Preliminary Information

  • Emulator used: FCEUX v2.6.6
  • ROM: Super Mario Bros. (Japan, USA).nes
  • Patch: 【Mana】Fullmoon.nes
    • sha1:4a3f64e52665b2bd25b58f0d7f164d5561c16c1f
    • If the ROM does not load after it is patched, remove the brackets from the filename.

Game Objectives

  • Aims for 100% completion (beat all levels)
  • Secondary goal: fastest completion
    • Timing ends on axe grab, which is 19 frames after the last input. I believe this is standard for SMB1 TASes here?
  • Takes intentional damage, not to save time, but because it is required.

Introduction

I began my TASing journey in March 2021 with an SMB1 ROM hack called "Toad's Christmas Adventure," proceeding to TAS many more hacks of the game after. FullMoon was only the fourth hack/game I TASed, which I completed in May of the same year and can be seen here. I have always wanted to submit this TAS to the site, but watching it back I thought 1-B was suboptimal, so I would clean it up for submission after completing my Celeste Mario TASes. Turns out, I was not able to save any time in this level, but still managed to save nearly 5 seconds elsewhere! Special thanks to Rosin and Zejoant for helping me find some of that timesave before submission.
I would like to point out that the current publication of this hack by HappyLee does not complete all of the levels, rather ending the game in 1-9. It is my opinion that the existing movie should be obsoleted by my current submission, simply for the fact that the baseline/any% category is pointless for this game. The "all levels" TAS beats 1-1 through 1-8 just as the baseline TAS would and the only change to 1-9 is entering the pipe at the end rather than grabbing the flag. Additionally, my TAS saves 394 frames over the current publication by the end of 1-9 if I were to grab the axe. Also, I think that the game on the site should simply be titled "FullMoon" rather than "Full Moon Mario," to properly label the game based on the title screen and how it is listed elsewhere on the internet.
After I initially submitted this run, HappyLee actually commented on my submission with a link to a TAS from 2012 by Mars608 which does complete all of the levels. After comparison with my run, I found that mine was either tied or faster in every level, but there were still some sections with faster movement, as well as some differing strategies that were generally slower in his TAS, but in my testing I was able to optimize them to be faster than my original submission. Overall, Mars608's TAS helped me save 63 frames in 1-6, 147 frames in 1-B, and 4 frames in 1-C, so shoutout to both him and HappyLee for that!

Level-by-Level Comments and Comparisons

I will preface each level with my timesave compared to HappyLee's TAS as well as my previous TAS, and the remainder of the framerule. (You need to save 21 frames minus the remainder to get the next framerule)

1-1

HappyLee -21f / Previous -21f / Remainder 0f
This is one where I had made some improvements but didn't notice a mistake I made in the previous TAS, but after asking for people in the SMB1 TASing Discord to check my optimization, Rosin pointed out to me that I didn't do a double fast accel at the beginning of the level. This saved just enough time combined with the improved pipe walljump and skipping the second walljump which I had already done to save the framerule with no time to spare. A couple frames could probably be saved on accelerations but not enough to get past the next framerule.

1-2

HappyLee -0f / Previous -0f / Remainder 9f
Saved a few frames by going over the beginning of the level rather than having to wait for the firebar, but not enough for the framerule.

1-3

HappyLee -0f / Previous -0f / Remainder 2f
I save 5 or 6 frames over HappyLee by skipping one of the springs, but since the timer freezes when Mario is offscreen it has to tick down more at the end, pretty much netting no timesave. It's too far away from the next framerule anyway.

1-4

HappyLee -0f / Previous -0f / Remainder 3f
People may ask why we don't do a vine teleport here. The vine is at the wrong X-position and therefore sends Mario to the left side of the screen rather than the right.

1-5

HappyLee -21f / Previous -0f / Remainder 11f
I saved time over HappyLee by doing a ground accel at the beginning, and also not slowing down for the fish anywhere.

1-6

HappyLee -126f / Previous -84f / Remainder 1f
In my original TAS, I saved time over HappyLee in room 3 by going to the left of the final invisible block rather than around the right side. I also saved time in room 5 by only hitting one of the lower invisible blocks and optimizing my movement climbing to the pipe. The new TAS saves another 4 framerules by entering the pipe in room 1 sooner, a faster strategy and better optimization in room 3, reaching the invisible block faster in room 4 with a walljump, and more optimized movement in room 5.

1-7

HappyLee -0f / Previous -0f / Remainder 5f
Fireworks restrict the capabilities of this level. You can either grab the flag normally at 367 to avoid fireworks, or wait for it to tick down to 365 and FPG. it is not possible to get FPG before it ticks down to 366. My previous TAS does the FPG and beats it 2 frames faster, but obviously not fast enough for the framerule. I opted for a normal grab since it avoids slowing down and appears faster to the viewer.

1-8

HappyLee -42f / Previous -0f / Remainder 11f
I beat HappyLee here by accelerating to the left quicker at the beginning, as well as jumping immediately to the right after climbing the hammer bros platforms, which avoids having to run left to set up the acceleration.

