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#639077052001183273 - 100 Rooms of Enemies (V2.0.0, arcade mode)

100 Rooms of Enemies (Arcade Mode) 2.bk2
In 13:48.120 (49769 frames), 6903 rerecords
25 downloads
Uploaded 19 days ago by thegugafá (see all 5)

#639075919605311182 - demonstration of abusing resisters $4210 - $4217

demonstration_swimming_in_smw.bk2
In 00:49.518 (2976 frames), 2457 rerecords
17 downloads
Uploaded 20 days ago by oddboo (see all 2)

New Possibilities

I've discovered further possibilities regarding the "new method for the game end glitch" I posted about the other day, so I'm summarizing them here.
visit here.
In this movie, as a demonstration, Mario swims in YI2 in just 2412f=40.13sec (probably the fastest ACE ever! Since this TAS was made roughly for demonstration purposes, I think it could be shortened by several dozen frames further).

Technical Details

The same part as before

First, use yoshification to set Yoshi's $1594 (mouth routine pointer) in slot 8 to 6. (For details, see the previous post)
This causes the PC to jump to $01221d. Of course, this is inside open bus, and the first opcode is ora ($01,x).
Previously, setting the second opcode to bpl $10 and successfully landed on $01421d (controller registers).
This time, the strategy is based on finishing setup quickly, then automatically triggering yoshification a few seconds later to jump to the credits and potentially break the current record. Therefore, we cannot use the controller register. So what should we do?
Exploits the I/O registers at $4210 – $4217.

Resistor with unused bits

According to this site, the following registers appear to have a bit that is open bus.
Unused bits (in Ports with less than 8 used bits)
 Addr  Mask Name    Unused Bits
 4016h FCh  JOYA    Bit7-2 are open bus
 4017h E0h  JOYB    Bit7-5 are open bus
 4210h 70h  RDNMI   Bit6-4 are open bus
 4211h 7Fh  TIMEUP  Bit6-0 are open bus
 4212h 3Eh  HVBJOY  Bit5-1 are open bus
Generally, open bus bits behave as open bus, while non-open bus bits return values corresponding to their role when read, but do not update the corresponding bit in the MDR. (If you don't think of it as fetching values through the bus, it might be obvious.)
Let's take $4016 as an example.
The following description is available on smw central:
JOYSER0 - NES-style Joypad Access Port 1 Rd: ------ca Wr: -------l
a/b  = These bits return the state of the Data1 line.
c/d  = These bits return the state of the Data2 line.
      Reading $4016 drives the Clock line of Controller Port 1 low.
      The SNES then reads the Data1 and Data2 lines, and Clock is set
      back to high. $4017 does the same for Port 2.
This time, we can focus solely on Rd, and since the controller is not being operated, both the c and a bits will return 1. - indicates an open bus.
Now, regarding the method for the current record holder masterjun's game end glitch,
  • F8 is SED, which just sets the decimal flag. As this doesn't change the Data Bus, this happens over and over until we reach $14016.
  • Remember how I mentioned there are CPU registers prior to our target? As it turns out, this location is actually only partially Open Bus. By what can only be described as a miracle, the resulting instruction here is FB, which swaps the emulation and carry flag.
This was explained as such, but considering that f8 = 1111,1000, fetching a value from $4016 while MDR = 1111,1000 yields 1111,1011 = fb, and executing xce explains the behavior.
Now, we'll apply the same theory to $4210 - $4217 this time.
$4016 JOYSER0  ----,--11
$4017 JOYSER1  ---1,1111

...
$4210 RDNMI    n---,0010          //n = NMI flag
$4211 TIMEUP   i---,----          //i = IRQ flag
$4212 HVBJOY   vh--,---a          //v,h = V, H-Blank flag, a = auto joypad mode flag

$4213 RDIO     1111,1111          //I'm not entirely sure about this, but it's probably fixed. I'd be very happy if I could change the value.

$4214 RDDIVL  ??
$4215 RDDIVH   ??
$4216 RDMPYL   00
$4217 RDMPYH   00
$4214, $4215 are the quotients of the division results, and can be altered to some extent by Mario walking diagonally on the map or Yoshi sticking out his tongue.
$4214 ... 68 c0 80 40 00 c0 80 40 00 c0 80 40 40 40 40 40 40 40 40 40 00
$4215 ... 00 00 01 02 03 03 04 05 06 06 07 08 07 06 05 04 03 02 01 00 00
When Mario completes the path from Yoshi's House → YI2 on the map, this register's value becomes 0068. When Yoshi extends his tongue, the value changes as described above. By performing eat-cancel, you can lock it to any desired value!
As a simple application, let's pass through here with MDR = 4d.
01400c  eor $4d4d              A:225d X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:03d H:0ab
01400f  eor $4d4d              A:2210 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:03d H:0b5
014012  eor $4d4d              A:225d X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:03d H:0c0
014015  eor $5f4f              A:2210 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:03d H:0ca    //Since $5f4f is inside open bus, the fetched value remains 4d.
014018  eor $4d4d              A:225d X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:03d H:0d5
01401b  eor $4d4d              A:2210 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:03d H:0df
01401e  eor $4d4d              A:225d X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:03d H:0ea
014021  eor $4d4d              A:2210 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:03d H:0f4
014024  eor $4d4d              A:225d X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:03d H:0ff
...
   //MDR = 4d = 0100,1101
   //$4016 = ----,--11     ->     0100,1111 = 4f
   //$4017 = ---1,1111     ->     0101,1111 = 5f
014207  eor $4d4d              A:2210 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:042 H:118
01420a  eor $4d4d              A:225d X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:042 H:11e
01420d  eor $4d4d              A:2210 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:042 H:124
014210  wdm $4d                A:225d X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:042 H:12a
   //MDR = 4d = 0100,1101
   //$4210 = n---,0010     ->     0100,0010 = 42 [wdm $??]
   //$4211 = i---,----     ->     0100,1101 = 4d
   //$4212 = vh--,---a     ->     0100,1100 = 4c [jmp $????]
   //$4213 = ff
   //$4214 = 68
   //$4215 = 00     //Since Yoshi didn't stick out his tongue, the values are as shown in the table above.
 This causes...
014212  jmp $68ff              A:225d X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:042 H:12d     //H:12d, so currently H-blank !
0168ff  eor $4d4d      014d4d  A:225d X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:042 H:131
016902  eor $4d4d      014d4d  A:2210 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:042 H:139
016905  eor $4d4d      014d4d  A:225d X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:042 H:140
016908  eor $4d4d      014d4d  A:2210 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:042 H:147
01690b  eor $4d4d      014d4d  A:225d X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:042 H:14e
01690e  eor $4d4d      014d4d  A:2210 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:043 H:002
016911  eor $4d4d      014d4d  A:225d X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:043 H:009
016914  eor $4d4d      014d4d  A:2210 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:043 H:011
016917  eor $4d4d      014d4d  A:225d X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:043 H:018
...


