This is the new fastest completion of Super Mario All-Stars: Super Mario Bros., saving a frame over Nobodycallsmetubby's TAS from in 2018! The new improvement comes from entering the pipe 2 frames sooner in the first room of 8-4 with precise Y positioning, but unfortunately, 1 frame is lost in 8-4 water section due to an unavoidable lagframe caused by unfavorable blooper movement.
Nobodycallsmetubby's TAS from 2018 clocked in at a 5:03.417, same as this TAS. However, his TAS was either using an older outdated version of BizHawk or SaveRNG, which saved him a frame from power-on. The newer versions of BizHawk have cores that are more accurate, and therefore, his run would clock in at a 5:03.434 on the newer versions of the emulator.
Super Mario All-Stars: Super Mario Bros. for the SNES is essentially an enhanced release of Super Mario Bros. for the NES. This game was officially released in 1993, about 8 years after the original. Despite the base mechanics of the game being similar to NES SMB1's, there are various differences in the All-Stars SNES version of SMB1, which for RTA timing, gives us the ability to beat the game over 2 seconds faster. Some notable differences that save time in this game compared to NES SMB1 are faster transition times between levels, faster transition times between rooms, the ability to snap to the right side of the flagpole after grabbing it in some levels (which only works on J version), and the ability to directly enter the world 4 pipe in 1-2 without loading the warpzone. Some differences that lose time in this game compared to NES SMB1 are the inability to do bullet bill glitch in 8-2 (doesn't save time / softlocks the game in the US version), the inability to despawn some enemies (e.g. piranha plant in 4-2 wrong warp pipe, piranha plants in first and second room of 8-4), and the much bigger hitboxes of piranha plants, which requires us to wait longer to enter some pipes.
Overall, this was a very fun project to make, and I'm proud of how it turned out. This project was worked on by myself and HappyLee. I TASed the entertainment for half of the levels, and he TASed the other half. Similar to NES SMB1, this game runs on framerules / cycles of 0.35 seconds in all levels except 8-4. Therefore, at some points of this TAS, we may do slight slowdowns for entertainment, but they ultimately lose no time throughout the levels. Huge thanks to HappyLee for teaming up with me to work on this project and for perfecting the entertainment! He's the person who TASed the current most optimized version of NES SMB1 any%, so it's a true honor to work with him.
eien86: Apologies for taking a bit longer to judge this movie; I really wanted to resolve some details.
Second, the submission mentions an
existing work exists by Nobodycallsmetubby. That movie hasn't been submitted to this site, but anyway needs to be evaluated. Such movie being faster wouldn't be grounds for rejection for this submission since the former wasn't verified and we don't know exactly what emulator was used. Nevertheless, it can give a good idea as to how optimized the submission is. Lacking a reproducible movie makes this evaluation more difficult, but I was able to produce a
comparison video to help me out. I was able to confirm that the current submission beats the existing one by one frame, as stated in the submission notes.
This movie also beats the current
RTA WR by a couple seconds, if we disregard the intro time.
Happy to accept this as the first and groundbreaking movie for this game and wish for the previous submissions (373 and 1289) to be re-judged for a proper history for this game.
Accepting to Standard