Mario got tired of jumping, so he thought: how do I save the princess with the fewest jumps? Along the way, Mario used all kinds of enemies, and took many underground shortcuts.

Game Objective

  • Minimum A presses
    • Fastest completion
      • Maximum entertainment
This goal can be also called "A button challenge" or "ABC". It basically turns SMB into a puzzle game.
This seemingly restrictive goal leads to the most INSANE and most complicated SMB TAS ever, with lots of nearly impossible moves and crazy glitches that you won't see in other TASes.
We ended up using only 62 A presses. It's also a completion with the fewest jumps.

Background

On October 4, 2016, Kosmic first told HappyLee that he was going to make a TAS of this game with minimal A presses. On March 21, 2018, HappyLee promised to join this project (HappyLee: I just thought it would be fun and challenging. Back then I had no idea how the movie would turn out in the end).
Kosmic provided many interesting initial ideas. Some were proven feasible, such as wall jumping at the beginning of 1-2, turning a Spiny into a Koopa in 4-1, and using a Beetle near the end of 8-1.
From May 25, 2018 to July 28, 2018, HappyLee completed the first version up to 8-1.
Then, for a year and a half, this project was halted, because HappyLee found an A press save at the beginning of 4-1, after finishing 4-2. This reduced HappyLee's motivation, because 4-1 was extremely complex, so having to redo it was going to be really painful.
On February 21, 2020, Kriller37 joined us, and with him new energy came back to this project. He also shared some new ideas, like 8-2 stair clip, getting the fireflower in 1-2, and double stomping a Koopa Paratroopa in 8-4 to save an A press.
On April 2, 2020, periwinkle joined the project. Periwinkle provided help with code analysis that proved vital in manipulating enemy patterns. His efforts allowed us to get the patterns we needed for Bullet Bills, Lakitu, and Cheep Cheeps- most notably making a spreadsheet that allowed us to calculate Cheep Cheep patterns in 8-4.
Along the way we found some demo videos made by RAT926 (poleovermania on YouTube). From these we learned there was an A press save in 1-2 by using a vertical screen wrap to stomp a Koopa near the lifts. We invited RAT926 to join our project, but got no response.
On October 19, 2020, DaSmileKat joined the project. DaSmileKat helped test various hard and precise movements, saved 21 frames in 4-2, proved that the third room of 8-4 could be done in 0 A presses, and was the first to successfully save an A press in the second room 8-4.
We had tons of crazy ideas in the group chat- way more than what's shown in the final movie. Some were proven impossible, and some got obsoleted by better ideas.

Glitches and Concepts

Gravity

Gravity adjustment is crucial to this project. Many setups and moves require certain gravity to work.
Mario's gravity is affected by his most recent jump. He keeps that gravity state until he jumps again. Bouncing on enemies and Springboards won't change gravity.
There are 4 types of gravity in SMB. From the lowest to the highest, we name them using their activation conditions.

Floating / swimming gravity

This is the initial gravity when Mario's starting a new stage, or when coming out of a pipe. It is much lower than the other gravities, causing Mario to appear as if he is floating. It's also the gravity when Mario's swimming.
Mainly used in 8-2 after exiting the pipe, 1-1 after exiting the pipe, and 8-4 after exiting the final pipe.

Walking gravity

You get walking gravity by jumping while walking (speed 16 to 24).
Mainly used in the first half of 8-2, the second room of 8-4, in 8-1, etc.

Standing gravity

You get standing gravity by jumping while standing still, or with very low speed (speed 0 to 15).
Mainly used in 8-4 Cheep Cheep room, and 4-1.

Running gravity

You get running gravity by jumping while running (speed 25 to 40).
Mainly used in the parts of 8-1 with the Buzzy Beetle.

Koopa / Buzzy Beetle walking underground

An old SMB glitch, used many times in this TAS to save A presses, but rarely shown in other SMB TASes.
Koopa's waking time and walking direction are determined by the 21 frame rule.

Stomping an underground enemy above the screen

Also an old SMB glitch, used in 1-2.
In SMB, vertical positions are stored with 3 levels of precision: screen, pixel, and subpixel. However, some interactions are only calculated using the pixel position, meaning that there's effectively a copy of every hitbox in every vertical screen. It is quite similar to the Parallel Universe glitch in SM64. It has other applications other than stomping an underground enemy from above the screen, such as getting a Power-up that falls down a hole by jumping above the screen.

