Submission #10777: HappyLee & Asumeh's Arcade Vs. Super Mario Bros. "warps" in 10:00.648

Arcade
warps
(Submitted: suprmrio.zip rp2c04-0004.pal )
BizHawk (2.10 and 2.11.1)
36098
60.098475521044705
22110
PowerOn
7b67b651812be9f07d1a30a2d50b4b02f65831a9
TAS Timing
Submitted by Asumeh on 10/10/2026 2:09 PM
Submission Comments
Asumeh: I am submitting this run on behalf of HappyLee, who is currently banned as of this writing.
You may also view HappyLee's own encode here.

Dip switch settings

  • Bonus Life: 100 Coins
  • Coinage: Free Play
  • Timer: Fast

Game and run information

Vs. Super Mario Bros. is the official arcade port of Super Mario Bros. released in 1986, pre-dating Super Mario Bros. 2 (J) / The Lost Levels. Many of the levels were made a little harder in some way such as adding enemies and pit gaps and/or removing powerups. A few others were redone altogether, eventually ending up later in The Lost Levels.
This run was in the works since late-August 2026 (around after JQJ submitted his "warpless" run of the port), initiated by HappyLee. It was a bit of a rocky start for me to get started with the initial syncing on BizHawk, but eventually, we were able to get things rolling after a few test runs.
There exists a prior run by Zen in 2025, done on FCEUX; we beat that run by just a bit over 63 frames, thanks to small improvements in World 1-2, World 4-2, and World 7-4, as well as one big improvement in World 6-1.
It's 67 frames... To the Gen Alpha audience, please don't freak out!! D:
HappyLee worked on finding the fastest solutions for each level, and I helped on mostly the entertainment and finding any possible optimizations.
Left + Right will not work in this port, as the inputs will be registered as Right instead. Due to that, vine warps and moonwalks are impossible, and a different, RTA-viable method of starting acceleration must be done instead.
This run should sync on the latest version of BizHawk, even though we used slightly different versions of it to make the run. HappyLee used 2.10, while I used 2.11.1.

Level-by-level comments

World 1-1

Played by HappyLee.
Not much to this one; it's just simply entering the bonus room and getting out of it to reach the flagpole quickly.

World 1-2

Played by HappyLee.
This is the first level where we get a powerup, specifically the Super Mushroom. HappyLee tested the best places in the game to get the Super Mushroom, but the very first ? Block in World 1-2 was the winner as it was only 101 frames slower.
Normally, framerules apply when entering Warp Zone pipes, but in this port, the 21 Frame Rule hex address ($077F) resets to 20 two frames after the level tiles disappear. So optimization means everything in this case.

World 4-1

Played by HappyLee.
Another straightforward level, so there isn't much to point out.
Grabbing the Fire Flower on the first ? Block is 8 frames slower by the time we start World 6-1.

World 4-2

Played by HappyLee.
Mario's on-screen X ($03AD) needs to be 212 since the third pipe in the main underground area isn't warpable. HappyLee grabs the Fire Flower here and clips into the familiar structure at the top block. He also performs a triple Goomba stomp and kills a Piranha Plant out of thin air as special tricks.
The Warp Zone is straightforward until the end, where HappyLee adjusts Mario's X subpixel ($03B8) and X speed sub ($0705), then jumps down facing right and moving left to reach the sole pipe faster. In this arcade port, you cannot warp beyond World 6, as this is the only world you can warp to in this Warp Zone.

