Super Mario Land 2 is a sidescrolling platforming game for the Gameboy known for introducing the character Wario. Going by input frames, this run is an improvement of 8 frames over the currently published run.
This is the game end glitch category of this game. More details of what happens can be found here.
The primary difference here is in emulation accuracy. The published run is known not to work on console and also desyncs in both the GBHawk core and Gambatte core in BizHawk. This run however syncs in both cores, which are both significantly more accuarte then the old VBA one.
Also, a proper time for this run is 197366495 cycles/(4194304 cycles/sec) = 47.056 seconds.

ThunderAxe31: Judging.
ThunderAxe31: It's really nice to see an old movie getting improved while using more accurate emulation. The movie length results longer due to the implementation of the bios screen, but actual gameplay is shorter. The fact that the credits sequence lacks the music due to a glitch is not a problem, since the credits sequence itself it's triggered correctly in its entirety from start to end.
Accepting as improvement over the current publication.
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Alyosha
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feos wrote:
You mean it's impossible to improve the old SML2 run using VBA v24?
The button presses in the current run certainly wouldn’t work in VBA v24. Just Like the button presses in the original run doesn’t work in GBHawk / Gambatte. I don’t know if it’s impossible, since it’s just random button mashing until it works, but I didn’t know that the sequence of inputs that worked in GBHawk would be shorter ahead of time .
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So what is even the type of gameplay that's been improved? ThunderAxe31 said this game has no randomness, and you imply that as far as gameplay physics are concerned, it's just a resync. So what is it then? ACE setup itself?
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It’s an IRQ timing related glitch. So emulated timings dictate how / when the glitch is possible. In other words, I didn’t ‘improve the gameplay’, I just found the glitch on a different emulator which is much more accurate, and it happened to be shorter .
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What I'm asking is, if that glitch is applied to the old movie, will it work and save time? At least a single frame?
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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No. It’s the same glitch it both movies. The setup is only different due to emulation differences.
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Alyosha wrote:
No. It’s the same glitch it both movies. The setup is only different due to emulation differences.
So you resynced somebody else's run and claimed authorship on it, am I understanding correctly?
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Alyosha
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No, the inputs are unique, I still had to find them. Otherwise it would work the same in both cases. But my point is that the uniqueness is not due to me being somehow better. The emulator was better.
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Alyosha wrote:
No, the inputs are unique, I still had to find them. Otherwise it would work the same in both cases. But my point is that the uniqueness is not due to me being somehow better. The emulator was better.
"Movie Rules wrote:
If time is gained from using a more accurate emulator, but game-play hasn't been improved, such a movie will be rejected.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
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Oops, I guess I shouldn’t have submitted it then, and it should have been rejected. My bad.