(Link to video)
After we see the maximum coins TAS someone will be curious about how many items are there in SMB1 and how many items can we get in one life. Here's the answer: There are 46 Power-Ups , 10 1UP Mushrooms , 10 Super Stars in SMB1 . And we can get all of them within one life.

Goals:

  • To get all the Power-Ups , 1UP Mushrooms , Super Stars. Not including vines for we can't "get" them. And coins for it's impossible to get all of them.
  • To complete the game within the fastest time
  • To be as entertaining as possible

Comments

For there is a flower in 4-1's underground scene and another in a block faraway right hand from the tube. It seems impossible to get both of them. But by going into walls and pushing Mario to the right edge of the screen, then touching a Spiny Egg to get hurt it will be possible. I tried many ways to control Spiny Eggs and the way I use in the movie seems to be the best choise. 1UP Mushrooms in X-1 (except 1-1) only appear when we get all the coins in (X-1)-3 ( For example 1UP Mushroom in 4-1 will appear when we get all the coins in 3-3). So in this run you can not only see all the ways of getting items , but also see coin collection in X-3 stages. In 1-3 we can miss two coins.

Level comments

1-1
Nothing special. Get the only mushroom in this run.
1-2
It is faster getting the 1UP Mushroom from the left hand and just save 21 frames. Thanks to CuteQt.
1-3
Thanks to CuteQt telling me that we can miss 2 coins in this stage.
1-4
I find it's possible to get a flower like this with 25 speed and it saves 21 frames. It also works in warpless run if get a mushroom in 1-3 and get a flower in 1-4.
2-1
We have thought vine glitch is useless in this stage. But with a corner clip we made the special ending and saved 21 frames.
2-2
100% killing. It won't waste time doing a corner clip in this stage.
2-3
100% killing. Cheep-cheep glitch as HL do in warpless run.
2-4
As 1-4 , saved 21 frames.
3-1
By touching the walls when getting items instead of going into a wall we succesfully avoid fireworks and saved 21 more frames with HL's help.
3-2
Play fireballs with BGM after getting a star until end of the stage. It's really interesting.
3-3
It makes no difference if not land on the left part of the last balance lift in warpless run. But it saves time in this run. In order to do this we should kill the last flying Koopa at the left edge of the screen.
3-4
Nothing special.
4-1
Lakitus throws a Spiny Egg every 128 frames or when an item disappears. So we chose to get into the first tube and controled a Spiny Egg just in the place we want.
4-2
Killing 2 Pirana Plants before they appears. It's also used in 5-1 and 5-2.
4-3
With HL's help it just break a frame rule.
4-4
Nothing special.
5-1
Tripple kill as HL's warpless run does. It will be slower to show the glitch going into a wall with an invisible block so we didn't choose it.
5-2
Time will be xx3 if we do a flagpole glitch so it's the only stage we pull the flag down. Thanks to the way getting a flower with 25 speed or we can only slow down to wait the time goes to xx2.
5-3
Nothing special.
5-4
As 2-4. It will cause lags if play fireballs with BGM.
6-1
Wall clipping when getting 1UP Mushroom.
6-2
For there is a mushroom in underground scene we can't use shell glitch in this stage. The way we use in the run is 10 frames slower but won't waste time thanks to 21 frame rule.
6-3
It's a little hard to push the mushroom out in this way...
6-4
A firebar is on the way mario will go so we tried to avoid it. Doing a wall jump is the best way. HL makes it only 21 frames slower than 1-4.
7-1
Bullet Bill Glitch is better than Shell Glitch for there is a flower after the last Cannon.
7-2
100% killing. Slid into the castle instead of going into walls. For fun.
7-3
100% killing. Made a Cheep-Cheep double kill (Not with a Koopa) witch is really rare.
7-4
Playing fireballs with BGM all the time.
8-1
It will not be much faster getting the star from the left hand so we didn't chose it. Time will be 196 if not slow down so we show the way RTAers use when doing flagpole glitch.
8-2
Getting the 1UP Mushroom with the Jumpspring through the wall is amazing. The Bullet Bill is 16 frames slower than a perfect one. But even if we get a perfect one it can't help us break a framerule.
8-3
Nothing special.
8-4
Bad luck in turnaround room waste 1 frame due to a Cheep-Cheep is just on the way Mario would go. We made the coin be 66 because six is a nice number in China.

