Super Mario World - Fabian (also called TAS) - by JXQ

Essentials:
This run satisfies the following criteria:
  • Aims for fastest time
  • Takes damage to save time
  • Abuses programming errors
  • Manipulates luck
  • Emulator Used: SNES9x 1.43 +v9
    • Use WIP1 Timing - on
    • Allow Left+Right/Up+Down - off
    • Volume Envelope Height Reading - off
    • Fake Mute desync Workaround - off
    • Sync samples with sound CPU - off

Overview

If you don't count the four runs I've done for Super Demo World, this is my first run of Super Mario World. I actually went back and forth on doing this project because the existing run was one of my favorites, even though it had a few places that could be improved.
This is the first time I've done a run to obsolete an existing run that wasn't mine, which made me play a bit differently. In addition to aiming for entertainment, I aimed to do things differently than the previous run where possible. I also had to tailor my actions to make sure that the score I was getting was optimal for fadeout lag (this is described in more detail below).
I'm going to go out on a limb and assume that if you're reading this, you've already watched the previous Super Mario World run by flagitious and VIPer7. This is probably a safe assumption since the AVI holds the record for most downloads. If you haven't, go watch it here, because it's awesome.
The main sources of improvement came from a few new discoveries:
  • Abuse of oscillating speeds
When Mario reaches a top speed and the direction is still being held, the variable that represents his speed actually oscillates between 3-5 different values, depending on the type of movement. When in the air, the directional button can be released and Mario's speed remains constant. This is heavily abused in the first four levels with continuous jumping (the hopping glitch), but also used in a few other places where there isn't enough space to get up to full running speed.
Another related technique that can be used is called 8/5. (Credit goes to jimsfriend for this idea.)
It's a way to partially abuse Mario's oscillating running speed, while still keeping the "P-meter" charged. In the air, releasing the direction for 8 frames, and then pressing it for 5 (together with X or Y) will bring Mario's P-meter back to full. During the first 8 frames, the speed can be manipulated to the highest value, and the 5 frames afterwards simply go through the cycle of values once, putting it back at its highest value.
  • Better understanding of fadeout lag
There are three different types of "fadeout lag". The first is after a normal exit, when the black circle closes around Mario. The second is after a boss, when the screen fades before giving the time bonus. The third is during a key exit, while the keyhole is opening and closing. The first two types seem to be determined by Mario's score, while the third is a combination of the score and the current sprites that are on-screen. Although I don't understand completely how fadeout lag is determined, I believe I understand it well enough for the purpose of minimizing it.
Since score is a determining factor in fadeout lag, I would poke different values into the game's RAM to see what scores would help me the most. Although I was already planning on doing the levels in a different way than the previous run, this gave me another reason to do so.
There are still places with random lag that I do not understand - certain doors and map transitions sometimes cause different amounts of lag.
  • Better overall control of flight
Using the "one frame on, one frame off" approach allows for more precise control of diving and catching air when flying.

Detailed comparison to previous run

  • Gained 1 frame on the title screen by using the select button. (Thanks to Bablo for this tip.)
Yoshi's Island 2
The first thing you'll notice is that I don't get the extra lives that the previous run gets. This is to keep the shell and use it later for different antics and for a different final score. I avoid coins in ? blocks for an optimal score as well (each one adds 10 points).
  • Gained 38 frames from the hopping glitch.
Yoshi's Island 3
Using the hopping glitch here is faster than running along the moving platforms, even when using 8/5, which is unfortunate because Mario spends part of the level above the screen. I try to avoid this as much as possible. You can also see Mario pass through some of the yellow blocks near the top of the screen. This happens because of the height they are at - Mario can fall through them, but not jump up through them.
  • Gained 23 frames from the hopping glitch.
Yoshi's Island 4
Quite similar to the previous version, except with the hopping glitch. I also was able to enter the pipe in a different way that started Mario already partly inside the pipe, which saved some time.
  • Gained 20 frames from the hopping glitch.