Turning a Spiny into a Koopa

Used in 4-1.
This happens when Mario hits a Spiny from below, while near the left side of the screen. This happens because the function which downgrades a Koopa Paratroopa to a regular Koopa is accidentally triggered when hitting an enemy from below in one of five possible X-coordinates. Depending on the exact coordinate, the Spiny can turn into a red or a green Koopa.

Other glitches used in this TAS

Wall jump, corner clip, full flagpole glitch, wrong warp, bouncing high off enemies ("superjump").

Level Comments

1-1 - 8 A presses

Solution and inputs by HappyLee. Underground room corner clip added by DaSmileKat. Some additional tests by Kriller37 and DaSmileKat.
Getting the Mushroom doesn't cost an extra A press, which makes it the perfect spot. The underground room corner clip is only for entertainment, because 1-1 has many frames to spare. Crossing the large gap after coming out of the pipe is possible by abusing floating/swimming gravity.

1-2 - 4 A presses

Solution and inputs of the first part (wall jumps and running) by HappyLee, solution and inputs of the second part (Koopa, lifts, and getting Fire Flower) by Kriller37. The idea of wall jumps at the start first brought up by Kosmic. Additional Koopa tests by DaSmileKat.
The idea of using underground Koopa and stomping it through the top of the screen was found by RAT926. Kriller37 then developed the idea of getting Fire Flower with 0 A presses, saving an A press compared to the original idea of getting Fire Flower in 4-1. Stomping the Koopa from above the screen without needing to re-stomp it is very precise, since the Koopa needs to be placed in the perfect position down to half a pixel.

4-1 - 6 A presses

Solution and inputs mainly by HappyLee, with Kriller37's help of Lakitu manipulation. The idea of turning Spiny into Koopa first brought up by Kosmic. Special thanks to periwinkle and DaSmileKat for Lakitu code analysis.
Turning the Spiny into a Koopa takes 2 additional A presses, but it saves various jumps because Mario can use the mid-air Koopa to cross small gaps and do ground clips. A glitchless 4-1 would take 13 A presses.

4-2 - 7 A presses

Solution by HappyLee and DaSmileKat, inputs by HappyLee.
4-2 uses the same wrong warp glitch as the any% TAS, but with a ground clip to achieve the needed X position to save A presses.

8-1 - 11 A presses

Solution by HappyLee and Kosmic, inputs by HappyLee. Thanks to Kriller37 for help with testing.
8-1 requires lots of jumps, because it's long and has lots of large gaps. A glitchless 8-1 would normally take 24 A presses.
The first ground clip takes 0 A presses, but it saves 8 jumps. This ground clip can only be done in 0 A presses by having Mario slide out of the wall on the left and then clipping on the right with the highest X acceleration. The initial idea was to use a Goomba because the Koopa is too close to the pit at the time Mario arrives, which leaves no time for getting the highest X acceleration, but later HappyLee found that kicking the Koopa shell and using the shell for the ground clip was much faster.
The second ground clip has a similar principle to the first one. It saves 1 jump.
The underground Beetle is kept for the third ground clip, and for bouncing to the flagpole.

8-2 - 4 A presses

Solution mainly by HappyLee, inputs by HappyLee and Kriller37. Thanks to Kriller37 for great help with testing, and providing the idea of saving a jump by corner clipping through the stairs with a Bullet Bill.
As unbelievable as it is, 8-2 is actually the level with the fewest amount of A presses. Clipping through the ground in 0 A presses has to be one of the most incredible and complicated setups in this TAS. It requires walking gravity, running speed, falling state, and a perfect Bullet Bill. The whole setup not only requires heavy Bullet Bill RNG and enemy manipulation, but also very precise subpixel values. To gather running speed and falling state before touching the Bullet Bill, Mario has to use the tiny space and maximum acceleration to quickly gain running speed, and has to bounce on at least two enemies to reach the tiny hole for the clip.
The current plan of using a Koopa flying backward is the fastest and the most elegant solution, which has evolved many times throughout this project. The original plan was to keep 2 Koopas walking underground, but then HappyLee found a way to stomp the Koopa shell immediately after kicking it, making it possible to do the whole setup with only one Koopa underground.
Heavy Bullet Bill RNG manipulation is used for 8-2, to make the required Bullets shoot in the perfect time. Each cannon has a timer which is influenced by the first 3 enemy slots, and often we need to manipulate multiple cannon timers to shoot at specific frames.
3 additional Bullets are required after the first ground clip. One for the second ground clip, one for getting out from the floor, and one for the giant leap to enter the pipe.
A few frames are wasted waiting in the underground stage, because we aimed for getting the best Bullet Bill RNG after coming out from the pipe. The RNG that caused the cannon to fire twice in a short time right after coming out from the pipe is extremely rare.
For the 2 Goombas + Bullet Bill bounce stair clip to work, an "invisible Bullet" was used to push the Beetle to load at the 4th enemy slot, so the required Bullet Bill can be shot.
The ending double Bullet Bills are not necessary, but faster than one Bullet because of full flagpole glitch.
Having done 8-2 without using any pauses, while getting all the perfect & fastest Bullets may look smooth and natural, but in fact it's unbelievably hard.

