Submission #9334: Mikewillplays's Flash Super Mario Bros. Star Scramble in 03:21.96

Adobe Flash
(Submitted: Super Mario Bros. Star scramble)
baseline
(Submitted: starscramble.swf Friv.com)
libTAS version 1.4.6 + ruffle-nightly-2024_01_16
9088
45
2652
PowerOn
Game direct download link:
https://archive.org/download/starscramble/starscramble.swf

Command used:
libTAS -r StarScramble.ltm ./ruffle -g gl --no-gui starscramble.swf

It also synced with ruffle-nightly-2024_09_06.
			
Submitted by Mikewillplays on 10/5/2024 5:01 PM
Submission Comments

Movie information

  • This movie was made with the --no-gui argument
  • MD5 hash: 0a8a2ea2b886ba90bfa03b4dec0b3df6
  • The starting system time is 3 seconds

Overview

Super Mario Bros. Star Scramble is a Super Mario fan game made on Flash. The game follow the titular Mario, who is on a journey to save the Mushroom Kingdom from Bowser.
This movie aims to defeat bowser as fast as possible, and it completes that goal 9 seconds faster than the RTA WR by conmangamer22.

Mechanics

Jumping
In order to be able to jump, you must stand on the ground for 2 frames or longer, but you can jump before that second frame occurs. Even if you buffer it, you can't jump without standing for 2 frames. Also, there's only a fixed jump height, meaning smaller jumps are impossible.
Coyote time
This game has 3 frames of coyote time when running off a ledge, which is used in the run.
Corner anti-boosts
Some actual Mario games have corner boosts, which is what happens when you get pushed horizontally due to jumping close to a corner of a block. However, this game has the exact opposite, if you jump too close to a corner of a block, you will actually slow down.
Corner hits
There is a second kind of "corner boost" in this game, and fortunately, it's actually useful. If you fall into a lower corner of a coin block or a action block, you will "hit" it, as in cause it to trigger as if you bumped it from below, which gets used in the final level.
Corner clip
I swear this is the last mechanic about corners I'm going to talk about. It's possible to clip through the top of a corner, which will warp you to the top of it, which also does (and doesn't) preserve your horizontal speed. This can be used to jump slightly longer distances, which is surprisingly useful.

Level by level commentary

Level 1
Normal movement
Level 2
Unfortunately, the buzzy beetle is close enough so that I can't land on the pink block, which loses a little bit of time, aside from that it's just normal movement.
Level 3
Going through the top path saves a single frame over the bottom path when it comes to reaching rightmost shine sprite, but that's not all. Not only does it save that time, but it also saves some time in the spring on the left because I can move to the right before jumping off the spring earlier, saving some time. Also, I skip using the pipes because of the fact that coyote time and a corner clip allow me to just barely jump over the gap.
Level 4
I have to delay pressing the P button for two reasons: First, I have to press it, because grabbing the shine sprite is impossible without pressing it. The second reason, which is catalyzed by the first reason, is that the buzzy beetles have to be moving to the left when I press the button, because completing the level while the beetles crossing over you delays the fadeout by a lot of time. Using the goomba to grab the shine without pressing the button could've been a possibility, but the goomba falls on the pit too soon in order for me to try to do that. Besides that, it's just normal movement (also, it's faster to delay when coming from the left than coming from the right).
Level 5
Basic movement
Level 6
I can't grab the shine sprite without delaying my movement for a little bit, and it's faster to do that in the second time I pass through the moving platforms.
Level 7
After some normal movement, I fall to the left, but I have to move more to the right than necessary. This is going to the left earlier makes it so you have to delay the platform jumps by a lot, which makes it slower.
Level 8
A pretty simple level mechanically speaking, the only interesting route choice is that grabbing the second shine sprite from the left is the fastest way I found of collecting it.
Level 9
Another straightforward stage, all I have to say is that jumping in the gray tetris piece is slightly faster than jumping from the spring below by a few frames.
Level 10
In this boss fight, I have to jump on the blocks twice. The corner hits are used here to hit the middle blocks faster than just jumping below them. Also this stage is the reason why I changed the starting system time to 3, because otherwise I would get hit by a bullet bill.

Extras

The future
I plan on TASing all games on this series, there are 3 other games, so it would be interesting to see the evolution of those games.
Suggested screenshot
Frame 4239

DrD2k9: Claiming for judging. Judging based on mohoc's sync verification and the author provided encode.
DrD2k9: The brief hesitations are explained in the submission notes. Accepting.

despoa: Processing...
Last Edited by despoa 3 days ago
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