(Link to video)
Submission Text Full Submission Page
This run is definitely not with the intention of obsoleting the published SMB any% TAS! This movie aims to present what the fastest and the best SMB PAL TAS would look like. It improves MUGG's submission for 66 frames, and tubby's TAS for 46 frames.
The Europe version of SMB is an official game run in PAL mode. The physics are almost identical, but the speed values are set differently, causing more potential glitches. TASes on this version are only faster due to a different version of flagpole glitch, which allows Mario to skip the castles without the help of other enemies or entering the ground.

New Trick: Falling into the Ground

It's probably no secret that Mario can sometimes fall into the ground after stomping on an enemy in SMB Europe version, but to do this without the help of anything but a lift is something new. The lift is still required for manipulating Y position before jumping. This trick is used in 1-2, saving 18 frames (a frame rule).

Time Saver: Faster Acceleration

It's faster to accelerate on the floor in this version. This simple new way of acceleration saves 18 frames in 8-3, and 10 frames in 8-4 (along with other arrangements).
This run also differs from the normal SMB any% TAS on details. For example, only in this TAS is Mario able to kick some shells in 8-1, and to show the 1-UP mushroom in 8-2, to walljump on the higher floor and to swim through the ceiling in 8-4.
I'm submitting it here mostly to show people what the best SMB PAL TAS would look like, regardless of whether it has reached TASVideos' standard for publication.

Nach: Let me start off by saying that judging this was one of the most difficult to judge TASs. The verdict I'm presenting here is based off of the current rules and knowledge I have regarding this run. It is subject to be revisited if anything significant changes. It should also be noted that no matter what the decision here is, a large chunk of people will not be happy with it. I will however lay out some additional info not discussed in the thread which factored into my decision.
Before I dive in, let me also iterate that this was an entertaining run, and there is little to dispute that, certainly by the audience at large.

NTSC vs. PAL theory

In terms of PAL games in general, different platforms, different companies, and different games all exhibit varying levels of quality. Obviously if a PAL game is the original then it can be easily considered the main version of a game. For some platforms, there are also no difference game-wise if something is running in NTSC or PAL mode. However, for platforms designed to be timed and framed into old television sets, there are important differences between the two modes.
Once there is a difference between the two, games designed for NTSC which are not modified for PAL generally exhibit some very weird behavior. As one example, I've seen fighting games where the key combos to execute various moves barely work when playing in PAL mode, the timing is altered enough that the game doesn't recognize the key presses the same way. As many PAL ports are like this in some fashion, it's ample reason to reject them, Just play the original which works normally.

Game variants on TASVideos

When we look at PAL ports, we must understand that these games are adaptions or variants of the original. Although there are many kinds of variants. Some variants are ports to a later platform. One kind of variant such as those seen in Mario Bros. has completely different levels (even though all the levels are repetitive). Some variants like those in the Street Fighter 2 series are the same game but with changes with varying levels of importance. Castlevania II: Belmont's Revenge exists in two variants where the entire game is the same, except one has a boomerang as a secondary weapon, and the other has a throw-able ax. The Pokémon series has game variants at each generation, generally limited to monster selection, where a dozen out of 150+ are different (which may not differ at all with certain glitches exploited), but barely has any affect on how a well planned run plays. Other differences are ports from the NES to SNES to Gameboy Advance and so on. The deciding factor in how these are dealt with on the site always boils down to how identical are the engines, and how unique and interesting is the gameplay that each variant offers over others.
Taking SMB2 as an example, the SNES variant adds on a save game feature which can be abused which can change the warped route considerably. Same for the Gameboy Advance variant, which further has other game changes. Due to these considerable changes in what one would see in a TAS for them, we have accepted them all.
In the case of Pokémon, since the engine/quality of the game between say Blue and Red is identical, and the observable changes in a TAS are insignificant, any new record with one will always obsolete the other.
In the case of various Street Fighter games, there is a large similarity to the TASs being produced. The audience at large doesn't notice much other than some Street Fighter characters are more or less beating up the same set of Street Fighter characters, using many of the same moves. In these kinds of cases, we have the best version of the game obsolete the others. Best version often is based on figuring out which has the broadest set of move possibilities, most fluid version of the fighting engine, and so on.
We haven't had multiple variants of Castlevania II: Belmont's Revenge submitted yet, but if someone submits a boomerang heavy run with sizable differences from the existing ax run, I can see accepting them side by side. It's sort of like accepting various X and Zero runs side by side for the later Megaman X PSX games (note: I rejected some MMX5 runs for being too similar to others).
In terms of Mario Bros. since a full variety run of levels while similar is quite different, we have accepted both.