8-3 - 7 A presses

Solution mainly by HappyLee and DaSmileKat, inputs by DaSmileKat and HappyLee.
We choose to use 2 underground Koopas instead of Bullet Bills for the ending part, because it saves an extra A press.
The first ground clip is much more complicated than it looks, and we've developed many versions. The first versions require a Bullet Bill, to keep the Koopa at a specific height. Later we found that it's faster to do the ground clip without a Bullet Bill, and it's faster to let the second Koopa walk ahead of the first Koopa, and use both of them to get across the final giant gap.
For the final ground clip, we need walking gravity. Mario can't reach the pipe from inside the ground with a walking speed jump, so HappyLee came up with the very clever solution of bouncing on the Koopa and then doing a walljump. This lets us load the next Koopa as soon as possible as well.
We experimented with many different ideas in this level, searching for ways to save more A presses or do the level faster, and this is the best solution we found to be possible.

8-4 15 A presses in total

Room 1 - 6 A presses

Inputs by HappyLee.
A simple room with no clever solution.

Room 2 - 2 A presses

Solution by HappyLee, Kriller37 and DaSmileKat, inputs by HappyLee.
Crossing the gap between the two pipes with 2 Koopa Paratroopas with 0 jumps is the final A press save found in this TAS. It's only possible when Mario stomps the first Koopa Paratroopa twice. The idea was first raised by Kriller37 and first proved possible by DaSmileKat, and the fastest setup was found by HappyLee, which requires very precise enemy manipulation to get the two Koopa Paratroopas to leap to that exact location.
Holding A while entering the pipe saves an A press for the next room.

Room 3 - 0 A presses

Solution by HappyLee and DaSmileKat, inputs by HappyLee. Special thanks to periwinkle for Cheep Cheep code analysis, and to DaSmileKat for actually creating a program for calculating Cheep Cheeps.
The A button was held for the entire room, so a jump is buffered at the beginning of the room, as well as a swim at the beginning of the next room. The room was cleared with no additional jumps.
This crazy idea was first proven possible by DaSmileKat. Before that, HappyLee made a version with only 1 A press, which was the jump to the tall pipe, because HappyLee thought to line up a huge wave of Cheep Cheeps at Mario's feet would be impossible.
DaSmileKat's first demo requires 13 Cheep Cheeps in total for this room. After that, HappyLee developed a much faster strategy, and reduced the total Cheep Cheeps required to 9.
DaSmileKat also developed the rising Cheep clip, which is usually faster than waiting for Cheep Cheeps to fall down. The rising Cheep clip is used to get through the tall pipe for the first time.
Mario needs to pass through the tall pipe twice. The first time only aims to get through the pipe to scroll the screen further- not only to load the pipe exit info, but also to allow 3 Cheep Cheeps to appear on the screen at the same time. The second time aims for getting on the pipe. One of the Cheep Cheeps is used only to adjust Mario's Y subpixel inside the pipe, since some Y subpixel values don't allow Mario to get 1 block higher with a Cheep bounce.
Pausing is used many times for Cheep Cheep RNG manipulation. It's theoretically possible to do this whole room without pausing, but the waiting time would be painfully long, so pausing is actually faster.
The Cheep Cheep setup used in the final version is found by HappyLee, and double checked by DaSmileKat to make sure it's completely optimized.

Room 4 - 5 A presses

Inputs by HappyLee.
Holding A at the beginning of this room doesn't save an A press (because there's an alternative strategy by doing a corner clip), but it does save time.
Sadly, we couldn't kill any Bloopers because it would affect Firebars and cost time.

Room 5 - 2 A presses

Inputs by Kriller37, Kosmic and HappyLee.
Mario has to wait a very long time at the start of this room for the Hammer Bro to charge towards him. We have floating/swimming gravity here, since we haven't jumped in this room yet, so bouncing on the hammer brother reaches the next pipe and saves 1 A press.

