This beats the existing run by 52 frames. Mostly from mundane sub-pixel optimizations here and there, and a few new strategies.
  • Emulator used: bizwhack 2.4.2
  • Korea BIOS
  • Genre: Platform
  • Tier: Stars

Improvements

Movement

Mario's xposition increases until it hits 99, which locks it in place. This is when the screen starts "scrolling". Mario's velocity is increased by 2 for every frame 2 is held, with a cap of 50. In the air it's slower, 1 every 2 frame, so if it ever drops from 50 you ought to get on the ground as fast as possible. To lose acceleration at top speed, you have to hold left until the velocity drops from 50 to 0, since Mario will only turn once his velocity is fully reset (because there are two velocity addresses, one for moving right and one for moving left). Mario doesn't lose velocity from running on a moving platform or jumping on an enemy, but he does whenever he hits a ceiling (block or not). So it's best to keep your jumps precise.

Pixel Shift

You can get a boost at the start of a level by tweaking Mario's pixels at the flagpole of the previous level. Because this requires you to press left and lose acceleration, this only saves time if you can't grab the flagpole immediately and have to briefly fall to get it. And, even then, it's a gamble, because the screen may scroll regularly anyway or you could lose a frame grabbing the flagpole because of the frame rule.

Carryover

Enemies are generated based on the same timer from level to level, this is why sometimes you see killed enemies reappear on the other side of the screen. You can adjust it with other enemies that may use the timer, since there are various timers throughout the RAM. With this knowledge, I was able to manipulate a koopa in 1-3 to bounce Mario over the wall at the end, saving some time.

Frame Rule

It wouldn't be Super Mario Bros. without frame rules. There are a lot of frame rules in this game, which I didn't notice when I made the first run. Screen transitions, moving platforms, and fireballs are all locked to a non-manipulatable timer. This can be frustrating as it negates many minor precision gains, but on the bright side it does make a few tough sections easier to TAS since the frame rule means you don't need to be 100% perfect to get the best result.

Demo Glitch

If you wait for a little bit on the title screen, the game plays a demo. You can press 1 or 2 to leave the demo to return to the title screen. However, the game severely glitches out if you hold the button down. The graphics can become mutilated and, if you start the game after returning to the title screen, Mario becomes invincible. He'll be able to walk on pits, and running into enemies - including fireballs - will kill them. Unfortunately, given that it takes over 540 frames to execute, this demo glitch is pretty useless to a TAS, since there are not many moments where you have to lose time because of an enemy. But it's still funny enough to chronicle here.

Acknowledgments

  • EZGames69 and Memory for their published run
  • Bizpuck devs, since SMS emulation is clearly way better than it was when I made the first movie back in 2013
  • Zemina, who give Nintendo a run for their money

feos: 2 rooms were 1-2 frames longer due to some random lag, but otherwise everything has been either improved or matched. Accepting over [4040] SMS Super Boy II by EZGames69 & Memory in 05:51.47.
fsvgm777: Processing. Zinfidel is handling the encodes for this one.


TASVideoAgent
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This topic is for the purpose of discussing #6778: NitroGenesis's SMS Super Boy II in 05:50.60
EZGames69
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Posts: 2765
I can’t believe there are other people willing to do this game. Good job on besting me and Memory, yes vote.
[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
Blazephlozard
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Who is this "Mario" in the notes? Do you mean Boy?
CoolHandMike
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I usually don't do this, but this game made me feel physically ill while while watching. The strange scrolling in most stages, and particularly the WAVY annoying scrolling with the floating fish made nauseous. All combined with the horrible music that sounds like some guy near dying from alcohol poisoning thought to do a last hurrah by trying to play various Mario 1 stage themes. NoT eNteRtainEd! nO. Although walking through the bottom of the flag pole i did find amusing. As well as bouncing off all the fish, but not enough to overcome the other issues I felt.
discord: CoolHandMike#0352
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Voteh meh. This game doesn't feature the infamous "SORRY NOTHING".
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Editor, Experienced player (570)
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TASVideoAgent wrote:
bizwhack 2.4.2 ... Bizpuck devs
BizHawk jokes didn't die, they were frozen alive until Nitro came back. Those spasming parakoopas and Cheep-Cheeps gave me a headache. I'm not sure if that could trigger epilepsy, but it triggered nausea for CoolHandMike. Maybe a warning in the movie description would be a good idea? I watched the whole thing, but I'm not sure I'd call it entertaining. Voting Meh.
dekutony wrote:
This game doesn't feature the infamous "SORRY NOTHING".
END
Zinfidel
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I like "Super Boy" going into his skidding sprite while airborne. Scrolling is so choppy! The entertainment isn't there in this Mario game.
I like Doraemon
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [4227] SMS Super Boy II by NitroGenesis in 05:50.60
Joined: 11/12/2011
Posts: 18
END
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