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This TAS improves on the previous submission by utilizing two additional pipe glitches to quickly complete two levels and a bubble glitch to reach Wario faster in the castle. As a result, the route has changed.

Pipe Glitch

In version 1.0, if you exit a level while inside a pipe, the game remembers as you enter the next level. Thus, in some levels, you can proceed below the level, either to a copy of the level with no sprites, or below that to the game's memory. This glitch is used a number of times to find level clear tiles in the memory. It can not be used in every level, though, due to the level design.
A deviation from the previous TAS includes two pipe glitches that utilize death as a way to exit the level, as opposed to start and select. In Mushroom House, I use the pixel trick to speed up midair and get hit by a shell to die as I enter a pipe, then re-enter the Mushroom House and move left to land in the copy of the level and clear it. I also die in a pipe at the beginning of Macro Zone 1 then enter Pumpkin Zone 1 to fall to the game's memory and find a level clear tile.

Bubble Wario

Found by mugg, this glitch utilizes a similar mechanic as the pipe glitch and midway glitch, in that if you exit the Hippo level the frame you obtain the bubble, then the game will load the bubble the next time you enter a level. In this TAS, I grab the bubble then enter Wario's Castle, and abuse the sprite limit to manipulate the y-position to outside the bounds of the level. Mario floats up and enters the pipe to start the fight with Wario, skipping the majority of the castle, including the face-off with faces (thus eliminating the need to kill 100 enemies).

Movement

As stated in the previous TAS by andymac, the pixel trick allows Mario to move an extra pixel every 8 frames. There was talk of a more restrictive, yet better pixel trick that yielded two extra pixels every 8 frames. Since it is both visually unappealing to be constantly jumping and very restrictive, I decided not to use it at all times. There are a number of instances of it throughout the run, but only when it was convenient to do it. It also turns out that jumping constantly leads to more instances of lag, so it was overall simpler to use an outdated version to save on lag and avoid tedium.
Corner boosts are used when convenient. Most times it requires deviating from the pixel trick, which means the one pixel boost would not be worth it.
The previous TAS also stated that the two swimming speeds were (1,1,1,1,1,1,1,1) and (1,2,1,1,1,1,1,1), however, I only found the first sequence and a second sequence of (1,0,1,1,1,1,1,1). Moreover, when reviewing the previous TAS, the swimming speed achieved there was (1,1,1,1,1,1,1,1). This leads me to believe there was some confusion about the potential speeds, though the faster speed was used in both this TAS and the previous TAS.

Route

Like Leibniz and Newton with calculus, it appears I thought of this route individually before reading that mugg had come up with this route, too. The only deviation between the two is Macro Zone 1 vs Pumpkin Zone 1 to set up the pipe glitch for Tree Zone 2. Utilizing Macro Zone 1 requires using death to initiate the pipe glitch, and that requires losing the fire flower in the rat fight, and completing Tree Zone 4 as small Mario (which makes the route in the level more difficult and contains more lag due to not being able to kill the piranha plants). These two events, along with how long the death animation takes, means it was not actually faster.

Music Glitch

If you press pause 83 frames after the final hit on Wario, the ending credits music fails to start, and the Wario fight music continues indefinitely. Nod to pidgezero_one for accidentally finding this.

Special Thanks

andymac for creating the first TAS, and mugg for all of his work on this game and the previous TAS, plus his find of Bubble Wario. dotsarecool for creating a lua script that allows us to see what the tiles are in the game's memory. link_7777 for his RAM watch file. Oh_DeeR for his suggestions and motivation.

ThunderAxe31: Replacing file with a 12201 blank frames trimmed version, and judging.