Authors' Comments

HappyLee

When Kosmic and I started this project, we never could have guessed how crazy it would turn out. I'm so happy that after 3 years, we've finally finished this extremely complicated project.
This couldn't be done without our wonderful and talented teammates. Kriller37 and DaSmileKat contributed a lot to this TAS, and found many astonishing improvements. I'm so proud to be on this great team.
This is truly a complicated and nerve-wracking project. We've made 3 versions of 1-2, 4-1, and 8-2. For many times I almost wanted to quit, because having to redo 4-1 entertainment and 8-2 luck manipulation is extremely painful. But we've still made it to the end.
Special thanks to RAT926 and Mars608, who've helped with some ideas of this TAS.
By the way, just as we finished this TAS and when I was writing this submission text, I've found another improvement that's going to change a lot of later RNG. It's so frustrating to me, because we've tried so hard to create a perfect TAS, but still I could miss something, even though I was really careful and precise and have thought a lot during testing. By this stage, I've decided to save this for future improvements. Perhaps creating a perfect TAS is a myth, but at least we've tried our best, and I'm satisfied with our work.

Kriller37

In early 2020 Kosmic showed me some of HappyLee's tests and first versions of many of the levels of this minimum A press TAS from 2018, and they absolutely blew my mind. There were so many crazy strats I never would have thought of and included lots of tricks and glitches you rarely see in any other TASes. I was blown away by how insane the TAS was.
This sparked my interest in minimum A press TASing, and I ended up making a minimum A press TAS of 5-1 in SMB1, featuring a wall clip through the staircase at the end of the level. A couple days later, Happylee messaged me in discord talking about that TAS of 5-1 I had just made, and then asked me if I wanted to help him work on his minimum A press TAS. I remember being so excited that Happylee had asked me this.
Throughout the making of this whole TAS, there were so many crazy ideas we all had, and almost every idea we had ended up working. There were very few things we tried and tested that we couldn't pull off which was very satisfying.
I remember when me and happylee got back to 8-2 for the first time since I started helping, we were trying to figure out the best way to do that first floor clip which at the time required 2 A presses I think. Then happylee said he had an idea to do it in 0 A presses, but wouldn't explain what his idea was because he thought it would be way too complicated to try to explain, and he was hoping his idea would not work just so we didn't have to figure out a way to pull off his insane idea. After a little while though he did prove his idea possible, and this strategy again just blew my mind. There is so much precision and manipulation going on in 8-2 that you can't see from just watching the TAS, it is crazy. I still cant believe that 8-2 is possible in 4 A presses.
All the crazy RNG manipulation in 8-2 took a really really long time to complete, and there was many times throughout the making of this TAS where we would complete 8-2 and get very close to finishing the whole TAS, and then find an improvement early on in the TAS and then have to redo all of 8-2 and other levels as well. It was really discouraging at times, but I am so glad we kept working and finished this TAS because it made the final project that much more amazing.
This is one of my first big TAS projects I have ever worked on and now completed, and I can't express how happy I am to have worked on this. I am so incredibly thankful for HappyLee and Kosmic to have invited me to work on this project with them, and Periwinkle and DaSmileKat joining in only made the whole experience of working on this TAS even better. This TAS means so much to me, and I am so happy to finally be able to show it to everyone. Thank you to everyone in the SMB1 community as well, I love you all and you are all amazing people :)

DaSmileKat

Before being invited, I had seen a video from HappyLee demonstrating the 8-2 solution. It was very clever, but I did not realize just how hard pulling such a thing off really is.
When I was invited, I saw the rest of this TAS, and it was incredible. I had some ideas of what the rest of the TAS was going to be like, but the actual TAS blew my mind. It really expanded what I knew was possible in SMB.
After starting work on it, I quickly discovered that my usual method of TASing (steadily working my way through a level and optimizing any complex movements that I face) isn't going to work here. The problems faced in this TAS are just too complicated. So I created a model of SMB's vertical physics, combined it with a brute force program, and used it to help test 1-1, 1-2, and 8-3. Of them, 8-3 was the most complicated. I had many ideas for that level, and it took a while to manually search through the program's results to see which would work.
And then 8-4 presented me with a whole new problem that I never encountered before: manipulating the random Cheeps. Periwinkle provided the Cheep-spawning mechanics, and I was able to make another brute-force tool that optimizes Cheeps given the required positions and speeds. Despite that, finding the correct Cheep positions and speeds to make the strategy work was a pain as well. But I was eventually able to finish the room, and then we found the second room A press save which messed up the RNG. The second time around, HappyLee did most of the work, while I double-checked to make sure it is perfect.
Finally, I would like to thank my teammates: HappyLee, Kriller37, Periwinkle, and Kosmic. They did a lot of hard work and had many brilliant ideas, most notably in 8-2, which looked so hard that I didn't attempt it. In addition, I was invited pretty late into the project, meaning that they had already finished many parts. I would never have been able to finish the project without them.

