Yes my friends, this is not an illusion, after good years, finally Super Mario World has a full glitchfest/playaround! šŸ˜†

Game Objectives šŸŽÆ

  • Emulator used: BizHawk 2.6.3
  • Allow Left+Right / Up+Down
  • Core BSNES
  • Abuses programming errors
  • Crashes the game intentionally
  • Take hit and use death to show funny things
  • Softlock the game intentionally
  • Aims for show funny things, glitches, bugs and tricks

About the run šŸŽ®

This is a work of something around ~1.500h spread over 7/8 months. This run is 100% entertainment focused, speed aside. The goal is to take advantage of all (or almost all) features of the game's levels to generate entertainment.
With the exception of Donut Secret 2, Forest Secret Area and Forest Fortress, all levels have been played. Some levels were repeated more than 2 times, others more than 3 times because they are levels with too many things to do.
I believe that about 90% of all glitches in Super Mario World were made in this run. Unfortunately, it would be impossible to put all the glitches that exist, some don't fit in the route, others take too long, and so on. For that, it would have to be done another run with only the glitches that were not done in this one and I believe this is unnecessary.

Glitches/Tricks/Bugs šŸ”®

This run contains numerous glitches that would give a few pages if placed here. Therefore, I will put to the most used glitches/tricks/bugs.
These are some of the various glitches that were made while running this run. Most are explained on the Resources Page and others I've left a link to if you want to know more.

Level by Level Comments šŸ’­

Unfortunately, it won't be possible to comment level by level here because that would practically be a book to have so many things to explain in each level. Maybe one day I'll make detailed comments, but for now without prediction. Instead, here are some fun facts and things you should know šŸ˜œ
  • At the secret exit of the Cheese Brigde Area, they turned off the light! šŸ’”
  • In Soda Lake, Yoshi was very hungry and eat all the fish! šŸ˜‹
  • 11 different Yoshi's appeared in this run, counting those from the original game! šŸ¦“šŸ“šŸ¦„
  • Did you see the "Hi" Mario gave you in the form of coins in the secret exit of Star World 5? Unfortunately it was blurry šŸ˜„
  • All enemies were killed in the normal exit of Donut Plains 1! šŸ”ŖšŸ’£
  • All enemies were killed on Cookie Mountain, including Mario! āš°
  • All koopas were killed in the third room of Castle 4 (Ludwig's Castle)! šŸ”«
  • Valley Fortress completed without pressing X or Y! šŸ’Ŗ
  • In Sunken Ghost Ship, the sound burned out and the music had to be stopped. šŸ”ŠšŸ”‡
  • Since when is it possible to press Start + Select to leave Yoshi's House? ā‰
  • Luigi was purple with anemia in Chocolate Secret! šŸ¤’
  • Luigi gained invisibility power in Choco-Ghost House! šŸ’„
  • Luigi gained 99 lives 1 time, and Mario gained 99 lives 3 times! šŸ˜µšŸ¤‘

Some Explanations šŸ’¬

I must explain and make clear a few things here as well.
CRASHES THE GAME AND RESETS
A crash happens when you run a crash or spawn sprites that mess up the game's addresses. Depending on the situation, a crash becomes extremely funny, causing glitchy screens and strange sounds. I used this to my advantage and intentionally crashed the game twice, in Donut Plains 3 and Forest of Illusion 1, to reset it in a funny way.
The game was also reset in Way Cool using a Yoshification glitch and in Chocolate Island 3, in Bonus Game, where I softlocked and Mario crashed.
I should say here the reasons why I reset the game:
  • I reset the game in Donut Plains 3 to be able to do the Message Box Glitch.
  • I reset the game in Way Cool for the graphics to return to normal, after a pixelation glitch caused by a Yoshification in Cheese Bridge Area.
  • I reset the game in Forest of Illusion 1 to put it in 2 player mode.
  • I reset the game in Chocolate Island 3 (Bonus Game) because Mario was stuck on the map.

