Super Mario World TAS by Fabian & JXQ

Essentials:
This run satisfies the following criteria:
  • Aims for fastest time
  • Takes damage to save time
  • Abuses programming errors
  • Emulator Used: SNES9x 1.43 +v9
    • Use WIP1 Timing - on
    • Allow Left+Right/Up+Down - on
    • Volume Envelope Height Reading - on
    • Fake Mute desync Workaround - off
    • Sync samples with sound CPU - off
  • Suggested Screenshot

Comparison to previous run

There have been quite a few Super Mario World runs, and each time it gets more difficult to think of ways to make the run look new - sometimes it's just not possible, especially given that fadeout lag sometimes dictates which scores to get. That being said, there is still new stuff to be found in this run - some by everyone, and some by those who look a little closer.
This run is 195 frames faster than the previous version. The majority of the improvement comes from the final level, but most other levels were improved by varying amounts as well. Although this run was recorded by Fabian & JXQ, there were many more people involved with this latest improvement.

Details

Yoshi's Island 2
A better score was found for this level by realizing that spin-jumping two blocks will give 100 points.
  • Fabian - 3up technique
Yoshi's Island 3
Nothing much new here. Yay Mario goes above the screen!
Yoshi's Island 4
  • JXQ - Other shell idea (wasn't used)
It was tested to use 6/5 to jump higher and use oscillation abuse to bounce off the shell. Normally this would be slower, but the shell bounce in this level causes a few frames of lag that could be avoided. It looked like it might be a frame faster, but positioning ended up being bad for entering the pipe optimally.
  • JXQ - 1 frame saved (fadeout lag)
#1 Iggy's Castle
The first level that actually has some substantial improvement to it - enough to finish one timeunit faster.
  • skamastaG/thegreginator/Fabian - Keeping hopping glitch throughout first room
  • Fabian - Improvement to above idea, using 6/5 throughout
  • mrz/Fabian - Idea for Castle 1 autoscrolling room, being pushed through the wall
  • Fabian - Entering door in second room earlier by entering while running toward it
  • JXQ - 6 frames saved (fadeout lag)
Donut Plains 1
Spinning with the key near the keyhole gains one frame. This technique was done in the previous run, and is extremely specific, so a different color of glitching was not possible without losing at least 1 frame. After realizing this, the previous run's level was used.
Donut Secret 1
Not much different here, though a bit of improvement was found.
  • Fabian - Walking downhill in water
  • jimsfriend - 2 corner boosts - one under screen and one near key
Donut Secret House
One of the more complex levels in this run, with small improvements in several areas.
  • Flagitious - Improvement to fly through the stairs
  • Fabian - Better method to get through ghost ring
  • jimsfriend - Grabbing p-switch while simultaneously stopping forward momentum
Star World 1
Bad luck caused another wait of 1 frame before entering. Although Mario falls toward the keyhole faster, this level is the same length as the previous version.
  • JXQ - 2 frames saved (fadeout lag)
Star World 2
All enemies are avoided not just to be different than before, but to keep score low for fadeout lag in the next couple levels.
  • JXQ - 8 frames saved by optimizing the area with the key (2 of which were fadeout lag)
Star World 3
Note that Mario gets 200 points and a coin because the baby Yoshi eats a spiny.
  • JXQ - 1 frame saved when getting key
Star World 4
The improvement here is a corollary to improvement in the final level - a second feather wasn't needed.
Front Door
  • Arne_the_great - Keeping flight through doors
Here's the bulk of the improvement. When Mario starts flying, a counter starts at 80 and counts down to zero. As long Mario hits the peak of his jump when this counter is above zero, flight begins. This counter does not decrement between doors or pipes, which allows for running up to flight speed in one room and starting flight in the next. This is the basis of several tricks seen before, such as keeping flight through a pipe, or stomping the ground and flying again immediately after.
  • Flagitious - Flight invincibility abuse in Room 5
By flying at the beginning of room 5, the thwomp can be reached that will not crash down into Mario a second time before he can escape, and still be able to abuse flight invincibility.
Enjoy the run!

Bisqwit: Updated the submission file per JXQ's request.
Bisqwit: Accepting and processing.

