Well, where do I start?
Unfortunately for me, I was just about to sumbit my own SMB1 PAL TAS (my version
here), and HappyLee beat me to it. Mine is faster in a few places and contains a different technique for 4-2, but that doesn't matter due to the frame rules, they end up with the exact same time.
Sucks to be me I guess.
But that at least gives me the opportunity to weigh in here.
Firstly to vouch for how optimized this submission is, it's on the same level as the current NTSC TAS. I could go into detail on how I created my version using exhaustive search and literally billions of automated rerecords, but the short of it is that this is very well optimized.
More importantly, I have spent some time comparing the two versions, precisely to get some facts to the matter at hand: Is the PAL version just a "bad port"?
I feel like part of the discussion so far was based on wrong information, misconceptions, and personal biases, and it would be helpful to provide some factual basis and clear some things up.
To that end, I have disassembled the PAL version to compare it with the NTSC version (a disassembly of which already exists as a reference).
You can find both disassemblies as well as a diff
here, and it is the basis for most of the claims and dispelling thereof below. They compile into the exact NTSC and PAL ROMs respectively, so they are guaranteed to be accurate.
So, is it a poor port of the NTSC version?
In general, it actually looks to be a rather well executed version of the game, more akin to a v1.1 of the NTSC version fixing some of the bugs and issues.
For example, they fixed the 1-tile gaps above the exits in water levels (
code), they fixed two issues with the spring object you probably weren't even aware existed (
code 1,
code 2).
They were also quite thorough when adjusting the physics parameters to accomodate the FPS difference. E.g. they updated some enemy hitboxes (
code) and made the floor hitboxes larger (
code).
But the physics are all screwed up to accomodate for the 50fps vs. 60fps difference!
The physics are different no doubt, but they are not more screwed up than before.
All physics changes are changes to parameters, the actual physics engine is the exact same. And you need to realize the parameters for the NTSC version were chosen arbitrarily to begin with, it's not like they were fine tuned to exactly fit the SMB1 physics engine.
All the resulting differences are not inherent to one version or the other, they just turned out that way by pure chance.
For example, the floor clip shown is this run can technically be done in the NTSC version as well, the same bug in the physics engine exists, it just turns out that due to a parity issue, you can't align the subpixels in the way you'd need to. This is not something the developers planned, they just got lucky in the NTSC version and less lucky in the PAL version.
The same goes for the flag pole glitch, all you need to do is hit the pole at the right height. The fact that this isn't possible easily in NTSC is pure luck, just how the arbitrary parameters play out.
But the physics are more exploitable since you more farther each frame!
That's actually not always true, the differences can work for you or against you.
For example, wall clips are significantly harder in the PAL version. The main contributor to make the glitch work is a bug in the wall ejection logic, which pushes you into the wall instead of out. But since Mario moves more each frame in PAL, there is less time for the ejection logic to affect you, making some wall clips which are possible in NTSC straight up impossible in PAL.
But the sound doesn't even match up in the same way!
The sound timing is different, but not because the developers were lazy.
All sound timing was adjusted for the PAL version (
code), so you can safely assume that the way it sounds like is the way they wanted it to sound like.
Maybe the NTSC sound timing was wrong all along, and they fixed it in the PAL version to what their vision was from the start
*dramatic reveal*.
But it's a different game!
It cetainly is. But so are different language versions of games. Or v1.0 vs. v1.1 versions of games. Or the Yellow and Red version of Pokemon, and still
one can obsolete the other.
Having different categories for all versions which are technically different is just not feasible, you'd end up with dozens of nearly identical runs.
The deciding factor in my opinion is whether they provide different viewing experiences.
That is why e.g.
Pokemon Green is a legitimate separate category, but Yellow and Red can obsolete each other.
If you were to create a Green run using the same route as the Yellow/Red runs, it would obsolete the Yellow/Red run, not the other Green run.
It's not about the version that is used, but about what it looks like to the viewer in the end.
But the easy full flagpole glitch trivializes the game, I like the complicated setups!
I fully agree, the crazy setups is what makes the warpless run so entertaining, and a warpless PAL run would be significantly different.
However, I don't think this is much of a factor for the warped run, just because there are no such setups, except for a single level. And to compensate, the PAL version has nice tricks of its own, like the floor clip.
But won't accepting this be a slippery slope, the warpless run will be next, then other games. We'll end up with all these PAL runs!
Firstly, I doubt a PAL warpless run would actually be faster than the NTSC version. PAL has many areas where it is significantly slower than NTSC, and I don't think it can make up enough time to compensate.
More generally: There's nothing wrong with using different versions if they provide advantages, and most of the time PAL will just be slower.
This is a rare case where it isn't, and the fact that they are so close is amazing actually, e.g. a single new NTSC flag pole glitch could make NTSC faster again.
But I like the NTSC version more!
I understand, but I don't think that should be much of a factor in this decision.
SMB1 is special in the minds of many people, since it is so iconic and recognizable, and I think this blinds many people to the facts.
NTSC is the version most commonly used, by casual players and speedrunners alike, but that doesn't change the fact that there are faster official versions of this game, and they have just used a slow version all this time.
For most other games, this would be an easy decision, just use whatever version is fastest, but for SMB1 people are too fond of their childhood memories.
Whether SMB1 is "special enough" for the NTSC version to receive its own category is up for the judges to decide, but IMHO it should be clear that PAL is the main version for warped runs, and NTSC is the side category because it's a popular but slower version of the game.
PAL versions of games have a bad reputation on this site, they are treated merely as second class, poor ports, cheap knock-offs of the "original" game. This may be true some of the time, but certainly not always, and I think this is a case where the PAL version should be treated as equivalent.