This is a TAS of Super Mario Advance 2, the GBA port of Super Mario World. This beats the previous record here on TASvideos by 890 frames. However, the fastest previous run is actually my old rejected run. This TAS beats that run by 391 frames. Since my old TAS is more recent and optimized, I will be comparing this run to my old one in the level by level comments.

Why the Japanese version?

The Japanese version is actually 59 frames faster than any other version, due to less lag in the title screen. I’m not sure if this counts as an improvement, but I’ll count it anyway in the level by level comments.

Differences between SMA2 and SMW SNES.

  • Block duplication is impossible (so no yoshi coin exits)
  • Dropped items do not retain their x velocity
  • Jumping off an item causes Mario to lose his x velocity (this is why I don't jump off the p-switch in Iggy's castle)
  • Items have a longer “waiting period” after they come out of boxes before you can grab them
  • There is no other run button, so spinning and turning around while flying is done by releases the run button for a certain number of frames
  • Most item swap glitches are impossible (Yoshi drop swap is the only item swap apparently possible, but it's useless in the any%)
  • The stun glitch is impossible (along with the double tongue glitch)
  • There is much less lag, which is why this TAS appears to be so fast compared to the SNES version
  • Keeping flying status through doors is impossible

Level by level comments (total frames saved over my old run) {total frames saved over Masterjun’s}

Title Screen

Using the Japanese version saves 59 frames (59) {59}.

Yoshi’s Island 2

No change (59) {59}.

Yoshi’s island 3

Corner boosting saves 1 frame. 1 frame of lag is saved in the level transition (61) {61}.

Yoshi’s Island 4:

I managed to optimize the shell jump by 1 frame (62) {77}.

Iggy

By being small Mario, I could go further on the spin jump in the first room, saving 8 frames. In the auto scrolling room, I was somehow able to enter the door 1 frame earlier. The Iggy fight is improved by 1 frame. In the SNES version, it is faster to hold the jump button in the beginning of the fight; in this version, it has no effect (72) {105}.

Donut Plains 1

I improved obtaining the feather and optimized keyhole entry to save 6 frames (78) {113}.

Donut Secret 1

When approaching the first pipe, I was able to save 1 frame by changing Mario’s swimming oscillation from the usual 17/15 to 17/16. This is seen in the current SNES any% as well. Note that in the next room, it is impossible to drop the red shell and start flight (as seen in the SNES any%) because of the way items fall in this version. In the next area, I saved 2 frames with a new strategy to cape spin the fish by the pipe. I also used a new strategy at the end, which saves 5 frames (the reason I had to use this strategy was because hitting the block with a cape spin causes you to loose time, since you have to wait longer to grab the key). Finally, I changed my swimming oscillation from 33/31 to 33/32 at the keyhole to save 1 frame (89) {161}.

Donut Secret House

Rather than flying through the stairs like before, I was able to slide through the stairs instead, saving 14 frames. This glitch is more precise; x position must have a small increase at a gap in the stairs. This means that x speed can be no greater than 47. Unfortunately, I had bad luck with the boo buddies in the next room, and I had to lose 5 frames to avoid them (entering the door later did not change where they spawned). Corner clipping the blocks saves 2 frames. I also turn around while grabbing the p-switch, as seen in the SNES any%, to save 3 frames (103) {327}.

Star Road

Unfortunately, I lost 3 frames due to the star warp frame rule (100) {324}.

Star Road 1

I saved 4 frames by optimizing jumping through the first set of turnblocks. In the next set, I optimize the wallcatch to save 1 frame. 5 frames were saved by using a new smashola glitch strategy (111) {417}.

Star Road 2

I optimized the ending to save 8 frames (119) {452}.

Star Road 3

In this level, the SNES any% route is actually impossible, since Mario can’t gain enough height to hit the block with an item (or doublegrab items). I also can’t jump as soon as I gain running speed, since I can’t gain enough height. I was able to jump 2 frames earlier than my old run. I optimized the cape spin to hit the block 4 frames earlier. I also saved 2 frames by swooping before getting the key (127) {473}.

Star Road 4

I reach 51 speed as soon as possible while still being able to grab a shell to get a feather. I lose 32 frames by grabbing the feather. I saved 1 frame by optimizing the end (96) {473}.

Star Road

3 frames are saved on the overworld (99) {475}.

Front Door

I optimized the very beginning by 1 frame. In the next room, I have to use a different strategy to keep my feather, so I lose 25 frames. In the spikes room, I lose 1 frame, since I was unable to 6/5 with a cape. I also lose time in the dark room by grabbing the reserve feather, but I made up some time by flying (64) {467}.

Bowser fight

The majority of time saved is here. Using the cape saves 327 frames over the old run. I also use the new SNES any% strategy, which involves manipulating Bowser phases. Hitting Bowser at a certain frame prevents him from dropping a second Big Steelie (391) {890}.

