super Mario World (USA) "11 exits" in 10:20.6 by bahamete, Kaizoman666, PangaeaPanga.
snes9x movie (.smv) (date: 2011-11-05)
MP4 file via BitTorrent (size: 29.19 MB, length: 15:35)
Mirror www.archive.org
Watch on (www.youtube.com)
Submission #3346 — Author's comments
Discuss this movie
Obsoletes movie #1415 (10:22.17)
Rating: 9.2 (11 votes)
View Publication
- Takes damage to save time
- Heavy glitch abuse
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Super Mario World is a game which needs no introduction.

This movie beats the previous SMW movie by 1.05 seconds. Much of the improvement is due to the item switch glitch. See the authors' notes for details.

See also: SMW 100% completion (96 exits) in 1:21:30 by Fabian


[Tier: Moons]SNES Super Mario World (USA) "11 exits" in 10:50.97 by A.Neuhaus.
snes9x movie (.smv) (date: 2004-07-26)
MKV file via BitTorrent (Modern HQ) (size: 31.50 MB, length: 16:07)
MP4 file via BitTorrent (Compatibility) (size: 40.54 MB, length: 16:07)
Mirror www.archive.org (MKV Modern HQ)
Mirror www.archive.org (MP4 Compatibility)
Watch on (www.youtube.com)
Submission #230 — Author's comments
Discuss this movie
Obsoletes movie #119 (10:52.42)
Rating: Too few votes (2) to display
View Publication
- Takes damage to save time
- Uses warps
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
A very impressive SNES Super Mario World movie.
This is just one second faster than the previous version by Volkov, but it also gets a little better final score.

[Tier: Stars][Console-verified]SNES Super Mario World (USA) "warps" in 09:59.85 by bahamete, Masterjun & PangaeaPanga.
lsnes movie (.lsmv) (date: 2015-04-24)
MKV file via BitTorrent (Modern HQ) (size: 30.41 MB, length: 15:15)
MP4 file via BitTorrent (Compatibility) (size: 38.98 MB, length: 15:15)
Mirror archive.org (MKV Modern HQ)
Mirror archive.org (MP4 Compatibility)
Watch on (www.youtube.com)
Submission #4660 — Author's comments
Discuss this movie
Obsoletes movie #1944 (09:57.82)
Rating: 8.9 (13 votes)
View Publication
- Contains speed/entertainment tradeoffs
- Uses death to save time
- Takes damage to save time
- Forgoes major skip glitch
- Forgoes final boss skip glitch
- Heavy glitch abuse
- Forgoes time-saving glitches
- Corrupts memory
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
This is the 11th published movie of Super Mario World that beats the game by clearing 11 of the 96 exits, the shortest route intended by the game developers. This movie seems to be slower than the previous publication. However, barring emulation differences, this movie's in fact faster by 0.21 seconds, clocking at just less than 10 minutes. Ironically, Mario still dies in the process.

Not much is different from the previous publication, except for:

  • Grabbing a mushroom in Yoshi's Island 2 instead of Yoshi's Island 1, thus saving time;
  • Better block duplication in Yoshi's Island 3;
  • A potentially more entertaining Big Boo fight.

We recommend reading the authors' comments for more details.

There are also movies of this game that trigger the credits early, clear all 96 exits, clear as many exits as possible as small Mario and write a program using the game's code.

See this movie played back on a real console.


[Tier: Stars]SNES Super Mario World (USA) "11 exits" in 10:26.65 by Mister.
snes9x movie (.smv) (date: 2008-05-24)
AVI file via BitTorrent (size: 37.67 MB, length: 15:38)
Mirror www.archive.org
Watch on (www.dailymotion.com)
Watch on (www.youtube.com)
Submission #1986 — Author's comments
Discuss this movie
Obsoletes movie #719 (10:28.7)
Rating: 9.2 (49 votes)
View Publication
- Takes damage to save time
- Heavy glitch abuse
- Genre: Platform
Award - SNES TAS of 2008

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Super Mario World is a game which needs no introduction.

This movie beats the previous SMW movie by 2 seconds with little improvements in each stage. For details, read the author's comments.

See also: SMW 100% completion (96 exits) in 1:14:37 by bahamete, Kaizoman666 & Masterjun


[Tier: Moons]SNES Super Mario World (USA) "game end glitch" in 00:41.98 by Masterjun.
lsnes movie (.lsmv) (date: 2014-05-25)
MKV file via BitTorrent (Modern HQ) (size: 8.66 MB, length: 04:57)
MP4 file via BitTorrent (Compatibility) (size: 10.38 MB, length: 04:57)
Mirror archive.org (MKV Modern HQ)
Mirror archive.org (MP4 Compatibility)
Watch on (www.youtube.com)
Submission #4315 — Author's comments
Discuss this movie
Obsoletes movie #2380 (01:39.74)
Rating: 7.4 (20.5 votes)
View Publication
- Major skip glitch
- Final boss skip glitch
- Executes arbitrary code
- Heavy glitch abuse
- Corrupts memory
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
This is the 3rd published movie in a category of impressively fast Super Mario World TASes. It beats the game by jumping to the credits from one of the two levels available from the start, Yoshi's Island 2. This happens because a glitch involving eating a Charging Chuck allows manipulating the code being executed by the game using only controller input.

This run is 57.75 seconds faster than Masterjun's previous movie. For more information on the new method used here, check out the clear and detailed author's comments.

For more movies like this, see this list of TASes that execute arbitrary code.


Using a similar glitch, Masterjun has also used mere controller input to embed his own games into Super Mario World itself.
#5447: Masterjun's SNES Super Mario World "expansion game end glitch" in 00:41.75 (Rejected)
#5362: Kipper3575's SNES Super Mario World "any% no cape" in 12:11.93 (Canceled)
#5186: Wraith's SNES Super Mario World in 16:19.19 (Canceled)
#5076: Masterjun's SNES Super Mario World "ends input early" in 01:33.26 (Rejected)
#4863: Curseschris a.k.a. Alen's SNES Super Windows World (Super Mario World mod) "main levels only" in 11:11.03 (Canceled)
#4860: CatlyNat's SNES Super Mario World "No kill No Starworld" in 37:38.11 (Canceled)
#4765: StarOfDoom's SNES Super Mario World "Low%" in 16:24.03 (Rejected)
#4638: Masterjun's SNES Super Mario World "glitchfest" in 33:33.33 (Rejected)
#4534: puppy610's SNES Super Mario World "No Orb/Cloud" in 11:26.07 (Rejected)
#4531: puppy610's SNES Super Mario World "playaround" in 15:38.02 (Rejected)
#4327: Kaizoboy's SNES Super Mario World "fast 1000000 points" in 01:04.86 (Canceled)
#4252: Masterjun's SNES Super Mario World "11 exits" in 08:07.53 (Rejected)
#3916: Masterjun's SNES Super Mario World "glitchfest (1.43 exits)" in 03:58.46 (Rejected)
#3891: Nodn's SNES Super Mario World "princess only" in 12:27.02 (Canceled)
#3889: Nodn's SNES Super Mario World "princess only" in 12:27.02 (Canceled)
#3583: LYF's SNES Super Mario World "Fastest Death" in 00:24.43 (Canceled)
#3582: LYF's SNES Super Mario World "Fastest Death" in 00:24.43 (Canceled)
#3544: TheLegendaryJirachi's SNES Super Mario World "Fastest Enemy Kill" in 06:43.4 (Canceled)
#3524: kaizoman666's SNES Super Mario World "Fastest Coin" in 00:00.02 (Rejected)
#3520: Masterjun's SNES Super Mario World "fastest crash" in 00:41.67 (Rejected)
#3254: Dark Rain's SNES Super Mario World in 17:36.08 (Canceled)
#3084: Masterjun's SNES Super Mario World "fastest death" in 00:27.38 (Rejected)
#3065: Rayas's SNES Super Mario World ""Tool" Tool Assisted Sp... Just Run already" in 01:41.07 (Rejected)
#2939: Dawn (Regnum0nline) & Masterjun's SNES Super Mario World "small only" in 14:13.72 (Rejected)
#1850: Fabian, jimsfriend, JXQ, skamastaG's SNES Super Mario World in 10:27.73 (Canceled)
#1801: Genisto's SNES Super Mario World "Playaround" in 45:30.42 (Rejected)
#1783: Genisto's SNES Super Mario World "Playaround" in 52:39.23 (Rejected)
#1502: skamastaG & thegreginator's SNES Super Mario World "walkathon" in 14:03.7 (Rejected)
#593: Fleetze's SNES Super Mario World in 05:25.7 (Rejected)
#355: Kuja's SNES Super Mario World in 11:54.82 (Rejected)
#101: alexis_neuhaus's SNES Super Mario World in 10:51.88 (Rejected)
#91: alexis_neuhaus's SNES Super Mario World in 10:59.97 (Rejected)
#90: Volkov's SNES Super Mario World in 10:56.22 (Canceled)
#87: Volkov's SNES Super Mario World in 10:58.82 (Canceled)
#35813438464466122 - Janked Up Mario Party 11 exits TAS
JUMP TAS by BrunoVisnadi.lsmv (14.7kB lsmv movie [SNES])
Uploaded 2016-12-21 20:25:00 by BrunoVisnadi (12 files)
For SNES Super Mario World (20 files)
In 13:45.32 [49601 frames], 123188 rerecords)
2970 views, 88 downloads
JUMP is a Super Mario World hack.
Info Download

