• Emulator used: snes9x-improvement6
    • Use WIP1 timing
    • Volume Envelope Height Reading
  • Aims for fastest time
  • Abuses programming errors in the game (don't they all?)
  • No predefined saves
  • Uses warps
  • Takes damage to save time
  • Manipulates luck (really only for fast level fade-out)
  • Genre: Platform
This movie attempts to kill Bowser as fast as possible. Compared to the previous best version by Alexis Neuhaus it:
  • Kills Bowser 15.2 seconds faster (judged by last HIT on bowser not movie end)
  • Gets an extra 1 up!
  • Gets 38420 more points
  • Gets 17 more coins!
Last input: 38159
Last hit on Bowser: 38182
Last input if aiming for shortest last input: 38118
Making this movie was very fun and challenging. When I first started I thought it wouldn't be very interesting because it was already so optimal and all I would be doing was copying it but adding in a few improvements discovered by VIPer7 while working on his 96 exit video, namely the fast flying and the Bowser fight. Luckily the game has many quirks and turned out to have lots of places where minor details could be exploited to save many frames where not expected.
I would like to thank VIPer7 for his work on this project and his 96 exit video with many improvements. Also for his strictness in style as well as frames. Truncated, even though in the end he did not directly work on this video, he did choose for it to be the game done, and provided good feedback and advice. Mazzic for his good 11 exit run that he never finished, this provided a very fast reference to compete with in the earlier levels. BoltR for providing useful new tricks and general screwing around with stuff. And all of the previous authors of Super Mario World videos. And all the people who provided encouragement and feedback from the forum and IRC.
Enjoy!

Here is a short summary of improvements by level:

Yoshi's Island 3

  • 4 frames were saved by running longer on the swinging platforms

Yoshi's Island 4

  • 13 frames saved by bouncing off a shell to avoid landing in the water

Iggy's Castle

  • 54 frames saved by jumping off of a falling pswitch (this is a bug, you must jump at the exact frame). Pswitch horizontal and vertical speed most be controlled for proper placement to be able to make the this jump without hitting fireball and still getting far enough to land safely.
  • 12 frames saved by not getting firepower (cost 32, saves 20)
  • Cool survive stompers trick discovered by BoltR

Donut Plains 1

  • 16 frames saved by executing putting key in hole smoother

Donut Secret 1

  • A few frames saved entering first pipe as soon as possible
  • A few more frames saved by grabbing shell as fast as possible
  • A good amount of frames saved by executing the drop shell regrab faster
  • Some more saved by getting Mario's speed up before grabbing the key
(Total 32 frames saved)

Donut Secret House

  • 75 frames saved by flying through the stairs. This glitch is possible so long as you are moving upwards as you pass through the stairs (it actually can be done better without the cape, but it would take too long to switch to fire power and back even if we had it).
  • 69 frames saved getting to the last door. This was done by turning around flying, and by using a glitch that lets you gain altitude very quickly, to do this press forward every other frame for 10 frames and then hold backwards to lift off. The pswitch is hit at the end because when you hit it you lose your speed and flying.
  • BoltR demonstrated that it is possible to survive with no blocks left (this is supposed to be impossible because the victory waits for you to 'land' on something.

Star World 1

  • 85 frames saved by better executing the 'smashola' glitch. Pretty good for a level that is only 5 seconds long to start with.

Star World 2

  • 12 frames saved by not hitting the ground and grabbing the key better

Star World 3

  • 15 frames saved through precision

Star World 4

  • 40 frames by 'fast flying', see VIPer7's 96 exit entry for explanation.
  • About 15 frames saved by using a shell to hit the question block to get key sooner.
  • Lost about 35 frames by getting an extra feather (this is the fastest place to do it)

Bowser's Castle

  • 6 frames by flying towards first door
  • 11 frames by making the middle jump as short as possible in the fence room.
  • Lost 23 frames in room with spikes falling (but still has cape equipped). After experimenting with a number of options this was the fastest, taking door #7 is close behind though.
  • 17 frames by flying some in the dark room
  • 456 frames saved by having a cape and flying high to hit koopa's as soon as possible in the Bowser fight.
  • Usually a couple of frames were saved for each level by more precise level selection.
  • At the end of every level there is time that it takes the game to fade-out is seemingly random, this is usually only a few frames in variance but sometimes it is over 10. This was manipulated as much as possible to save time.

Bisqwit: Great work, surpassing everyone's expectations!


Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15577
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [351] SNES Super Mario World "warps" by flagitious & VIPer7 in 10:35.98
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
It seems the non tool-assisted run is pretty good... only 20 secs slower.
Former player
Joined: 3/8/2004
Posts: 1107
It seems the non tool-assisted run is pretty good... only 20 secs slower. Actually the run on SDA used different timing rules, it's really about 42 seconds slower.
Joined: 5/28/2005
Posts: 3
I just have one question: it seems to me that you could've thrown the mechakoopa earlier and have it hit Bowser in the head on the way down and you would've saved a couple frames on last input. Is there any reason that you didn't do this?
...Stryphe...
Player (36)
Joined: 9/11/2004
Posts: 2630
Yes, that was the quickest input method, he opted for the quickest defeat of Bowser.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
i think it was funny how mario was hidden behind the princess at the end, dont remove that :P
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
>it seems to me that you could've thrown the mechakoopa earlier and have it hit Bowser in the head on the way down and you would've saved a couple frames on last input. Is there any reason that you didn't do this? Yeah, you can do that. That's actually how the first version looked. But enough of us bugged him about it so he changed it. It looks very strange to finish the game slower just so you can stop the movie earlier.
Joined: 5/15/2005
Posts: 11
the best movie on this site I think... the pswitch trick in the castle and the boo battle were amazing... and what a funny bowser battle ^^
Joined: 12/17/2004
Posts: 99
Location: Karlsruhe, Germany
Hi, wow that video looks really great. And I really like that you replaced the usage of <> at the same time ... However I miss something in the submission comments: Donut Secret 1: - Usage of A+B at the "same" time lets you swim upward _very_ fast. (ABABABABAB) And IIRC this trick was just discovered because you used this technique to enter the levels easy at the first frame ;-). cu Fabian
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
WHOA WHOA WHOA!!! I can't possibly express how amazing this movie is, I have a new favorite :)
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.
Former player
Joined: 3/8/2004
Posts: 706
looking at the previous submissions, I never thought a fast as possible smw timeattack could be so entertaining. One small step for Mario and one giant leap for Mariokind.
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
Fabianx wrote:
- Usage of A+B at the "same" time lets you swim upward _very_ fast. (ABABABABAB)
actually it's not so much faster than just pressing A every 2 frames, and it didn't save any time in this level (might save a few frames in other levels like Vanilla Dome 2 or so, don't know...)
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
No, but it tends to cut out the "swim" sound, which is kinda nice.
Joined: 3/29/2004
Posts: 224
flagitious wrote:
Locke wrote:
"Is it possible to juggle more than 2 blocks?", cause that would be friggin' sweet.
Yes, but in this case it uses a bug where you remain in flying state after throwing it which can only be done when you throw the block during the very beginning of the rise.
So juggling more than two blocks would mean you'd have to sacrifice the flying it sounds like. :( Does anyone know the max number of blocks that can be juggled then while standing/jumping?
Joined: 1/9/2005
Posts: 219
Location: The Netherlands
*fap fap fap* all i gotta say.
http://www.megazpeed.com - THE site for the ultimate MegaMan Zero superplay movies.