Joined: 11/29/2005
Posts: 317
Location: Sao Paulo - Brazil
OMG awesome run Congratulations you two. Alltough I didn't understand exactly how the "flying through doors" thing work. I LOVED the input with the music. One of the nicest things. And I also missed the no-floor Big Boo Battle =/ Everything else was just ownage. The auto-scrolling bit of C#1 was just amazing. Yes vote.
Former player
Joined: 6/15/2005
Posts: 1711
Spidey, Copied straight from the submission text: "When Mario starts flying, a counter starts at 80 and counts down to zero. As long Mario hits the peak of his jump when this counter is above zero, flight begins. This counter does not decrement between doors or pipes, which allows for running up to flight speed in one room and starting flight in the next. This is the basis of several tricks seen before, such as keeping flight through a pipe, or stomping the ground and flying again immediately after." So Mario starts flying, and the counter (called "takeoff meter" on the SuperMarioWorldTricksPage) starts ticking down from 80 to 0, one per frame. Once you enter a pipe or a door though, the counter stops, and doesn't keep counting down until you begin the next room. This means that if you enter a door and the takeoff meter is at, let's say, 44, it stays at 44 until you begin the next room. If you jump in the next room, Mario will start flying once he reaches the peak of his jump since the takeoff meter has not yet reached 0. Hope that clears it up. Edit: Another example of this can be seen in the Bowser fight, right when the second bowling ball is killed. Mario takes off, lands on the ground for one frame (killing the bowling ball), then jumps again. Since the takeoff meter is still counting down, flight continues. Yet another edit: It can also be seen in the beginning of the Boo fight, where Mario takes off and throws a block up in the air, then dives into the wall and does a wall jump, and since the takeoff meter is above 0, keeps flying anyway and grabs the block.
Zoey Ridin' High <Fabian_> I prett much never drunk
mrz
Former player
Joined: 8/24/2006
Posts: 119
Location: New York City
how do you release flight and then start flying again?
Former player
Joined: 6/15/2005
Posts: 1711
Release Y. Repress Y. Make sure takeoff meter is > 0. Experiment away.
Zoey Ridin' High <Fabian_> I prett much never drunk
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14898
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [719] SNES Super Mario World "warps" by Fabian & JXQ in 10:28.70
Former player
Joined: 6/15/2005
Posts: 1711
Thanks for the quick publication to those who were involved! :)
Zoey Ridin' High <Fabian_> I prett much never drunk
mrz
Former player
Joined: 8/24/2006
Posts: 119
Location: New York City
Another awesome published movie! :)
Joined: 5/4/2005
Posts: 40
Location: Sweden
top 5 runs ever
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3599)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Gorling wrote:
top 5 runs ever
ditto
It's hard to look this good. My TAS projects
Joined: 2/16/2005
Posts: 462
This movie is great. Im amazing you could shave off so much from the last movie. Looking at it now I think I am a fan of ending input ASAP instead of trying to finish the movie as it kinda looks more impressive.
This signature is much better than its previous version.
Former player
Joined: 6/15/2005
Posts: 1711
asteron wrote:
This movie is great. Im amazing you could shave off so much from the last movie. Looking at it now I think I am a fan of ending input ASAP instead of trying to finish the movie as it kinda looks more impressive.
No time is sacrificed to end input as quickly as possible. Final hit on Bowser is still delievered at the earliest possible moment.
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 2/16/2005
Posts: 462
Fabian wrote:
No time is sacrificed to end input as quickly as possible. Final hit on Bowser is still delievered at the earliest possible moment.
That's not true. You can shoot the second mecha troopa straight up in the air immediately after the point blank shot with the first. The troopa will arc and land on bowser's head but not when he first becomes vulnerable. I think JXQ or Viper7 did this once and some got upset which started a big controversy of when a game is 'beaten'. Something similar for grabbing the axe in SMB1.... Anyway either way is good I suppose though the 'end input as soon as possible' is more well defined.
This signature is much better than its previous version.
Former player
Joined: 6/15/2005
Posts: 1711
Yeah ok I misunderstood you. What I meant was that this movie ends input as quickly as possible without sacrificing time, sorry about that. It's obviously an opinion thing, but I hate that method. You won't see me using it.
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 2/16/2005
Posts: 462
Fair enough ... In either case this movie is pretty uber :) The bowser fight is definitely my favorite yet! Juggling the mushrooms hasn't been done this well before! I like how a lot of the improvement came from very precise play as opposed to more glitches.
