Overview
This is a TAS of All Night Nippon Super Mario Bros. (ANNSMB), which is a promotional version of FDS Super Mario Bros. 2 (SMB2J) that changes most of the main 8 worlds to resemble the levels in the original Super Mario Bros. (SMB1), with sprites changed to resemble famous Japanese artists/those involved with the radio show All Night Nippon. Because ANNSMB is actually based off SMB2J, the game also features many of its graphical, and more importantly to this TAS, physics changes. This means that this is the closest you can officially get to playing through the SMB1 level set with Luigi's new physics, as such, this is probably one of the more unique showcases of this game that is possible.
Run Objectives
- Starts from clean SRAM state
- Abuses glitches
- Uses warpzones
- Uses an unoptimal character
- Does not use a game end glitch
- Fastest completion (under the above restrictions)
Glitches/Exploits Used
Flagpole Glitch (FPG): Used in 1-1, 4-1, 8-1, and 8-3. In all the NES/FDS Mario games based off the SMB1 engine, the level end sequence works in 3 phases. They are:
- Wait for the flag to descend all the way to the bottom.
- Flip the player around and force them off the flagpole, and then walk forward until a solid block is touched.
- Once the player interacts with a solid block, place them behind the scenery and start the timer countdown.
However, in all of these games, there exists, for whatever reason, a specific check in the game's code for if the player's Y position is #$A2 or lower, which is just below the top of the flagpole block and can thus never normally be reached. By partially clipping into the block, however, it's possible to get far enough inside to touch the flagpole low enough to trigger this alternate condition, which immediately skips the 1st phase of the level end sequence. This typically saves 21 frames, however, due to Luigi's worse acceleration, it actually saves a little more than that for him.
Full Flagpole Glitch (FFPG): Used in 8-2. By touching the flagpole as low as possible--in this case, done similar to 3-1 of SMB1 where you must partially clip into the block before stomping an enemy--the player is too low to snap on top of the flagpole block, causing him to be ejected out to the left instead. This causes phase 2 of the level end sequence to immediately complete, effectively skipping all the way to the third phase, where the timer countdown begins, which can save a large amount of time. In this case, it's enough that waiting for a bullet bill is more than compensated for.
Wrong Warp: Used in 4-2. In the SMB1 engine, the game can only store one area pointer at a time, so if you enter a pipe or climb a vine before its intended waypoint is loaded in, it will send you to the area previously in memory, or it can be reversed, where you load in a new way point before doubling back. In this case, the area pointer is left at the value for the warpzone, from the vine you're intended to take to get there. In order for this to work in 4-2, the player must be pushed at least 20 pixels to the right on the screen, which can be achieved by either brushing against blocks, or by clipping into walls.
Due to the presence of the koopa, which is not present in SMB1 and thus unique to ANNSMB, the fastest way for Luigi to gain enough X position is to do the bottom clip, which is a decent bit slower than the corner clip you can do at the top of that same wall, though it is actually done in the regular SMB1 warps TAS for entertainment.
Wall Clip: Used in every level, in some way. There are multiple different ways of clipping through walls, the one most often applicable to walkathon is the corner clip--to help create the feeling of smoother motion throughout levels, the game will only stop Luigi when his vertical speed reaches 0. If you abuse this to start falling as high as possible while not landing on top of the block, and press left on the frame Luigi is stopped, he can be pulled all the way into a block, rather than be pushed out of it as is normal.
The amount of airtime Luigi has before landing inside the wall will affect how far he goes inside, as the longer he spends in the air, the farther to the right he will be pulled, which is important due to the fact that the moment Luigi lands, if he isn't fully clipped into the wall, he will be pushed out to the left instead. This partial clip is done to perform FPG and FFPG in 1-1, 4-1, 8-1, 8-2, and 8-3, while the full corner clip is done to push Luigi further on the screen in 8-4, to allow him to slip under the firebar sooner.
In 1-2 and 4-2, Luigi never goes deep enough inside a block to fully clip in right away, but due to the presence of blocks above him, he is able to jump to continue moving forward until he is far enough inside. The way it's done in 1-2 is commonly called a blazit clip, and can be done in pretty much any wall in the game as long as it's tall enough, while the clip in 4-2 is extremely situational and, to my knowledge, is completely unique to that specific level layout. Normally, Luigi would actually land on the block above where he ends up, but due to collecting the coin on the same frame he would land, he ends up going through that block for 1 frame, which is enough to allow him to clip all the way through it and end up inside the bottom block of the wall. As such, this clip is commonly called the bottom clip.
