Introduction

This is the fastest completion of Yūjin Mario 3, one of the most famous Super Mario World hacks. Yūjin Mario 3 is often called Kaizo Mario World 3 in English, but I prefer to use the former, the Japanese-originated name, in this description.
The run consists of numerous innovative strategies, most of which are rather new and look different from each other. Few of them are intended solutions (see original videos). This also shows a new feature of Yoshi, which can be seen nowhere else.

Game objectives

  • Emulator used: Snes9x 1.43 v17
  • Aims for fastest time
  • Takes damage to save time
  • Abuses programming errors
  • Manipulates luck
  • Eat no chucks

Background and History

自作の改造マリオを友人にプレイさせる (Making my friend play through my own Mario hack) is one of the most famous series of playing videos in nicovideos. It is often abbreviated as 友人マリオ (Yūjin Mario). In the series, TAKE (the uploader) made his own hack, and he made KIBA (a friend of his) play it. The released patches for the first and second sequels were named kaizomarioworld(2), so it is often called Kaizo Mario World, or simply Kaizo, in English. (Videos of) Yūjin Mario 1 and 2 were uploaded in July through October of 2007, and the third sequel was uploaded in October-November of 2012, which was over 5 years after the legendary impact.
These hacks are meant to harass KIBA in an unexpected way (so that they entertain viewers). He had beaten lots of ultrahard levels produced by TAKE's innovative and creative ideas, and he has made a deep impression on many people since then. The hack design, however, was not really good, which prevented its quality from being topped. In the third sequel, the level design is rather improved.
Yūjin Mario is one of the most famous video in nicovideo, where it is usually called 友人マリオ (Yūjin Mario). Part 1 of Yūjin Mario 1 has 1.4 million views as of February 2013, and two of the accidentally deleted videos also had over million views. Yūjin Mario is also one of the games which made TASes so popular in nicovideo.
Yūjin Mario gave a deep impact to Super Mario World Hack communities. Ever since then, the word Kaizo is often used to mean “as hard as Kaizo” (改造 (kaizo) is a Japanese word meaning hack). You can see its influence, for example from Kaizoman666's name. (I'm not so familiar with this topic that it might be inaccurate in some places.)

Goal setting

In working on this hack, the problems were 1) to eat a chuck or not, and 2) any% or all-exit.

Eat chuck or not

If we are allowed to eat chucks, we could get a cape in the very first level from baseball chucks, which are placed in other levels such as the third, or the sixth etc.

any% v.s. all-exit

The secret exit of 梅田地下街 leads to two extra levels, but they are rather boring and make no difference in the later levels unless the eat-chuck glitch is allowed.
We couldn't find a cape run such entertaining, and in our opinion, a capeless (= eat-chuck glitchless) any% run is the best way of showing off entertainment to the full extent.

Hack difference between the original version and the released version

What I can tell is the following:
  • In 和歌山, a coin is added at the lowest question block so that you cannot go into the inside of that space while the effect of the P-switch is being active. The goal is one tile higher than the original.
  • In 天国, blue P-switches are placed in a different way so that you cannot get multiple P-switches nor a grey P-switch by block duplication.
  • There is an extra level following クッパ城東京支部. This is a maze level, and has a secret exit, which leads to two level. One of them is a boss-rush level, where you can fight against the bosses of Yūjin Mario 1 and 2. The other level is a yellow switch palace, in which there are a Yoshi, fireflower blocks, and a Yellow Switch.
  • There are yellow blocks in 地獄, 天国, and くっぱ城京都本部. They, when activated, are supposed to make these levels easier.

