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.


Former player
Joined: 4/6/2006
Posts: 462
thegreginator wrote:
I would say with the knowledge we have, this run is perfect. :)
With the knowledge we had back then, the run was perfect too.
Former player
Joined: 6/15/2005
Posts: 1711
Michael Fried wrote:
Would it be possible to save time by doing the jumping trick at the beginning of Donut Plains 1 before you get the cape? I haven't tried it myself, but it looks like you could probably fit in 2 jumps there.
It looks possible, but it's not. The reason is the takeoff meter (the one counting down from 80 to 0 when you jump/fly) goes off, and it doesn't have time to reset until it's time to jump again when bopping the dude with the feather. So, when you grab the feather the takeoff meter is at 0, which means you don't start flying.
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 6/15/2005
Posts: 1711
erokky wrote:
thegreginator wrote:
I would say with the knowledge we have, this run is perfect. :)
With the knowledge we had back then, the run was perfect too.
This is not true at all.
Zoey Ridin' High <Fabian_> I prett much never drunk
mrz
Former player
Joined: 8/24/2006
Posts: 119
Location: New York City
I think he meant that with such little knowledge we had in the game when it was first speedruned we thought the runs were perfect :) like i thought viper7's run was perfect :D
mrz
Former player
Joined: 8/24/2006
Posts: 119
Location: New York City
Fabian wrote:
mrz wrote:
Did anyone find out how to double yellow blocks? I was playing in console and i doubled it, I did a smv showing it in yi2 :) http://dehacked.2y.net/microstorage.php/info/2870/duble%20yblocks%21.smv
It's the same method used for doubling other blocks, like ? boxes or those ON/OFF boxes in Donut Plains 3. Still it's nice to see that it's possible (hasn't been tested before as far as I know), and who knows maybe a yellow block doubling or two might find its way into the 96 exit run :)
Anything's possible I guess hehe
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
It was giid'. Not as much as my vacation, but still nice.
Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign aqfaq Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign
Former player
Joined: 6/15/2005
Posts: 1711
mrz wrote:
I think he meant that with such little knowledge we had in the game when it was first speedruned we thought the runs were perfect :) like i thought viper7's run was perfect :D
Yes I understood what he meant. It's still not true though.
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 6/4/2006
Posts: 267
Location: CO
erokky wrote:
thegreginator wrote:
I would say with the knowledge we have, this run is perfect. :)
With the knowledge we had back then, the run was perfect too.
If this statement was true, it would mean that the only improvement would have come from the flying through doors trick, since this is the only technique that has been discovered between JXQ's old run and this one. Reading the submission text, this is obviously not the case.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
VANDAL wrote:
I took the time to not only watch this run but the *96 run by Fabian and the *120 run of Super Demo World by you, JXQ, and Fabian recently and I have to say that this run not only obseletes the published, shortest route run with a difference of variety but it also wrecks the game as I used to know it. Such nice work from the both of ya. I'll rate this as I see it because voting is useless at this point. Great work improving on such a title that has already been pushed so damn far.
Sweet! I'm glad you enjoyed this movie, and the others as well :) The other two runs you speak of are both in the process of being improved (not by me), so you'll have more to watch then, too!
<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
[/quote]If this statement was true, it would mean that the only improvement would have come from the flying through doors trick, since this is the only technique that has been discovered between JXQ's old run and this one. Reading the submission text, this is obviously not the case.[/quote] Oh, I see :).
Ren
Joined: 12/20/2005
Posts: 46
Amazing... never thought I'd like this video, considering all the hours I spent just trying to get to that darned castle :P Kudos dude, superb. I doubt anyone could do better even if they shave frames. //Edit1: Amazed by this, I went and checked out the 96-exit version. Are there plans to redo that with the flying into doors glitch? It'd save time in several instances even I can spot.
Former player
Joined: 6/15/2005
Posts: 1711
Ren wrote:
Amazing... never thought I'd like this video, considering all the hours I spent just trying to get to that darned castle :P Kudos dude, superb. I doubt anyone could do better even if they shave frames. //Edit1: Amazed by this, I went and checked out the 96-exit version. Are there plans to redo that with the flying into doors glitch? It'd save time in several instances even I can spot.
A redo of the 96 exit run is in progress. I dare say you will be amazed by that too :)
Zoey Ridin' High <Fabian_> I prett much never drunk
Joined: 9/5/2006
Posts: 61
Mmm, very nice. Short but entertaining.
Joined: 6/6/2005
Posts: 124
Yes, yes, a thousand times yes. I intentionally eschewed reading the comments beforehand, wanting to be surprised, shocked, and awed at the improvement to this run (which I previously thought near impossible, or in the frames at most). I was surprised, shocked, and awed. Saw the glitch. Didn't register what just happened for a split second, then realized the exploit. Brilliant. I can't wait to see the new 96 with this (and presumably other) new one(s).
Joined: 7/22/2007
Posts: 17
this was awesome dude. i loved the shroom juggle at the end. 5/5
jaysmad
Other
Experienced player (931)
Joined: 12/1/2006
Posts: 629
Location: Mom's
Nice improvements, you guys are obviously related to Mario :P (boring joking) Anyways, it's good to see this is still being improved.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
jaysmad wrote:
Anyways, it's good to see this is still being improved.
Note: You replied to a thread of a movie that was published 8 months ago.
Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
jaysmad wrote:
Anyways, it's good to see this is still being improved.
this movie was from 8 months ago ... edit: hmm I could've sworn it only took me 10 sec to write this up, why the 30 sec gap.
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
jaysmad
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Experienced player (931)
Joined: 12/1/2006
Posts: 629
Location: Mom's
Yeah, i know... Its good to see you too Bizz :)