Submission #3838: got4n, negative seven's GBC Super Mario Bros. Deluxe in 04:57.42

Console Game Boy Color Emulator vba-v24m-svn440a
Game Version USA v1.1 Frame Count 17764
ROM Filename Super Mario Bros. Deluxe (U) (v.1.1) Frame Rate 59.7275005696058
Branch Rerecord Count 12704
Unknown Authors got4n, negative seven
Game Super Mario Bros. Deluxe
Submitted by negative seven on 1/24/2013 6:51:53 PM

Submission Comments
Super Mario Bros. Deluxe is a port of NES Super Mario Bros. onto the GBC, with a few minimal changes such as jump height and hitboxes, and modes such as "Challenge Mode" or "You vs. Boo". Walljumps still work, however, wall clipping doesn't.

Game objectives

  • Emulator used: vba-v24m-svn440a
  • Aims for fastest completion.
This is an improvement of 34 frames over TheKDX7's run
Got4n first came up with the idea of TASing the game. We really got into it from that point, and finished this after around 2-3 weeks of restarting, finding new glitches, hex editing and trying out different techniques.

Glitches and tricks used

Jumping to gain speed

Doing a small jump when accelarating from a stop gets your speed up quicker.

Walljumping

Same as the NES version. Land between 2 blocks exactly and you can jump again.

Right screen scroll

If you press select, the screen will scroll to the right, allowing pirhana plants to appear earlier and therefore go down quicker.

Faster flagpole

If you land on the block below the flagpole before grabbing it, the level fadeout will appear earlier than usual.

Stage by stage comments

World 1-1 (2)
This is where it all began. We save 2 frames on the flagpole by jumping onto its base.
World 1-2 (4)
We save a frame by using a better technique to reach the ceiling and another frame thanks to a faster pipe strategy.
World 4-1 (4)
No frames saved here. How sad. D:
World 4-2 (7)
We saved 1 frame on the vine and another 2 from a better pipe strategy.
World 8-1 (7)
Nothing was saved here. Some of the pipes are really strange though. They couldn't be jumped without having to slow down. Indeed, we did this faster than TheKDX7, but you have to slow down at the end so as to not get fireworks anyway.
World 8-2 (8)
Saved 1 frame from a better pipe technique (there was the one in the middle of the level next to a tiny ledge).
World 8-3 (16)
Saved a massive 8 frames... how exactly? We have no idea...
World 8-4 (34)
2 frames were saved in the first room for a better beginning. Another 2 in room 2 for the same reason. Another 5 in room 3 for the same reason. 7 more for a better pipe entry in the water room and 2 more for a better beginning in the last room.

Personal comments

Got4n: This took around 2-3 weeks and I'm very happy to have this done. Both of us found several improvements, although TehSeven made the most input. I'm glad this is finally finished.
TehSeven: Oh joy, I really had a great time doing this. Got4n had some really good ideas and most of them worked out quite well. I'm satisfied with finally getting this off my chest.
Suggested screenshot: 3441

Nach: This run does not seem to offer any worthwhile content over the NES version of this game. Therefore it just looks like a worse version of an existing publication. Further, there seems to be little cohesion in the decisions between jumping for some coins or bricks and not others. Movement appears to be more random than well planned and trying to show off as a TAS should. Rejecting.
Apparently the vault allows for unworthwhile content as in this case. Also, the less than stellar cohesion in play, while does factor a bit into the "TASness" of a run, it is mostly entertainment, which is also not a factor for the vault. Therefore accepting for the vault.

natt: procesing

Last Edited by natt on 2/3/2013 5:11 PM
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