Special Thanks šŸ’Œ

  • Noise for helping me with various ideas and giving me feedback as the run progressed;
  • Amaraticando and Bruno Visnadi for helping me with the gray platform glitch and other things I wasn't aware of;
  • Nathanisbored for his fantastic Youtube series called "Let's Glitch Super Mario World";
  • MrPyt1001 and Masterjun for his freeruns of SMW on Youtube;
  • Bahamete and TheFinalBoss726 for the WIP glitchfest they made a long time ago.
  • Kaizoman666, Amaraticando, TheGreekBrit and Bruno Valads for doing the magnificent job of listing almost every glitch in Super Mario World here.
  • To everyone who watched and liked what they saw! šŸ‘Š

Samsara: Claiming for judging.
Samsara: I never thought I'd live long enough to see a Super Mario World glitchfest run completed, and yet here it is, in the year of our Luigi 2022. It's a three hour spectacle of just how broken a game can be, and all three hours are absolutely packed as full as they possibly can be, showcasing every glitch under the sun. Hell, if this was SMB3, it would've even included the sun. This run had an insanely high bar to reach, and it absolutely surpassed that bar. I just have to say, above all else, congratulations for taking on and finishing such a herculean effort, and for doing it so well. My single concern is one shared by a lot of people in the submission thread: It does have issues with pacing because of how much it sets out to do, but that's merely a suggestion for another year and another run. It absolutely does not count against this run, and it shouldn't count against any playaround as a whole. Would a shorter, more streamlined run be preferred? Perhaps. Is it reasonable to wait for one? Absolutely not.
TASvideos wants more runs like this... Hell, I'd go as far as saying we need more runs like this. We want to inspire their creation by giving people a comfortable, welcoming space to make and share this kind of art. It's something completely inherent to TASing, and it needs to be explored more because of that. In the same way that we don't want to expect unreasonable standards of optimization in order for a run to be published, we don't want to enforce unreasonable standards of completely subjective entertainment value in order for a playaround to be acceptable. There's no need to stifle creativity like that. It hurts authors, it hurts TASvideos, it hurts the community, and it hurts TASing as a whole. I don't think anyone would disagree with me, here, not even the Meh/No voters in the thread. As such, there's only one correct choice, here, and that is to accept this to Moons as a new category, with open arms, a smile, and a Samsara trademark "Excellent work!"
Accepting to Moons! Excellent work! c:
Note to whoever's publishing this: We may need to talk about the branch name first, as it's likely to only be either "glitchfest" or "playaround". Branch name resolved, let's gooooooooo.

EZGames69: Processing...


