Hello! I hope you enjoyed!

The Hack

Super Mario Bros. 3Mix (SMB3Mix (conventional) or SM3Mix (SB internal) or more simple, 3Mix) is a highly technical hack made by Captain SouthBird (SB) through his own SMB3 disassembly. Developed around the Nintendo Wii era, SMB3Mix is a "3mix" / "remix" of past and relative future Mario platforming titles. Levels remade from Super Mario Bros., Super Mario Bros. 2 (USA), Super Mario Land, Super Mario World, Super Mario Land 2: 6 Golden Coins, Super Mario Bros.: The Lost Levels, Super Mario Bros. 3, inspired by Super Mario Sunshine, Super Mario Galaxy, elements from New Super Mario Bros. and New Super Mario Bros. Wii. Yep it missed out Super Mario 64. With the levels remade and gathered in this game, playing through the game is like embarking the Super Mario journey once again. It resonates a wide range of audience from fans who played SMB as a kid to fans who played SMG, being extremely nostalgic. Evident by over 100,000 downloads on Romhacking.net!
Obtain the patch to Super Mario Bros. 3 on the release site or Romhacking.net or assemble the ROM
File MD5: 4c7960cb6aa162ae2160fb111c3e4d92
ROM MD5: 97643bce37368f7b004d2b602ed54817
TAS syncs on FCEUX 2.0.0 and 2.6.6 too, but not BizHawk or Mesen.

Tags and Goals

  • Unofficial game
  • Platform
  • No Konami code / password (powerups and debugging features)
  • Abuses programming errors / glitches (GameResources/NES/SuperMarioBros3)
  • Takes damage to save time
  • Manipulates luck (minor)
  • As fast as possible
  • 100% completion, including: (regarding 100% definition)
    1. All exits
    2. All comets
    3. All 300 star coins
    4. All map enemy ambushes
    5. All arena minigames
  • No fulfilling 100% requirements through ACE (hasn't been found but seems to have the same vulnerability in vertical areas)
Reason for choice of goals: to create a complete (as most as possible) showcase of this amazing hack. As well as documenting SMB3 tricks and optimisation techniques.

Regarding 100% definition

Requirement 3 automatically has requirements 1 and 2 fulfilled, and can be proven on the Princess's letter after the movie ends. User input instructions: press A
Requirements 4 and 5 are controversial. 4: If the player skips the "Hammer Bros" with an alternate path, beats Bowser in World 8 and come back, they are gone and couldn't be encountered anymore. 5: If the player presses A on the first possible frame upon finishing a VS minigame, the player re-enters the VS minigame and duplicates a key, which saves time by doing the shortest VS minigame to obtain all 4 keys and from dialogues and map movements. Although the remaining spaces on the map won't be flipped as "cleared".
I sought out Jabem, a super moderator and major runner for the game, for the explicit rules for 100%. 100% includes 300 star coins and beating both Bowser (World 8) and Count Bleck. "Hammer Bros" and Mushroom Houses aren't required. Arena minigame re-enter glitch is banned. In vanilla 100%, players couldn't go back in worlds to encounter Hammer Bros in previous worlds. Beating them is required. In this hack, "Hammer Bros" can be encountered as long as the player hasn't beaten Bowser in World 8. But take this situation: a runner going for 100% decides to leave the "Hammer Bros" to be fought along with clearing comet levels, but it isn't possible. The run would be invalidated if the rules explicitly specified all "Hammer Bros" are required. Considering the shear amount of run an unofficial game gets, such a rule would reduce the amount of verified runs on the site. Therefore, they are not required. But another thing is, they are required in individual world 100%. In this case, it should be intuitive that every level and "Hammer Bros" must be cleared before the finishing the world with the last stage. It may seem like a double standard, but it is, and I can't do much about it. This movie encounters all "Hammer Bros" before leaving the world for the sake of completion, to match the public standard of "completion", and to avoid redoing everything as I am deep in the movie by the time this is clarified. Edit: I looked into the code a bit and discovered that "Hammer Bros" are gone because they "become" comets. After beating World 8 Bowser, Map_CometMode is set and comets are active instead of regular map objects. They cannot coexist.
For the arena minigame glitch, it does be cool and saves a lot of time. However, 3 of them wouldn't be cleared - a technical reason to omit the glitch. Arena minigame re-enter glitch is banned. All 4 of them have to be cleared. Jabem brought up The Ocarina of Time 100%, where items must be obtained from their normal source. It just feels more in the spirit of 100% to make people do all the things. In addition, the 4 arena minigames are different, and I should showcase all of them. Therefore, the movie plays all 4 of them.

Glitches

Wall Jump, Duck Clip, Floor Clip, Corner Boost

Mario TAS classic. See GameResources/NES/SuperMarioBros3.

3Mix exclusive glitches

Yoshi

No double tongue. No Chuck eating. But still broken.

Powerups

Super Mushroom: The root of duck clipping!
Fire Flower: Mostly for firekilling bosses. When Toad is running at P speed, fireballs cannot catch up.
Super Leaf: Nerfed but still extremely useful for reaching high platforms without vines.
Penguin Suit: The King (Penguin) underwater. Full marks for appearance. Swimming is the same as the Frog Suit in the original game, while ditching the awkward ground movement. Its first appearance is in NSMBW.
Carrot: Glides slower than the Tanooki Suit. Useless in this run.
Boomerang Flower: A modification of hammers from the Hammer Suit, boomerangs and repeatedly damage bosses and it's powerful! It is always thrown relatively forward from Toad. Accelerates in the direction of Toad 1/f. However causes a lot of lag.
Super Star: We are TAS and don't need invincibility, except for one cheese.

Star Road

Accessible from the map menu by pressing Start, World 9 Star Road is a hub that lets the player traverse to unlocked worlds for full game completion and replaying.

The Route

Without warps available, it is mostly linear with a few split paths. There are 8 normal worlds. After beating Bowser in World 8, the comets are opened up. Idea totally not borrowed from Super Mario Galaxy. After collecting every star coin in Worlds 1 to 8, the player can go to World 0. 4 keys are also required to advance in World 0, and are obtained from "secret path to World 0" in Worlds 2, 4, 6 and 8.
Since the Tanooki and Penguin Suits are only available starting from Mushroom Houses in World 5, the levels on split path and are faster with them are left to be played along comets. Examples are 1-3, 1-6, 2-2. Before reaching World 5, levels that are faster with certain powerups but have it unavailable must have it carried over levels, even if it is slower in the levels between. 4-F1 forces the Tanooki Suit on, ditching the Penguin Suit. 4-F3 has a long water section. There aren't any Penguin Suits available between 4-F1 and 4-F3. Therefore, after playing 4-F1, a Penguin Suit is brought all the way from 3-F1 to 4-F3. World 4 gives 2 free Tanooki Suits from enemy ambushes. World 5 gives 1 free Penguin Suit. World 6 gives 1 free Penguin Suit. 7 Penguin Suits and 8 Tanooki Suits are obtained from Mushroom houses. The comets are then played along leftover levels. With a filled inventory, they can be cleared with the aid of powerups.
Since Daredevil Comets remove powerup and to minimise the number of visits to Mushroom Houses, some levels are done out of order. The world order post game is a bit more flexible. The powerup exiting last level in a world connects to the first level to do in the next world chosen. The number of map movements, each costing 17 frames, has to be taken into account. After many reroutes, the current route has born and is used.

The Levels

Title Screen 🎶Title Theme - New Super Mario Bros. Wii

Character Selection 🎶Let the Challenge Begin! / Your Answers, Please! (Questions - Snifit or Whiffit)

Choosing Toad was originally my stylistic choice. Luckily Toad leaves the screen at the right side faster.

World 1 Mushroom Kingdom 🎶Lineland Road

In PikachuMan's submission, the death in 1-F1 made that he could use a Cheep Cheep to complete the normal exit of 1-GhostHouse. Note that he used Rev0. This is no longer possible on Rev2B, as SouthBird added TILE_GHOSTHOUSE to Map_Object_Forbid_LandingTiles, meaning Cheep Cheep cannot cross over 1-G.

1-1 SMB 1-1 and 1-2

The first floor clip skips 2 pipe transitions.
Lag reduction: Lag is the worst enemy in making this TAS. By creating a Lua script that counts the number of CPU cycles exceeding the frame, I can reduce some of them (lag can refer to lag frames thus countable) by Toad's actions, but doesn't always work. I really hope I can ignore it.
Lag reduction by Toad's actions: Not initiating a jump, not strengthening a jump, having >= -32 Yvel, not initiating a projectile throw, not having projectiles onscreen, facing left, not staying in laggy areas for long, scroll the screen vertically away from enemies, being offscreen, killing enemies (sometimes create even more lag!), bringing an enemy onscreen for longer to despawn enemies.
Pressing left 2f before the lagframe, press nothing at all 1f before the lagframe removes around 130 cycles. Having non negative Y speed removes around 400 cycles. X subpixel not overflowing removes around 35 cycles.
There is more information about reducing lag later.
The fire flower is so far the best item to have. Having flower power is great against Piranhas in pipes. Other uses are remotely killing enemies to reduce lag.
Toad runs at 56 Xvel, while fireballs are only 48 Xvel. To kill a Piranha that cannot be dodged, Toad has to slow down.

1-2 SMB 2-1 and 2-3 🎶Treetop - Super Mario Land 2: 6 Golden Coins, Bonus Room - New Super Mario Bros.

Now Toad can jump off vines! Holding L or R when jumping off a vine gives more upward speed. It is same as the bonus of jumping higher while moving faster. With simple math, Toad travels upward at average -48 Yvel. In some situations, Toad has to wait for the vine to grow. Grab the topmost pixel of the vine once that block of vine appears.

1-Fortress1 SMB 1-4 and 2-4 🎶Birdo

Boring, but takes no effort. star coin glitch happens when it is collected along a coin, as only one tile can be updated per frame.

1-HammerBrother1

Stomp the last Cheep Cheep as soon as possible.
1f delay for HB

1-GhostHouse SMW Donut Secret House 🎶Ghost House - Super Mario World

Stairs are not slopes. Can charge P speed. Can go through.
Secret exit for later.

1-Fortress2 SMB 3-4 and 4-4

The first wall clip skips half the level. SMB 3-4 is briefly seen.
7f delay for HB

1-HammerBrother2

Same strat. There are going to be a lot of filler comments.

1-7 SMB 6-3

Star coin 1: 2 or 3 frames has to be waited for the platform to fall low enough to jump off.
Star coin 2: Hitting the P switch turns out to be faster than doing a "48 Xvel jump" (that gives -63 Yvel, calling "48jump" from here). But creates a lot of lag later.
Star coin 3: As the P switch is activated, it is impossible to not run off a ledge. I released B the jump before so that I can burn the time waiting for the next P check in the air with 52 Xvel.