NTSC vs. PAL in practice

If a PAL port offered the exact same engine/quality as the original, it could make sense to have it obsolete the original (and this could make sense to occur in games that are not meant for old television sets). If a PAL port offers a somewhat different engine, the question becomes whether it deserves to be added to the list of accepted variants alongside the original. The answer to that hinges on do the engine differences necessitate very different ways to play the game, and do those differences register with the audience at large. In most cases, PAL runs should be rejected, but based on the various aforementioned criteria, there are cases where PAL runs will definitely be accepted.
Nintendo unlike other companies has always aimed to do a decent job porting NTSC games to PAL. Nintendo is often one of the only companies where you will see the PAL game having various timings corrected to ensure that the game-play closely matches that of the NTSC version. Nintendo is often one of the only companies that adjusts the resolution of the displayed game to match the different resolution PAL televisions are capable of. Nintendo often also does some localization, converting currency, weight, and measurements to be those used locally. The attention to detail by Nintendo in PAL porting started with early NES games, and improved as Nintendo ported more and more and with newer platforms.

This game in particular

For its time in history and in comparison to a bunch of other early NES PAL games, Super Mario Bros. PAL is actually a relatively decent port (although maintains several noticeable differences from the NTSC original in terms of movement and other factors). Since the game is non-original but a decent port (relatively during its debut), it definitely qualifies for consideration as to whether it should be published alongside the original as another game variant.
This game happens to also be a game I'm quite familiar with. I played many of its variants on NES (since the 80s!), SNES, and Gameboy Color. I also dabbled in its programming and made various hacks on NES and SNES versions. In my opinion, I find this game qualifies for having many branches made of it. I can also see the SNES variant qualifies for certain branches as an acceptable TAS to show off a run without as many glitches being possible, and the Gameboy Color variant for some of its challenges that earlier versions do not offer. The question of course is, is there value in this PAL variant that we have lacking from all our other variants and branches thereof?
The first thing I want to shoot down is the idea that SMB PAL is faster than SMB NTSC. There are quite a few parts of the game that are non-playable. These include score countdown, castle animations, pipe transitions, 1-2, 2-2, 4-2, and 7-2 initial cut screens, level banners, vine climbing, and Bowser drowning to our princess is in another castle. When comparing across versions we need to take all this into account and figure out actual game-play time. NES SMB processes the non-playable segments of the games in multiples of 21 frames and 18 frames for NTSC and PAL respectively. Nintendo altered the number from 21 to 18 because 21/60 and 18/50 is 0.35 and 0.36, which should provide a close gaming experience on the port. In actuality, using more precise numbers, NTSC has frames which are ~0.0166 seconds long, and PAL ~0.0199 seconds. This means the non-playable parts are processed in multiples of ~0.3494 seconds and ~0.3599 seconds. Since these non-playable segments run on boundaries that are multiples of these, it means that the NTSC version allows slightly more time to get in activity before the game will round upwards. Conversely, if you just went a bit over a multiple, the PAL version will proceed to the next multiple sooner.
In order to get a better handle on this, I went to time the actual playable segments between the fastest NTSC and this PAL run (note, there may be rounding errors, and it's possible I was a frame off either way for some calculations):
LevelNTSCPAL
1-112.230512.083
1-221.58321.15
4-123.98323.967
4-217.949517.567
8-140.082540.233
8-224.865523.383
8-322.698522.767
8-432.527532.601
Total195.92193.751
Based on this NTSC is slower by ~2.169 seconds (about 130 frames in NTSC). However, there is a flaw with this logic. These runs aim for overall fastest real time, and thereby performs some actions which are slightly slower in the playable segments in order to abuse how the non-playable part is played as well as avoid 3 or 6 castle fireworks animations. However, the NTSC run goes significantly out of its way in 8-2 to abuse this trade off, by ~2.379 seconds in my calculation. If the run would discount non-playable segments to achieve the fastest possible any-variant time, we'd instead be looking at:
LevelNTSCPAL
8-222.486523.383
Total193.541193.751
In this case, the NTSC version is faster by 0.21 seconds (about a dozen frames)!
NTSC improves further if we decide that the mid-level non-playable segments must be included in 1-1, because unlike other levels, going through that here is a decision that can be avoided. In that case the 1-1 times become:
LevelNTSCPAL
1-118.165518.433
Gaining the NTSC run an additional 0.415 seconds (about 25 frames). All in all, PAL being necessarily faster in terms of game-play is doubtful.

