Submission Text Full Submission Page
Hello guys it's finally finished, the new 11 exit TAS of Super Mario World!

Game objectives

  • Emulator used: lsnes rr2-β18
  • 11 magnificent exits, what do you want more
  • still 11 exits
  • you can count them if you want, it's really 11!

Comments

You can go ahead and skip YI2 if you want, I mean it's not like there is something important happening right there... Do not think I wrote a code in RAM that allows me to change my position at any time by using the 3rd and 4th controller!!!! I totally wouldn't do that!!!
I know that YI2 and overall every level is not optimized but since this is not TASVideos Pro I thought I'd go with it.

Level comments

No I don't like submission texts because I have to write stuff here. I won't waste my time here on the regular TASVideos. but go check out the detailed explanation on TASVideos Pro.

Nach: Before I get into the judgment for this run, I'd like to go over the route and warp background as exists in Mario games till this point.
In the original Super Mario Bros., the game expects you to complete 32 levels spread across 8 worlds in order to complete the game. However, they added warp zones, which allow one to skip a bunch of levels. They hid the first one in 1-2, by going over the end of the underground ceiling, which allows you to warp to worlds 2, 3, or 4. The only other underground level in the game, 4-2, also has a warp zone at the end if you go over the ceiling, which skips only two levels, taking you to world 5. It was probably a prank from the developers for those who found the first warp, and they made this warp so easy to get to with a tall pipe to stand on reaching the ceiling near the end. They hid a proper warp earlier in the level which can take you to worlds 6, 7, and 8. For TAS videos, we feature the fastest route as can be used with warp zones, as well as a warpless run.
In Super Mario Bros. 2 USA, they dropped selective warp zones, and instead offer sub-con warp pipes. They also littered these throughout the game, and existed everywhere you could find a potion and a pipe in the same location. For TAS videos, we feature the fastest route as can be used with warp pipes, as well as a warpless run, and the fastest run with a suboptimal character.
In Super Mario Bros. 2 Japan, they also littered warp zones throughout the game, but this time around decided to offer backwards warp zones, and put them in every single place someone thought they were being clever by jumping over a flagpole. For TAS videos, we feature the fastest route as can be used with warp zones, as well as a warpless run, albeit with some special circumstances due to multiple ports of the game and multiple players.
Super Mario Bros 3. radically changed the way things work. The game now offers 8 regular worlds, each being a map. The amount of levels in each world is no longer uniform. Levels now may have multiple ways to be completed, and some completion methods may change how the map is affected. You can also get some items to alter or bypass things on the map. Due to the map style, many levels are also completely optional. For larger skips, warping, the game featured warp whistles. A warp whistle would take you to a special 9th warp world:
Which world you used the warp whistle from would determine which of the 3 paths in this world you would begin on:
Worlds 1, 2, 3: First path of 2, 3, 4.
Worlds 4, 5, 6: Second path of, 5, 6, 7.
Worlds 7, 8, 9: Third path of 8.
You could technically go backwards to 2 from 3, 5 from 6, or replay 2, 3, 5, 6, and 8 from themselves. For TAS videos, we feature the fastest route as can be used with warp whistles, a warpless run which doesn't use any world skipping, but does take the fastest possible route through the levels and maps in each world, and a 100% run in is development.
Super Mario World came along and kept the map idea, and multiple level endings, but dropped the item idea, and also shook things up. A lot more emphasis was placed on multiple ways to complete levels, and this served more to alter the map and game progression than items. Since there are no more items, such as warp whistles, special locations hidden with top secret secondary endings off a beaten path were now used to reach the game's 9th world, the warp world, known as Star World. The game also has a secret 10th world, but that's not relevant here.
If one wanted to come up with a warpless Super Mario World run akin to the previous Super Mario Bros. games, one would simply need to TAS the fastest route that avoids Star World. The 96-exit branch is akin to a 100% branch that would exist for Super Mario Bros. 3. However, this is much less natural within SMW, as the multiple exit idea with map changes is now fused with the warp idea, so a clear correct non-shortcut route through the game is no longer obvious without direct comparisons to previous games.
The real fastest run of Super Mario World, warped, akin to the previous games is the fastest route which makes use of Star World, or as it's currently known 11 exits.
Unlike the previous games so far on this non-pro site, no one has submitted a route which can complete the game by warping more than the official warp methods allow for. But with Super Mario World, our beloved Masterjun has found a way to break the game and warp to the ending from the very beginning of the game, featuring a faster than fastest route. This makes naming for the real fastest route difficult. Right now it's 11 exits, even though that's not necessarily the best appellation for it.
Comparing this run and an 11 exit run shows considerable difference between the two, and indicates there is a naming problem. Either this run needs an additional appellation, or the other set of runs need something more appropriate. However, what is up for judgment here is not some logistics issue of naming, but rather whether these two runs are compatible in their goals, and serve as the same route.
This run adds a TSR into the game to allow one to change Mario's position within levels by entering warp codes on the extra controllers. However, one questions why not do the same thing for the map itself? Why specifically these 11 exits? If one wants to really push the boundaries of the notion of 11 exits completed, the 11 exits completed should be anything but the standard ones, as we would for TASing notions elsewhere.
In the thread, I enumerated 6 possible ways to handle this judgment. I will elaborate on each, and my judgment upon them.

