Super Mario Bros. 3 TAS by JXQ

Emulator used: FCEU 0.98.13 (nitsuja)
  • Takes damage / uses death to save time
  • Abuses programming errors
  • Manipulates luck
Goal priority:
  1. No using warp whistles (collecting them is allowed)
  2. Complete game as fast as possible
  3. Complete individual stages as fast as possible
For the most part, this was a very fun run to work on. Planning out a route through the game for the use of sub-items and when to be powered up with what in order to finish the game quickly was very enjoyable to me. The only part of this run I didn't like recording was World 8, because Genisto already dominated that World and I was just floundering in a sea of non-ninja-ness trying to catch up.
Several levels may appear to have a delay when grabbing the card at the end. This is done to manipulate the hammer brothers on the map screen into moving as little as possible (or into a specific spot, if needed). It was also important to make sure that three matching cards were never grabbed. In some levels, a flower was reachable without slowdown, but in others, delays are needed so that different cards are taken.

World 1

  • 1-F has a minor error; Mario can gain super-speed a bit earlier than he does here. It is also faster to collect the whistle than to defeat boom-boom (even when going through the wall).
  • Although the hammer brother can move less by walking back and forth, since he is defeated early, his total amount of movements is the same as it would have been with that strategy.

World 2

  • In 2-F, it is faster to get hit on the spikes than it is to keep firepower for Boom-Boom.
  • In 2-3, you are not experiencing a desync! The deaths that occur are the fastest way to put the hammer brother that gives a hammer in a spot to fight, so that several levels can be skipped.
  • In 2-P, there is a spot that would save time if the wall could be jumped through, but it was looked at in a level editor by Hanzou and extensively tested by Nitsuja, Kyrsimys, and myself, and it cannot be done at that spot.

World 3

  • If the water is long enough, it is faster to stay in it than to repeatedly jump out of it.
  • Both hammer brothers are fought in this world so that the bridge is down between 3-6 and 3-8 when I need it to be, so I can skip 3-6 (an autoscroller). Otherwise, I would only fight the one with the hammer.
  • 3-8 is one of the slowest looking levels of the run, but many strategies were tested.
  • 3-9 uses the "fall through a corner of a block" glitch for the first time. Others throughout the run are more difficult to spot at full speed.

World 4

  • 4-2 shows off a little pipe-entering glitch that costs a few frames, because I have to wait until a certain frame for the hammer brothers movements anyway. The hammer brothers in this world are a pain. It may be possible to reduce their number of movements by one, but the one is fought early so that Mario still has firepower.
  • Unknown to me when I started, 4-F can be skipped with a hammer. However, this hammer is better saved for World 6.
  • In 4-6, the jump that seems much too far to the left is done to avoid invisible coin blocks.
  • This airship is so boring.

World 5

  • After 5-5 is completed, a sound can be heard on the map. This corresponds to one of the hammer brothers on the ground level turning into a treasure ship.
  • Since I don't have firepower when entering 5-7, using the star here lets me get super speed much earlier than without. This star wasn't put in the original planning, but I ended up with an extra star from the hammer brother in World 3.
  • 5-9 is that diagonal-scrolling level, so it is skipped.

World 6

  • The hammer here skips 2 stages, and allows for a hammer brother fight to replace that hammer.
  • Using the star in 6-F saves a couple seconds, since there is another star in the level that allows a quick execution of Boom-Boom.
  • 6-5 was tested in MANY ways. It's possible to enter the second pipe underground and glitch through the pipe there to finish the level, but this ended up being slower than the (somewhat) standard route. Also, having raccoon power now saves getting it in the next level, which speeds things up considerably there.
  • There is an obstacle to jump over above the screen in 6-9, which is why super speed is delayed.
  • Since Mario doesn't have firepower on the airship, the leaf is used to fly to the top of the screen. The two strategies are nearly equal in time saved.

World 7

  • Heavy abuse of programming errors in this world turns in from one of the longest to one of the shortest.
  • I actually had to slow down in 7-3 to avoid collecting three flower cards.
  • Cloud used on 7-4, the water autoscroller.
  • Glitching through the wall on 7-6 gives me an extra P-Wing, which I can use on 7-F. A P-Wing isn't needed here, just raccoon power, but I don't collect any leaves in my inventory for this run.

