This is an improvement of 20708 frames (345.13 seconds OR 5 minutes 45.13 seconds) over the previous submission.

Game Objectives:

  • Emulator used: SNES9x 1.43 v17
  • Aims for fastest time
  • Takes damage to save time
  • Uses a slower route to save time
  • Abuses programming errors
  • Does not eat any chucks

About This Run:

This run is the product of almost 3 years of on & off progress. It was started on August 28, 2011 and finished on July 3, 2014. I actually took two "temporary" hiatuses from not only this run, but from TAS'ing Super Mario World in general. My first official halt in progress started during the middle of Crystal Caverns 5, where I didn't return to the run until the summer of 2013. I only ended up TAS'ing until Sky World 4 before going into another hiatus. This one was shorter because after realizing that I had gotten so far into the run, I cannot let it go to waste, so I picked the run back up roughly 4 weeks ago. I painstakingly dedicated my time just to finish the run because I wanted to see the finished product, and I'm assuming that the viewers do too!
NOTE: During my hiatus, TASVideos changed the official SNES Emulator to LSNES. The run was started in 2011, which was almost 2 years before TASVideos changed to LSNES, and I had already gotten nearly halfway through the run, which is why I finished this on SNES9X. I will be using LSNES from now on for all my movies that are going to be published on TASVideos.

Tricks Used In This TAS

All of the following tricks used in this run can be found and explained on the Super Mario World Game Resources page:
  • Running / Sprinting
    • -1 Trick
    • Hopping Glitch
    • 6/5
  • Flying
    • Rise-Cancel
    • Perpetual Air Catch
    • Yoshi Flight
  • 1/1 Swimming
  • Walljumping
  • Corner Clipping
  • Null Sprites
  • Stunned Sprites
  • Duplicating Blocks
    • Duplicating Away From Blocks
    • Duplicating Into A Dragon Coin

Chuck-Eat Glitch

This glitch is a (relatively) new trick whereby eating a chuck results in a weird sprite in reserve depending on certain circumstances. The most useful of these is a goal sphere. For an explanation please see the Super Mario World any% comments. The reason I didn't use the glitch in this run is to keep consistency with the 96-exit run.

Cloud-Bowser Glitch

This glitch is was discovered a long time ago by ISM. It was observed that taking a cloud to the Bowser fight allows Mario to skip phases of the fight which would normally be unable to be skipped. This works because the cloud uses the same RAM address as Bowser. There has been ongoing controversy about the use of this run to obsolete the Super Mario World any% run as a variant of the Chuck-Eat Glitch is used to obtain the cloud, but can also used to trigger the ending credits, as seen in the current glitched run. The reason why I decided on using the cloud during the Bowser fight is because the cloud can be obtained legally in Super Demo World without using exploits or glitches. It also gives variation to all the traditional Super Mario World runs. However, it is very difficult to provide entertainment due to how the cloud is used to save time.

Level-By-Level Comparisons:

(Currently under construction. These take AWHILE to do)

Known Improvements:

  • This run was started before the current any% run. Therefore, all techniques used up until Desert Castle b can be implemented.
  • A Yoshi wings exit was found in Misty Star World by bahamete after I finished this run. This alone will save 3-4 minutes.
  • Lag is absolutely brutal in this game. Even though the run should not be obsoleted based solely on lag management, a fair amount of frames can be shaved off.
  • Beat the Bowser Statue Fireball frame rule!

Possible Improvements:

  • Recently, a variant of the stun glitch allows a Reznor to be spawned, which could allow some levels to be completed much earlier. More information can be seen [/Forum/Topics/1571&start=2460|here].
  • This game is unique compared to the original Super Mario World because it allows the player to store unconventional items in the reserve box. Planning out a different route than the one I used might allow different strategies to be employed. It is very difficult to plan out an over world path to follow because Mario cannot get out of the Star World until he beats the secret exit of a level. And once he beats the secret exit, the level becomes unplayable. Perhaps there is a better over world path than the one I used, which would allow further exploitation of this ability to store unconventional items.
  • Big Boo's Tower is easily one of the longest levels in the game. It might be possible to skip right to the boss via the spring-Yoshi glitch to get through floors. I was never successful in doing this trick, but that doesn't mean it wouldn't be viable in the future.
  • If the Chuck-Eat Glitch ever was accepted among both the Super Mario World 96-Exit run and this run, then numerous improvements could be made.