Kosmic

I first started having thoughts about a TAS like this a very long time ago, in February of 2016, when I did this. Minimal A Press TASes were pretty popular in Super Mario 64, and I started wondering what one would look like for this game.
I had some very exciting initial ideas, such as walljumping up at the start of 1-2, and especially turning a Spiny into a Koopa at the start of 4-1, so you could clip into the ground with it. I knew that I didn't have the skills to make this TAS happen, so I asked HappyLee for help.
We started working on it, and I was very impressed with HappyLee's solution for the ending of 1-1. My idea for the beginning of 1-2 turned out to be possible. Unfortunately, the warp zone at the end couldn't be loaded by doing a moonwalk to scroll the screen while on top of the world 4 warp pipe, but later we got a better solution anyway.
I asked HappyLee if a ground clip in 8-1 would be possible in a 1 block wide gap. He said he had never tried such a thing before, so he wasn't sure. Soon afterwards, he told me he had done it! I was proud to be involved in a project that was doing brand new things in Super Mario Bros. That first solution for the ground clip required a jump. I can't believe how things evolved from there- doing the 8-1 ground clip without a jump, and especially the 8-2 and 8-3 ground clips without jumps.
I knew 8-2 with its bullet bills and 8-4 with its Cheep Cheeps would be extremely complicated levels, and I'm very grateful for all the help we got from Periwinkle, Kriller37, and DaSmileKat. Doing 8-2 and 8-4 in the number of jumps we did feels like a dream come true.
I had many ideas for this TAS but wasn't skilled enough to contribute very much for the actual inputs, so I'm extremely grateful to all the other authors for making this TAS a reality.

periwinkle

I'm honored to have the opportunity to work with HappyLee, Kosmic, Kriller37, and DaSmileKat on this project—they are all amazing members of the SMB1 community that I look up to, and I never thought I'd get to do a collaboration like this with them. Thanks to them for all of the hard work! (Sorry I couldn't do much more myself.)
While I don't consider myself a master TASer, I do like to take deep dives into the internal workings of a game and figure out how it works under the hood. Occasionally, someone will come to me asking "How does (X) work?" or "How can (Y) be manipulated?", and while I don't always have an answer right away, my approach is usually "Let me look into it and find out for you". In this instance, my involvement in this project is really the collision of two separate worlds:
Just over a year ago (in April 2020), Kriller37 posed a (rather veiled) question to some members of the SMB community: How close together could two bullet bills be shot from the same launcher? This seemed like an interesting (if seemingly academic) question to me, so I did some tests and responded with my results. Little did I know, Kriller was actually testing strategies for this TAS! While that particular idea didn't quite pan out in the end, the knowledge of exactly how the bullet timers work and how to control them precisely proved to be crucial for the final 8-2 strategy.
Meanwhile, Kriller37 and DaSmileKat had both approached me independently (and for unrelated purposes) asking about Cheep Cheep manipulations. After figuring out exactly how Cheep Cheep decide their spawn timing, speed, and position, I produced a spreadsheet model implementing this, which would later come in handy for this project as DaSmileKat wrote a brute-force program using these mechanics to help with testing and optimizing 8-4 Cheep Cheep room strategies.
Beyond all of that, there's still so much more technical prowess that went into this TAS! Big shoutouts again to the rest of the crew for all of their research and efforts making even half of what you see here a reality. This TAS is truly the craziest demonstration yet of what is possible in SMB1. Hope you all enjoy :)

Suggested screenshot


adelikat: Claimed for judging

adelikat: This movie is an impressive technical achievement and while it wasn't unanimous, it entertained a large majority of the audience (75% approval, 8% disapproval). While it is an atypical goal choice, it is one that has clearly defined rules. Furthermore, the publication demonstrates many techniques that other publications do not offer, and distinguishes itself in gameplay from those other categories even for the general audience. This meets all the criteria for the Alternative tier. I am accepting for publication to this tier as a new branch for this game.
EZGames69: Processing


