Super Mario World 96 exit TAS - by Fabian

  • Aims for fastest time
  • Takes damage to save time
  • Abuses programming errors
  • Manipulates luck
  • Plays all levels
  • Emulator Used: SNES9x 1.43 +v10
    • Use WIP1 Timing - on
    • Allow Left+Right / Up+Down - off
    • Volume Envelope Height Reading - on
    • Fake Mute desync Workaround - off
    • Sync samples with sound CPU - off

Introduction

This is an improvement of VIPer7's 96 exit Super Mario World run. It's 7724 frames, or 2 minutes, 8 seconds and 44 frames, faster. However, VIPer7 did not end his movie at the final hit on Bowser, the time difference at that point is 4340 frames (1 minute, 12 seconds and 20 frames). Techniques and strategies leading to this improvement are detailed below.
My biggest challenge when making this run was to come up with something I felt was worth watching. With all the recent SMW and SDW runs, ending up with a fresh looking and original final product has been very difficult. Trying to make each level as entertaining and fun as possible, to prevent the viewer from getting bored, has been my number one priority at all times. I do hope you will enjoy watching this movie, even if you've seen several Super Mario World or Super Demo World movies in the past.

Techniques used

Nearly every technique described on the Super Mario World Tricks Page has been used. The most important difference from VIPer7's run is the abuse of Mario's oscillating speed. When holding "forward", Mario's speed oscillates between several different values. If "forward" is released on the right frame while in mid-air, the oscillation will stop at Mario's fastest speed. This speed can then be kept up by continuously jumping on the first frame Mario touches the ground, which is commonly known as the "hopping glitch". This works both with flying and running, as well as Mario's medium running speed. This "hopping glitch" can be used to your advantage in many situations and you'll see me using this technique in one way or another in many levels.
There's one other thing I'll describe, since it's not on the tricks page yet; Yoshi flight. Flying with Yoshi is usually the exact same thing as spin flying, which is the same speed as regular running. With the Yoshi flight glitch, however, Mario and Yoshi move as fast as regular flying. This can be initiated in several different ways, two of which are used in this movie. The first is to dive onto Yoshi while Yoshi is standing on a shell (see Vanilla Dome 3 and Vanilla Dome 4), the second is to dismount Yoshi when flying pressed to a ceiling (see Valley of Bowser 3 and Valley of Bowser 4b). The second method is often considerably faster, and it's worth noting this technique was not known at the start of this run. Had it been, it could have been used to save time in Cheese Bridge Area, and possibly have been faster overall in Vanilla Dome 4, although this has not been tested.
If you're unsure about anything, I recommend checking the tricks page, and if that doesn't answer your question, ask me.

Other things

I want to thank JXQ for his constant support and feedback, always listening to me whine and helping me with hexediting, among many other things. Thanks man.
I also want to thank jimsfriend for help with level strategies and lots of ideas.
Lastly I want to thank all of you who have offered encouragement, helped me test ideas and shown interest in my run. I really appreciate it everybody.
If you have any questions at all, feel free to ask me, I'll be happy to answer them. Thanks for watching.
Suggested screenshot: Frame 129112