TASVideoAgent
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TheKDX7
He/Him
Player (118)
Joined: 7/9/2011
Posts: 392
Location: Switzerland
I followed this project very closely, for years I had hoped to finally see a TAS glitchfest of this game. After two first TAS made by Genisto, rejected and canceled and then a WIP by Bahamete and TheFinalBoss726 11 years ago, I had lost hope of ever seeing this category highlighted. TASvideo is sorely lacking in glitchfest and playaround categories for some of these classic games so thank you Igor for this masterpiece and thank you for the work provided, everything is there and this TAS already deserves an award! yes vote !
nymx
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Editor, Judge, Expert player (2235)
Joined: 11/14/2014
Posts: 932
Location: South Pole, True Land Down Under
I knew this game had some crazy stunts, but this was a good showcase of glitches. I personally don't want to sit and watch almost 3 hours of glitches, but from the parts I have seen...really interesting. Yes vote though.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
Editor, Player (69)
Joined: 6/22/2005
Posts: 1050
I have not watched the entire run or voted yet, but I do have some questions based on the submission comments:
  • Why did you choose to not play those three levels?
  • How much time would the other glitches add that you did not show off?
Current Projects: TAS: Wizards & Warriors III.
Experienced player (634)
Joined: 5/2/2014
Posts: 21
Dacicus wrote:
I have not watched the entire run or voted yet, but I do have some questions based on the submission comments:
  • Why did you choose to not play those three levels?
  • How much time would the other glitches add that you did not show off?
Alright, let's go.
  • I didn't make these 3 levels because they are levels that don't have much to do. Things that could be done on these levels have been done on other levels. It would be an unnecessary waste of time.
  • I don't know the exact time that would be lost, but there are glitches that depend on certain circumstances to be made. There are glitches where I would have to lose Yoshi, for example, and at the next level I would need a Yoshi. That way, if I were going to do this particular glitch, I'd have to go around the map, to the closest level that has a Yoshi, so I could catch him and that would probably be pretty boring to watch.
EZGames69
He/They
Publisher, Reviewer, Expert player (4462)
Joined: 5/29/2017
Posts: 2762
This was such an entertaining and hilarious showcase. Yes vote. Note: Iā€™ll be encoding and publishing this if it gets accepted.
[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
Synahel
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Former player
Joined: 1/19/2011
Posts: 260
Location: France
Yeah this was amazing, probably one of the funniest TAS i've watched, thank you so much for this
Lil_Gecko
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Player (98)
Joined: 4/7/2011
Posts: 520
I've always wanted to see a full glitchfest as I'm very passionate about all SMW tases. This was amazing to watch. We can really see a lot of planning and effort were put into this. Thank you so much for your hard work and an obvious yes vote from me.
Memory
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Joined: 3/20/2014
Posts: 1765
Location: Dumpster
that ruled
[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
Editor, Skilled player (1439)
Joined: 3/31/2010
Posts: 2108
I'd been looking forward to seeing a full up-to-date SMW glitchfest featuring everything that the game has to offer for a long time, and man, you didn't disappoint in the slightest. There were so many crazy tricks, including a lot of stuff I wasn't even aware of before. You entering the test level had my jaw on the floor, but many other things also qualified. I will say that 3 hours is quite a long time for a run like this, but I'd say it was well worth it. I found myself being continually dazzled by what was going on, and eagerly awaiting what would happen next. I can say this game finally has the playaround it deserves. Voting yes. But only because you got 99 lives. Several times.
Expert player (2567)
Joined: 12/23/2007
Posts: 830
Voting Yes after watching the whole movie. This is a very special TAS, and I'm so happy to see it finished. My only concern is it being too long. Many parts of this TAS is excellent, but some part seems a bit slow-paced. In my opinion, the ideal glitchfest/playaround TAS doesn't need to aim for showing "as much as possible", but should have amazing style and great density of content.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Banned User
Joined: 4/1/2022
Posts: 122
A TAS with a lot of glitches, yes vote!
WIP
CoolHandMike
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Editor, Judge, Experienced player (896)
Joined: 3/9/2019
Posts: 697
Really wild tas! Lots of crazy stuff happening all over the place. Kind of wish there were some subtitles or something playing alongside the video. I think the only complaint I have is that it is a bit self indulgent at places, but this is a playaround so that is fine. Will probably watch this in little bits over the next couple weeks.