Accept as new branch

This would mean we'd call this run 11 exits, TSR or something like that and publish it alongside all our other numerous SMW runs. But why 11 exits? If you have a TSR, why not 10?

Obsolete specified branch

This sort of goes against the spirit of the existing branch. If we look at route name alone, it should technically obsolete it. However once code is being added/modified, why not go all the way? This run is trying to pigeon hole the criteria in drawing the lines between the different ones, without drawing any additional lines between the types of abuse occurring to the game itself. After all, the current 11 exit utilizes built-in abuses for completing levels too quickly, so one questions, why not this too? After careful examination of what the audience wants, from the audience members I determined are representative (meaning the ones that agree with me), there should be a line drawn between any run which adds/modifies code and all other run routes. Meaning this run is now the same branch as the fastest run.

Obsolete a different branch than the one specified

This would mean obsoleting the fastest run, which this is slower than it!

Double-obsoletion

Neither of the two above make sense, and this even less so.

Publish on TASVideos Pro instead

Now I strongly considered this, especially based on feedback from Warp. Fitting username considering the issue at hand.
However, based on an existing precedent where a special branch distinguishing technique can be used for a warped or warpless run and we only publish the warpless, which shows off the technique more, I can't accept this, as we [|already have a 96-exit TSR run up on pro] [EDIT: joke link removed].
Perhaps the rules on pro should be different, but without generous donations from people like Bobo T. King who gave us unlimited access to his credit card before he reported it stolen, we simply can't afford to right now. Therefore we're going to limit pro to the precedents we have on free TASVideos right now.
However the run on pro should probably say more than just 96 exit in order to better differentiate it from the ones here.

Reject this sucker.

Since none of the above seem to apply...