Level Overlook
1-1 - 9 frames to spare (R09)
- Similar to SMB1 1-1.
In 1-1, I take the fairly standard path you see in the SMB1 warps TAS, as the pipe saves roughly 2 seconds over finishing the level normally. Due to Luigi's worse acceleration, it actually saves less time than it does for Mario, as you have to accelerate from a dead stop more than just one time--plus, when coming out of a pipe cutscene, Luigi can't reach running speed off the pipe without wasting time, which means it's generally faster for him to just. Walk off the edge.
1-2 - 1 frame to spare (R01)
- Similar to SMB1 1-2.
In 1-2, I continue to try and show off some things that are possible only with Luigi's high jumps and very high enemy bounces. At the end, Luigi does a blazit clip into the pipe leading to the warpzone. In the SMB1 warps TAS, this is also done, but more for entertainment than anything--as Mario, it's actually faster to go down to walking speed and do a 1 frame jump to clip into the corner of that pipe. As Luigi, however, that is impossible, as even at walking speed he jumps way too high. As such, this clip is the only way for small Luigi to access the warpzone earlier than intended. One thing the warps TAS does do that Luigi can't here is stopping on the middle pipe before doubling back. Luigi can technically do this, but his acceleration is so bad that it's actually slower than just going all the way over to the right pipe and doing a walljump to stop instantly.
4-1 - 9 frames to spare (R09)
- Similar to SMB1 4-1.
This level is fairly straightforward no matter what, but I do show off some stuff that's only possible with Luigi's physics, even here. Namely being able to bop Lakitu in one less jump than Mario, and being able to bop Lakitu twice, which is more impressive than you would expect due to respawned Lakitus having ridiculously tiny hitboxes.
4-2 - 12 frames to spare (R12)
- Similar to SMB1 4-2.
As mentioned before, with the extra koopa and Luigi's notably bad acceleration, doing the bottom clip is actually the fastest way to gain enough X position on the screen for the wrong warp to work. However, Luigi is just barely not able to instantly slow to 24 speed on the pipe while being able to enter with the screen not scrolling with the minimum possible X position that works, 132. As such, I let Luigi gain 2 extra pixels of X position, which is just a few frames faster than just dealing with Luigi's bad acceleration and slowing down enough manually. The warpzone is actually a rather complicated problem, and I figured out that hitting the topmost walljump pixel, and using it to instantly stop and start accelerating left, you could just barely land on the edge of the rightmost pipe, which lets you start accelerating with B earlier and is faster than anything else by just a little bit.
8-1 - 2 frames to spare (R02)
- Similar to SMB1 8-1.
As with 4-1, this level is pretty straightforward, but I do my best to show off some level differences (namely the fact the star block has been moved somewhere else) and do some neat things with Luigi's high enemy bounces.
8-2 - 12 frames to spare (R12)
- Similar to SMB1 8-2.
Just like in SMB1, you can do bullet bill glitch (BBG), which is a form of FFPG. However, due to the higher enemy bounces in this game when compared to SMB1, the regular method of doing BBG is actually not possible. You can't just stomp the enemy as low as possible right in front of the flagpole and get it, you actually have to clip in like you're trying to get FPG, just like you do for shell glitch in SMB1 3-1, and even then, good Y position for it is actually rather precise, if the player is too low in the flagpole block when stomping the bullet bill, you'll just get FPG. A plus of Luigi's physics, however, is that in the jump where Mario normally is forced to slow down, Luigi can actually clear it without slowing down whatsoever.
8-3 - 9 frames to spare (R09)
- Similar to SMB1 8-3.
Nothing too crazy or special can really be done to show off the differences from SMB1 in this level, that is besides being able to finish the level with 243 and FPG without fireworks, which saves time over what is possible in SMB1.
8-4
- Similar to SMB2J 8-4.
This is the only level in the warps run that is taken from SMB2J, rather than SMB1, however it does actually have its own differences too! Most notably, the parity of the first room and the G room is swapped, due to the piranha plants being green. That is, in the first room you're forced to slow down and wait for the plant to go down the pipe before entering as small Luigi, but in the G room, you can just barely enter the pipe before the plant has the chance to come back up. Also, when compared to the warps, Luigi TAS of SMB2J, in the 4th room, the turnaround is just slightly slower due to Luigi having a narrower hitbox, thus requiring slightly more slowdown to be able to jump off the pipe with running speed. Unfortunately, I ended up having to waste 1 extra frame over optimal in the water room, to make the blooper get out of Luigi's way.