#35014224523941307 - Super Nambona World WIP
Super Nambona World.bk2 (2.79kB bk2 movie [SNES])
Uploaded 2016-11-15 20:35:18 by jipjups (1 file)
For SNES Super Mario World (20 files)
In 00:56.56 [3399 frames], 2090 rerecords)
3119 views, 74 downloads
Just wanted to see how it gets received, and to get any advice or criticism. Hack link: https://www.smwcentral.net/?p=section&a=details&id=14096

Reupload because the other one has been lost in the masses and I got no feedback.

Info Download

#34596324054209273 - SNES Super Mario World (USA) "warps" in 09:57.1 - BizHawk movie
warps-brunovisnadi,amaraticando-supermario.bk2 (15.1kB bk2 movie [SNES])
Uploaded 2016-10-28 00:54:06 by Amaraticando (16 files)
For SNES Super Mario World (20 files)
In 09:57.12 [35886 frames], 262699 rerecords)
3672 views, 131 downloads
Original movie: http://tasvideos.org/3019M.html

This is a BizHawk movie (bk2 format) that syncs.

It's 1 frame longer due to how BizHawk and lsnes apply the input, but there's no difference in emulation.

Info Download

#34339655685787022 - SNES Super Mario World "No Cape/Yoshi" [WIP] snes9x 1.51 v7
smw-no_cape_yoshi-masterkastylinos222.smv (25.1kB smv movie [SNES])
Uploaded 2016-10-16 11:28:57 by MasterKastylinos222 (1 file)
For SNES Super Mario World (20 files)
In 03:27.16 [12450 frames], 1952 rerecords)
3344 views, 95 downloads
A lot of people have appreciated Mario for being a hero after a lot of SMW "11-exit" TASes where the cape and/or Yoshi are used. So, Mario thinks he can do it with style also without cape or Yoshi.

Originally, this is intended to be an improvement run over Vitor I.S (https://www.youtube.com/watch?v=r8eDZko7Iu8). So far, there are not too many major improvements over this. Now on Front Door.

Improvements:

  1. YI2: N/A
  2. YI3: N/A
  3. YI4: No improvements here, just used the same technique of shell jumping to reduce lag
  4. Iggy: Using 6/5 trick to keep speed in the first section. Included more entertainment and not collected flower in second room.
Info Download

#29939088166456945 - SMW "ends input early" BizHawk 1.11.6
smw-ends-input-early.bk2 (4.95kB bk2 movie [SNES])
Uploaded 2016-04-01 07:08:26 by Masterjun (14 files)
For SNES Super Mario World (20 files)
In 01:33.28 [5606 frames], 0 rerecords)
5273 views, 142 downloads
Because it even works on BizHawk!
Info Download

#29685962679412038 - first tas
Super Mario All-Stars + Super Mario World (USA).bk2 (30.6kB bk2 movie [SNES])
Uploaded 2016-03-20 21:33:02 by robodestroyer (1 file)
For SNES Super Mario World (20 files)
In 19:43.13 [71105 frames], 291 rerecords)
4963 views, 119 downloads
made my first tas :D
Info (1 comment) Download

#28746984872038795 - Valley of Bowser 3 - freerun [WIP]
smwfreerun_vob3_stuck.smv (120kB smv movie [SNES])
Uploaded 2016-02-07 14:39:32 by Mister (1 file)
For SNES Super Mario World (20 files)
In 01:00.82 [3655 frames], 5794 rerecords)
5293 views, 126 downloads

SMV file begins from a snapshot

This is a freerun I gave up finishing a year ago. If only I were ten times as creative as I am. freerun was too difficaruto
Info Download

#27686487787691135 - SNES Super Mario World (USA) "96 exits" in 1:14:58.86 by bahamete, Kaizoman666 & Masterjun
bahamete_kaizoman666_masterjun-supermarioworld-96exit.lsmv (56.4kB lsmv movie [SNES])
Uploaded 2015-12-21 20:25:24 by Amaraticando (16 files)
For SNES Super Mario World (20 files)
In 1:14:58.86 [270376 frames], 246089 rerecords)
6158 views, 144 downloads
This is the Snes9x movie translated into lsnes format, made in order to compare better and maybe for console verification.

Length 1:14:58.858 (270376 frames), around 21 seconds slower than Snes9x's wrong time.

Original TAS: http://tasvideos.org/2307M.html

If it desyncs for you, please PM me.

Info Download

#27686466288675481 - SNES Super Mario World (USA) "small only" in 1:18:33.95 by PangaeaPanga
pangaeapanga1-supermarioworld.lsmv (52.0kB lsmv movie [SNES])
Uploaded 2015-12-21 20:24:00 by Amaraticando (16 files)
For SNES Super Mario World (20 files)
In 1:18:33.95 [283303 frames], 91929 rerecords)
6122 views, 138 downloads

LSMV begins from dirty SRAM

This is the Snes9x movie translated into lsnes format, made in order to compare better and maybe for console verification.

Length: 1:18:33.954 (283303 frames), around 10 seconds slower than Snes9x's wrong time.

Original TAS: http://tasvideos.org/1868M.html

If it desyncs for you, please PM me.

Info Download

#27380891235163881 - SMW "warps" in 09:57.82 converted to lsnes
bahametekaizoman666misterpangaeapanga-supermarioworld.lsmv (11.7kB lsmv movie [SNES])
Uploaded 2015-12-08 02:07:12 by Amaraticando (16 files)
For SNES Super Mario World (20 files)
In 10:00.16 [36069 frames], 341 rerecords)
6341 views, 150 downloads

LSMV begins from dirty SRAM

This is a lsmv movie (for lsnes emulator) with the correct time (10:00.162) of this classic TAS. Console verification should be easy this way!

Original: http://tasvideos.org/1944M.html

Edit: there's a warning about the movie starting from a dirty SRAM. However, this SRAM is a null file. Therefore, there'll be no desync. This internal SRAM can be removed as well.

