Super Mario World - Fabian (also called TAS) - by JXQ

Essentials:
This run satisfies the following criteria:
  • Aims for fastest time
  • Takes damage to save time
  • Abuses programming errors
  • Manipulates luck
  • Emulator Used: SNES9x 1.43 +v9
    • Use WIP1 Timing - on
    • Allow Left+Right/Up+Down - off
    • Volume Envelope Height Reading - off
    • Fake Mute desync Workaround - off
    • Sync samples with sound CPU - off

Overview

If you don't count the four runs I've done for Super Demo World, this is my first run of Super Mario World. I actually went back and forth on doing this project because the existing run was one of my favorites, even though it had a few places that could be improved.
This is the first time I've done a run to obsolete an existing run that wasn't mine, which made me play a bit differently. In addition to aiming for entertainment, I aimed to do things differently than the previous run where possible. I also had to tailor my actions to make sure that the score I was getting was optimal for fadeout lag (this is described in more detail below).
I'm going to go out on a limb and assume that if you're reading this, you've already watched the previous Super Mario World run by flagitious and VIPer7. This is probably a safe assumption since the AVI holds the record for most downloads. If you haven't, go watch it here, because it's awesome.
The main sources of improvement came from a few new discoveries:
  • Abuse of oscillating speeds
When Mario reaches a top speed and the direction is still being held, the variable that represents his speed actually oscillates between 3-5 different values, depending on the type of movement. When in the air, the directional button can be released and Mario's speed remains constant. This is heavily abused in the first four levels with continuous jumping (the hopping glitch), but also used in a few other places where there isn't enough space to get up to full running speed.
Another related technique that can be used is called 8/5. (Credit goes to jimsfriend for this idea.)
It's a way to partially abuse Mario's oscillating running speed, while still keeping the "P-meter" charged. In the air, releasing the direction for 8 frames, and then pressing it for 5 (together with X or Y) will bring Mario's P-meter back to full. During the first 8 frames, the speed can be manipulated to the highest value, and the 5 frames afterwards simply go through the cycle of values once, putting it back at its highest value.
  • Better understanding of fadeout lag
There are three different types of "fadeout lag". The first is after a normal exit, when the black circle closes around Mario. The second is after a boss, when the screen fades before giving the time bonus. The third is during a key exit, while the keyhole is opening and closing. The first two types seem to be determined by Mario's score, while the third is a combination of the score and the current sprites that are on-screen. Although I don't understand completely how fadeout lag is determined, I believe I understand it well enough for the purpose of minimizing it.
Since score is a determining factor in fadeout lag, I would poke different values into the game's RAM to see what scores would help me the most. Although I was already planning on doing the levels in a different way than the previous run, this gave me another reason to do so.
There are still places with random lag that I do not understand - certain doors and map transitions sometimes cause different amounts of lag.
  • Better overall control of flight
Using the "one frame on, one frame off" approach allows for more precise control of diving and catching air when flying.