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Spikestuff
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I'm just going to start my comment with what my benchmark comparison is. #3556: Brandon's NES Super Mario Bros. "minimum presses" in 05:48.04 The "true" lowest of the low, reduce everything about the game, all the inputs. The difference between the one presented today and the one from 9 years ago is that the authors only restrict themselves from one input compared to the "original" from every input which one of the authors basically had improvements on it and nothing came out of it. Just for tally sakes. Brandon: - A Held: 3684 Frames - A Presses: 125 Presses. This TAS: - A Held: 2869 Frames - A Presses: 62 Presses. So yes it's an improvement in this area. But two things I would've preferred is it chased after the "minimal presses" run and improve on that or was submitted on April Fools where I don't have to take it seriously. One of the authors came in going "hopefully our movie can surprise you", I was surprised... nine years ago. My vote on entertainment is sharing the same as it did nine years ago though. Meh Vote. I will still say this was a good run and a concept, but I honestly don't think this is the one that should be published, I still think an improvement on the other one is more interesting. But hey I'm going to be vastly outspoken in this field whilst everyone is going "Yes Vote" without considerations on a comparison.
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Our TAS is NOT an improvement to Brandon Evans's "minimum buttons pressed" TAS by any standards. Feel free to compare them anyway you like, but those are entirely different movies.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
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A delightful, entertaining and surprising TAS. Short and sweet. I enjoyed it, yes vote.
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Hm. First of all, A button challenges are always very neat and a great opportunity to show a lot of very interesting and obscure strategies that wouldn't be seen anywhere else. They serve as another way to push a game to its limits, and this movie certainly lives up to that. That said, I don't think the run offers quite enough to be publishable to the site. There were a lot of jumps that were just flat out unavoidable, with no clever or interesting strategies to get around them, which feels rather underwhelming. In addition, a lot of the strategies used for avoiding jumps involved waiting for a long time for a Koopa to go somewhere so Mario use it to go below the ground, which takes a lot of time. In three separate instances, the timer ran below 100 before the stage was finished. Even then, a lot of strategies didn't go all the way, such as 8-3, where a long setup was used to lead two Koopa Troopas to the gap at the end. Even then, still two jumps had to be used to actually clear the gap and reach the flagpole. It's much easier to spot every jump that had to be taken, than all of those that were successfully avoided. The movie absolutely is important, and has a lot of merit. The playarounds while waiting were simply fantastic, and it did show me a bunch of things about the game I wasn't aware of before, such as the pausing strategy for manipulating cheep-cheeps. To find out the lowest A press count for the game is a valid and esteemable goal, and the movie is very interesting as a technical demonstration. I ended up voting Meh, although I don't think it truly captures my feelings on the run. It is a great technical demonstration, but to me, it's not entertaining or crazy enough without the inside knowledge to understand everything the TAS has to do to accomplish its A count.
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It was awesome! I'm known for disliking the whole Mario franchise but you guys can still make this game surprising after all these years. The hammer brother setup at the end (and the drum beat) is a perfect icing on the cake. Yes vote.
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Amazing run! Very entertaining! The strats were impressive visually and technically, aswell as just the normal HappyLee visual entertainment. That turn-a-round room was insane in 8-4! Good work guys, yes vote.
I like to comment on submissions and look around the site. You have probably seen me before (if you have been around for a while) either on the site, Discord, or any other social media. I recently took up making temporary encodes for new submissions. Also, I never forget to greet Tompa wherever I find him! "when resyncing stuff sucks it's called Resuccing" - EZGames69 “If an emulator stops being accepted to the site it should be called an emuLAMEr” - EZGames69 "oh no discord, everything I say will now be logged forever, sdfsdf, time to hide" - Masterjun "just had to give therapy to a taxi with daddy issues" - psx Current Projects: Mother 3 (75% complete)
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Very nice, especially 8–2. In 8–4, I was wondering, can’t you use the three goombas somehow to avoid a jump before the moving platform in the lava pit? Also: I didn’t know about the four different gravities! Interesting.
