Submission #9095: AlbertTheGamer2006's NES Super Mario Bros. Definitive "Any% 8-4" in 04:56.53

Nintendo Entertainment System
Super Mario Bros. Definitive
Any% 8-4
FCEUX 2.6.4
17821
60.0988138974405
3
PowerOn
Super Mario Bros. Definitive.nes
Submitted by AlbertTheGamer2006 on 5/28/2024 2:05 AM
Submission Comments
This is a speedrun of Super Mario Bros. Definitive.

The objective of the game is to beat the game to World 8-4 as fast as possible, using as many glitches through the way to save time.

  • Emulator used: FCEUX 2.6.4
    • Default emulator settings
    • No Lua scripts used
  • ROM Checksum: 01bb4cb8043474545b835b7365123bc8
  • Region: NTSC
  • I use as many glitches and warps to save as much time as possible.
  • Super Mario Bros. Definitive is a ROM hack of the original Super Mario Bros. but with Super Mario Bros. and the Lost Levels worlds both in Lost-Levels style (there are poison mushrooms, red piranha plants, upside-down red piranha plants, upside-down pipes, wind, a "Luigi Game" instead of a multiplayer mode, with Lost-Levels Luigi physics, and Lost-Levels style on 1-upping by flagpole or fireworks.

Comments

Stage by stage comments

World 1-1

1-1 is exactly the same as the original Super Mario Bros. level. By doing FPG with a precise underground section, it is possible to finish the game with a 370 on the timer, finishing the game 1 frame behind saving another framerule.

World 1-2

1-2 is also exactly the same as the original, with the enemy dodges and the pipe clip to finish the level to get a 351 on the timer. What is different is if you don't load the warp zone, you can still warp to World 4-1, saving 4 framerules.

World 4-1

4-1 is exactly the same as the original with the FPG and perfect play.

World 4-2

4-2 is the same, with the wrong warp that works if the X-position is greater than or equal to 0x84, or 132, to skip the beanstalk animation and going to the warp zone. The level finishes 1 frame behind the next framerule.

World 8-1

8-1 is exactly the same with the fast accel and the 19-frame FPG giving the RTA runs 0 frames to spare, so speedrunners need to play the level perfectly.

World 8-2

8-2 is also exactly the same, with the enemies lining up to produce a golden frame that allows BBG, which saves 2 framerules than no BBG at all. KosmicZ BBG is impossible as Mario gains lots of height after bouncing off of an enemy, which makes this framerule impossible to save.

World 8-3

8-3 is the level that has another framerule save. Since fireworks are programmed Lost-Levels style, they only come out if your coin count's last digit matches the timer's last digit, making a 243 not necessarily producing fireworks. Therefore, a 243 FPG is possible. The slowdowns could be removed, but it would have a bad subpixel position for FPG. To get a D70, you must release B for 1 frame, land on the first pixel of the 3rd block without B held, hold B as you land, jump 2 frames later, and do the FPG by clipping in the block.
How much time does it save? The timer ticks down every 24 frames, and a 242 FPG stops the timer on the first frame of 242. The first frame of 243 is 24 frames ahead of the first frame of 242, but an FPG with 243 finishes the timer on the sixth frame of 243, saving 19 frames. Normally, you finish the level with 13 frames to spare, but if you add 19 you save 32 frames, saving a framerule with 11 frames to spare.

World 8-4

8-4's level layout is the same, permitting Kosmic's world-famous walljump and the turnaround wrong warp. 4 framerules = 1.4 seconds, 4:54.032-1.4=4:52.632

Other comments

  • The audience would like to see a 4:52!

DrD2k9: Claiming for judging.
DrD2k9: In my opinion, this hack itself is somewhat interesting in how it sequentially combines all the stages from SMB and The Lost Levels allowing for a runner to test their skills across all of them. This submission however has a couple problems:
  • Per the ROM hack page the game transitions directly from one set of stages into the next "allowing all levels from both games to be played back-to-back seamlessly."
    • This was also brought up in the forum discussion and, in my opinion, is the biggest failure point of this submission. While this submission does save a princess, it does not complete the game.
    • Completing all stage sets (1-1 through 8-4, then 1*1 through 8*4, then A*1 through D*4) does yield a definitive game over screen with credits. This can be seen at the end of the current human world record run.
  • Generally, when considering a ROM hack for publication, we want it to be different than the standard game upon which the hack is based.
    • While this hack does contain content that would differentiate it from standard SMB, multiple forum posts noted that this submission's presentation is nearly identical to our current baseline SMB publication. This, again, is due primarily to not continuing beyond the first princess in 8-4 nor doing a warpless run that might demonstrate these different game aspects which are not seen in standard SMB.
This ROM hack may be worth a publication if everything were included, but that cannot be officially determined without receiving a complete submission.
For these reasons, I have to reject this run as incomplete.
Last Edited by DrD2k9 15 days ago
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