017fee  eor $4d4d      014d4d  A:2210 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:06f H:04e
017ff1  eor $4d4d      014d4d  A:225d X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:06f H:055
017ff4  eor $4d4d      014d4d  A:2210 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:06f H:05d
017ff7  eor $4d4d      014d4d  A:225d X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:06f H:064
017ffa  eor $4d4d      014d4d  A:2210 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:06f H:06c
017ffd  eor $4d4d      014d4d  A:225d X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:06f H:073
018000  bra $8042    [018042]  A:2210 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:06f H:07b
018042  phb                    A:2210 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:06f H:080
018043  phk                    A:2210 X:0008 Y:00d4 S:01ea D:0000 B:01 nvMXdizc V:06f H:086
018044  plb                    A:2210 X:0008 Y:00d4 S:01e9 D:0000 B:01 nvMXdizc V:06f H:095
018045  jsr $9cf3      019cf3  A:2210 X:0008 Y:00d4 S:01ea D:0000 B:01 nvMXdizc V:06f H:09c
019cf3  ldy #$00               A:2210 X:0008 Y:00d4 S:01e8 D:0000 B:01 nvMXdizc V:06f H:0a8
019cf5  sta $05      [000005]  A:2210 X:0008 Y:0000 S:01e8 D:0000 B:01 nvMXdiZc V:06f H:0ac
019cf7  sty $0f        00000f  A:2210 X:0008 Y:0000 S:01e8 D:0000 B:01 nvMXdiZc V:06f H:0b2
019cf9  jsr $a365      01a365  A:2210 X:0008 Y:0000 S:01e8 D:0000 B:01 nvMXdiZc V:06f H:0b8
...


01b843  rts                    A:0170 X:0008 Y:00e4 S:01e6 D:0000 B:01 nvMXdizc V:077 H:153
019d5e  rts                    A:0170 X:0008 Y:00e4 S:01e8 D:0000 B:01 nvMXdizc V:078 H:009
018048  plb                    A:0170 X:0008 Y:00e4 S:01ea D:0000 B:01 nvMXdizc V:078 H:014
018049  rtl                    A:0170 X:0008 Y:00e4 S:01eb D:0000 B:01 nvMXdizc V:078 H:01b
afeedf  cmp $de00,x    01de08  A:0170 X:0008 Y:00e4 S:01ee D:0000 B:01 nvMXdizc V:078 H:026
afeee2  sbc $00ffff,x[010007]  A:0170 X:0008 Y:00e4 S:01ee D:0000 B:01 NvMXdizc V:078 H:02e
afeee6  brk #$00               A:01a1 X:0008 Y:00e4 S:01ee D:0000 B:01 NVMXdizc V:078 H:038
00ffff  brl $0172    [000172]  A:01a1 X:0008 Y:00e4 S:01ea D:0000 B:01 NVMXdIzc V:078 H:048
000172  bvc $01b1      0001b1  A:01a1 X:0008 Y:00e4 S:01ea D:0000 B:01 NVMXdIzc V:078 H:04f
000174  bvc $01b3      0001b3  A:01a1 X:0008 Y:00e4 S:01ea D:0000 B:01 NVMXdIzc V:078 H:053
000176  bvc $01b5      0001b5  A:01a1 X:0008 Y:00e4 S:01ea D:0000 B:01 NVMXdIzc V:078 H:057
000178  bvc $01b7      0001b7  A:01a1 X:0008 Y:00e4 S:01ea D:0000 B:01 NVMXdIzc V:078 H:05b
...


0001b6  bvc $01f5      0001f5  A:01a1 X:0008 Y:00e4 S:01ea D:0000 B:01 NVMXdIzc V:078 H:0e1
0001b8  bvc $01f7      0001f7  A:01a1 X:0008 Y:00e4 S:01ea D:0000 B:01 NVMXdIzc V:078 H:0e5
0001ba  bvs $01f9      0001f9  A:01a1 X:0008 Y:00e4 S:01ea D:0000 B:01 NVMXdIzc V:078 H:0e9
0001f9  stp                    A:01a1 X:0008 Y:00e4 S:01ea D:0000 B:01 NVMXdIzc V:078 H:0ef

This is how it works. You can see there are various possibilities. By executing jmp (4c, 5c, 6c, 7c) at $4211,12, you can jump to different locations. Furthermore, changing the value of x increases the possibilities even more...
Even just the USA version: 68ff, 00ff, 40ff, 80ff, c0ff, 0535, 0300, 1400, 1558, 1490, c8c8, fac8, 1d30, 571d, ffff, 3880, 0438, 1417, 1564, 1c90... Even a rough check shows you can jump to more locations than this! And you can escape crashes just by one RTS!
Furthermore, jumping to 0300 allows you to jump to over 256 additional locations using the method employed in RTA.

This movie's trace log

This time, the trace log is as follows:
0086f7  jmp [$0000]    01221d    A:221d X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:00d H:0a4
01221d  ora (01,x)               A:221d X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:00d H:0b0
01221f  sta $85                  A:229d X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:00d H:0ba     //$85 = water level flag. If this isn't zero, we can swim in the level.
012221  sta $9d9d,x              A:229d X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:00d H:0bf
012224  sta $9d9d,x              A:229d X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:00d H:0c7
012227  sta $9d9d,x              A:229d X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:00d H:0cf
...

