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This text is not supposed to be read, because there is this video which should be watched instead.

Comments

I decided to make a 1.43 instead of a 1.41 or 1.172/2.5 exit version because I actually started this TAS one year ago(?)!

Why this should be accepted

I'm totally sure this will be accepted because it has a valid goal and very optimized strategies. (As you can('t) see) I'm using tricks that aren't even in the Game Resource page of SMW (eg. not 49 hopping or 6/5ing but just pressing the direction is about 1.43 times faster). I should also mention that my input is very entertaining in the loading scenes, which is why I included it in the video. I unfortunately didn't end input as fast as possible, because then the rest of the run wouldn't sync (this game is really hating hex edits), but this shouldn't be a reason to reject this run (that wouldn't make sense at all then).

Possible improvements

Since this is a glitchfest, there are always improvements:
  • Pressing random buttons at loading screens can make them load faster (that is because the controller else has to be latched multiple times in a frame, which slows down the loading process).
  • Ending input faster without desyncing the run.
  • Avoiding too many glitches. That is just decreasing the entertainment value and might affect the speed of this run.

Thanks to

  • the people that helped me creating this run.
  • <- these lists which are super neat and handy to use.

Nach: This was a nice run, and is the kind of thing we're looking for at TASVideos. However, TASVideos only accepts runs which complete the game, and this sadly does not. Also, Snes9x 1.4x is no longer accepted. Please however don't get discouraged, and try making a nice full run on a newer emulator, and I'm sure you can get published!