Thanks

  • Nach for allowing this run to be published despite the discontinue of SNES9X.
  • amaurea for his comparison lua script, which was used throughout the production of this movie.
  • jimsfriend for helping me by compiling a list of many known & possible improvements.
  • ISM for discovering the Cloud-Bowser glitch.
  • Amarticando & Dnnzao for their any% run.
  • Stef Chef for his 120-Exit Run.
  • ISM & Andymac for their 120-Exit WIPs.
  • You for watching this.

Suggested Screenshots:

Frames 69301 98142 223213 313300 372639 415406 437776 respectively.

Conclusion:

And that's it! I hope you enjoy the movie! Don't forget to leave a rate or comment!

Noxxa: Replaced movie file with a fixed version.
Nach: Judging.
Solarplex: Added Temp Video Encode

Nach: Very nice run with some entertaining new tricks, good feedback. Accepting as improvement to existing run.
Fog: Processing...

Active player (263)
Joined: 4/15/2010
Posts: 197
Location: England
Dyshonest wrote:
This being said I've yet to allocate time for this run. Are auto-scrollers the only skipped stages? I remember SDW sadly had quite a few... If that's the case, that's perfectly fine. Auto-scrollers are... rather bland, skipping them does everyone a favor.
"Please only use this glitch where I want it to be used." I love autoscrollers. Best part of SMW runs when done well, and Panga HAS done well. Can't we just, like... TAS, and have fun? And (hope) people enjoy the result? Stop putting bullshit restrictions on us \:D/
Retired smw-96, smw any%
Patashu
He/Him
Joined: 10/2/2005
Posts: 4016
Seconding 'autoscrollers are a ton of fun TASed'
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 5/13/2006
Posts: 283
The temp encode's audio is desynced. It's subtle at first but looking ahead it only gets more noticeable.
<Zurreco> if so called professional players cant adapt to every playing field, theyre obviously not that great
Active player (469)
Joined: 2/1/2014
Posts: 928
kwinse wrote:
The temp encode's audio is desynced. It's subtle at first but looking ahead it only gets more noticeable.
Exactly why its a temporary encode. It was using an older emulator I know nothing about and I wanted people to see his run. When the actual publication comes around, itll be synced up.
Glitcher
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Joined: 3/24/2007
Posts: 216
Location: London, U.K.
What on Earth is that secret room in Crystal Caverns 1? I've never seen that before.
Joined: 12/29/2007
Posts: 489
I haven't either; it's actually the title screen demo level from the original Demo World (that only contained 1 world). Apparently it was left in DWTLC in whatever level slot was supposed to correspond to the unique World 4 Dragon Coin Heaven (in the original SMW, that one Coin Heaven which was at nighttime and contained enemies). You're never supposed to reach it; the game doesn't have any normal Yoshi Wings. Note the glitched color palette in the HUD. If it weren't such an obscure reference, I'd nominate using it as the publication screenshot, since those familiar with DWTLC wouldn't ever recall seeing that level, and those unfamiliar would still be scratching their heads wondering how Mario is apparently standing inside a wall.
Joined: 10/23/2009
Posts: 545
Location: Where?
Knowing the Nico guys, they upload a lot of SMW TAS comparisons, if there is one for this TAS, I'd like to see. :)
Amaraticando
It/Its
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Joined: 1/10/2012
Posts: 673
Location: Brazil
I don't know about Nico, but Panga uploaded a comparison video at youtube. https://www.youtube.com/watch?v=HCr0EKuxTbk
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14877
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. ---- [2639] SNES Super Demo World: The Legend Continues "all 120 exits" by PangaeaPanga in 2:02:04.49
Joined: 2/21/2008
Posts: 255
I look forward to the day when this gets obsoleted by A2MT.
"The guy was fatally injured and wants to be covered by God's tears (rain) before he dies. God is too busy to bother because it wastes frames." Frames 16:26
Masterjun
He/Him
Site Developer, Skilled player (1970)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Except that A2MT is not likely to be ever finished.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Guga
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Joined: 1/17/2012
Posts: 838
Location: Chile
xnamkcor wrote:
I look forward to the day when this gets obsoleted by A2MT.
Would you stop being a complete moron on purpose?
Joined: 12/29/2007
Posts: 489
What is A2MT?
Masterjun
He/Him
Site Developer, Skilled player (1970)
Joined: 10/12/2010
Posts: 1179
Location: Germany
A hack of Super Mario World.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Joined: 2/21/2008
Posts: 255
Masterjun wrote:
Except that A2MT is not likely to be ever finished.
I'm pretty sure it was officially abandoned. Or close to it. Raocow is just playing the levels now.
