General Info

  • Emulator: FEC Ultra 0.98.16
  • Aims for fastest time
  • Abuses programming errors
  • Uses warps
21 frames faster than the published movie due to the legendary flagpole-stuck glitch[1] in Stage 8-2.
This trick itself saved lots of frames, but it also took lots of frames to be performed[2].

Credits

Thanks to everyone who gave me informations on the flagpole-stuck glitch[1].

Notes

[1] Someone should give it a better name than this one.
[2] Otherwise this movie would be 126 frames faster.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15577
Location: 127.0.0.1
This topic is for the purpose of discussing #1891: klmz's NES Super Mario Bros. "warps" in 04:58.18
Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
Hooray for legendary submissions that won't last for more than a day in the queue before being published!
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Hahaha, so others were still able to improve the published movie… Well, not anymore I guess.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 9/17/2007
Posts: 20
Well, rather NICE i would say; no reazon to not be published. After watching the movie, i thought about a posibility. Do you think you can save further frames by penetrating the blocks at the end of worlds 4-2 and 1-2? im not familiar on the trick pretty much, but it could save a couple of frames or so. If it doesnt, well, perfect; if it does. Nice xD perfection will never be perfect, congrats on a great smb1 movie.\ BTW: A little more explanation on the glitch would be appreciatted =3
I am not a Taser, i just needed to vote...i do visit the site =P
AnS
Emulator Coder, Experienced player (728)
Joined: 2/23/2006
Posts: 682
I wonder if the glitch was first found in tool-assisted play or not. Now SMB full run definitely needs to be revised.
Active player (437)
Joined: 7/23/2006
Posts: 389
Location: Washington
AnS, it's not possible in realtime. And as klmz was saying for his first submission, he had been trying to figure out a way to get past the flagpole without having to lower the flag. So he has been trying to do this for quite some time tool-assisted.
I'm sciencing as fast as I can ! ______________________________________ <adelikat> once more balls enter the picture, everything gets a lot more entertraining <adelikat> mmmmm yummy penises
Joined: 1/23/2006
Posts: 352
Location: Germany
Heh, I loved the 8-2 finish. 21 frames? I take it most levels didn't benefit from the glitch since that would mean only one had a frame-rule cycle saved? Or does the rule apply to some step of the flag anim that's being skipped so each level contributed a few frames? What are the current frames needed to get one cycle ahead with the frame-rule for each level?
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
Very good. Wouldn't have expected the last one to be improved this much.
Tub
Joined: 6/25/2005
Posts: 1377
I was wondering if I'd be able to spot the improvement without watching the old run. Well, I was, so this gets a yes-vote. Awesome glitch.
m00
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15577
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1080] NES Super Mario Bros. "warps" by klmz in 04:58.18
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Ferret Warlord wrote:
Hooray for legendary submissions that won't last for more than a day in the queue before being published!
Self-fulfilling prophesy.
AnS
Emulator Coder, Experienced player (728)
Joined: 2/23/2006
Posts: 682
Deign wrote:
AnS, it's not possible in realtime.
Why not? Sure it requires high level of precision which can be achieved via tool-assistance or pure luck. So I agree the trick is impossible to repeat in realtime, but not to find it accidentally.
Deign wrote:
And as klmz was saying for his first submission, he had been trying to figure out a way to get past the flagpole without having to lower the flag. So he has been trying to do this for quite some time tool-assisted.
Uh, I was under impression that klmz wasn't one who actually found the trick.
Joined: 1/27/2008
Posts: 236
Location: Somewhere
This is an example of a TAS tha was thought impossible to beat, beaten, and you go to sleep, withthe new one not being there, and then you wake up and it's published. First time this happened to me was 4 days ago with Shinryuu's MM6 run. As with all SMB1 runs, this run freaking rocks! Great job!
See Youtube page (GIRfanaticTAS) for all runs and stuff.
Post subject: Re: #1891: klmz's NES Super Mario Bros. in 04:58.18
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
klmz wrote:
21 frames faster than the published movie due to the legendary flagpole-stuck glitch.
Can you be more precise as to where is the improvement? And why it has been improved? Edit: Ok, I thought it was improved by 21 frames due to some minor error but 've just watched it after noticing that andrewg pointed out about a glitch in the SMB1 thread.
Glitcher
He/Him
Joined: 3/24/2007
Posts: 216
Location: London, U.K.
Fantastic use of a Bullet Bill there. I can't wait until this run drops below 4:30. ^_^ EDIT: Hang on, I just realized something: how come the flagpole glitch wasn't used in 8-3? *hurries off to make an improved speed run*
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Man, yesterday I almost decided to try my first TAS, and considering it is smb1, I thought it would be a good idea to do. TASing a simple game would be a good way to start and I know all the glitches used. I can't beleive I found this and realized it would save time only a few hours prior to it being published. I wish I had stayed up and played for hours attempting to pull off my first ever TAS.
Super Mario Bros. console speedrunner - Andrew Gardikis
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
anyone else getting desync in 8-2? I dont know what could be causing this.
Has never colored a dinosaur.
P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
Works for 0.98.15 and 0.98.16 for me. Super Mario Bros. (JU) (PRG0) [!] checksum: e8630381e653d7732b18fdf055ec4dd. Maybe you're using PRG1?
Joined: 12/25/2007
Posts: 86
Location: Muhos, Finland
Wow, that was f*** awasome!
<small>Big signature cleared by admin; read <A>forum rules</a>.</small> <small>-Me:..and big sig. was just small picure(two row's), It dont even lag my 3660's web browser >_></small>
Joined: 4/3/2006
Posts: 269
Didn't know that the previous run can still be improved. Though the movie is already published, I will still cast my yes vote.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I love the fact that this improvement makes the movie different. VERY different from any earlier SMB runs, even though it's just one level.
Dwedit
He/Him
Joined: 3/24/2006
Posts: 692
Location: Chicago
Still wondering about 8-3.
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
Cool run, but yet another prime example of a movie being published way too quickly.
Experienced player (828)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Here's a handy link of all the arguments for and against fast publication. Ya know, just so we don't pollute another thread with the same fucking bullshit that's been talked to death already.
Living Well Is The Best Revenge My Personal Page
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
I am really perplexed, I have the right rom (exact checksum match) and the same version of the emulator. It works for every other NES run available, what is different about this one? also strange, it seems to desync in 8-2, presumably about where he strayed from the last run. anyone got advice?
Has never colored a dinosaur.