This is an improvement of about 56 seconds over the previous movie.
ROM version has been switched to PRG0. Reason: More interesting level names during the ending sequence. This run will desync on World 1's airship when using ROM version PRG1.
Emulator used: FCEU 0.98.16
  • Abuses programming errors
  • Manipulates luck
  • Defeats all on-map non-hidden hammer brothers
    • Except some of them
Goal priority:
1. No using warp whistles (collecting them is allowed)
2. Complete game as fast as possible
3. Complete individual stages as fast as possible
Improvements:
- Stutter-running, allowing P-speed to be reached earlier in some levels
- Better on-map hammer brother manipulation
- Abuse of fast sliding speed to hop continuously through some levels
- Faster boss fights, and taking the magic wand at the bottom of the screen
- Lag reduction
Game Mechanics:
The end-of-level card cycles on a universal timer, which is why sometimes the first available card is a flower, and sometimes is a star. The chance of getting a flower on any given level is 1/4, and it can be changed by altering the frame a level is entered.
Hammer brother movements are determined by a 72 bit RNG that rolls right and uses some carry flag and overflow flag logic to keep things pseudorandom (LFSR). The RNG cycles on nearly every frame, but by playing in certain ways, it can be made to lag. Hammer brothers will always move once, and continue to move until they land on an unoccupied space. They will not attempt to move over a completed level or a pipe.
Death is no longer used as a shortcut in World 2. When a hammer brother moves onto a space occupied by another hammer brother, both will move again. This is abused to get them to walk longer distances without entering extra levels. The route happens offscreen, but can be seen [here]. (Dead link removed)
Accelerating in water has a frame rule. Yeah.
Route Improvements that ended up not being so:
Taking the normal exit in 5-1 - This sacrifices a musicbox, saves a P-wing for another level, keeps firepower for the fortress, and avoids using a star in 5-7. It would have gaine a few seconds overall, but due to hammer brother placement on World 5, it is not possible to avoid them without using a musicbox because the tower is considered the same as a pipe, which the hammer brothers will not move onto.
Getting a leaf before 6-5 via hammer brother fight - The map square to the left of 6-5 will cause a hammer brother fight with a leaf-box in the lower-right brick. This is seemingly convenient because we're already fighting this hammer brother for the cloud, and we get a leaf in 6-5 anyway. Unfortunately, getting this route to work required 2 extra hammer brother map movements, and then, having the leaf in the level prevented earlier jumping (due to the way the p-meter works).
Time gained, by world:
WorldTime Gained
Grass Land - 187
Desert Hill - 21255
Ocean Side - 3411
Big Island - 4196
The Sky - 5372
Iced Land - 6620
Pipe Maze - 7146
Castle of Koopa - 8252
Total3339
Ha ha ha! Bye bye.
adelikat: I did this for pride and the joy of improving JXQ's work.
Deign: I did stuff.
Cardboard: Are we gonna start redoing soon?
JXQ: TASing as a team is awesome <3

Bisqwit: Accepting.
Bisqwit: Processing.
Bisqwit: Publishing.
Bisqwit: Also edited the submission text to add these four lines.
Bisqwit: Also added verb to the previous line.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15584
Location: 127.0.0.1
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
another yes vote. very well done!
Has never colored a dinosaur.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
Twelvepack wrote:
another yes vote. very well done!
So when does 47 minutes = 13 minutes? At least watch the submission before voting.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
its faster then a run I already liked for being fast. That is enouth to be a yest vote from me.
Has never colored a dinosaur.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
Twelvepack wrote:
its faster then a run I already liked for being fast. That is enouth to be a yest vote from me.
That's bullshit, and you know it. You just wanted to be the first post.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
DK64_MASTER wrote:
That's bullshit, and you know it. You just wanted to be the first post.
As did you it seems... Yes vote :)
Agare Bagare Kopparslagare
Skilled player (1410)
Joined: 5/31/2004
Posts: 1821
Very nice run, looked well executed, and I liked it stylewise. One of my favorites.
Former player
Joined: 6/4/2006
Posts: 267
Location: CO
I really liked this run. The sliding and the way you got up to p-run on shorter platforms by turning left was sweet.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
Awesome run guys, I loved all the "acting" and speed tricks you put into it. I was surprised at the number of levels that you could skip through by walking through walls. That would have helped my first playthrough of this game 15 years ago! 1 quick question, why did you use the cloud in 7-4, but not for more warp ships? Are levels with locks not cloud-able?
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Joined: 7/26/2006
Posts: 1215
Loved everything from the input to the beat of the music (sometimes visible, like jumps or fireballs, but also sometimes where input had no effect) to the improved routes in so many levels. Great job! One thing I noticed: In the pipe world airship, there was a spot that might make you get pushed forward a bit like those final levels in the other run so you can enter the boss pipe sooner. Probably I'm wrong though. or you wanted to goof off like you did in said final levels.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Here's something that's interesting: World 4 breakable rock This is something that I don't think too many people know about, but when you see it, it's like a "oh, duh!" moment (at least, that's how it was for me when I first saw it). It's slower to use a hammer here than in World 6, though.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Experienced player (614)
Joined: 4/24/2005
Posts: 612
Ah yes, the 'All Worlds' run, such a nice treat to us viewers. Turned out, uh, uncomplainable in every which way, in my opinion. Looked like a lot of fun to do, so here's another yes vote.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Awesome movie. It contains many examples of the "screw the obstacles" thinking much like in Rockman :) I also noticed the input & music thing pointed out by bkDJ. Also, nice job killing a koopa with power star. I presume catching the staff from floor ends up being faster than catching it in air? But in world 6, you did the opposite... But, is it not possible to enter the wall in the beginning of the pyramid level in world 2, skipping most of the stage like you did in 7-1? Same goes for 6-5. dk64_master: Be nice.