"The guy was fatally injured and wants to be covered by God's tears (rain) before he dies. God is too busy to bother because it wastes frames." Frames 16:26
Masterjun
He/Him
Site Developer, Skilled player (1970)
Joined: 10/12/2010
Posts: 1179
Location: Germany
ok
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Samsara
She/They
Senior Judge, Site Admin, Expert player (2121)
Joined: 11/13/2006
Posts: 2793
Location: Northern California
xnamkcor wrote:
I look forward to the day when this gets obsoleted by A2MT.
xnamkcor wrote:
I'm pretty sure it was officially abandoned.
yep ok
TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Joined: 2/1/2008
Posts: 347
The publication text contradicts itself; the first line says the improvement was 48 seconds and later it says the improvement was five minutes. The first line is wrong and is otherwise redundant to the line that states the correct improvement time, so it would probably be best to remove the first line.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Joined: 4/22/2014
Posts: 59
Location: United Kingdom
I don't think the Bowser battle fits for the publication screenshot. It's exactly the same as in normal SMW, and doesn't really show off anything new in the hack. The Lakitu cloud glitch with Bowser that the screenshot shows can be done in the original SMW, too. http://www.kotaku.co.uk/2014/07/09/amazing-glitch-makes-super-mario-world-way-easier
Player (12)
Joined: 11/23/2012
Posts: 94
Beed28 wrote:
I don't think the Bowser battle fits for the publication screenshot. It's exactly the same as in normal SMW, and doesn't really show off anything new in the hack. The Lakitu cloud glitch with Bowser that the screenshot shows can be done in the original SMW, too. http://www.kotaku.co.uk/2014/07/09/amazing-glitch-makes-super-mario-world-way-easier
Yes, most SMW speedrun fans are well aware of this by now, and as I recall, it's already been discussed.
Zowayix wrote:
Mister wrote:
Zowayix wrote:
Also loving the fact that a TAS of a SMW-based game on this site is finally able to show off the Cloud-Bowser glitch without any ACE-related arguments.
The cloud strategy was originally discovered in SDW and had been meant to be used there. So this is rather a reverse import or something. AND I think this is a good reason for not using this trick in SMW; we have a more appropriate hack to use it, SDW!
Huh, didn't know about that first part. And yes to the second part, although the primary reason is that from a superhuman perspective, in vanilla SMW, there's no non-arbitrary reason to get the cloud (forcing ACE to be possible since the game jumps to Open Bus) and then not use that ACE potential to instantly beat the game. The fact that the 'regular' cloud glitch is still able to be shown off is a really nice side effect bonus.
The cloud glitch is currently the fastest method that non-assisted players have for beating SMW, but as seen above, it's much more controversial in tool-assisted play, so having a TAS demonstrate the consequences of using a cloud in the Bowser fight in SDW is noteworthy.
Joined: 1/13/2007
Posts: 335
how does the slower route save time, and what is it? i understand moving slower to save time (excitebike), but it seems impossible for a slower route to save time. if it save time, then isn't it faster, by definition? is it lag management?
Player (12)
Joined: 11/23/2012
Posts: 94
zaphod77 wrote:
how does the slower route save time, and what is it? i understand moving slower to save time (excitebike), but it seems impossible for a slower route to save time. if it save time, then isn't it faster, by definition? is it lag management?
For one thing, the fact that the route takes a detour to get a cloud in the secret area makes the overworld route slower. The time saved in the Bowser fight is worth it. I'd argue that a "route" should include every action in the game, so that fighting Bowser with a cloud is part of the "route", meaning the route is faster despite more overworld travel. It's really just semantics, though.
Masterjun
He/Him
Site Developer, Skilled player (1970)
Joined: 10/12/2010
Posts: 1179
Location: Germany
I agree that the bowser fight shouldn't be the publication screenshot. The publication text correctly displays the features of the hack, but the screenshot shows nothing about "new graphics" or "creative and challenging level design". (I changed it to say "overworld route")
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Editor, Reviewer, Experienced player (968)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
A question: the second time around (at 1:17:10) in the Reznor Fortress, why is the key still picked up and brought through the level? It seems like it costs quite some time to pick it up. After that it's just abandoned outside the boss room door.
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
the key helps to climb the outside fortress wall faster, and is used to beat the moving wall so you dont have to wait a cycle near the end of the inside part of the level. saves significant time.
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