TASVideoAgent
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EZGames69
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Im going to assume the reason why the time is longer than the publication is because of blank input at the end. I’d really like to watch this once a video encode is provided. Ive been hoping to see an improvement to this game for awhile now.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
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Nice surprise! Will watch later and give my comments
Pixiuchu
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Albeit I'm not the biggest fan of using a death with the pipe to skip major parts of levels, I understand that it's the fastest way to go about it. Though it did catch me off guard. The rest however is entertaining and it's well optimized, so this gets a yes vote from me. By the way, temp encode: Link to video Edit: updated the temp encode with a video in 720p(60? I just uploaded it so it might be 60fps soon, currently it's still just 30fps), replacing the crappy 144p video lol.
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Considering that the main RTA route for this game has been set in stone for the last 5 years, it's really refreshing to see that it's much less trivial when it comes to the TAS. Much anticipated submission with updated strats. It should be noted that the time save is greater than it seems due to the inclusion of the Bios splash screen - a restriction not present in the old TAS.
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I'm surprised that despite the backtracking to setup the pipe glitch, it would still be faster to use it than to beat normally. What happens if you tried it on a boss stage? I presume there's no way to quickly reach a boss like this OoB?
As stated in the previous TAS by andymac, the pixel trick allows Mario to move an extra pixel every 8 frames. There was talk of a more restrictive, yet better pixel trick that yielded two extra pixels every 8 frames. Since it is both visually unappealing to be constantly jumping and very restrictive, I decided not to use it at all times. There are a number of instances of it throughout the run, but only when it was convenient to do it. It also turns out that jumping constantly leads to more instances of lag, so it was overall simpler to use an outdated version to save on lag and avoid tedium.
So does this mean you avoid using it when it doesn't save time? Edit: Would also be very curious of a console verified version just because if anyone who has a gameboy player also has this game.
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I'm happy to see this run which came as a surprise to me. You did a good job with it! Most parts are optimized well. But I also found some parts that could be improved, so I'm listing them here. Maybe these timesaves can be incorporated into this run? In the first level, scroll the screen up by pressing Up+B at frame 1374-1377 and press Down at frame 1378 to save 1 frame. In Macro 1, scroll the screen up before pipe death to save 3 frames. In Pumpkin 3, I managed to save 2 frames by frame count 12265 by moving around the platform tighter, at frame 12220. That's without caring about the pixel trick so maybe it's actually a 3-4 frame time save. Same thing might apply for the other instance (at frame 12285). In Turtle 2, at frame 35845, it's possible to get in the goal from the left side to finish faster by at least 17 frames. In Space 1, this strat has a huge potential to save some seconds. After Wario phase 1, it is possible to preserve speed by hopping to the right to save 17 frames. Same thing does not work in phase 2. I'm testing 2 more ideas at the moment: Edit: 1) Getting Carrot in Macro-Boss, beat rat as Rabbit Mario, proceed as normal but do faster leaf level. This assumes you jump from the 2 platforms straight up to the wooden log, and that you use pixel trick to catch up to one of the flies for a faster final jump up to the goal; get Fire in Tree-Boss at the pipe section. Only saves 3 frames lol. Not being able to reduce lag (since you don't have fire) might ruin it. But my leaf level test might be improvable further. 2) Take damage in Wario phase 1, go for quicker kill in Wario phase 2 (as small mario). I don't know if this would be better than not taking damage. Needs more testing. I think the music bug is nice, but it does not belong in the TAS.
Fortranm
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Glad to see these glitches in action. YES vote. It would be nice to see an "all stages" run where the OoB glitches aren't used though.
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jlun2 wrote:
What happens if you tried it on a boss stage? I presume there's no way to quickly reach a boss like this OoB? So does this mean you avoid using it when it doesn't save time?
Some levels are designed in such a way that when you go under the level, you land on a ceiling and cannot access the memory. Regardless, the pipe glitch works by finding a tile corresponding to 0x4A or 0x4B (former is normal exit, latter is secret exit); neither of those are applicable in boss levels. As for the pixel trick, it requires (as far as my understanding of it) landing on a specific frame. Getting that all of the time is very restrictive, and rather wanted some freedom (just like the old TAS). Theoretically it could be done most places, but not only is it restrictive, it also means jumping everywhere, and that is not so fun to watch. mugg - I'll work on trying to implement those improvements. I'm going on vacation tomorrow for 2 weeks, so it'll be slow going.
Currently projects: Super Mario Land 2: 6 Golden Coins (Beat Wario) & Glitchless Human Theory)
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Fencypo wrote:
By the way, temp encode: Link to video
Thank you for encoding it.
DiffCalc .NET Frameworks 3.5 required.
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So, I am going back through the TAS based on discussion with MUGG. Basically, I'm going to aim to try and get the "better" pixel trick (saving an additional pixel of movement per 8 frames) as much as I can. In the Mushroom House (first) level, I saved 6 frames between that and scrolling the screen up (to save 1 frame). I'm on vacation until the 13th, so progress is slow, but will speed up after that.
Currently projects: Super Mario Land 2: 6 Golden Coins (Beat Wario) & Glitchless Human Theory)
EZGames69
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It might be worth cancelling this submission for now and once the faster movie is finished, just submit that.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
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EZGames69 wrote:
It might be worth cancelling this submission for now and once the faster movie is finished, just submit that.
Yeah, that's probably for the best. Here's to hoping for sub-21.
Currently projects: Super Mario Land 2: 6 Golden Coins (Beat Wario) & Glitchless Human Theory)
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om, nom, nom... want more!