adelikat: 8-4 has now been improved by 1 frame!
This is a 148 149 frame improvement over the published movie by Happy Lee.
The improvement comes from busting 7 frame rules and elminating 1 lag frame, EDIT: and 1 frame improved in 8-4.
I recommend downloading the SMB Release package from my adelikat-TAS SVN.
It contains:
  • Savestates for every level (Use FCEUX2.1.1 and drag n' drop them on the emulator to watch any level you want in any order).
  • Memory watch file used in the making of the TAS
  • An outtakes folder that demonstrates varies failed strategies.
  • A MS Excel spreadsheet that shows not only frame counts but auto-calculates the number of frames needed to bust the next "frame rule" for any level. (The formula for x-4 levels is slighty bugged however).

New Tricks

3 new tricks are represented in this movie
  • The "Vine glitch"
    • Pressing L+R on a vine at the right time can send mario to the right side of the screen instantly. This is used to enable the "bullet bill flag pole glitch" where mario falls off the flag pole and runs against it. This is used in 2-1, 3-1, and 6-2.
      • Discovered by klmz,andrewg
  • Faster acceleration from a stop
    • By manipulating the speed subpixel address (0705) it is possible to save a half a pixel at the start of every level or coming out of every pipe. In x-4 levels it is possible to save over a pixel. Unfortunately the frame rule nullified this savings in nearly every level. However, it did help contribute to busting a frame rule in 3-4.
      • Discovered by klmz
  • The "magic subpixel"
    • Mario's walk from a flagpole to the castle is not set in stone. It can be manipluated by means of subpixel carry over. Meaning, the x subpixel value mario has when he hits the flag will be used in calculating his acceleration after the flag! The term "magic subpixel" was coined because the value of 48 seems to be the magic number on most every level; resulting a 103 frame walk to the castle rather than a 104 or 105 frame walk. Unfortunately this glitch doesn't technically "save" time due to the 21 frame rule.
      • Discovered by adelikat

The good, the bad, the ugly

These levels were improved: (the good)
  • 2-1: 63 frames - Vine glitch.
  • 3-1: 42 frames - Vine glitch.
  • 3-4: 24 frames - Combination of "Faster accleration", better boss fight, not doing backwards jumps (which cost 1/16th of a pixel)
  • 6-2: 42 frames - Vine glitch
  • 8-4: 1 frame - New acceleration trick.
This level was slower: (the bad)
  • 5-4: -21 frames - Bad randomness
    • Everyone is going to question this, but the randomness we got in 5-4 was HORRID. As a result there was not way to complete the level without losing at least 1 frame rule. We tried everything, including manipulating the level, the previous level, and even cheating to get to the level 21 frames faster to see if it would solve our woes. Getting there 21 frames faster changed the randomness but ultimately not enough to save time. But this hints to the fact that the fire wheels are determined by a universal timer. As such there is nothing we can do about it. If I thought otherwise, this wouldn't have been submitted, trust me.
This level is sooooo close! (the ugly)
  • 1-1
    • With the new acceleration trick and the "magic subpixel", 2 frames can be saved in 1-1 (see Outtakes/1-1fastest). This puts us 1 FRAME AWAY from busting the frame rule and improving both this and the warps movie! Ouch!

Summary

  • Aims for fastest time
  • Abuses programming errors in the game

mmbossman: It's nice to see such a hotly contested game be improved with such a visually appealing and surprising glitch. Accepting for publication.