Useful Addresses

  • X speed: 03003F95
  • X position: 03003FBC
  • Y position: 03003FC0

Suggested Screenshots

20150, 21713, 35411

Nach: This version of SMW has several bugs fixed, so it can serve as a non-arbitrary way to make runs without using certain glitches. Feedback is good, accepting to replace existing run.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15583
Location: 127.0.0.1
Experienced player (690)
Joined: 11/23/2013
Posts: 2233
Location: Guatemala
Encode pls pls encode.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Guga
He/Him
Joined: 1/17/2012
Posts: 838
Location: Chile
Kurabupengin wrote:
Encode pls pls encode.
Link to video
Experienced player (690)
Joined: 11/23/2013
Posts: 2233
Location: Guatemala
Thanks!
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Given that the published TAS is a vault run, this was surprisingly entertaining. Yes vote.
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Nice work, looks much better. One thing to notice, the U version might be faster as far as I know, or am I wrong? Have you checked that carefully enough?
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Is it possible to eat a Chuck in this version of the game?
Active player (264)
Joined: 4/15/2010
Posts: 197
Location: England
Amaraticando wrote:
Is it possible to eat a Chuck in this version of the game?
I don't think we can even item swap... Anyway, run looks great. I'm wondering what maziari's run looks like in comparison.
Retired smw-96, smw any%
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Agreed! Voted yes.
Spikestuff
They/Them
Editor, Publisher, Expert player (2642)
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
Yup. Very happy to see how Bowser was fought too.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Joined: 5/8/2010
Posts: 177
Location: Entropy
I'll toss a Yes vote as well, it's nice to see games actually being played like they were meant to. Tho the SNES mario run is always hilarious to watch.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
I don't remember your previous SMA2 runs, but this one was really good and a clear improvement over the published run. I don't think the entertainment during the Big Boo and Bowser fights could've been any better! This should be published to Moons. Yes vote!
Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Mister wrote:
Nice work, looks much better. One thing to notice, the U version might be faster as far as I know, or am I wrong? Have you checked that carefully enough?
If that holds true, can it be easily edited in? I don't see any RNG at first glance, and there should be no text differences.
Synahel
She/Her
Former player
Joined: 1/19/2011
Posts: 260
Location: France
Looks very nice, fast paced, entertaining, good to see "old" SMW TAS thanks to the GBA version :p
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
I agree with Bamahut and Synahel here. A good polished run of this type is a fun return to "old" routes in SMW. Favorite parts: The LOL from Donut Secret House, and the musical swim strokes in Star World 2 I do think the final battle could have used a little less of the "Gotcha" sound though, but that's a minor critique.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
So... does this run improve the existing one by a negative amount of masterjuns?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Expert player (2467)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Glitches, ACEs and what else is going to be found seems to be the future of the TAS, but I still prefer to actually see the game being played. And you sir, made an excellent work here. Just a minor flaw, as stated by mklip2001, is the amount of got ya, or "Catia" as I hear them. Yes vote from me, too.
I am old enough to know better, but not enough to do it.
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
This was a good run; as others have said, it feels like a throwback to the old days, which I don't think is bad. As much as I love seeing games glitched to Hell and back, sometimes you just have to watch them played the way the developers intended. Yes vote for Moons.
Previous Name: boct1584
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15583
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2667] GBA Super Mario Advance 2: Super Mario World "warps" by gbreeze in 09:55.84
Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
This run beats the previous one by 14.84 seconds, thanks to many optimizations and using the Japanese version.
Wait, so is this:
maziari wrote:
The U version has 56F more lag in the Title/Opening screen than the J version. But, J version has about 25F more lag than U version in each stage. After about 3 stages, the U version is ahead.
Just due to different emulation from vba or does that hold true regardless if it's the vba-m or the old branch?
Player (122)
Joined: 1/22/2012
Posts: 45
jlun2 wrote:
This run beats the previous one by 14.84 seconds, thanks to many optimizations and using the Japanese version.
Wait, so is this:
maziari wrote:
The U version has 56F more lag in the Title/Opening screen than the J version. But, J version has about 25F more lag than U version in each stage. After about 3 stages, the U version is ahead.
Just due to different emulation from vba or does that hold true regardless if it's the vba-m or the old branch?
I think it has to do with the emulation. Using my VBA version, I checked both the U and J version side by side and comapred them, and there is hardly any change in lag throughout the levels (definitely not 25 frames per level, it's more like 1 or -1). I still believe that the J version is definitely faster. Anyways, I'm glad everyone enjoyed this run!
Joined: 10/14/2007
Posts: 9
Location: La Plata, Argentina
Does this version has the glitch that allows to save a lakitu cloud for the bowser fight to skip the flames phase?
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Perfect Death wrote:
Does this version has the glitch that allows to save a lakitu cloud for the bowser fight to skip the flames phase?
bahamete wrote:
I don't think we can even item swap...
No item swap >> Not possible to eat Chucks >> no cloud in the item box.
Editor, Player (123)
Joined: 8/3/2014
Posts: 204
Location: USA
"That's what I needed!" indeed