1-9

HappyLee -226f (to axe) / Previous -210f / Remainder 6f
Initially I had tried simply optimizing the koopa jump to save the framerule in this level, but that resulted in me being 3 frames away, and me deeming it impossible to save the framerule. I went to Discord again and Zejoant agreed with my doubts, saying that there wasn't enough opportunity to push Mario to the right of the screen to spawn the koopa later. Well, this is something that I hadn't even considered previously, so I wanted to try it for myself. I found one place where it was possible to do a corner bump and pushed Mario 10 pixels to the right just before spawning the koopa, which allowed me to jump off of it without having to wait for it to go down and come back up, saving 10 whole framerules! And yes, an optimal corner bump gets 12 pixels, but it doesn't really matter because it's not gonna save any time.

1-A

HappyLee N/A / Previous -42f / Remainder 6f
I saved a lot of time here due to movement optimization. I didn't unnecessarily slow down, my accels and decels were faster, and I devil's spell clipped into the wall to jump out of it instead of super jumping off of the koopa. However, most of the timesave came from the pole grab. I realized (accidentally) that if Mario is at screen position 242 when he grabs the pole, which is so far right that we can't even see the pole at all, he will quickly wrap around to the other side and drop rather than having to turn around on the pole before dropping. We can only get to screen position 239 by clipping before we are unable to accelerate, so the last 3 pixels have to come from the pole grab itself. I didn't figure out what causes it, but the inputs of my final jump affected how far Mario gets pushed to the right when grabbing the pole. I figure it must have to do with speed and position like any other clip, because I manipulated it by landing before grabbing the flag and letting Mario's momentum carry him into the pole.

1-B

HappyLee N/A / Previous -147f / Remainder 15f
When I originally submitted this run I hadn't saved any time in this level despite my efforts, but watching Mars608's TAS gave me the motivation to go back to it one last time. I save a framerule on the climb after the firebar damage boost by jumping further around the right side. Then, instead of clipping through the floor with the balance lift, I ride it down just enough to lift the other side to where Mario can interact with it, and then clip through the wall. After using the next lift to clip through the floor and dropping it, we have to wait to despawn the first lift until it's at the perfect position, which influences the initial velocity of the one that is about to spawn. If we despawn it too soon, the next one will go flying to the top of the screen, but we only want it to come up just enough to pick up Mario and carry him through the floor. Up to this point, I have been careful to keep Mario as far left on the screen as possible, so that we don't have to run as far to the right before the koopa spawns, which prevents me from having to do the standstill screen scroll like I did before.
Unfortunately, I saved the perfect amount of time to STILL get fireworks at the end, and still have to delay grabbing the flag. To avoid them, we need to save either 31 frames before putting the koopa to sleep so that it wakes up 2 framerules sooner and still walks to the right, or 14 frames after this point, which won't happen since it's pretty much locked by the koopa's walking speed.

1-C

HappyLee N/A / Previous -6f / Remainder N/A
Just saved 2 frames on an acceleration and 4 frames by clipping one block lower.

Improvements

I got nothin.

nymx: Claiming for judging.
nymx: Uploaded improvement file.
nymx: This was an interesting hack. Lots of extreme skill requirements are needed in order to progress through this version. The optimization clearly surpasses the current publication, early on. As for the previous movie not showcasing all of the available content, I can only see that this submission should obsolete it and favor this more optimized and complete TAS.
As for the branch in question...I compared to previous publications for other SMB type of runs. There are no warps here, so the only logical conclusion is to complete the entire run. So there is nothing any different...meaning that it is still an any% run.
Accepting over [6312] NES Full Moon Mario by HappyLee in 05:11.58, and maintaining "baseline".
Publisher, please change the game title from "Full Moon Mario" to "Full Moon" so that it reflect the in-game title.

inconsistent: Processing...


TASVideoAgent
They/Them
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This topic is for the purpose of discussing #9972: fella8's NES fullmoon. in 07:07.962
Expert player (3171)
Joined: 12/23/2007
Posts: 870
Nice TAS. My FullMoon TAS was VERY old, and I never meant for it to be published here all these years. (I still have no idea how it got published.) Mars608 made a newer FullMoon TAS in 2012: https://www.bilibili.com/video/BV1bx41167Nr/ It's 07:13.43, 26049 frames. I didn't compare all stages, but judging from the final result, yours is 115 frames faster than Mars608's, so it should be good enough. :) Edit: With some quick comparison, Mars608's 2012 TAS should be faster than yours in some levels like 1-B. I have no time for this project and I'm not interested in making more comparison. So you might need to learn from Mars608's TAS a bit and combine the efforts.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
fella8
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Location: Indiana
Joined: 7/24/2021
Posts: 17
Location: Indiana
Hey HappyLee! I saw the date on your TAS and figured it must have been made before you became so knowledgeable about the game, hah. Wow, I had no idea about Mars' TAS. You're certainly right about 1-B. It looks like there may be some room for improvement in 1-7, and 1-C, and maybe segments of 1-6 and 1-A as well. Thanks for linking that! Any judge who claims this submission, please give me some time to make these improvements before accepting :)
🇺🇸 United States
Joined: 5/5/2025
Posts: 152
Location: 🇺🇸 United States
Nice run, yes vote!
SMB2U is the best NES Mario game.
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. ---- [6812] NES fullmoon. by fella8 in 07:07.962