Super Mario Bros. is a classic game that we've seen multiple TAS goal choices for. But here's a new goal: completing the game with 000000 points.
The only known way to beat the game with 000000 points is by maxing out the score to nearly 9999950 so it rolls over to zero.
It's not a "lowest score" TAS, because a regular "lowest score" TAS would be 400 points, and boring to watch (because Mario can't hit any enemy and has to wait for the timer go to 000). It's not a "maximum score" TAS either. It's a score based TAS of its own.
Note: it's recommended to watch our encode with fast forward during the point-farming loops, because it might be boring for most people to watch Mario stomping a shell for 2 full minutes. Download HD encode (MKV, 34.9 MB)
5-1, 5-2 & 5-3 - Deleted Scenes
7-1 - Deleted Scenes
6-1 ending & 6-2 - Deleted Scenes

Game Objectives

  • Completing the game with 000000 points in one life (dying is banned)
    • Aims for the fastest time

Route Choice

At first, it was estimated that we need about 8 point-farming levels, so the first route was 1-2 → 3-1 → ... → 8-4.
With more efficient point-farming setups found in 6-1 and 6-2, we estimated that it would take 5 point-farming levels, so the route was changed to 1-2 → 5-1 → ... → 8-4. In this version, 5-2, 6-2, 7-1, and 8-2 all have clever and unique setups, different than the final version.
And then we found solutions with even higher efficiency. Previously, we thought it was only possible to do 6-frame stomps when the Koopa shell is on the left side, but it turns out that it's also possible when the Koopa shell is on the right side, only much more difficult.
So we only need about 4 point-farming levels, which are 6-1, 6-2, 7-1 & 8-2 as shown in the final video.

Point Farming

Our point farming solutions are way more sophisticated than the classic 1-Up trick.
To get the full score combo, 6-frame stomps are needed. It means there are 6 frames between the shell kick and the shell stomp. The classic 1-Up trick is 4-frame stomps, so a lot of the points would be missing from the shell kick.
Falling loops are usually faster than jumping, because Mario can maintain running gravity.
It's basically impossible to figure out the fastest loop through calculation, because of Mario's Y subspeed and lots of variables, so the optimization of this TAS is only possible thanks to DaSmileKat's shell kick program.
DaSmileKat's program can calculate jumping and falling loops, and with special conditions. The output is a series of frames for shell stomps, and it includes Mario's final Y subpixel and point sacrifice & efficiency.
Although the program is very helpful, we still have to pick the best useful result by hand, because Mario's Y subpixel is crucial for many solutions to work, and some solutions won't be possible because it requires Mario's moving to the correct X position as well.
The point farming solution in 6-2 and 7-1 is very complicated, and only possible on the left side of the screen, because Mario can quickly turn around with the help of the screen edge. The last 2 stomps are 4 frames instead of 6, so Mario can have space to accelerate, and falling loops can happen.
The solutions in 6-1 and 8-2 are hard mainly because Mario has to shoot Spinies along the way. 6-1 took me the most amount of time, because Mario's Y subpixel is different each time, and has to change facing directions to shoot Spinies to avoid getting hurt.

Efficiency

8-2 loop has the highest efficiency, about 327.2727 points per frame (not including shooting Spinies).
6-1 has the second highest efficiency, about 313.4662 points per frame on average.
6-2 and 7-1 loop has the efficiency of 312.2449 points per frame.
Since the slowest point farming efficiency is about 312.2449 points per frame, anything less than this would be considered not useful. For example, the 1-2 shell kick has efficiency less than this, so it's discarded; but the 8-1 shell kicks have higher efficiency.

Why 3 Fireworks in 6-1 and 6-2?

We don't need to spend all the remaining time in 6-1, 6-2 and 7-1, so I picked a good chance to get fireworks. You'll get 500 points from each firework.
Getting 3 fireworks are usually slower, but not when the time is less than 53 seconds, because the level has to wait for the music to end anyway. The fireworks in this TAS don't waste any time.

Why Flagpole Glitch and Why Not Flagpole Glitch in 4-1?

A flagpole glitch usually saves 21 frames, but it's 4900 points less than a 5000-point flag grab.
Since 4900/21≈233.3333, much less than 312.2449 points per frame, getting the top of the flagpole are usually not worthwhile.
But since we happen to need a couple of thousand of points, we chose to grab the 5000-point flag in 4-1.

Suggested Screenshot (frame #65110):

HappyLee's Comments

I started this project in January 2024. This TAS took hundreds of hours to make. It's not easy to do something new in a 40-year-old game.
My goal was to team up some talented SMB TASers and work on it together. I don't know if it's because the project is too complicated, during the making of this TAS, some members got discouraged and didn't contribute much. So I worked on the point-farming solutions and made the full demo pretty much by myself.
But this TAS couldn't be done without the team members, so I'm thankful for the help from DaSmileKat, Kzwbz, Asumeh & Kosmic. DaSmileKat worked on the point-farming calculating program, and 8-1 final version; Kzwbz finished 6-3; Asumeh finished 7-3 and 4-2 warp zone stage.
This project also got help from Mars608, chatterbox, Kriller37 & Wolf, so special thanks to them.
If you can find an improvement, and would like to work on future versions of this TAS together, please contact me through PM, Discord, or Email HappyLee12@126.com. Thanks.