discord: CoolHandMike#0352
Experienced player (634)
Joined: 5/2/2014
Posts: 21
CoolHandMike wrote:
Really wild tas! Lots of crazy stuff happening all over the place. Kind of wish there were some subtitles or something playing alongside the video. I think the only complaint I have is that it is a bit self indulgent at places, but this is a playaround so that is fine. Will probably watch this in little bits over the next couple weeks.
Yes, I intend to make a subtitle, a pity that it will take a while because it is long :(
Editor, Player (69)
Joined: 6/22/2005
Posts: 1050
OK, I finished watching the run. You obviously put a lot of work into it. I liked the glitches that you showed off and how you got 99 lives. However, I found it very repetitive even when watching it in small chunks over several days. By the fifth or tenth or twentieth time you
  • spawned objects out of thin air or
  • killed Yoshi only to immediate get Yoshi back or
  • changed terrain or
  • clipped through the ground or
  • glitched out the graphics or
  • backtracked within the same level or
  • backtracked on the map or
  • paused the game or
  • died (because of clipping into terrain?),
I was wondering what was so special about that specific event compared to all of the previous ones. Maybe the repetition would not have been as much of an issue in a shorter run, but this was nearly three hours, and it looked like there was more repetition than unique content. Consequently, I was not entertained and will have to vote No on this one.
Current Projects: TAS: Wizards & Warriors III.
Editor, Expert player (2073)
Joined: 6/15/2005
Posts: 3282
I liked this. But the length of this TAS combined with how much is going on during the TAS means it is best watched in "episodes" over a few days. A 30-minute version of the glitchfest is fine as well.
GMP
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Editor, Reviewer, Active player (395)
Joined: 5/22/2020
Posts: 197
Location: Chennai, India
Finally finished watching. As many other already point out, it was quite the eyegasm for a while but the length of the run was the problem. Also as Dacious pointed out, the lack of those 3 levels completed makes the goal feel neither here nor there. Might as well include them because the run suffers from repetitiveness already. Considering this, I am giving it a Repectful meh voteā„¢.
Masterjun
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Joined: 10/12/2010
Posts: 1185
Location: Germany
So I'm also going against the trend here. This run is technically impressive. However, it severely lacks focus. The branch name isn't so much "glitchfest/playaround", but instead more like "all glitches showcase" which fits more to a documentation type video instead of a superplay. Back in March 2018 (4 years ago) when the first 20 minute WIP of a run like this was released, I wrote this:
Masterjun: wow, that movie is slower paced than I would have liked Masterjun: it works if the plan is to quickly proceed to bowser, but I can't see it getting 96 exits and staying entertaining Masterjun: (considering we're looking at a 3 hour TAS then)
Reading the other feedback in this thread, it's possible to see the issue. "Very nice run, but I'm not going to watch it all, haha" is a big red flag for a movie that aims to be entertaining. Instead of choosing the best glitches that make for an exciting experience, this run follows a bucket list of levels and areas where a unique glitch can happen and tries to cover up the time travelling there by repeating the same glitches over and over again. The fact that this run has to pause the game every time a graphics glitch happens shows how much it wants to make sure it shows off every possible glitch, instead of showing off the entertaining ones. While I think a run like this between 1-2 hours can be entertaining, it needs to be a lot more polished. To keep the viewer on their toes, it needs to not show off everything all from the start. It needs to be an gradual increase in craziness. Compare with [1438] SNES International Superstar Soccer Deluxe "playaround" by Marcokarty in 15:24.38. That run doesn't even show off it can play outside the field until 50% into the run. And afterwards it plays around with the score count for the first time. So here my thoughts while watching it and some suggestions. Don't spend a lot of time in the same level. Seeing the same scenery and hearing the same music can quickly become boring. After six minutes you are done with 2 levels, where in the speedrun in the same time 9 levels were finished. The mosaic glitch really didn't need to go on for 14 minutes now, did it? Watching that part wasn't fun for my eyes. Please stop with the mushroom in reverse spam. We get it, you can mash the Select button at 30Hz, but the sound effect is really annoying after the 20th time. There are a lot of places where you glitch into a floor or a wall and then just display that fact for a while. It's fine a few times, but at some point the mere fact you can clip into things isn't exciting anymore. With nothing else to show this was really repetitive. For a viewer "I don't know what's going on" can only be entertaining for so long. For example at 47:20 where Mario turns