012d01  sta $9d9d,x              A:229d X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:023 H:14c
012d04  sta $9d9d,x              A:229d X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:024 H:000
008374  sei                      A:229d X:0008 Y:00d4 S:01e7 D:0000 B:01 NvMXdIzc V:024 H:017
...(IRQ)

0083b9  rti                      A:229d X:0008 Y:00d4 S:01e7 D:0000 B:01 NvMXdIzc V:026 H:01c
012d07  ora (01,x)               A:229d X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:026 H:029
012d09  sta $85                  A:229d X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:026 H:033
012d0b  sta $9d9d,x              A:229d X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:026 H:038
...
  //MDR = 9d = 1001,1101
  //$4016 = ----,--11     ->     1001,1111 = 9f [sta $??????,x]
  //$4017 = ---1,1111     ->     1001,1111 = 9f
014013  sta $9d9d,x              A:229d X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:04d H:0b2
014016  sta $9d9f9f,x            A:229d X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:04d H:0be
01401a  sta $9d9d,x              A:229d X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:04d H:0cc
01401d  sta $9d9d,x              A:229d X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:04d H:0d9
...
   //MDR = 9d = 1001,1101
   //$4210 = n---,0010     ->     0001,0010 = 12
   //$4211 = i---,----     ->     0001,1101 = 1d
   //$4212 = vh--,---a     ->     0101,1100 = 5c [jml $??????]
   //$4213 = ff
   //$4214 = 80
   //$4215 = 01     //Similarly, you can easily adjust it with Yoshi's tongue.
01420f  sta $1d12,x              A:229d X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:053 H:11b
014212  jml $0180ff              A:229d X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:053 H:123     //here ,H-Blank is occurring. By adjusting the score, H-Blank can be easily adjusted through base conversion processing.
0180ff  cli                      A:229d X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:053 H:129
018100  ora $f0,x      0000f8    A:229d X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:053 H:12d
018102  ora $de,s      0002c9    A:229d X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:053 H:134
018104  cli                      A:22fd X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:053 H:13c
018105  ora $bd,x      0000c5    A:22fd X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:053 H:13f
018107  stz $15        [000015]  A:22fd X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:053 H:146
018109  beq $810e      01810e    A:22fd X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:053 H:14c
01810b  dec $1564,x    01156c    A:22fd X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:053 H:150
01810e  lda $1fe2,x    011fea    A:22fd X:0008 Y:00d4 S:01eb D:0000 B:01 NvMXdizc V:054 H:009
018111  beq $8116      [018116]  A:2203 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:054 H:011
018113  dec $1fe2,x    011fea    A:2203 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:054 H:015
018116  lda $15ac,x    0115b4    A:2203 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdizc V:054 H:022
018119  beq $811e      01811e    A:2200 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdiZc V:054 H:02a
01811e  lda $163e,x    [011646]  A:2200 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdiZc V:054 H:02f
018121  beq $8126      [018126]  A:2200 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdiZc V:054 H:037


018126  rts                      A:2200 X:0008 Y:00d4 S:01eb D:0000 B:01 nvMXdiZc V:054 H:03d             //Successfully escaped the crash!
01eedf  lda $1410      [011410]  A:2200 X:0008 Y:00d4 S:01ed D:0000 B:01 nvMXdiZc V:054 H:047
01eee2  cmp #$02                 A:2200 X:0008 Y:00d4 S:01ed D:0000 B:01 nvMXdiZc V:054 H:04f
01eee4  bcc $ef17      01ef17    A:2200 X:0008 Y:00d4 S:01ed D:0000 B:01 NvMXdizc V:054 H:053
The setup required for this TAS is:
  • Preparing for Yoshification
  • Adjusting the x-coordinate of the lowest slot
  • Having Yoshi stick out his tongue slightly
  • H-Blank adjustment (easily done by adjusting the score)
That's all. Since there's still time to adjust the coordinates of other slots, I hope we can break the game end glitch record...!

Other possibilities

  • ($92) = 0100 is easy to adjust, so you can simply change the game mode by setting 92, or sta ($92), in the open bus.
In practice, I determined that it was theoretically possible to perform the following actions solely within the open bus, but the setup was too cumbersome to be practical.
ora (01,x)
cpx $e4
inc $e6
sbc $e5
sep #$e2
...
(IRQ)

ora (01,x)
cpx $e4
inc $e6
inc $e6
sbc [$e7]
cmp [$d7],y
sta $92     //$0100 = 26
rol $26
lda ($b2)
rts
  • Couldn't we make good use of this glitch?
  • If we could set the value of $4213 to 3f, we could easily jump to 00e6. But is it possible to connect peripherals and manipulate the value? I'd like someone knowledgeable about hardware to look into this.

#639057941111627144 - Super Dram World 3 all exits run

Super Dram World 3 v1.2.bk2
In 46:23.516 (167286 frames), 8574 rerecords
68 downloads
Uploaded 2/4/2026 9:28 AM by Evan0512 (see all 13)
This movie was originally created on November 22 as it was in the SMW Central WIP as version 1.2. However, there is a crash that rendered the game unplayable at Chipotle Gouda Bridge, so I replaced the version to 1.3. When I replaced the version number, it still syncs. This run completes all 28 exits, including four switches and four levels in the special world, before defeating Bowser.

#638928088570130876 - Jump 1/2 100% run WIP

JUMPhalf.bk2
In 4:10:29.082 (903230 frames), 22072 rerecords
230 downloads
Uploaded 9/7/2025 2:27 AM by Evan0512 (see all 13)
Janked Up Mario Bros. 1/2 (also JUMP 1/2 or JUMP Half) is the successor to Janked Up Mario Bros. Out of 130 exits and 80 levels with all dragon coins collected, there were 80 levels. One power-up was collected in Yoshi's House to speed up the overworld section. This run completed 100% (130 exits, 80 levels, all dragon coins) in 4:11:20.650.

#638920831581571142 - Proposal for a new method of "game end glitch" (lsnes movie)

game end glitch - close - by oddboo.lsmv
In 00:42.413 (2549 frames), 23164 rerecords
158 downloads
Uploaded 8/29/2025 4:52 PM by Amaraticando (see all 22)

#638919873221198891 - Proposal for a new method of "game end glitch"

game end glitch - close!.bk2
In 02:49.221 (10170 frames), 1839 rerecords
182 downloads
Uploaded 8/28/2025 2:15 PM by oddboo (see all 2)

What Is This?

I performed a method that's very close(2549f) to the current fastest record(2505f), but using a completely different approach. However, breaking the record requires an additional 45f improvement, which seems beyond my capabilities. So, I've decided to share details, moviefile, and a YouTube video here, hoping to enlist your help.

Crash Using Yoshification

When a naked koopa attempts to jump into a shell, the shell's $1594 is set to that naked koopa's slot number. Combining this with the shell's yoshification allows storing that naked koopa's slot number into Yoshi's $1594 (mouth routine pointer). When this value is 4 or higher, CPU jumps to an unintended address. In this TAS, I used Yoshi from slot 8 to yoshify the shell in slot 8, setting Yoshi's $1594 to 6. (The aforementioned naked koopa was in slot 6).