World 6-1

Played by Asumeh.
I vibe to the overworld theme here with fireballs, jumps, and coin block hits. It's my first time making use of the music-sync for entertainment, and I'm actually pretty glad with how it turned out. :)
One particular address ($00F7) I discovered a few months ago truly helped me out with finding the specific beats during the level.
We perform a special ground clip at the end where Mario bounces off the red Paratroopa and barely makes it inside the ground to perform a Full Flagpole Glitch (FFPG), saving 3 framerules (63 frames).
For this to work, we do a walking duck-jump (X speed ($0400) 16 to 24) for 9 frames, which forces the now-falling Koopa to move right, allowing us to get closer to the ground after the gap. Then we bounce on the Koopa again at the lowest possible point (Y pixel ($00CE) 207), where Mario is 2 pixels inside the left edge of the ground; enough for Mario to be ejected right into the ground once he falls. The game will then try to eject him left and out of the ground, but two quick jumps inside (given there is a wall sitting on the ground, which there is here) will force Mario right instead after getting past the first 13 pixels.
This trick only works on the bottommost row of tiles on screen, as ground tiles become somewhat passthrough if Mario's Y pixel is 207+. Discovered by HappyLee in late 2021.

World 6-2

Played by Asumeh.
This is a casual killing spree as I go and get a hit in on every possible enemy (save for a Koopa and a Piranha Plant; Buzzy Beetles are immune to fireballs but are shot anyway just because).
Near the end (340 IGT), the testrun given to me had kicked a Buzzy Beetle shell left, which then ricocheted back for the Goomba; I kept that in and included a close jump over the Goomba.
At the end were three Goombas and one Piranha Plant, which were the last enemies for this level to be finished off. Said Goombas flying right as Mario moved forward meant the flag in the flagpole had disappeared, leading to a quick flag-turn sequence without a FPG required. Not a single frame was left spared.

World 6-3

Played by Asumeh, with some help from HappyLee.
HappyLee added some tight jumps around the platforms at the start, including one where he jumps through a left-and-right one (281 IGT). I did the rest of the level beforehand.
Here, I collect 19 of the 27 coins to gain an extra life and stomp/fireball-hit almost every enemy along the way.
We end with 231 in-game seconds left at our fastest, where we're rewarded with a firework.

World 6-4

Played by Asumeh, with some help from HappyLee.
There are plenty of frames to spare here, enough for an ice-skating glitch to be executed here. After the first 30 in-game seconds, it was time to "shoot down" those pesky Podoboos and flames (I say "shoot down" because... Well, you'll see what I mean.) with style. HappyLee helped adjust a few timings and jumps; he even added a few more fireballs shots, including one that bounces from thin air to another Podoboo from afar (249 IGT).
It's not much faster unfortunately to go under near the end (237 IGT) instead of over, even without the ice-skate at the beginning.

World 7-1

Played by HappyLee.
At the end of this level, we're required to make two clips: one in the penultimate staircase, and one in the ground, overall allowing for the next FFPG; this trick was first executed by TomasPlays. For this to work, we need two Bullet Bills launched close to each other; this involves killing certain enemies on certain frames to manipulate them.
At first, I tried following what Tomas did in his video (with the higher Bullet Bill shot at Frame 16976), but the most I could get in that way was only 9 pixels in the stairs. No good. But... HappyLee noted that the first clip can be done in the block below as well, suggesting it to be faster.
An hour of testing eventually brought us with the fastest lower Bullet Bill shot possible (at Frame 16944), and I was very much able to make the stairs clip, though the higher Bullet Bill was shot way too late (at Frame 16991). It took a few minutes before I was able to bring them horizontally closer together (lower Bullet Bill shot at Frame 16971, higher Bullet Bill shot at Frame 16991 (again)); 20 frames apart. It was close, but not enough.
Two days later, HappyLee was able to secure a victory with not only the fastest lower Bullet Bill shot (at Frame 16944 (again)), but a higher Bullet Bill shot just early enough to tighten the gap (at Frame 16961) to now 17 frames. From there, we had a smooth time moving forward with the FFPG.
There is also a (seems to be) much harder route involving a "phantom Bullet Bill" despawning the flag, which we didn't go for, but it still saves the same framerule. I believe the best way to summarize it is this:
  • After loading a Bullet Bill cannon, the game permanently tries to load a Bullet Bill from that specific cannon based on one of the six cannon timers ($047D to $0482) that the specific cannon uses. For example, if Bullet Bill cannon #1's cannon timer ($047D) is 0 and the appropriately numbered cannon is there, the Bullet Bill will load properly in an empty sprite slot. However, if said cannon is not anywhere on-screen, the Bullet Bill will still fill the sprite slot, but for only one frame.
  • This, along with the properly visible Bullet Bill and three Goombas also on-screen are enough to despawn that flag.
It's really difficult for me to explain this better... Kosmic has a better explanation here.
Phew! With all that out of the way now... This run pretty much explains for itself, calculating what enemies were killed and when; all to get the Bullet Bill pattern to line up just right. A slowdown was needed to avoid ending with six fireworks.