chatterbox's comments

This is my first substantial collaborative TAS. But as HappyLee says, Mars608 has finished most of the stages by himself. My efforts were not very helpful I guess. He invited me over with admiration for my SMB technique, but I don't think I've lived up to his expectations.
But anyway, they were much outstanding than I'd thought. Mars608 and HappyLee accomplished the results that I couldn't reach with my own knowledge and skills. When I thought "this is enough" and I handed them the movie files, they gave me a more surprising result and unexpected improvements. Especially in 4-1, I had a lot of difficulty manipulating the position of Spiny Egg, but they succeeded in taking both of Mushroom and Flower with this perfect movement (It may have been Mars' solo). Also Mars608 has devised of a small improvement in 8-4, but it's too bad it couldn't apply to this TAS. I hope it can apply to the warpless run they're producing.
Lastly, thanks to Mars608 for inviting me to this collaborate. And I also thank HappyLee for making such an incredible improvement that I couldn't imagine. I've learned quite a lot through this TAS.

Nach: Judging this ambitious run.

Nach: Whether this run collects all items is debatable because it hinges on the definition of an item. All power-ups might be more accurate. This run also has a very high points to time spent ratio, and all in all is only slightly more than a minute slower than a full run, keeping the action fast paced, and the entertainment fairly high. The audience for the most part agrees.
Normally, an acceptable run is one which does 100%, which differs game to game, as different games have different optional components. For Super Mario Bros., 100% means all levels, because levels is seen as optional, power-ups not so much, because collecting the same power-up over and over doesn't actually do anything aside from awarding points. Therefore this run is a custom goal which is 100% and then some.
Custom goals are allowed if they offer a couple of things that are not seen in other runs, and the audience finds it entertaining. This run while having many similarities to the as fast as possible warpless run does offer some unique things. Many of the power-ups are collected with a variety of glitches not seen in the other SMB runs. Since more time is spent in levels than seen in other published movies, some alternate tricks are employed to complete levels which line up enemies that are at a different location in their movement cycle than seen elsewhere. The handling of 4-1 was especially impressive. Some of the tricks appear to be required to collect items without losing time, and are unlikely to appear in other runs, such as the 1-up collection in 8-2, or some lift shenanigans in 1-3 which seems to be the fastest way to get a power-up and coins (which is then required for the hidden 1-up in 2-1).
While I'm not totally convinced on this being a branch onto itself, it does seem to fit our requirements and the audience is a lot more pleased with this goal than some others that were submitted.
Accepting to moons.
Spikestuff: Publishing.