This signature is much better than its previous version.
Former player
Joined: 6/15/2005
Posts: 1711
asteron wrote:
Fair enough ... In either case this movie is pretty uber :) The bowser fight is definitely my favorite yet! Juggling the mushrooms hasn't been done this well before! I like how a lot of the improvement came from very precise play as opposed to more glitches.
That's the thing I like about this run too. I feel that it's now very very very close to perfect with the knowledge we have about this game.
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 11/29/2005
Posts: 317
Location: Sao Paulo - Brazil
Any GoogleVideo already?
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
It's interesting to see how the "when to end" questions arose. The site automatically lists times to movies based on the emulator file, rather than the resulting AVI (for obvious reasons). If endings were precisely cut off at a common point (when comparing the same game), and that time was used, the whole issue would be pretty much null, but that's much more laborsome, and I think unnecessary. I think it would look sloppy to have a big delay between the fifth and sixth hit just to gain some null frames that don't bring the ending of the game any sooner.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Banned User, Former player
Joined: 12/23/2004
Posts: 1850
I was always under the impression that the best time to end input are the period where a) the final boss (or goal of the game) has been defeated (accomplished), b) no more input from someone accidentally pushing an emulator button will goof up the ending. I can understand trying to get the Nesvideos site to report the lowest time, guys, but really -- is it that important?
Perma-banned
mrz
Former player
Joined: 8/24/2006
Posts: 119
Location: New York City
Did anyone find out how to double yellow blocks? I was playing in console and i doubled it, I did a smv showing it in yi2 :) http://dehacked.2y.net/microstorage.php/info/2870/duble%20yblocks%21.smv
Former player
Joined: 6/4/2006
Posts: 267
Location: CO
I just finished watching this run. Excellent work, easy yes vote. My favorite things about the run were the inputs to match the music and Castle #1 ending screen, the Bowser Fight, C#1, DSH, and the shell hit in SW4.
Fabian wrote:
That's the thing I like about this run too. I feel that it's now very very very close to perfect with the knowledge we have about this game.
I would say with the knowledge we have, this run is perfect. :)
Former player
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
Just got back home and watched it. Easy yes vote and it will be my first 10/10. I loved all of the walljumps in the big boo fight and that was my favorite bowser fight out of all of the runs. I was really impressed with boswer's castle. I can't believe I never thought of abusing flight invincibilty to not lose your cape.
Former player
Joined: 6/15/2005
Posts: 1711
thegreginator wrote:
I just finished watching this run. Excellent work, easy yes vote. My favorite things about the run were the inputs to match the music and Castle #1 ending screen, the Bowser Fight, C#1, DSH, and the shell hit in SW4.
Fabian wrote:
That's the thing I like about this run too. I feel that it's now very very very close to perfect with the knowledge we have about this game.
I would say with the knowledge we have, this run is perfect. :)
There are a few lag frames scattered throughtout the run which should be possible to get rid of, in theory. If it's possible in practice, I'm not as sure of (changing score route means other lag frames in other places, etc).
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 6/15/2005
Posts: 1711
mrz wrote:
Did anyone find out how to double yellow blocks? I was playing in console and i doubled it, I did a smv showing it in yi2 :) http://dehacked.2y.net/microstorage.php/info/2870/duble%20yblocks%21.smv
It's the same method used for doubling other blocks, like ? boxes or those ON/OFF boxes in Donut Plains 3. Still it's nice to see that it's possible (hasn't been tested before as far as I know), and who knows maybe a yellow block doubling or two might find its way into the 96 exit run :)
Zoey Ridin' High <Fabian_> I prett much never drunk
Experienced player (612)
Joined: 4/24/2005
Posts: 612
I took the time to not only watch this run but the *96 run by Fabian and the *120 run of Super Demo World by you, JXQ, and Fabian recently and I have to say that this run not only obseletes the published, shortest route run with a difference of variety but it also wrecks the game as I used to know it. Such nice work from the both of ya. I'll rate this as I see it because voting is useless at this point. Great work improving on such a title that has already been pushed so damn far.
Former player
Joined: 3/8/2004
Posts: 1107
Would it be possible to save time by doing the jumping trick at the beginning of Donut Plains 1 before you get the cape? I haven't tried it myself, but it looks like you could probably fit in 2 jumps there.