1-Fortress3 SMB 8-4 🎶Main Boss Castle - New Super Mario Bros., Castle - Super Mario Bros.

Since the thwomp just stays there for about 100f, damage animation + powerup animation is faster. The clip skipped no room. In the next room, had no idea how exactly to make the 1st Koopa Paratroopa not spawn, cuz that creates a lot of lag.
"Resting after their victorious defeat of Bowser, our heroes dream of a stairway leading to a world.
Upon awakening, they went to a cave nearby and, to their surprise, saw exactly what they had seen in their dreams..."

World 2 Subcon 🎶Overworld - Super Mario Bros. 2

2-1 SMB2U 1-1

Jabem's explanation on the wrong warp:
The load trigger is located at block $0 of page $A. Toad touched that and moves to page $9. Level junction page $9 hasn't been written to yet and this conveniently puts us at the top. Thanks Jabem for the explanation.

2-3 SMB2U 4-2 and 5-2

Star coin 1: Entering the waterfall (doesn't halt movement), press A once without holding U avoids dying and puts Toad having downward speed. Entering water with downward speed halts movement. Saves time over being carried to the right and turning back to left then right.
Star coin 3: Cannot stand on thrown/kicked Shy Guy. "Shell Ninja" strat not possible.
1f delay for HB

2-HammerBrother1

It is possible to reduce almost all lag by manipulating the score to have a low sum of digits. I don't feel like doing it so I left it as is. Although I did a little by getting 800 points from the flagpole in the previous level.
Unlike SMB3, The chest appears after a set amount of time after they Shy Guys are killed (fire, thrown or thrown at), not when they go off screen. Therefore the last Shy Guy is thrown at, despite it bounces up.

2-Fortress1 SMB2U 1-3

This level put me to the ultimate test, featuring a dozen of turnarounds. I have tried my best and shove 23f in the tower and there is certainly more to save.
I am not getting a fire flower because I have to one-sided wall jump in the next level 2-4, and a duck clip coming before it. Being big when entering 2-4 is enough. Getting fire flower induces powerup animation and extra damage animation. Plus, fireballs just damages Birdo too slow.
Birdo: I actually got pretty lucky with how quickly Birdo spit her first egg, 19 frames after triggering the fight. For the first egg, when she spits depends on RNG. As Toad needs to reach the egg and return to Birdo, it is just about 6 frames slower than an instant egg spit. The earlier egg spit would require reaching there 46 frames earlier. For the second egg, she will always quickly spit either an egg or an attack. The type depends on RNG, but that's just a single bit of RNG. After that, everything she spit would be an attack. Toad must hit Birdo with a Shy Guy, which always appears instantly. Here is the code responsible for the first egg spit:
	; Randomly decide to do something else or not
	LDA RandomN
	CMP #240
	BGE Birdo_DoSomethingElse

	; Just walking...
	RTS

	; Valid destination states: 2 = Jump, 3 = Pause, 4 = Spit Egg
Birdo_DestStates:	.byte 2, 3, 4, 4	; Extra chance on the egg spitting

Birdo_DoSomethingElse:

	AND #$03
	TAY
	LDA Birdo_DestStates,Y	; Random state 2 to 4
As shown, Birdo only splits egg when RNG is one of $f2, $f3, $f6, $f7, $fa, $fb, $fe, $ff. Theoretically it is 1 in 32 (=> average wait time is 32f). I can use 16 fireballs to replace one of the egg hits. Turns out it is slower. I can do nothing about it other than maybe trade real frames for reducing lag frames. Maru showed me killing Birdo with 3 eggs is faster. However we are dealing with different RNG, thus not possible in this movie.

2-4 SMB2U 5-3

There is a major skip that can only be done as Small Toad. Only being able to gain height by performing a one-sided wall jump. At the left side, the T shape platforms block off simple wall jumping or to high to be duck clipped. How this is done can be seen in the atlas encode.
Actually 1UP is possible at the flag. But to have a "nice" score in 2-HB2 and 2-A, I sacrificed the 1UP and got 4000 points instead.
Score Manipulation: The lower the sum of digits of score in decimal, the nicer it is. Each 1s of every digit takes 43 CPU cycles. For example, a score of 690 takes ((6+9)-(7+0))*43=344 more cycles than a score of 700. This amount of cycles fewer is enough to make a lot of difference in the amount of lag. See 100th Coin - How the game converts the score to base 10. Most commonly, coins are taken or not taken to do so.

2-GhostHouse SMW Vanilla Ghost House

Going through the stairs by manipulating the Y position barely works! The clip skips going back down, in the P switch door, through the "1 2 3" room, and instead, clips into the "1" room and exit from there.
Good time to explain the "acceleration framerule" here as there are 3 duck clips. It is only possible to drop only 2 arrows when you duck clip with P speed with a desirable value in address $0553:Counter_Wiggly. You have to not lose speed when doing the duck jump coming out of the wall. It saves 9.14f while waiting for the specific frame is at most 8f, it is always worth going for it.
Number of bricks hit and coins collected manipulated to give us a "nice" score. The score would also be "nice" upon arrival at Wart fight.

2-HammerBrother2

With flower power, I can now go the left side.

2-Fortress2 SMB2 3-3

Mouser: It normally takes 3 Bob-ombs to take out Mouser. However, while Toad is screaming from injury by explosion, Mouser's invincible flash / i-frame timer decreases while Bob-omb explosion timer does not decrease. 2 hits with 1 Bob-omb! It works exactly the same as in SMB2.

2-Airship NSMBW 4-A

Knowing that I need Small Toad in 3-1, I took damage to the burner / fire jet. That is 9 frames faster than waiting. Then, I discovered that I can do a 48-jump, bounce on a Bob-omb and do 2 wall jumps to avoid all of the waiting for another Bob-omb to explode.
Wart: Shy Guy spawning to the right is faster. Shy Guy's heading direction depends on the initial Y subpixel of enemy slot 0 ($075A:Objects_YVelFrac). It spawns in a pipe, always hit a wall so his direction alternates every frame, until it leaves the pipe. When Y subpixel is $30 or smaller (higher in position), he goes to the right. Otherwise left. Shy Guy always spawn, accelerate to max Yvel, get kicked, accelerate to max Yvel. Adding $60 to the Y subpixel per cycle. It is only possible to get a right spawn once in the three spawns. And I didn't bother to check if it is worth trading a slower throw for a right spawn.
"After defeating the evil King Wart, our heroes ground the airship to find they are at the foot of a dark forest called Boo's Woods.
Hopefully our heroes will remember that Boos do not fear anything in the dark..."

World 3 Boo's Woods 🎶Pumpkin Zone

3-1 SML2 Pumpkin-1 Kōmori Kan Course 🎶Ghost House - New Super Mario Bros. Wii

One-sided wall jump with Small Toad: Small Toad has more permissive wall collision than Big Toad. Small Toad can step on the wall as low as ±17 Xvel. And Toad can climb 3 blocks while driving away and back into the wall.
1 one-sided wall jump is executed in this level, and skipped a swimming section, as well as climbing to 2nd star coin. The places to take damage to achieve the small state were well used.

3-2

Boo Ballets! Lag! Why is a star coin up there? I have already manipulated the score.
The best showcase of one-sided wall jump - 3 blocks at a time.
Autoscroller and done.

3-3 Inspired by SMG2 Cosmic Cove Galaxy

First instance of Penguin Toad - my favourite model.
Swimming with Penguin Suit: Falling into water halts movement. But Penguin Toad can immeadiately swim at ±32 Xvel and jump out of water to gain the most. Entering water while moving upwards keeps velocity. It is best to release R (, L or U) until it is decelerated to ±32 Xvel. Super swim is less effective in penguin form. In most of the levels, it is worth to equip a Penguin Suit because of more complex geometry combined with tasks to collect star coins and Purple Coins.
Duck Jump Into Water: This is done when one has to jump out of water quickly. Toad enters water at a higher position as only 1 block tall of the body has to be immersed into water. At a position that high, Toad can immediately jump out of water, minimising the number of frames in the water. However you can only duck jump from ground but not out of water.
Water edge abusing: In SMB3, the velocities are applied 1 frame late. The velocities reported at the end of a frame are applied next frame. During a frame, a few special actions can overwrite it before it is applied, velocities are applied, acceleration is applied. At a vertical edge, Toad is in the water has 32 Xvel and about to exit water. Hold L to make Toad have -32 Xvel but Toad will still exit water so now I have upward boost. Sorry this is awkward to explain. At a horizontal edge, L and R becomes U and D and alter pattern.
Bone Fish Y subpixel manipulated to let Toad jump on it. If it is too low in position, Toad would swim.

3-HammerBrother

Do not freeze the Parabones.

3-5 SMB3 5-1

Intended way to solve the puzzle is to hit some switches to spawn pipes but they are out of order. Face left to move Boo out of the way.
Potential improvement: It is possible to trigger the ending sequence early if there is an active powerup when the flag spawns. Because the flag spawns in the powerup slot and has whatever data is leftover. However this only works in Rev0 and no longer the case in Rev2B since the flag now spawns in an enemy slot. This could have been done in 3-5 and 7-5 (if a switch to Rev0 is made, not sure if it's still a valid version to submit a TAS on).

3-Fortress2 🎶Mansion - Luigi's Mansion

Slowdowns do not matter. Dry Bones in the boss fight only spawns every 128 frames ($0015:Counter_1 % 128 == 0). I have several tens of frames to spare so I played around with lag. The X subpixel of the last Dry Bones is manipulated to be high (more to the right) so that I can land to the left of it earlier.

3-GhostHouse

Number of coins collected controlled to manipulate to have a "nice" score next level.
Standard vine and wall jumping. Precise combination of iceball shooting and falling. Then do a pipe glitch to avoid waiting.

3-Ship SMW 7-0 Sunken Ghost Ship

Ducking when entering level immediately puts Toad in water, faster than wasting 8 frames falling into water.
Perform corner boosts and some ?block boosts.
Got extra lag frames, but mysteriously saved about 72 frames from Bowser Jr. not doing nothing in the air.
"Bowser Jr.'s Boomer weapon was no match for our heroes! They have now landed in a land where dinosaurs still roam.
While many here are foes, our heroes may seek the aid of one dinosaur named Yoshi!"

