Several GBA movies have already been published, but this submission aims to be the first old-school four-color Game Boy movie. And what better game than the first portable translation of the ubiquitous Mario franchise.
Super Mario Land is quite a bit different from the 8-bit and 16-bit console Marios. Bowser is on a vacation, but the Princess still isn't safe--she's been kidnapped by a space alien named Tatanga. So Mario must embark once again on a classic side-scrolling, platform-jumping adventure to save her. There are 4 "worlds" with 3 levels each, and at the end of each world Mario thinks he's rescued the princess... 2-3 and 4-3 are forced-scroll shooters, pretty strange for a Mario game. Unlike his usual bouncing fireballs, this adventure features jezzball-like fireballs that bounce off of walls. There's a bonus level that can be accessed after every level, but is only required on the last level of each world.
My primary goal is to finish the game as quickly as possible. The secondary goal is to get the highest possible score. This leads to quite a few interesting moves designed to scrape out as many points as possible by bouncing off of enemies, collecting coins, hitting bricks, all while running through as fast as possible. On the shooter levels, this goal leads me to kill every single enemy, collect every coin and break every block.
Of course, I abuse as many glitches and sneaky tricks as possible--what kind of Mario run would this be if I didn't? Probably the most interesting glitch gives me a second chance after barely missing a jump. This is used in 1-2 to up my score, but most obviously near the end of 4-2. At one point I got a higher-than-normal bounce off of an enemy, which shouldn't be possible in this game. Apparently it was specific to the situation, as I was unable to reproduce it. This would have allowed some more enemy-stomping acrobatics throughout the run.
The bonus levels at the end of each world can't be skipped, but they can be manipulated. It's no coincidence that the desired bonus was right in front of me, with no ladder in the way. For world 1 I get 1 life as it's faster than the small->fire animation, and I don't need to be big in world 2. In world 2 I pick up the fire flower since I finish the level big and the big->fire animation is fast. After world 3 I need to get fireballs for use in world 4.
On the forced-scroll levels I show quite a few glitches while still being able to shoot everything. It's possible to be forced back further than normal by staying behind a wall. When as far back as possible, enemies are unable to touch me, but I can still shoot back and collect coins. As small Mario, I'm also able to stick my head up into the ceiling pretty high. Since timeattacking is an art, I mix in some sculpture in some of the brick walls of 2-3 in tribute to another early Game Boy game.
I also pick up invincibility stars in both the forced-scroll levels, which of course I don't have time to stop for on normal levels. When invincible, there is a hidden counter that increases the score value on enemies killed within about a second of each other. Furthermore, the first enemy killed is worth the same as the last enemy killed before becoming invincible. With these rules in mind, I was able to plan out my path of destruction to maximize my score, which was particularly effective in 4-3.
When fighting the final bosses, I take a hit on the Lakitu wanna-be so that I don't have to waste a shot on his bird.
For even more info, check the forum thread: Forum/Topics/1972
Special thanks a few people:
  • Nitsuja, who not only has done a great job with his improvements to VBA but also had time to review my test run and give me some ideas.
  • Vatchern, for posting his run on the forums. Even though I've completely surpassed it, it was very helpful to have that starting point.
Technical details:
Emulator: Visual Boy Advance, 1.7.2, but labelled rerecording 9. The lag reduction feature only applies to GBA games, so pretty much any VBA will play this.
  • Takes hits to save time
  • Aims for fastest time
  • Aims for a high score
  • Abuses glitches
  • Manipulates luck

Final score: 263720
Level finish times:
1-1: 361
1-2: 364
1-3: 362
2-1: 358
2-2: 364
2-3: 265
3-1: 335
3-2: 358
3-3: 358
4-1: 338
4-2: 344
4-3: 207


Editor, Active player (297)
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Truncated wrote:
On an unrelated note, that site links directly to the torrents and not to the movie pages.
It's ok since they also link to the movie page. I keep a close eye on sites that link to my site. :)
Player (206)
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Isn't Pakkun Flower the Piranha Plant?
put yourself in my rocketpack if that poochie is one outrageous dude
Editor, Reviewer, Experienced player (979)
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I haven't found the meaning of pakkun anywhere, but Pakkun chokolate is the name of another powerup in Secret of Mana, so I guessed the fire flower, being a powerup and all. It didn't occur to me it could be the plant. But it appears you are right.