Open bus & Payload

  • The CPU reads two bytes from $01f0cb + (mouth routine pointer * 2) and jumps to that location in bank 01. This time, the mouth routine pointer is 6, so it jumps to $01221d in the open bus.
  • The value of mdr is 01 derived from the bank, so ora($01,x) is executed.
    • x == 8 (Yoshi's slot number)
    • $09 == 01(high byte of player y position, next frame...$97)
    • $0a == 1c(x position of lowest slot, lowbyte + 2)
  • Therefore, ora($01,x) = ora $011c01 = ora #$10
  • Consequently, the next MDR value becomes 10, and bpl $10 is executed. This likely allows jumping over various registers until the CPU reaches $01421d.
The payload in the last two frames has the following 8 bytes starting at $4218:
8e c6 13 64 10 cb 80 f8
//stx$13c6  stz$10  wai  bra  $4218
e9 04 8d 00 01 60 80 f8
//sbc#$04  sta$0100  rts  bra  $4218
The actual code executed are as follows:
$01421d   wai
(Interrupts by IRQ)
$01421e   bra $4218
$014218   stx $13c6          //x == 8
$01421b   stz $10
$01421d   wai
(interrrupts by NMI, below is the 2nd frame)
$01421e   bra $4218
$014218   sbc #$04          //a == 1d - 04 - carry (==18)
$01421a   sta   $0100
$01421d   rts

Flow Leading Up To The Crash

  1. First, to spawn Yoshi in slot 8, take the shell in slot 9 and hit the block containing Yoshi while wedging it into the block on the left($13 parity must be considered). This allows Yoshi to spawn before the message box fills slot 8.
  2. Kick the shell from slot 9 and take damage at the right spot. Adjust carefully to face left while moving right by inertia, step on the shell to spawn the naked koopa in slot 6, and scroll left at the right moment. This causes 3f? freeze, allowing you to place the naked koopa where you want. (Be careful not to break $13 parity)
  3. Throw the shell in slot 0 to the left, setting the x-coordinate to 0x1a one frame? before the crash. (Adjustment for $0a)
  4. Yoshification succeeds without needing to pause when both the shell's and naked koopa's slot numbers are even? and $13 is even at the frame the shell spawns.

Is Further Improvement Possible?

I don't think I can make any further improvements on my own. It seems very difficult, but perhaps with your ideas, it might work out. I've listed my ideas so far below.

What To Yoshify

  1. shell
  2. naked koopa (would require a pause if you could because of the initialization of the naked koopa)

Where To Do

3 locations with shells and 2 locations with naked koopa

How To Despawn Yoshi

  1. hole on the left end of the level
  2. use corner clip
  3. use message box to get through the floor (didn't work)
  4. use null sprite overload

Other Possibilities

Methods using corner clipping in green shell locations. I can't think of a good way to adjust the position of the naked koopa.

#638894817465166800 - Trimmed version of 9827S

Trimmed Version - Super Mario World 96 Exit Lunar Dragon.bk2
In 1:20:22.458 (289824 frames), 244569 rerecords
188 downloads
Uploaded 7/30/2025 2:15 PM by McBobX (see all 29)

#638783228144578088 - I Wanna Be a Rom Hack

I Wanna Be a Rom Hack SMW HACK [!] [headerless] [patched].bk2
In 09:21.409 (33740 frames), 10786 rerecords
242 downloads
Uploaded 3/23/2025 10:33 AM by Ryuken20 (see all 1)
I wanna be a rom hack is a rom hack version of Super Mario World SNES... Rom Hack By: STIVI

#638716220267635019 - super mario world tas

tassmw 1.bk2
In 01:50.917 (6666 frames), 763 rerecords
389 downloads
Uploaded 1/4/2025 9:13 PM by hiiliketas (see all 1)
im bad at tasing

#638697942833630227 - SNES "Day At The Turkey Races" all exits by Nadilo in 09:23

Turkey.bk2
In 09:23.173 (33846 frames), 1 rerecords
280 downloads
Uploaded 12/14/2024 5:31 PM by Nadilo (see all 1)
"Day At The Turkey Races" is a Kaizo Light Vanilla hack featuring 12 exits, each with a single section. I beat the game in 09:23 with 33846 frames.

#638686580699140406 - VIP & Wall Mix 5 Credits warp

Mix5_Credits_NullSpit.bk2
In 01:00.667 (3646 frames), 31137 rerecords
379 downloads
Uploaded 12/1/2024 1:54 PM by bahamete (see all 1)
Credits warp using null spit + stack corruption. Only possible in certain ROM hacks (FastROM?)

#638607766050169177 - Linnaea - 100%

linnaea.bk2
In 14:33.861 (52518 frames), 234 rerecords
367 downloads
Uploaded 9/1/2024 8:36 AM by Tutubi (see all 1)

#638437090755331746 - Grand Poo World 3 (all exits, hard mode)

Grand Poo World 3-1.bk2
In 1:18:28.346 (282966 frames), 16105 rerecords
417 downloads
Uploaded 2/16/2024 7:37 PM by Evan0512 (see all 13)
While making another Grand Poo World 3 TAS, I found significant improvement on most levels and took the hard mode in the Tower of Fate, an RNG manipulation of 81 rooms that you have to finish without dying. Once I go through all 81 rooms, a character select is unlocked. The DDR Bowser part has all the arrows marked "perfect!", making this game 100% complete. In the credits, the airship removed some of the text after defeating airship Bowser in the level "So Long".
Because GPW3 is rejected for bugs related to the graphics, it can be found on the creator's file bin (although it was slightly different from the original, with bugs fixed).