Info Download

#24853633631693502 - SNES Super Mario World Hack A Summer Levels "Nohurts" "1live" Complete By 9a0b1c In 03:59
SMW Hack A Summer Lvls[nohurts]Complete.smv (28.7kB smv movie [SNES])
Uploaded 2015-08-16 06:32:25 by nsf9a0b1c (2 files)
For SNES Super Mario World (20 files)
In 03:58.49 [14333 frames], 28 rerecords)
6465 views, 148 downloads
Info Download

#24853591979754131 - SNES Super Mario World Hack A Summer Levels "Nohurts" "1live" Complete By 9a0b1c In 03:59
SMW Hack A Summer Lvls[nohurts]Complete.smv (28.7kB smv movie [SNES])
Uploaded 2015-08-16 06:29:43 by nsf9a0b1c (2 files)
For SNES Super Mario World (20 files)
In 03:58.49 [14333 frames], 28 rerecords)
6461 views, 136 downloads
Info (2 comments) Download

#24824444132533782 - Super Mario World Game end glitch (1 frame saved)
BrunoVisnadi-Amaraticando-Masterjun-supermarioworld-glitched.lsmv (5.42kB lsmv movie [SNES])
Uploaded 2015-08-14 22:59:27 by BrunoVisnadi (12 files)
For SNES Super Mario World (20 files)
In 00:41.81 [2513 frames], 23022 rerecords)
6639 views, 142 downloads
Info Download

#21207601259368312 - Spawning Reznor from the brown platform
Reznor-from-plataform[SAVESTATE].lsmv (110kB lsmv movie [SNES])
Uploaded 2015-03-05 01:44:09 by Amaraticando (16 files)
For SNES Super Mario World (20 files)
In 06:47.68 [24501 frames], 2206 rerecords)
8101 views, 190 downloads
I was just spitting the null sprite from random places when this happened.

EDIT 2: This the movie file and the anchor savestate file, Lsnes can work like that. Go to File > Load > Movie and select this file. After that, go to File > Load > State and select this file again, so the anchor state will be loaded.

Playing this movie from the beginning will result in a desync, because I used some cheats in Yoshi Island 2. Those cheats, however, have no influence in Yoshi Island 3.

Info Download

#19873869950560708 - Super Mario World + Super Mario Bros. v2
smw+smb2.lsmv (151kB lsmv movie [SNES])
Uploaded 2015-01-04 00:10:33 by Nach (2 files)
For SNES Super Mario World (20 files)
In 07:01.65 [25341 frames], 7000 rerecords)
11747 views, 711 downloads
This appends my SMB movie from =/userfiles/info/19829401117130547 onto a different and better start from Masterjun. This start is shorter, and isn't identical to the one shown at AGDQ2014. In this version, the SMB created uses music from SMAS instead of SMW, and sounds more natural.

Encode: http://nach.tasvideos.org/smwsmb-tasv2-masterjun,nach.mkv

Info Download

#19829401117130547 - Super Mario World + Super Mario Bros.
smw+smb.lsmv (88.2kB lsmv movie [SNES])
Uploaded 2015-01-02 00:06:42 by Nach (2 files)
For SNES Super Mario World (20 files)
In 07:28.28 [26941 frames], 10000 rerecords)
9711 views, 327 downloads
dwangoAC asked if someone could quickly make a reasonably fast and entertaining TAS of SMW SMB with lsnes. He also needed it done by today (2015-01-02), and gave me only a few hours notice, as he's under deadline for AGDQ2015. So I appended a quick & dirty play of SMB onto Masterjun's SMW that I created from scratch in a little over an hour of TASing with lsnes in order to meet his sync requirements.

I'm not HappyLee, nor did I even put much effort into this to perform all kinds of crazy glitches and get perfect play everywhere. However, the play it still pretty solid, and is within 20 seconds of what HappyLee's latest version would get on this version of SMB.

I did put some effort into entertainment with interesting enemy kills and near misses. So you might find this more entertaining than several other SMB TASs, even though this isn't a polished TAS. Of course a proper TAS would put even more effort into entertainment, although many established TASers in the past have failed to do so for this game.

Note: This is the first time I tried rerecording on lsnes, so rerecord count is way higher than it should be as I was playing with hot-keys and such, and the movie finishes way later than actual game-play too. The rerecord count also includes Masterjun's SMW rerecord count. Read: Not much effort was put into the SMB side of things.

Encode: http://nach.tasvideos.org/smwsmb-tas-masterjun,nach.mkv

In-game level ending times, HappyLee (~5:02) vs this (~5:18) vs first SMB TAS (~5:20):

  • 1-1: 370 - 368 - 368
  • 1-2: 347 - 345 - 346
  • 4-1: 340 - 339 - 340
  • 4-2: 356 - 344 - 354 (time units very misleading versus real-time due to beanstalk)
  • 8-1: 200 - 197 - 199
  • 8-2: 338 - 337 - 340
  • 8-3: 244 - 242 - 242 (intentionally slows down to avoid fireworks)
  • 8-4: 317 - 309 - 306

All in all, not bad for about an hour of TASing, not aiming for perfection. Although as a judge, I'd reject this for sloppiness. There's even a point where I didn't realize I wasn't running in 8-1 where I should have, not to mention other issues that could be fixed with an extra 5-10 minutes of work.

What's wrong with this TAS:

  • 1-1: Crashes into pipe in underground.
  • 1-2: Goes over the ceiling instead of through the wall.
  • 4-1: Misses many coins, slows down near the end.
  • 4-2: Goes between the bricks instead of through the wall, which further requires beanstalk manipulation instead of being able to enter pipe directly.
  • 8-1: Slows down in the middle for no good reason, misses enemies.
  • 8-2: Slow start. Then big jump followed by Piranha collision glitch could be done faster. In fact I did do it faster and had a better looking glitch, however, right afterwords I stupidly pressed load instead of save, and didn't redo the effort into getting that part to be optimal in entertainment and time.
  • 8-3: Didn't kill enough Hammer Brothers.
  • 8-4: Didn't wall jump into pipe, swimming suboptimal.

Lastly, issues aside, this run is still faster in real-time than the first few SMB TASs we published when re-synced for this version.

Info Download

#19801743169012966 - [SNES] Super Mario World TAS "Playaround"
Playaround By puppy610.smv (54.7kB smv movie [SNES])
Uploaded 2014-12-31 18:13:04 by puppy610 (2 files)
For SNES Super Mario World (20 files)
In 07:43.45 [27853 frames], 740 rerecords)
8053 views, 195 downloads
In this TAS I go to YI1 first in order to get the fire flower. Next I play the switch palace and then go back down to YI2. I play through and get to YI3 and do the powerup increment glitch a bunch in order to get mario all weird. Next I play through until Iggy's Castle in which I hit the item box which looks like a flower but is actually a cape because of mario's powerup status and I may or may not have found a new glitch where you can kill yourself from flying during the Iggy fight.

Rom Used: Super Mario World (USA).sfc

Re-record Count: 740

Length: 07:44

Emulator: Snes9x 1.53

Info Download

#18290447196809199 - WIP of mario world level 1
Super Mario World (U) [!].smv (12.1kB smv movie [SNES])
Uploaded 2014-10-24 16:44:15 by gamerretro2 (36 files)
For SNES Super Mario World (20 files)
In 01:26.46 [5196 frames], 888 rerecords)
9041 views, 187 downloads
My first WIP of mario world level 1 and level 2 not complety

if you see any optimization you can tell me

Info (12 comments) Download

#2373619334225151 - SMW fastest softlock
smw-fastest-crash-masterjun.bkm (121kB bkm movie [SNES])
Uploaded 2012-11-06 21:04:32 by Masterjun (14 files)
For SNES Super Mario World (20 files)
In 00:35.94 [2160 frames], 310 rerecords)
11644 views, 334 downloads
scrolling while eating a berry
Info Download

#946903001545478 - Unoptimized glitched SMW run on lsnes
smw glitched-Masterjun.lsmv (103kB lsmv movie [SNES])
Uploaded 2012-09-03 15:00:47 by Masterjun (14 files)
For SNES Super Mario World (20 files)
In 02:52.88 [10390 frames], 1466 rerecords)
12538 views, 419 downloads
that is just a proof that the "credits glitch" in SMW works on near-console emulators.
Info Download

The purpose of this page is to document information relevant to TASing for the SNES Super Mario World game.

