(Link to video)
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 TASVideosPro 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 TASVideosPro.

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...

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It's not playing the game. It's executing arbitrary code. You can still beat it by executing it, and the fastest way to do it is already published. You can also refuse to beat it, and it's also published. Introduce yet another example of what can be done with it? Nah. It's too not unique, too similar to what we already have, and is in no way better than the existing 11 exit run. The latter can't be obsoleted by speed by this run, because this one doesn't play any of the levels, and it can't be obsoleted by entertainment because of the same thing. But as a joke run, it's perfect. It's once again pushing the system to its limits in all different ways. I voted no on the movie, but I love the execution.
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.
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Is this entertaining? Of course. Is it publishable? Hell no. Though if this were a Super Metroid run it would doubtless be made into a new category...
Masterjun
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But... but the goal was to finish 11 exits and then beat the game! :D
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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voting no as the payload wasn't injected in JAVA
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mathgrant wrote:
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.
11 exit run of smw is analogous to 70 star sm64, not 16 star sm64. Minimum number intended by the developers.
Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign aqfaq Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign
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Definitely the easiest Yes vote I've ever given. If this somehow gets published, the screenshot should be of the Boo fight.
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I would prefer to see a 13-exit run; it's 20% better than an 11-exit run!
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Radiant wrote:
I would prefer to see a 13-exit run; it's 20% better than an 11-exit run!
How about a small only run which completes all levels? (yeah good luck with that one)
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.
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I really like this one. Sure, it beats the entire intent of 11-exit runs (namely not glitching your way through everything), but it manages to push the boundaries on "what is arbitrary code execution" a little in the meantime. I like that.
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At the very, very least, this shows off brilliantly how the branch name "11 exits" needs updating. It will also probably induce flame wars over what to switch the branch name to. I mean, most people would probably not want this published over the current 11 exits run, but that branch can hardly be called "no memory corruption", can it? "No arbitrary code execution" sounds like it should work, but won't even that get a bit iffy? Take a look at the Pokemon Gen I runs for comparison - the branches whose sole aim is to complete the game can essentially be named "any%", "no save corruption", "no save corruption on the English version", and finally what is best described as "no heavy memory corruption" where the difference between light and heavy is pretty much arbitrary and entertainment/viewer based. ("No glitch warps" is a misnomer; like this run, it is certainly possible to beat the game fast without warping by using item underflow to switch around the coordinates of objects on the screen, thus going straight through Routes 22 and 23 while skipping all guards and all battles.) Finally, isn't the Cooltrainer move essentially arbitrary code execution anyway, just like this run? Best April Fools submission ever.
Patashu
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This run reminds me of Pokemon Yellow Warpless, which you finish in 6 minutes by performing arbitrary code execution then foregoing warps and just walking to (past...) the elite four. Link to video Pretty much means that, in any game with arbitrary code execution or similarly strong glitch, all other categories have to be stated in terms of banning glitches (instead of/in addition to/not just goals). I also think that a distinction between light and heavy memory corruption IS possible and intuitive.
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Most of the Pokemon runs don't use code execution. Only rearranging some variables in memory using the game's existing inventory code. It's bordering on a nitpick, but they don't construct a program in memory and execute it.
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Rena wrote:
Most of the Pokemon runs don't use code execution. Only rearranging some variables in memory using the game's existing inventory code. It's bordering on a nitpick, but they don't construct a program in memory and execute it.
Hmm, I was going to say 'it's just as strong, you can put them under the same umbrella' but then I remembered that 'Catch 151 Pokemon' category in Pokemon Red/Blue allows Item Underflow, just not arbitrary code execution using it. So you're right, the distinction is important (though only for Pokemon Gen 1, currently)
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Rena wrote:
Most of the Pokemon runs don't use code execution. Only rearranging some variables in memory using the game's existing inventory code. It's bordering on a nitpick, but they don't construct a program in memory and execute it.
The current "no save corruption on an English game" run using the Cooltrainer move does essentially rely on arbitrary code execution.
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I enjoyed this. wassup
Zoey Ridin' High <Fabian_> I prett much never drunk
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You know what could've been better? If you had used that position control thing during the boss battles to make it look like you're zooming all over the screen. ;)
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Should I console verify this?
true on twitch - lsnes windows builds 20230425 - the date this site is buried
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True wrote:
Should I console verify this?
Up to you. After the SMW arbitrary execution TAS at AGDQ2014 I doubt anyone doubts this would work.
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awesome
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That glorious moment just a minute or so in, when you think you've accidentally stumbled onto Twitch Plays Mario...
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The movie is awesome, but not so exiting because there are lots of TASes on this game (including exits)!
TASing is like making a film: only the best takes are shown in the final movie.
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Masterjun, with this level of control, I'm surprised at how much more could have been done. For example, couldn't you have written an item spawn code, so you could just randomly inserted funny characters during the levels? Have the princess show up in the water... spawn so many mechakoopas in Bowser's Fight, the game lags out.... It just seems like a run like this could be more inventive than "Warp to the end."
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Yeah but then it'd mean I'd have to work for an April Fools submission...
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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Dimon12321 wrote:
The movie is awesome, but not so exiting because there are lots of TASes on this game (including exits)!
YEA. Because it doesn't improve on an existing run (sarcasm). Mind you speedrunners cannot do a game breaking bug to complete or use said bug to create a run which Executes Arbitrary Code. Note: EAC was actually at a deciding factor that YES it was freaking awesome but the payload is pretty much the same as the glitched one. Yet the run was accepted as it was a demonstration to show what can be done to the game. Your opinion is invalid. This branch exists for the purpose of the speedrunner. Much like the other two SMW TASes that exist dedicated to the speedrunner opting the count to three total SMW TASes. [1944] SNES Super Mario World "warps" by bahamete, kaizoman666, Mister & PangaeaPanga in 09:57.82 (now being obsoleted by this submission right here) [1868] SNES Super Mario World "no powerups, maximum exits" by PangaeaPanga in 1:18:23.22 [2307] SNES Super Mario World "all 96 exits" by bahamete, kaizoman666 & Masterjun in 1:14:37.63 Oh because I didn't mention it earlier. Yes Vote. How the glitch works was quite funny in a sense.
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Well, this is a clear improvement over the current 11-exit run of http://tasvideos.org/1944M.html , so it's a definite yes vote from me.