Super Mario Bros. Deluxe is a 1999 remake of the classic NES title, released for the Game Boy Color. This movie aims to complete the game as fast as possible, using warps to skip sections of the game. This movie is a 65 frame (1.08 seconds) improvement over the previous TAS. The majority of timesave comes from a Japanese exclusive clip in 1-2. The Japanese release has all sorts of tiny differences from the NA/EU version of the game; a level-by-level breakdown of the differences is listed below.
Emulation Details:
- Emulator: BizHawk 2.9.1
- Core: Gambatte
- BIOS: Official Nintendo BootROM
- ROM Checksum: 94466f48d8b4f811608ce8641de5f82315cd60b5
Level-by-Level Breakdown:
1-1:
In the underground section, Mario can't make it to the top block to do a walljump, so I have to use the second block instead. Thankfully, it is still barely possible to get 372 on the timer. On the NES version, getting 1 firework doesn't lose any time, but here it does, so on stages like 4-1 and 8-1 I have to slow down to avoid getting a 1.
1-2:
I grab both a mushroom and a fire flower in this stage. A mushroom is required to do the clip at the end of the stage, and a fire flower helps avoid waiting on a piranha plant in the warpzone pipe.
4-1:
A handful of frames are saved here due to not grabbing the mushroom. I slow down at the end to avoid getting a 1 on the timer.
4-2:
More time is saved back from not grabbing the fire flower, and I implemented a couple of new strategies in the warpzone. If big Mario's head is inside a block, then the game tries to push him out to the right. Pair that with running speed, and Mario runs faster than what is otherwise possible. In the previous TAS, a trick I like to call "fast deceleration" is used to turn around quickly in the warpzone. Fast deceleration still works in the Japanese version, but it requires a different set of inputs, and it looks visually different.
8-1:
I have to slow down at the end to avoid getting a 1, like in 4-1.
8-2:
The pipe in the middle of the level is too tall, and there is not enough ground before it to get past it without slowing down. It is possible to precisely slow down and jump so that you lose minimal speed. This stage would normally end in a 3, so I have to slow down at the end once again to avoid fireworks. I release b twice shortly before I reach the flagpole to get a good subpixel. If you grab the flagpole with a specific subpixel, you can gain or lose 1 frame, so I need to set up my subpixel precisely so that I can save as many frames as possible.
8-3:
Yet another stage where I have to slow down at the end to avoid getting fireworks.
8-4:
There is one minor difference here from the previous TAS. In the NA/EU release of the game, if l+r was held while in the air, Mario would not lose any speed. However, in the Japanese version, he does, so I cannot accelerate to full speed quite as fast as the previous publication.
Boy, oh boy, I really enjoyed making this TAS! It was super fun to make, and I hope you find it just as fun to watch!
I would like to give special thanks to
Denial140 and
negative_seven for their previous TASes of this game, especially negative_seven for listing the game's tricks and mechanics in her submission. Thank y'all!
Suggested screenshot:
Frame 17819
eien86: Asked the author to take a second look at the final inputs. Surely there's more to be saved
Accepting to Standard