#638436292794194349 - [TAS] ~Original Mario Hack~ "100-exit" by Suru48 in 2:19:09.033

omh .bk2
In 2:19:09.033 (501767 frames), 947 rerecords
415 downloads
Uploaded 2/15/2024 9:27 PM by Suru486 (see all 15)
Original Mario Hack (aka OMH) is a ROM hack by Team JANK. Download it here (Might not work because hack isn't accepted yet): https://www.smwcentral.net/?p=section&a=details&id=35050
OMH was a very challenging and fun hack. I definitely recommend playing it. If you haven't though, you might want to play R-ACK first, since it is the first game of this series. In case you're wondering why I did this first if R-ACK is first, I just personally like this hack more, and couldn't wait to do it after R-ACK. This hack is very impressive in terms of going out of bounds of Super Mario World hacking. Most of the stuff in this hack lots of people don't even know how to do. The title screen was made to be a whole cutscene, an SMB2 level with four different levels (not just exits, completely new levels that count as exits) a level that lets you drop a key in a portal in one level and you get that exact same key in a completely different level, etc. It's just very impressive and very fun.
This is the hack where I learned to master the cape, very specifically the level named "This pipe keeps getting in my GODDAMN MFING WAYY LIKE JES" taught me. So until that point, caping isn't amazing, but it's still pretty enjoyable. Also, the Overworld movement could use some improvements. I didn't necessarily go and find the best Overworld route due to shops and stuff, and I personally didn't have the time for that.
Frame count: 501767 True rerecord count: 122418

#638401726796647053 - Grand Poo World III "all exits"

Grand Poo World 3.bk2
In 1:14:48.341 (269744 frames), 10925 rerecords
499 downloads
Uploaded 1/6/2024 9:17 PM by Evan0512 (see all 13)
Grand Poo World III is the third installment of the Grand Poo World series, a ROM hack made by Barbarian released in 2023. Work started a day after the ROM hack and completed all 41 exits. There are glitches and lags in the game. Most of the levels are located on islands that require an airship that can be rewarded after clearing the first part of the game (6 exits), can be done in order until the Tower of Fate, and the last six exits are fixed, including a puzzle level and the final boss on the final part of the game.

#638282559881183443 - [TAS] Entropy by Suru486 and Coockie1173 in 17:37:57

entropy_v101.bk2
In 17:37.575 (63559 frames), 1886 rerecords
346 downloads
Uploaded 8/21/2023 11:06 PM by Suru486 (see all 15)

#638280544052037649 - [TAS] Hydro by Suru48 in 32:05.75

Hydro TAS.bk2
In 32:05.745 (115735 frames), 1508 rerecords
356 downloads
Uploaded 8/19/2023 3:06 PM by Suru486 (see all 15)
Hydro is a water themed Kaizo Hack by Edidoo. Download it here: https://www.smwcentral.net/?p=section&a=details&id=28174
Hydro is one of my favorite Kaizo hacks. Even though I do not really like water levels, this hack has some of the best water levels in my personal opinion. TASing this wasn't too hard, as it's mostly just the 1/1 swimming trick. Hope you enjoy.
Stats: Playtime: 32:05.75 True ReRecord Count: 21457 Frame Count: 115735

#638241952983881878 - Fall Guys World

TASFallGuysWorld All Exits.lsmv
In 24:04.954 (86840 frames), 1220 rerecords
347 downloads
Uploaded 7/5/2023 11:08 PM by TheTASerRuim (see all 25)
Hackroom :)

#638229987860799473 - [TAS] DeClock Mario World by Suru48 in 24:52.26

Declock Mario world.lsmv
In 26:33.060 (95741 frames), 11359 rerecords
376 downloads
Uploaded 6/22/2023 2:46 AM by Suru486 (see all 15)
DeClock Mario World is a Kaizo Hack by SammmUuU (or Sammmoo on SMWCentral) Download it here: https://www.smwcentral.net/?p=section&a=details&id=23833
DeClock Mario World is the first true Kaizo Hack of Super Mario World that I ever played. It was a pretty fun hack and still is in my opinion, so I decided to TAS it. I recommend playing it if you want a fun little challenge without frustrating trolls.
Watch it here:

#638227191815365062 - [TAS] Super Mario Universe "Main Route" by Suru48 in 37:58.28

SMW Universe WIP.lsmv
In 38:29.097 (138774 frames), 25333 rerecords
373 downloads
Uploaded 6/18/2023 9:06 PM by Suru486 (see all 15)
Super Mario Universe is a ROM hack of Super Mario World by Hendog30. Download it here: https://www.smwcentral.net/?p=section&a=details&id=29968
In this TAS, I was still technically learning how to TAS Super Mario World, so don't expect to see any decently good gameplay until the final world, where I actually looked back at the movements and started to understand everything. However I did accidentally get some good movements earlier, so I took advantage of them. In the future, I plan to make a better TAS that is faster by skipping worlds then coming back to them later using the LyTra. But for now, I hope you enjoy this.
Watch it here:

#638211559413827258 - 1 & 2 Stages (First TAS)

Two Stages Mario World (TAS).bk2
In 02:49.770 (10203 frames), 22 rerecords
366 downloads
Uploaded 5/31/2023 6:52 PM by SrDavi (see all 1)
This Is My First TAS With BizHawk, Idk How To Do A Good Tas But, Thanks For Watching!

#638062126002480703 - New 11 Exits (and a last)

TAS Super Mario World 11 Exits.lsmv
In 10:30.262 (37878 frames), 986 rerecords
449 downloads
Uploaded 12/9/2022 7:56 PM by TheTASerRuim (see all 25)
That is

#638057041274924254 - Just In The Six

SMW In The 6.lsmv
In 08:15.817 (29798 frames), 776 rerecords
349 downloads
Uploaded 12/3/2022 10:42 PM by TheTASerRuim (see all 25)
Is a meme category, and little funniest

#638034392286666928 - yoshi island 2

second tas.bk2
In 01:01.499 (3696 frames), 0 rerecords
369 downloads
Uploaded 11/7/2022 5:33 PM by leo (see all 1)
second atempt in tas

#637936906476198185 - SNES Super Mario World Ram Watch file

SuperMarioWorld-35.wch
505 downloads
Uploaded 7/17/2022 9:37 PM by TASVideoAgent (see all 129)
(Ported from Legacy Address Set 35) BizHawk Ram Watch file for SNES Super Mario World

#637902330062736337 - Super Mario World Credits Warp

smw- cw.bk2
In 00:55.559 (3339 frames), 227 rerecords
430 downloads
Uploaded 6/7/2022 9:10 PM by HMTD (see all 1)
Super Mario World beaten using ACE My first ever TAS. I know its bad please don't bully me :(

#637823197083827931 - Super Mario World full clear.

Super Mario World (USA).bk2
In 1:56:28.491 (420000 frames), 68 rerecords
500 downloads
Uploaded 3/8/2022 7:01 AM by DrakeekarD (see all 12)
A 96 exit clear of Super Mario World going through as many levels as possible with Yoshi.