Because of the nature of this site, the focus here is on tricks that are nearly difficult to play in real play, but are useful in the making of tool-assisted speedruns. For some of the tricks, the frame advance feature in an emulator is required.

There are some tricks explained in a deep level of detail on Amaraticando's blog, with some explanations in Brazilian Portuguese. There are also blog posts by ISM and shikipaRiKo regarding game mechanics and glitches, although they are in Japanese.

Explanation of terms to be used on this page

  • ← and → will be used for "left" and "right" on the directional pad.
  • All explanations on this page assume Mario is facing to the right. (→)
  • All explanations assume the Y button to be used for all purposes, at all times unless both X and Y need to be pressed.

Walking
Mario's speed when holding →.
Running
Mario's speed when first holding right together with Y.
Sprinting
Mario's speed when holding right together with Y for a prolonged time.
Flying
Mario's top speed when flying with a cape.
P-meter
A value in memory that increases as Mario runs. Once this reaches its peak, Mario begins to sprint.

Pixel
One graphical "block" on the screen. Used to determine Mario's position on screen.
Subpixel
A smaller unit of measure used in internal game calculations for a more precise measuring system. In this game, subpixels are measured in sixteenths of a pixel.

Running / Sprinting

Explanation of oscillating speeds

The algorithm for Mario's sprinting speed does not actually give him a constant speed. Instead, his speed varies between five different values (48, 47, 48, 47, 49). Releasing → will stop this oscillation on whatever speed Mario is traveling that frame. By releasing → on the right frame while in mid-air, this oscillation will stop on a speed faster than Mario runs on average. This trick is fully utilized with continuous jumping, as detailed below.

Mario's running speed also oscillates (36, 35, 36, 35, 37). So even in situations where there isn't enough space to run to sprinting speed, this technique can still be used to gain a bit of ground.

Hopping glitch

When traveling forward in mid-air after either (1) releasing → in mid-air as detailed above, or (2) releasing Y when flying, Mario will travel forward at his current speed until he touches the ground (if → is not pressed again), at which point he begins to slow down. However, by jumping on the first frame allowed after touching the ground, Mario does not lose any speed. Using this technique, jumping over and over through a level can be faster than running, or can allow traveling at flight speeds through terrain that may not be able to be flown through without stopping or slowing down.

Other ways to quickly get up to speed in order to take advantage of this glitch include sliding, hitting an enemy that changes Mario's velocity, and entering a pipe cannon.

6/5

A way to gain some of the advantage of oscillating speeds without losing a full running meter is known as 6/5. Since sprinting speed oscillates every five frames, the trick is to jump, and while in the air, release → on the maximum speed for the maximum number of frames allowed so that pressing → together with Y for five frames will oscillate the speed back to the fastest value, refill the running meter to full, and consider the overall speed.

The pattern to fully optimize forward speed in mid-air while keeping a full P-meter is to release → for six frames, then press → together with Y for five frames, and repeat. It was previously (erroneously) thought that eight frames of releasing was the most optimal way to improve forward speed (and thus, the trick was called "8/5"), but the speed of the frames when recharging the P-meter was not considered in this analysis. Looking at average speeds, the 6/5 wins out.

Average speed using 6/5: (49 * 6 + (49 + 48 + 47 + 48 + 47) ) / 11 = 48.45454...
Average speed using 8/5: (49 * 8 + (49 + 48 + 47 + 46 + 47) ) / 13 = 48.38462...

Thus, when in the air, releasing → on the fastest speed for six frames, then holding → together with Y for five frames allows for the most optimal (though very slight) boost compared to running normally. The pattern can be done multiple times before touching the ground, depending on the height of the jump. The only requirement is that every frame that releases → has Mario in the air, so jumps must be timed correctly to allow this.

Corner Boost

There is a 5 pixels distance between Mario's 'hand' hibox, and Mario's head hitbox. So, in every block, there is a space 5 pixels long in which Mario's head can't touch the block, but Mario's 'side' can. If during Mario's run he stays in this area for 2 frames, it is possible to perform a corner boost. It happens when Mario jumps against the bottom left corner of the block which a Y speed of at least 50 (or 58 if Mario is big, and 57 if Mario is flying). It pushes Mario 1 pixels forward, which is about 1/3 of a frame if Mario has P-speed. Sometimes, it is worth losing some subpixels before reaching the block, to adequate Mario's position to the corner boost.

-1 Trick

When accelerating from a stop, Mario's speed increases in this sequence: 0 1 3 4 6 7 9 and continues. If you go the opposite direction first by pressing ← for 1 frame, Mario's speed increases in this sequence instead: 0 -2 3 5 6 8 9 and continues. This is because Mario decelerates faster than he accelerates, so the "extra" deceleration pushes Mario forward a little bit. This method sometimes saves a frame but does not work in slippery levels.

Flying

Oscillating flight speed

When flying, pressing → accelerates Mario. However, once top speed is reached, the speed begins to oscillate, repeating its cycle of (51, 50, 49, 48, 47) every 5 frames. If → is released when this value is at its highest, Mario keeps that speed instead.

Fast air-catching

When flying, pressing ← for one frame, releasing it for one frame, and pressing it again on the third frame will catch air faster than the normal 11 frames required when holding ← continuously.

Keeping flight after exiting a pipe / entering a door

When Mario makes a jump while sprinting, the game sets the takeoff meter to 80, and decrements it by 1 each frame until it returns to zero. When this value is positive, a few things react differently. First off, the screen will scroll up to follow Mario. Secondly, if Mario is caped, he will be able to ascend until this value reaches zero, at which point he will catch air and start flying.

Since this value decrements at this fixed speed, it's possible to land immediately after taking off, jumping again without running to speed, and still catch air. This happens because the value is not reset when Mario lands on solid ground, and during the second jump, the value is still positive.

A useful application of this is possible due to the fact that this value does not decrement between rooms that are connected by pipes or doors. In this way, Mario can begin flying at the end of one room, enter a pipe or door, and simply jump in the next room to enter flight mode, as long as Mario's vertical speed reaches a non negative value before the takeoff meter hits 1.

Gain extra height during takeoff

Normally, liftoff should be kept as short as possible, because the sooner the liftoff phase ends, the sooner Mario can reach his top flying speed of 51. However, sometimes even higher heights are desired near takeoff.

To accomplish this, release Y after reaching top speed at the beginning of flight, and start holding Y again a bit later, during the fall. Because the takeoff meter is still above zero, Mario will re-gain flight, and depending on how far he's fallen, will gain quite a bit of height without any horizontal slowdown. This can also be used to avoid obstacles in Mario's flight path just after liftoff.

Turn around while flying

The X and Y buttons have the same function in this game. One must be held to remain flying, so pressing the other will cause Mario to spin. Sometimes the spin will not turn Mario around, but by varying the frame Mario spins on, this can be manipulated. Also, while spinning, you can control Mario's speed with ← and →. Keep in mind that Mario can only catch air if he is moving in the direction that he is facing.

Control flight speed during flight

When flying, pressing ← and B will slow Mario down without changing his animation. Press B repeatedly to slow Mario down more.

Diving quickly

When flying, putting Mario into diving animation will increase the amount of air he can catch. A way to take advantage of the added height without having to waste time diving is to press → every other frame. After five presses of forward, Mario will be in swoop animation very quickly, and can lift off very high. Also, you will still have fast flying because → was pressed for 5 frames, which cycles the speed back to its original value. The only speed loss will be the few frames that Mario's speed oscillated due to pressing →.

Diving quickly without slowdown

This trick only works when Mario is flying and facing left. Normally when diving, each frame that forward is pressed will affect Mario's horizontal speed. However, when flying to the left, pressing ← and → simultaneously will behave just like pressing ← only, except that horizontal speed is not affected. When traveling to the left, this means Mario can get into a dive animation without losing any speed. When traveling to the right (but facing left), Mario can enter a left-facing dive animation while still traveling to the right, which sets the next air-catch to be higher.

