This is an improvement of 20708 frames (345.13 seconds OR 5 minutes 45.13 seconds) over the previous submission.

Game Objectives:

  • Emulator used: SNES9x 1.43 v17
  • Aims for fastest time
  • Takes damage to save time
  • Uses a slower route to save time
  • Abuses programming errors
  • Does not eat any chucks

About This Run:

This run is the product of almost 3 years of on & off progress. It was started on August 28, 2011 and finished on July 3, 2014. I actually took two "temporary" hiatuses from not only this run, but from TAS'ing Super Mario World in general. My first official halt in progress started during the middle of Crystal Caverns 5, where I didn't return to the run until the summer of 2013. I only ended up TAS'ing until Sky World 4 before going into another hiatus. This one was shorter because after realizing that I had gotten so far into the run, I cannot let it go to waste, so I picked the run back up roughly 4 weeks ago. I painstakingly dedicated my time just to finish the run because I wanted to see the finished product, and I'm assuming that the viewers do too!
NOTE: During my hiatus, TASVideos changed the official SNES Emulator to LSNES. The run was started in 2011, which was almost 2 years before TASVideos changed to LSNES, and I had already gotten nearly halfway through the run, which is why I finished this on SNES9X. I will be using LSNES from now on for all my movies that are going to be published on TASVideos.

Tricks Used In This TAS

All of the following tricks used in this run can be found and explained on the Super Mario World Game Resources page:
  • Running / Sprinting
    • -1 Trick
    • Hopping Glitch
    • 6/5
  • Flying
    • Rise-Cancel
    • Perpetual Air Catch
    • Yoshi Flight
  • 1/1 Swimming
  • Walljumping
  • Corner Clipping
  • Null Sprites
  • Stunned Sprites
  • Duplicating Blocks
    • Duplicating Away From Blocks
    • Duplicating Into A Dragon Coin

Chuck-Eat Glitch

This glitch is a (relatively) new trick whereby eating a chuck results in a weird sprite in reserve depending on certain circumstances. The most useful of these is a goal sphere. For an explanation please see the Super Mario World any% comments. The reason I didn't use the glitch in this run is to keep consistency with the 96-exit run.

Cloud-Bowser Glitch

This glitch is was discovered a long time ago by ISM. It was observed that taking a cloud to the Bowser fight allows Mario to skip phases of the fight which would normally be unable to be skipped. This works because the cloud uses the same RAM address as Bowser. There has been ongoing controversy about the use of this run to obsolete the Super Mario World any% run as a variant of the Chuck-Eat Glitch is used to obtain the cloud, but can also used to trigger the ending credits, as seen in the current glitched run. The reason why I decided on using the cloud during the Bowser fight is because the cloud can be obtained legally in Super Demo World without using exploits or glitches. It also gives variation to all the traditional Super Mario World runs. However, it is very difficult to provide entertainment due to how the cloud is used to save time.

Level-By-Level Comparisons:

(Currently under construction. These take AWHILE to do)

Known Improvements:

  • This run was started before the current any% run. Therefore, all techniques used up until Desert Castle b can be implemented.
  • A Yoshi wings exit was found in Misty Star World by bahamete after I finished this run. This alone will save 3-4 minutes.
  • Lag is absolutely brutal in this game. Even though the run should not be obsoleted based solely on lag management, a fair amount of frames can be shaved off.
  • Beat the Bowser Statue Fireball frame rule!