TASVideoAgent
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Something to add: * I think the most impressive thing about this goal is that it's actually possible to get all items in SMB without dying once. The one item with difficulty in real time is the Fire Flower in 4-1. * Mars608 came up with this project and finished most of the stages by himself. There were several times when improvements were found in previous stages and he had to re-do some stages with random enemies. His ultra-high efficiency of making TAS really impresses me. * Me and Mars608 have also been working on a new warpless TAS, which is in relatively slow pace compared to this project. There are spoilers like 1-4 and 2-2 corner clip that were found first in our warpless project. * Some frame rules are pretty hard to save, including 1-2, 1-4, 2-4, 3-3, 4-1, 4-3, 5-2, 6-4, but we've managed to save them anyway. * Hope this project brings more joy to SMB fans and fewer headaches to our beloved judges.
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Amaraticando
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I like this kind of goals, where even the best TASers of the game have to think a lot if something is viable or not. Entertaining run with a lot of tricks and non-linear strats deserves a yes vote.
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I actually find this less entertaining than max coins, as max coins felt like a definitive goal of getting the highest coin count possible. Which is why it kept me entertained. I'm going to give this one a Meh as there's nothing of interest to me... Maybe if you merged both "max coins" and "all items" to create "maximum score" then I'd probably be interested in a category like this again. Nevermind, I forgot 99% of it is just grinding a Koopa. I'll shotgun for publication on the chance it does get accepted. Just don't feel this one. Sorry.
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Spikestuff wrote:
I actually find this less entertaining than max coins, as max coins felt like a definitive goal of getting the highest coin count possible. Which is why it kept me entertained. I'm going to give this one a Meh as there's nothing of interest to me... Maybe if you merged both "max coins" and "all items" to create "maximum score" then I'd probably be interested in a category like this again.
I came here with the intent of saying the same thing, until I realized it had been said already. Still, as a fan of the game, I did think the run had a fair amount of interesting content and it was executed really well (as we've all come to expect). The problem is that even so, the goal feels hollow (specifically the lack of coin collection feels like a let down). It seems like it would be a better as a successor to the "max coins" run, instead showing off everything that can possibly be collected in the game in an ideal situation, making for a definitive "max collectibles" run. For this reason, I'm voting "meh" too.
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I actually found this more entertaining than max coins. Very good job, hoping it will get accepted.
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My favorite kind of TAS goals are the ones that allow to show off as much game content and TASing skills as possible, and I don't think there could be a better goal for doing it in SMB. Thank you so much for this piece of art.
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Very impressive run, entertainment and skills were mastered here, and I see these challenges as great ways to keep the game alive
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brunovalads wrote:
Very impressive run, entertainment and skills were mastered here, and I see these challenges as great ways to keep the game alive
Yeah, that's about where I am too. Honestly though, what I'd most like to see would be a combination of this and "max coins" that does NOT abuse screen scrolling quirks to create infinite loops for grinding coins.
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I dig myself oddball goal choices, and I could watch Super Mario Bros. being played in cool and unusual ways foreverrr. By itself, the TAS was as masterful as you would expect, and a very entertaining run, but I feel like it is kinda sandwiched between the warpless run and the max coins run in terms of content. I'm voting yes for entertainment.
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Part of me wants to say that we have too many Super Mario Bros. TASes, but I just keep enjoying these runs! What's next? Defeating all enemies?
DrD2k9
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Captain Forehead wrote:
What's next? Defeating all enemies?
Unfortunately, some enemies (spinys, bullet bills, fish) can infinitely spawn, and IIRC others can re-spawn depending on screen positions/scrolling.
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That was fun, with lots of cool things I haven't seen yet. Yes vote! I was surprised to see that getting one firework is faster than waiting for the timer to count down one second.
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I feel the goal, though well-defined, was gimmicky. That said, this video entertained me, so I voted yes.
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Chatterbox wrote:
1UP Mushrooms in X-1 (except 1-1) only appear when we get all the coins in (X-1)-3 ( For example 1UP Mushroom in 4-1 will appear when we get all the coins in 3-3).
Hm, I never knew about this before. Explains why you did what you did in the X-3 levels. Guess even the earliest games have some neat things programmed in.
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always great to see a piece of art like that, yes vote on the entertainement (i liked a lot how you screenscrolled to get a flower and then managed to get back into the pipe at one point) but the tricky question is , how to qualify this ? is it the closest we'll get to a 100% run ?
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Dear HappyLee: There are other games out there, you know :p
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Heisanevilgenius wrote:
Dear HappyLee: There are other games out there, you know :p
I guess I‘m too old for new games. I don't really play games anymore. Probably will try Metal Slug TASing if someone improves Arcade emulators for TASing.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
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Thanks for making this, very impressive and entertaining. Noob question: What was that hidden "empty" block in 6-1? Also, huge yes for entertainment, but meh for category.
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Kung Knut wrote:
Noob question: What was that hidden "empty" block in 6-1?
That's a hidden coin block. There are others like the 4 hidden coins under the vine in 4-2.
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Voting yes, I liked this run a lot! Amazed that there are still new things to be seen in this game (the music bug at the end of 5-2, glitching through the blocks in 8-2). Nice job on entertainment as well, it's one of the key things a TAS can offer over a realtime run. Really great to see new TAS concepts even after this long.
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Double checking to make sure stuff is kosher, I was a bit surprised that the bonus room in 3-1 is only used once.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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I guess this should obsolete the "max coins" run.
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McBobX wrote:
I guess this should obsolete the "max coins" run.
I dont believe it would, max coin run offers some other tricks that this run doesnt. for example, this run doesn't use warps. all coins uses a glitch in 4-2 that allows you to skip the trigger that would normally set each warp pipe to the specific world, they use this to continuously collect the coins in the secret room until time runs out. the other thing to note that getting all maximum coins in this run, as mentioned by the authors, is impossible. since maximum coin's goal is to get the maximum amount of coins you can get in a single run, it would be in a different category. the only way I believe that that max coins could be obsoleted is of one of 3 things: 1. A newer run has the same amount of coins collected but is more optimized 2. is it discovered that more coins can be collected even if it make the overall run time longer than its predecessor (like for most low% categories) 3. if you can get a run that has max coins AND can collect all items as well. since this movie isnt able to achieve the maximum amount of coins, it wouldnt make sense in my opinion to have this run obsolete max coins, since there's arguably different goals for each tas and because this run cant achieve max coins either.
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4. A new run is submitted that covers most of the unique gameplay found in max coins, even if it's some other category, and ends up being preferable for whatever reason.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.