Rise Cancel

When flying, making Mario face the opposite direction will not allow him to catch air. By abusing the cape-spin, we can regain Mario's potential to catch air by facing the opposite direction during a rise. For example, assume Mario is flying to the right. After a dive, perform a cape-spin in such a way that Mario faces to the left. If you catch air during this spin, he will rise anywhere from a tiny amount to a large amount depending on when you pressed the input to catch air. Afterwards, Mario will be able to catch air again either by spinning during the rise, or just retaining the potential to catch air. Mario's direction, 7E0076, is most useful to watch here.

Perpetual Air Catch

Another way to cancel a rise is to make Mario's x velocity non-positive (or positive when facing to the left). Let's assume Mario is facing to the right. During the rise, pressing ← and B on alternate frames will cause him to lose momentum quickly. With good timing, he can catch air but regain the potential to catch air again soon after by making his momentum positive. This can be repeated indefinitely by gaining air, cancelling it, gaining etc. repeatedly using good timing. This is useful for such circumstances as when we want to gain lots of air very quickly, such as after the door in Donut Ghost House (normal exit). A good demonstration of this is in gocha's demo.

Spin jump flying

By using the A button to start flight instead of B, Mario will spin-jump very high, following the physics of initial flight while holding an item or riding Yoshi. An advantage of this is that Mario is still running full speed after landing. A disadvantage is that this technique is not horizontally faster than running. 6/5 can be done while using this technique to move faster horizontally.

Mario can get boosts in mid-air several times if A is released and pressed again after he begins to drop.

Vertical scrolling

When Mario is flying (after takeoff), the screen will not follow him upwards if he continues to catch air. This normally is not too much of a problem, but there also is a limit to how high Mario can go above the screen. There are three ways to get the screen to begin scrolling upwards:

  • Touch the ground for more than 1 frame
  • Snag the wall (but do not walljump)
  • Grab onto a rope/vine/fence

The last technique has the advantage of keeping flight after jumping off.

Fly stuck to the ceiling

If Mario can catch air very close to the ceiling, continue holding ← and Mario will stick to the ceiling, flying along it as long as the environment allows. This can only happen by either bouncing off an enemy to the ceiling, or by a lower ceiling that Mario can approach from above.

Flying invincibility

Whenever Mario gets hit while flying, he loses his flying state and is invincible for a short time (shorter than normal hit-invincibility). At this point, flying speed can be kept by immediately starting the hopping glitch. If flying again is required, Mario will have to run back up to sprinting speed.

Fly with an item

While flying, guide Mario into an item that can be carried, and he will automatically grab it. Although he'll no longer have the flying animation, flying physics are still maintained.

This technique can be extended to spinning while in mid-air to hit a Koopa with Mario's cape, and grabbing the resulting shell in mid-air without losing speed.

Release an item and remain flying

Releasing Y while carrying an item will drop it or kick it, depending on the object. Releasing Y during flight will normally cause Mario to stop flying, but there are certain points of flight that are safe to drop an item by releasing Y for one frame and also remain flying afterwards. Examples include the first few frames after catching air, and the very top height of an air-catch, as the animation frame changes.

Catch less air

By pressing X around the same frame that Mario catches air, the height of the arc will be substantially less. This can be useful in very specific circumstances, for example, when flying through a very small area. The exact frame of pressing X can vary depending upon unknown factors.

Keeping flight after climbing

When flying by a vine, chain, or fence, press ↑ to grab it. Hold Y when jumping off the object to continue flying. The direction you face after jumping off the vine is manipulatable by jumping off at different frames.

Jump or fly through inclines

Stairs and other 45-degree inclines are a one way platform at an angle. The game decides if Mario should land on it based only on his vertical speed. So, if Mario runs into the stairs while moving upwards, the game will determine that he is passing through them in the correct direction. This can be done without a cape by running and spin-jumping at the right time. With a cape, it can be done by flying through at a more shallow angle than the stairs.

Rope Boost

When going past a rope, such as those found in Cheese Bridge Area or Way Cool, pressing ↑ for one frame gives Mario a horizontal boost without actually grabbing onto the rope. The amount of boost given depends on when Mario grabs the rope, but generally it's best to grab the rope as early as possible. Mario can also jump off of these ropes, but jumping too early can negate the boosting effect.

Fast climbing

Pressing ↑ and B together every other frame will climb vines and chains at the same speed as the initial ascent of flight. The drawback is that the screen does not begin following Mario. This can be circumvented by landing on solid ground for more than one frame while above the screen - then the game will scroll upward until it catches up to him, and he can continuously climb above it quickly.

Movement in water

1/1 Swimming

Even Mario's swimming speed oscillates - between 15 and 17 (or 31 and 33 if carrying an item underwater). This can be abused by pressing back and forth when reaching the highest oscillation point. This way, swimming speed can be improved from (15 + 15 + 16 + 16 + 17) / 5 = 15.8 subpixels per frame, to (15 + 17) / 2 = 16 subpixels per frame. The technique works similarly when swimming with an item.

Corner Boost

When swimming underneath a square corner, swimming upward against it can push Mario forward, reaching a destination 2 frames sooner (per boost). This trick does not apply when carrying an item underwater, but it can be done simultaneously with 1/1 swimming.

Floating through upward slopes

By holding an item and floating up at an angle shallower than the angle of the slope, it can be passed through in the same way as an incline above water.

This can also be done without an item; however, it requires greater precision, and can only be done on every 16-pixel "block" boundary of the slope.

Yoshi

The amount of glitches involving Yoshi is so vast, that a seperate section seems more appropriate. When riding Yoshi, the gameplay changes dramatically too.

Double Yoshi

Normally, two Yoshis cannot be anywhere in the level at the same time. However, if their eggs are spawned at the same time, the game skips the check to see if there is an already spawned Yoshi. However, one Yoshi (the one that spawned first) will be invisible. Riding an invisible Yoshi has some advantages:
  • If we jump off of him, we will jump from his original position. This can be used to pass through solid objects.
  • If the normal Yoshi despawns with an item in his mouth, the invisible Yoshi will become visible holding a null sprite. More on this soon.
  • If the normal Yoshi despawns, the invisible Yoshi will appear one tile below where Mario is standing, so we can fall through the ground.

Cancel Eat

If Yoshi has a sprite on his tongue and receives damage while doing it, the sprite will move to where it was on his tongue when he got hit. This gives the sprite weird properties, such as losing vertical interaction with ground and being unable to harm the player.

In the case of berries, we can cancel-eat them without taking a hit by timing a turn as it hits his tongue or by licking other sprite one frame after licking the berry.

Item Swap

It is strongly advised to use the utility script to assist in performing this bug.

SMW allows for 12 sprites to be on screen at any time. Traditionally, we call these the first and second divisions. Division one is sprite slot #00 to slot #09. The second division is therefore #10 and #11.

Typically, with a few exceptions, sprites in SMW are spawned in descending order into the first division. So the first sprite spawned will go into #09, the next into #08. Once these despawn, their slots are freed, and sprites will 'compete' for the highest slot. The only time slots are not freed are with permanant sprites, such as P-Switches, Keys, etc. In the first division, no sprites will replace others with the exception of the goal point. Note: Some level options will have the first division as low as 6 or so sprites. One such example is Yoshi's Island 1. Be careful when trying to fill sprite slots; if in doubt, check the Sprite Header settings in Lunar Magic.

The second division is reserved only for berries, sprites coming out of the reserve item box, or items out of blocks. If this division is full, sprites will go into the first division if there is free slots. If there is not, they will begin to replace sprites top-down.

I have briefly mentioned two ways to swap sprites, but this has no benefit at all until Yoshi is introduced. If you observe a sprite being swapped, all that happens is that the original vanishes. If the original is on Yoshi's tongue, the new sprite will zip to Yoshi's tongue too. todo: explain why.

