Just when we thought this run was optimized...
  • Emulator used - lsnes rr2-β22
  • Aims for fastest time
  • Abuses programming errors
  • Uses death to save time

Comments:

Although this movie is slower due to emulation differences in lag, it is in fact faster (by 13 frames) than the previous submission. This run is the product of 2 years of on-and-off work. Bahamete and Masterjun started and stopped the run in 2013, finishing at Star World 2. PangaeaPanga took the work-in-progress in February of 2015 and finished it. Unfortunately, there are not many differences between this run and the current submission, so there is not much to talk about.

Level Comparisons:

Here is a table showing each level in the run, how much time was saved, how much time was lost due to in-level lag, and comments about some levels. Note: only lag that occurred inside each level is taken into account.
LevelFrames SavedIn-Level Lag Frames GainedComments
Yoshi's Island 2--We grab a mushroom here as opposed to in Yoshi's Island 1.
Yoshi's Island 31-1 frame is saved due to better block duplications.
Yoshi's Island 116-Because of the grabbing the mushroom earlier, we gain 16 frames by not having to slow down to collect the mushroom that pops out of the bush.
Yoshi's Island 4-4-6/5 was chosen over the hopping glitch because that ended up saving more time due to in-level lag.
#1 Iggy's Castle--This was the hardest level to play...
Donut Plains 1--A lot of time was spent to make sure the color corruption at the end gives us the fewest amount of lag frames.
Donut Secret 1--The last fish was manipulated so that it goes off-screen when killed, to avoid lag at the keyhole.
Donut Secret House--We tried for a more entertaining Big Boo fight. Yes, there is a pattern.
Star World 1--Losing 1 pixel (still as fast) at the end changes the color corruption.
Star World 2--Yay for swimming/cape-spinning to the music!
Star World 3--
Star World 4--
Bowser's Castle-88 frames of lag were gained in the Mechakoopa room. We also managed to keep this Bowser fight jam-packed with more juggling and cape abuse!
Total138
In the entire run, there was an additional 181 frames of lag due to emulation differences.

Masterjun's comments

So it's finally done, the first SMW "warps" run that should be console verifiable. It looks like this run isn't really much better than the previous movie judging from the comparison above, but that is not true. Keep in mind that you can't really compare emulation differences. For example in the level YI4, using hopping glitch in snes9x is no problem, as we can avoid lag, but in lsnes it's faster to 6/5 to slow down at places and avoid lag that way. So basically we didn't really lose time there.

Thanks

  • Amaraticando for his helpful Lua scripts
  • Mister for some input in Donut Secret 1

Suggested Screenshots

Because this is the only big change in terms of speed:
Thank you for watching, and we hope you enjoyed watching this as much as we did making this TAS!

Noxxa: Good to see the run redone and improved on a non-deprecated emulator. Accepting as an improvement to the published run.
fsvgm777: Reach for the-- oh wait, wrong game.
Anyway, publishing.


Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
So the warps run has finally moved to an accurate emulator. Great job. It's surprising that it's still beaten within 10 minutes even on a slower emulator.
bahamete wrote:
Ah, it's worth noting the latter part of ds1 (from the pswitch to cape-spinning the key block) is all Mister's input; I asked him if I could use it a long time ago as I was struggling to optimize, and I forgot about it until just now.
According to the chat log, it was nearly three years ago that bahamete asked me that. Judging from what I saw, it seems like ds1 bubble manipulation, which you cared about then, was not useful, right?
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Samsara
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Senior Judge, Site Admin, Expert player (2238)
Joined: 11/13/2006
Posts: 2822
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Eszik wrote:
Samsara wrote:
Eszik wrote:
Even though I love this run and voted yes, I still hope someone will eventually put the time and effort needed into an optimized run using cloud.
[2604] SNES Super Mario World "game end glitch" by Masterjun in 00:41.98
This is getting old.
Then stop fucking asking, because you're only going to get the same response every time.
TASvideos Admin and acting Senior Judge 💙 Currently unable to dedicate a lot of time to the site, taking care of family. Now infrequently posting on Bluesky
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
GoddessMaria
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Reviewer, Experienced player (867)
Joined: 5/29/2009
Posts: 518
Location: Hell...
Just throwing my own input in on the matter on bringing up cloud... For those constantly asking and whining about it, start paying attention to the SMW discussions within that thread about reasons for not doing cloud. It has already been mentioned there and even here too. Just give it up. If you want cloud, go watch RTA runs! Otherwise, just stop! /endminirant As for this submission, you guys have done amazing as I figured it would be. I was entertained with the improvement and the effort shows. Yes vote.
Current projects: failing at life
Experienced player (589)
Joined: 3/21/2011
Posts: 39
Location: Connecticut
Amaraticando wrote:
Level: Yoshi's Island 1 - Frames saved: 6 - Because of the grabbing the mushroom earlier, we gain 6 frames by not having to slow down to collect the mushroom the pops out of the bush.
Shouldn't the advantage be 15 frames? In the old movie, Mario died at 262;22 in-game clock and now at 262;37.
This has been fixed. 16 frames were actually saved because using a visual comparison can be misleading when comparing the two emulators. Instead, I compared the values given by the address 7E0100, which is the game mode. In the previous movie, game mode is 20 on frame 6855 (entering Yoshi's Island 1), while game mode is 11 on frame 8682 (Mario dies); the respective difference is 1827 frames. In the current submission, game mode is 20 on frame 6886, and 11 onframe 8697; the difference is 1811. 1827-1811 is 16. Therefore, 16 frames were saved in Yoshi's Island 1, and NOT 6 frames. The new total amount of frames saved in the submission is 13.
Patashu
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Joined: 10/2/2005
Posts: 4043
13 frames! Siiieeeck
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
GhostSonic
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Joined: 3/14/2013
Posts: 61
Did a console-verification recording real quick. Quality isn't great, sorry about that, but you get the idea. Link to video
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Absolutely brilliant work from you guys as always. I expect perfection everytime I see a submission from this team and you never disappoint :) Easy yes vote and star worthy run.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
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GhostSonic wrote:
Did a console-verification recording real quick. Quality isn't great, sorry about that, but you get the idea.
Thank you very much for taking this on! I was unable to finish setting up audio before I had to leave on a business trip. It's good to see other people involved in console verification. (As an aside, I did not mean any insult to the other authors of the run, I just typed Masterjun's name out of habit - congrats to *all* the authors. :)
I was laid off in May 2023 and became too ill to work this year and could use support via Patreon or onetime donations as work on TASBot Re: and TASBot HD is stalled. I'm dwangoAC, TASVideos Senior Ambassador and BDFL of the TASBot community; when healthy, I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
GhostSonic
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dwangoAC wrote:
GhostSonic wrote:
Did a console-verification recording real quick. Quality isn't great, sorry about that, but you get the idea.
Thank you very much for taking this on! I was unable to finish setting up audio before I had to leave on a business trip. It's good to see other people involved in console verification. (As an aside, I did not mean any insult to the other authors of the run, I just typed Masterjun's name out of habit - congrats to *all* the authors. :)
I was just happy to see a single-controller Super Mario World TAS that's actually verifiable. Been a while since I could verify something new and cool.
darkszero
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Joined: 7/12/2009
Posts: 181
Location: São Paulo, Brazil
Mario had way too much fun with these mushrooms in the Bowser fight.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2827] SNES Super Mario World "warps" by bahamete, Masterjun & PangaeaPanga in 09:59.85
Joined: 1/26/2009
Posts: 558
Location: Canada - Québec
-Aims for fastest time -Abuses programming errors -Uses death to save time
To be honest, I don't see the point of the "Aims for fastest time" objective, since this run doesn't abuse of the "running arbitrary code" exploit. I'll like to see this whole branch getting deprecated or adding the objective "use arbitrary route" objective. After all, why doesn't this run use "arbitrary code" to write the "level skip" item in the item slot permanently, so each stage can be skipped(while using the arbitrary "wraps" route)? Sorry, but this run doesn't make any sense to me, since this clearly doesn't aims for fastest time.
Editor, Skilled player (1344)
Joined: 12/28/2013
Posts: 396
Location: Rio de Janeiro, Brasil
BadPotato wrote:
-Aims for fastest time -Abuses programming errors -Uses death to save time
To be honest, I don't see the point of the "Aims for fastest time" objective, since this run doesn't abuse of the "running arbitrary code" exploit. I'll like to see this whole branch getting deprecated or adding the objective "use arbitrary route" objective. After all, why does this run isn't using "arbitrary code" to write the "item skip" permanently in the item slot to skip each stage? Sorry, but this run doesn't make any sense to me, since this clearly doesn't aims for fastest time.
There's already a run that uses arbitrary code, which is this one http://tasvideos.org/2604M.html A warps run that uses arbitrary code wouldn't make much sense. I wonder how long we will have to link this run http://tasvideos.org/4252S.html. And if you are wondering, putting the orb in the item box the way they did in this video does not count as ''arbitrary code''.
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
Joined: 1/26/2009
Posts: 558
Location: Canada - Québec
I agree, but I complain about the fact this submission use the "Aims for the fastest time" objective. Yet, there's no statement or restriction in the list of objective explaining why it is forbidden to manipulate the registry in such way you could skip a major part of the game. Personally, I consider the list of objective misleading, since it contradict both "aims for the fastest time" and "abuses programming errors" objectives. Anyway, I guess anyone can have their own belief about this, but reiterate that this submission doesn't make sense to me, if the list of objective isn't clear enough about what is allowed. Edit: What about adding something like "Avoid game-breaking exploit" to the list of objective? Edit2: Sorry, I wasn't looking at the right place for the list of objective.
Amaraticando
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Submission wrote:
- Forgoes major skip glitch - Forgoes final boss skip glitch - Forgoes time-saving glitches
GhostSonic
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Posts: 61
Amaraticando wrote:
Submission wrote:
- Forgoes major skip glitch - Forgoes final boss skip glitch - Forgoes time-saving glitches
Welcome to the department of redundancy department.
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
>Forgoes use of the cloud o  o   o    o     o      o       o
Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign aqfaq Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign
Publisher
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Masterjun
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Would someone mind adding a console verified symbol to this movie? Edit: Thank you Spikestuff
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Player (24)
Joined: 9/17/2014
Posts: 368
Location: France
Amazing you follow music in star world 2 yes vote