Tricks used in the run, and tips

Riding an invisible Yoshi
Ride both of a visible Yoshi and an invisible Yoshi, and dismount Yoshi in such a way that Yoshi vanishes soon. Then mario takes the form of riding Yoshi without Yoshi displayed. When you move on to the next room, Yoshi will appear. This is also used at Vanilla Dome 3 in the recent 96-exit run.
Frame rule of sprite interaction
Usual sprites can be touched every two frame. Which timng each of them can be touched depends only on the parity (odd/even) of its sprite slot ID.
Spinjumping on a melting/broken grab block
You can spinjump on a grab block at the same time it melts or is broken, even if it is not kicked (i.e. it is only released). Because of the frame rule of sprite interaction, you have to take care of the parity of its slot ID so you can touch (= spinjump on) it.

Level-by-level comments

In what follows, the headings A (B, C) indicate level name (level name exhibited in the game, English level name).

和歌山 (わかやま, Wakayama)

The coin placed below the question block prevents us from reaching the yoshi block from below. To break through it, we could revive the P-switch by pressing it near the pit but we chose the way to keep the shell with L-scroll. This is much faster than the P-switch revival method. Yoshi will be needed later so we keep it. Note that yoshi is not meant to be carried over, of course.

死の山 (死のやま, Death Mountain)

We need Yoshi in はかたわん, so we have to keep it. In the vertical map, it is fortunate for us that Yoshi prevents a yellow naked koopa from generation because of sprite slots being filled, so we can easily get the yellow shell with no trouble. Then the classical stun glitch lets us get a rainbow shell to fly through the level. Although we landed on the ground at corner-clipping, there is no loss of speed because the ground is slippery.

なばなの里 (なばなのさと, Nabana no Sato)

An autoscrolling level. The door is not meant to be entered when Mario being large with Yoshi, but the both sides of the screen are equipped with munchers so we can enter the door with no trouble.
When a naked koopa enters a shell, a null sprite is generated so we can pull off the item-swap glitch. We performed it several times for the purpose of making entertainment, lag reduction and goal-swap. Goal-swap saves much time because we can avoid entering the pipe after the goal.

一等地物件 (いっとうちぶっけん, Prime Property)

We can reach the layer-2 foothold by high jump when the layer 2 starts to go down. The L scroll is used to delay the foothold's going down
In the boss room, there is a ceiling above the screen, so we have to wait a while if we throw the block from the below. Our method is a little faster than the intended solution.

博多湾 (はかたわん, Hakata Bay)

The existence of Yoshi makes it harder to go under layer 2 (= the moving yellow layer) in the first room. If it were not for Yoshi, we could enter the pipe one cycle earlier, but we need Yoshi for the next room.
The second map is one of the biggest attractions in this run. When Yoshi is at an appropriate position under a ceiling, riding on Yoshi lets us boost through the ceiling. To get it to work, we crammed Yoshi into layer 2. At the under-mushroom part, we were boosted through a corner by layer 2.

スカイツリー (スカイツリー, Skytree)

We indeed spent three weeks at this level. It was the biggest problem to use no vine. We managed to solve it and we obtained a much better look as a result.
The first half. We at first considered that our current plan with Yoshi was slow, because we did not imagine the duplication part would be so optimizable. Later we managed to beat the no-Yoshi route. We removed a Pokey for the sake of lag reduction.
For the second half, there was no way in which we could avoid a use of the vine. Finally we got it and even saved time. This is the first demonstration of time saver with melting-block jumps as far as I know. As explained above, it is important which sprite slot the grab block is in. To manipulate it, we controlled the vertical scroll at the first block, and grabbed an extra block before the second block.

クッパ城東京支部 (クッパじょう とうきょうしぶ, the Tokyo branch of Bowser Castle)

Good luck came to us so we could get a nice pattern of Dolphins. Any L/R scroll is not used in the run.
The Princess fight is the customized Wendy fight so her pose might have affected time, but her pose is reset to the same one each time she appears, which makes it easier for us to manipulate luck. As an additional information, we can progress RNG while pressing A/B in the (fake) Bowser fight.

梅田地下街 (うめだちかがい, Umeda underground shopping center)

This is one of the highlights in the run. We make Yoshi grow underneath a ceiling and ride on it. Then downwards zipping and wall-boosting led us to the bottom of the map. Because of lag and time loss at the pipe exit, we leave Yoshi here.