Detailed comparison to previous run

  • Gained 1 frame on the title screen by using the select button. (Thanks to Bablo for this tip.)
Yoshi's Island 2
The first thing you'll notice is that I don't get the extra lives that the previous run gets. This is to keep the shell and use it later for different antics and for a different final score. I avoid coins in ? blocks for an optimal score as well (each one adds 10 points).
  • Gained 38 frames from the hopping glitch.
Yoshi's Island 3
Using the hopping glitch here is faster than running along the moving platforms, even when using 8/5, which is unfortunate because Mario spends part of the level above the screen. I try to avoid this as much as possible. You can also see Mario pass through some of the yellow blocks near the top of the screen. This happens because of the height they are at - Mario can fall through them, but not jump up through them.
  • Gained 23 frames from the hopping glitch.
Yoshi's Island 4
Quite similar to the previous version, except with the hopping glitch. I also was able to enter the pipe in a different way that started Mario already partly inside the pipe, which saved some time.
  • Gained 20 frames from the hopping glitch.
  • Gained 7 frames from entering the pipe differently.
#1 Iggy's Castle
Here is where 8/5 is used. Since the P-switch must be dropped at a speed slower than Mario's running speed, the hopping glitch cannot be used directly. This was done in the previous run by turning around, but I do it here by manipulating the oscillating values to drop the P-switch on the slowest value, and then moving Mario to the fastest.
Fadeout lag was especially crucial in this level - differing scores caused as much as 30 extra frames of lag!
  • Gained 13 frames using 8/5 in the first room.
  • Gained 9 frames during fadeout lag.
Donut Plains 1
Using 8/5 before the first koopa caused problems when grabbing the cape, so it was avoided. This level is similar to the previous runs, although I do not stomp as many koopas in order to get a better amount of points for the next few levels.
  • Gained 1 frame using more precise diving just before the key.
  • Gained 2 frames during fadeout lag.
Donut Secret 1
Water randomness in this game has always been frustrating. However, I discovered that swimming up through a corner quickly (when you aren't holding an item) pushes Mario forward a bit and will gain a couple frames. I use this technique four times, and you can sometimes notice the screen "jerk" a bit from pushing me forward. (The previous run used this trick once, but I don't think it was realized at the time)
  • Gained 1 frame from less lag on the map screen.
  • Gained 6 frames using the forward water boost.
  • Lost 1 frame from more lag after the second pipe.
  • Lost 2 frames manipulating Mario's cape spin to hit a necessary fish.
  • Gained 3 frames during fadeout lag.
Donut Secret House
This is the first level that really gains from more precise flight control, and from the ability to keep flight speed after flight has stopped by continuous jumping.
The Big Boo fight is different. It's not as jaw-dropping as the previous run's, but I didn't just want to copy that idea. Hopefully it still looks impressive. And to answer everyone's question: "Because you can only have seven active blocks at once."
  • 26 frames gained from keeping flight speed and better flight control.
  • 1 frame lost from more lag after first door.
  • 1 frame gained during fadeout lag.
Star World 1
I delay entering this level by one frame because it changes the way Mario is pushed from the blocks and I was able to finish the level much faster this way.
  • 3 frames lost from more lag on the map screen.
  • 1 frame lost from intentional delay when entering the level.
  • 8 frames gained from better use of the smashola technique.
Star World 2
Besides using the corner-swimming trick mentioned above at the beginning, this level is pretty similar to the previous run's. Not much to do in a water level.
  • 1 frame lost from more lag on the map screen.
  • 2 frames gained from forward water boost.
  • 3 frames gained from picking up the key differently.
Star World 3
I was surprised by how much I was able to improve this short level. Also, keyjump.
  • 1 frame lost from more lag on the map screen.
  • 24 frames gained from more precise flying and keeping flight speed.
Star World 4
Mario doesn't take advantage of full speed flight until he "pops his collar", and by collar, I mean cape. So it's most beneficial to fly up as little as possible on initial takeoff. However, since I need to collect a reserve feather here, I couldn't take advantage of this as much as I hoped. I improved this level by collecting shells without slowing down and keeping flight speed after getting the key.
I believe the different position of the two koopas above the key is what causes the extra fadeout lag here.
  • 19 frames gained from faster flight and keeping flight speed after getting the key.
  • 7 frames lost from fadeout lag.
Front Door
Room #2 was improved by manipulating the oscillating values of the medium-speed run. I was almost able to squeeze under another spike in room #5, but after a lot of testing, I just don't think it's possible.
The last room (Back Door) was improved the most, by getting flight speed immediately and keeping it by bouncing off the enemies. This room has a bit of lag, caused by the transparency effects (even though the light is not activated).
As far as Bowser goes, we've all been there, done that. So hopefully this is at least somewhat fresh.
  • 4 frames gained from less lag on the map screen.
  • 1 frame gained by flying sooner before door #2.
  • 3 frames gained in room #2 by abusing oscillating speeds.
  • 1 frame gained from less lag after entering room #2's exit.
  • 5 frames gained in room #5.
  • 27 frames gained in "Back Door" from getting and keeping flight speed earlier.
  • 12 frames gained on Bowser.
In total, I gained 242 frames on the previous run.
Suggested Description & Screenshot:
This is JXQ's minor improvement to the previous run done by flagitious & VIPer7. It uses the same route as before, tweaking levels with more precise flying, better manipulation of fadeout lag, and a couple other small tricks.
The existing screenshot seems fine to me, although it probably needs to be retaken because the area is done a little differently.
Thanks to...
  • jimsfriend, for always giving me tons and tons of ideas for Super Mario World. Good luck with your unassisted small-only run!
  • Fabian, for his continued help with SMW/SDW stuff. Good luck on your current Fabian, the improved 96-exit Fabian of this game.
  • flagitious and VIPer7, for their work on the SMW series and all the discoveries they've made that helped lead up to this point. I don't know what either of you are working on currently, but good luck with it!


Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
JXQ, are you going to work on this again with knowing Arne's fly after enter door trick? a potential 3-4 second saver
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JXQ
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Flagitious + mrz are working on it currently, I believe. But if they give up, or they complete it and miss a timesaver somewhere, then perhaps I will :)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
mrz
Former player
Joined: 8/24/2006
Posts: 119
Location: New York City
JXQ wrote:
Flagitious + mrz are working on it currently, I believe. But if they give up, or they complete it and miss a timesaver somewhere, then perhaps I will :)
sorry for opening up a old topic, but me and flagitious decided to quit. hehe go start that run now!! :D cant wait
Editor, Experienced player (734)
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The door's wide open now! I think it shouldn't even take too long, since that one trick is the only real huge time saver i think you can keep everything up to the first spot to execute that trick, which is the ghost house. Unless you find some other small improvements, or want to change the style of it so it's not simply your old movie with one new trick inserted. But go for it
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Joined: 6/4/2006
Posts: 267
Location: CO
SkamastaG and myself are going to work on this run. We are currently working on YI2, and know several improvements besides flying in Bowser's Castle. Since you're not going to do this run flagitious, do you mind sharing the other time savers you had found?
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Hmm, well Fabian and I have decided to do this run as well. Edit: Greginator/Skamasta, are you guys looking for something to do to alleviate the frustration of 6/5 and the SMW small run? :)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Former player
Joined: 6/15/2005
Posts: 1711
skamastaG and greginator, just to clarify, JXQ and I have been toying with the idea of doing this for some time now. It's not like we decided to do it just because you started working on it, not at all. greginator, if you recall our discussion last week about who would have first dibs on this run, this is the reason I brought that up in the first place, since I felt it was a weird decision of you when I knew JXQ had expressed interest in doing it himself.
Zoey Ridin' High <Fabian_> I prett much never drunk
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Posts: 267
Location: CO
Well if you want to do it, by all means go for it. Seeing a Fabian and JXQ 11 exit run will be awesome! :) I wont work on it if you guys want to, its no problem. You should also try and find out from flagitious what improvements he had in mind.
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Thanks for being cool greginator.
Zoey Ridin' High <Fabian_> I prett much never drunk
JXQ
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Posts: 3132
Seconded for both of you!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
mrz
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Joined: 8/24/2006
Posts: 119
Location: New York City
hehe thats cool guys! cant wait for this speedrun, ill show what i had so far soon heh, ill do it for fun heh :)
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mrz wrote:
sorry for opening up a old topic, but me and flagitious decided to quit. hehe go start that run now!! :D cant wait
Technically I did not quit, since you never got to the part where I agreed to help.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Ooh burn... but I'm looking foward to the improvement of this run, whoever works on it. I smell a great joint effort from everyone here though.
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mrz
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Joined: 8/24/2006
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well, you did agree to quit, anyway fabian and jxq, i found a trick in DSH, i pmed you guys :)
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It was nice mrz, thanks. I already (kinda anyway) did that in my 96 exit run though.
Zoey Ridin' High <Fabian_> I prett much never drunk
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Joined: 4/6/2006
Posts: 462
mrz wrote:
well, you did agree to quit
flagitious did not quit. You never reached the part where flagitious agreed to help you on. So really, you quit and flagitious had nothing to do with it.
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Regardless, JXQ and Fabian are working on it; are you guys going to release WIPs per level? I know it's only 11 levels but each level looks like it's gonna take a lot of work to improve (except of course for Star world 3 lol) and I'd love to see it in progress
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We will most likely not release WIPs. I am a big fan of the surprise element of improvements, which JXQ was fine with.
Zoey Ridin' High <Fabian_> I prett much never drunk
mrz
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Joined: 8/24/2006
Posts: 119
Location: New York City
since jxq and fabian didnt answer my pm heh :P did anyone ever find a way to survive DSH withiout a floor or wall? im not sure if someone did but i found out how just few frames before the screen goes black in DSH boo battle, you pick up the block and your in mid-air, pretty cool but i dont know if anyone found out how , so sorry if they did. I demonstrated it here. http://dehacked.2y.net/microstorage.php/info/2434/DSH%20no%20floor.smv
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mrz, Quote from 5 posts above this one: "It was nice mrz, thanks. I already (kinda anyway) did that in my 96 exit run though." -Fabian
Zoey Ridin' High <Fabian_> I prett much never drunk
Editor, Experienced player (734)
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And you can floor pound into the wall anyways, which looks extremely impressive on its own. Suprise factor hm? hopefully this won't take too long to make, what with improving runs not needing as much time to make and for an 10 and a half minute run.
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mrz
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oh sorry, i think i missed it, oops sorry again also in your 96 run, you had some blocks saving you, right, or i might be wrong heh sorry again for making you post for no reason :(
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Bisqwit wrote:
I can't even think of those posts looking funny 1 month after the movie has been published.
Well, now it's some years later, and I still find it funny. It seems your opinion, which you mistakenly believe you're entitled to, is in fact - Wrong!
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.
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Nach wrote:
Bisqwit wrote:
I can't even think of those posts looking funny 1 month after the movie has been published.
Well, now it's some years later, and I still find it funny. It seems your opinion, which you mistakenly believe you're entitled to, is in fact - Wrong!
As memory goes, even after reading those posts again, I have no idea what was going on, and I now don't even see the alleged funny.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Bisqwit wrote:
Nach wrote:
Bisqwit wrote:
I can't even think of those posts looking funny 1 month after the movie has been published.
Well, now it's some years later, and I still find it funny. It seems your opinion, which you mistakenly believe you're entitled to, is in fact - Wrong!
As memory goes, even after reading those posts again, I have no idea what was going on, and I now don't even see the alleged funny.
*Nach gives Bisqwit a free coupon to get a sense of humor with history capability from Nach's personality shop of horrors.
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.