World 7-2

Played by HappyLee.
A pretty difficult level for entertainment.
Not all of the Cheep-Cheeps were killed as HappyLee intended; three of them past the halfway point (284 IGT) were skipped to allow for taking the harder route down, offering more coins and a clip through the downward platform.
This level took a little over three weeks to finish.

World 7-3

Played by Asumeh.
Another plentiful of frames to spare, which means another instance of the ice-skating glitch.
Here, I kill every single enemy and collect every single coin. Two particular Koopas were kicked without requiring many slowdowns (267 and 251 IGT, respectively), and I'm still very much able to finish without losing a framerule. There's a few funny lil snipes here and there too.

World 7-4

Played by HappyLee.
At first glance, this level here may seem the same as the original, barring some additional pit jumps instead of places to duck and cover after the mazes... until you realize the usual first path you take sends you back to try again.
The mazes in Vs. Super Mario Bros. have been changed up, forcing you to take paths that definitely require slowing down. A petty threat for speedrunners, but y'know, anything to make World 7-4 a little harder.
The correct paths are as follows:
  1. Bottom, Top, Top (instead of Bottom, Middle, Top)
  2. Bottom, Top, Bottom (instead of Top, Middle, Top)
In actuality, however, the only real slowdown required is for the first set of correct paths, where you go from bottom to top inbetween path checks.
Here, HappyLee makes a few additional slowdowns, including one more instance of the ice-skating glitch as well as a walljump on one of the lava pits in the second maze.
Along with that, we proceed to the next level 1 frame faster by ending with one less in-game second while still executing the time drain optimally.
In-game timer drains after Toad's "BUT OUR PRINCESS IS IN ANOTHER CASTLE!" message operate on a 21-frame basis, like in the flag-based levels. However, like in the Warp Zones, the 21 Frame Rule address still resets to 20 once the screen cuts to black after the time drain finishes.

World 8-1

Played by HappyLee.
World 8 kicks off (heh heh, kicks YES I KNOW THIS IS A BAD PUN) with knocking the first Buzzy Beetle towards our first three Goombas, and, well, he goes on to have a little fun from here. HappyLee also snatches another thin-air Piranha Plant kill (316 IGT) and double-kills a Goomba (245 IGT). There shouldn't be a dull moment here!

World 8-2

Played by HappyLee and Asumeh.
We both traded testruns in our efforts to maximize the entertainment potentials, then shared fireball shots with our old enemies.
HappyLee started off with two versions of this level: one with a bit more entertainment and one with extra kills; both had the last Bullet Bill shot at Frame 30535.
I tinkered around with the latter, where I pulled a genius move by knocking a Buzzy Beetle shell to the right (306 IGT), allowing for an additional Bullet Bill stomp! The last Bullet Bill was fired 8 frames later (at Frame 30543), but it was still within the framerule which would then allow us to perform the FFPG without losing it.
HappyLee then helped adjust a few bits of my efforts, then he helped work in the ending by playing around with our old friend, the green Paratroopa.
Earlier, HappyLee was able to make another ground clip using the Bullet Bill as well, but it didn't prove to be any faster, so we resorted to performing the normal Bullet Bill FFPG instead. That clip was only enough to save at least 3 frames, and that alone isn't enough to save the next framerule.