World 4 Dinosaur Land 🎶Donut Plains

Yoshi: Despite Toad looking higher up, actual level (horizon) remains the same. Independent of when the enemy comes in contact with Yoshi's tongue, it is snapped to the tongue's position, even when turning around during the tongue extension.
Yoshi and Koopa Paratroopa: Intended or not, eating a Koopa Paratroopa makes Toad and Yoshi bounce upwards. Yoshi then can spit the shell at low Xvel while still travelling upwards, and bounce on the shell, gaining absurd amount of height. Easily done RTA. Shells are always spit at ±48 Xvel.
Dismount Clip: Probably to avoid mounting Yoshi immediately after, and to make it visually match, dismounting teleports Toad 1 entire block above. It is also easy to pull off in real time.
Tongue Cancel: By hopping off while Yoshi is eating something, the target survives and returns to working normal at its position. Its most notable use is in Rex ambushes.
Fast Pipe: That's cool! Have to make use of every opportunity.
	; Yoshi is too much trouble to fix for pipe junctions, so we'll just skip the transition
	LDA #1
	STA Event_Countdown

4-1 SMW 2-1 Donut Plains 1

It is missing a lot from the original game but it is the closest one.
Clip with Yoshi: Toad cannot duck on Yoshi. But the alternative is to dismount Yoshi while moving upwards. Toad is half immersed in the ceiling. Yoshi will keep moving up and right and eventually they reunite.
In underground, prior X subpixel manipulation for enemy slot 1 to let above Rex fall 1 frame late, allowing for tighter turnback.
Dismounting into ceiling can give an upward boost. This one boosted 2 pixels. Ditched Yoshi to displace 1 block upward.

4-2 SMW 1-2 Yoshi's Island 2, 3-1 Vanilla Dome 1

More ?block boosting and bouncing on Koopa Paratroopas.
In underground, prior X subpixel manipulation for enemy slot 4 to let Yoshi go further right.
Sticking to the ceiling: Dismount and displace upward, ceiling tile act on Toad: boost or halt depending on side of the tile (0~7 or 8~F), and align Toad to the ceiling. Toad joins Yoshi and Yoshi's velocity syncs with Toad. Can do this for every tile indefinitely. Only possible in sloped tileset as only this ejects Toad out of the ceiling completely. Effective speed becomes 56/16*15 = 59.7. This strat is skipped at laggy places as Yoshi would otherwise be counted as a separate entity and creates more lag. Sorry if their action caused discomfort... but lovers of this there's a variation coming up!
Star coin 3: Intended is to grab a leaf from that ?block and fly. Done instead by bounce, shell jump, dismount. Is faster and next level is a water level.
1f delay for HB.

4-3 SMW 5-2 Forest of Illusion 2

Boring swimming. Do the corner boosts. At subarea, not scrolling the screen when unnecessary to lower the timer and save 1 frame when level ends.

4-Fortress1 SMW #4 Ludwig's Castle

A very complex level. I are forced to ditch the Penguin Suit as this is not on a split path, a star coin locked behind bricks. After grabbing the leaf, land as soon as possible to accelerate. The first clip has some leeway. Flutter timed to lose least Xvel. I forgot how I found the perfect solution to break the bricks.
Some waiting, as I have to wait for star coin 2 to rise up. Build P speed and ditch the leaf. Standard slow down speed up and I'm good to go into the wall.
Possible improvement: by pausing rapidly, it is possible to freeze the scrolling while having active movement, saving at least 664 frames or 11 seconds. 3 frames are paused, and 5 frames are active. When the screen starts to scroll, there is 1 remainder in $0015:Counter_1 % 8 that the screen vertically scrolls. If I do not let the game process on those frames, it will never scroll. This is similar to 100th Coin - Super Mario Bros. 3: Swim In Air Via Oscillating Scroll Manipulation, but this is the opposite of it since we do not want it to scroll.
Fence jumping is same as vine jumping. Attempted to have every single Y subpixel optimised.
Last, a lagfest is presented. Not even close to be possible to reduce them. Reznors reused the subroutine BooLoop_GetOffsetXY_TV1. That's why Boo Buddies and Reznors create as much lag. Anyway, Reznors are from SMW 6-F Chocolate Fortress or 7-F Valley Fortress. Guess how many times I'll have to fight them.

4-4 SMW 3-B Vanilla Secret 2

Lag again... Kill Koopa Troopas or stall them in the mouth for a while to despawn one and spitting them to the left.
Clip and get star coin 1 offscreen. Bounce a noteblock sideways to accelerate quickly.
At star coin 2, dismount to teleport 1 block upwards to enable going to the right earlier.

4-Fortress2 SMW #1 Iggy's Castle, #2 Morton's Castle

First draft damage boosted and got mushroom from checkpoint but it was slower. Tricky to avoid lag from Dry Bones. Very tricky to floor clip coming from a lower level. Tricky to avoid lag from Dry Bones - and be fast with Tanooki. Impossible to avoid lag from Reznors.

4-HammerBrother2

The Rex counter is decreased when Yoshi's tongue touches Rex, without the need of swallowing. Thanks to RTA runners. If dismounted on the first frame possible and not stuck in the ground, Rex's position will remain as is and it will get closer gradually and touch them which makes Yoshi panic. Still I want to stay as close as possible. As Toad keeps dismounting, he keeps teleporting upward. He has to stay low to get on Yoshi as soon as possible. If Toad dismounts the frame before Toad and Yoshi land, the Yvel will get overwritten by 0, allows more rapid mounts and dismounts.
Go to World 3 to switch from Tanooki to Penguin for 4-F3 as Penguin isn't available anywhere else.

3-4

Tanooki Flight: SouthBird changed it so that players can fly or flutter just by holding A. That trades being able to precisely time the last fly or flutter in a TAS without loosing height. Nor can one accelerate past 23 when jumping up (as in 4-F2). The former limitation is got around by averaging out the A press delays that I only lose 5 subpixels each time.
Swim strokes are timed to lose least height possible. Not possible to stay at the same height as there is acceleration framerule for Y as well.

3-Fortress1

Broke another maze. Number of coins collected controlled.
Big Boo fight similar to the one before. Pausing however allows control over acceleration framerule.

4-HammerBrother1

Same.

4-5

Finally back to some running.

4-GhostHouseSecret

ORB!

4-HammerBrother3

Same.

4-Transition

Taking the pipes from their respective Worlds (2,4,6,8) is needed to access the 2PVS minigames remade for 1P. Blocked by hand traps. Rewards keys to progress in World 0. Hand grab animation is avoided.

0-Hand2

I destroyed everyone's nightmare - Boss Bass.

0-VS2

Bop Fighter Flies.

0-Transition2

Slide up?

4-GhostHouse SMW Valley Ghost House

A complex level. Don't exactly know the conditions to fall through semisolids. Many bricks.

4-Fortress3

The water area being the most interesting. Penguin Toad bounces on noteblock to have -112 Yvel and only loses 1 per frame. The camera max scrolls 64 and cannot keep up. Toad cannot initiate an upwards swim if he is offscreen, but can keep his Yvel. Up there are rows of blocks with a gap to navigate, but are also noteblocks. Penguin Toad can just bounce on them to regain upward velocity. It is also possible in vanilla with Frog Suit in 3-1 (have to repeatedly die for the W3 HB with hammer to reach the start then break 2 rocks). star coin 2 is located at the top above some invisible blocks above water. Refer to the atlas encode

4-Airship SMB3 4-A

You can see how short vanilla airships are.
Thanks to RTA runners for shell reuse.
"Our heroes have Yoshi to thank for the help in fighting against Bowser Jr. Bidding farewell to Yoshi, our heroes now find themselves in an arid desert filled with ancient ruins.
They must remain alert for danger from the sky.."

World 5 🎶Chai Kingdom

5-1

Digging: Toad must have 0 Xvel to dig. I want to be digging only 1 sand block per layer. I move horizontally a bit between digs.

5-HammerBrother1

Fireballs are annoying and the fight would be progressively laggier.

5-2 SMB2U 2-1

Star coin 1: Love shell throw actions.
Digging: to move left while digging, between each layer, there are 16 frames to work with. When that ends, Toad has to be back to 0 Xvel the frame after pressing B. There is no choice but to dig 2 sand blocks in some layers. That is reduced to at most 2 layers consecutively by taking the layer before as close to the left.

5-Pyramid1 🎶Easton Kingdom

Apparently walking in air glitch through sand doesn't require a P wing.
Jumping in quicksand: Toad must land on Y pixel 0-3 within a block and entering quicksand from the side (?) to do a medium jump with initial Yvel of -48. Otherwise it will be a tiny jump with initial Yvel of -32.
Potential improvement: Maybe use an inventory Tanooki, perform a duck clip at the left to the 1st star coin, a leap of faith, do a jump with -48 speed instead of -32 speed. I tried but couldn't execute it. But then damage has to be taken to be able to build high enough speed to duck clip with the 1-up block.

5-GhostHouse

Freezing the Parabones is really cold.

5-HammerBrother2

Compared to stomping, I switched to Tanooki early to tail swipe to travel less distance. More lag but still faster than stomping.

5-GhostHouseSecret

Building P speed with Tanooki on uneven ground? Eh, but ORB! There is a vine to get up to the door, and invisible blocks to get up to the orb. Much faster to fly up.

5-6

Bullet Bills still can hurt you after tail swiped. Used this for entertainment instead.

5-Pyramid2

Make sure to do corner boosts and not bonk. I guess the mystery of the pyramid has been solved.
15 HP left on the boss by the time it is stomp killed.

5-Airship SMB3 5-A

A fire battle? Toad wants to be slightly away from Monoclyde at certain moments to not get hit. 65 fireballs man! It is also possible to hit Monoclyde while he is hiding in the sand but it takes longer for fireballs to hit. The result is pleasing.
"Having successfully defeated guardians of the desert King Totomesu and the sand serpent Clyde, our heroes have followed Bowser Jr. to Isle Delfino.
Rumor has it, Bowser Jr. has built a rocket here somewhere."

World 6 Isle Delfino 🎶Bianco Hills

6-1

I instantly equip a Penguin Suit. Mobility in muck water is very limited normally. With Penguin Suit, Toad can swim normally.
Water edge abuse: same as 3-3. Going up quickly at an average of -48.5 Yvel.
Possible improvement: At least 146 frames can be saved by getting a shell and performing a shell jump after bouncing off the Red Koopa Paratroopa to skip using the upwards pipe.
Star coin 2: At waterfalls, muck or normal, for Penguin Toad, hold D to set Yvel to 32. Yvel increases by 1 / 2f. Caps at 61. To go down fast, only hold D for 1f at a precise moment to maneuver around ledges.
Star coin 3: To get up that platform, one has to hit the vine and take it. The muck waterfall cannot be swum up if it is offscreen and P speed isn't available to free the vertical scrolling. I perform a shell jump instead.
Just in time to keep 62 Xvel from the slide when the acceleration framerule aligns! At first I was 1f too slow but I managed to squeeze that out from the star coin 2 subarea! Toad's legs flutter!
3f delay for HB so that 1 less move for Fazzy. I can get Toad to face left again.