invisible. Something is going on, but this goes on for 50 seconds until finally something happens that can be understood. Repeating levels just because they have more glitches to show is just a plain poor decision. This goes to show the goal was more showing off every possibility instead of making something with a nice flow. But what might have been the most disappointing part of this TAS was the lack of a bowser fight. The climax of every game, the final boss, was just skipped in favor of a game end glitch type ending. The complete lack of ending music due to the glitch was just sad. In general it seems people enjoyed parts of this run, but didn't want to watch the whole thing. So I'd say if this does get accepted I can see it being obsoleted with a run that ironically has less content, but more focused and polished. For the question "Did you like watching this movie?" I started off with Yes indeed I like it, then a Meh it drags a bit I hope you have something up your sleeve for the next 2 hours, and then a No this is too long.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Challenger
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Skilled player (1689)
Joined: 2/23/2016
Posts: 1062
Wow you definitely destroyed this game. So much unexpected plenty of glitches! And a very unexpected ending. Yes vote.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Active player (264)
Joined: 4/15/2010
Posts: 197
Location: England
I finally got some time to watch this! First of all, congratulations on finishing such an anticipated run! This must have been a lot of work, especially to plan out a route for how to tackle all (most) of the known glitches in the game. Overall, I really enjoyed it - even as a veteran of the game. Despite the intimidating watch time, I would recommend it, especially to anyone who doesnā€™t have much knowledge about smw as a speedgame. Thereā€™s plenty of surprises here, even to people who know the game well. Unfortunately, I think a lot of the concepts are stretched so thin that some of it can be a bit of a boring watch, and a tiny amount of it is even slightly annoying (Iā€™ll elaborate below). I think there is a lot of room for improvement here. Of course, hindsight is 20/20 - it may have been hard to foresee these things when creating the run.
  • The watch time - 3 hours is *way too long*. A lot of these bugs are showcased in smw96, which is less than half of the watch time, but I donā€™t think this run is twice as entertaining. (Definitely in some places, but mostly not.)
  • It feels like the run is rushing to check everything off of a checklist rather than a conscious effort to make the run as interesting as possible. I suspect this is an intentional choice to showcase everything you could in a reasonable timeframe, but the run suffers as a result. It would be much nicer to pick a subset of the known bugs that are particularly interesting and canā€™t be seen in the other runs on the site, and show these off while naturally progressing through the game.
  • There is *a lot* of time-wasting. Revisiting levels (sometimes up to 4 times!), backtracking within levels for little reason, pausing the game to show off 1F graphical glitches, shell juggling/getting 1-UPs from hopping on enemies, etc. None of these are inherently bad by themselves but after a while, it gets a little dry.
  • Poor route planning - in a run about being as entertaining as possible, I was surprised to see how many water levels and autoscrollers were visited. To me these were the lowlights of the run, and some of the water levels were even entered multiple times. I couldnā€™t see any bugs in the water levels that couldnā€™t be done elsewhere, except the buoyancy glitch with a star.
  • Over-reliance on Yoshi. I know that Yoshi is the root cause of a lot of glitches in this game, but it seemed like 95% of the run was with Yoshi! There were times when Yoshi was ditched and I was hoping for some small-only entertainment, but usually he was obtained immediately after.
  • Minor annoyances - for me, the 30hz item box trick was used way too frequently. Once youā€™ve seen this once that should really be enough (and again, this is in the other runs on this site). The elephant in the room, however, is the mosaic effect that lasted for way too long. This was kind of hard to watch.
  • I couldnā€™t figure out why the game was set to 2P mode - twice. I might have just been missing something really obvious. My first guess was the wrong warp that occurs, but I donā€™t think you need to be 2P for that? I couldnā€™t see anything Luigi-specific, either.
  • Crashing - this is really subjective, but I donā€™t really like game crashes. The music and graphics when this happens is just really harsh. Luckily, I think thereā€™s only two in this run (might be miscounting) so it didnā€™t bother me too much.
  • Ending. Using what I assume is ACE to finish this run over a traditional Bowser fight feels like a bad punchline to a huge amount of buildup. Thereā€™s a lot of potential in the Bowser fight, too! What about using the Lakitu Cloud from reserve to mess with his timings? Or destroying the Bowling Balls with the cape slide? Iā€™m sure thereā€™s more things.