Variant #1: Goal Point Swap. Because of the nature of the goal point, as mentioned before, it will replace sprites in the first division if there no free slots. Thus, we only have to fill slots #00 - #09 with permanent sprites (or, have the sprites all on screen at once: very difficult) and take a sprite with us near the goal. In the case of Yoshi's Island 2, we can cancel-eat berries turning them into sprites while taking a shell with us. If Yoshi licks the shell as the goal point spawns, the goal point will warp to Yoshi's tongue. With luck, Mario will hit the goal as opposed to Yoshi swallowing it. Similarly, we can also item swap sprites that take the second division when they replace each other.

Variant #2: Yoshi Licks Nothing. Sometimes, the item on Yoshi's tongue can despawn, leaving Yoshi having nothing on it. Then, a sprite taking that slot will zip to Yoshi's tongue. This can be done in the following ways:

  1. Sprite collected by Mario: If Yoshi holds a sprite coin or a power-up on his tongue and it is collected by Mario, Yoshi will temporarily hold nothing.
  2. Double-eating: Timing Yoshi's tongue when passing a coin sprite or power-up means we can collect the sprite, but Yoshi will have it in a 'nulled' state on his tongue. If a sprite takes that slot, it will zip to Yoshi's tongue. Incidentally, if we do not spawn a new sprite in that slot, we get the coin or power-up twice. This method has the advantage of being much faster. In the case of powerups we must only fill the second division. In the case of sprite coins, they are already in the first.
  3. Licking a naked koopa as it enters a shell: The naked koopa sprite is despawned when it enters a shell, allowing Yoshi to have nothing in his tongue if he licks it right before.
  4. Licking a throw block as it is destroyed: The throw block sprite disappears immediately when it is destroyed, allowing Yoshi to have nothing in his tongue if he licks it right before.
  5. Despawning sprite in Yoshi's tongue: If a sprite goes below the death line while it is on Yoshi's tongue, it will despawn, and Yoshi stays with nothing in his tongue. If we don't perform the item swap, the item reappears on Yoshi's mouth, but it also states as 'despawned', which means it will respawn if you go back to its spawn point. So, it is possible to duplicate itens with this technique.

Variant 3: Yoshi Sacrifice. Due to Yoshi's properties, if he despawns and a new sprite takes his slot the frame after, the item will zip to underneath or near Mario. The easiest way to do this is to drop Yoshi into a pit as a new sprite spawns. This will only work with certain sprites. If a new room is loaded, Mario recovers Yoshi. It might have a different color (such as gray or golden) and its graphics can also be glitchy.

Null Sprites

Sometimes, there are circumstances where Yoshi will have a null sprite in his mouth (literally nothing), but is still referenced by the sprite table as ID #FF. It is difficult to word but Yoshi will have nothing in his mouth but still have something, because ths swallow timer is reset. This can be performed two ways:
  1. As mentioned before, if we spawn two Yoshis and despawn the first one with an item in its mouth, the new one will become visible with a null sprite.
  2. Double tongue method. Yoshi can stick out his tongue twice, and a sprite caught on the first lick will then be nullified when he sticks out his tongue the second time. This can be performed in two ways. Firstly, by using Double Yoshi glitch and despawning the first Yoshi with an item in its mouth. Secondly, by sticking out Yoshi's tongue when Mario collects a powerup, a Yoshi egg hatches, or during a room transition.

When spitting out a null sprite, it has some strange effects and advantages:

  • Whatever sprite is in ID #3 will be have the bits "Being eaten" set and "Interaction with Objects" cleared. Thus, the sprite #3 will be able to pass through ground, walls and ceilings, and will lose interaction with other sprites. This can be useful in the case of Yoshi or Springboard; if we land on them as they pass through the ground, Mario will move with them.
  • Whatever sprite is in ID #1 will have all of its bits cleared (with the exception of bit 0, depending on Yoshi facing direction). This can cause weird effects such as infinitely usable P-Switches, or burnable sprites that normally aren't.
todo: spitting out on platforms...

Stunned Sprites

A sprite has a few states it can be in. See SMWiki|$7E:14C8. One of these sprite states is a "stunned" state. Normally, this is the state the game uses for the sprites Mario can carry. For example, a green shell and a green koopa are the same sprite, but in different states: the koopa is in the normal routine, and the shell, in the stunned state. Same for goombas, and bob-ombs. Sprites that Mario can always carry, such as keys and P-witches, are always in the stunned state, and get glitchy if you make them to enter in the normal routine.

There is an important timer called 'stun timer', which is used by different sprites for different purposes. It's called this way because koopas use this timer to spawn naked koopas. When you jump on a koopa or hit it with the cape, not only it goes to the stunned state (turns into a shell), but it also sets the stun timer to some value (a small value in the first case, and a big value in the second). This timer decreases in 1 every other frame. When it reaches 0, the naked koopa is spawned from the shell. Normally, it only happens with koopas, but the developers coded that every time a sprite is in the stunned state, and its stun timer reaches 0, another sprite is spawned from it. The stun timer is used for many other purposes, for example, for a stomped sprite to disappear. So, if an item can be held on Yoshi's mouth and is stompable, and we eat it at the same time Yoshi stomps it, Yoshi will be able to drop back the item in the stunned state, but it will also have its stun timer set to a non zero value, and decreasing every other frame. When it hits 0, a sprite will be spawned from it. This allows one to spawn infinite naked koopas from a non-red shell. In the case of P-Switch, we can spawn fish.

A variant: Stunning "unstunnable" sprites. Some sprites aren't meant to be stunned and thus have no stun routine. We can force a sprite into its stunned state via double-tongue glitch. In this circumstance three steps must be followed:

  1. Perform double-tongue glitch.
  2. On the first lick, catch a sprite that remains in Yoshi's mouth: a koopa/shell, P-Switch, key or springboard.
  3. On the second lick, catch a sprite you wish to be stunned and take damage while it is on Yoshis tongue, so that Yoshi doesn't swallow it. Then, Yoshi's mouth will be full, and despite the second sprite doesn't seem to be in his mouth, the game actually considers it is. It can be dropped out of Yoshi's mouth, even if it isn't meant to stay there, and if it's stun timer is non zero when that happens, it will overflow the SpriteKoopasSpawn table and spawn some sprite. The sprite it will spawn depends only of what sprite you stunned.

The stun timer of a sprite can be set to a non zero value in various ways. One way is stomp on it. The dust/cloud it leaves behind uses the stun timer to determine how long to display the effect. Some sprites use the timer for other things, such as when they first spawn, or for an action to take. For example, the goal point uses the timer to determine when to change direction.

We can get very weird effects with this glitch. The most useful cases are:

  1. Naked Blue Sliding Koopa: When stunned, will spawn a Koopa Kid. This Koopa Kid, when killed, will end the level.
  2. Pokey: When stunned, will spawn a Goal Point. To get the goal point we must go to X Position between 0 and 15 and Y Position = 0.
  3. Dino Rhino: When stunned, will spawn a keyhole. A Dino Torch will cause the game to crash, however.
  4. Fish that moves horizontally and Para-bomb: When stunned, these sprites will spawn a Reznor. If Reznor spawns into slot 7, the level can be finished: the following RAM memory addresses values - $7E:1520, $7E:1521, $7E:1522 and $7E:1523 - must sum up to 4. Each sprite use these addresses in a different way, many of them for 'vertical directions'. The 4 cited addresses are used by sprites between slots 4 and 7.
  5. Diggin' Chuck: When stunned, will spawn a Clappin' Chuck. It's known as the 'orb chuck', as if you get Yoshi to eat this chuck via item swap as Fire Mario, you will get an orb in the item box.