Possible Improvements:

  • Recently, a variant of the stun glitch allows a Reznor to be spawned, which could allow some levels to be completed much earlier. More information can be seen [/Forum/Topics/1571&start=2460|here].
  • This game is unique compared to the original Super Mario World because it allows the player to store unconventional items in the reserve box. Planning out a different route than the one I used might allow different strategies to be employed. It is very difficult to plan out an over world path to follow because Mario cannot get out of the Star World until he beats the secret exit of a level. And once he beats the secret exit, the level becomes unplayable. Perhaps there is a better over world path than the one I used, which would allow further exploitation of this ability to store unconventional items.
  • Big Boo's Tower is easily one of the longest levels in the game. It might be possible to skip right to the boss via the spring-Yoshi glitch to get through floors. I was never successful in doing this trick, but that doesn't mean it wouldn't be viable in the future.
  • If the Chuck-Eat Glitch ever was accepted among both the Super Mario World 96-Exit run and this run, then numerous improvements could be made.

Thanks

  • Nach for allowing this run to be published despite the discontinue of SNES9X.
  • amaurea for his comparison lua script, which was used throughout the production of this movie.
  • jimsfriend for helping me by compiling a list of many known & possible improvements.
  • ISM for discovering the Cloud-Bowser glitch.
  • Amarticando & Dnnzao for their any% run.
  • Stef Chef for his 120-Exit Run.
  • ISM & Andymac for their 120-Exit WIPs.
  • You for watching this.

Suggested Screenshots:

Frames 69301 98142 223213 313300 372639 415406 437776 respectively.

Conclusion:

And that's it! I hope you enjoy the movie! Don't forget to leave a rate or comment!

Noxxa: Replaced movie file with a fixed version.
Nach: Judging.
Solarplex: Added Temp Video Encode

Nach: Very nice run with some entertaining new tricks, good feedback. Accepting as improvement to existing run.
Fog: Processing...