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For me, the goal choice quite hampers the entertainment of the movie. I know the ABC from Mario 64, and there it has a tension because so much can be done without pressing A, and so many stars don't require it at all. You wonder, can it really be done without any after all? In this movie, the first level starts just like normal, with jumping for the mushroom and jumping to get over the pipes. In total it uses 8 jumps, which is maybe 2 less than I think I would need in a normal playthough. The goal choice, and what the minimum ends up with, is just completely unimpressive. I feel that even more when a long setup is needed to save a jump - but then to clear the gap there is still a jump needed. I really liked the moment where Mario jumps (without the A press) on the top of the screen from a koopa on the bottom in 1-2. But that feeling falls apart the moment Mario has to jump to get to the leftmost pipe. The glitches that do not appear in any other categories, and the puzzling and the work that went into this TAS, I feel they are deserving of a TAS that makes more sense, if you get what I mean.
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Posts: 1646
Location: Italy
I want to see a video commentary by Kosmic! I was very entertained, Yes!
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
TheKDX7
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Player (118)
Joined: 7/9/2011
Posts: 393
Location: Switzerland
This TAS was very entertaining for me, as Scrimpeh also said, this movie allows to show different tricks and glitch that we would not tend to admire in the other categories of the game. I sincerely hope that this TAS can be accepted and that TASvideo opens up a little more on the different possible categories for a game (other than any%, 100%, playaround ...), as long as they demonstrate new and interesting things worth it. Which is the case for this TAS in my opinion. Yes vote
EZGames69
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Publisher, Reviewer, Expert player (4468)
Joined: 5/29/2017
Posts: 2765
Claiming this for encoding if it gets accepted
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Expert player (2574)
Joined: 12/23/2007
Posts: 831
Bisqwit wrote:
Very nice, especially 8–2. In 8–4, I was wondering, can’t you use the three goombas somehow to avoid a jump before the moving platform in the lava pit?
Thank you. In 8-4, there's nothing clever to be done in the first stage. You can't use those Goombas to break the wall without any additional jump. In this TAS, we've done many things that were almost impossible or unbelievable, so we've thought and tried a lot and there shouldn't be any obvious improvements.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Expert player (2574)
Joined: 12/23/2007
Posts: 831
ThunderAxe31 wrote:
I want to see a video commentary by Kosmic!
Commentary video by Kosmic and Kriller37 (during a live stream today): https://www.twitch.tv/videos/983110011
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Expert player (2574)
Joined: 12/23/2007
Posts: 831
TheKDX7 wrote:
I sincerely hope that this TAS can be accepted and that TASvideo opens up a little more on the different possible categories for a game (other than any%, 100%, playaround ...), as long as they demonstrate new and interesting things worth it. Which is the case for this TAS in my opinion.
Thank you. That is also our hope. The goal "minimum A presses" may sound arbitrary at first, and 62 is not a small number, but it's a solid goal, and to me, entertainment matters the most. For example, the goal "minimal R presses" may lead to a normal & boring TAS. The same goal "minimum A presses" may lead to a boring TAS in other games. So they may not be the right goal choice. If a goal is solid, and may lead to a very entertaining and surprising movie, or can show a very creative way of playing a game, to me that can be a good goal choice.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
xxezrabxxx
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Joined: 7/15/2017
Posts: 203
Location: Kentucky
Bigbass wrote:
Console verified! Link to video
Kosmic already console-verified it
I like to comment on submissions and look around the site. You have probably seen me before (if you have been around for a while) either on the site, Discord, or any other social media. I recently took up making temporary encodes for new submissions. Also, I never forget to greet Tompa wherever I find him! "when resyncing stuff sucks it's called Resuccing" - EZGames69 “If an emulator stops being accepted to the site it should be called an emuLAMEr” - EZGames69 "oh no discord, everything I say will now be logged forever, sdfsdf, time to hide" - Masterjun "just had to give therapy to a taxi with daddy issues" - psx Current Projects: Mother 3 (75% complete)
EZGames69
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Publisher, Reviewer, Expert player (4468)
Joined: 5/29/2017
Posts: 2765
Re-record count: 62
Was this a mistake?
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Expert player (2574)
Joined: 12/23/2007
Posts: 831
EZGames69 wrote:
Re-record count: 62
Was this a mistake?
The real re-record count is sadly lost in our many many versions of test fm2 movies. My assumption is that the real re-record count should be more than 300000. But since we've lost that number, I just put the A press count 62 there.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Former player
Joined: 8/31/2009
Posts: 236
Amazing TAS! Easy yes vote!
DyllonStej
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Experienced player (604)
Joined: 6/6/2016
Posts: 39