#75702098860090893 - RepressedButton's Super Mario Wolrd Light Spike

SuperMarioWorld-LightSpike.bk2
In 01:48.771 (6537 frames), 1451 rerecords
428 downloads
Uploaded 11/22/2021 5:58 AM by Spikestuff (see all 302)

#71338951862303504 - TAS SMW 11 exits 2 Players

TASMarioWorld11exits2p.lsmv
In 11:29.315 (41427 frames), 746 rerecords
567 downloads
Uploaded 5/9/2021 6:04 PM by TheTASerRuim (see all 25)
Idk to said

#69850715477004788 - TAS SMW 11 exits

TASSuperMarioWorld11exitsItemSwap.lsmv
In 10:31.959 (37980 frames), 788 rerecords
2 comments, 625 downloads
Uploaded 3/3/2021 5:31 PM by TheTASerRuim (see all 25)
Is better

#68343237154911343 - TASHorrível

TASHorrÃ-vel.lsmv
In 10:57.218 (39498 frames), 1688 rerecords
570 downloads
Uploaded 12/25/2020 8:09 PM by TheTASerRuim (see all 25)
Is more only common TAS

#64797518505551231 - Colon Three Reznor Glitch performed by jmosx36

my_spawn_reznor_glitch_interpretation.lsmv
In 03:06.293 (11196 frames), 16963 rerecords
771 downloads
Uploaded 7/19/2020 3:47 AM by jmosx36 (see all 26)
This is literally a copy of the dacin21's strat
SMW hack: Colon Three
My first ever reznor glitch

#62822948169795258 - Chocolate Island 3 - improvement with new glitch

chocolate-island-3-improvement.lsmv
In 36:34.003 (131857 frames), 403995 rerecords
1037 downloads
Uploaded 4/21/2020 5:34 AM by Amaraticando (see all 22)

#62709921713107004 - Super Mario World - Gray Platform glitch (stack corruption)

game-end-glitch-stack.lsmv
In 24:11.543 (87236 frames), 369254 rerecords
1018 downloads
Uploaded 4/16/2020 3:24 AM by Amaraticando (see all 22)

#61545936916313354 - Super Mario World Fire Flower-less

super mario world no fire flower tas.bk2.bk2
In 03:12.317 (11558 frames), 1054 rerecords
974 downloads
Uploaded 2/23/2020 5:19 PM by SonicFan53 (see all 10)
I added the entertainment in the autoscrolling.

#61545395818472878 - SMW No Fire Flower TAS

super mario world no fire flower tas.bk2
In 02:45.561 (9950 frames), 990 rerecords
939 downloads
Uploaded 2/23/2020 4:44 PM by Pixiuchu (see all 15)
For sonicfan Japanese version, bizhawk 2.4

#60599501071338908 - Super Mario World - Sprite Tweaker Corruption & Winged Cage

smw-winged-cage-movie-and-state.lsmv
In 29:51.150 (107646 frames), 276774 rerecords
943 downloads
Uploaded 1/12/2020 2:22 AM by Amaraticando (see all 22)

#54757807696551940 - My First TAS

TAS Test by EchoedMelodies.bk2
In 00:53.379 (3208 frames), 879 rerecords
2 comments, 986 downloads
Uploaded 4/24/2019 12:23 AM by EchoedMelodies (see all 7)
Hello! I am EchoedMelodies and this is my first TAS.
I've been a lurker here for a while. Today, I made an account and decided to try to make a TAS of one of my childhood favorite games, Super Mario World.
I read the resource page and tried a couple of the tricks out for myself. Turns out, it's actually quite easy to get used to it.
I used TAStudio because I found it easiest.
This is a TAS of the first level.
I don't have an encode for this yet, as I am currently setting up my YT Channel.
By the way, if you were wondering, My username comes from a game series called Gaia's Melody. I thought that Echoed Melodies was an awesome name.

#54202003829447357 - SNES Super Mario World: 2 Player Coop Quest end input on save dialog

2PCo-op_endonsaveinput.bk2
In 04:58.275 (17926 frames), 53705 rerecords
1009 downloads
Uploaded 3/29/2019 11:38 PM by Darkdevil (see all 12)
Because the other movie ends on the input after the boss falls in the lava.

#54201724760305321 - SNES Super Mario World: 2 Player Coop Quest "small only, all normal levels"

2PCo-opTAS_optimized.bk2
In 04:21.902 (15740 frames), 53677 rerecords
1011 downloads
Uploaded 3/29/2019 11:20 PM by Darkdevil (see all 12)
Lazy Encode:
I finished it!
And guess what? It's a MINUTE faster than the cancelled submission!
Currently making the submission text, as well as a userfile that ends input on the save dialog, like the un-optimized submission.

#54134251747132314 - SNES Super Mario World: 2 Player Coop Quest, level 3 done

2PCo-op_uptolvl3.bk2
In 02:27.341 (8855 frames), 12979 rerecords
950 downloads
Uploaded 3/26/2019 10:25 PM by Darkdevil (see all 12)
it's nearly done.
I got a benchmark run from a user on the TASVideos discord of 4:46.
I'm trying to improve my previous userfile.

#54088568660156425 - SNES SMW: 2 Player Coop Quest Level 1, 7 sec IGT improvement

2PCoQ_1stLvl-270IGT.bk2
In 01:02.397 (3750 frames), 2632 rerecords
937 downloads
Uploaded 3/24/2019 9:02 PM by Darkdevil (see all 12)

#54076046279489533 - Super Mario World RAM Watch file

SMW.wch
1039 downloads
Uploaded 3/24/2019 7:30 AM by Darkdevil (see all 12)
stuff for bizhawk
just some ram watch stuff

#46228447192728803 - SMW "fastest glitched sound"

the_frame_war_continues.bk2
In 00:43.612 (2621 frames), 8865 rerecords
1142 downloads
Uploaded 4/4/2018 9:27 PM by DatOneJoker (see all 1)

#46221611370852647 - SMW "fastest glitched sound"

april2018_sramglitch-sound-level.lsmv
In 00:13.827 (831 frames), 26 rerecords
1083 downloads
Uploaded 4/4/2018 2:03 PM by Masterjun (see all 19)

#46211291162476108 -

smw glitched sound in 2620 frames.lsmv
In 00:43.595 (2620 frames), 2447 rerecords
1183 downloads
Uploaded 4/4/2018 2:54 AM by BrunoVisnadi (see all 16)
the frame war doesn't stop! 2 frames faster. and sorry for filling the wips section with these

#46209821736537255 - SMW "fastest glitched sound" in 43.62

SMW-glitchedsoundbybrunovalads-v3.bk2
In 00:43.628 (2622 frames), 8344 rerecords
1067 downloads
Uploaded 4/4/2018 1:19 AM by brunovalads (see all 13)