TASVideoAgent
They/Them
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Editor, Skilled player (1402)
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Welp, there goes my Sunday evening. Edit: As expected, an excellent improvement. Voted yes.
Experienced player (670)
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dafuq old Snes9X.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Guga
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Kurabupengin wrote:
dafuq old Snes9X.
Submission Text wrote:
NOTE: During my hiatus, TASVideos changed the official SNES Emulator to LSNES. The run was started in 2011, which was almost 2 years before TASVideos changed to LSNES, and I had already gotten nearly halfway through the run, which is why I finished this on SNES9X. I will be using LSNES from now on for all my movies that are going to be published on TASVideos.
Joined: 6/4/2009
Posts: 893
yes ! i've been waiting for this one, i'll watch it tomorow :D
Amaraticando
It/Its
Editor, Player (157)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Voting yes, because of the big improvement and surprising mind-f*cks all over the TAS.
Joined: 10/21/2012
Posts: 16
I've been wondering when Super Demo World would be updated with all the new tricks discovered. Can't wait to see it.
Active player (469)
Joined: 2/1/2014
Posts: 928
Definite yes, just finished recording and encoding is currently being done. So many crazy entertaining tricks )
Joined: 10/11/2012
Posts: 48
I'm watching it now, but I have a question concerning the boss fight against Roy at the ~168K mark. You call down the feather from the reserve box, and then jump into it, but (if I remember correctly) if you hit the feather once the music has started for the score tally screen, you can retrieve the feather and stash the fireflower with no time delay. Am I remembering correctly here, or did I get confused with something else?
Joined: 12/29/2007
Posts: 489
A Yoshi wings exit was found in Misty Star World by bahamete after I finished this run. This alone will save 3-4 minutes.
By "after I finished this run", do you mean literally between today and July 3 (so sometime in just the past 3 days)? Also loving the fact that a TAS of a SMW-based game on this site is finally able to show off the Cloud-Bowser glitch without any ACE-related arguments.
Active player (263)
Joined: 4/15/2010
Posts: 197
Location: England
Zowayix wrote:
By "after I finished this run", do you mean literally between today and July 3 (so sometime in just the past 3 days)?
I actually found it a few years ago, but completely forgot about it until a couple of days ago (I was going through my imgur gallery and found it). It would save about 3 minutes. It should also be possible to spawn a Reznor in Water Star World, which would save about 5 minutes... but I've yet to test this. There may be more opportunities for stun bug in this run, which Panga may have missed due to these developments being fairly recent. I need to go through the route and see.
Retired smw-96, smw any%
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Joined: 12/28/2007
Posts: 235
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Zowayix wrote:
Also loving the fact that a TAS of a SMW-based game on this site is finally able to show off the Cloud-Bowser glitch without any ACE-related arguments.
The cloud strategy was originally discovered in SDW and had been meant to be used there. So this is rather a reverse import or something. AND I think this is a good reason for not using this trick in SMW; we have a more appropriate hack to use it, SDW! EDIT: link added. Could you modify your description on the cloud strat, Panga?
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Joined: 12/29/2007
Posts: 489
Mister wrote:
Zowayix wrote:
Also loving the fact that a TAS of a SMW-based game on this site is finally able to show off the Cloud-Bowser glitch without any ACE-related arguments.
The cloud strategy was originally discovered in SDW and had been meant to be used there. So this is rather a reverse import or something. AND I think this is a good reason for not using this trick in SMW; we have a more appropriate hack to use it, SDW!
Huh, didn't know about that first part. And yes to the second part, although the primary reason is that from a superhuman perspective, in vanilla SMW, there's no non-arbitrary reason to get the cloud (forcing ACE to be possible since the game jumps to Open Bus) and then not use that ACE potential to instantly beat the game. The fact that the 'regular' cloud glitch is still able to be shown off is a really nice side effect bonus.
Experienced player (584)
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Posts: 39
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Mister wrote:
Zowayix wrote:
Also loving the fact that a TAS of a SMW-based game on this site is finally able to show off the Cloud-Bowser glitch without any ACE-related arguments.
The cloud strategy was originally discovered in SDW and had been meant to be used there. So this is rather a reverse import or something. AND I think this is a good reason for not using this trick in SMW; we have a more appropriate hack to use it, SDW! EDIT: link added. Could you modify your description on the cloud strat, Panga?
Just did. Wasn't 100% sure who found it, but now I know. Thanks.
Active player (263)
Joined: 4/15/2010
Posts: 197
Location: England
Sorry Panga. I found accidentally that Classic Piranha Plants will spawn a Reznor when stunned. These are the sprites which aren't used in the original smw but are still in the game's code; sdw makes heavy use of them and they are in many, many levels. Here's a sample movie: http://dehacked.2y.net/microstorage.php/info/1828695318/dwtlc-dw2a.smv (puush in case microstorage is sucking) So... sdw120 destroyed? I need sleep.
Retired smw-96, smw any%
Amaraticando
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"Does not eat any chucks" What about Does not spawn any Reznor? The same logic applies...
Patashu
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Amaraticando wrote:
