The Second Reality Project Reloaded is one of the most well-known Super Mario World hacks in existence today. It is known for its intuitive and unique level design, as well as its lush visual appeal. This hack is a remake of the 2002 hack The Second Reality Project, which was created almost exclusively with vanilla resources. This new incarnation did not change much in terms of level design from the original game--The Second Reality Project was created before the days of custom music, sprites, and fancy ASM-hacks, so they were, for the most part, excluded in this remake.
This TAS was made in version 1.2 of this hack. It can be found here. This version is a remake has only some improvements in levels, music, graphics, etc.

Game Objectives

  • Emulator used: Snes9x 1.51 v7 svn147
  • Aims for fastest time
  • Abuses programming errors
  • Takes damage to save time

About the run

This movie is 1485 frames (24.74 seconds) faster than the last. Below I quote phases with good improvements.

Levels with great improvements

Volcano Castle

In the first room of this castle, it was possible to get p-meter platform before moving and were delivered 36 frames. In the second room, jumping early and getting speed 51 up there, they were saved over five frames, totaling 41 frames.

Labyrinth Zone

Going by the bottom, they were saved 48 frames.

Starlight Zone

In the third room, it was possible to pick up speed in the 52 cloud and also at the end of stage make walljump without losing speed, which totaled 34 saved frames.

Disturbing Castle

In the last room of this castle, it was possible, with L scroll, pass the pencil without waiting and still with 51 speed, which totaled 152 in saved frames.

Bowser Castle

Going with 6/5 in the second room, allowed to be with takeoff meter in the third and did not need to get p-meter, saving 55 frames.

The Launch Base

In the second room was possible to get the p-switch earlier and after leaving the barrel, I pressed as soon as p-switch, saving 107 frames.

Docking Bay

In the second room, it was for a little extra time in the water to jump and do not hit the ceiling and thus did not need to chuck bounce in from the left and not lose speed. 54 frames were saved in this.

Great Airship

After the self-scroller rather than go flying, I got p-meter earlier in enabling us clip the corner before as well. In the third room, I waited for a while and it took p-meter before and managed to jump before, making it possible to pick up a shell and throws him to the p-switch pad making it spawn before. Throughout this room were made corner clips, and also boosts the platforms of brothers hammers, saving in total 95 frames.

Orbital Station

In the fourth room, I went with 6/5 to the part where you have to fly, which saved 77 frames. In the other rooms were small improvements.

Invasion Fleet

In the water, in the course of it are saved some frames, and then get on the p-switch could make the grab double well before and down with the p-switch already in hand much faster, saving 232 frames.

Yoshi's Final Fight

After picking up the wings, the beginning of it, I did not lose speed and more or less in it did not have to wait to play the hull and kill "meka mine", totaling 120 frames saved.

Bowser's Starship

In the fifth room, stop flying was the best choice to fall faster and arrive before the barrel; In the sixth room, I took the p-ballon earlier; In the tenth room (the water), the corner boost were improved; Battle with Bowser has also been improved; In the other rooms were just small improvements. 322 frames saved.
These were the stages with good improvements. The others were only minor improvements. Together account for 98 frames.
Remember that the 1.43 version of Snes9x has the lowest lag. Therefore, if the previous TAS had been done in the version of 1.51 Snes9x, the time would be about 14 seconds to lag more, as the lag v1.51 is more like the actual SNES. Thus the actual time of the previous movie was 34:54 instead of 34:40.

Possible improvements:

I believe it has lagged improvements in management.

GoddessMaria: Judging.
GoddessMaria: I have to say, this submission wasn't too bad. Solid improvement over the currently published run of this game and the audience response was mostly positive as well. Also noting that v1.1 works as well with playback.
Accepting as an improvement to the currently published movie!
feos: Pub.