#46203945145861933 -

glitched sound only works on bizhawk.bk2
In 00:43.661 (2624 frames), 227 rerecords
978 downloads
Uploaded 4/3/2018 6:58 PM by BrunoVisnadi (see all 16)
So it was some emulation difference that was preventing me to do this glitch on lsnes. And 2 more frames squeezed in this frame war

#46202027493160286 -

glitchsound2.lsmv
In 00:43.578 (2619 frames), 1170 rerecords
1157 downloads
Uploaded 4/3/2018 4:53 PM by BrunoVisnadi (see all 16)

#46201323788117360 -

glitchsound.lsmv
In 00:43.695 (2626 frames), 635 rerecords
1148 downloads
Uploaded 4/3/2018 4:08 PM by BrunoVisnadi (see all 16)

#46189809117986321 - SMW "fastest glitched sound" in 44.77

SMW-glitchedsoundbybrunovalads-v2.bk2
In 00:44.776 (2691 frames), 7443 rerecords
1048 downloads
Uploaded 4/3/2018 3:41 AM by brunovalads (see all 13)

#44187441227331633 - [TAS] Item Abuse - Super Mario World ROM Hack

item abuse 2.39.338.lsmv
In 02:39.338 (9576 frames), 112662 rerecords
1190 downloads
Uploaded 1/2/2018 11:26 PM by Amaraticando (see all 22)

#35014224523941307 - Super Nambona World WIP

Super Nambona World.bk2
In 00:56.557 (3399 frames), 2090 rerecords
1111 downloads
Uploaded 11/15/2016 8:35 PM by jipjups (see all 1)

#34596324054209273 - SNES Super Mario World (USA) "warps" in 09:57.1 - BizHawk movie

warps-brunovisnadi,amaraticando-supermario.bk2
In 09:57.117 (35886 frames), 262699 rerecords
1338 downloads
Uploaded 10/28/2016 12:54 AM by Amaraticando (see all 22)
This is a BizHawk movie (bk2 format) that syncs.
It's 1 frame longer due to how BizHawk and lsnes apply the input, but there's no difference in emulation.

#34339655685787022 - SNES Super Mario World "No Cape/Yoshi" [WIP] snes9x 1.51 v7

smw-no_cape_yoshi-masterkastylinos222.smv
In 03:27.159 (12450 frames), 1952 rerecords
1555 downloads
Uploaded 10/16/2016 11:28 AM by MasterKastylinos222 (see all 1)
A lot of people have appreciated Mario for being a hero after a lot of SMW "11-exit" TASes where the cape and/or Yoshi are used. So, Mario thinks he can do it with style also without cape or Yoshi.
Originally, this is intended to be an improvement run over Vitor I.S (https://www.youtube.com/watch?v=r8eDZko7Iu8). So far, there are not too many major improvements over this. Now on Front Door.
Improvements:
  1. YI2: N/A
  2. YI3: N/A
  3. YI4: No improvements here, just used the same technique of shell jumping to reduce lag
  4. Iggy: Using 6/5 trick to keep speed in the first section. Included more entertainment and not collected flower in second room.

#30044308205412210 - Sylar's Super Mario World Light Spike

SMW-LightSpike.bk2
In 12:05.655 (43611 frames), 484 rerecords
884 downloads
Uploaded 4/6/2016 12:52 AM by Spikestuff (see all 302)

#29939088166456945 - SMW "ends input early" BizHawk 1.11.6

smw-ends-input-early.bk2
In 01:33.280 (5606 frames), 0 rerecords
1318 downloads
Uploaded 4/1/2016 7:08 AM by Masterjun (see all 19)
Because it even works on BizHawk!

#29685962679412038 - first tas

Super Mario All-Stars + Super Mario World (USA).bk2
In 19:43.135 (71105 frames), 291 rerecords
1 comment, 1141 downloads
Uploaded 3/20/2016 9:33 PM by robodestroyer (see all 1)
made my first tas :D

#28746984872038795 - Valley of Bowser 3 - freerun [WIP]

smwfreerun_vob3_stuck.smv
In 01:00.817 (3655 frames), 5794 rerecords
1491 downloads
Uploaded 2/7/2016 2:39 PM by Mister (see all 1)
This is a freerun I gave up finishing a year ago. If only I were ten times as creative as I am. freerun was too difficaruto

#27686487787691135 - SNES Super Mario World (USA) "96 exits" in 1:14:58.86 by bahamete, Kaizoman666 & Masterjun

bahamete_kaizoman666_masterjun-supermarioworld-96exit.lsmv
In 1:14:58.858 (270376 frames), 246089 rerecords
1218 downloads
Uploaded 12/21/2015 8:25 PM by Amaraticando (see all 22)
This is the Snes9x movie translated into lsnes format, made in order to compare better and maybe for console verification.
Length 1:14:58.858 (270376 frames), around 21 seconds slower than Snes9x's wrong time.
If it desyncs for you, please PM me.

#27686466288675481 - SNES Super Mario World (USA) "small only" in 1:18:33.95 by PangaeaPanga

pangaeapanga1-supermarioworld.lsmv
In 1:18:33.953 (283303 frames), 91929 rerecords
1199 downloads
Uploaded 12/21/2015 8:24 PM by Amaraticando (see all 22)
This is the Snes9x movie translated into lsnes format, made in order to compare better and maybe for console verification.
Length: 1:18:33.954 (283303 frames), around 10 seconds slower than Snes9x's wrong time.
If it desyncs for you, please PM me.

#27380891235163881 - SMW "warps" in 09:57.82 converted to lsnes

bahametekaizoman666misterpangaeapanga-supermarioworld.lsmv
In 10:00.162 (36069 frames), 341 rerecords
1178 downloads
Uploaded 12/8/2015 2:07 AM by Amaraticando (see all 22)
This is a lsmv movie (for lsnes emulator) with the correct time (10:00.162) of this classic TAS. Console verification should be easy this way!
Edit: there's a warning about the movie starting from a dirty SRAM. However, this SRAM is a null file. Therefore, there'll be no desync. This internal SRAM can be removed as well.

