This is a sidestroller, speedwalk, or whatever you want to call it.
It's 11 frames faster than andrewg and adelikat's Submission #2353, 22 frames faster than my last movie Submission #2348, and 190 frames faster than my published run.
List of all my improvements:
Getting a mushroom in 8-2
Doing a bullet bill glitch in 8-3
Using a special skill in 8-4 (no one has ever named it before)
About that unknown skill, my English is not good, please name it for me. I got the idea before I saw andrewg and adelikat's Submission #2353, it's one of my original skill. It only can be use here, and it really works. It's a small bug that sometimes happends, I don't know why, but it made Mario walk on the ground with no movement. I found it about 5 months ago, but never used it before.
I think, this is a perfect improvement, it's the best I can do. I'm using my FINAL device, to adelikat, andrewg and klmz, and people who have interests on SMB just like me, please forgive me this time. I hope this can STOP the crazy frame war, I'm really tired.

adelikat: Looks like the frame war is over and Happy Lee is the winner. Congrats, accepting this for publication.
Also, replacing submission file with a .fm2
Also, processing.

adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3599)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I will convert to .fm2 and end input 1 frame later (so it is the frame the axe disappears, to be consistent with other movies).
It's hard to look this good. My TAS projects
gia
Player (109)
Joined: 5/3/2006
Posts: 223
why don't you end input at the earliest frame possible (either without external input added or assuring external nput can't change the outcome), to me sounds better, who knows maybe there's a trick that can be abused there.
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
I think it's due to an old agreement made between players during the early frame wars in order to ease completion time comparison. It makes sense because touching the axe is the last point of reference between all SMB submissions.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Expert player (2454)
Joined: 12/23/2007
Posts: 822
adelikat wrote:
I will convert to .fm2 and end input 1 frame later (so it is the frame the axe disappears, to be consistent with other movies).
You don't have to, because I didn't. I saved that extra frame before the Bowser fight, not at the axe.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Also, HappyLee, I have also given up trying to improve this. I just couldn't find a way. I bet it IS improvable, but I just can't find it yet. Maybe in the future I'll look into doing this TAS again. Congrats HappyLee, you're a great TASer. :)
Super Mario Bros. console speedrunner - Andrew Gardikis
Joined: 11/15/2004
Posts: 804
Location: Canada
Scrolling the screen without moving is indeed a pretty cool trick. I've been lurking during this frame war. I enjoy seeing the improvements to this run every year on April 1st, and I thought I should make a point about that. The objective of this run, arbitrarily handicapping Mario by not pressing B, was a fun April Fool's Day concept, but the result was entertaining enough to warrant publication (which I wholeheartedly supported). A competitive spirit and pride certainly allow humans to achieve incredible things, so there's absolutely nothing wrong with competition. But, in this run moreso than others, I hope everyone will remember to have fun. This is a speedrun with an arbitrary handicap that was accepted in the spirit of fun, so let's keep the discussion about it fun, too. Congratulations, HappyLee, on a fine video and a cool glitch.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Lord_Tom
He/Him
Expert player (3274)
Joined: 5/25/2007
Posts: 399
Location: New England
I found a novel key combination which appears to make an improvement to HappyLee's movie possible. By pressing left and/or right, while holding the round button next to A, Mario seems to accelerate beyond his supposed max speed of 1.5 px/frame all the way up as high as 2.5px/frame, a 67% speed boost! No idea why this happens, it's as if the programmers left a special key-combo in the game to speed things up for testing. My results are still VERY preliminary, but I suspect the time for this run could go as low as 4:58 were this technique fully implemented!!! </kidding>
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3599)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
/me rates Lord Tom's post 9.5/9
It's hard to look this good. My TAS projects
Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Oh no, now will start a competition to see who makes more Mario jokes...
I am old enough to know better, but not enough to do it.
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
Joined: 11/15/2004
Posts: 804
Location: Canada
Awesome. Now let's do a run that doesn't use the A button!
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Active player (278)
Joined: 5/29/2004
Posts: 5712
They tried that once on Awesome Video Games. It didn't go so well.
put yourself in my rocketpack if that poochie is one outrageous dude
Player (144)
Joined: 7/16/2009
Posts: 686
Would it be possible to make a run that only uses A en Right?
Sir_VG
He/Him
Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
No. You couldn't enter vertical pipes that way and thus couldn't complete the game either.