6-HammerBrother1

They are called Sidesteppers and Fazzy hadn't exist in the Marioverse though SouthBird named them Fazzy. Defeated by bopping them twice then running into them. Or freezing them and running into them. Rammed by other frozen Sidesteppers kills them but doesn't count towards the kill count.
This is mainly about utilising the 4 Xvel from facing away frozen enemy after kicking and reach the top left for the final enemy as fast as possible.

6-2

Immediately 41 frames are lost at the start not knowing the trees are actually vines. And lost another 30 frames since it is possible to jump from the tree to the pink note block platform. Wonderful.
At coin heaven, I skipped Piantas completely and the movement is actually really tight that there is no place to stand for more that 1 frame to refresh the P kill counter. And the pink note block bounce eats up much of the P kill counter...

6-3 SML2 Mario-4 Final Bosses: Three Mean Pigs! 🎶Athletic - Super Mario Land 2: 6 Golden Coins

Fun level but a lot of lag. Score manipulated.
Star coin 1: Pause to prevent a fireball being shot. Although it can be dodged with duck jumps on the way back, absence of it reduces lag.

6-Fortress1

Star coin 2: It is basically waiting until the right and below Piranha plants to retract for Toad to squeeze through and having the most possible Xvel at that moment. Freezing them is a possible approach but you are stuck at a low 4 Xvel inside the frozen Plant.

6-5 Inspired by SMS sewers?

Using the shell, I can bounce off it right before entering to keep the speed. It was very precise. I have to not take damage afterwards either. The shell has to be released at a precise position, as well as Penguin Toad shouldn't get stuck at the corner. This saves about 5 frames. And then, getting out of water whenever possible.
Duck jump to reach the ending trigger earlier.

6-HammerBrother2

Unfortunately the exact same input has to be used. I also had to manipulate the X subpixel of enemy slot 2 way back in 6-3 to make the 4th Sidestepper peak 1f earlier that I'm able to kill it.

6-6 SMB3 7-4

6-GhostHouse

Frame perfect jump on entry prevents the gravity switch and skips the entire level.

6-GhostHouseSecret

I still do the FPJ as the switch to reveal the pipe is above. I equip a tanooki from the few leafs to choose from, to collect star coins on the "lower" part of the level and skip switching gravity or going into pipes located at the far right. The jump to start the 256 P kill timer is specific to end and immediately start charging P speed on the pipes.
After star coin 3, getting up and keep as much Xvel as possible without bonking, and run on ground as much as possible. Previously I had 379 on the timer but weirdly I get 380 by saving only 1 frame.

6-Transition

So sliding is faster than a small jump by about 10f. The hand trap gave me bad RNG when I resync it so I looked into improving this and I am glad that RNG was bad to initiate the improvement. Too bad the discovery didn't happen while in 4-T.

0-Hand3 SMB3 7-F1

Fort Knox. Every randomizer seed includes it. I have tanooki but still have to collect star coins.

0-VS3

Optimise mainly climbing the ladders. The coins are always in the same spots.

0-Transition3

Tanooki + upward slopes = bad.

6-Fortress2

Glad to have these levels that require tanooki be consecutive.
As flights are long, better gain maximum speed before jumping to fly. All the platform lengths are just enough.
The fire flower is for the boss and there are 3 spots to obtain it. The P kill timer is not long enough to collect star coin 2 while flying, but just enough to get the fire flower and keeping P speed.
Again, ducking shrinks the hitbox by 1 pixel to be closer to the Nipper. Finally, I kill Petey Piranha with 11 fireballs.

6-Airship

This level is all about height. Semisolids open up the possibility of reaching from under. Each landing moves Toad 2 pixels upwards and it should happen for every jump to be optimal. Jump when having 16 or more Xvel when possible. Avoid releasing A when Yvel mod -5 is -1 as that lands on the same frame when Yvel mod -5 is 0 lands and ascends less.
Pipe Glitch: Those tiles function as W7 pipe tiles because they are tile $9E. It shows that the mask tile uses the palette of the character.
Bowser Jr.: Hit BJR at the left side and he will hit himself afterwards. Kill the Bob-ombs as soon as possible to make BJR return earlier. I think when the Bob-omb drops is on a cycle and where they drop is random. It is currently 41f slower than my first draft but unnoticeable from a viewer perspective.
Bob-omb Glitch: Stepping on a Bob-omb when it stops walking makes it explode immediately (state 0 straight to 2).
"Our heroes discover themselves on a massive rocket about to launch! Was this some kind of trap?!
After it rumbles to life, it crash lands on a nearby planet.
Our heroes are now in the greater galaxy."

World 7 Greater Galaxy 🎶Comet Observatory

7-1 Inspired by SMG Good Egg Galaxy 🎶Egg Planet

The max Xvel you can get from slope and keeping P speed is 61 because you have to exit the slide with a right press to regain P speed and jump 1f after on a frame with favourable acceleration framerule.
Nominal falling terminal velocity is 69, but is actually 64. But it switches to -69 when reversed, giving a lot of height. Press U instead to duck. How the game does it is actually swapping Up and Down inputs. Duck to get "deeper" before entering water. Delayed jumps to refresh the 256 P kill timer.
YEEHEEHEEYA HOOHOOHOOOOO!
I spend some more frames before entering the pipe without landing before to keep P speed on the other side because jumping immediately cannot perform the gravity switch glitch. I clip a pixel into the floor to switch gravity and duck jump that it will jump downwards to break the brick.

7-2 SMB2J 1-1 and 1-2

Fire is great for dealing with Piranhas. Some turnbacks to avoid enemies and lag.

7-MushroomHouse1

I get the boomerang flower for 7-F1, as well as leafs and penguins. The boomerang, just like the hammer suit, can take down certain bosses quickly.

7-Transition1

YEEHEEHEEYA HOOHOOHOOOOO!

7-3 Inspired by Freezeflame Galaxy 🎶Ice Mountain

The ice tiles in the background affect deceleration so I have to avoid them to have maximum deceleration.

7-4 SMB3 1-5

Keeping sliding speed and landing on ground ASAP to hit pink note block is hard.
At the end of the autoscroller, load trigger is just there, and it keeps my speed and gravity. There is no gravity switch planes afterwards so there is a quick tunnel. I also took the "sit on slope" by "Lord Tompa" in vanilla 1-5 as a reference.

7-Fortress1 Inspired by Battlerock Galaxy

Utilise the conveyors. I manipulated the boomerangs' X subpixels for the fight.
Topmaniac: Normally you have to stomp on him and kick him to the side 3 times. Now that I have unlocked boomerang. It takes 33 hits. The boomerang has to be fired with precise Xvel and Xpos to stay in Topmaniac's hitbox. If needed, stomp on Topmaniac to stop him from moving to the left when boomerangs are on the right of him.

7-5 SMW 7-1 Valley of Bowser 1

Another tanooki movement challenge as there are 5 spots beneficial in tanooki. For the first flight, it is better to start the 256 P kill timer earlier so it ends earlier and charges again earlier and extend the runway for max speed, which is precious in tanooki form. I get the Buzzy Beatle out of the way to regain a little bit of speed. Jumping before star coin 2 isn't possible as P speed is still in effect. Press float before landing to reduce the floating frames when running off at the end.
Building up more Xvel has more lag but is still faster than completely flying over.

7-6

Sliding is faster but the part after, an Ice Snake forces me to either fly or be slow. Flying makes wall jump impossible after collecting star coin 2. So I start the 256 P kill timer early to charge another one. I wish I can collect a shell to shell jump but upwards gravity messes up colision and I am unable to grab the shell.

7-Transition3

YEEHEEHEEYA HOOHOOHOOOOO!
Jumping does not enter the launch star sooner or later.

7-Fortress2

Grabbing a boomerang flower also loses P speed if I do not jump in time. For Topmaniac again.
Star coin 2: SouthBird thinks a long pipe traversing animation and putting a "?!" is funny.
Screen scrolling manipulated during the fall to lower the clock timer and save 1f.

7-8 SMB3 8-Navy

Freezing Red Koopa lets me land sooner and charge P meter sooner. More block boosts.

7-7 Inspired by SMG Dreadnought Galaxy

Everything lined up to make it happen. Under reverse gravity, the clipping condition is reversed. To duck clip, you have to duck jump and hold duck (Up) while clipping. To floor clip, stand up while stuck in the ground to slide to the right.

7-Fortress3 SMB3 7-6, 7-1, 5-2

Very neat concept and makes "scaling" heights a breeze. If I am forced to touch the ground, I have to touch as few frames as possible and get back into falling soon.

7-Airship SMB3 7-A

Walls are not thick enough to allow cliping to the rightmost. So I used a corner boost and kept P speed instead.
BJR fight: I want to land on the other side sooner to be able to jump earlier. I also want to execute 48jump's if possible. For the 2nd hit, you can and should be "below" BJR to hit him because interactinos under reverse gravity is messed up.
"They kidnapped your special one while you were traversing the Galaxies. She is at Bowser's Galaxy in the center of the Universe! I will take you their in my star ship.
Go forth, heroes!"

World 8 Bowser's Galaxy 🎶Castle of Bowser

8-1 SMB 8-1, 8-3

I have tested if boomerang is faster in various spots. The result is, still very laggy... During the clip, facing left reduced some lag. Some part of 8-1 is skipped.

8-2 SMB2U 7-2

Boomerang is too slow and a jump is required to not run into the goombas. Throwing a second boomerang causes more lag.
Donut dropping: When the donut breaks while Toad is on it, Toad has to fall from rest and takes 11f to reach the ground. Going off the side earlier spends less frames accelerating downwards and spend more frames falling at max velocity. I go through another donut while dropping on a donut. It requires the donuts to load in in a specific order. Other times, I remain standing on ground and drop after triggering the donut. Some tricky movement to maneuver around Sparks. Activating a donut removes the original block and Sparks can directly run through it into Toad. Lastly, only 2 donuts can be loaded at a time.
Skipped the last section as there are no star coins. Normally going through the pipe, it has more climbing section and a flagpole at the end, surprisingly not a boss fight as this was the last level of SMB2. But on the other side of the wall is Mouser, the exact same arena used in 2-F1. However the camera is frozen and allows Toad to access out of bounds area where there is some stuff to show off. However it is too far to do that without losing time in the fight.

8-3 SMB3 6-2

At the U shape section, wall jumping up and keeping P speed is 71f faster than clipping. However it is impossible to wall jump up as Big Toad.

8-4

Some Yoshi dismount boosts and the ceiling clip with a note block is really neat.

8-5Secret

Really convenient route to get star coin 1 and the ORB. Intended method is to use the star at the right end of the structure. A star appears only of course when it is mandatory. Charging P meter on the upper row of blocks is almost possible and could have saved 18f (and force me to resync the upcoming autoscroller).

8-Transition

World number goes woosh! If you haven't noticed it.

0-Hand4 SMB3 7-9

Going out of the way to get star coins in SMB3 runners' "favourite" level (it's a huge gamble to go for 4 clips). The clip with the note block bounce is hard to figure out as I have to bounce on the far right side but accelerate enough to be able to clip.