Judgment

Armed with all the aforementioned information, how do we look at this? I decided to ask other judges for their opinions for the different possibilities, raised a few counterpoints with them, then assessed how they changed their opinion. I will not list their names because I should be the sole person receiving any fallout for the judgment on this run. What follows is how I characterize the opinions they conveyed to me.
Before I mentioned (counter)points:
JudgeObsoleteNew VariantReject
AAbsurdYes!No
BAbsurdYesMaybe
CYesNo way!Maybe
DAbsurdYes!No
After:
JudgeObsoleteNew VariantReject
BAbsurdNo way!Yes!
CMaybeNo way!Yes
DAbsurdMaybeYes
EAbsurdNoYes!
(One judge was unique in each group)
When I initially saw this run, knowing the differences right off the bat between variants and our aims, it seemed clear to me that obsoletion was lunacy. However my knee-jerk reaction was that I love this run, the engine is a bit different, let's just accept this as another variant. However, those are not good reasons to accept something, we have rules.
Thinking about how this run actually differs from the NTSC when viewing, it's not by much. More than that, there's nothing that really necessitates a difference. Just because one run decided to randomly jump at some point does not make it different from a run which does not. It has to be different as a branch in a significant manner, not just how it was played back in a particular run or mere moments of it. The new glitch, while new, does not look so different going through the wall than going through the wall otherwise. Also, I'm not convinced every run of this PAL branch would require this glitch being abused. So looking at changes across the run, they seem minor, and 4/5 judges I spoke to are now in favor of rejecting.
After assessing everything yesterday for one last time, I was conflicted on what to do. After sleeping on it, seeing no new convincing posts one way or the other, and considering the different factors listed above further, one side in my mind now slightly outweighs the other. In conclusion, while some PAL games are acceptable, and other branches for SMB PAL may be acceptable, this TAS does not seem to be acceptable with what we know right now and how we handle these sorts of things. Rejecting.

Nach: Since some people had a hard time following the above points, I put together a decision tree.

Nach: The last judge (Judge A) has since wrote back to me that in light of additional data/(counter)points, they now also favor rejection.

Summary

Nach: When we accept improvements across game versions, we only do so when there are actual improvements in the game-play by the player(s). The quality of the existing published NTSC run and this submission are practically the same. This submission did not improve upon the existing NTSC publication in any meaningful way. All time-related improvements are due to subtle version differences that the player has no control over. Since there is no improvement upon the existing publication once the version differences are factored out, this submission is not considered an improvement.
The game-play in this submission is similar to existing publications, and there does not seem to be substantial differences to warrant this submission to be published alongside them. After speaking to five judges regarding the similarities, they are all in favor of rejection. Rejecting.

Samsara: Disregard that, let's test Playground!
Samsara: Disregard that test, let's test it properly this time without accidentally using senior level permissions! ._.