地獄 (じごく, Hell)

We tried improving the first chuck part by making Yoshi escape. Corner-clipping is used to skip the first thunderbolt. Yoshi doesn't escape shortly after we ride on him. This is used to skip the Pokey. The reason that we got to the midway gate is that we boosted through a ceiling later.

天国 (てんごく, Heaven)

To avoid a large amount of loss at getting a rainbow shell, we used a shell jumping with speed 49. It would cost more time to stomp the shell in a usual way, but if we spit it out as soon as Yoshi faces right then it will be spit out closer than usual, and hence we jump on it sooner. To take over the shell placed at the very beginning, a little trick is used around the first ON/OFF block.
The latter half is accessible via flying toward the right of the pipe, but then the auto-scroll would start earlier and we would lose much time consequently.

クッパ城京都本部 (クッパじょう きょうとほんぶ, the Kyoto headquarters of Bowser Castle)

The cycle of a fireball of the Bowser statue depends on the in-game time, so either L/R scrolling or pausing can progress its timer without the lava layer down. At the first statue, we delayed the level entrance and used L/R scrolls; for the second, an R scroll and a pause are used. We finally see an effective use of pausing in a TAS.
As noted above, the RNG can be easily manipulated in the Bowser battle.
In fact, there is no need to use the reserved mushroom at the end of the battle. If it had not been for the reserve, we could have saved some time at the last of the previous level, but in any way we would have to delay the next level entrance, so there would result no difference. That is to say, it does not matter at all whether to use the reserved powerup or not.

Special thanks to

  • pirohiko for all his support. He always surprises us by his godly sight;
  • gocha for the useful lua scripts;
  • Lil_Gecko for his excellent run;
  • Niconico community for related videos
  • those who show interests in our work; and also
  • TAKE and KIBA for the greatest hack and videos.

Nach: Yet another hack from an awful hack series. My perspective on this is that this new hack is still far from decent. However, the issues with the hack were not as pronounced as with the prior two. Yes, there still are blatant violations of proper aesthetics, with chompy piranhas floating in the air and similar, but it's not as bad and as frequent as seen previously.
Regarding making full use of the game engine, this hack doesn't do so, but comes much further than before. Multiple exits, more power-ups, more enemies used, background movement, etc, give this game more to offer. There were also quite a few creative things done that I don't think I've seen elsewhere, like the whale sections becoming more annoying that a cheap cheap assault. This hack also finally offered something new and somewhat fresh with its Bowser fight, so it seems like the hack is starting to have something to offer.
The pigeonhole problem that was seen in other hacks like this is still present in this game, and for that alone, I would normally outright reject the hack. But Mister and ISM did an excellent job of breaking free of the constraints the game puts on the player. If not for all the abuse of going around the levels, making use of illegal power-ups and so on, allows this to appear as a TAS, and not just a follow the puzzle run. Those looking to submit a faster version of this run take note of this key point, without a potential speed for entertainment or "game breaking" trade off in this area, the run is unacceptable.
The overall response for this run was pretty good. I also asked some of our most prolific critics of TASs and hacks to share their opinion, and it seems our strictest viewers enjoyed this run as well, therefore based on the feedback, I think this run of this hack has done enough to become publishable.
Regarding using a deprecated emulator, there really needs to be serious weight put into considering rejecting this. Especially considering that this uses 1.4x and not even 1.5x. However, I reviewed the various discussion threads, and I see Mister mentioned active work on this hack and others well within the continuance time frame. I also see, that for other TASs, others asked for continuances on Mister's behalf, as it seems he wasn't sure if hacks needed them. Since we know ISM and Mister were working on this for a while, and aren't just trying to mess with the system, and springing upon us a run started after the allotted time, I'm willing to be more lenient and consider this run as going along with the "spirit" of the continuance system.
Accepting, although barely.


Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
There is a little problem with hacks however, while I don't know how this one has been made some hacks do things that work in older emulators because they are inaccurate but doesn't work in emulators like bsnes. If there is the case that an entertaining hack will not work on the more accurate emulator due to shoddy coding, should we accept a TAS made on an inaccurate emulator or not accept the hack at all? Two threads on the matter: http://www.smwcentral.net/?p=viewthread&t=50310 + http://www.smwcentral.net/?p=viewthread&t=42475
Editor, Expert player (2080)
Joined: 6/15/2005
Posts: 3284
SmashManiac wrote:
Since when is this hack called "Yujin Mario 3"?
To be more specific. "Yūjin Mario 3" is a romanization of 友人マリオ3 (called Kaizo Mario World 3 here), which is the third game in the 友人マリオ series (called Kaizo Mario World here), which is an abbreviation of 自作の改造マリオを友人にプレイさせる (Making my friend play through my own Mario hack), the title of the Nicovideo video that started it all. The name 友人マリオ has been recognized in the Nicovideo community for at least 5.5 years. No one in English-language land really calls Kaizo Mario World "Yujin Mario", although it is possible some may choose to romanize its Japanese name instead, such as Mister who did it in the submission text. Edit: 友人マリオ literally means "Friend Mario", which to me is an appropriately ironic name.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
FractalFusion wrote:
which is an abbreviation of 自作の改造マリオを友人にプレイさせる (Making my friend play through my own Mario hack)
Which can be romanized as: Jisaku no kaizōmario o yūjin ni purei saseru. The "mario hack" part in that sentence (kaizōmario, meaning lit. remodeled Mario) is where the name "kaizo" / "kaizou" came from.
Synahel
She/Her
Former player
Joined: 1/19/2011
Posts: 260
Location: France
Therefore, any romhack of Mario is literally a "Kaizo Mario". Though the only ones commonly called that way are the Yūjin Mario, for a global understanding.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
I notice we have a couple of no/meh on this. Can those who voted so explain their rationale? Thanks.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Spikestuff
They/Them
Editor, Publisher, Expert player (2656)
Joined: 10/12/2011
Posts: 6449
Location: The land down under.
Nach wrote:
I notice we have a couple of no/meh on this. Can those who voted so explain their rationale? Thanks.
My thought is to actually vote Meh, due to the emulator being used, but I was entertained more than caring about this issue of snesx9 (and not on the list) and not bizhawk (also my question still hasn't been answered why didn't you use Bizhawk?)
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Amaraticando
It/Its
Editor, Player (162)
Joined: 1/10/2012
Posts: 673
Location: Brazil
YES Vote. This deserves at least a moon. I know the difficulty of making this TAS.
Expert player (2574)
Joined: 12/23/2007
Posts: 831
There are lots of performances that you can never see elsewhere. It keeps me extremely surprised all the way, and I know ISM and Mister have worked very hard on this, even if I don't think of the amazing re-record count. YES vote.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
When it comes to hacks, I usually dislike level design that's clearly a puzzle with you having to do a specific sequence of actions in order to solve it (heightened by the high presence of death objects that instantly kill you if you don't do the exact path/action required to solve the puzzle.) This is why I enjoy the Super Demo World runs, since the level design in that has occasional puzzles, but mostly redesigned actual levels. I'll vote meh because there was a good amount of interesting stuff to see in here (notably the Yoshi glitches), but I'm not a fan of the 'puzzle mode' feel of this hack.
Homepage ☣ Retired
Former player
Joined: 2/19/2007
Posts: 424
Location: UK
This is one of the most entertaining TASes I've seen in a long time, and does not lose out to any of the super mario world non-hack TASes. The strategies are inventive, the execution is precise, and the dead-time during scrolling levels is well-used for entertainment. There were many places where I had to re-watch it in slow motion to see what was going on. So I vote yes, of course. Aside from the quality of the TAS itself, the hack also looks good, and much more polished than the previous kaizo hacks I've seen. Bowser in particular was very impressive (but as a commenter on Nicovideo said, mario's effortless dodging and relentless onslaught made it seem more like Bowser was the hero, and mario the last boss). I don't know what the people who voted no look for in a TAS, but I found what I look for, at least.