0-VS4

An interesting and quick coin collecting minigame. Pattern seems to depend on $0015:Counter_1. Pausing affects the pattern and I didn't try to see if there are any faster solutions.

0-Transition4

We still have the secret path from World 2.

8-5

More clips to skip some round trips. Going optimally at where the Pokey is is tricky. I would also cry if there is a way to get star coin 3 while going under.
Note: After exiting 8-5 (frame 279256), I carelessly lost 1f to pressing L late. It affects $0015:Counter_1 and when the P meter expires. Cannot bother to resync. It happens...

8-6

Equipped tanooki to fly up to 2 star coins. The trees that blend into the background, are vines actually. At star coin 1, it is better to accelerate as much as possible before dropping.
And when tanooki, shells and autoscroller fusion... Sacrificed 2f of lagframes to get the style I desire. I'm very glad that this allowed passing on obtaining 99 lives magnificently™.
In the end, P meter runs out at precise time to keep 44 speed, saving 1 frame.

8-7

Starting subpixel not maxed to allow sliding for one more frame. When getting out of water, I used the sloped tileset ground snap to land otherwise the upward slope limiting speed continues to apply.

8-Bowser'sCastle 🎶Credits - Super Mario Land

I'm really satisfied with the entertainment.
For the floor clip after star coin 1, there is excess rightwards position and it is a 1f A press, the priority becomes reaching the ground asap.
For the "2nd" ! switch, a 16-jump is required to get back up.
Luring Bowser to stomp an existing gap is faster. There is no other way to speed up this fight. Dying respawns you right before the fight. If you equip a Super Star, its effect gets cancelled. You cannot hurt Bowser with fireballs or boomerang during the fight, but you can before the fight starts, which if you drained his HP, the fight softlocks once it starts.
"Congratulations, heroes! You have defeated Bowser and restored peace to the Kingdom!
However, comets from the greater Galaxy have shown up, causing strange effects in some areas..."

8-1Daredevil 🎶Speedy Comet

All powerups, checkpoints are removed in daredevil comet missions. The powerup you have when you enter the level just gets eaten. It adds a lot of routing planning challenge.
No way to take the shortcut that could be taken as Big Toad. Do all the corner boosts and block clips.

8-3Daredevil

After the autoscroller, at the U-shaped path, a type of clip that comes to mind is the one used in 8-Fortress in [TAS] NES Super Mario Bros. 3 "warps" by Lord_Tom, Maru & Tompa in 10:24.34 but no space to build enough (49) speed to clip. But never mind it has been explained above.

8-5Daredevil

Bumping the sideways noteblock sets Xvel to -16. Wall jumping the right side is the only good option.

8-7Purple 🎶Purple Comet

Time for coin collecting! There are some general things to note. Only one coin can be collected per frame. If 2 coins has to be collected at an end of a turnaround, Toad has to stay in the pixel that allows the coin be collected for 2 frames to collect both. When jumping high for coins, you want higher speed high up, but only makes difference it one more column of coins is collected.
Slide on slope and jump for instant turnaround. Duck jump to clear the wall on the upside earlier. Sliding here is faster because there is no need to swim to star coin 3. Gravity planes and acceleration framerule is not nice near the end.

7-1Purple

Literally same trick. But duck jump makes more difference to avoid bumping the ? blocks. Left press and B releases are required to reduce lag. Duck jump to fall deeper in the water.

7-LaunchStar1

7-3Purple

No P speed at the start. It would help greatly but the Octoomba is so in the way. A lot of Y position control. The "upward" slope jump "high" enough to collect coins, land as soon as possible, and as "high" and far right but enough to collect coins while accelerating right. For the upside part, coins can be leftover.
Geometry does not allow for keeping 62 Xvel. Slide sooner and get 61 Xvel is faster than delaying the slide to get 62 Xvel.

7-Fortress1Daredevil

There, the normal way to defeat Topmaniac.

7-LaunchStar3

7-7Daredevil

Still broken while playing as Small Toad. Thanks to MarbleousDave for the original idea of entering the pipe while gravity is inverted.

7-8Daredevil

Took swimming optimisation to the next level. At the front corner, position at Y pixel B will boost forward 1 pixel. Drop to pixel C at a precise frame (when reaching next block horizontally), otherwise Toad will bonk. Keep swimming to maintain the partial clip. At the back corner, there will be 2 pixel boosts.

6-2Purple

The tree is climbable, but not enough to jump off to reach the roof. Falling off the leftside of ? blocks loses X displacement but builds much more speed to be used for a long time.
Jumping up early is to avoid lag. More speed is built if only the first column among top row coins is collected during the descent but it would be impossible to collect the lower rightmost coin while flying high to reach the next set of coins then to drop under the house platform.
Bopping Red Koopa Troopa alligns the landing better (no excess height). Lose some X subpixel to build speed for one more frame is a positive tradeoff. Jumping as early as possible while not bonking or landing. Land on the right side of Pianta to charge P meter.
In fact I lost 7f of lag from the Sidesteppers while resyncing from the mushroom house route change.

6-Fortress1Daredevil

For two consecutive vine jumps, get them as close to each other as possible. Afterwards it's about dodging Piranha Plants.

6-4Purple

A water level worth enough to equip a penguin for only this level's purple comet and normal mission. It's easy to miss that it is possible to not contact the 2nd Pianta and build enough velocity to wall jump.

6-4

If Toad duck jumps into the waterfall near the ceiling, he would bonk.

6-6Daredevil

Possible improvement: Near the end, it is possible to reach the upper platform without using the waterfall. Being on top enables grabbing the chest earlier. My distance sense is just not there.

5-1Purple

It is barely possible to collect purple coins high up without slowing down with Y subpixel manipulation.
Slow down enough to jump before the gap as there is excess X distance.
Possible improvement: build P meter by stutter stepping without going back saves 20 frames.
After floor clip, attempts were made to rebuild full P meter but no luck.

5-6Daredevil

The Angry Sun has an infamously bad hitbox.

5-3Daredevil

Floor clip at a precise moment to allow having the maximum clipping at the right of the screen from 56 Xvel as well as getting the maximum corner boost. Y subpixel manipulated to land on a different frame on the Albatoss to avoid the negative pixel boost.

5-3

Fire flower equipped for big size as well as to clear the Gao in the way of the runway in the next level. Not needing the shell to break the brick for star coin 1 saves a lot of lagframes as well.

5-4Purple

5-4 SMB2U 2-3 and 6-3

The Bob-omb is placed furthermost to the right. During the explosion, Toad performs a floor clip into the middle block after the top block is broken, so Toad can duck jump from the bottom block ASAP.
Dig as close to the right sand block without getting snapped up, and have the acceleration framerule line up such that the last frame before an arrow build is E/F since a duck frame that doesn't lose velocity is required before duck jumping not to jump long before hitting the ceiling.

5-5Daredevil

No floor clip allowed...

5-5 SMB2U 6-1

I was stuck trying to understand the Albatoss pattern for 1.5 hours in order to make the second Albatoss to be below star coin 1. I could have wasted a bunch of frames waiting, thinking it is RandomN or Counter_1. So the vertical level of the first Albatoss influences the level of the second Albatoss after reading the code. If the first Albatoss is at a certain level, the second one cannot be at the same level.
Albatoss_YOff:		.byte -8, -8, -4, -8
Albatoss_YOffHi:	.byte -1, -1, 0, -1

	LDA <Counter_1
	LSR A
	LSR A
	AND #3
	TAY
	LDA Albatoss_Frames,Y
	STA Objects_Frame,X

	LDA <Objects_Y,X
	PHA
	ADD Albatoss_YOff,Y
	STA <Objects_Y,X
	LDA <Objects_YHi,X
	PHA
	ADD Albatoss_YOffHi,Y
	STA <Objects_YHi,X
The Y level change is indexed by Counter_1 / 4 % 4 and there is not a 0 option.
And a bunch of pauses to manipulate the Albatoss levels. X position control to manipulate when the 3rd and 4th Albatosses spawn and squeeze one more arrow in.
It is possible to get inside a frozen Piranha. Freeze the Piranha just like killing them with fire, duck to get a pixel closer, and jump and insta land to keep P speed on the other side. Which means pipe entry in 3-Ghosthouse is suboptimal.
Weird glitch I found accidently. Shoot an iceball before grabbing a Shy Guy, throw it after it being on hand. The Shy Guy turns invisible but follows the unfrozen being thrown trajectory. If Toad gets stuck in a specific way, Toad's Y position teleports to Shy Guy's Y position. No idea... On the frame being below the bricks, jump to keep P speed. This saved needing to go down another pipe to hit a P switch go back up. Equipping penguin was originally for 4-3Purple but the above 2 improvements came out of nowhere.
With that, the TASing hell with 3 autoscrollers full of RNG is over.

4-1Purple

Not sure if it is possible to build P speed earlier than what I do. Took a shell to bounce on it for Y velocity.

4-3Purple

The Urchin blocking the way to the left is just annoying. Have to swim high enough, be at X subpixel F, slow swim left, X velocity drops to -15 that X pixel won't change, shoot, go right then left and kick.
Freezing an Urchin and swimming under it while holding Up weirdly forces Toad to move down. Toad clips in the block below getting 3 pixel boosts. If not careful, one can be softlocked.
Getting "out" of water: If you have noticed the splashes, it's that by approaching the purple coins (or normal coins) at a specific Y pixel. After halfway, press Up to get out of water for 1 frame. This has the effect of 1. having a 1 subpixel boost which could maybe save 1 frame, 2. having 51 upwards velocity which may be faster in some cases.

4-4Daredevil

The 8 block runoff doesn't lose P speed. No Yoshi, no clip.

4-Fortress2Daredevil

A lot of lag. The level section has lag but some are reduced through facing left and neutral pad. The Reznor section is crucial to have a very low score, which saved a lot of lagframes. Although after a while it still lags every frame, it lagged fewer before hitting the first Reznor, and didn't lag before jumping.

3-1Daredevil

If skipping over the level small isn't interesting enough let's do that again.

3-2Purple

Only purple comet done small. Inbetween 2 daredevil comets, no benefit to be big here and there's also a small exclusive wall jump near the end.