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Former player
Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
c-square wrote:
Okay, I'm going to throw in some food for thought: Whatever decision is made here will set a precedent that will be applied to other runs. So, what do we want to happen when a faster PAL version with different glitches is submitted for:
    SMB warpless SMB warpless walkathon SMB maximum coins
? Do they get all rejected because they're PAL? Do they all get new branches? Do they all obsolete the existing NTSC runs?
Ok, let's assume this submission here will be published as a separate category. Next, someone makes a "warpless" TAS on PAL that is just as optimized as the current NTSC TAS. That category is significantly longer and would be able to show off the PAL-exclusive tricks even more. For that reason, one could argue that the "warpless" PAL TAS should obsolete the regular PAL TAS, as it shows more content. You can compare that to how the first "warpless, walkathon" obsoleted the regular "walkathon".
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Kung_Knut
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andypanther wrote:
c-square wrote:
Okay, I'm going to throw in some food for thought: Whatever decision is made here will set a precedent that will be applied to other runs. So, what do we want to happen when a faster PAL version with different glitches is submitted for:
    SMB warpless SMB warpless walkathon SMB maximum coins
? Do they get all rejected because they're PAL? Do they all get new branches? Do they all obsolete the existing NTSC runs?
Ok, let's assume this submission here will be published as a separate category. Next, someone makes a "warpless" TAS on PAL that is just as optimized as the current NTSC TAS. That category is significantly longer and would be able to show off the PAL-exclusive tricks even more. For that reason, one could argue that the "warpless" PAL TAS should obsolete the regular PAL TAS, as it shows more content. You can compare that to how the first "warpless, walkathon" obsoleted the regular "walkathon".
Or, the currently published NTSC runs for those categories could be obsoleted with faster PAL runs, that abuse and showcase even more glitches, and that potentially results in the published runs of those categories being even more entertaining. Just saying.
Player (36)
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Posts: 2623
I could ask Bisqwit, but I'm pretty sure that the rule against PAL (and other similar rules on game branches) originated in order to keep the site from being cluttered with several different runs of the same (popular) game of potentially varying quality, to reduce the workload of publishers, and to reduce the CPU usage of the torrent tracker (back when that was still the primary distribution method). Clutter can be reduced through, through better design. And the torrent tracker isn't really that busy anymore I don't think. We have the vault now to keep "less entertaining" runs, which was a similar change towards inclusivity. So should this be an opportunity to revisit these rules formally? If so, what's the best way to handle this? Speedrunners just have all of the regions in the same branch normally, but there are exceptions. Should this all just be done case by case? If so, who decides?
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11268
Location: RU
I think if SMB runs for other branches, just PALed, are submitted, we shouldn't fully rely on speed. I think the preference should be decided the same way the best difficulty setting is picked. Sometimes Easy is good for a faster run. Sometimes Hard is good for more impressive gameplay. But if there are interesting differences between the various difficulty options, it might be ruled that one branch is done on Easy, and another is done on Hard, to showcase more variety. Also look at how In-Game Time category got tossed back and forth for Super Metroid. It was published as a separate branch and obsoleted with the any% branch several times. With Moons and the branch approach we can afford the same for different regions. So similarly, we should simply drop the rule about 99% NTSC preference. The author should have a say, the audience should have a say; if there are actual entertainment and technical reasons to reject a PAL run, coming from its nature, only then we should reject it. Not because there is a rule that dislikes PAL games. This boils down to a case-by-case basis, with respect to the author's choice. See http://tasvideos.org/Guidelines.html#SelectYourDifficultyWell
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Warp wrote:
I don't think any rule should be totalitarian. Any rule, no matter which, ought to allow for exceptions if there are good reasons for it. When rules are applied in a completely rigid totalitarian manner, it only causes problems. Rules should be flexible and be ready to accommodate the immense amount of variation in highly subjective situations.
I've no idea how you've managed to construe that paragraph as if I was arguing in favor of making a rule more totalitarian. I was arguing in favor of clarifying it because right now it's anything but clear. Which ironically makes it more totalitarian as both the relevant exclusion criteria and the final say are relegated strictly to the nontransparent minority without a feasible opportunity to argue back. You should probably choose your words better if you want to avoid shooting your own argument in the foot.
Warp wrote:
Secondly, the current rule, even as currently written, already does allow for exceptions. That's what the word "generally" above means.
Any regulatory framework, be it TASVideos's submission rules or international traffic laws, relies on its predictability. If one intends to make an input into the system, they have to be able to infer the outcome by the wording of the rule. It doesn't have to be exact, but it has to be predictable at the if-then level to assess potential risks and rewards (if I increase my speed above the limit, I will be breaking the law; if a cop catches me doing so, I'll get a speeding ticket). If a rule contains a leeway for exceptions, the reasons and conditions for providing the exceptions, as well as feasible outcomes, should be reasonably clear before the submission is even made. This would be both fair and respectful to the content creators: it's them who spend time on something that's supposed to be our entertainment. TASVideos is a content platform, not the ultimate enabler for this activity. TASes could still be published and distributed via YouTube, Twitch and various speedrunning sites if TASVideos wasn't there; yet it's TASVideos that would be nothing without TASes. So we need to treat all of our authors with respect and give them level playing field and a clear competition and regulation framework if we don't want to alienate the main driving force behind the site. Now, here's why the discussion around this submission rubs me the wrong way and goes against the principles outlined in the previous paragraph in my opinion. Right now the rule in question reads as follows:
Console versions of PAL games run at a lower framerate than NTSC games, running at ~50Hz compared to NTSC's ~60Hz, and the games themselves are often not modified or poorly modified to accommodate to the change in timing. Due to this, PAL versions of ROMs are generally not allowed, unless there are significant technical and/or entertainment merits to using this version.
Let's discuss that wording and try applying it to PAL SMB to see if it makes sense to even consider making an exception for this run. Poorly modified: what are the criteria of this? Any attempt to compensate for a lower framerate will inevitably result in a different game code: logic, variables, or both. You cannot possibly expect identical physics due to the low complexity of game engines and low processing capabilities of host systems, which force developers into taking game logic shortcuts with consequences exacerbated by less frequent polling of game state. Most—if not all—PAL ports will have extra glitches because of this. Thus I see these possible definitions of "poorly modified": 1) the game doesn't work exactly the same way as the original; 2) the game has instances of obviously incorrect behavior/presentation introduced by PAL conversion (e.g. incorrect pitch and aspect ratio, game logic bugs/exploits...); 3) somebody (e.g. a judge) decided so based on a non-transparent, intuitive understanding of the semblance of a given port to a hypothetical ideal conversion (that may or may not take game complexity or other in-depth knowledge into account); 4) something else I'm missing. By #1 and #2 PAL SMB is "poorly modified" because it has an extra glitch that wasn't there in the original. #3 isn't even a definition because it doesn't result in anything definite. #4 is the wildcard that could salvage this discussion, but it remains to be mentioned. Significant merits: what defines significance? From the technical standpoint, using PAL barely allows cutting 1% off the NTSC run's time. The new glitch is barely used, a typical "blink and you'll miss it" situation. The PAL version hasn't been as ridiculously overTASed as the NTSC one so improvement in the order of tens of frames isn't out of the ordinary. Any game perfected to the level of NTSC SMB—of which there are only a handful on the entire site—would