  • Gained 7 frames from entering the pipe differently.
#1 Iggy's Castle
Here is where 8/5 is used. Since the P-switch must be dropped at a speed slower than Mario's running speed, the hopping glitch cannot be used directly. This was done in the previous run by turning around, but I do it here by manipulating the oscillating values to drop the P-switch on the slowest value, and then moving Mario to the fastest.
Fadeout lag was especially crucial in this level - differing scores caused as much as 30 extra frames of lag!
  • Gained 13 frames using 8/5 in the first room.
  • Gained 9 frames during fadeout lag.
Donut Plains 1
Using 8/5 before the first koopa caused problems when grabbing the cape, so it was avoided. This level is similar to the previous runs, although I do not stomp as many koopas in order to get a better amount of points for the next few levels.
  • Gained 1 frame using more precise diving just before the key.
  • Gained 2 frames during fadeout lag.
Donut Secret 1
Water randomness in this game has always been frustrating. However, I discovered that swimming up through a corner quickly (when you aren't holding an item) pushes Mario forward a bit and will gain a couple frames. I use this technique four times, and you can sometimes notice the screen "jerk" a bit from pushing me forward. (The previous run used this trick once, but I don't think it was realized at the time)
  • Gained 1 frame from less lag on the map screen.
  • Gained 6 frames using the forward water boost.
  • Lost 1 frame from more lag after the second pipe.
  • Lost 2 frames manipulating Mario's cape spin to hit a necessary fish.
  • Gained 3 frames during fadeout lag.
Donut Secret House
This is the first level that really gains from more precise flight control, and from the ability to keep flight speed after flight has stopped by continuous jumping.
The Big Boo fight is different. It's not as jaw-dropping as the previous run's, but I didn't just want to copy that idea. Hopefully it still looks impressive. And to answer everyone's question: "Because you can only have seven active blocks at once."
  • 26 frames gained from keeping flight speed and better flight control.
  • 1 frame lost from more lag after first door.
  • 1 frame gained during fadeout lag.
Star World 1
I delay entering this level by one frame because it changes the way Mario is pushed from the blocks and I was able to finish the level much faster this way.
  • 3 frames lost from more lag on the map screen.
  • 1 frame lost from intentional delay when entering the level.
  • 8 frames gained from better use of the smashola technique.
Star World 2
Besides using the corner-swimming trick mentioned above at the beginning, this level is pretty similar to the previous run's. Not much to do in a water level.
  • 1 frame lost from more lag on the map screen.
  • 2 frames gained from forward water boost.
  • 3 frames gained from picking up the key differently.
Star World 3
I was surprised by how much I was able to improve this short level. Also, keyjump.
  • 1 frame lost from more lag on the map screen.
  • 24 frames gained from more precise flying and keeping flight speed.
Star World 4
Mario doesn't take advantage of full speed flight until he "pops his collar", and by collar, I mean cape. So it's most beneficial to fly up as little as possible on initial takeoff. However, since I need to collect a reserve feather here, I couldn't take advantage of this as much as I hoped. I improved this level by collecting shells without slowing down and keeping flight speed after getting the key.
I believe the different position of the two koopas above the key is what causes the extra fadeout lag here.
  • 19 frames gained from faster flight and keeping flight speed after getting the key.
  • 7 frames lost from fadeout lag.
Front Door
Room #2 was improved by manipulating the oscillating values of the medium-speed run. I was almost able to squeeze under another spike in room #5, but after a lot of testing, I just don't think it's possible.
The last room (Back Door) was improved the most, by getting flight speed immediately and keeping it by bouncing off the enemies. This room has a bit of lag, caused by the transparency effects (even though the light is not activated).
As far as Bowser goes, we've all been there, done that. So hopefully this is at least somewhat fresh.
  • 4 frames gained from less lag on the map screen.
  • 1 frame gained by flying sooner before door #2.
  • 3 frames gained in room #2 by abusing oscillating speeds.
  • 1 frame gained from less lag after entering room #2's exit.