3-3Daredevil

An upward slope jump that I intentionally forgot to put it the first time around to have an entry here. The ledge is very high. Since you cannot accelerate anymore until you land if you jumped from an upward slope, the slowdown has to be carefully planned. The slowdown has to make sure that the X pixel be even and subpixel be 0 so that no excess X position is wasted for the same landing Y pixel. Then clearing the wall and having -Yvel <= 32 to snap to ground and accelerate. Could have saved half a frame but none matters because of upcoming swimming acceleration.
Not all jumps are full jumps or immediately gets out of water when possible. This is to line up acceleration framerule such that it accelerates by 1 on the frame Toad enters water or the frame after.
Delayed water exit at the corner of water to accelerate by 1 more before exiting to allow full 40 Xvel when next entering water. Since it would become downwards Yvel, it can be entered on the frame the Yvel -7 displacement happens but not that of -2.
Next, it is possible to have a stroke right before falling out of water and press Up after to trick the game into thinking Toad is getting out of water at the top. This gains 1 Xvel and any acceleration is welcome. Then it is possible to get out of water horizontally while keeping the swimming state by reaching the surface. And jump exit after to essensially jump from a higher spot.
After the next jump into water, Toad has to get into the vertical water with upwards velocity in 2 jumps. Quite a lot of frames of waiting.

3-4Purple

This level sucks so much in routing. Inbetween 2 daredevil comets, having purple coins high up, and a Parabones barely in the way. Being small loses like 10f per jump. Parabones in the way forces me to freeze it to avoid taking damage. Taking damage as mushroom, fire or or carrot or equipping a star is just suboptimal. It sucks because the penguin could have been traded with a tanooki by going to a World 4 mushroom house instead of 5 or 6, and use the tanooki for for example 6-Ghosthouse or a boomerang for 7-Fortress 3 to maybe avoid the detour in 7-7. But it has to be a jerk.

3-GhostHouseDaredevil

I think bonking at the pipe is the play to avoid the Piranha plant. Did not test slowing down. Stair snap should be better than the previous visit.

2-2 SMB2U 3-1 and 3-2

RNG, RNG, RNG.
My speculation to the level and the type/speed of Parabeatles spawned depends on Toad's height, screen scrolling, Counter_1 and RandomN. A lot of pausing is used. Tanooki may lose some frames everywhere, but Tanooki Toad can fly over a gap that originally is 2 pipe transitions. The most troublesome is the jump after star coin 1 to the wall jump.

2-1Purple

Being small cannot build P speed early. Getting extra mushroom/flower from a mushroom house and then equip it before 2-1 would cost 65 + 48 = 113 frames. Taking damage from tanooki to big inside 2-2 and taking a detour on the map costs 32 + 34 = 66 frames.
When turning around at the waterfall, there is only 1 frame inside the waterfall and that frame has a favourable acceleration framerule value to maximise acceleration to the left.

2-3Daredevil

Straightforward. Reduce lag and do the corner boosts.

2-Fortress1Daredevil

Some differences from the original level. No need to duck jump for tight turnarounds. Can take the right path where star coin 2 was.
Birdo: The first egg spit is really late. The next good RandomN value happens not long after the first egg spit so I waited for that and took down Birdo without extra invincible frames between hits.
2-Ghosthouse Secret requires tanooki. 2-5 requires tanooki and damage boosts. 2-4 Purple requires big, slightly better with penguin. 0-Hand1 requires penguin. 1-3 requires penguin. Save and quitting removes any powerup Toad has. Consuming 1 tanooki and 1 penguin, the best route is what it is currently used.

2-5 SMB2U 7-1

Did not expect that the first star coin was just above the start. Tanooki mainly used to skip round trips to star coin 2 by flying under. Need to have enough slowdown that the slowdown is minimal and getting out of the pillar ASAP while having enough height to collect star coin 2. Some Y subpixel manipulation is done.
When scaling, do as much 16jumps as possible and have favourable Yvel mod -5 values. There is a walking frame to avoid the P kill counter actually killing. Of course in that frame the 2 pixel ground snap boost is got.

2-4Purple

Neat that row 2 and 3 coins is possible without slowdown. Near the end, Toad froze a Bob-omb to jump from it having -63 Yvel, instead of a weak -48 bounce, skipping a step on the breakable block. Lag is carefully reduced.

2-Transition

Thank you for reading all the way! It's close to the end!

0-Hand1 SMB3 1-1 and 1-2

Where the semi-solid occupied becomes air and below the top row can be stood on. Get the corner boosts, enter water while "upwards" Yvel, use the coins to get out of water as much as possible.
After getting below the screen, there is no ground to stand on. Toad is "falling" indefinitely but it's still faster than swimming velocity.

0-VS1

Yeah the Spinys just spawn at set times. Nothing to show off.

0-Transition1

Will go back to World 0 shortly...

1-1Purple

Supposed to be a purple comet tutorial just like Good Egg Purple. Controlling velocity and position to get the wall jump while collecting the needed coins at the pyramid section was pretty challenging. And having those 3 coins leftover at the end is barely possible.

1-3Purple

Just like 4-3Purple, I do the pseudo jump out of water whenever possible. I hope I did the large rectangle of purple coins optimally. I forgot exactly how it was done. Blooper X subpixel manipulated for Red Koopa Troopa in next section.

1-3 SMB 2-2 and 1-3

It is best to only be in the water for 2 frames each time (hold Up for 3 frames, 1 of which serves as jumping out of water) and it is 8 subpixels of difference if being in the water for 3 frames. It is done by landing in water not too deep. It wasn't easy to do. At the same time, during the process of accelerating from 32 (max for penguin) to 40 speed, if the frame that Toad is unable to accelerate (when $0553 is $00 or $10) happens, some subpixels (between 1 and 10) would be lost. Since some sections can only fit in a certain amount of jumps out of water, some jumps aren't maxed to allow favourable acceleration.
When getting upward boost from air bubbles, release Up not to neglect the boost.
Being Small Toad happens to be just slightly faster than penguin. 27 frames in water section. But because star coins 2 and 3 are located high above, Small Toad has to slow down more. Since we must be fire the first time around and penguin after doing purples, penguin is used.
Possible impairment: By getting the shell at star coin 2 and use it to "Shell Ninja" to star coin 3, it is possible to lose 9 frames.

1-4 SMB 3-1 and 3-2

This is a challenging level of flight control and lag reduction. There are too many things to go over. Lag is seriously real. I hate SouthBird changed how tanooki works again. The start flying time is controlled so that P meter runs out at a favourable time. I took the idea of jumping without P speed after running for a while from vanilla 2-3 warpless TAS. Jump before P speed expiring to have a slightly lower Xvel but keeps it for longer. Get and throw shells to reduce a lot a lot of lag even if it delays getting P speed. A few enemies have been despawned. I don't really know what's up with having 5 Goombas or Koopa Troopas on screen. These had no problem in SMB. Reznors had no problem in SMW. They all just suck here.

1-GhostHouse

What I originally planned for tanooki in this level is to fly up to the ORB. It is actually slower. I didn't discover the ceiling clip until very late when I examined the map. I let lagframes happen on odd number frames for them not to eat up the P kill counter decreases to start the next P speed build earlier.
Star coin 3: The only time these player-controlled snake blocks come into play. The snake blocks turn only perpendicularly, which means only left or right presses changes its direction when it is going up, and it will not cancel the turn even if there is an Up press after a Right press. The challenge is to catchup with the block in height at first, and not fall off the left side without pressing Right to avoid changing the snake block direction. The second to last jump acts as a wind-up to charge to the right.

1-F2Daredevil

Corner clip
Uninteresting level. 2nd to last instance Bowser swims in lava.

1-5Daredevil

At the start, only half P speed is possible. I am surprised to see jumping over Piranhas are possible. And of course the cheese.

1-5

Equipped a tanooki suit to perform a skip from one subarea to the other that are just placed next to each other.
In the first section there are some slowdowns but only on certain frames can Toad accelerate in water.
Before the clip, the last flutter has to be early to end right before reaching the corner, so the flutter before that has to be asap. The Y position at the pipe has to be between 2 and 5.
To successfully duck clip into the next area, Toad must be ducking, and have enough speed. The constraints are Toad cannot duck while holding a shell, Toad cannot tail swipe inside a wall or while throwing a shell, duck cancels tail swipe, . Not holding B on contact with shell kicks it while keeping ducking. The necessary actions are taking damage, duck jump or duck off ledge, tail swipe shell to throw it upwards. I tried doing it at the left side but Toad cannot wall jump while flight timer is still going, nor tail swipe shell and duck because the window to do all of that is too narrow. Initiating tail swipe and it hitting the shell takes too long. Therefore impossible for me. The right wall is just letting flight timer run out, pause to tail swipe, wall duck jump, kick shell and clip. Note that the pause is on a certain frame to shorten the flight timer by 1 unpaused frame because flight timer ticks every 2 frames based on Counter_1.
To the underground section, I brought a shell to execute "Shell Ninja" to skip the pipe transition back up to save 4s. There is a ceiling I had to slowdown and hit. Otherwise I will bonk on the next wall. Then shell is thrown and bounced on a specific frame to not hit the next ceiling and reach the ground above without slowdowns. Y subpixel for the shell was manipulated back in 1-GhostHouse.

1-6 SMB 6-1 and 6-2

There is a water section so penguin suit is equipped.
6-2 is a run from right to left, so all the subareas send you backwards. The 2nd star coin area contains a damage boost And star coin 3 exit is still right of star coin 2 entrance.
Star coin 1: The arrow platforms do not despawn off-screen. I needed a certain amount of X speed when clearing the ledge to build arrow and not bonk.
Star coin 3: At the waterfall part, Down and Right are let gone of. The Y position I want to collect the star coin is 5 then I swim back up to avoid the ? block. The final Down press before the star coin to remove excess Y position.

1-7Purple

Single damage boost in the previous level saved needing to equip anything. Some groups of coins of 3 blocks height. Idk what to say about collecting purple coins at this point. The entire submission notes took me another hundred hours to complete, while the atlas encode also took the same amount.

World 0

0-1 SouthBird Original 1

Tanooki is used to skip the intended puzzle of getting to P switches before the previous runs out.
Slight delay to the landing allows losing only 1 arrow. Lose P speed before jumping delays the start of the flight timer. After star coin 1, an early jump to land on the 4th block which allows better alignment with the flutter spacing to land sooner. After that it is straightforward.

0-2 SouthBird Original 2

Having to work with leftover tanooki while getting P speed. If getting P speed on the earliest possible frame, the recharge will not work when jumping over the big gap (1 X subpixel short) so the start of charge is delayed by 1f. We do not want P speed going into the 2nd room. Thwomp will damage Toad if Toad does not have enough speed. And the X subpixel is not maxed when transitioning to delay triggering the Thwomp.
Next is a series of tasks. Flipping Red Koopa Troopa, get star coin 1 and get boomerang. Boomerang is to get rid of Tanooki to be faster, and for 0-3 and after. Koopa shell is for opening a path for star coin 2. For collecting boomerang, slowing down and turning around is faster than both bonking the far left wall and partially clipping the ? block.
Toad has no option other than grabbing shell and run off. Luckily acceleration framerule along with boomerang suit has smaller friction makes it not losing the full speed and able to recharge after losing 2 arrows. Jumping asap to throw the shell asap to avoid colliding with it on its way back.