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15544
Location: 127.0.0.1
This topic is for the purpose of discussing #4252: Masterjun's SNES Super Mario World "11 exits" in 08:07.53
Experienced player (656)
Joined: 11/23/2013
Posts: 2230
Location: Guatemala
NO we don't want your TASVideosPRO. Its nawt free.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
WST
She/Her
Active player (489)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
I don’t understand anything, but it looks messed up, I like, yes vote.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Joined: 12/22/2009
Posts: 291
Location: Michigan
what
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Editor, Expert player (2478)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Arbitrary Goal Execution.
Active player (435)
Joined: 9/27/2004
Posts: 650
Location: Canada
Aha! Finally, an interesting one. I knew somebody could do it.
Player (203)
Joined: 8/18/2013
Posts: 146
Location: location, location!
Would this also count as any%? (rather than glitched or 11 exits)
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Skilled player (1093)
Joined: 9/15/2013
Posts: 116
brb making sotn TAS that library cards to all the relics
Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
That was absolutely hilarious, voted yes.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4042
This is like if you crossed Mario with Albus from Order of Ecclesia. YOU CAN'T HIT ME!
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4035
thelegendarymudkip wrote:
Would this also count as any%? (rather than glitched or 11 exits)
The one and a half minute run is the any% run, as it completes the game as fast as possible with no restrictions. This category, however, has a restriction: 11 legitimate exits must be completed. I didn't find this run very entertaining. The novelty of what's being done with the arbitrary code is funny at first, but gets old quickly once you realize that the same thing's going to happen in every single level in the run. On top of that, this run wasn't optimized very well at all, which I think should lead to it being rejected instead of being accepted into the Vault. Voting No.
Editor
Joined: 11/3/2013
Posts: 506
All right, you're pissed off with some of the branch renames that have happened on this site over the past few months, we get it. Quite optimal for a joke submission though.
Noxxa
They/Them
Moderator, Expert player (4108)
Joined: 8/14/2009
Posts: 4089
Location: The Netherlands
Nice run, clearly legit 11-exit improvement voting yes for publication
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Joined: 3/30/2013
Posts: 6
Being able to write your name in the battle with big boo has to count for something. The luck of having a short and block friendly name is key
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
I make my own rules. -Mario
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
PJ
He/Him
Joined: 2/1/2011
Posts: 181
Location: Western NY
I was going to yes vote, but the thunderstorm at the end of Star World 4 scared me. So now I'm going to have to yes vote.
Player (12)
Joined: 11/23/2012
Posts: 94
For some reason, the branch name "11 exits" reminds me of people who were making 16-star TASes of SM64 even after the 0-star run was published. :) Yes vote.
Joined: 1/5/2012
Posts: 52
Location: Maridia
Impressive. How is he retaining control of the game while allowing it to run normally? Does he call back into the main game loop from his little routine in the controller registers, or patch some global pointer to JSR to player 2 or something? Still, if he does in fact have total control and can poke at RAM and potentially call subroutines each frame while the game is running, there's a lot more potential. Waiting for Big Boo to turn visible and for Bowser to come back? That's boring. Poke their timers and make them respawn immediately! Ordinary level/game end sequences? Poke into VRAM and rewrite the messages to something funny!
Emulator Coder, Skilled player (1112)
Joined: 5/1/2010
Posts: 1217
Rena wrote:
Impressive. How is he retaining control of the game while allowing it to run normally? Does he call back into the main game loop from his little routine in the controller registers, or patch some global pointer to JSR to player 2 or something?
I don't know exactly, but I presume he patches the OAM clear routine (which is in WRAM and called every frame).
Glitcher
He/Him
Joined: 3/24/2007
Posts: 216
Location: London, U.K.
Masterjun reprograms the game to include a win button. If only every game had that.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Rena wrote:
Impressive. How is he retaining control of the game while allowing it to run normally? Does he call back into the main game loop from his little routine in the controller registers, or patch some global pointer to JSR to player 2 or something?
Watch the run with controller input, it's rather interesting, and should help illuminate what is happening. Masterjun: Just thought I'd inform you that the new run you submitted privately is now on pro.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
While this is fascinating in that you maintained control of the game despite leaving it running, suggesting you installed some kind of RAM-based TSR in the game, I am going to vote no. The reason is that once you have total control of the game, you have the power to do practically anything. You could have changed the speed that Mario moves in the overworld. You can beat levels instantly. You can warp all over the place. It is arbitrary. Arbitrariness never works well with TASVideos movie goals.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Bisqwit wrote:
installed some kind of RAM-based TSR in the game
Indeed. And it takes it's input from the extra controllers. From what I can tell, the extra input can specify Mario's coordinates, and can specify some level location information as well.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
I thought this was just a cheating April Fools run, but it’s actually legit? wow, interesting
Rena wrote:
there's a lot more potential. Waiting for Big Boo to turn visible and for Bowser to come back? That's boring. Poke their timers and make them respawn immediately! Ordinary level/game end sequences? Poke into VRAM and rewrite the messages to something funny!
I agree with this, it could be published as a playaround, right?
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
ALAKTORN wrote:
I thought this was just a cheating April Fools run, but it’s actually legit? wow, interesting
Go download lsnes rr2 and play it back yourself.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.