Super Mario Bros. Deluxe is a 1999 remake of the classic NES title, released for the Game Boy Color. This movie aims to complete the game as fast as possible, using warps to skip sections of the game. This movie is a 65 frame (1.08 seconds) improvement over the previous TAS. The majority of timesave comes from a Japanese exclusive clip in 1-2. The Japanese release has all sorts of tiny differences from the NA/EU version of the game; a level-by-level breakdown of the differences is listed below.

Emulation Details:

  • Emulator: BizHawk 2.9.1
  • Core: Gambatte
  • BIOS: Official Nintendo BootROM
  • ROM Checksum: 94466f48d8b4f811608ce8641de5f82315cd60b5

Level-by-Level Breakdown:

1-1: In the underground section, Mario can't make it to the top block to do a walljump, so I have to use the second block instead. Thankfully, it is still barely possible to get 372 on the timer. On the NES version, getting 1 firework doesn't lose any time, but here it does, so on stages like 4-1 and 8-1 I have to slow down to avoid getting a 1.
1-2: I grab both a mushroom and a fire flower in this stage. A mushroom is required to do the clip at the end of the stage, and a fire flower helps avoid waiting on a piranha plant in the warpzone pipe.
4-1: A handful of frames are saved here due to not grabbing the mushroom. I slow down at the end to avoid getting a 1 on the timer.
4-2: More time is saved back from not grabbing the fire flower, and I implemented a couple of new strategies in the warpzone. If big Mario's head is inside a block, then the game tries to push him out to the right. Pair that with running speed, and Mario runs faster than what is otherwise possible. In the previous TAS, a trick I like to call "fast deceleration" is used to turn around quickly in the warpzone. Fast deceleration still works in the Japanese version, but it requires a different set of inputs, and it looks visually different.
8-1: I have to slow down at the end to avoid getting a 1, like in 4-1.
8-2: The pipe in the middle of the level is too tall, and there is not enough ground before it to get past it without slowing down. It is possible to precisely slow down and jump so that you lose minimal speed. This stage would normally end in a 3, so I have to slow down at the end once again to avoid fireworks. I release b twice shortly before I reach the flagpole to get a good subpixel. If you grab the flagpole with a specific subpixel, you can gain or lose 1 frame, so I need to set up my subpixel precisely so that I can save as many frames as possible.
8-3: Yet another stage where I have to slow down at the end to avoid getting fireworks.
8-4: There is one minor difference here from the previous TAS. In the NA/EU release of the game, if l+r was held while in the air, Mario would not lose any speed. However, in the Japanese version, he does, so I cannot accelerate to full speed quite as fast as the previous publication.

Additional Comments:

Boy, oh boy, I really enjoyed making this TAS! It was super fun to make, and I hope you find it just as fun to watch!
I would like to give special thanks to Denial140 and negative_seven for their previous TASes of this game, especially negative_seven for listing the game's tricks and mechanics in her submission. Thank y'all!
Suggested screenshot: Frame 17819

eien86: Claiming for judging.

eien86: Asked the author to take a second look at the final inputs. Surely there's more to be saved

eien86: A nice improvement over the currently published movie ([5450] GBC Super Mario Bros. Deluxe "warps" by Denial140 in 04:58.90). The original movie end has been replaced with one where Mario jumps over Bowser to increase jumping inertia and be able to stop inputs earlier.
Accepting to Standard

EZGames69: Processing...



