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.


TASVideoAgent
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Spikestuff
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Current Publication: [1944] SNES Super Mario World "warps" by bahamete, kaizoman666, Mister & PangaeaPanga in 09:57.82 Note (if you don't read): Emulation differences. Anyways, easy yes. Entertained like no other tomorrow. Ha, ha! Cloud is still useless. SpeedRunners: 0 TASVideos: 2
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+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Cooljay
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Whoa that was awesome. The Bowser fight was even more entertaining than it was already. I liked that you actually destroyed the giant cannonball. Will vote yes.
Amaraticando
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I didn't see this coming. Voting yes in this frame war, because I find the new movie more entertaining and the transition to bsnes core is welcome. And I like the Bowser fight. :) Too bad the stun glitch on YI4 can't be implemented. Edit: YI4
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Amazing, yes vote!
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
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Awesome TAS! Voting yes for stars.
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why isn't the cloud glitch used anyway?
Masterjun
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Orange Claw Hammer wrote:
why isn't the cloud glitch used anyway?
This is a run that uses the cloud glitch.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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why do the acquisition of the orb item and the cloud item differ sufficiently to warrant them being separated on a categorical level?
Masterjun
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Orange Claw Hammer wrote:
why do the acquisition of the orb item and the cloud item differ sufficiently to warrant them being separated on a categorical level?
Because getting a goal orb doesn't execute open bus, it always does the same. Getting a cloud executes open bus and thus has the potential to crash the game, finish the game or miraculously return to the game, depending on the RAM state.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Eszik
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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. Nonetheless, congrats to all the TASers on improving this run, and hopefully we'll see a console verification of this run for the first time :D
I problably made mistakes, sorry for my bad English, I'm French :v
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Awesome run, almost perfect in every way, keeping me entertained throughout the way. Thank you for your great work, and yes vote. :)
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Samsara
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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
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Very well done. I really liked the new entertainment throughout, but especially in the Big Boo and Bowser fights. Yes vote for sure!
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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. Nonetheless, congrats to all the TASers on improving this run, and hopefully we'll see a console verification of this run for the first time :D
The cloud strategy is really only useful for real time speedrunning; for TASing it's arbitrary since "eating" a chuck can get you to the credits instead. Yes vote!
negative_seven
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Awesome improvement! I don't know how it can feel more ironed out and perfect from the last one, but somehow it does. Yes vote without a doubt.
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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. Anyway I hope you all enjoy this movie, it's interesting to see Panga finish our old work.
Retired smw-96, smw any%
Post subject: This run is console verified! Movie today or in 1 week
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Good news - I've been able to console-verify this run! I'm hoping to set up a better audio capture system than what I've been using but I'm fairly confident the video won't be the best. I have to travel tomorrow for work and won't be back for a week so I'll post it either today or in a week depending on how successful I am. Great job, Masterjun, Masterjun, and Masterjun bahamete, and PangeaPanga! (Oh, and Yes vote. :) (This post has been edited to ensure I properly thank *all* of the authors - in my haste I only mentioned Masterjun and did not intend any slight on the other authors not named Masterjun.)
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BigBoct
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Awesome news, dwangoAC! Thanks for chiming in.
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Amaraticando
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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.
Eszik
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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.
I problably made mistakes, sorry for my bad English, I'm French :v
Masterjun
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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.
But why would you put time and effort into a run that is bound to be rejected?
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
negative_seven
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Masterjun wrote:
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.
But why would you put time and effort into a run that is bound to be rejected?
But why wouldn't you?
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Now I'm just thinking about some playaround with the SMW + All Stars rom that gets cloud, goes to bowser, and then abruptly skips to the ending of a completely different mario game. lol
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Do we really need a discussion on cloud-based runs on every SMW submission? It's disrespectful to the author and actually to smw runners in general, considering the amount of times we've expressed our distaste for using it in a run and also given a thousand reasons why it shouldn't be part of vanilla SMW TASing. It is NOT a subjective view that cloud is a form of ACE, and Masterjun's game end glitch run satisfies it. Boring boring boring boring boring boring boring boring boring boring boring boring
Retired smw-96, smw any%