I think that this is a fantastic technical achievement, but like the other people who voted "Meh" for this movie, I believe the full entertainment offered is hampered by things like several waiting periods, seemingly little payoff from complicated setups, and the fact that a significant number of jumps are still required to beat the game in spite of all the work done. The middle portion is absolutely due to my inexperience of the game and what's exactly needed (And what isn't) to beat it, but I believe that would also be the case for a regular person just watching it without any proper context. Many people have brought up the SM64 ABC challenge when comparing it to this movie, but I'd also like to bring up the DS version's own "jumpless" publication, which actually beats the entire game without jumping at all. In this case, the possibility of completely beating the game in this manner allows for a much higher number of alternate strategies. The sheer number of unavoidable A presses in this submission, by contrast, brings up a few situations that are just like a regular run, and briefly made me wonder "Is this still an A Button Challenge?" before it went on to diverge from the norm. In the original N64 version's challenge, the small number of A presses left (Or rather just "one" when going by any% instead of 120 Stars) gives highlight to the remaining problems and - in my opinion - a surface level understanding of why they need an A Press to be solved. For this movie, the number of A presses is beyond "zero" or "a few" (Totalling to over five dozen), and I feel that the importance of the jumpless solutions here is blurred by the numerous other sections where jumping is simply unavoidable.
Check out my main channel and contact me here: https://www.youtube.com/channel/UCngaLL0QDbsAGYj7zsB8o_Q
Bigbass
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Moderator
Joined: 2/2/2021
Posts: 194
Location: Midwest
xxezrabxxx wrote:
Kosmic already console-verified it
That's great! I thought I heard that on Discord, but couldn't find any video of it. However, after some more searching today, I see that it was done via a twitch stream, with a title that doesn't indicate verification. Why wasn't this included in the submission? Additionally, runs.tas.bot requires a youtube video anyways. If Kosmic wishes to export to youtube, we can use that as the primary video and mine will just be noted as an additional verification; otherwise a link to the twitch highlight will be included in the notes (including that he was the first to verify it).
TAS Verifications | Mastodon | Github | Discord: @bigbass
Kung_Knut
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Joined: 8/10/2016
Posts: 85
Location: Sweden
I understand that this is not for everyone because of the many unavoidable jumps and necessary waits, and I do agree with Spikestuff that the more general button-restricting TAS is a more interesting category. I voted yes, though. I was entertained, and I am very impressed by the techical achievement. Congratulations and thanks to all authors. My jaw dropped already at the ending of 1-1. Moon gravity!
Joined: 5/13/2009
Posts: 141
I was definitely entertained. It's amazing that SMB1 continues to produce exciting and inspiring content after so many years. Congrats to the team.
DrD2k9
He/Him
Editor, Judge, Expert player (2221)
Joined: 8/21/2016
Posts: 1091
Location: US
Entertainment First let me say that this was obviously a very well planned and executed TAS, and I can appreciate the work that went into creating it. Kudos to the authors for the accomplishment. Regarding entertaiment though: While it did hold my attention throughout (mainly just out of curiosity as to how things would be done), I wasn't really entertained by the on-screen activity itself. To me, this video was a slowish completion of the game which jumped when absolutely necessary and otherwise simply wasted time while slowly waiting for a kooopa/beetle/etc. to get into positoin so it could be used either as a springboard or a method to glitch into a clipped position. Yes, the tech of the run is interessting, but visually watching Mario rapidly duck/change direction and shoot fireballs in sync with the music in order to kill the time necessary to wait for enemies to slowly do their thing just wasn't very entertaining to watch. Personally, I find various other of the current SMB publications (including the basic any% speedrun) significantly more entertaining to watch than this run. Even the walkathon is a more entertaining watch to me than this run. Acceptability for Publication I'm torn on whether or not this run should be acceptable for publication. From a technical achievement standpoint, I fully support that this run warrants some degree of recognition/archival. However as mentioned above, I just didn't find it all that entertaining in comparison to the collection of other SMB runs currently published. Why this is difficult for me is as follows: I'm one within the community (in the admittedly minority group) who believes that most, if not all, games (including educational/board games/etc) should have some place to have their fastest completions be published--even if only for archival purposes--regardless of how entertaining they may or may not be. This obviously doesn't line up with current site protocol. I also feel that significant technical accomplishements should similarly have a place for such archival; again regardless of entertainment value. However, as the site currently requires runs other than 100% or Fastest Completion to meet entertainment criteria for publication, I don't support publication of this run from an entertainment perspective. It already appears that I'll be in the minority on this perspective as well. I just didn't find it visually entertaining enough to warrant publication along side all the other published SMB runs from an entertainment perspective.