TASVideoAgent
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This topic is for the purpose of discussing #9283: KingKappa's GBC Super Mario Bros. Deluxe "warps" in 04:57.82
Post subject: Weird submission time
Player (15)
Joined: 9/11/2024
Posts: 13
My apologies for the wacky submission time, I know how to correct the movie lenght, but I don't know how to edit that part of the submission.
Emulator Coder, Judge, Experienced player (732)
Joined: 2/26/2020
Posts: 788
Location: California
The submission time is always derived from the movie file, from startup to the last input. It is not up to the submitter to set, it is simply a result of parsing the movie file. I assume the "issue" you are referring to is the movie file includes inputs you do at the end to input your name(?). For these to be discarded for submission time, the submission has to be set with a movie file without these inputs, with some movie file having your name inputted be a separate movie file. Only Judges and above are able to change the movie file in a submission, if you want a change, you have to host the new movie file somewhere (generally the userfiles works) and post a link to such in the submission thread (or contact a Judge some other way) (There is another minor issue with the movie time anyways, as it appears to be missing a cycle count (resulting in a slightly inaccurate time) along with a blank input at the end).
Player (15)
Joined: 9/11/2024
Posts: 13
Thank you, I have uploaded a hopefully more accurate one to the userfiles: https://tasvideos.org/UserFiles/Info/638617888505538233
Fortranm
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Editor, Experienced player (879)
Joined: 10/19/2013
Posts: 1122
Always great to need this game getting more love. Nice improvement. Are you interested in making a movie that rolls the credits asap (kinda more like an actual any% for this game as a whole) by any chance? Basically getting to 3-1 in SMB and do the shell trick 13(?) times to unlock Lost Levels (faster on JPN version since the unlock is instant once you reach the score threshold) and then beat it to roll credits.
Player (15)
Joined: 9/11/2024
Posts: 13
Fortranm wrote:
Are you interested in making a movie that rolls the credits asap (kinda more like an actual any% for this game as a whole) by any chance? Basically getting to 3-1 in SMB and do the shell trick 13(?) times to unlock Lost Levels (faster on JPN version since the unlock is instant once you reach the score threshold) and then beat it to roll credits.
I never thought of that before, that’s an interesting idea. I might try that out sometime
Player (15)
Joined: 9/11/2024
Posts: 13
Also, would my tas be considered 47 or 61 frames faster than the current publication? In bizhawk, my tas reaches the axe 61 frames faster, but comparing my user file’s frame count to denial140’s publication, it is only 47 frames faster.
Reviewer, Skilled player (1019)
Joined: 11/18/2011
Posts: 318
Location: Morocco
KingKappa wrote:
Also, would my tas be considered 47 or 61 frames faster than the current publication? In bizhawk, my tas reaches the axe 61 frames faster, but comparing my user file’s frame count to denial140’s publication, it is only 47 frames faster.
If 14 frames lost due to emulation, then it is 61 frames faster, otherwise, then yes only 47 frames faster.
I still learn more about English. https://www.youtube.com/user/McBobX100
I wrote:
Working is the best way to achieve goals in speedruning. Hardworking is a pain.
Player (15)
Joined: 9/11/2024
Posts: 13
Thanks for informing me! My TAS and Denial140's publication both use the same BizHawk version and core, so I think they are identical emulation-wise.
Editor, Experienced player (688)
Joined: 1/7/2023
Posts: 70
Location: Somewhere on planet earth probably
Nice improvement, I would love to see (and maybe make) an 100% TAS of challenge mode
"He who is tired of TASing is tired of life" Something Homer Simpson definitely said
Player (218)
Joined: 8/18/2013
Posts: 146
Location: location, location!
Nice work! Is the 1-2 clip something that works on the NA/EU version of the game as well? I remember trying to mess around with it but wasn't able to make it work. Perhaps it should still have worked and I just missed it :) (Edit: I just noticed I missed a sentence in your submission text: it is indeed exclusive to the JP version) I am curious if you know how much time you save from having the fire flower to kill the piranha plant at the end of 1-2, because I seem to recall from my testing that collecting items in 1-2 is quite slow in comparison. I don't have my spreadsheet to hand for the exact amount but I do wonder if it might be faster to forgo the fire flower until 4-2. That being said, it does look like the piranha plant is in a not very favourable part of the cycle.
Current TAS: [SNES] Jelly Boy [NES] Street Fighter 2010
Player (15)
Joined: 9/11/2024
Posts: 13
Denial140 wrote:
I am curious if you know how much time you save from having the fire flower to kill the piranha plant at the end of 1-2, because I seem to recall from my testing that collecting items in 1-2 is quite slow in comparison. I don't have my spreadsheet to hand for the exact amount but I do wonder if it might be faster to forgo the fire flower until 4-2. That being said, it does look like the piranha plant is in a not very favourable part of the cycle.
Thank you! A little while back I tested the 1-2 mushroom grab with the 4-1 fire flower, and it came out 30 frames slower. When I was testing that I was working on a n RTA rules version of the TAS that didn’t use l+r, and at the time I didn’t know that both powerups in 1-2 were faster (I was grabbing the mushroom in 1-1.) I’m not sure which p-up in 1-2 is actually faster, but if I had to guess it would be the latter one. Not sure if it will end up being faster, but it’s probably worth testing.
Player (15)
Joined: 9/11/2024
Posts: 13
Mikewillplays wrote:
Nice improvement, I would love to see (and maybe make) an 100% TAS of challenge mode
That sounds like a good idea, but challenge mode is about getting a specific score, which I have no idea how to do optimally. If you think you could do it, go right ahead, I’d love to see it!
Post subject: Trimmed Input, can be done better
eien86
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Judge, Skilled player (1886)
Joined: 3/21/2021
Posts: 262
Location: Switzerland
Hi KingKappa In the trimmed movie file you uploaded you left several RB inputs at the end that can be removed. I did that and uploaded a new file I believe these last inputs can be optimized further by jumping over Bowser (see 5450M). Please give a good hard try and see if you can achieve a shorter movie
Player (15)
Joined: 9/11/2024
Posts: 13
eien86 wrote:
Hi KingKappa In the trimmed movie file you uploaded you left several RB inputs at the end that can be removed. I did that and uploaded a new file I believe these last inputs can be optimized further by jumping over Bowser (see 5450M). Please give a good hard try and see if you can achieve a shorter movie
Thanks for your feedback! I have updated the movie here: https://tasvideos.org/UserFiles/Info/638626327988537140
EZGames69
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Publisher, Reviewer, Expert player (4467)
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Posts: 2764
Requesting a file replacement to contain the correct cycle count: https://tasvideos.org/UserFiles/Info/638629963438496951
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Post subject: Movie published
TASVideoAgent
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Posts: 15619
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [6202] GBC Super Mario Bros. Deluxe "warps" by KingKappa in 04:57.82
Post subject: 1 frame improvement
Player (15)
Joined: 9/11/2024
Posts: 13
I've managed to improve this by a single frame. https://tasvideos.org/UserFiles/Info/638636816055695312 Should I request to have this submission updated, or should I make a new submission entirely? Would it even be accepted to the site?
Darkman425
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Since this submission was published, you'd need to make a new submission for any improvements regardless of how big or small it is.
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