#24853633631693502 - SNES Super Mario World Hack A Summer Levels "Nohurts" "1live" Complete By 9a0b1c In 03:59

SMW Hack A Summer Lvls[nohurts]Complete.smv
In 03:58.491 (14333 frames), 28 rerecords
1355 downloads
Uploaded 8/16/2015 6:32 AM by nsf9a0b1c (see all 2)

#24853591979754131 - SNES Super Mario World Hack A Summer Levels "Nohurts" "1live" Complete By 9a0b1c In 03:59

SMW Hack A Summer Lvls[nohurts]Complete.smv
In 03:58.491 (14333 frames), 28 rerecords
2 comments, 1492 downloads
Uploaded 8/16/2015 6:29 AM by nsf9a0b1c (see all 2)

#24824444132533782 - Super Mario World Game end glitch (1 frame saved)

BrunoVisnadi-Amaraticando-Masterjun-supermarioworld-glitched.lsmv
In 00:41.814 (2513 frames), 23022 rerecords
1169 downloads
Uploaded 8/14/2015 10:59 PM by BrunoVisnadi (see all 16)

#21207601259368312 - Spawning Reznor from the brown platform

Reznor-from-plataform[SAVESTATE].lsmv
In 06:47.679 (24501 frames), 2206 rerecords
1216 downloads
Uploaded 3/5/2015 1:44 AM by Amaraticando (see all 22)
I was just spitting the null sprite from random places when this happened.
EDIT 2: This the movie file and the anchor savestate file, Lsnes can work like that. Go to File > Load > Movie and select this file. After that, go to File > Load > State and select this file again, so the anchor state will be loaded.
Playing this movie from the beginning will result in a desync, because I used some cheats in Yoshi Island 2. Those cheats, however, have no influence in Yoshi Island 3.

#19873869950560708 - Super Mario World + Super Mario Bros. v2

smw+smb2.lsmv
In 07:01.647 (25341 frames), 7000 rerecords
2388 downloads
Uploaded 1/4/2015 12:10 AM by Nach (see all 2)

#19829401117130547 - Super Mario World + Super Mario Bros.

smw+smb.lsmv
In 07:28.278 (26941 frames), 10000 rerecords
1722 downloads
Uploaded 1/2/2015 12:06 AM by Nach (see all 2)
dwangoAC asked if someone could quickly make a reasonably fast and entertaining TAS of SMW SMB with lsnes. He also needed it done by today (2015-01-02), and gave me only a few hours notice, as he's under deadline for AGDQ2015. So I appended a quick & dirty play of SMB onto Masterjun's SMW that I created from scratch in a little over an hour of TASing with lsnes in order to meet his sync requirements.
I'm not HappyLee, nor did I even put much effort into this to perform all kinds of crazy glitches and get perfect play everywhere. However, the play it still pretty solid, and is within 20 seconds of what HappyLee's latest version would get on this version of SMB.
I did put some effort into entertainment with interesting enemy kills and near misses. So you might find this more entertaining than several other SMB TASs, even though this isn't a polished TAS. Of course a proper TAS would put even more effort into entertainment, although many established TASers in the past have failed to do so for this game.
Note: This is the first time I tried rerecording on lsnes, so rerecord count is way higher than it should be as I was playing with hot-keys and such, and the movie finishes way later than actual game-play too. The rerecord count also includes Masterjun's SMW rerecord count. Read: Not much effort was put into the SMB side of things.
In-game level ending times, HappyLee (~5:02) vs this (~5:18) vs first SMB TAS (~5:20):
  • 1-1: 370 - 368 - 368
  • 1-2: 347 - 345 - 346
  • 4-1: 340 - 339 - 340
  • 4-2: 356 - 344 - 354 (time units very misleading versus real-time due to beanstalk)
  • 8-1: 200 - 197 - 199
  • 8-2: 338 - 337 - 340
  • 8-3: 244 - 242 - 242 (intentionally slows down to avoid fireworks)
  • 8-4: 317 - 309 - 306
All in all, not bad for about an hour of TASing, not aiming for perfection. Although as a judge, I'd reject this for sloppiness. There's even a point where I didn't realize I wasn't running in 8-1 where I should have, not to mention other issues that could be fixed with an extra 5-10 minutes of work.
What's wrong with this TAS:
  • 1-1: Crashes into pipe in underground.
  • 1-2: Goes over the ceiling instead of through the wall.
  • 4-1: Misses many coins, slows down near the end.
  • 4-2: Goes between the bricks instead of through the wall, which further requires beanstalk manipulation instead of being able to enter pipe directly.
  • 8-1: Slows down in the middle for no good reason, misses enemies.
  • 8-2: Slow start. Then big jump followed by Piranha collision glitch could be done faster. In fact I did do it faster and had a better looking glitch, however, right afterwords I stupidly pressed load instead of save, and didn't redo the effort into getting that part to be optimal in entertainment and time.
  • 8-3: Didn't kill enough Hammer Brothers.
  • 8-4: Didn't wall jump into pipe, swimming suboptimal.
Lastly, issues aside, this run is still faster in real-time than the first few SMB TASs we published when re-synced for this version.

#19801743169012966 - [SNES] Super Mario World TAS "Playaround"

Playaround By puppy610.smv
In 07:43.453 (27853 frames), 740 rerecords
1583 downloads
Uploaded 12/31/2014 6:13 PM by puppy610 (see all 2)
In this TAS I go to YI1 first in order to get the fire flower. Next I play the switch palace and then go back down to YI2. I play through and get to YI3 and do the powerup increment glitch a bunch in order to get mario all weird. Next I play through until Iggy's Castle in which I hit the item box which looks like a flower but is actually a cape because of mario's powerup status and I may or may not have found a new glitch where you can kill yourself from flying during the Iggy fight.
Rom Used: Super Mario World (USA).sfc
Re-record Count: 740
Length: 07:44
Emulator: Snes9x 1.53

#18290447196809199 - WIP of mario world level 1

Super Mario World (U) [!].smv
In 01:26.458 (5196 frames), 888 rerecords
12 comments, 1474 downloads
Uploaded 10/24/2014 4:44 PM by gamerretro2 (see all 38)
My first WIP of mario world level 1 and level 2 not complety
if you see any optimization you can tell me

#2373619334225151 - SMW fastest softlock

smw-fastest-crash-masterjun.bkm
In 00:35.941 (2160 frames), 310 rerecords
1771 downloads
Uploaded 11/6/2012 9:04 PM by Masterjun (see all 19)
scrolling while eating a berry

#946903001545478 - Unoptimized glitched SMW run on lsnes

smw glitched-Masterjun.lsmv
In 02:52.882 (10390 frames), 1466 rerecords
1567 downloads
Uploaded 9/3/2012 3:00 PM by Masterjun (see all 19)
that is just a proof that the "credits glitch" in SMW works on near-console emulators.