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Mari0 is Super Mario Bros. but with portals. We trigger a glitch within the level editor that allows us to warp to the final level of the game. Oh, and we do it at speeds of upwards of a billion inputs per second.
This TAS obsoletes #8188: lexikiq & WilliamFrog's Linux Mari0 "level editor" in 00:00.01. Kinda. It's complicated. We'll get into it.

Game objectives

  • Emulator used: libTAS 1.4.5
  • Optimizes for encoding time
  • Contains speed/entertainment tradeoff
  • Utilizes glitches

Comments

How the hell is this movie less than a tenth of a second long

Like the previous TAS, this movie runs far above 60 FPS. Specifically, it varies between running at 1,000 FPS and 1,000,000,000 "FPS". I say "FPS" because the game actually has a limit of 1,000 FPS, meaning if you set libTAS to run faster than that, you will get "frames" that do not actually involve any rendering. I've actually figured out exactly what is happening here since the prior submission through my work on an arbitrary FPS cap mod for RTA speedrunning. The 1,000 FPS limit comes from the default LÖVE2D function love.run which sleeps for 0.001s after it finishes its loop of polling events (i.e. keyboard presses, mouse clicks), ticking the physics, and rendering the screen. What this means is that every non-render "frame" is one that was captured while the game was still sleeping, hence the lack of physics or graphics update. However, you can still emit input events during these "frames" to get queued up and run all at once, in order, on the next real frame. These inputs must be instantaneous, like menuing, instead of continuous, like walking, as the latter inputs are only polled when actually updating the frame, and thus the queued inputs are ignored.
Basically, you can think of running the game at 1,000,000,000 FPS a little like writing sub-frame inputs in [4567] NES Super Mario Bros. 3 "game end glitch" by OnehundredthCoin in 00:00.22.
The choice of 1,000,000,000 FPS to queue up inputs is an arbitrary one. Theoretically you could increase this as high as the signed 32-bit integer limit but that complicates the math and produces a functionally identical movie. Ideally libTAS would have some proper method of doing sub-frame inputs built in so we wouldn't have to worry about this but it's no big deal.
One last note is that, at the end of a movie, libTAS keeps whatever the frame rate was at the last input, so there is a technically useless 1,000 FPS input at the very end just for the sake of encoding. Again, ideally libTAS would have a better solution for this, but it's no big deal. I'll be ignoring this final FPS input in some of my later math.

What exactly are you doing with those button presses

So, here's where the fun differences come in from the last run. Yes, this run is still using the game's level editor, but to a much more creative effect. We're using a glitch called "level editor storage." To perform level editor storage, you must go into the level editor, select the level you want to edit, enter the level test mode, then tab out of the game. This will trigger the game to open the pause menu, which normally is supposed to be inaccessible from the level editor (as pressing the pause key, Escape, instead merely exits the test mode). From here you can create a suspension point (like the save balloons in NSMBW). This will return us to the title screen, but in a broken state. Pressing any* menu option will load whatever level we were just in onto the title screen, and then again pressing any* option will return us to editing level 1-1 in the level editor. From here we can exit the level editor and then load the suspension point that we created, which brings us into a completely normal game starting in the level that we performed level editor storage in.
\*Any option that would normally load a level- so "continue game", "new game", or "level editor." Additionally, selecting "continue game" in this broken state removes the suspension point, so it should be avoided.
Additionally, this TAS slightly edits 8-4 to allow it to be completed without pressing any buttons, which allows ending input early. Admittedly it does feel pretty cheap/cheaty compared to the neat trick that is level editor storage and part of me wonders if this submission would be better without it? I do find the level editor gimmick amusing though, and without it this TAS would kinda just be a diet any%, so ¯\_(ツ)_/¯
Anyway. The route of the TAS is as follows. We start the game, enter the level editor, and go to the 4th sublevel of 8-4 (the Bowser room). We click on the level editor minimap to drag the camera to the right, then place down a spawnpoint tile on top of the ax. From there, we save the level, then move over to the 0th sublevel where we place down a warp tile and set its destination to the 4th sublevel. Then, we turn on the sublevel's "intermission" flag, which makes Mario slowly walk forward until he finds a pipe (think the opening of underground levels like 1-2). Then, we save the sublevel. Finally, we select "test level" and perform level editor storage as described above. We close out by exiting the level editor and spend our final input selecting the "continue game" option to resume our suspension point. This starts the game in 8-4 and, from here, Mario completes the level and rescues the princess without a single button press.

Real/Render Frames

This movie has 9 necessary/real/rendering frames (or, 9 frames at 1,000 FPS, and the rest (24) at 1,000,000,000 "FPS"). They are required to run code in the game tick which is not processed until after input events are processed, and thus cannot be reached with queued/subframe inputs alone. Thus, this movie has a runtime of approximately 0.009s.

"Optimizes for encoding time"?

Basically, the TAS this somewhat obsoletes is faster. Well, depending on how you measure it. While this TAS is technically only 33 frames long compared to the prior's 290, this TAS actually has 2 more real/render frames- 9 vs 7. So, this TAS is 0.002s slower. However, this movie's encode is roughly 7m13s faster than the previous' as we skip having to travel through the 31 prior levels just to get to 8-4. You could also just consider this a speed/entertainment tradeoff.

Why now?