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how the Pakkun Flower (this is the japanese name for the fire flower, i guess) appears in unnatural places in the shooter stages, I think.
But wait, the fire flower never appears in the shooter levels. It always just comes out as a mushroom. Maybe they're talking about how I fireball the pirahna plants in 4-1 and 4-2.
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I wondered how you jump through a piranha plant at one point (and through cannons at many points).
Former player
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The Japanese Wikipedia just calls them fire flowers, although that's hardly an offical source.
Do Not Talk About Feitclub http://www.feitclub.com
Joined: 1/11/2005
Posts: 60
This movie was great! I really like it!
This is my Signature. = 4aa6a32c5eb83ac0ddcbc0039a26b240
Joined: 5/4/2004
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Location: New Brunswick, Canada
Bisqwit wrote:
That would be strange, because the site admin knows that the movies are tool-assisted.
That I did see. Like I said, it's babelfish, so it's probably not translating well at all.
Truncated wrote:
I don't understand if they are saying that they know it's a timeattack but it's somehow cheated, or that it's cheated because it's a timeattack.
Yeah, that's what I got out of it too, after re-reading it.
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I wondered how you jump through a piranha plant at one point (and through cannons at many points).
Yeah, the hit detection on the piranha plants is very poor, so I decided I would abuse it thoroughly. It's often very helpful to be able to use the edge of one of their pipes. Also, the cannons are not dangerous, you can think of it more as a pop-up platform. I only have to worry about the bullets. In 4-2 I cut it pretty close, but otherwise it wasn't a problem. Because the cannons are pretty small, I decided to use them as platforms a bit more, and it ends up being a neat effect.
Post subject: Extra high bounce of enemy
Joined: 4/22/2005
Posts: 11
I've seen the "extra high bounce" glitch on the actual GB. It typically happens to me once per runthrough when playing on the actual GB. I have no idea why it happens or how to recreate it. BTW I've gotten four fish in a row playing normally (took a LOT of practice).
Ambassador, Experienced player (709)
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Ok, as everyone probably has, I've always wondered why the Gameboy Mario Lands are so different from the other Mario games. Well, I recently came across this article which explains some of the internal Nintendo politics behind it (and many other interesting things as well.)
Editor, Reviewer, Experienced player (979)
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That was interesting. Thanks for a good read. On another note, while we are sharing obscure pieces of information, I found the meaning of Pakkun mentioned earlier. It's meaning is something like (the sound of) a bite. So Pakkun Flower is a flower that bites, but Pakkun Chocolate is a chocolate which can be eaten in one bite.
Ambassador, Experienced player (709)
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Ok, I added info on the tricks and glitches used in this run to the Super Mario tricks page. There are a few pretty neat tricks which didn't show up in this run. I think everything is there, but I'd like to add some clips. Unfortunately, I don't think Bisqwit is able to make those little animations for VBA. Any suggestions on how to do this, maybe an avi-to-animated gif program?
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TheAxeMan wrote:
Any suggestions on how to do this, maybe an avi-to-animated gif program?
I don't recommend this approach. For the GIFs to be worth their size, the background must not be moving, and for that reason I use the emulator patch.
Joined: 2/25/2006
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Location: Philadelphia, Pennsylvania
i never saw this game's ending, until today. i voted yes ^_^
Editor, Expert player (2329)
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This brings back memories =) Cool tricks. I wondered about Tatanga being killed so fast! *yes-vote*
Former player
Joined: 1/29/2007
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Well, you're two years late Oo
Editor, Expert player (2329)
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nevertheless I can vote, can't I? look at my status: Newbie! Thanks for telling me it's not ok to post on older videos.
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Actually it is ok to post in old threads. Otherwise the link "Discuss this movie" in every publication would be pointless...
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MUGG wrote:
nevertheless I can vote, can't I? look at my status: Newbie! Thanks for telling me it's not ok to post on older videos.
I was just surprised, hence the smiley. I didn't intend to be rude or anything.