  • 5 frames gained in room #5.
  • 27 frames gained in "Back Door" from getting and keeping flight speed earlier.
  • 12 frames gained on Bowser.
In total, I gained 242 frames on the previous run.
Suggested Description & Screenshot:
This is JXQ's minor improvement to the previous run done by flagitious & VIPer7. It uses the same route as before, tweaking levels with more precise flying, better manipulation of fadeout lag, and a couple other small tricks.
The existing screenshot seems fine to me, although it probably needs to be retaken because the area is done a little differently.
Thanks to...
  • jimsfriend, for always giving me tons and tons of ideas for Super Mario World. Good luck with your unassisted small-only run!
  • Fabian, for his continued help with SMW/SDW stuff. Good luck on your current Fabian, the improved 96-exit Fabian of this game.
  • flagitious and VIPer7, for their work on the SMW series and all the discoveries they've made that helped lead up to this point. I don't know what either of you are working on currently, but good luck with it!

Active player (277)
Joined: 5/29/2004
Posts: 5712
It won't be as strong a No without a reason!
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 11/15/2004
Posts: 804
Location: Canada
I don't think anyone should take anything written in this thread too seriously, what with all the opposite stuff. I think people should explain their vote because it helps to know what people liked and didn't like about the run. Explaining a No helps the author improve, and explaining a Yes gives the author well-deserved kudos. Nevertheless, explaining your vote isn't required, and I don't think anyone is saying that it should be required, so I move that we limit ourselves to discussion of JXQ's TAS. In the words of Forrest Gump, "That's all I have to say about that."
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Joined: 8/3/2004
Posts: 380
Location: Finland
Phil wrote:
Fabian: The guy that voted NO doesn't need to justify. He voted NO. That's simple as this. A good example, even if I admit that I was wrong 2 monthes ago, you still continue your impolite sarcasms.
So, how you plan to let JXQ know what he did "wrong" in the eyes of this particular viewer, so he can possibly improve for the next version? PMs maybe, but I somehow doubt it. Isn't the whole point of these threads to give due credit to the runner and give criticism of the run to improve it?
Phil wrote:
Oh and I won't post or read this thread anymore after today. Those are just my final words.
Isn't that just as impolite? "Hay guys, here's my final statement, but I'm not taking any comments about it." (Yes, yes. I know Phil said he won't read this.)
"Kids! Bringing about Armageddon can be dangerous. Do not attempt it in your home." ( Pratchett & Gaiman: Good Omens )
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Moved the star discussion into the proper thread.
Former player
Joined: 6/15/2005
Posts: 1711
JXQ wrote:
jimsfriend wrote:
I didn't see a noteblock
I could not get that to work, and that water level was enough of a pain. As far as your ideas from your picture goes, I tried the first corner (under the screen), and it doesn't boost you for whatever reason. The second does, but the way the cape spins, it's up to luck whether or not you'll hit the key block earlier or not. So it may save a frame. I did think of one trick to try though, in Star World 4, using big swoops to get higher before kicking the shell at the feather block. Might hit the block 2 or 3 frames earlier, and affect luck differently (hopefully better) from there on out. I didn't think of it until tonight, but I tried it briefly and couldn't get it to work. I'm sure it can be done somehow, though. To flagitious, or whoever else it may apply to: if you obsolete my run, even if only by 1 frame, then I have no problems with that. Just thought I'd make that known. It's the way of a Faber! Anyway, thanks everyone for all the no votes!
Just thought you all might be interested to know that I'm doing this level right now for the 96 exit run, and I was able to boost Mario a frame using the first corner (under the screen). This marks the first time ever I've been able to do something JXQ hasn't, which means the most likely explanation is that my frame counter is broken. I'll report back if I can gain a frame from the corner later on too.
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 1/23/2006
Posts: 352
Location: Germany
It's not necessary to explain your vote but if your vote was motivated by reasons not already listed in the thread it would be a big help for everyone (especially the submitter) if those reasons were explained.