0-3 SouthBird Original 3

You should know touching water is bad by this point. Still, got in and out and in and out of the waterfall by star coin 2.

0-HammerBrother1

When the 3 Magiblots spawn depends on RNG. If RandomN offset by its slot number mod 0x40 is 1, it tries to spawn. Therefore it is impossible to speed up other than to ensure the last Magiblot immediately finds a spawnable spot.

0-4 Maybe SouthBird Original 4?

Purple Comet music is really underrated. The synthesized percussion, the echoey atmosphere... Still didn't get to hear the end despite having 5 rooms. Where is the autoscroller purple comet just like Battlerock/Dreadnought?
There's a Mario statue while there is no way to fully see the thing on screen. Final call to watch the atlas encode!
Section 3: I could kill 2 Magiblots before they fully spawn making me look like killing something out of nothing but doing so spawns a static flower right after the last clip. (try removing B on frame 448426)

0-HammerBrother2

After saying "transition" so many times, I'm announcing I'm going to transition really soon. (You deserve to know :3)

0-Bleck'sCastle

Boss Rush: 4 of the bosses can be quickly killed with boomerang. That leaves Bowser, Mouser, King Boo and Reznors. Mouser contains a damage boost and King Boo forces a change to penguin. In King Boo battle, Dry Bones only spawns on Counter_1 mod 0x80 == 0. Any extra frames entered the fight waiting for Dry Bones to spawn is wasted. The time it takes to defeat Bowser and Mouser both make that the waiting period becomes longer, and I didn't measure Reznors. The last hit of King Boo is 3f faster than what it originally was.
Boss room exits: The velocity when exiting a boss room to the selection room is carried over. Depending on the door location, there are different strategies. For doors on the lower deck, have full speed. For doors at top left, ideally have high upwards and low leftwards velocity. The key is to do a 48jump on the last frame. But that means horizontal velocity would be very high. But if Toad rubs the left boarder of the screen, it drops to 16 or lower so I had it set up to have -48 which becomes -16 when the screen rub kicks in. For top right, it is trickier. 48 becomes 0 instead of 16 so I had to make the jump 1f earlier.
End style: I chose to end input where the outcome is impossible to be changed with any input. I could end input earlier which is landing on the upper square and standing will just do the final hit on Count Bleck.

The making

The day is 30th March 2021. Mario and Lakitus are having parties. Foolish me input the start button on frame 28, not knowing about how many hours need I sit in front of my PC to finish this...
My bad time management skills add to the already long "working" hours, causing me to be sick - messing up sleep schedules and made eyes allergic and redden. But man I want to get this done in no time. It is so motivating to see myself closer and closer to the finish line. It is difficult to strike a balance between health, studies and TASing, thus my nickname in Discord server, formerly "yes homework no tas". I tried to archive this project until I finish the public exam 9 months later, but the break only lasted for 3 months. I even halted in an autoscroller to try to give myself reluctance to resume. But I believe someone is waiting for this to be done. I want it to be done soon as well. And here I am, having TAS and other parts of my life in parallel. I considered inviting others to contribute inputs. But then I want to ensure everything is in my control - I would go through them, modify undesired parts. Therefore, it is not practical for me. Maybe it isn't that bad? I don't know. Seriously why did I chose such a bad time to work on this? I am soon taking the most important examination in my life. It determines my career. Still I prioritise this over revision. On 19th March 2022, I rushed through 0-2 through 0-BC and finally finished! It took less than a year - to make the first draft...
I started to make the second version after the public exams, as things turned out different in the first draft. Powerup route went unexpected. I had to take a long detour for a mushroom house, which makes it obviously unoptimised. I also managed to save frames in almost every level, though those aren't obvious. The result of my studies? I entered a community college, which is better than nothing. I made my last push during the summer vacation, made it to World 7. Progress drastically slowed down after. I have only completed 1 World in 6 months, leading to my nickname "3mix procrastination". With other projects joining in, 3mix is not going anywhere.
The last grind started in March 2023, continuing from the start of comets. To me, the most annoying section is World 5 Comet, where everything is influenced by RNG (Albatoss, Angry Sun) and they affect lag as well. And when I reached 3-4P I just realised it is impossible to have a good start (get P speed and not take damage) without using a penguin. Because of this, I had to change back to getting a penguin instead of a boomerang, which means I am entering a mushroom house of a different world. I had to do extra resync from World 6 to 3.
The inputs have been finalised on 27th June 2023. Spending much time to do the atlas encode and submission text, I changed nickname to "3mix submission procrastination".

RAM addresses

Since the game is recompiled, most addresses are offset by a few bytes or completely moved.
AddressTypeDescription
0075HexX Page
0090HexX Pixel
0747HexaX Subpixel
00A2HexY Pixel
0759HexY Subpixel
00BDSignedX Speed
00CFSignedY Speed
0553HexAcceleration Factor
00ABUnsignedX Screen (Relative to camera)
03C6BinP Meter
0505UnsignedNext P
0564UnsignedP Kill Counter
00F0UnsignedFlutter Counter
0507UnsignedTail Attack Counter
055DUnsignedP Switch
7C27-7C25UnsignedBoss HP
7C0D~7C16 Projectiles
05D1UnsignedClock Timer
7C2D~7C34UnsignedInventory
0513~0515HexHammer Brother X
0504~0506HexHammer Brother Y
6824HexVS X Pixel
6886HexVS X Subpixel
6813HexVS Y Pixel
6875HexVS Y Subpixel
6846SignedVS X Speed
6835SignedVS Y Speed
0015HexCounter
077CHexRandomN

Note for console verification

It is unlikely that this TAS works on console, as it desyncs quickly on Bizhawk and Mesen quickly. However if you want to attempt, please refer to https://www.romhacking.net/hacks/nes/patches/2068readme.txt . An attempt has been made and the result is in this post.
Disclaimer: TASes aren't meant to compare with RTA. The RTA WR for this category is 3:08:16, while the sum of best of all worlds 100% and comet run is 2:40:53 (powerups available e.g. boomerang to kill Wart quickly, excludes world transitions and credits).

Level by level improvements between versions

LevelSubmission
Level end
LengthFirst draft
Level end
LengthDifferenceNotes
1-13683368336993699-16Better movement and lag reduction
1-27666398378024103-120Not losing P speed to the 256 timer
1-F1107183052108573055-3Some corner boosts.
1-HB11148877011637780-10Agressive Cheep kill
1-GH137022214137582121+93Got Star Coin 2
1-F2173843682174783720-38Not bonking a pipe, earlier P speed
1-HB21812574118222744-3
1-7205772452206972475-23Hit the P switch, but got a lot of extra lag
1-F3273036726274326735-9Pipe clip and better maneuver around corners and plants
2-1299182615300622630-15Lag reduction and better basement
2-3334113493335613499-6Lag reduction at where the Nipper is
2-HB13406565434246685-31Knowing that the priority is to kill enemies but not off screen
2-F1368042739371772931-192Better tower (-25), skip fire flower, egg kill instead of fire kill (-98)
2-4397452941401903013-72Taking one less hit and various movement
2-GH433043559437753585-26P speed after clips
2-HB24401571144504729-18Lag reduction
2-F2491915176497945290-114Tower (-19), Mouser (-95)
2-A545315340553805586-246Airship (-231), Wart lag
3-1584813950593663986-36Skipping taking damage, better wall jumps, lag
3-2642655784651835817-33Better pipe entries, lag
3-3673013036682303047-11Better water section
3-HB6803173068961731-1+1 lag, but -2 Dry Bones!
3-5698981867708561895-28More lag, but better note blocks
3-F27623863407719663400Cycle based and did the boss fight as good
3-GH7892326857988126850The first level I did perfect the first attempt!
3-SS837694846848104929-83Cleaned up level entry. BJr doesn't bounce
4-18591521468695621460
4-2892153300903233367-67Teabagging and better Yoshi mount
4-3934824267945964273-6Front corner boosts and timer
4-F1976354153987904194-411st room (-28), 2nd (-7), 3rd (-5), 4th (-1)
4-410019525601013962606-46Note block bouncing. Lag
4-F210427640811055344138-57Discarded damage boost. Tanooki speed management
4-HB2104980704106272738-34Dismount height control.
3-410932143411106344362-21Flight control
3-F111310537841145483914-130Optimised earlier parts (-35) and caught an earlier Dry Bones cycle
4-HB1114006901115475927-26
4-511872547191202314756-37Better movement. Several frames from the timer countdown
4-GHS12052618011220381807-6First room
4-HB3121157631122695657-26
4-T121631474123170475-1
0-H212415725261257742604-78Boss Bass footstep
0-VS212619220351278362062-27Final Flipbug
0-T2126698506128344508-2
4-GH12964929511313392995-44Middle rooms
4-F313411444651360004661-196Note block hyperspeed
4-A13760234881395353535-47Different routes
5-114117735751431723637-62Star Coin 3
5-HB1141911734143930758-24No bonk
5-MH142596685144621691-6Figured out can diagonal
5-214555029541476333012-58Dig
5-P114876032101508683235-25Sand climb. No slide
5-GH15115023901532642396-6Corner boosts
5-HB2151867717153954690+27Equipping leaf, but saved time
5-MH1525526851546396850
5-GHS15436118091565071868-59The leaf equip, lag, and better flights
5-6158891453016103745300Auto
5-P216286639751650183981-6Star Coin 3
5-A16623533691683933375-6Mainly the boss fight
6-116933130961715543161-65Better swimming and Star Coin 3
6-HB1170140809172379825-16Found the optimal way
6-217278426441758303451-807Skipped mushroom house (-647). Mainly coin heaven
6-317651537311795853755-24P speed build, lag from fireball, pink note block
6-F117950329881825913006-18Star Coin 2
6-518251630131856303039-26Bounce into water, Star Coin 2 turnarounds
6-HB2183394878186517887-9Same
6-6190158676419328167640Auto and straightforward
6-GH1911249661942479660Short
6-GHS19339822741965302283-9Timer countdown
6-T193770372196915385-13Sliding strat
0-H319612823581992812366-8Star Coin 3
0-VS319726311352004381157-22Left route
0-T3197826563201002564-1Jumping from a better point of the slope
6-F220202241962052884286-90Alternate powerup grab, Star Coin 3
6-A207022500021028850000Better climbing, no P speed route, but lost about 40f to boss fight RNG
7-121035833362136543366-30Optimised swimming, and pipe entry
7-221362432662169393285-19Piranha plants kills I guess, and 8 from timer countdown
7-MH1214309685217565626+59Got 1 fewer leaf in first draft
7-T12146183092178743090
7-321763130132208943020-7Decel accel and turnaround
7-422286652352261385244-9Pink note block, sit on slope, tunnel
7-F122570128352289812843-8
7-522892732262323183337-111Breaking bricks, outside section route change
7-623162326962350372719-23Early P speed for Star Coin 3
7-T32319032802353172800
7-F223568537822391183801-19Jumping out of vine earlier, and others
7-824025445692436964578-9Star Coin 1, and block boosts
7-724346532112469153219-8Mainly Star Coin 2 but frameruled by acceleration to jump up for Star Coin 3
7-F324774342782512014286-8
7-A25622084772597218520-43Further ahead in autoscroller, better 2nd hit
8-125997437542635033782-28
8-226447545012680514548-47Better in every section
8-3269961548627353754860
8-427195119902755542017-27Major improvement from upwards clip, planned block clips
8-5S27325413032768581304-1
8-T273627373277241383-10
0-H427581221852794272186-1
0-VS42766768642802918640Pattern of the coins should be based on Counter_1
0-T42772405642808555640
8-527925620162828762021-5
8-628462653702882605384-14
8-728690122752905502290-15Star Coin 2
8-BC3054441854330910318553-10More pixels ahead, better floor clip
8-1D30924237983129183815-17Fortunately nicer score
8-3D31451352713181915273-2And then I'm too lazy to write notes
8-5D316036152331971415230
8-7P317724168832140216880
7-1P31952518013232061804-3
7-T13198353103235163100
7-3P32192920943256672151-57Much better start
7-F1D324247231832798523180
7-T33245613143282993140
7-7D32643218713301691870+1
7-8D32946930373332163047-10Lots of front and back corner boosts
6-MH3306641195333691475+720
6-2P33276220983358462155-57First flight has more speed
6-F1D33480520433378912045-2
6-4P33690420993400482157-58Skipped a Pianta
6-433905721533422042156-3
6-6D34540563483485546350-2
5-1P34795625513511332579-28Stalling the clip for less excess distance for P meter recharge
5-6D35254745913557254592-1
5-3D35694443973601284403-6
5-336150145573646804552+5
5-4P36306515643662941614-50
5-436634032753695833289-14Going through the explosion quicker
5-5D36858522453718252242+3
5-537123326483751183293-645Teleporting magic
4-1P37261813853765611443-58Shell jump
4-3P37487422563788262265-9
4-4D37736324893813142488+1
4-F2D37946721043834472133-29Very nice score
3-1D38147920123854932046-34First wall jump
3-2P38318017013872291736-35Nicer score
3-3D38509019103891511922-12Water extension
3-4P38625711673903211170-3
3-GHD38805918023921271806-4Stairs
2-239221541563965194392-236Pausing to control Parabeatles spawns
2-1P39365714423979581439+3
2-3D39629126344005942636-2
2-F1D39868223914032922698-307Good RNG
2-GHS40031916374049481656-19
2-540275224334075062558-125Starting skip
2-4P40395612044087171211-748-jump from frozen Bob-omb
2-T404365409409137420-11
0-H140805936944128343697-3
0-VS141009320344148702036-2
0-T1410566473415349479-6
1-1P41238918234172041855-32
1-3P41403016414188691665-24
1-341702829984188693000-2
1-442016131334220723203-70Lag reduction from shell throws
1-GHS42182616654242342162-497Ceiling clip
1-F2D42435025244267882554-30Corner clip
1-5D42604816984284881700-2
1-542965336054371853820-215Shell jump
1-643609464414438316646-205Star Coin 1 room P speed, Star Coin 2 room 1 less damage boost
1-7P43775316594455401709-50
0-144038526324481832643-11
0-244250621214502952112+9Got boomerang
0-344491424084527742479-71
0-HB1445479565453593819-254Good RNG
0-444984643674580224429-62Got rid of an unnecessary jump
0-HB2450525679458748726-47
0-BC45901284874673188570-83Changed boss order
Total04590120467318-8306