Some might say that this submission is a better fit for AFD just like the previous submission. And I would understand that sentiment. However I think level editor storage is a really neat glitch that can stand on its own outside of the yearly silly day. Besides, I already have AFD plans and don't want to do the same joke two years in a row.
Oh, and the reason I didn't submit this TAS for AFD 2023 is because libTAS 1.4.5 only just released with the ability to send a window (un)focus event to the game, which as you'll recall is necessary to perform level editor storage.

Credits

lexikiq
Pressed the buttons and wrangled the libTAS.
WilliamFrog
Suggested the glitch to me and created a TAS of his own using AutoHotKey.

InfoTeddy: Claiming for judging.
InfoTeddy: I don't have much to add beyond what Samsara said in the previous submission. This is quite amusing and made me laugh but unfortunately it wasn't entertaining enough for Alternative according to the forum thread poll. So it will have to go to Playground.
In the interest of not having two submissions named "level editor" I've disambiguated this one by making it "level editor storage".
Note: In order to get this to sync, I needed to uncheck "Prevent writing to disk" in Settings -> Runtime.


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LoganTheTASer
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why are you submitting the same TAS again?
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LogansGamingRoom wrote:
why are you submitting the same TAS again?
Hi Logan, this is an entirely different movie whose differences are explained thoroughly in the submission text. You should read it. 🙂
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oh you’re right, sorry about that. didn’t notice the different frame counts
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I like the comparison to the subframe TASes. I'll admit, I'm unfamiliar with libTAS, but being able to arbitrarily change the "framerate" in order to queue up 24 inputs is a pretty unique exploit I've not seen elsewhere. The "subframe inputs" are certainly being used for different reasons than the subframe TAS you linked (Queuing up a series of actions to all be performed in one frame, versus manipulating the program counter to execute manipulated RAM) though it's an interesting use for a similar trick. To build off of the comparison to subframe TASes, this TAS has a similar fate where the technical achievement of pulling this off is much more interesting than watching the end result. My initial thoughts as I watched it was a sarcastic "Seriously? Okay. sure, why not? The level was edited so he just teleports to the axe, I guess." I admit I was a bit skeptical when I saw the final time of 0:00.01 and skimmed the phrase 1,000,000,000 FPS, but as I read through the full author notes I found it to be more interesting than it initially appears. And while I think editing the levels with a built-in level editor is a pretty boring way to beat the game extra fast, I think combining it with the billion FPS, the buggy return to the title screen, and the continued exploitation to allow the game to begin in 8-4 make this run a perfect fit to be published in the playground. Cool run, and great write-up in the author notes!
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OnehundredthCoin wrote:
Cool run, and great write-up in the author notes!
Thank you, it means a lot! I know your TAS actually does change inputs on every poll so the analogy isn't perfect but it was the closest thing I could think of haha. The "level editor" branch certainly does the storage glitch a bit of a disservice but I think it's probably the most apt descriptor.
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I will say upfront that changing the level itself that way does indeed feel a little "cheap/cheaty" as you phrased it and I suspect this is more of a Playground run as a result but I can't deny it surprised me and amused me. Yes vote from me. I'm especially intrigued at this use of changing the FPS, and I'm curious if I could have used a similar approach in #8318: dwangoAC, Spikestuff & rythin's Flash Thy Dungeonman "100%" in 00:20.00 to achieve the same general effect without resorting to .ltm file hackery. I'll have to see if I can spend some of my free time experimenting with that, such as that is, heh. Thanks for making this and I look forward to seeing what you're up to for AFD as well. :)
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I don't like the idea of putting all the input into one frame. Voting Meh
TASing is like making a film: only the best takes are shown in the final movie.
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dwangoAC wrote:
I will say upfront that changing the level itself that way does indeed feel a little "cheap/cheaty" as you phrased it
I've just uploaded an alternative TAS to the userfiles that removes all usages of the level editor (except for performing Level Editor Storage) in favor of manually playing through 8-4 using inputs from the any% TAS. Technically it's on an unreleased version of the game but I could probably poke Maurice to formally push out an update. edit: forgot to link it, whoops! User movie #638350874362731250
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The choice of 1,000,000,000 FPS to queue up inputs is an arbitrary one. Theoretically you could increase this as high as the signed 32-bit integer limit but that complicates the math and produces a functionally identical movie.
Why set it to 1 billion FPS then if it's arbitrary either way? The reason keylie stopped at 1k FPS in #6104: keylie's Linux TowerFall Ascension "all trials, 1000 fps" in 03:26.75 was that the gameplay difference past that value was negligible, and yeah higher framerate was used there to make a certain in-game mechanic more optimal (it was still all generally tied to real time). What is your reason to not stop at 1k? Actually I'd also be interested in the reason to even set it to 1k at all.
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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feos wrote:
The choice of 1,000,000,000 FPS to queue up inputs is an arbitrary one. Theoretically you could increase this as high as the signed 32-bit integer limit but that complicates the math and produces a functionally identical movie.
Why set it to 1 billion FPS then if it's arbitrary either way? The reason keylie stopped at 1k FPS in #6104: keylie's Linux TowerFall Ascension "all trials, 1000 fps" in 03:26.75 was that the gameplay difference past that value was negligible, and yeah higher framerate was used there to make a certain in-game mechanic more optimal (it was still all generally tied to real time). What is your reason to not stop at 1k? Actually I'd also be interested in the reason to even set it to 1k at all.
I don't really have a satisfying answer for you here. I just found it to be a fun novelty, and so too did multiple voters and commenters on the original TAS. Nothing more to it than that.