Submission Text Full Submission Page

Overview

Vs. Super Mario Bros is a port to Vs. system, a series of arcade system released by Nintendo from 1984 through 1990. It is a mix of the original Super Mario Bros. and Super Mario Bros: The Lost Levels. Unlike both games, the use of pressing Left and Right on the same frame is not possible which prevented the use of the vine glitch and faster acceleration.
This TAS is an improvement of 00:02.696 or 162 frames over the current publication by JQJ.

Game Objectives

  • Starts from console power on.
  • No warp zone usage.
  • The timer is set to Fast.
  • Ends on the same all sprites disappear when touching the axe in world 8-4.

Level by Level Analysis

Prior to World 1, we save 1 frame due to the usage of Free Play instead of using the coin.
World 1
1-2
1-2 is where the route differs, instead of a mushroom grab in 1-3, we do it at the beginning of 1-2, however due to fireworks, we must wait at the end before entering the pipe. Waiting before the pipe is faster than waiting in the outside section. This is due to the fact that the framerule system in this game doesn't apply to bonus rooms and subareas.
1-3
1-3 uses an extremely precise fireflower grab and FPG to just barely save the framerule with no frames to spare, the fireflower grab must be done subpixel perfectly and achieve running speed, with low tolerance for bad subspeeds.
1-4
This level uses a camera manipulation technique to save a framerule over what you would normally get by full sprinting through the level. Camera manipulation works by intentionally slowing down (often 1 pixel) to manipulate the time it takes on the castle ending cutscene and save 1-2 frames back.
By the end of World 1 we save 31 frames over JQJ's TAS.
World 2
2-1
2-1: "The ground has changed, so the techniques in SMB1 cannot be used." (oh you naive naive child), actually it can! by moving mario forwards on the screen with a pipe clip, you can barely reach the parakoopa in time and stomp him in the floor, from there you make your way onto the pillar, and do a walking speed gravity jump to clip under the floor, hit the koopa, reenter it and clip into the floor, from where you perform a full flagpole glitch. this technique just barely squeezes out a framerule over completing the level with a regular flagpole glitch. (more details in 6-1).
2-2
The water section uses a technique called whirlpool manipulation, where you offset Mario's position, so that the whirlpools pull him as much as possible to the center, and hold him back as little as possible, this technique saves 3 frames across the entire level.
2-3
2-3 remains identical. (however, RNG is incredibly difficult to manipulate here, a decent chunk of the rerecords were spent on the floor clip and finding a good cheep cheep shot to catch the framerule).
2-4
2-4 uses the same technique described in 1-4 to save a framerule over JQJ's TAS.
By the end of World 2 we save 45 frames, 76 frames in total.
World 3
3-1
We included the "sliding on one foot" animation glitch in 3-1 by holding A and B at the start of the level.
3-2
A FFPG might be possible here if the parakoopa before the staircase went right, however we couldn't make it work after hours of trying.
3-3
Going through a moving platform is possible since they're thinner than a full block.
3-4
Once again, camera manipulation is used to get the optimal framerule.
World 3 remains entirely identical to JQJ's TAS. By the end of World 3 we are tied, 76 frames saved in total.
World 4
4-2
Unfortunately, due to unfavorable firebar patterns down the line in 4-4, we are forced to lose 2 frames in the 4-2 underground section. In the outside section, we did FPG setup inputs on the stairs that's used by RTA runners (also called sockfolder) for fun.
4-4
The crouch through the firebar helps get camera manipulation.
By the end of World 4 we lose 2 frames, 74 frames saved in total.
World 5
5-1
By killing certain enemies and leaving others, the Bullet Bill timer gets manipulated to make the last Bullet Bill cannon fire as soon as possible. We did a corner clip followed by an FPG fakeout for entertainment.
5-4
We save a frame from optimizing the in game time countdown. The in-game time countdown in castle levels is sepreate from the framerule system, so by ending the level 1 IGT less, we save 1 frame.
By the end of World 5 we save 1 frame, 75 frames saved in total.
World 6
6-1