DrD2k9: Claiming for judging.
DrD2k9: So this is a well received run with a solid goal of rolling over the point counter upon beating the game. In fact, obtaining the 000000 points via roll-over of the score meets our definition for a "maximum score" run. As "maximum score" is one of our acceptable Standard class goals, we can accept this run for that goal...for now.
There is however a caveat to that acceptance. This run has a self-imposed restriction of no deaths by the authors. While it is suspected that a run which used deaths in aiming for the point roll-over would be faster than this run, we cannot know for certain until such a run is actually made. In such a case, that new run which utilized the deaths to save time in reaching the point rollover would usurp this submission as the fastest way to reach the maximum score/roll over upon beating the game. That new run would then be more appropriate for the Standard class publication for "maximum score" as the fastest way of reaching the maximum score/rollover.
But that doesn't mean that this run would be obsoleted by a new submission which used deaths.
From a publication class standpoint, "deathless" is currently not a factor, because this submission (regardless of death or not) is the fastest way to achieve the score roll-over (at least in our submissions).
In the event that a new run using death would be faster and acceptable, that new run would get the Standard class "maximum score" publication. At that point, the deathless restriction on this submission would come into play for categorizing this run. The deathless sub-goal allows this run to be moved to Alternative class and the goal would simply need appended to "maximum score, deathless" yielding both runs as active publications.
Accepting.

despoa: Processing...


TASVideoAgent
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CoolHandMike
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Wondering about the optimization since there are a lot of spots where Mario slows down to get some extra points. Considering how incredibly effective the shell bouncing is at getting points, and how there is always extra time left over before hitting the flagpole on those point farming sections, thinking there is some time to save here.
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Due to framerules, most of those slowdowns does not actually lose any time. Other than the point farming levels, I believe only 4-1 and 8-1 loses time to get extra points.
DrD2k9
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Two semi-connected questions: Was “dying to save time” considered/tested? Which point farming in the run is the most beneficial? I was just curious about taking the normal stage route as used in the baseline warps run (going straight to 8-1 instead of using the warp to 6-1). Then since there is a point farming opportunity right at the beginning of 8-2, farm everything you can there, then die and repeat the farming there with a new timer. Since so very little distance is needed to get to the farming point from the stage start, it maxes out farming time. While there would be extra stage intro screens from the deaths, these may be offset by not having the stage intro screens from all the stages not needing to be run. It would also eliminate full stages with low point opportunities like world 6/7 castles. Just a thought.
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DrD2k9 wrote:
Two semi-connected questions: Was “dying to save time” considered/tested? Which point farming in the run is the most beneficial?
It's stated in the "Game Objectives": * Completing the game with 000000 points in one life (dying is banned) If dying were allowed, this TAS would become repetitive and meaningless.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
DrD2k9
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HappyLee wrote:
It's stated in the "Game Objectives": * Completing the game with 000000 points in one life (dying is banned) If dying were allowed, this TAS would become repetitive and meaningless.
I missed that line when reading the submission notes. FWIW, I don't agree that using death would be "meaningless" otherwise I wouldn't have asked if it was considered. I personally would have no problem watching the repetitive play required in order to see a TAS that used death to achive the goal of "Completing the game with 000000 points" as fast as possible.
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Personally, I'm with deathless gang! As HappyLee said, I do believe that deaths are kind of repetitive and may lead to a boring run. This was great to see however, so yes vote!
I still learn more about English. https://www.youtube.com/user/McBobX100
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TheKDX7
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We need more categories like this on the site. I've always wondered how long it takes to reach the maximum score. Excited to see what category will be next for this classic playaround/glitchfest? Yes vote
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Pardon me, but if memory serves there is probably not a proper way to incorporate player death due to some overflow of extra players (at least on the Vs coin-op version) where the game is over after one death when extra lives is high enough. Speaking of Vs, I believe the point harvesting would be faster due to the bouncing shell only delivers one 1up in a combination and subsequent bounces are 8000 points a piece.
Dimon12321
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+1 for deathless Yes vote, even though I know it's kinda cheating with our minds to fast-forward the point mining moments to make the run look more fun. But I personally am already accustomed to spamming "Left" and "L" on Youtube to skip the moments I don't like to watch
TASing is like making a film: only the best takes are shown in the final movie.
Post subject: Movie published
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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. ---- [6555] NES Super Mario Bros. "maximum score" by HappyLee, DaSmileKat, Kzwbz, Asumeh & Kosmic in 18:03.62