TASVideoAgent
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Great TAS! Something that should be noted: this run originally was meant to be done in Lsnes, which is a much more accurate emulator. However, it's compatible with this hack, that's why it had to be done in Snes9x. Yes vote to this!
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
Amaraticando
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Easy yes vote! More entertaining and with several improvements over the previous run.
BigBoct
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What is the problem with lsnes and TSRPR, Bruno?
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boct1584 wrote:
What is the problem with lsnes and TSRPR, Bruno?
In Lsnes, the music, and sometimes even the game sounds suddenly stop forever in some levels.
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
Amaraticando
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It's not lsnes that's problematic here, because there're problems when it's played back on console. Some reviews complain about the sound of the fireball (not sure whether it's the sprite that jumps from the lava (Podoboo), Mario's fireballs or Yoshi's fireballs). With lsnes/BizHawk, the song stopped in the 1st castle when Podoboo fell on the lava... http://www.smwcentral.net/?p=section&a=details&id=9541
fsvgm777
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The same people report it outright crashes (due to what I presume the music breaking due to the "fireball" sound effect) on real hardware/more accurate emulators, very likely meaning you can't complete the game on real hardware (for now, that is). EDIT: Just tested in higan v094, and the sound breaks after Yoshi spits the fireballs or a Podoboo jumps out (the sound effect in both cases definitely is part of the issue) and then crashes on a black screen after you die or complete the level. So....yeah, as it is, I don't believe you can complete the hack at all on accurate emulators or even on real hardware.
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fsvgm777 wrote:
EDIT: Just tested in higan v094, and the sound breaks after Yoshi spits the fireballs or a Podoboo jumps out (the sound effect in both cases definitely is part of the issue) and then crashes on a black screen after you die or complete the level. So....yeah, as it is, I don't believe you can complete the hack at all on accurate emulators or even on real hardware.
that's an interesting case there... how should we deal with it ? yes vote for improvement over the previous movie and i quite like the hack...
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From what i understand, this is actualy a really common problem with SMW romhacks. IIRC, this was because a common sound inserting hacking tool was only tested on an inaccurate emulator which had too much music ram (or something like that). The tool tries to use this extra ram, so emulators with the right amount crash. IIRC, this has been discussed in other places on these forums
Fortranm
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IIRC, the very reason FPI updated TSRPR to 1.2 was to make it compatible with real hardware like how TSRP2R is, but apparently the goal is not reached and FPI hasn't been seen for a while.
xRavenXP
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Great and fun run. Voted Yes!
I love games and love to record videos (longplays). Visit my Youtube channel https://www.youtube.com/user/xRavenXP
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What screenshot should I pick?
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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feos wrote:
What screenshot should I pick?
May be the frame 116210.
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Yeah, it's great, thank you.
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.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2967] SNES Super Mario World: The Second Reality Project Reloaded by IgorOliveira666 in 34:25.93
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Makes me wonder would this run still sync if it was played on a rom that had the music that crashes one console removed. :P
Masterjun
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No it wouldn't sync. The CPU and the APU have to communicate basically every single frame and changing the code of the APU will change the sync between the two, resulting in different loading times and could result in different amounts of lag frames in laggy areas.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
MarbleousDave
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Until FPI releases a fix, all future TASes of this hack are suspended until further notice.
Noxxa
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PikachuMan wrote:
Until FPI releases a fix, all future TASes of this hack are suspended until further notice.
Says who?
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.
MarbleousDave
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Mothrayas wrote:
PikachuMan wrote:
Until FPI releases a fix, all future TASes of this hack are suspended until further notice.
Says who?
There is a crash bug related to a sound from a certain enemy.
Samsara
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PikachuMan wrote:
Until FPI releases a fix, all future TASes of this hack are suspended until further notice.
This is not an official site statement. Please refrain from speaking on behalf of the site, thank you in advance. Should we deem that this obviously avoidable crash bug is worthy of completely suspending TASing this hack, then we will make a statement on it ourselves.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
MarbleousDave
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SMW hacks with Music work fine on SNES9x 1.51 and older versions as well as ZSNES. They are problematic on SNES9x 1.52+ even on FuSoYa's build, also lsnes and BizHawk. SMW hacks can still be TASed on SNES9x 1.51 since 1.43 is no longer accepted with a very few exceptions. This is my last post here.
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amazing run