Submission #9497: Aglar, andrewg & Alyosha's NES Super Mario Bros 2 in 18:21.87

Nintendo Entertainment System
Super Mario Bros 2
BizHawk 2.9.1
66221
60.0988138974405
28615
PowerOn
Super_Mario_Bros_2.nes
USA
ccd25b4fa7acddef38d75212ae0e5432
MovieOrigin .fm2 version 3
emuOrigin FCEUX version 9828
microphone 0
FDS 0
NewPPU 0


			
Submitted by Alyosha on 1/23/2025 11:37 PM
Submission Comments
This is an improvement over the current warpless run by implementing a star kill on the world 3 mouser via a series of glitches. I had put up a WIP implementing this a few years ago, but nothing ever happened with it so I figured I would try to get to the end of the game so the published run could be up to date.
Despite being an improvement overall, this run does lose ~40 frames in the resyncing process. This run relies heavily on subpixel tricks, and the game itself reuses memory from previous levels without clearing it (the game is like one big interconnected level,) and the combination of these things results in desyncs. I tried my best to make sure the rest of the run beyond the star kill is as close to the original as possible, but I slowly bled frames over time. As an example, killing the mouser with the star instead of a bomb changes the height he eventually despawns at ($416 in ram) and this is reused in 4-2 for the height of one of the water spouts from the whales. If you don't adjust input you will hit the water spout. Likewise, subpixels are carried between levels by performing some math operations on them with the counter at $3C, so this has to be fixed after the star kill as well. There are other variables effecting movement that I didn't figure out, like falling speed. Not being Aglar / andrewg, this is the best I could do.
Overall though I'm still happy with a ~7 second improvement that has current knowledge in it.

nymx: Claiming for judging.
Last Edited by nymx 2 hours ago
Page History Latest diff List referrers