consider any improvement (just the fact thereof) "significant" by this point, but in the context of version change it is anything but. From the entertainment standpoint, the run isn't noticeably better—it's just slightly different. And most of the stylistic difference isn't exclusive to the PAL version—it's just there because the PAL run could afford it without losing time. Again, at the level of similarity expectations SMB runs are at, even these tiny variations can be considered a marvel by some, but at the end of the day it's still Mario running to the right and jumping from time to time without any new complex interactions with the level environment barring one instance where Mario enters a block from above rather than from the left. Would that change alone compel me to watch the other five minutes? Hardly. In my opinion, if this run is given an exception and either published alongside the NTSC run or replacing it, you'd have to: a) do your darnedest to justify that decision with anything but the love for SMB, considering how many runs (would) have been rejected just because they were PAL; b) allow far more (or even all) PAL runs to be submitted and published under the same procedure as their NTSC counterparts, and change the rule wording accordingly. Personally I find the second option far less shitty for every possible reason. Every single time the TASVideos rules became more relaxed and inclusive, it would do far more good than it would harm the site. Something to think about. Then again, there's always the option of not accepting this run because it's PAL either, and link it from the NTSC run description, which would merely be par for the course.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Editor, Player (44)
Joined: 7/11/2010
Posts: 1022
OK, I think I've made up my mind as to where I stand on this. The first thing to think about is the discussion that lead to the creation of the Vault; we want to be able to publish any%/100% records even if they have no other redeeming qualities. (Incidentally, I argued that Vault and Moons should be seen as complementary categories, allowing a game to be in both, but I was outvoted and that lead to the current tiers system.) As such, from my point of view, there's no doubt that both the PAL and NTSC versions of the run are legitimately vaultable (regardless of whether or not they're also viable for Moons); and if they currently aren't for some reason, the rules should be changed so that they are. In general, I'd be in favour of allowing both the PAL and NTSC versions of any game separately into the vault if a) they obey the other valut rules, and b) there's a noticeable difference in gameplay between them (i.e. the PAL record isn't just a straight copy of the NTSC record played back slightly slower). Both of these are definitely true statements for this Super Mario Bros 1 situation. The remaining question is which (if both) of the runs should be in the Moons tier, rather than the Vault (an issue that's necessitated by the fact that the site sees Moons as "above" vault rather than the two as separate tags). I'll leave that up to the judges because I don't hugely mind how it's handled; the distinction is fairly arbitrary anyway.
Joined: 2/28/2009
Posts: 99
having read this thread in the past, i am amused that HappyLee has finally, after so many years, crossed that fabled and much-feared Rubicon - and forced the "PAL smb1" Question to be answered for good this time. waiting with bated breath for Nach's verdict.
Expert player (2453)
Joined: 12/23/2007
Posts: 822
First of all, sorry for bringing so much trouble for the judges. I'm against obsoleting the NTSC run, and I feel that SMB TASes should be done on NTSC, for the following reasons: 1. JPN/USA version should be the definitive version for SMB, since SMB is made in Japan, almost all hacks are made on this version, and most great SMB speedrunners including darbian and andrewg all do speedruns on this version. 2. The only thing good for PAL SMB runs (warped/warpless) is being faster because of the different flagpole glitch. The new glitches on PAL (different flagpole glitch, ground clip, swimming across the ceiling) bring too much madness and suggest that the game is broken further. The different flagpole glitch may seem fine for the warped run, but for the warpless run, it cancels all the cool strategies like Bullet Bill glitch, Cheep-cheep glitch, kicking shells in 3-1, 6-2 and 7-1, entering the ground, and so on. Those who favor replacing the NTSC run, if you don't think the PAL warped run is less entertaining than NTSC run, you can be sure that the PAL warpless run would definitely be more boring. If this should be published, I'm in favor of CtrlAltDestroy's idea of publishing this to the Vault, as a "bad port" of a game that's not recommended for TASing. A PAL warpless run shouldn't be published at all because it would show much less cool glitches (not even the ground clip) even though it's faster, and a warpless walkathon on PAL is just not possible due to 4-3. If people find this too controversial or not enough to make an exception, the best solution would be to reject it, and maybe put the submission link to where people might be interested in.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Former player
Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
HappyLee wrote:
If this should be published, I'm in favor of CtrlAltDestroy's idea of publishing this to the Vault, as a "bad port" of a game that's not recommended for TASing. A PAL warpless run shouldn't be published at all because it would show much less cool glitches (not even the ground clip) even though it's faster, and a warpless walkathon on PAL is just not possible due to 4-3.
But that's not how the vault works. If enough people find a TAS entertaining, it will always go to moons, no matter what version was used. Looking at the responses in this thread, as well as the voting, it would definitely go to moons.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Judge, Skilled player (1289)
Joined: 9/12/2016
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Chanoyu wrote:
Publishing this movie alongside the NTSC branch would clutter the site with a mostly redundant run and potentially set a bad precedent. Obsoleting the NTSC branch would nullify the version of the game that most of this site's users first played.
I'd like to expand on this a little. As a European, I played PAL versions of games, Super Mario Bros. included. I think that if the significance of SMB's status as a classic is in any way important, and obviously it is, this classic status applies as much to the NTSC version as the PAL version. I think it'd be a bit of a shame that, if the version of a game I played was different, that difference would be a reason to make a TAS of it unpublishable on the primier TAS videos site. In other words, as long as "my" and "your" games are the same, the version doesn't matter, but when they're not, I'd like to see "my" version too.
As an European person (also that used to play SMB on real console), I'm also concerned about this aspect. I see that the NTSC versions generally have technical merits towards their PAL counterparts, but both are still official releases with their story and dignity. This is the map of the analog colour television encoding systems used by different nations, according to Wikipedia: I don't know how much this is indicative to the actual usage and diffusion of the relative game versions, but it's still suggesting that are both not negligible in the cultural aspect.
Warp wrote:
I don't think any rule should be totalitarian. Any rule, no matter which, ought to allow for exceptions if there are good reasons for it. When rules are applied in a completely rigid totalitarian manner, it only causes problems. Rules should be flexible and be ready to accommodate the immense amount of variation in highly subjective situations.
I agree. Games themselves, and then also runs, can often have ambiguous natures due to a multitude of differing factors, and thus often needing an ad-hoc solution. Reality is made of nuances; while schemes certainly make things easier to handle, it's not like everything can forced into rigid labels without having drawbacks.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Demon_Lord
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ThunderAxe31 wrote:
I don't know how much this is indicative to the actual usage and diffusion of the relative game versions, but it's still suggesting that are both not negligible in the cultural aspect.
It seems Nintendo sold 62M NES consoles, of which 53M were sold in Japan and US combined. (source)
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Posts: 1206
Location: Amsterdam
Demon Lord wrote:
ThunderAxe31 wrote:
I don't know how much this is indicative to the actual usage and diffusion of the relative game versions, but it's still suggesting that are both not negligible in the cultural aspect.
It seems Nintendo sold 62M NES consoles, of which 53M were sold in Japan and US combined. (source)
I'm shocked to hear they didn't sell any consoles in Antarctica...
Judge, Skilled player (1289)
Joined: 9/12/2016
Posts: 1645
Location: Italy
Demon Lord wrote:
It seems Nintendo sold 62M NES consoles, of which 53M were sold in Japan and US combined. (source)
Thank you, I should have used that in first place. Let's now take a look at the Super Mario Bros. sales:
Total Units