Expert player (2574)
Joined: 12/23/2007
Posts: 831
Oh man, what an impressive playaround! I enjoy watching it a lot, and really hope to see a serious playaround submitted here again someday. :)
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Joined: 6/20/2008
Posts: 150
Gentlemen and ladies, I would like to submit this thing which I haven't seen exhibited on the site, and which most definitely is a game glitch. http://www.youtube.com/watch?v=bpoV5imBbZw The stage starts at 3:38, and the payoff is at 5:17. I don't know the precise process here, but there's something with the bubbles and the Yoshi falling in that pit. There's at least one other example of this trick being done by these guys on this user's channel, so I suppose it's not very difficult, but the effect is distinctive and amusing. It's not really my place to make a request, but if this glitch were explored and understood and exhibited in later runs, I would just be super jazzed. On for this run, I dig it a lot. I've seen a lot of tricks and glitches in SMW since I started watching videos here, and there were still a good number of jawdrops to be had. I applaud!
Joined: 11/25/2012
Posts: 22
I'm pretty sure that that glitch is used in the 96 exit TAS.
Patashu
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Kingdweeb wrote:
I'm pretty sure that that glitch is used in the 96 exit TAS.
Correct, it was.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 6/20/2008
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Neat! My error, then.
Editor, Player (44)
Joined: 7/11/2010
Posts: 1029
ShinyDoofy wrote:
NitroGenesis wrote:
psst ShinyDoofy you arent supposed to be here.
I am not? :( /Amaraticando: My main focus is on the part of reading the controller's buttons multiple times per frame. That just blew my mind. Well, somebody's trollin'...
There's usually no particular reason why a game can't read the controller buttons multiple times in a frame; they just typically read the buttons once per frame so that their game logic and rendering logic stay in sync. For instance, in the NetHack TAS I'm working on, during luck manipulation we press buttons 12 and a half times per frame on average, because that's the maximum speed the game can read, in order to manipulate luck as fast as possible. EDIT: A great example of this is Super Mario 64. It only reads the controller when it actually cares about the input, and not when it's lagging, so it ends up reading less than once per frame. The N64 console verifications of Super Mario 64 rely on this to sync properly; although Mupen isn't very accurate, they know how much lag Mupen thinks is in the game, and can measure the lag the game is actually experiencing because you can actually electronically detect that the controller is being read, and so they can adjust for lag on the fly. Many other N64 games, like Ocarina of Time, can't currently be console-verified because they read the controller every frame, and so there's no way to adjust for lag.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4038
This is a really entertaining glitchfest, so I'm voting Yes. It's too bad it didn't finish the game though, or it really could be published.
Editor, Skilled player (1441)
Joined: 3/31/2010
Posts: 2113
Please finish this, man. It could just be twenty shades of amazing.
Active player (328)
Joined: 2/23/2005
Posts: 786
Please please please make a full game run out of this. This game has so many entertaining glitches and to see a video like this an hour long would be amazing. :)
Patashu
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Joined: 10/2/2005
Posts: 4045
CtrlAltDestroy wrote:
Please please please make a full game run out of this. This game has so many entertaining glitches and to see a video like this an hour long would be amazing. :)
I'd even be satisfied by a glitchfest that beats the game via the any% route.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Dwedit
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I liked the part with Red Spasms Mario. Previously, I only saw that with a Game Genie.
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Joined: 4/15/2010
Posts: 198
Location: England
The shame about SMW freeruns is that it'd have to spread out the glitches over a large area which would make individual levels less entertaining. Thus it'd have to keep the route short but long enough to justify a "glitchfest"-type run. I think the ideal route would be something of involving taking the Vanilla Dome star warp through to special world, then onto Bowser (or completing the run via code execution or crash). A lot of planning would have to be done to ensure the run gets the maximum amount of glitches in the route without repitition. We'd probably want to include things such as arbitrary code execution too, which can be done as far as I know in Yoshi's Island 2 and Yoshi's Island 3. If that glitch is shown off there, the rest of the run may seem dull in comparison. I'd love to work on such a project with someone (or a group) though. It's a shame my previous glitchfest project failed due to lack of motivation but I think this game is adequate enough for such a run. Also, neat work here Masterjun, as I said on Skype. It's an interesting little freerun. :)
Retired smw-96, smw any%
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• Colors a Mario.
Player (12)
Joined: 11/23/2012
Posts: 94
Okay, please explain what inside joke I'm too ignorant to get with the "1.43" being everywhere here.
Patashu
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Posts: 4045
mathgrant wrote:
Okay, please explain what inside joke I'm too ignorant to get with the "1.43" being everywhere here.
Emulator: Snes9x rerecording 1.43 v17
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Player (12)
Joined: 11/23/2012
Posts: 94
Patashu wrote:
mathgrant wrote:
Okay, please explain what inside joke I'm too ignorant to get with the "1.43" being everywhere here.
Emulator: Snes9x rerecording 1.43 v17
At the rate things were going, my first instinct was to believe that was just hacked in to perpetuate the running gag. But I'll trust you. The movie was entertaining, but based on the precedent of the SMB3 playaround, I do believe that Bowser should be beaten at the end, or else the ending screen be glitched in a way that's significantly different from the current memory-corrupting speedrun.
Sir_VG
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Joined: 10/9/2004
Posts: 1914
Location: Floating Tower
I was amused with this. Now do a version of this that finishes the game and I'll give it a yes vote, April 1st or not.
Taking over the world, one game at a time. Currently TASing: Nothing
Active player (353)
Joined: 10/31/2010
Posts: 93
Location: Honduras
this mini glitchfest is entertaining but I think it would have been better a showing glitchfest most worlds as shown in this videos Link to video Link to video
mkTAScommunity website: http://mktascommunity.foromotion.net/ mkTAScommunity youtube channel: http://www.youtube.com/user/mkTAScommunity Working in Wario Land 2 and Wario Land 3 Speedruns NON-TAS My twitch channel: http://www.twitch.tv/vlacksr My hitbox channel: http://www.hitbox.tv/vlackSR
TheKDX7
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Thevlackdemonn2294 wrote:
this mini glitchfest is entertaining but I think it would have been better a showing glitchfest most worlds as shown in this videos Link to video Link to video
I think of the same thing.
Masterjun
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Site Developer, Expert player (2047)
Joined: 10/12/2010
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Of course these glitchfest videos are much better than this one. The problem however is that, first of all, they are not very easy to plan. Then there is the problem that you can't put too many glitches into one level, because then you would have no for later levels (or they would fit better in previous levels). Here I had no problems with that and I could just do whatever I wanted to do :P. But I'm sure that with enough planning, such a run could be done and you can really do awesome stuff with the physics of this game.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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Masterjun wrote:
Of course these glitchfest videos are much better than this one. The problem however is that, first of all, they are not very easy to plan. Then there is the problem that you can't put too many glitches into one level, because then you would have no for later levels (or they would fit better in previous levels). Here I had no problems with that and I could just do whatever I wanted to do :P. But I'm sure that with enough planning, such a run could be done and you can really do awesome stuff with the physics of this game.
While you're right about that but what should I do first is to create a route that is the glitches and things that are going to perform at each level but for a game like this is difficult but it is possible but realizing it between 3 or more tas glitchfest one would be easier to perform at least I think so because you and made ​​2 TASes playaround glitchfest.
mkTAScommunity website: http://mktascommunity.foromotion.net/ mkTAScommunity youtube channel: http://www.youtube.com/user/mkTAScommunity Working in Wario Land 2 and Wario Land 3 Speedruns NON-TAS My twitch channel: http://www.twitch.tv/vlacksr My hitbox channel: http://www.hitbox.tv/vlackSR
Editor, Active player (297)
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I think this video deserves a honorary mention at least, even if it's not "published".
TASVideosGrue
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om, nom, nom... minty!