Uploaded September 2018 | Updated September 2026, 2 weeks ago
You must have full P-Meter when you grab the rope at the start. When you are close to the end, scroll the screen left. Mario's left arm must be raised in order to the scroll to work.
When you jump into the rope at the end, you must be holding up. There is a roughly 3 pixels window for this trick - the camera could be 1 or 2 pixels further to the right, but not 3. (apparently that's not true, nevermind)
You must pause and unpause at frames of a certain parity, so the probability it will work is 25%.
Copying Amaraticando's explanation for the trick itself:
The technique relies on those facts:
- sprites are spawned when the camera reaches a certain range of 16 pixels;
- the spawn routine happens every other frame;
- pausing the game allows a person to add one more frame of inactivity;
- the camera can travel 2 pixels per frame faster if Mario was facing the opposite side and then turn around the direction he's traveling. This might happen even he's very slow.
- the rope can boost Mario. Without any boost, this tech is impossible with speeds like 49 or 51.
Therefore, in order to skip a certain range, one can try to make the camera follow this pattern:
Frame 0 (active) | Camera is 13-15 mod 16 (just before the range)
Frame 1 (inactive) | Camera is 3-6 mod 16 (game is paused)
Frame 2n + 1 (inactive) | Camera is 10-12 mod 16 (game is unpaused at appropriate frame parity)
Frame 2n + 2 (active) | Camera is 0-2 mod 16 (just after the range)
Values mod 16 might be a bit off.
You must have full P-Meter when you grab the rope at the start. When you are close to the end, scroll the screen left. Mario's left arm must be raised in order to the scroll to work.
When you jump into the rope at the end, you must be holding up. There is a roughly 3 pixels window for this trick - the camera could be 1 or 2 pixels further to the right, but not 3. (apparently that's not true, nevermind)
You must pause and unpause at frames of a certain parity, so the probability it will work is 25%.
Copying Amaraticando's explanation for the trick itself:
The technique relies on those facts:
- sprites are spawned when the camera reaches a certain range of 16 pixels;
- the spawn routine happens every other frame;
- pausing the game allows a person to add one more frame of inactivity;
- the camera can travel 2 pixels per frame faster if Mario was facing the opposite side and then turn around the direction he's traveling. This might happen even he's very slow.
- the rope can boost Mario. Without any boost, this tech is impossible with speeds like 49 or 51.
Therefore, in order to skip a certain range, one can try to make the camera follow this pattern:
Frame 0 (active) | Camera is 13-15 mod 16 (just before the range)
Frame 1 (inactive) | Camera is 3-6 mod 16 (game is paused)
Frame 2n + 1 (inactive) | Camera is 10-12 mod 16 (game is unpaused at appropriate frame parity)
Frame 2n + 2 (active) | Camera is 0-2 mod 16 (just after the range)
Values mod 16 might be a bit off.

![[TAS] SNES Little Magic in 43:05.08
This is a improvement of 27890 frames, or 7 minutes and 44.06 seconds to the published run on TASVideos.
Link to submission, where I talk a bit about this game: http://tasvideos.org/5502S.html
Youtube: Hopefully in a few months, a Super Demo World TAS is coming :) [TAS] SNES Little Magic in 43:05.08](https://i.ytimg.com/vi/yVGFZckCRS0/mqdefault.jpg)


![[TAS] Super Mario World Challenge - task 1 in 1:50.235
We organized the first SMW challenge on Discord a few weeks ago, and this is my submission! The challenge involved killing all enemies in VD3, starting small, and without using a Yoshi. Some enemies died ofscreen here, but they did die ;)
Join the server if you want to participate the next challenges, we will be doing more of them! https://discord.gg/E7cjBRh [TAS] Super Mario World Challenge - task 1 in 1:50.235](https://i.ytimg.com/vi/zWK4zouwKQk/mqdefault.jpg)
