Super Mario World TAS by Fabian & JXQ

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

Comparison to previous run

There have been quite a few Super Mario World runs, and each time it gets more difficult to think of ways to make the run look new - sometimes it's just not possible, especially given that fadeout lag sometimes dictates which scores to get. That being said, there is still new stuff to be found in this run - some by everyone, and some by those who look a little closer.
This run is 195 frames faster than the previous version. The majority of the improvement comes from the final level, but most other levels were improved by varying amounts as well. Although this run was recorded by Fabian & JXQ, there were many more people involved with this latest improvement.

Details

Yoshi's Island 2
A better score was found for this level by realizing that spin-jumping two blocks will give 100 points.
  • Fabian - 3up technique
Yoshi's Island 3
Nothing much new here. Yay Mario goes above the screen!
Yoshi's Island 4
  • JXQ - Other shell idea (wasn't used)
It was tested to use 6/5 to jump higher and use oscillation abuse to bounce off the shell. Normally this would be slower, but the shell bounce in this level causes a few frames of lag that could be avoided. It looked like it might be a frame faster, but positioning ended up being bad for entering the pipe optimally.
  • JXQ - 1 frame saved (fadeout lag)
#1 Iggy's Castle
The first level that actually has some substantial improvement to it - enough to finish one timeunit faster.
  • skamastaG/thegreginator/Fabian - Keeping hopping glitch throughout first room
  • Fabian - Improvement to above idea, using 6/5 throughout
  • mrz/Fabian - Idea for Castle 1 autoscrolling room, being pushed through the wall
  • Fabian - Entering door in second room earlier by entering while running toward it
  • JXQ - 6 frames saved (fadeout lag)
Donut Plains 1
Spinning with the key near the keyhole gains one frame. This technique was done in the previous run, and is extremely specific, so a different color of glitching was not possible without losing at least 1 frame. After realizing this, the previous run's level was used.
Donut Secret 1
Not much different here, though a bit of improvement was found.
  • Fabian - Walking downhill in water
  • jimsfriend - 2 corner boosts - one under screen and one near key
Donut Secret House
One of the more complex levels in this run, with small improvements in several areas.
  • Flagitious - Improvement to fly through the stairs
  • Fabian - Better method to get through ghost ring
  • jimsfriend - Grabbing p-switch while simultaneously stopping forward momentum
Star World 1
Bad luck caused another wait of 1 frame before entering. Although Mario falls toward the keyhole faster, this level is the same length as the previous version.
  • JXQ - 2 frames saved (fadeout lag)
Star World 2
All enemies are avoided not just to be different than before, but to keep score low for fadeout lag in the next couple levels.
  • JXQ - 8 frames saved by optimizing the area with the key (2 of which were fadeout lag)
Star World 3
Note that Mario gets 200 points and a coin because the baby Yoshi eats a spiny.
  • JXQ - 1 frame saved when getting key
Star World 4
The improvement here is a corollary to improvement in the final level - a second feather wasn't needed.
Front Door
  • Arne_the_great - Keeping flight through doors
Here's the bulk of the improvement. When Mario starts flying, a counter starts at 80 and counts down to zero. As long Mario hits the peak of his jump when this counter is above zero, flight begins. This counter does not decrement between doors or pipes, which allows for running up to flight speed in one room and starting flight in the next. This is the basis of several tricks seen before, such as keeping flight through a pipe, or stomping the ground and flying again immediately after.
  • Flagitious - Flight invincibility abuse in Room 5
By flying at the beginning of room 5, the thwomp can be reached that will not crash down into Mario a second time before he can escape, and still be able to abuse flight invincibility.
Enjoy the run!

Bisqwit: Updated the submission file per JXQ's request.
Bisqwit: Accepting and processing.