World 8

  • Notice that the musicbox is still playing at the beginning of this world - apparently airships don't count as completed levels in that aspect.
  • It's surprising and disappointing how few extra lives can be obtained in the first level without a raccoon tail.
  • The longest skippable level remaining after getting the last cloud is 8-F.
  • Just before getting to Bowser, Mario turns around for one frame to manipulate Bowser into waiting the longest time allowed before jumping. Otherwise, he jumps too early and the battle ends up being slower.

Suggested description: Super Mario Bros. 3 completed as fast as possible with the restriction of not using warp whistles. This run does not complete every level; rather, it uses the layout of the world maps and the items obtained throughout to play as few levels as possible.
Possible screenshots:
  • 22396 (World 2 map using hammer)
  • 34412 (3-2 with fish stomping)
  • 55363 (4-2 carrying ice block)
  • 105351 (6-5 destroying blocks)
  • 129799 (7-6 wall-glitch)
I used several other runs for reference in Mario physics and tricks - Kyrsimys's Mario Adventure run and Genisto's run of this game using the warp whistles. Thanks go to both of them. Also thanks to Nitsuja, Hanzou, and Kyrsimys again for helping me with the glitch that lets you zip (well, crawl is more like it) through the walls. Thanks to FODA, 4Masty, Tailz, Bag of Magic Food, Randil, Saturn, A Runnelid, Andypro, Kitsune, and everyone else on the forums who offered encouragement (you can never have enough of that)! And finally, an extra thanks to Hanzou for editing the movie to begin from power-on rather than soft-reset. Color me n00bed!
(It may be more helpful to word the FCM error on the submission page differently: instead of "movie does not start from reset", have "movie does not start from power-on".)

Bisqwit: Processing.

Bisqwit: Submission file replaced per author's request.
This update does not propagate forward to the publication though.

JXQ: Thank you, Bisqwit.
The publication is not affected; this file contained the FCEU version in the metadata, while the previous did not.


JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
I like Yoshi's mount noise, but I think I will try to compose a 1-up ringer for my cell phone now.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15631
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [455] NES Super Mario Bros. 3 "warpless" by JXQ in 48:29.17
Active player (256)
Joined: 4/24/2005
Posts: 476
Desynched at the beginning of World 7 for me, but what I watched was of excellent quality. The techniques you used were both creative and entertaining, which is a real accomplishment considering that this game has been done to death. Great job.
[URL=http://www.youtube.com/watch?v=IcuV2JdaBYY]Streets of Rage 3 (2 players)[/url]
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Nice acting to the music in some water levels btw.
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
atro city wrote:
Desynched at the beginning of World 7 for me
Kooz was having the same problem (maybe at a slightly different location), and it was fixed by re-downloading FCEU and watching the movie over from the start. Also make sure the ROM matches up and all that (PRG 1).
Joined: 1/12/2006
Posts: 4
I'm not taking anything away from this fine movie, but I don't think this movie should necessarily nullify its predecessor. They seem like two different movies with two different goals. The former's goal was to beat every level in the game while this one's goal was to beat the game without warping. Although I GREATLY appreciate the avoidance of the 5-up every three levels that the previous one had.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
atro city wrote:
Desynched at the beginning of World 7 for me
PRG0 desyncs directly after 7-2 - instead of entering the pipe on the map, it switches to the menu and goes offtrack from there. So if that's what happened, PRG1 is probably the solution.
Great job.
Thanks!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 4/23/2004
Posts: 150
I agree with biohazard here. The reason for this may be that the site seems clotted with SMB.3 runs, but the other movie has a somewhat different objective in that it attempts to beat every level as fast (and I guess impressively as possible considering the 100% star card approach.) as possible from scratch; Starting as regular Mario, refraining from use of inventory power-ups. Andreas
Post subject: Re: #939: JXQ's NES Super Mario Bros. 3 in 48:29
Joined: 6/4/2005
Posts: 130
Location: Ontario, Canada
JXQ wrote:
This airship is so boring.
I just finished watching this part in the movie. I was thoroughly amused. Almost as much as I was in your second run through of the auto-scroller level in SDW.
Former player
Joined: 8/15/2004
Posts: 422
Location: Minnesota
I agree with both biohazard and A. Runnelid. Please put this movie in a seperate category from Tokushin's. Great movie, BTW. I loved when you beat one of the koopa bosses with a star.
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Even if this hadn't obsoleted Tokushin's movie, I would've suggested it be removed. It was very out of date and low quality. Oh, and a great movie you've got here, JXQ :)
Joined: 11/11/2004
Posts: 400
Location: ::1
I agree with biohazard here, too; there's already an all-levels run in the works (it still is, isn't it?), so it would've made more sense to put this one in a category of its own and obsolete Tokushin's only when the new all-levels run is published. Ah well, it's really a minor issue, though. :)
Player (206)
Joined: 5/29/2004
Posts: 5712
Should future all-level movies have to power down before every level too, or is that just silly? (In that case the Japanese version is better, because you go directly down to small Mario.)
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 1/12/2006
Posts: 4
I certainly don't find starting and ending each level as small Mario to be necessary. I believe the author/player did that more for effect than by rule. I just don't think this new movie is comparable to the earlier one. It's like comparing a SMW video where they complete the game without even visiting the Star World to a 96-star run. I read that someone is doing an every-level run of SMB3. Most likely that run will go longer than this one. Under these current conditions, that run will never be published because it didn't beat 4829 (the length of this run) and therefore didn't break the record. Personally, I think there should be a quickest run, a warpless run, and a 100% run.
Joined: 11/15/2004
Posts: 804
Location: Canada
If it's good enough, it will be published. I agree that there should be fastest, warpless and 100%, but only if the 100% run meets the entertainment requirement. I don't see why it wouldn't, so I don't see why anyone would vote No.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
biohazard wrote:
I read that someone is doing an every-level run of SMB3. Most likely that run will go longer than this one. Under these current conditions, that run will never be published because it didn't beat 48:29 (the length of this run) and therefore didn't break the record. Personally, I think there should be a quickest run, a warpless run, and a 100% run.
You don't consider a run completing all levels a 100% run? Do you really get something out of visiting all toad houses and such? I think the 100% definition for SMB3 should be completing all levels with enemies including Hammer Bros. and the piranha plant(what was it they're called?) levels.
Joined: 4/23/2004
Posts: 150
Kyrsimys, he means that if this run (Warpless, but not 100%) is considered 100% in the respect that it obsoletes its Japanese predecessor (Actual 100%), the new all-levels run (also actual 100%), would not be able to beat this run in terms of time, and wouldn't make it onto the site, under these rules. Andreas
Former player
Joined: 3/9/2004
Posts: 484
Location: ­­
The run that it obsoleted wasn't 100%.
Joined: 1/12/2006
Posts: 4
I apologize for the confusion but A Runnelid clarified for me. (thank you) Going to the Toad Houses is not the problem. For example, the English run didn't visit Level 1-3 or 1-4, the Japanese one did. My problem is that a non-100% run replaced a 100% run; only a 100% run that was somehow faster than a non-100% run would ever make it on this site since it is considered the same type of run. A non-100% run is always going to be faster than a 100% run. Perhaps 100% is a poor choice of words, "all-level" may be more accurate description.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Perhaps it would have been more politically correct to publish this movie and separately remove Tokushin's movie? The end result is the same. I'm not changing it.
Player (206)
Joined: 5/29/2004
Posts: 5712
So "obsoletes" was the poor choice of word.
put yourself in my rocketpack if that poochie is one outrageous dude
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
I removed "Ignores semi-important goals" (because I couldn't understand what that would be) and added "Manipulates luck" (hammer brothers). If any of those were wrong, feel free to change them back. And an awesome movie, JXQ, I've been following the whole time.
Former player
Joined: 6/15/2005
Posts: 1711
Wow, I go away for two weeks and when I check this site this is already done? Very impressive. I'm in an internet cafe in Bangkok right now so I can't watch it, but it's on top of my list when I return home to Sweden tomorrow.
Zoey Ridin' High <Fabian_> I prett much never drunk
Fihlvein
He/Him
Joined: 7/28/2004
Posts: 135
Location: Finland Realms
Very, very pleasant movie. Thank you JXQ!
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
hopper wrote:
I prefer The Geddup Noise.
Come on, you know chair scootch was better. JXQ: Excellent movie. Finally, first published non warp SMB3 run that is good. Shows how to really play the game. I really enjoyed watching this. Also when watching this movie, I now realized a few places where SMB3 pays homage to The Lost Levels. Notice the fortress of World 4:
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.