Player (20)
Joined: 10/14/2005
Posts: 317
hopper: +5 insightful Tombad and KDR_11k: -1 redundant Oh, and good job there Fabian! Though I do wonder if the 96-exit run will ever be finished at this rate. So can you send me a preview of your Vanilla Dome 3? That should keep me happy for the time being. Thanks.
Joined: 1/23/2006
Posts: 352
Location: Germany
Doesn't matter, my Karma is maxed out anyway :p.
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
Fabian: I'd rather hear you were at VoB3, then I would only have to wait another month for the last couple of levels. Right now I'm worried that hanzou's time scale might be accurate (plus or minus a couple years). Everyone else: Fabian's one frame improvement must be where that mysterious anonymous rebel no vote came from. Word. KDR_11k: congratulations, you are now a Guardian of the Wastes. Edit:Fabian again: I thought you did DS1 the first time and DP2 the second time... ? Please update in the SMW thread. I'm confused.
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billybobfred
Other
Joined: 12/2/2005
Posts: 76
It improves the previous run. Good enough for me. Didn't vote, because, let's face it, why bother so long after it was published? Oh, and opposite day jokes are only funny if you realise that they're jokes. Which most people don't until someone posts "zOMG stop being so stupid with your jokes".
Truncated wrote:
Stopping the movie early is usually considered okay, as long it doesn't delay the completion of the game.
Wow, you answered a question I haven't yet asked about a run I'll probably never finish! No, not Megaman Xtreme 2. Panel de Pon 1P vs. mode.
I'm just a spectator. There was a time when I tried to participate, but I'm really lazy, so. she/her/hers
Joined: 11/11/2004
Posts: 400
Location: ::1
*snerk* The moon is a nice touch. :)
Joined: 11/11/2005
Posts: 43
I agree, the moon made me laugh.
Former player
Joined: 1/27/2006
Posts: 19
Location: Chile
I just see this run and the previus run and I think im going to cry. Incredible just incredible and the way to kill the big boo was aaaamaaaziingg!!!!!
Editor, Reviewer, Experienced player (968)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
solepussy>Where can I get the ROM? You can download it right here! :)
Joined: 11/14/2005
Posts: 13
Thank you But the link you gave is about the RULES [Edit by Bisqwit: Removed a portion that conflicted with those rules]
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
solepussy wrote:
Thank you But the link you gave is about the RULES
Yep, try READING them.
Qlex
He/Him
Joined: 2/25/2006
Posts: 193
Location: Available
Truncated wrote:
solepussy>Where can I get the ROM? You can download it right here! :)
Hey, I wanted to say it first >_> .
Joined: 11/14/2005
Posts: 13
Ah,I see. "ROM requests are not allowed",I'm sorry that I broke the rules What a pity!
Active player (277)
Joined: 5/29/2004
Posts: 5712
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 8/1/2004
Posts: 178
Is it strange that that's the time he beat Super Metroid in? About this run....so it isn't faster on that stage, near the beginning, with the floating tilty blocks, to jump on the platforms and gain forward momentum? You don't actually gain anything?
<^>v AB X LR s
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
You gain something, but not enough to be faster than the hop glitch. Jumping off the swinging platform reverts your forward speed from mario+platform to just mario. That help?
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Player (147)
Joined: 7/12/2006
Posts: 264
Location: Brazil
I liked that TAS because it is totally different from the previous... other game style....incredible !!
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I love how people vote no on published submissions, with no post. I think I'll go vote in the 2004 election now.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Active player (277)
Joined: 5/29/2004
Posts: 5712
He's not MY president! (I'm in a green state.)
put yourself in my rocketpack if that poochie is one outrageous dude
mrz
Former player
Joined: 8/24/2006
Posts: 119
Location: New York City
JXQ wrote:
I love how people vote no on published submissions, with no post.
lol, scared to say it :P , to me i loved this speed run so much, it is very nicly optimized and you take really good care of fadeout lag, theres hardly or isnt any in this speed run. Its a good thing its published :)