Joined: 3/9/2009
Posts: 530
Nach wrote:
I notice we have a couple of no/meh on this. Can those who voted so explain their rationale? Thanks.
I voted purely on entertainment and I think I voted meh. Maybe no. I can't remember. It's mostly the same rationale as the other similar hacks. The level design is indeed much better (although there are still a number of ugly portions and arbitrarily placed hazards), but the hack is essentially impossible without tools anyway. The breaks that exist often end up just clipping through some barrier to run over/under/fly through the level, or clipping through to an arbitrarily designated spot. Much of them are also based on "Oops, you have Yoshi and you're not supposed to," which I think is less forgivable for a hack, especially one that's specifically meant to railroad the player's actions and available power ups. That says to me that the hack's poorly done more than anything. Which only leaves the playing around during the autoscrollers which I don't think adds enough above the regular runs to distinguish itself besides the janky level design.
Joined: 12/29/2007
Posts: 489
I'd have to say my absolute favorite part is managing to end input a full seven seconds before Bowser gets hit for the last time.
Player (138)
Joined: 9/18/2007
Posts: 389
Is this game compatible with lsnes or Bizhawk? If yes, we should reject this run solely for emulator choice. The whole game has been created after Snes9x has become deprecated. I don't like this sort of hack. It is almost impossible to win this game without tools. Creating games just for TASing doesn't make any sense for me. However, I liked the Bowser fight. In the 96-exit video, some levels have been completed by some sort of item overload. I think that should be faster than playing through all the auto-scrollers (if it's possible).
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Thank you for your feedback. Some may be misunderstanding this hack. As I explained in the text, it is not for TASing but for making the author's friend play that the hack was created. He did beat this game with no tool-assistance (even though only the 99-lives cheat was used). If you have not watched his play, it can be hard to see what you look for in this run. As for the emulator choice, we have to apologize indeed in some points. As I mentioned before, we were not going to submit this run because we had not expected that it would grow so much entertaining. Our first purpose was to give it to nico community, in which the hack has its origin. Also because we knew that this hack was quite tough to TAS, we chose a handy emulator so that we could work on it with no stress. Using a deprecated emulator might be reason good enough to reject it. I just wanted to inform more people of this memorable run. So well... If only I had requested continuance! I cannot help regretting that I did not do so. I am still hoping we will hear a good news. I might have missed some questions. Let me know if so.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Editor
Joined: 3/10/2010
Posts: 899
Location: Sweden
It is sometimes possible to port the run to an approved emulator. It should be possible, since as far as I've heard the game isn't very timing sensitive.
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
This game looks fun to watch but horrible to play. I have a tangential question: What exactly is the site's current policy on unofficial mods? (Yeah, I know the de-facto term is "hack", but it just doesn't sound right to my ear, sorry.) If there were some kind of "demo" category (or something better named) on the site, then this could probably be published under that. Perhaps all TASes of mods could be published under that. (What are they currently published as?)
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
We publish "hack"s under "Unofficial Games". http://tasvideos.org/Movies-C4025Y.html
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Noxxa
They/Them
Moderator, Expert player (4128)
Joined: 8/14/2009
Posts: 4090
Location: The Netherlands
Nach wrote:
We publish "hack"s under "Unofficial Games". http://tasvideos.org/Movies-C4025Y.html
Though that is just a label. The movies can be found among the official games for each console. I know they used to be put in a separate "Concept Demos" section, but that has been removed at some point in time. I'm not exactly sure why.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Mothrayas wrote:
Nach wrote:
We publish "hack"s under "Unofficial Games". http://tasvideos.org/Movies-C4025Y.html
Though that is just a label. The movies can be found among the official games for each console. I know they used to be put in a separate "Concept Demos" section, but that has been removed at some point in time. I'm not exactly sure why.