mrz
Former player
Joined: 8/24/2006
Posts: 119
Location: New York City
omg this is the best videoever!
Former player
Joined: 6/15/2005
Posts: 1711
jimsfriend wrote:
Can you give specific examples where you see things that could be improved?
bump for AKA.
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 11/13/2005
Posts: 1587
AKA wrote:
I could also see potential improvements and shortcuts espeacially ones that might avoid the timed sequeces i.e. moving yellow walls. I think sub 1:20 might be possible.
Fabian wrote:
jimsfriend wrote:
Can you give specific examples where you see things that could be improved?
bump for AKA.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
Guybrush wrote:
AKA wrote:
I could also see potential improvements and shortcuts espeacially ones that might avoid the timed sequeces i.e. moving yellow walls. I think sub 1:20 might be possible.
Fabian wrote:
jimsfriend wrote:
Can you give specific examples where you see things that could be improved?
bump for AKA.
AKA wrote:
Is it really justified to make a post entirely of quotes, espeacially when it doesn't answer a direct question?
Former player
Joined: 11/13/2005
Posts: 1587
AKA wrote:
Guybrush wrote:
AKA wrote:
I could also see potential improvements and shortcuts espeacially ones that might avoid the timed sequeces i.e. moving yellow walls. I think sub 1:20 might be possible.
Fabian wrote:
jimsfriend wrote:
Can you give specific examples where you see things that could be improved?
bump for AKA.
AKA wrote:
Is it really justified to make a post entirely of quotes, espeacially when it doesn't answer a direct question?
Could you just answer the question then?
Joined: 10/31/2006
Posts: 134
Desynch for me at the sunken ghost ship
Former player
Joined: 6/15/2005
Posts: 1711
Speaking of answering direct questions AKA. No seriously though AKA it's fine, I understand. Puppets, not sure what causes that. Maybe you need a new emulator version, and/or make sure all the settings are correct. Or you could download the avi file.
Zoey Ridin' High <Fabian_> I prett much never drunk
Mitjitsu
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Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
The problem is I can't remember all the names of the specific levels and now that I studied the layouts of the levels using Lunar Magic, I've now realised that some of the stuff I thought might be shortcuts aren't true, espeacially when there is scroll locks to prevent such abuse, but you still might be able to go a long the top of the stage during the moving yellow wall levels and glitch throught the top wall and into the exit pipe. Although my main question is have all the stages been pasted onto a map like Nitsuja did for SK+3, as thats how many key abuses happened.
Former player
Joined: 6/15/2005
Posts: 1711
I don't know what you mean by pasted onto a map like Nitsuja did for SK+3 AKA. However, it sounds like something that did not happen in this run.
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 4/6/2006
Posts: 462
Take screens and put them together to make a huge resolution map(?). Example: http://brightrain.aerifal.cx/~dermot/map/zelda3/world/darkworld.png
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
erokky wrote:
Take screens and put them together to make a huge resolution map(?). Example: http://brightrain.aerifal.cx/~dermot/map/zelda3/world/darkworld.png
I love how there are waterfalls teleporting out of a magmaish chasm, or how water magically turns in to skyline at the temple. Oh Nintendo, what will you overlook next?
hi nitrodon streamline: cyn-chine
Mitjitsu
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Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
If you could glitch out of certain bonus stage boundaries with a cape and enough momentum to fly then you'd be able to warp to completley different stages.
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Zurreco wrote:
I love how there are waterfalls teleporting out of a magmaish chasm, or how water magically turns in to skyline at the temple. Oh Nintendo, what will you overlook next?
Maybe you didn't notice, but the part of map with clouds and magma is separate from the rest. There's no scrollable bridge in between. At least I can't find one. Edit: But you're right about the skyline/temple part. Well, anything for the theatre! Games are all about coulisses. Who cares if there are inconsistencies if you can't notice them in normal play. But what's this doing in a SMW thread? Isn't this a Zelda map?
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Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Bisqwit wrote:
Zurreco wrote:
I love how there are waterfalls teleporting out of a magmaish chasm, or how water magically turns in to skyline at the temple. Oh Nintendo, what will you overlook next?
Maybe you didn't notice, but the part of map with skyline and magma is separate from the rest. There's no scrollable bridge in between. At least I can't find one. (What's this doing in a SMW thread? Isn't this a Zelda map?)
I noticed. It's still a flaw in continuity, because what happens if we find a way to make Link fly and cross that border?
hi nitrodon streamline: cyn-chine
Joined: 10/9/2012
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I'm late to the party, but I just wanted to chime in with how hilariously awesome I found this movie. I was just going to watch 5-10 minutes before bed, and ended up staying up for the whole thing, alternately laughing and staring wide-eyed. I could not believe how quickly you beat each level, about 30 seconds on average. The autoscrolling levels were great, especially Donut Plains 2, Butter Bridge 1, and the final Koopa fight, but the sheer madcap steamrolling of everything in Awesome cracked me up so bad I had to pause it to finish! Congratulations for such a great feat!