Possible improvements

There is around 15s or more of possible timesave. Some have already been demonstrated. It is up to anyone to make an updated version.

Special thanks

Nintendo: for creating and defining Mario
SouthBird: for creating SMB3Mix
FCEUX contributors: for making FCEUX an amazing NES TASing emulator
SMB3 TASers: for impressing me with their amazing work and gathering resources
Jabem and 3mix runners: for running World 100%
fortenbt: for a useful SMB3 Lua
slither: for helping with encoding
TASVideos community: for hosting TASes and promoting TASing

3mix any%?

There are any% exclusive skips such as 2-4, 2-A, 3-2. It would also be under an hour, which is something the 3mix speedrun community want to see (everyone wants to see what's theoretically achievable). I have seen WIPs up to World 2 from others though none of them seem to intend to continue working on it. And my main concern is the amount of autoscrollers. It would take me another year to finish this. I am moving on to other projects such as SM3DW(SW) and NSMBW so sorry for the bad news. If you love to see more 3mix, something that is really exciting to watch instead is this 3mix any% race at AGDQ.

ThunderAxe31: Claiming for judging.
ThunderAxe31: Beautiful hack ROM and impressive TASing optimization! Also, the definition of full completion is clear, as the game itself congratulates after beating the secret final boss and collecting every Star Coin. Accepting as full completion.
fsvgm777: Processing. CloakTheLurker is handling the encodes for this one.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15577
Location: 127.0.0.1
This topic is for the purpose of discussing #8578: Mizumaririn's NES Super Mario Bros. 3Mix "100%" in 2:07:17.64
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Exact count of the things obtained in full completion is only mentioned in the branch label if it's iconic (like 96 exits in SMW). And for compound definitions, it's okay to just use "100%".
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.
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1559
This improves over my old rejected run by a whopping 16 minutes. I commend thee.
Editor, Expert player (2073)
Joined: 6/15/2005
Posts: 3282
This looks good (it's been a while since I saw the previous TAS). The game could have done with less daredevil comets in autoscrollers, though.
Bigbass
He/Him
Moderator
Joined: 2/2/2021
Posts: 193
Location: Midwest
Unfortunately I am unable to get this to verify on console. The desync consistently occurs little under 8 minutes into the run. It's first visible at frame 28258, when the player fails to enter the door. Everything leading up to that point visually looks correct, except that it seems like the player turns to the left 2 frames too early (on frame 28258 instead of the expected 28260). I tried modifying the movie by add 2 duplicate frames immediately before 28260, and redumping the input data. (The movie desyncs on emulator shortly after this point, so this isn't a fix, but just an easy way to test what would happen with 2 extra frames.) Interesting, this change enables the replay to move into the door as the TAS expects! This also indicates a high chance of an emulator inaccuracy. So from here, the next thing to try is to insert the 2 input frames into the original dump. I don't have tooling for doing this, but should be doable still. Will try later today and post back with the results. (note: even if this works, there's still 2 hours left in the run for something else to break..)
TAS Verifications | Mastodon | Github | Discord: @bigbass
Mizumaririn
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Joined: 2/26/2020
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Location: Super Bell Hill
BigBass, thank you for the attempt and telling the details of the desync. That is much more than I expected, since a converted input file desyncs on Bizhawk and Mesen at 0 and 1 minutes respectively. Maybe since the lagframes are removed from the input data. I noticed that in the emulator, by seeking to frame 28230 (the other frame being 28237), opening the debugger and constantly step into, it can be discovered that the routine of the previous frame hasn't quite finished yet, haven't reached the forever loop at address $954f. But the NMI doesn't happen until some instructions after, until the routine of the previous frame has managed to reach the forever loop, and when the NMI routine has returned, it passes the forever loop and proceeds to the routine of the next frame without a lagframe. I believe the CPU cycle timing is crucial and the emulator finishes the previous frame earlier than it does on console and did not count a lag frame, where it happened on console. This does suggest inaccuracy of the FCEUX emulator. Unfortunately I wasn't aware of the emulation accuracy issue of FCEUX when I started making the second draft.
pronouns: Mizu/Mizu
Bigbass
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For what it's worth, just because something doesn't directly port to another emulator isn't a strong indicator of anything, including accuracy. Sadly based on your research, this appears to be an instance of what I consider a flaw in how TASing tools typically operate. In that TASers must provide inputs based on whatever the emulator claims is a "frame", regardless of how the game is actually reading inputs. (SubNESHawk in BizHawk is an example of the other methodology, where each row in TAStudio represents a single latch, rather than an entire "frame".) That said, I'll still attempt doing what I described in my previous post.
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Bigbass
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Bigbass wrote:
So from here, the next thing to try is to insert the 2 input frames into the original dump.
This worked! The player entered the door as intended. However, it then fails to grab onto the vine, and falls down the waterfall. I'm not too surprised by this. I've never had complete success trying to insert inputs into a desyncing TAS. But at least this further supports the idea that the emulator has an inaccuracy. In addition to your research and the circumstances of where exactly the desync is occurring, I think it's safe to conclude the emulator is at fault here. Unfortunately that means there is likely no way for this TAS to ever verify unless resynced to a different emulator. Theoretically, it might be possible to keep inserting/removing inputs until it works, but this would take significantly more time than it would in an emulator, and makes it difficult to compare to the original movie.
If someone wishes to try resyncing this for the purposes of verification, I highly suggest stopping around the 8 minute mark, and then asking myself or another verifier to check whether it works on hardware. That way if there's still a problem, they don't waste time trying to resync a 2 hour movie.
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Mizumaririn
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Joined: 2/26/2020
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Location: Super Bell Hill
The thing is to resync the movie in another emulator such as Bizhawk, even if accounted for the lagframe differences, it will yield different results, since a counter increments also during lagframes and a lot of stuff relies on that counter, leads to different behaviour, and different amount of lag, and impossible to sync without movement modifications. (and someone who can keep up with the level of optimisation)
pronouns: Mizu/Mizu
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Claiming for encoding.
Asumeh
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Not sure if those syncing issues is really gonna impact FCEUX's reliability for TASing... I've TASed with FCEUX for a few years now, and I really couldn't be any happier. However, I've heard about FCEUX's emulation inaccuracy issues, and it's really concerning me... Although those issues would be for another post. Yes vote for now! Awesome work!
Yaaay, I'm an active player now! :D (as of 11/9/2024) Thanks to TASVideos for the support, they're awesome.
I'm Asumeh, semi-expert SMB1 TASer. :) Check out some of the TASes I don't submit/upload to TASVideos on my YouTube channel, if you'd like. In progress: - Extra Mario Bros. (redo) (with HappyLee and w7n) - I'm currently assisting with finding improvements before the boss. On hold; we're currently struggling to confirm that we have the fastest route. Some debugging may also help with finding glitch exits, but neither of us are experts in that field. - Record my older TASes (excluding any obsolete TASes) and upload to YouTube. - Pretty busy at the moment... Check out my other links here. (Mostly WIP hehe)
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. ---- [5605] NES Super Mario Bros. 3Mix "100%" by Mizumaririn in 2:07:17.64