There is a discussion on exactly this topic, with more elaboration. And turska said it best with: "The vast majority of these movies would greatly improve just about any page that's lucky enough to be graced by their presence."
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
In that case, I found this movie to be certainly entertaining enough to warrant publication.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Just a tip: Watching the original video series (which I did, entirely), to see how this game was intended to be played ( http://www.nicozon.net/watch/sm19220627 ) makes one appreciate this TAS so much more. Especially the stage with shell antics, which already was hilarious on its own. EDIT: I revise the above statement. Watching the original video series made me appreciate this hack so much more. It is actually quite genius design, with lots of intelligent puzzles, and not just a death trap hell. But after watching the original video series, this TAS felt quite a let-down due to all the Yoshi shortcuts. In my revised opinion, this TAS is better enjoyed without watching the original video series.
Joined: 7/2/2007
Posts: 3960
I admit I haven't read any of the commentary thus far in the thread, but here's my thoughts: Normally when a hack is submitted, we're judging not just the quality of the gameplay (i.e. the runner's efforts), but also the quality of the hack, with a lack in either category being sufficient to warrant rejection. I'm not certain how that policy has been affected by the addition of the Vault tier, but in this case I believe the problem is irrelevant. The hack quality is fine, even good. And the run quality is also good. Regarding the hack itself, I could wish for less underwater or autoscrolling levels; fortunately they get subverted very quickly, unfortunately they're still noticeably less interesting than the other levels. The use of switches, and the Bowser fight, are both excellent. I have to wonder what was going on in the Big Boo fight though. Regarding the run through the hack, the creators did a good job of playing around during dead moments (e.g. riding the giant Monty Mole), and it's clear that they have a solid understanding of Super Mario World in general and the hack in particular from the ways they subverted puzzles. Unfortunately the puzzles are complex enough that I (as an outsider to the SMW hacking community) can't always recognize when a puzzle is being subverted and when the run is actually doing exactly what you're supposed to do, but I think I can safely assume that glitching yourself a rainbow shell and then flying through the terrain is not ever intended. For example. If anyone is up to making commentary, some discussion about the intended approach vs. the actual approach would be welcome. I have to admit I was glad to see Yoshi get ditched; he seemed to be the cornerstone of a lot of the more game-breaking glitches, so having segments of the run that couldn't be as trivially broken was a nice change of pace. In any event, I'd say this is worth a Yes vote and a place in the Moon tier.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
As far as using an outdated emulator, I don't believe there was ever a firm declaration that "SNES9X is no longer allowed," or if there was I missed it.
Previous Name: boct1584
Joined: 5/29/2004
Posts: 757
From the SNES Thread: You will rarely ever hear me say this... but this hack was interesting and entertaining enough to keep me till the end. There were some moments it appeared even a normal player could potentially complete a level. And the concepts were definitely something that stuck out as well. Even with Yoshi exits... this was incredibly well done. The glitches were really intriguing as well. I mean the boss rush would have been great too, but the run works as it does and the Bowser fight is so oldschool! I don't mind a lot of the puzzle aspect.. it is what this is setup for and a small length hack. If this was as long as a 100% run then yeah, it'd be tiresome. This was a Yes vote from me. Not as awesome as Super Demo World, but way the hell better then the rest in this series. Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Noxxa
They/Them
Moderator, Expert player (4128)
Joined: 8/14/2009
Posts: 4090
Location: The Netherlands
boct1584 wrote:
As far as using an outdated emulator, I don't believe there was ever a firm declaration that "SNES9X is no longer allowed," or if there was I missed it.
There's this: http://tasvideos.org/forum/viewtopic.php?t=13302 It's not a "firm" declaration, so it's not definitive/official yet. Though some people have already been treating it like it is.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.