There are other useful sprites to stun. For example, a boo creates a Koopa Kid, and an eerie creates a keyhole. You can't benefit from this in the original Super Mario World because Yoshi can't enter ghost houses, but in some ROM hacks, he can. Also, some sprite, when stunned, will create some sprite from this list: for example, stunning the rock of a Diggin' Chuck provides a sliding blue koopa, which provides the Koopa Kid. So, sometimes a double stun or even a triple stun can be useful. There are too much 'patches' to put them all here, but you can see what each sprite provides, when stunned, in this table on Pastebin: http://pastebin.com/cyS0DVh2

Holding Items on Yoshi

If an item is in a slot lower than Yoshi, it is possible to hold it while riding Yoshi. This is performed by landing on him at the same time an item is grabbed. If you perform a double grab in the frame you mount Yoshi, then you will carry 2 items while riding him. Since there's no limit of springboards Mario can carry, you can carry many of them on Yoshi too. They also exclusively don't need to be in a lower slot than Yoshi.

Yoshi flight

Normally, flying while riding Yoshi is the same as flying while holding an item - just a long jump, and the same oscillating speeds as sprinting. However, it is possible to trick the game into applying regular flight physics while riding Yoshi. Whenever Mario lands on Yoshi during flight, Yoshi flight is started. However, in most cases, Yoshi touches the ground a couple frames later. If air is caught immediately after landing, or something else keeps Yoshi from touching the ground, the flight can continue.

One problem is that although pressing ← will catch air, it will also turn Yoshi and Mario around. In order to take advantage of the flight like normal, fast air-catching must be used, followed by turning back around. You can even get a dive (without the animation) to catch a large amount of air by using ← and → simultaneously, while facing left.

Ways to initiate Yoshi flight:

  • Fly onto Yoshi while maintaining a rise.
  • While flying under a ceiling on Yoshi, dismount in mid-air
  • Fly onto Yoshi and an enemy or shell at the same time
  • Fly onto Yoshi while he is placed on the very edge of a platform
  • Fly onto Yoshi while he is placed on a purple triangle[1] (the kind that let you run up the wall)

Springboard jumping abuse with Yoshi[2]

If Yoshi licks a springboard on the same frame he steps on it, he will soar upwards very fast, ignoring most boundaries. The speed and duration of takeoff can be tweaked with the ↑ and B buttons. Normally, this is done either in the first or in the last frame that Yoshi's tongue is out of Yoshi's mouth. However, it's possible to get extra height by performing this when it's in the second or second last frame, which requires much more precision and some horizontal speed.

Going through solid objects

Lateral Clip

Mario's hitbox with blocks is not a rectangle. Instead, it is made of small dots of interaction. If Mario is big and riding Yoshi, the distance between the dot that corresponds to Mario's shoulder and the dot that corresponds to Mario's leg is slightly bigger then the size of a block. Thus, as there are no other dots between his legs and shoulder, with a precise Y position manipulation, it is possible to go through a block horizontally. This boosts Mario forward a bit.

Passing through solid yellow blocks (Smashola)

This is a strange glitch that lets Mario move very rapidly downwards though the solid yellow blocks that spin. When his cape hits the blocks at his side, they begin to spin. However, the game only allows 4 spinning blocks at once in memory, so when a fifth block is caused to start spinning, it immediately stops the first. By placing Mario over the block that stops, the game will start to push him downwards at a very fast rate. The glitch can continue itself in a domino-effect. As Mario moves downwards, he's still spinning, which causes new blocks to start spinning, which stops others, and the glitch continues.

While doing this glitch, Mario is considered overlapping with the blocks, so in addition to moving down quickly, he will move to the left slowly as well. Also, if Mario goes too far below the screen, he can die.

Pass through floors

In very specific instances, ducking in a space that is too small for full-size Mario and spin-jumping can push Mario through the floor. See Valley of Bowser 2 for an example of this.

Faster floating speed

Pressing ← and → simultaneously while Mario has a P-Balloon or is riding a Lakitu cloud will send him to the right oscillating at speeds much faster than the normal speed of travel for these objects (52, 51, 50, ..., 38, 37, 36).

This form of travel will partially ignore many barriers, and so it can be used to go through some solid objects.

In a cloud, Mario can jump out at any time, so a speed of 52 can be achieved and kept using the hopping glitch.

Survive underneath stompers

In some castles, it's possible to be smashed by a "stomper" and not take damage. As the stomper lowers onto Mario, alternate between pressing A and B every frame, and Mario will be in a constant state of jumping without being hit.

Corner Clip

"Corner Clip" refers to moving through solid ground, which can only be done when ground meets at a corner (either a convex or concave corner; the former is described here). This bug requires an X speed of at least 49 and a Y speed of at least 33.

A speed of 49 means Mario's subpixel moves his position like 0.00 -> 3.10 -> 6.20 -> 9.30, because 49 speed just means 49 subpixels per frame. Under these conditions a corner clip is not possible because to pass through the ground, a 4 pixel change is required. Eventually, this cycle reaches 36.e0 -> 39.f0 -> 43.00. The subpixel wraps around, increasing Mario's position by 4 pixels.

One way to set this up is to stand against the left side of the block (assuming we will be flying to the right), and noting down Mario's x-position. So, we'll say a block is at x-position 42. This means Mario's x position must move such as (with a speed of 49):

38.d0 -> 41.e0 -> 44.f0 -> 48.00

Mario moves two pixels inside the block (44.f0) then is boosted 4 pixels further (48.00). Knowing this, we need only to adjust the x speed/position of Mario as he approaches the corner, in such a way that his speed follows this pattern, and then adjust y position too, until the bug succeeds. This bug has the advantage of, not only allowing access to places much faster, but also boosting Mario some pixels while he is inside the block. Typically, a corner clip on a single block will save anything up to 3 pixels or so.

In the above example, if Mario moves faster than 49 speed then the 44.f0 can take on other subpixel values. At a speed of 51, this part can be either 44.d0, 44.e0 or 44.f0, because the next frame will increase subpixel by 3 (51 subpixels/frame = 3 pixels 3 subpixels). Because of how 'pressure' works in this game (when inside a block, Mario is pushed to the left), corner clips to the right can not be consecutive. If there are two horizontal blocks in a row, they cannot both be passed. This is not the case when travelling to the left (see: Donut Secret House of any%).

Item abuse

Jump off a P-Switch

By jumping at the exact frame Mario lands on a P-Switch, it can be used as a platform to jump off. Note that the Y button cannot be held on this frame - otherwise, Mario will just pick up the P-Switch again. Because of that, either the P-meter must be recharged after landing, or the jump should be followed by the hopping glitch.

Land on a midair P-switch

When dropping a P-switch, it will travel with the same horizontal speed that Mario does. To land on it, Mario must slow down a bit before releasing it, and then, regain the lost speed to catch up. The best way to do this is by dropping the P-switch at a low point of Mario's oscillating sprinting speed, and then using the high point of the oscillation to catch up to it in mid-air.

Note: When dropping the P-Switch, it must be dropped, not kicked. This is done by not holding → when releasing Y.

Springboard clipping abuse

When Mario jumps on a springboard to compress it, the game ignores most kill triggers, including walls. In addition to this, Mario will remain "stuck" to the spring while it is compressing. With these properties, Mario can go through solid objects[5] by throwing a springboard in the air, and jumping on it as it falls past a corner.

Keyjumping

The key is a unique object - it can be stood on, and it cannot be destroyed. Because of these two properties, it can be jumped off of, and also carried with in the same jump. When near a wall, this process can be repeated:

  1. Jump with the key.
  2. Drop the key near the peak of the jump (but not at the very peak).
  3. Land on the key in mid-air (without holding Y).
  4. Jump off of the key, and start holding Y on the same frame.
  5. You will now have jumped in mid-air and be holding the key. Repeat.

By this process, walls can be scaled and jumping can pretty much go anywhere, as long as a key is handy. Note that if the key has too much downward momentum, it can be jumped off of, but not carried at the same time.

Using a key to enter mid-air pipes

The key can be used as a temporary platform to fool the game into thinking that there is ground near the pipe, and enter it in mid-air. It's also possible to bring the key with you through the pipe by holding Y on the frame before heading into the pipe.

Using a key to pass through invisible coin blocks

By standing on the key as it bounces, the height can lift Mario up far enough to jump above invisible coin blocks that would otherwise appear when jumped from the ground.