Sorry if Iā€™m being nit-picky here. As I said before I did enjoy it overall, I just feel like the run had a lot of potential some of which was missed. Overall level comments (mostly positive!) - c1 - Hitting Iggy off screen was very nice, I forgot you could do this! - tsa - Dying here, the safest level in the game, is a really good joke. - dp3 (first visit) - Wow. This is my favourite level in the entire run. Spawning Koopas out of nowhere with the grey platform null spit was amazing. This is the first time this bug is in a run on this site, I think, and it looks great. The bonus room was great fun, and exiting the level by getting the switch palace exit was very surprising. Great job here. - vgh - Clipping through the brown blocks by using the POWs is a great joke. I was laughing out loud at that. - vd3 - Killing all those Yoshis, then clipping through the pipe to kill Mario, was really funny. I have absolutely no idea what happens at the end of this level with the yellow sprite zipping around the screen, but it was great. - cm - Yoshi in the Bonus Game with the winged key was really cool. Never seen these bugs before. - cba - The screen going to black, but still playing the game, was so great! I had no idea what was going on. Minor gripe would be when doing the palette-swap, it didnā€™t really add anything to show the entire overworld.. - sw3 - This is a massive highlight in the run for me. Such a small, limited level stretched to its absolute limits. Swapping the goal and then dying, despawning the goal, just all great. Collecting the Yoshi Wings and hitting the goal tape I have never seen before - sw4 - Was that a Boss Boo kill? Thatā€™s amazing! - sw4 (again) - I legitimately cried with laughter when you jumped on the Koopa and it went ā€œbeepā€, and Mario just stood there. I had to rewatch that a few times. Great. - sw5 - Voting no because spelling ā€œTASā€ is traditional! - way cool - reset to the title screen - incredible. Most WTF moment in the run for me. - funky - nintendoā€™s super secret exit. Was hoping to see this and it was executed really well. - vs2 - JOIEN RA G. Getting 00 (or is it 100?) bonus stars was very funny. How is that even done - the Bob-omb? - foi1 - Hyperkinetic flying key + star was very funny - foi4 - Going *up* the up-pipe I had no idea was possible, fantastic. - gsp - death by corner bug against the switch, very good - ci1 - wow... turning the level into an OW sub-map? I have absolutely no clue what is going on, but I love it. The music is grating but this is so interesting I donā€™t care. - c6 - star power during the Castle outro cutscene is great. I think we did that during our proof of concept run? - valley fortress - ha, a walkathon speedrun! What a neat idea! We donā€™t really get to see this anywhere else, so it was nice here. I donā€™t typically like walkathons but as itā€™s just one level, itā€™s a nice treat. Ah I wrote a lot... All in all - thanks for your hard work. Somewhat tentative yes vote.
Retired smw-96, smw any%
Experienced player (634)
Joined: 5/2/2014
Posts: 21
Well, I see that the enemy of this run was exactly the fact that I tried to show as many things as possible, instead of showing the most interesting things in a smaller run. 95% of the problems cited were caused by this enemy. I was forced to do lots and lots of things that I didn't want to simply because I wanted to show as many things as possible.
  • A run with 90/95% of all existing glitches in Super Mario World could not be less than 3 hours, unfortunately.
  • I was forced to stay with Yoshi 90% of the time because 95% of all glitches are done with him. So if I were without him, a lot of things wouldn't be shown.
  • I was forced to waste time going back through the map, going back within a few levels, and entering levels more than once to show specific things that depended on it.
  • I was forced to play the entire game, pretty much every level, including boring auto scroller or underwater levels because obviously I couldn't show all that a game has to offer by playing just half or a little more than half. Some levels should have been avoided because they were boring, but I was forced to play them so as not to spoil the route.
  • I was forced to show the mosaic effect more than I would like because I have no way to remove it other than restarting the game or entering a boss. If I restart the game earlier than I should, my route would be totally ruined.
So, I had to do lots and lots of unwanted stuff towards the goal of showing 95% of everything Super Mario World has to offer. In fact, many, many glitches were shown in this run, including many that were never seen, however, unfortunately, entertainment had to be sacrificed at times for this. Lastly, I agree with some things that could be avoided here.
  • The 30hz item box trick was used a lot. After watching the run a few times, I noticed it got pretty repetitive, but unfortunately I didn't notice it while doing the run.
  • Maybe I used start a lot to show things not so interesting.
  • I also took a while on some levels where they could be done much faster.
Thanks for all the comments and for all the observations made, I'm learning a lot from this! And sorry for the bad english ā˜¹