  North America:      29.08m   72.3%
+ Europe:              3.58m    8.9%
+ Japan:               6.81m   16.9%
+ Rest of the World:   0.77m    1.9%
------------------------------------
= Global              40.24m
The amount of PAL cartridges sold is 4.35m, about 10.8% of the total sales of the game. So my point about the PAL version being diffused about as much of the NTSC version falls here, but 4,35 millions of sales is still a number. Also note that SMB was the best-selling videogame in 80s, and today is still holding the 5th place.
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At this point I feel kinda bad for Nach. There's so much controversy over how this should be published.
Joined: 9/8/2014
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ThunderAxe31 wrote:
Demon Lord wrote:
It seems Nintendo sold 62M NES consoles, of which 53M were sold in Japan and US combined. (source)
Thank you, I should have used that in first place. Let's now take a look at the Super Mario Bros. sales:
Total Units

  North America:      29.08m   72.3%
+ Europe:              3.58m    8.9%
+ Japan:               6.81m   16.9%
+ Rest of the World:   0.77m    1.9%
------------------------------------
= Global              40.24m
The amount of PAL cartridges sold is 4.35m, about 10.8% of the total sales of the game. So my point about the PAL version being diffused about as much of the NTSC version falls here, but 4,35 millions of sales is still a number. Also note that SMB was the best-selling videogame in 80s, and today is still holding the 5th place.
vgchartz is NOT a reliable resource. The people behind that website have admited to making numbers up when no data was available. Granted, I have heard that they are more likely to be correct for older titles, but still... That being said, the precise numbers don't effect the point, which is that millions of people played the pal version. Honestly, I feel that this entire debate is the same core question as the "does super metroid deserve to have so many catagories?" debate. Namely, should we give special treatment certain games that are iconic to the speedruning comunity? I think that we should use the submission as an excuse to answer this question once and for all. I noticed that a lot of people seem to be saying that we should not use the pal version because the localization introduced errors. I wanted to point out that several runs on this site use glitches that were introduced in the localization. Pokemon gold/silver's any% run uses the coin case glitch, which was introduced by the localization team.
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I honestly think the best place for this PAL run is in Gruefood Delight. It's well put together but the improvement is very narrow and the framerate makes it look worse than the NTSC. People's first impressions are going to be *this* Mario run. I don't really want to start a PAL obsoleting run vs NTSC for many other runs on the site. This would allow the PAL work to stay up on the site while at the same time establishing a clear protocol that could be used in the future for all the other runs.
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electricslide wrote:
I honestly think the best place for this PAL run is in Gruefood Delight. It's well put together but the improvement is very narrow and the framerate makes it look worse than the NTSC. People's first impressions are going to be *this* Mario run. I don't really want to start a PAL obsoleting run vs NTSC for many other runs on the site. This would allow the PAL work to stay up on the site while at the same time establishing a clear protocol that could be used in the future for all the other runs.
And what's wrong with that? TASvideos is about making runs that are as fast as possible. Why should we reject a run faster then the NTSC version just because it's not the NTSC version? That doesn't make sense.
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PAL to obsolete NTSC.
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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.
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c-square wrote:
Okay, I'm going to throw in some food for thought: Whatever decision is made here will set a precedent that will be applied to other runs. So, what do we want to happen when a faster PAL version with different glitches is submitted for:
    SMB warpless SMB warpless walkathon SMB maximum coins
? Do they get all rejected because they're PAL? Do they all get new branches? Do they all obsolete the existing NTSC runs?
I'm still not sure why we are so conservative about creating new branches for games. It's not like we are going to run out of disk space of anything. I'm not really buying the "to avoid clutter" argument because, let's be frank here, the site is already kind of "cluttered" in the sense that TASes are quite disorganized. For example, if I go to the front page and search for "super mario bros", the results are in a pretty arbitrary order that makes little sense (FDS Super Mario Bros 2, SNES Super Mario All-Stars, Wii New Super Mario Bros, FDS Super Mario Bros 2 "Luigi", NES Super Mario Bros "warpless"...) In this sense, speedrun.com seems much more organized. Go to this page, for instance: http://www.speedrun.com/oot It's much easier and clearer to browse categories of that game. (Granted, that layout wouldn't work for us because at speedrun.com it's a top list, and we don't use top lists. But nevertheless.) speedrun.com also doesn't shy away from creating new categories as needed. That game alone has 13 categories (the minor ones being under the "miscellaneous" menu). I'm not saying we should copy them. I'm just wondering why we are being so conservative about it.
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SMB isn't really lacking in categories, but I would argue that PAL is different enough to warrant one. At a macro level the differences are pretty minor, but some of the detail work is interesting for sure. Really to me the game is so highly optimized that the differences (though minor) really stand out.
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After 6 pages of "saving private NTSC, because Murica that's why", I 'm glad to see MrWint's detailed post with facts.
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MrWint wrote:
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.
Couldn't be said any better! :3
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GO PAL!
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
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