Hit a block while moving downwards

If Mario passes though the corner of a block enough, the game will think he is far enough inside of it that it gets hit.

Duplicating blocks

By throwing a carriable enemy or an item at a block while close to it, we can duplicate a block to the side, upwards, or upwards-diagonally. For this to occur, the projectile must have an x velocity of 0, a y velocity of at least 97 and it must go into the block at least 7 pixels from the bottom. The direction in which the item is forced out of the block determines how the block will be duplicated; if the item goes into the block by 15-16 pixels from the bottom, the block is duplicated upwards. If the item goes into the block by 7-10 pixels from the side, then the block is duplicated to sideways; if both conditions are met, the block will be duplicated upwards diagonally.

A variant: Duplication away from blocks. When we cannot get close to a block, certain conditions allow us to duplicate a block to the side by throwing an item upwards. After throwing up an item, its y velocity moves in the sequence: -112 -109 -106 -103 -100 -97 -94, so there remains only 7 frames in which it can go into the block by 7 pixels after it gets thrown. The following table shows when you should throw up an item to get block duplication; distance means “how far an item is from the block”, and subpixel “subpixel of the item”. Note that an item follows mario while he is holding it, and also that after he releases it there is a 1-frame delay on the item's following mario.

Distance 0 7 13 14 20 26 27 33
Subpixel 00-F0 00-C0 D0-F0 00-60 70-D0 E0-F0 00-10 20

A variant: Duplicating a block on the ground. Occasionally, a block desired to be duplicated is on the floor. Such situations do not allow for an item to be thrown upwards to duplicate it. In this circumstance, we can duplicate a turn block by dropping an item while it stops turning, in such a way so it bounces off the ground inside the block. See ISM's Demo.

A variant: New items from old blocks. The game differentiates certain items by the block's horizontal position in the level. For example, blue P-switches and gray P-switches are actually the same object in the game, but determined by an odd/even horizontal position of the question block which contains it. Thus, by duplicating a block to the side with a p-switch inside, it will give a P-switch of the other color.

An interesting item-group abused by this trick is the group which contains keys, p-balloons, and yoshi wings. See Super Demo World's Crystal Star World level in the short run for an example of this.

Yoshi Wings ↔ P-Balloon ↔ Shell ↔ Key ↔ Yoshi Wings

Duplicating into a dragon coin

If the block duplication glitch is used over half of a dragon coin and Mario collects the remaining half of the dragon coin afterward, the part of the coin the block was duplicated on will become a key/wings/balloon/shell block.

This happens because of how the block IDs were set up in the coding of the game (see the "Direct MAP16 Access" pages in Lunar Magic). Dragon coins are set up to change to tile 25 (essentially a block of nothingness) of whatever page the tiles are on. Because the bottom half becomes a tile on MAP16 page 0x1 rather than 0x0 when you duplicate into it, it turns into tile 125 instead, which happens to be the key/wings/balloon/shell block.

Other stuff

Platform Boost

Horizontal boosts can be achieved from line guided and hammer bros' platforms, such as the ones found in Donut Plains 3, Donut Plains 4, Star World 4 and Gnarly. Hopping onto the platform will boost Mario to the left or right a bit. The amount of distance boosted depends on the amount of pixels covered by the platform in the frame Mario touches it. If Mario is 6/5ing and runs thought the whole platform, he will be boosted much more, since all the displacement of the platform will be converted as a boost to Mario. Which this method, Mario can also get boosts in the rotating platforms in Yoshi's Island 3.

Walljumping

Walljumping happens when Mario jumps towards a wall, and his foot catches the wall, stops his falling speed, and allows him to jump again in mid-air. In order to pull off a walljump, Mario needs at least a speed of 33 going toward a wall, and must run into the wall at exactly a block boundary (every 16 pixels). If Mario "catches" the wall, then conditions are good for a walljump - simply press jump a couple frames before he snags it.

The wall catch happens when Mario moves 3 pixels inside the wall (it's the same principle of the corner clip, but it requires a 3 pixels displacement instead of 4). If you RAM watch Mario's position, you will see that most of the times in which a wall catch happens he moves only 2 pixels inside the wall. That happens because the wall immediately pushes Mario out in 1 pixel, but the wall jump is still possible in this condition.

Entering pipes without ground

By "catching" the wall at the right spot, the same way the wall is caught when performing a walljump, the game treats that state as Mario standing on solid ground. If this is done near a pipe that can be entered, but doesn't normally have ground below it (the higher pipe in Gnarly, for example), the pipe can be entered in mid-air.

Fadeout lag

There are three different kinds of fadeout. The first is after completing a normal level, when the black circle closes around Mario. The amount of lag here is based on Camera's Y position, the frame the circle starts closing, Mario's score, life count and coin count. The higher the sum of the digits of the score is, the bigger is the amount of lag. By poking zero into the 2-byte RAM address 7E0F34, the score will be zero, and the lag given is the best that the particular exit can get. For the life and coin count, only the digit of the tens mater. The bigger they are, the bigger is the amount of lag. The way Camera's Y position interferes in lag is still not well known.

The second is after completing a boss level. This is not score dependent and can't be controlled or minimized, except for delaying the frame the boss is killed.

The third is a secret exit. This depends on some things: Mario's score, coin and life count; the sprites on-screen (especially the ones around the edge of the keyhole at its largest position), Mario's position, Mario's 'state' (if he is jumping or not, ducking or not, etc. Jumping can slightly increase lag, spin jumping or cape spinning can significantly increase lag, and ducking can slightly decrease lag, except if it creates little 'smokes' in the ground.); Camera's position and the frame the keyhole is activated.

Useful memory addresses

Address Meaning
7E007B (1-byte signed) Horizontal Velocity[3]
7E007D (1-byte signed) Vertical Velocity
7E0094 (2-byte) Horizontal Position
7E13DA (1-byte) Horizontal Sub-pixel
7E0096 (2-byte) Vertical Position
7E13DC (1-byte) Vertical Sub-pixel
7E13E4 (1-byte) P-meter
7E149F (1-byte) Takeoff Meter
7E01FF (1-byte) Lag Indicator[4]
7E0F34 (2-byte) Score
7E0019 (1-byte) Powerup Status
7E0076 (1-byte) Player Direction
7E14AD (1-byte) Blue P-Switch Timer
7E14AE (1-byte) Gray P-Switch Timer
7E186B (1-byte) Multiple Coin Block Timer
7E190C (1-byte) Directional Coin Timer
7E1891 (1-byte) P-balloon Timer
7E1490 (1-byte) Star Timer
7E1497 (1-byte) Player Hurt Timer

Utility lua script

A Lua utility script displays useful info such as velocity, position and P-meter on screen, can show the hitbox area of the player and enemies, allows more advanced cheats, and other tools that are useful to investigate the game. There are scripts available for all the allowed emulators of TASVideos:

Script Emulator Description Author
smw-tas lsnes, BizHawk and Snes9x Many options, some cheats and predictors. Shows info about many types of objects and has many kinds of hitboxes. Amaraticando
SMWUtils Snes9x Displays info about the player, sprites and timers. Some cheats. gocha and Mister
SWMPlayer_display Snes9x Similar to SMWUtils, with different displacement of info. Has walljump predictor. ShadowDragon121
SMW Atlas lsnes Displays offscreen objects to make an atlas-encode. You need a big ammount of RAM to make it work and a good computer though. Masterjun

Footnotes

[1]: skamastaG says these look like watermelons.
[2]: This trick can also be referred to as "Dinosoar" (Dino-soar, hyphen optional). It's a play on words. - JXQ
[3]: Notice that this value oscillates - this is the basis for tricks such as the hopping glitch.
[4]: This value changes from its default value (00) to (0x80) when the game lags.
[5]: "Objects" refers to sprite-objects - blocks that sprites can go through, but Mario cannot, such as a message box.


See also