Experienced player (634)
Joined: 5/2/2014
Posts: 21
bahamete wrote:
I finally got some time to watch this! First of all, congratulations on finishing such an anticipated run! This must have been a lot of work, especially to plan out a route for how to tackle all (most) of the known glitches in the game. Overall, I really enjoyed it - even as a veteran of the game. Despite the intimidating watch time, I would recommend it, especially to anyone who doesnā€™t have much knowledge about smw as a speedgame. Thereā€™s plenty of surprises here, even to people who know the game well. Unfortunately, I think a lot of the concepts are stretched so thin that some of it can be a bit of a boring watch, and a tiny amount of it is even slightly annoying (Iā€™ll elaborate below). I think there is a lot of room for improvement here. Of course, hindsight is 20/20 - it may have been hard to foresee these things when creating the run.
  • The watch time - 3 hours is *way too long*. A lot of these bugs are showcased in smw96, which is less than half of the watch time, but I donā€™t think this run is twice as entertaining. (Definitely in some places, but mostly not.)
  • It feels like the run is rushing to check everything off of a checklist rather than a conscious effort to make the run as interesting as possible. I suspect this is an intentional choice to showcase everything you could in a reasonable timeframe, but the run suffers as a result. It would be much nicer to pick a subset of the known bugs that are particularly interesting and canā€™t be seen in the other runs on the site, and show these off while naturally progressing through the game.
  • There is *a lot* of time-wasting. Revisiting levels (sometimes up to 4 times!), backtracking within levels for little reason, pausing the game to show off 1F graphical glitches, shell juggling/getting 1-UPs from hopping on enemies, etc. None of these are inherently bad by themselves but after a while, it gets a little dry.
  • Poor route planning - in a run about being as entertaining as possible, I was surprised to see how many water levels and autoscrollers were visited. To me these were the lowlights of the run, and some of the water levels were even entered multiple times. I couldnā€™t see any bugs in the water levels that couldnā€™t be done elsewhere, except the buoyancy glitch with a star.
  • Over-reliance on Yoshi. I know that Yoshi is the root cause of a lot of glitches in this game, but it seemed like 95% of the run was with Yoshi! There were times when Yoshi was ditched and I was hoping for some small-only entertainment, but usually he was obtained immediately after.
  • Minor annoyances - for me, the 30hz item box trick was used way too frequently. Once youā€™ve seen this once that should really be enough (and again, this is in the other runs on this site). The elephant in the room, however, is the mosaic effect that lasted for way too long. This was kind of hard to watch.
  • I couldnā€™t figure out why the game was set to 2P mode - twice. I might have just been missing something really obvious. My first guess was the wrong warp that occurs, but I donā€™t think you need to be 2P for that? I couldnā€™t see anything Luigi-specific, either.
  • Crashing - this is really subjective, but I donā€™t really like game crashes. The music and graphics when this happens is just really harsh. Luckily, I think thereā€™s only two in this run (might be miscounting) so it didnā€™t bother me too much.
  • Ending. Using what I assume is ACE to finish this run over a traditional Bowser fight feels like a bad punchline to a huge amount of buildup. Thereā€™s a lot of potential in the Bowser fight, too! What about using the Lakitu Cloud from reserve to mess with his timings? Or destroying the Bowling Balls with the cape slide? Iā€™m sure thereā€™s more things.
Sorry if Iā€™m being nit-picky here. As I said before I did enjoy it overall, I just feel like the run had a lot of potential some of which was missed. Overall level comments (mostly positive!) - c1 - Hitting Iggy off screen was very nice, I forgot you could do this! - tsa - Dying here, the safest level in the game, is a really good joke. - dp3 (first visit) - Wow. This is my favourite level in the entire run. Spawning Koopas out of nowhere with the grey platform null spit was amazing. This is the first time this bug is in a run on this site, I think, and it looks great. The bonus room was great fun, and exiting the level by getting the switch palace exit was very surprising. Great job here. - vgh - Clipping through the brown blocks by using the POWs is a great joke. I was laughing out loud at that. - vd3 - Killing all those Yoshis, then clipping through the pipe to kill Mario, was really funny. I have absolutely no idea what happens at the end of this level with the yellow sprite zipping around the screen, but it was great. - cm - Yoshi in the Bonus Game with the winged key was really cool. Never seen these bugs before. - cba - The screen going to black, but still playing the game, was so great! I had no idea what was going on. Minor gripe would be when doing the palette-swap, it didnā€™t really add anything to show the entire overworld.. - sw3 - This is a massive