VANDAL wrote:
such a nice treat
Would be even a nicer treat if it completed all levels :)
Joined: 12/29/2006
Posts: 119
Location: Japan, Anjo
This run is no warps.
DiffCalc .NET Frameworks 3.5 required.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Naohiro19 wrote:
This run is no warps.
That is not the problem.
Skilled player (1224)
Joined: 9/15/2006
Posts: 165
Location: China
A great run of a great game. The warp run is my favourite run, I also like this one. Huge yes vote.
HHS
Active player (286)
Joined: 10/8/2006
Posts: 356
Voting yes due to the Nazi salute in front of the King in World 3. Level 7-7 also looked very funny, I think.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Bisqwit wrote:
I presume catching the staff from floor ends up being faster than catching it in air? But in world 6, you did the opposite...
What happens in most worlds, is that the "falling through clouds" scene happens until mario's y-position hits something like 512. His falling speed is slower than the wand's initial falling speed, so it usually saved something around 15 frames to grab it lower. In World 6, the P-wing lets us get so high that we under-wrap that counter, and so as soon as Mario starts falling, it goes to the castle scene with the happy King that moves his face to speak. Y-position: 0087 and 00A2 (they act as 2 adjacent bytes)
But, is it not possible to enter the wall in the beginning of the pyramid level in world 2, skipping most of the stage like you did in 7-1? Same goes for 6-5.
2-Pyramid has a strange blank room (and bonus room) in-between the beginning and ending, which can't be escaped. By setting x-speed (00BD) to some very large number, you can jet through walls to preview whether the trick will be helpful (before having to spend lots of time trying to get the duck-jump into the corner glitch to work). 6-5 can be done, but there is a room in the middle which must also be escaped, and due to all the wall-travel time, it ends up being slower, according to our testing anyway. Plus, collecting the leaf is a great help in the next level, so it would need to be collected in the bonus room as well.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Player (206)
Joined: 2/18/2005
Posts: 1451
Very nice run. Also very entertaining during the ship levels. I only wonder why you didn't use the scroll glitch to enter pipes faster like in the any% run, and especially why you didn't got 99 lives having more than enough opportunities to do so during the 8 worlds. Anyway, it's a pretty big improvement and deserves a YES vote. Good job SMB3 TAS team. :-)
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
Post subject: Re: #1858: adelikat, Deign, Cardboard, JXQ's NES Super Mario
Joined: 5/15/2006
Posts: 102
NesVideoAgent wrote:
adelikat: I did this for pride and the joy of improving JXQ's work.
HAHAHA. Nice work guys, congratulations! Yes vote!
Skilled player (1652)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Lots of questions, but voting yes. 1st: Could the enter the pipe sooner glitch be used here? [URL=http://img228.imageshack.us/my.php?image=heremg2.jpg][/URL] 2nd: Can the pyramid in W2 not be skipped like... oh, most of world 7? 3rd:Can you enter the floor of an airship (like bowser), to end the falling scene faster? [URL=http://img108.imageshack.us/my.php?image=hereyt9.jpg][/URL] 4th: At some point in the run, you slow down to get a mushroom at the end, and then, the next level, you get a flower, making it star-mushroom-flower. Was there a reason to slow down and get the mushroom? (I can't seem to find it now) Finally, it would have been nice if you had saved the clouds for autscrollers in world 8, since you already have a video showing those off. However, that isn't a negative, just a consideration.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
1. The scroll glitch could be used on some of the airships most likely. We did not discover the mechanics of the glitch until we were at world 8, so that's why it wasn't included. 2. Answered already in a previous post; no it can't. 3. You need p-speed to fall through a corner, and most airships with an unflat boss floor don't have ample room to get up to p-speed. 4. Slowdown at level exits was for hammer brother manipulation. 5. Clouds don't work on world 8's autoscrollers, or any of the airships. Thanks for watching!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 10/24/2005
Posts: 1080
Location: San Jose
DarkKobold wrote:
Finally, it would have been nice if you had saved the clouds for autscrollers in world 8, since you already have a video showing those off. However, that isn't a negative, just a consideration.
You can't use the clouds on every auto scroller in world 8. For 1 thing, the key hole on the map screen doesn't disappear. Also, using it in 7-4 is good, since that's an autoscroller. I believe they used it on the longest levels possible.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Player (206)
Joined: 2/18/2005
Posts: 1451
JXQ, you seem to have missed that:
Saturn wrote:
...and especially why you didn't got 99 lives having more than enough opportunities to do so during the 8 worlds.
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
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
I don't know where you think these opportunities for more 1-ups are.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)