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.


JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
AKA: Fadeout lag is much more present on Castle #1 than any other level - you can get 30 frames of it here (as opposed to 2 or 3 in the other levels) if you have a bad score. So getting a score that worked for this level specifically was crucial to saving time, and the "score route" for the run was built with emphasis on that level. It's not about a low score, but low digits in scores (though it's still not completely understood). Tompa: You can walljump, but it's slower than grabbing the fence.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Tub
Joined: 6/25/2005
Posts: 1377
do we really need to vote on this? oh well, did it anyway. I'm also requesting some friendless guy to stop the colour-glitches and get back to dancing.
m00
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Input display ftw. %] And yeah, please.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 7/28/2005
Posts: 339
I wish Phil had just published this the moment it was submitted.
Joined: 6/9/2006
Posts: 614
Location: Mettmann
hell yeah nice work :)!! of course a yes!
Tompa
Any
Editor, Expert player (2214)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
JXQ: Yeah, I was quite sure that it was slower. Was just thinking if it was possible to do it=).
Joined: 10/16/2006
Posts: 174
That mushroom juggling you had going was great. Yes vote, easily.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
It might be possible to shorten the AVI by a small amount by having Mario land in the spot that is already the correct distance away from where the Princess will land, so they don't have to walk. I'll test this when I get home, unless Fabian reads this and tests it first :) This would not shorten the amount of input needed, but would not make it longer either. If it does improve the AVI length, we'll just update the submission file.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Skilled player (1604)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
hopper wrote:
Voted Yes. Nuff said.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Former player
Joined: 6/15/2005
Posts: 1711
JXQ wrote:
It might be possible to shorten the AVI by a small amount by having Mario land in the spot that is already the correct distance away from where the Princess will land, so they don't have to walk. I'll test this when I get home, unless Fabian reads this and tests it first :) This would not shorten the amount of input needed, but would not make it longer either. If it does improve the AVI length, we'll just update the submission file.
I did consider this, but I have never cared about AVI length. It's in about 13th place on my priority list. Of course, if you can fix it, all the better :) Thanks everyone for your nice comments and for voting! I appreciate it.
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 6/15/2005
Posts: 1711
AKA wrote:
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.
It's cool you knew about the improvements in Bowser's Castle before we did. Do you happen to know about any other timesavers, or were we lucky enough to catch every single one? It would be cool if you could tell us, since we can't use them if we don't know about them :) Maybe something for the 96 exit run you're not telling us about? Thanks in advance.
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 8/31/2006
Posts: 56
Location: England
What on earth were the things which the bowling balls turned into... I mean seriously what sort of mushroom kingdom car accident is this. (I think it might be a bit of a bush a mutant bush. (if you needed to ask - the answer is yes.)
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
I was able to save 11 frames from the AVI by steering Mario to a better landing spot. Submission file has been updated (thanks Bisqwit). Shaded Spriter: That's actually half of the princess's face, upside-down, and green.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Former player
Joined: 6/15/2005
Posts: 1711
Nicely done. No changes to end input or final hit of course?
Zoey Ridin' High <Fabian_> I prett much never drunk
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Yep, all the same. Guess I should have mentioned that :)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
Fabian, I meant I noticed the improvements you made in Bowser's castle from the previous run.
Former player
Joined: 3/10/2006
Posts: 347
Location: Maryland, United States
Very entertaining run. Matching the inputs to the beat of the songs is quite original. It's too bad those who only watch the AVIs won't be able to see it. A yes vote from me. And I think it deserves a perfect 10 rating.
Joined: 8/25/2004
Posts: 44
Location: St. Louis, Missouri, USA
I enjoyed this a great deal. The playing of the songs as well as the mushroom juggling act were nice touches.
mrz
Former player
Joined: 8/24/2006
Posts: 119
Location: New York City
BEST 11 EXIT EVER! Definite YES vote I loved the music playing :) , DSH was a cool level too, i liked how you stayed all the way up there :) , SW2 was sorta boring but whatever Bowser 3 mushroom juggling was awesome :D EDIT: also i think this is a good screen shot :)
Player (206)
Joined: 2/18/2005
Posts: 1451
Well, what can I say here... YES vote of course. Nothing really new in this run, but I liked the new Boss fight shows during the waiting (Big Boos under the blocks one was especially cool). I also liked the input playing to the music - typical for JXQs runs :-) All in all a very nice job guys!
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Joined: 5/13/2006
Posts: 283
So are we going to have a mario day when this and AKA's 16 star run get published?
<Zurreco> if so called professional players cant adapt to every playing field, theyre obviously not that great
Joined: 7/26/2006
Posts: 1215
I voted yes when I watched it the first time. Then I read this thread and saw that there was easter-eggy timed input. so I hit [comma] and watched it again and now I want to vote it yes another 5 times. fantastic!
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1913
Location: Floating Tower
Hello. I'm Fabian JXQ. I am so awesome that I can kick your ass at a game while playing the game's tunes at the same time. Yes, I am that awesome. Therefore, I should have 5 million yes votes. And a gigantic gold star. No wait, PLATINUM. I AM BETTER THAN EVERYBODY ELSE. DO NOT MESS WITH ME FOOs. I PITY THE FOO THAT VOTES NO/MEH ON THIS.
Taking over the world, one game at a time. Currently TASing: Nothing
Former player
Joined: 6/15/2005
Posts: 1711
VG, holla!
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 8/31/2006
Posts: 56
Location: England
JXQ wrote:
Shaded Spriter: That's actually half of the princess's face, upside-down, and green.
*looks at it more closely.* You are right...that is a weird glitched sprite...