highlight in the run for me. Such a small, limited level stretched to its absolute limits. Swapping the goal and then dying, despawning the goal, just all great. Collecting the Yoshi Wings and hitting the goal tape I have never seen before - sw4 - Was that a Boss Boo kill? Thatā€™s amazing! - sw4 (again) - I legitimately cried with laughter when you jumped on the Koopa and it went ā€œbeepā€, and Mario just stood there. I had to rewatch that a few times. Great. - sw5 - Voting no because spelling ā€œTASā€ is traditional! - way cool - reset to the title screen - incredible. Most WTF moment in the run for me. - funky - nintendoā€™s super secret exit. Was hoping to see this and it was executed really well. - vs2 - JOIEN RA G. Getting 00 (or is it 100?) bonus stars was very funny. How is that even done - the Bob-omb? - foi1 - Hyperkinetic flying key + star was very funny - foi4 - Going *up* the up-pipe I had no idea was possible, fantastic. - gsp - death by corner bug against the switch, very good - ci1 - wow... turning the level into an OW sub-map? I have absolutely no clue what is going on, but I love it. The music is grating but this is so interesting I donā€™t care. - c6 - star power during the Castle outro cutscene is great. I think we did that during our proof of concept run? - valley fortress - ha, a walkathon speedrun! What a neat idea! We donā€™t really get to see this anywhere else, so it was nice here. I donā€™t typically like walkathons but as itā€™s just one level, itā€™s a nice treat. Ah I wrote a lot... All in all - thanks for your hard work. Somewhat tentative yes vote.
Answering some things here.
  • No ACE types were used in this run. The game end glitch performed on the gray platform and it's the same glitch I used to generate sprites, like big boo boss in SW4, Bowser in CI3 and so on. I just changed the setup to change game mode and activate credits. Incidentally, the fact that I didn't use ACE in this run, not even those ACE's that come back imediately, held me back from doing some things I would have liked to have done, but chose to avoid. I also didn't play the battle with Bowser for that reason: there was little to do there if I didn't use ACE non-intentionaly to get some sprites in the item box. In general, Bowser is a bit boring to play if there's nothing interesting to be shown there. Knowing this, I decided to run an endgame glitch because I came to the conclusion that it would be funnier.
  • I had to choose 2 player mode twice due to some reasons: the first time was to play with luigi and sew the map with Mario from DP3 to Chocolate Island. The second time was to unlock Mario from the map and also do some specific things that wouldn't be possible with just 1 player. In fact, it would be possible, but it would certainly take a lot longer and would ruin my route on top of that. The star in Castle 6, for example, had to be calculated very well, and probably wouldn't be viable with 1 player alone.
The other observations I cited in the comment above. Thanks for the comments.
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Note to whoever's publishing this: We may need to talk about the branch name first, as it's likely to only be either "glitchfest" or "playaround".
I have an idea. Since "playaround" runs usually just aim for maximum entertainment value while doing arbitrary impressive stuff, this run aims for something specific for the sake of entertainment: It showcases "all (or almost all) features of the game's levels" and "about 90% of all glitches in Super Mario World". What if we just call it "glitchfest"? We used to have that branch some years ago, but it was eventually changed to "playaround". Though honestly I wouldn't complain if this is simply called just "playaround" too, to avoid introducing fuzzy borderline between subjective definitions.
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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To be honest I'm fine with allowing some degree of author freedom as long as stuff doesn't get overly specific, but lean glitchfest.
[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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feos wrote:
Note to whoever's publishing this: We may need to talk about the branch name first, as it's likely to only be either "glitchfest" or "playaround".
I have an idea. Since "playaround" runs usually just aim for maximum entertainment value while doing arbitrary impressive stuff, this run aims for something specific for the sake of entertainment: It showcases "all (or almost all) features of the game's levels" and "about 90% of all glitches in Super Mario World". What if we just call it "glitchfest"? We used to have that branch some years ago, but it was eventually changed to "playaround". Though honestly I wouldn't complain if this is simply called just "playaround" too, to avoid introducing fuzzy borderline between subjective definitions.
I agree with that. I think it would be nice to call this a "glitchfest" because one of the goals is to show as many glitches as possible. I put "glitchfest/playaround" because that fits both "glitchfest" and "playaround", but if I have to pick just one, I'll stick with "glitchfest".