TASVideoAgent
They/Them
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This topic is for the purpose of discussing #1353: Fabian, JXQ's SNES Super Mario World in 10:28.70
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Downloading like no one's business. Will yes vote in a matter of minutes! e: Things I loved: JXQ playin the notes in the intro The scrolling of castle 1 The new additional action in DP1 DPG secret was cool too Smashing the blue shell in SR3 SAVING A CAPE WTF @ the cannon balls
hi nitrodon streamline: cyn-chine
Editor, Experienced player (729)
Joined: 6/13/2006
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Location: Massachussetts, USA
Ditto, yes of course.
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Joined: 10/24/2005
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Location: San Jose
As soon as I saw this topic, I got a boner. Watching the SMV made me orgasm. 10 times. I vote yes, like a pornstar! YES!!!!!!!!!!!!!!!!!!!
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
That was a thing of beauty. Everything about this run was more entertaining than the last. Yes vote, of course.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Joined: 9/20/2006
Posts: 287
Location: Singapore
How can I not give a YES? This deserves a STAR!!!
Truncated wrote:
Truncated is the most fiendish instrument of torture ever devised to bedevil the days of man. -- xoinx
Joined: 4/6/2006
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I liked the playing of the BGM using the key inputs, especially after Big Boo.
Joined: 2/16/2005
Posts: 462
A little too much info from DK but if the submission text is accurate this is a very easy YES vote.
This signature is much better than its previous version.
Editor, Experienced player (729)
Joined: 6/13/2006
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yeah a teensy bit over the edge... we all feel the same way but we keep it in our pants and to ourselves where it belongs lol
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Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
This was a beautiful run, and the improvements were noticeable. The extra input going along with the music was cool, and it makes for a nice easter egg. The juggling of the 3 mushrooms was also nice. My only gripe was a somewhat boring Big Boo fight, breaking all the purple blocks was what made the previous runs so exciting.
They're off to find the hero of the day...
Joined: 6/15/2005
Posts: 1711
hero of the day wrote:
this was a beautful run, and the improvements were noticeable. The extra input going along with the music was cool, and it makes for a nice easter egg. The juggling of the 3 mushrooms was also nice. My only gripe was a somewhat boring Big Boo fight, breaking all the purple blocks was what made the previous runs so exciting.
Breaking all the blocks wasn't possible, since we needed a very specific score (2200) from the Boo fight. We tried making it enjoyable to watch without all the block breaking.
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 5/3/2004
Posts: 1203
Hats off, gentleman.
Tompa
Any
Editor, Expert player (2138)
Joined: 8/15/2005
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Location: Mullsjö, Sweden
Haha, such ownage:D. A VERY VERY nice run! You can always find some improvements, well done. STAR TIME!
Joined: 7/12/2004
Posts: 524
Location: USA
Cool, now all we need is MMX, (*cough* Fractal *cough*) and we'd have two of the three big M's here. (Metroid being the missing one.) Edit: Obviously voted yes too.
Working on: Command and Conquer PSX Nod Campaign
Editor, Experienced player (729)
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Location: Massachussetts, USA
well, there's a backwards run being worked on, but there's no way any metroid game is near conclusion, so of course this'll be published before any metroid game could be completed in time. And yeah Fractal is so close to be done, can't wait to see that either.
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Joined: 5/31/2004
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Also voting yes of course. Loved watching the input :)
Skilled player (1882)
Joined: 4/20/2005
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Location: Norrköping, Sweden
You guys are really amazing... This run really deserves a star. :) Oh, I'm voting Yes, of course.
Joined: 9/7/2005
Posts: 143
Location: Las Vegas, Nevada, USA
It's the little things that make a run like this. Echoing everyone's love for the input matching music. A hearty yes from me.
This guy are sick.
Player (84)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
Nice visual improvement in bowsers castle. Yes vote.
Active player (432)
Joined: 4/21/2004
Posts: 3516
Location: Stockholm, Sweden
*Pours up some nice vodka for Fabian and milkshake for JXQ* Cheers fellas! Superb and excellent run.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Joined: 1/18/2006
Posts: 78
Location: Norway
I wish I had more hands, so I could give this run 4 thumbs up. YES and a star on the demand
Mitjitsu
He/Him
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Joined: 4/24/2006
Posts: 2997
Ah I spotted the improvements in Bowswers castle, although what I didn't get was why in certain levels everything got killed and collected in site, but on the water level everything is avoided, since I thought the purpose of doing it was to get a low score and a low fadeout lag, they probally aren't possible but could it be possible to do Iggy's castle without having to grab the fence at the end and Bowsers castle without the need to wait for the thomps and stakes to rise as well as not losing the cape in the process since I though it was possible to get hit without losing the cape. I quite liked the mushroom juggling concept in the final battle, so its a yes vote from me.
Tompa
Any
Editor, Expert player (2138)
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AKA wrote:
but could it be possible to do Iggy's castle without having to grab the fence at the end
It is possible in the PAL version, It could be able to wall jump in the end instead of grabbing the fence though. Would that be faster...?
Joined: 11/15/2004
Posts: 804
Location: Canada
Voted Yes. Nuff said.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
Movie is good. I enjoy watching this. Yes vote :)
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