Taking over the world, one game at a time. Currently TASing: Nothing
Lord_Tom
He/Him
Expert player (3274)
Joined: 5/25/2007
Posts: 399
Location: New England
First off, I've looked into this glitch pretty extensively now and join the crowd in congratulating HappyLee on apparently perfect execution of a new SMB glitch. Second, I'll build a bit on KirkQ's work and try to give a nice explanation of how this glitch works, as exemplified by this simple demonstration. 1st, a few memory addresses: 86 - x location, pixels 400 - x location, sub-pixels 57 - x speed, pixels/16 705 - x speed, subpixels 73f - camera x location, pixels As most will know, getting the pipe in 8-4 to take Mario to the water world requires the screen to be advanced to a certain point, after which Mario can go back to the left and enter the pipe. SMB screen scrolling behavior when Mario moves right changes depending on where Mario is on screen (x location - camera location): 0-79: no change in camera 80-112: camera advances 1 pixel each time Mario's x pixel changes by 1 or more 112: camera advances the same number of pixels that Mario advances The result of the behavior in the 80-112 range is that if Mario is moving more than 1 pixel/frame (i.e. speed>16), he will slowly advance on the screen until he is 112 pixels ahead of the camera, i.e. 112 pixels from the left edge. Further, if Mario is >80 pixels ahead of the camera, he can scroll the screen without net movement by simply walking back and forth by 1 pixel over and over again; this works until Mario gets back down to 80 pixels ahead. The problem, TAS wise, is that walking back and forth like this is quite slow. One can get a bit faster by carefully setting Mario's x subpixel wiggle back and forth a minimal distance, for example for x location from 103.240 to 104.0; even so, each pixel scrolled takes a minimum of 3-4 frames; very slow since at max walking speed Mario advances 1.5 pixels/frame. Why is it so slow? Because Mario's normal acceleration is fairly pitiful: less than 1 pixel/frame squared. Thus, the following is what happens with x speed when Mario tries to wiggle w/ x location starting at 104.0: frame 1: 255.104 (moves 0.16 pixels left) --> 103.240 frame 2: 0.152 (no movement) --> 103.240 frame 3: 1.48 (moves 0.16 pixels right) --> 104.0 (scroll 1 pixel) frame 4: 255.104 (moves 0.16 pixels left) --> 103.240 Enter the moon-walk. If Mario is walking and holds left+right, rightward acceleration is increased. In a narrow range of x speed sub-pixels, this results in Mario being unable to stop himself despite being on the ground with no input! frame 1: x speed = 2.48 frame 2: x speed = 1.0 --> 0.16 pixels right frame 3: x speed = 255.208 --> 0.16 pixels left frame 4: x speed = 1.0 frame 5: x speed = 255.208 frame 6: x speed = 1.0 ...etc Since Mario's acceleration is 1.48 pixels/frame squared, it is possible to set up such a loop where x speed is never set to 0.xxx, which would stop Mario's movement. However, such a loop only scrolls the screen in the following conditions: 1. Mario must be >80 pixels ahead of the camera 2. Mario's movement must take him across a pixel boundary Number 1 sets a limit on how much scrolling is possible without Mario moving: about 32 pixels. Number 2 makes it so that the behavior is very sensitive to Mario's x subpixel location: essentially, it must alternate between n.240 and n+1.0. As shown in my demo, no jumping is required for this trick, though it does make it easier to set up the right pixel location since speed remains constant in the air with no input. As KirkQ and my demo's also show, it is possible to scroll the screen either standing on the ground with no input or jumping in the air and alternating left-right-left-right. A couple final things: 1. Getting Mario's x speed subpixel correct to perform the trick requires him to max out his speed for a while (or possibly press against a wall) and let the x speed subpixel overflow into abnormal values. Simply starting from a stand still, moon-walking, and then stopping will result in normal deceleration back to 0. The target x speed is between 24.192 to 24.232. 2. Intentionally walking at speed 16 (slower than max walking speed of 24) keeps Mario only 80 pixels ahead of the camera and prevents the need to scroll the screen back. Alas, for the distance that needs to be covered in 8-4, too many frames are lost staying slow for it to be worth it (but it's pretty close!) I hope this clarifies things for ppl in a way that was interesting; it was fun figuring all this out, even though I didn't find a way to get in the pipe any faster. [/url]
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Interesting analysis Lord Tom. I'm curious if there's anything else like this we've all missed.
Super Mario Bros. console speedrunner - Andrew Gardikis
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14905
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. ---- [1332] NES Super Mario Bros. "warps, walkathon" by HappyLee in 06:47.20
Joined: 7/8/2009
Posts: 43
Location: Catalonia
I adore what u do at levels 8-2/8-3 with the shots... loooool
Joined: 9/9/2008
Posts: 20
Location: Texas, USA
Wow, that was very cool. I love the new glitches, and like clip29, the bullets were awesome. I do have a question though, why did you get the mushroom? I read through the comments and didn't see anything about it in the description.
Joined: 7/7/2009
Posts: 9
i just wanted to say that i've posted this video on youtube http://www.youtube.com/watch?v=SPPLDBQqbDU
Banned User, Player (143)
Joined: 8/30/2010
Posts: 500
Location: Argentina Bs. As.
[18:51] <scrimpy> Oh, nothing [18:51] <mmarks> oh [18:51] <Nach> I think scrimpy is just jealous of you mmarks
Site Admin, Skilled player (1237)
Joined: 4/17/2010
Posts: 11274
Location: RU
TASVideos wrote:
HappyLee's NES Super Mario Bros "walkathon" in 06:47.2
mmarks' YT video wrote:
Super Mario Bros "Warpless" in 04:35.38 by HappyLee
Well, mmarks? I'm really interested, what it means XD Also, here's my HD: http://www.youtube.com/watch?v=atY3gM7X-Hc
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 7/22/2009
Posts: 128
Location: Gatineau, Quebec, Canada
Lol at the very intense frame war I must say. Cool that the strategy of going right ended up the best strategy =)
Taming Dolphin, one frame at a time
Joined: 5/30/2011
Posts: 29
Impressive run, HappyLee.
Site Admin, Skilled player (1237)
Joined: 4/17/2010
Posts: 11274
Location: RU
Ashra wrote:
Impressive run, HappyLee. Yes vote.
Sorry to disappoint you, dude, but you're a bit late, like 2 years late.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.