adelikat: Processing.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15619
Location: 127.0.0.1
Samsara
She/They
Senior Judge, Site Admin, Expert player (2240)
Joined: 11/13/2006
Posts: 2822
Location: Northern California
New frame war is go! ._. Will watch when I get home.
TASvideos Admin and acting Senior Judge 💙 Currently unable to dedicate a lot of time to the site, taking care of family. Now infrequently posting on Bluesky
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Former player
Joined: 12/5/2007
Posts: 716
Great new glitch, yes vote.
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I think you don't need to include .svn directories to the submission package. (edit: fixed!) The movie was awesome at all, yes!
I am usually available on Discord server or Twitter.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3575)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Release Package fixed. Anyone who downloaded before this post missed out on the Frame rules spreadsheet.
It's hard to look this good. My TAS projects
Active player (500)
Joined: 11/19/2007
Posts: 128
Awesome improvements, but I still dearly miss Phil and Genisto's old 5-1. :( Regardless, easy yes vote.
Player (107)
Joined: 1/5/2008
Posts: 84
Location: china
The vine glitch looks very interesting and awesome! An easy yes vote from me.
I'm coming to here to learn English~
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
Mario's had too many magic mushrooms. Yes vote.
Expert player (2469)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Do the Glitch! Swing your Mario from side to side. Come on it's time to go. Do the Glitch! Take one step and then again. Let's do the Glitch. All together now! Come on now! Just voted Yes!
I am old enough to know better, but not enough to do it.
Active player (253)
Joined: 7/30/2006
Posts: 208
Location: Alefgard, USA
I gave an audible lol at the end of 7-1. Good job.
Joined: 11/15/2004
Posts: 804
Location: Canada
Big-time spoiler alert The vine glitch is awesome! It allows Mario to run way closer to the right edge of the screen than he should ever be able to, and causes an unexpected wraparound at the end of 2-1. It's even cooler in 3-1 when it also causes him to walk through the stairs. It's even cooler in 6-2 when it also causes him to walk right through a Koopa Troopa! I love the progression of awesomeness each time this glitch is used. Easy Yes vote.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
snorlax
He/Him
Joined: 5/20/2007
Posts: 174
Location: Wisconsin
hopper wrote:
Big-time spoiler alert The vine glitch is awesome! It allows Mario to run way closer to the right edge of the screen than he should ever be able to, and causes an unexpected wraparound at the end of 2-1. It's even cooler in 3-1 when it also causes him to walk through the stairs. It's even cooler in 6-2 when it also causes him to walk right through a Koopa Troopa! I love the progression of awesomeness each time this glitch is used. Easy Yes vote.
I agree with this. You don't expect a Mario 1 run to be so shocking, but this run is almost star-worthy. Very nice run guys.
Skilled player (1828)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
Very cool new tricks. This run kept me entertained the whole way through. Here's another yes vote.
Joined: 6/23/2009
Posts: 150
Wow great improvement and great glitches found there. Easy yes vote.
Lord_Tom
He/Him
Expert player (3145)
Joined: 5/25/2007
Posts: 399
Location: New England
Impressive new glitch! SMB must have a lever you guys keep hitting to pop out new time savers whenever you want...HL must be winding up about now. :) Too bad about 5-4, that must've been frustrating as hell...
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
snorlax wrote:
hopper wrote:
Big-time spoiler alert The vine glitch is awesome! It allows Mario to run way closer to the right edge of the screen than he should ever be able to, and causes an unexpected wraparound at the end of 2-1. It's even cooler in 3-1 when it also causes him to walk through the stairs. It's even cooler in 6-2 when it also causes him to walk right through a Koopa Troopa! I love the progression of awesomeness each time this glitch is used. Easy Yes vote.
I agree with this. You don't expect a Mario 1 run to be so shocking, but this run is almost star-worthy. Very nice run guys.
Yeah, the progression of awesomeness was my plan. :D
Super Mario Bros. console speedrunner - Andrew Gardikis
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Why does that bullet bill glitch speed things up so much? It doesn't really look faster but you have to wait maybe 2-3 seconds to do it in some places. Anyway, yes vote. I don't find these runs very entertaining but it is an improvement in both time and style, so anything else wouldn't really make much sense :)
Agare Bagare Kopparslagare
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3575)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Cpadolf wrote:
Why does that bullet bill glitch speed things up so much? It doesn't really look faster but you have to wait maybe 2-3 seconds to do it in some places.
Because the timer immediately starts counting down, rather than waiting for mario to enter the castle.
It's hard to look this good. My TAS projects
Joined: 11/15/2004
Posts: 804
Location: Canada
Cpadolf wrote:
Anyway, yes vote. I don't find these runs very entertaining but it is an improvement in both time and style, so anything else wouldn't really make much sense :)
I agree with snorlax on this one. There are a lot of games on this site that you can "break", like the ultra fast zipping when you go off-screen in the Sonic games, or walking straight to Ganon at the beginning of Zelda: A Link to the Past. Despite pages of SMB glitches, this is the first time that the game has looked broken to me. Making where pipes lead to dependent on the screen position and, thus, making it possible to alter where a pipe leads simply by scrolling or not scrolling the screen (going to Warp Zone in 4-2, short cut in 8-4, or the very existence of the Minus World) was a significant glitch, and being able to walk through walls or prevent the flag from lowering are neat tricks, but actually wrapping Mario around the screen? To me, this is the first time that SMB has been broken. Congratulations! The game held up pretty well to intense scrutiny for almost a quarter of a century. For all its clumsy programming, bad collision detection, and endlessly abusable rules, the most played and probably most TASed game in history has finally been broken.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Joined: 10/20/2006
Posts: 1248
Run received quite an entertainment boost. Easy yes vote. SMB warpless has never been one of my favourites, but it is now.
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
I was one of the two that gave a 10/10 to the currently published movie. I think I will need an "11" option now. :D
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
I take it that klmz's warpless 8-2 improvement isn't possible in this movie for whatever reason. The side effects of these glitches are quite humorous. Yes vote.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3575)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
The funny thing is, the 8-2 in this movie was faster than the published warps, he noticed and fixed it. That also means this whole time, Happy Lee had improved 8-2 compared to the warps, and didn't know it (nor did anyone else notice).
It's hard to look this good. My TAS projects
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
adelikat wrote:
The funny thing is, the 8-2 in this movie was faster than the published warps, he noticed and fixed it. That also means this whole time, Happy Lee had improved 8-2 compared to the warps, and didn't know it (nor did anyone else notice).
Well, thing was it may have not been possible without the fast acceleration however. It probably was improvable anyhow, but who knows? EDIT: I'm hoping this submission doesn't get obsoleted for quite some time. With the current progress, that's about a week''s time. ;)
Super Mario Bros. console speedrunner - Andrew Gardikis
Editor, Emulator Coder, Expert player (2159)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
adelikat wrote:
The funny thing is, the 8-2 in this movie was faster than the published warps, he noticed and fixed it. That also means this whole time, Happy Lee had improved 8-2 compared to the warps, and didn't know it (nor did anyone else notice).
That the Piranha Plant to the right side of the big pit tries to kill Mario is why the warp run is supposed to have a slower 8-2 than the warpless run. And the requirement of saved frames to bust the frame rule was a bit too strict as it was stated one year ago: http://tasvideos.org/forum/viewtopic.php?p=174507#174507
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do