World 8-3

Played by Asumeh, with some help from HappyLee.
Up until the first two Hammer Bros. (278 IGT), I worked in more music-sync with the fireballs. Then I got fancy with the enemy kills and sent one last green Koopa shell a-slidin'.
HappyLee contributed a tad bit by tweaking the jump over the pipe (237 IGT) to put Mario closer to the Piranha Plant and have the jump itself be less random.

World 8-4

You oughta know the drill by now with these final levels... ;)
(The rooms featured here aren't that much different, pretty much playing like the original. It's just there's no simultaneous Left+Right presses, so this level's only slower by just a few frames.)

Room 1: Played by Asumeh

The jump in the starting acceleration is one frame faster, basically immediately after facing left on the first frame of gameplay; this allows for faster X speed gathering by running off the starting ledge facing left.
One fireball bounces on top of the pipe and lands on the middle Goomba of the trio (383 IGT). The other two are cleared out via a duck-jump stomp.
Soon after, I dipped down onto the platform, then hopped back up; thankfully, Mario wasn't pushed back for a single pixel.

Room 2: Played by HappyLee (with a bit of help from Asumeh)

I had the entertainment all planned out and completed, but even after missing a Piranha Plant that can still be killed in its husk (365 IGT), HappyLee noticed an oddity where the "fireball enemy hit" sound wouldn't play.
From where I stood, I was led to believe it was because the fireball hit and the Buzzy Beetle stomp occurred at the same time, though according to the SFX buffer ($00F1), the "stomp" sound (04) has overridden the "fireball enemy hit" sound (08), so that the former would play first. HappyLee volunteered to take a look, and these adjustments ensured that both sounds would at least have an opportunity to play.
Other than that, there were a few adjustments as well by HappyLee.

Room 3: Played by Asumeh and HappyLee

Another wild oddity appears! And this time, it has to do with an afar Cheep-Cheep (344 IGT) that somehow manages to get by unscathed. Turns out it had to do with the Y subpixel & subspeed of the fireballs, which HappyLee obliged to fixing.
Nonetheless, this is a quick run to initiate the wrong warp, with one last Cheep-Cheep left to go live its life.

Room 4: Played by Asumeh (with a bit of help from HappyLee)

This room is where we swerve around the walls and firebars, like we usually do...
HappyLee assisted in providing more wiggle right before the room's halfway point, then closing in on danger by swimming close to the last firebar. I was in charge of moving Mario around from end to end, clearing the room of Bloopers.

Room 5: Played by HappyLee and Asumeh

Finally, we take care of the last few enemies of the game, with HappyLee opting for a stomp on the Hammer Bro instead of firing back. To compensate, he assisted in blazing that final Piranha Plant after I started with the one before it.
And to finish it off, after I help bring more fuel to the sole flame, HappyLee takes Bowser and swiftly puts him back in his righteous place... with his face stuffed with fireballs and his own lava.

Possible improvements?

The only likely candidates of the bunch are the two levels with Warp Zones: World 1-2 and World 4-2. These two levels are where every frame matters, and I couldn't squeeze another frame or two in. I looked hard in a lot of places in both levels before we worked on the entertainment, and everything seemed just about perfect from here. I just hope I'm not mistaken from here.
The powerup route is also a bit of a hit-and-miss, but again, it seems to be the best we've got for now; this is very much in conjunction with World 1-2 and World 4-2, the only two levels where we get powerups. Everything looks to be perfect as is for now though...

Special thanks

Big shoutout to HappyLee for being a good sport throughout the project, and of course, for being a brilliant SMB1 TASer. It's truly been an honor working with him, and I'm very appreciative of the help and support he's given me; and I'm glad to have even helped him out too.
I hope you enjoy our efforts put into this run!!

Publication notes

For encoders, I would suggest using this extended input file which registers the name "TAS" for the SUPER PLAYER'S leaderboard. I feel it'd be nice to include name registration at the end of the run instead of a 20-second wait before jumping to the leaderboard.

Suggested screenshot


Frame 17038, World 7-1
Last Edited by Asumeh 6 days ago
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