Contrary to common belief, Super Mario Bros can be completed without pressing B at all, even without warping as well.
This is a sidestroller, speedwalk, or whatever you want to call it.
Thanks to mugg and his marvelous idea that fixed out the problem which have been puzzling people from completing this run for a long time.
Thanks to HappyLee for helping me a lot on this movie, and using bullet glitch in walkathon movies so that I can save a lot of time in many stages such as 5-1.
Thanks to klmz for finding vine glitch and it brings 294 frames' improvement than with out it.

Level By Level explanations:

1-3
I choose to get the mushroom in this level. With its help I go into the ground and save 63 frames.
2-1
Use vine glitch here, 84 frames saved.
3-1
Use vine glitch here, 126 frames saved.
3-2
Go into the ground with help of koopa and save 63 frames.
3-3
Use the balance lift to go into ground and save 63 frames.
4-2
I went into the pipe for shortcut, 61 frames saved. I'm puzzled why it's not 63 frames. And I slow down a little to avoid fireworks.
4-3
I make some improvement here but I've not counted how many frames were saved.

Here I'll introduce how can I get through such a long distance:

By jumping backwards into any object Mario can move closer to the right side of the screen without scrolling..Mixing this with the turning around faster trick (pressing left/right one frame) can bring maximum distance so that the first gap will not disappear. As we all know, if you land on a shell that is flying in mid-air within the two rows of blocks at the bottom of the screen, a glitch will take place: The shell will be stopped from moving and will just behave as if it was on the ground. It will even walk through the floor if it is set up in a certain way. So we can place the shell into the gap and it will walk through the groud so that we can use it to get through here.
5-1
Bullet glitch, 147 frames saved.
5-2
Bullet glitch, 126 frames saved.
5-3
Go into the ground and save 63 frames.
5-4
I slow down a little before bowser, 21 frames slower here, for the bowser jumps too high if I don't slow down.
6-2
Vine glitch, 84 frames saved.
7-1
Bullet glitch, 147 frames saved.
8-2
Bullet glitch, 168 frames saved.
8-3
Bullet glitch, 189 frames saved.
8-4
With HappyLee's help I get 1 frames faster than this movie by better walljumping in the first stage.

Suggested screenshot


Nach: Judging.
feos: adding HD encode.

Nach: This run was well played, and was quite entertaining. Excellent response. I'm accepting it. The only question is whether it should obsolete the existing run or not.
In general, for any warped vs. unwarped run, two branches make sense as there's usually significant differences between the two in items collected that modify how the levels are played out. People also want to know the fastest possible record, as well as the fastest record for doing everything.
This run includes everything the warped run has, leaving little for the warped run itself to show off. As to the first detail, the only significant item SMB offers in warped vs. unwarped is the fireflower. Since the fireflower cannot be used in a B-less run, the difference in items doesn't exist. As for the second, people to my knowledge have not been interested in any records for beating the game B-less. The only thing I've seen people wonder in terms of beating the game B-less is if it could be done at all or not. This run answers that question very well, and demonstrates every single level in the game can be beaten B-less. Therefore, I am accepting this as an obsoletion of the warped B-less run.

GabCM: Grabbin' sub.

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Mars608 wrote:
I also don't want this run obsolete the warped one, just as the 18:41.7 warpless run can't obsolete the 4:57.31 warped run.
...Thats not the same thing. Anyways, I'll keep my head out of this debate. I wouldnt mind having both walkathons up, but the site might be to cluttered with more arbritrary goals in the future if things like this happens.
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. ---- [1895] NES Super Mario Bros. "warpless, walkathon" by Mars608 in 25:30.05
Post subject: Encode FPS problem?
Joined: 10/9/2011
Posts: 12
The published encode doesn't play properly for me, at least not in MPlayer. MPlayer identifies the file as having a frame rate of 0.083 frames per second, and as a result, the video is far too slow and the audio is far out of sync. ffplay can play the file at what appears to be the correct speed, with good sync, and reports a frame rate of 50.52. However, passing that frame rate to MPlayer with the '-fps' option does not produce good playback; nothing I've done (in terms of custom FPS playback and/or video/audio delay) has been able to get MPlayer to play the file correctly. Ordinarily I wouldn't bring that up here, it'd be a problem with MPlayer, except that since I haven't had that problem with any other TASVideos publications that I recall - and as MPlayer still plays a random other recently-released encode just fine - I'm wondering if there might be something wrong with the file. Has anyone else had any problems playing back the published encode? (For what it's worth, this is with current SVN MPlayer as of the 6th.)
Post subject: Re: Encode FPS problem?
sgrunt
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The Wanderer wrote:
Has anyone else had any problems playing back the published encode?
The encode plays back fine with the media players immediately available to me - MPlayer (apparently a build dating from 22 March or so), MPlayer2 (built this morning from git), and VLC (1.1.10). Essentially all of our modern encodes use duplicate frame removal and thus have variable frame rates, so hard-specifying a frame rate is not going to fix anything.
Joined: 8/2/2011
Posts: 39
I am looking forward to a frame war :) Cool video
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Although it is a little late, I'd rather say that this movie is very likely to be improvable. However, I believe we concern more about fresh-ness when it is a new concept (literally) demo, hence my Yes vote for this.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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I have three questions: 1.) How do you walk in place? 2.) How do you walk backwards? 3.) Why did you only get a mushroom instead of a fire flower? If you kill bowser with a fire flower and then get the axe, there will be no stopping cutscene where he falls into the lava, you just go straight to Toad. Why didn't you do this trick? It saves about 1 and a half seconds.
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Billy wrote:
I have three questions: 1.) How do you walk in place? 2.) How do you walk backwards? 3.) Why did you only get a mushroom instead of a fire flower? If you kill bowser with a fire flower and then get the axe, there will be no stopping cutscene where he falls into the lava, you just go straight to Toad. Why didn't you do this trick? It saves about 1 and a half seconds.
1. Idk 2. ^ 3. That's because shooting a fireball requires pressing "B" for 1 frame; that counts as "running" for 1 frame, which defeats the purpose of the goal. Yea...I'm not that helpful. =p
Brandon
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1. Press right, then left while left+right is enabled. 2. Press left, then right while left+right is enabled. I think...
All the best, Brandon Evans
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Billy wrote:
3. That's because shooting a fireball requires pressing "B" for 1 frame; that counts as "running" for 1 frame, which defeats the purpose of the goal.
Why not just stop moving while firing?
Current Project: - Mario Kart 64
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Weatherton wrote:
Why not just stop moving while firing?
"Walkathon" means not pressing the B button at all. So he can't run and he can't shoot fire.
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Billy wrote:
I have three questions: 1.) How do you walk in place?
HappyLee wrote:
This is a kind of a special state in "Left+Right mode". It happens sometimes when you slow down the speed on the ground with "Left+Right mode". It looks like walking without moving, in fact, the X-speed goes "1, 255, 1, 255..."and it will never stop, so the X-subpixel goes "x, x-16 ,x, x-16...". When "x"=0, "x-16" turns to be 240, X-pixel has changed, Mario is shaking and the screen begin to scroll. That makes the "moonwalk" acton useful.
WST
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It’s surprising that such a run receives so negative feedback on Youtube
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Patashu
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WST wrote:
It’s surprising that such a run receives so negative feedback on Youtube
It's not surprising to me. Mario TASes have notoriously bad like/dislike ratios on youtube, because people watching them think the glitches are cheats (because they don't look very glitch-y, such as passing through a pirahna plant's graphic without getting hit, or doing a walljump). This one in particular is a warpless walkathon, so it's about the slowest TAS intended for speed you could make.
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