"Does not eat any chucks" What about Does not spawn any Reznor? The same logic applies...
The logic behind the decision is that chuck eat -> bring orb to level -> use orb to skip level works regardless of what the level is. Whereas spawning a reznor to beat the level is interesting because it relies upon properties of the level you enter. If you can spawn a reznor/skip the level almost anywhere in Super Demo World 120 exit, it would of course be banned under a similar mindset. It's kind of like how you're not allowed to use ACE in 100% style categories.
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
Expert player (2448)
Joined: 12/23/2007
Posts: 822
Not as entertaining as I expected (mostly during the first half), but still a great run. Yes vote. I like that screenshot best. :) Edit: I wonder what SDW any% run would look like using Reznor glitch. Would it be more interesting?
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Joined: 1/17/2006
Posts: 775
Location: Deign
I agree with HappyLee. My favorite moments in the run were Reznor Fortress beating the wall cycle, cloud bowser (lol awesome), desert world 2 secret, pipe world 4, taking yoshi through crystal cavern 1, and the wrong bonus level. Probably some other highlights as well, but these are the ones that really stand out in memory for me.
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Joined: 12/29/2007
Posts: 489
Patashu wrote:
Amaraticando wrote:
"Does not eat any chucks" What about Does not spawn any Reznor? The same logic applies...
The logic behind the decision is that chuck eat -> bring orb to level -> use orb to skip level works regardless of what the level is. Whereas spawning a reznor to beat the level is interesting because it relies upon properties of the level you enter. If you can spawn a reznor/skip the level almost anywhere in Super Demo World 120 exit, it would of course be banned under a similar mindset. It's kind of like how you're not allowed to use ACE in 100% style categories.
I'd say that Reznor spawning should be allowed since Yoshi Wings spawning is, and both are "partial skips" that can only apply to a portion of the levels. --- On a different note, how exactly does the Cloud-Bowser glitch work, and how does it skip phases?
Joined: 8/18/2010
Posts: 12
Personally I'd object to both glitch-spawning Yoshi wings and glitch-spawning bosses in a 100% run. I'd consider it spawning exits out of something else rather than actually clearing them, comparable to using RBA-type glitching to spawn items for OoT 100%, or using item-duplication glitches to reach the max % without collecting every normally-required item in games like DK64, Metroid Prime 2, and Yoshi's Island (yes I know TASers allow the last of these). But I doubt I'd change the TASers' views on this, since Yoshi wings glitching is so ingrained. This is a quite bland and trial-and-error-based hack for casual play anyway, that I'm guessing is only TASed because it was already TASed in the past when it was the only full SMW hack around (I'll credit the old 2:13:18 TAS as having introduced me to SMW hacking at least), so I'd consider breaks like that to increase the entertainment value in this particular case. Particularly with its one distinguishing feature, unconventional reserve items, getting more use.
Joined: 9/15/2013
Posts: 154
Zowayix wrote:
Patashu wrote:
Amaraticando wrote:
"Does not eat any chucks" What about Does not spawn any Reznor? The same logic applies...
The logic behind the decision is that chuck eat -> bring orb to level -> use orb to skip level works regardless of what the level is. Whereas spawning a reznor to beat the level is interesting because it relies upon properties of the level you enter. If you can spawn a reznor/skip the level almost anywhere in Super Demo World 120 exit, it would of course be banned under a similar mindset. It's kind of like how you're not allowed to use ACE in 100% style categories.
I'd say that Reznor spawning should be allowed since Yoshi Wings spawning is, and both are "partial skips" that can only apply to a portion of the levels. --- On a different note, how exactly does the Cloud-Bowser glitch work, and how does it skip phases?
On the other hand it's already been stated hacks are kept for entertainment value, and seeing levels get skipped over by spawning your exit of the level isn't very entertaining.
Patashu
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Zowayix wrote:
On a different note, how exactly does the Cloud-Bowser glitch work, and how does it skip phases?
It's a classic type of glitch - the game uses the same memory addresses for Bowser's animation timer as it does for the position of the lakitu cloud. Normally both would never exist at the same time, but when they do, you can override the timer by moving the cloud.
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
Joined: 1/17/2006
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Dyshonest wrote:
seeing levels get skipped over by spawning your exit of the level isn't very entertaining.
This is an opinion statement. An opinion that I think a lot of people will disagree with.
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jimsfriend wrote:
Dyshonest wrote:
seeing levels get skipped over by spawning your exit of the level isn't very entertaining.
This is an opinion statement. An opinion that I think a lot of people will disagree with.
Hacks aren't kept necessarily for the speediest clear. Improvements are nice, but I don't think it's necessarily in the best interest of entertainment to skip stages. They're kept purely for entertainment. Why not have the SDW any% just end via ACE? After all, people find it entertaining for SMW, so... Or The Second Reality Project Reloaded end via ACE? Both of them have existed quite a bit after the first SMW ACE run, so they could've used it (especially the SDW run). This being said I've yet to allocate time for this run. Are auto-scrollers the only skipped stages? I remember SDW sadly had quite a few... If that's the case, that's perfectly fine. Auto-scrollers are... rather bland, skipping them does everyone a favor.