6-1 uses the same technique described in 2-1, ill go more in detail as to the "how?" of this trick now. The main things to understand are the 3 relevant gravity types for bouncing off of enemies and how floor collision works, mario has 3 gravity types which determine your bounce off of an enemy, standing gravity (speeds 1-15), walking gravity (speeds 16-24), and running gravity (speeds 25-40). any one of these can be used to get under the floor, however, both running and standing gravity do not yield a high enough bounce to be able to fully stay in the floor, so we need to use walking gravity. however, getting under the floor isn't easy, it requires mario to be within a 1 y-pixel area, between where floor collision is disabled, however mario is still able to interact with enemies. in 2-1 this is easy, as the koopa is already in the floor when performing the jump into the floor, so y-positioning is trivial, however in 6-1, you have to catch the parakoopa on the way down, but also land in that 1 pixel wide gap, this requires a specific cointoss (odd/even frames), and precise speed and jump height, but is barely possible, this also improves on the non-submitted warps TAS by Zen (63 frames saved). Entertainment wise, we waited for 2 frames in the start of the level to make the koopa in the end move to the right upon level completion.
6-2
In 6-2, we manipulated sprite slots so that 5 sprites are occupied before the flagpole. After that, the star flag tries to load in and overwrites the flagpole leading to a flag despawn which has the same effect as FPG.
6-4
Shooting fireballs close to Bowser prevents a lag frame.
By the end of World 6 we save 63 frames, 138 frames in total.
World 7
7-1
There was 2 different ways to complete this level the fastest, we chose the one we did because it looked cool (and it might've been the only one possible...)
We could either:
A: do a phantom bullet bill flag despawn (not always possible, didn't end up doing this, for a demonstration, check Zen's warps TAS linked above.) Phantom bullet bills work because bullet bills can fill in a sprite slot for 1 frame before despawn if the bullet bill cannon is not on screen when firing. B: do a floor clip!
We decided on the latter due to more favorable RNG and that it looks REALLY cool.
To perform the floor clip, you need both a top and a bottom bullet to shoot at the end of the level, and if isn't hard enough, the top bullet needs a specific cointoss, which is very hard to manipulate without losing heaps of time, however it happens to work out here. from there we get an insanely cool opportunity to show off the frame perfect spring jump technique, where if you jump the last frame off of a spring, you get to do a regular jump, instead of the regular spring superjump, this is coincidentally required to get the required y-positioning(for this clip, we need to get a very low bounce, which happens to only be possible with running speed gravity, which is why this technique is required), as for the clip into the first stair itself, its subpixel perfect, alongside not many subspeeds working, figuring this out took a long time, and was one of the major roadblocks during the creation of this TAS. the 2nd floor clip from inside the stair is the same as in SMB1's 2-1, from there we perform a simple FFPG, tying Zen's warps TAS (link above) and saving a framerule over JQJ's warpless TAS!
7-2
7-2 uses the same whirlpool technique described in 2-2, however this time only saving 1 frame.
7-4
We slowed down on purpose and do another camera manipulation to get 1 less (231) on the timer and catch the framerule with 0 frames to spare.
In World 7 we save 22 frames, 160 frames in total.
World 8
8-2
A regular BBG was used. One thing we would like to note is a strategy that unfortunately didn't make it in which doesn't save time, however its a very sick swag strat that happens to not be possible under the circumstances of this TAS. The strategy in question is an 8-2 Bullet Bill floor clip, we spent quite a long time researching it, and after a few days of testing we found it to be possible to clip from the right side of the bullet into the floor, however it requires a specific cointoss bottom bullet shot, which we very unfortunately cannot achieve in time for it to save the framerule.
8-4
We saved 2 frames in 8-4, one from a more favorable pattern in 8-4 and the other is in the turnaround room similar to Super Mario Bros. "RTA rules" TAS.
In total, we saved 162 frames and finish with a 19:08.648. More details can be seen on this table.
LevelDifferenceTotal
1-1-1-1
1-2+111+110
1-3-17+93
1-4-124-31
2-1-21-52
2-2-3-55
2-4-21-76
4-2+2-74
5-4-1-75
6-1-63-138
7-1-21-159
7-2-1-160
8-4-2-162

Conclusion

We spent a few months on this TAS, alongside general help from the Vs. SMB speedrunning community, we bring to you a fully optimized Warpless TAS! I believe this to be fully optimized with no timesaves left!

Suggested Screenshot

(Frame 50054)


TASVideoAgent
They/Them
Moderator
Location: 127.0.0.1
Joined: 8/3/2004
Posts: 18094
Location: 127.0.0.1
JankRusty
Any
Location: International
Joined: 4/24/2026
Posts: 34
Location: International
Very nice improvement! Yes vote from me! Although, since the framerule system doesn't apply to bonus rooms and subareas, I wonder how of a difference that makes compared to the NES warpless SMB1 TAS. Getting the mushroom at 1-2 and the fire flower at 1-3 is also an interesting choice. It could be tested whether this route can be used in a new warpless SMB1 TAS.
Player (157)
🇺🇸 United States
Joined: 5/5/2025
Posts: 271
Location: 🇺🇸 United States
Insane improvement yet again, obviously a YES vote!!

1791290345