Submission #3299: MUGG, andymac's GB Super Mario Land 2 - 6 Golden Coins "glitched" in 02:08.98

Console Game Boy Emulator VBA
Game Version USA/Europe v1.0 Frame Count 7739
ROM Filename Super Mario Land 2 - 6 Golden Coins (UE) (V1.0) [!].gb Frame Rate 60
Branch glitched Rerecord Count 5270
Unknown Authors MUGG, andymac
Game Super Mario Land 2: 6 Golden Coins
Submitted by MUGG on 9/24/2011 3:02:14 AM

Submission Comments
Hey, I'd like to keep this short because I wanna go to sleep...
  • Heavy glitch abuse
  • Uses death to save time
  • Genre: Platform
Emulator: VBA 23, should sync on VBA21. Does not sync on VBA24m.
This run improves the published run by 1145 frames (~19.052 seconds), mostly by finishing the first level quicker, by taking a shell and performing pipe glitch death (entering a pipe and dying in the process, then re-entering the level and going through the ground - this only works on the v1.0 ROM). This trick was already used in the previous run in Macro Zone 1 in order to acquire pipe glitched state so we can enter through the ground in Pumpkin Zone 1 in order to finish that level early. When I originally tested all the levels for their ability to be completed quick using the pipe glitch, I messed up and deemed the first level "unpipe-glitchable", but I recently found out you can move left after entering through the ground and thus reach the end of the level.
I didn't want to keep this insane 2 minute run outdated like this, so I took a look at it since yesterday and created this run. I was always afraid of using the new pixel trick because I couldn't quite understand it (and I didn't really bother understanding it since I didn't think I'd TAS the game again since andymac's around and doing a good job with the game himself). Maybe I messed up in a few spots during the run, I can't tell for sure. I tried my best, and it seems I even managed to save 4 frames outside of the first level, probably by better maneuvering in the OoB area. I didn't try to find a quicker way through the second half of the OoB area though, as there are quite many ways to reach 0xA2D5 (the byte that needs to be altered; which we enter the OoB area for) and I didn't feel like testing those.
I'd like to list andymac as a co-author due to his invaluable effort he put into SML2 TASing, without him this run wouldn't be possible the way it is.
For detailed info about the pixel trick and more, visit the previous run's submission text.

Possible improvements

  • Let the screen scroll up in Macro Zone 1 in order to unspawn sooner, and therefore leaving the level sooner (saves ~3 frames)
  • First level optimization, I'm expecting a few frames can be saved here...
Online watching URL

Nach: Well, I still have no idea what's going on without dissassembly and tons of data in front of me, but it's certainly better than before. That suicide thing is also impressive, making the run much more exciting. Accepting as improvement to existing run.
Nahoc: I'll publish this.

Last Edited by Ilari on 12/7/2011 1:56:13 PM
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