DaSmileKatThis is NOT a real run. This is a spliced run consisting of the fastest individual levels ever recorded, so this is theoretically possible for a human to perform.
Super Mario Bros. Warpless BTTv1 in 18:47.210DaSmileKat2020-08-02 | This is NOT a real run. This is a spliced run consisting of the fastest individual levels ever recorded, so this is theoretically possible for a human to perform.
fm2: cdn.discordapp.com/attachments/1128479248114520074/1128479657759608925/1-1AFM_RTA_new.fm2[TAS] Super Mario Bros. 10 Walljumps in 6.656 (RTA Timing)DaSmileKat2022-07-31 | Improves youtube.com/watch?v=73MOjKAv4yM by 45 frames (0.749s). FM2: http s://tasvideos.org/UserFiles/Info/637948407687983364[TAS] Super Mario Bros. 10 Lives No Infinite, RTA Rules in 1:25.658DaSmileKat2022-04-01 | Improves youtube.com/watch?v=JMMrLdTdAG8 by 5.126 seconds (308 frames).[TAS] Syobon Action (SMB1 ROM Hack) in 32.047 RTA Timing, 35.309 TAS TimingDaSmileKat2021-08-30 | Improves youtube.com/watch?v=E6Dq6k7zhkU by 0.366 seconds or 22 frames through various optimizations. Hack by StudsX.[TAS] Super Mario Bros. AISSON in 4:37.626 (RTA Timing)DaSmileKat2021-08-16 | This TAS uses the Game Genie code AISSON, which allows Mario to go through walls from the left side. This is the fastest TAS with this code that I know of. Thanks to Kriller37, who added entertainment to the last 2 rooms of 8-4.[TAS] SMB2J 7-1 FreerunDaSmileKat2021-05-20 | This is a freerun (entertainment-oriented TAS) of 7-1 of SMB2J. It is also my submission for Task 17 of Kriller37's SMB1 TAS Competition.[TAS] SMB1 Kriller% TASes (L+R in 29.568, No L+R in 29.984)DaSmileKat2021-05-10 | Kriller% is a category I made. Its goal is to collect 37 coins as quickly as possible. Timing starts on taking control of Mario and ends on the frame that the coin counter first shows 37. The route was inspired by Simplistic_Memes's WR: youtube.com/watch?v=JoKuehxyZhc.
I don't think humans can get anywhere close to this TAS because of the incredibly precise movement required in order to hit the multi-coin block while dodging the goombas. In addition, the underground section is very hard to do quickly. The TAS route differs from the WR route because the TAS can get an extra coin out of the multi-coin block.[PB] Super Mario Bros. 8-4 IL in 44.959 A-6-3(76)-C with 2 frameDaSmileKat2021-05-09 | Sub 45 with 2 frame! I can only get one 8-A first room every 10 minutes or so, but I happened to clutch out the rest of the run after this 8-A. Turnaround room was really inconsistent for me. I'd either mess up the fast accel, short the turnaround, or scroll really far and get frame 83 or so. This 76 was one of the best turnarounds I had ever done, even in practice.[PB] Super Mario Bros. Any% Speedrun in 5:17DaSmileKat2021-03-02 | Pretty solid run! I was pretty surprised to get past 8-4 on my first run to there. Thumbnail made by Jatloe: youtube.com/channel/UCVNAzIHNrkWg2DPsgV7qHUwMore Humanly Viable Method for Frame 63 (ties no L+R TAS)DaSmileKat2021-03-01 | The setup: 1. Do perfect TFA and make sure that you do a full jump on the second jump to not mess up subspeed 2. Do the inputs [R L A] right when landing after falling off the pipe, and your jump should be on frame 221 3. Don't press right, and then hold left in midair to stop 4. Release left while on the ground but before stopping 5. For the DFA, you must do the inputs [R R+A L L] or [R A (3 or 4 frames of nothing here) L L] 6. Jump frame perfectly when landing and press down with good timing, and you get frame 63Super Mario Bros. Warpless BTTv2 in 18:46.847DaSmileKat2021-02-16 | The splits between 2-1 and 4-3 should be -0.7 over BTTv1 instead of -0.3 like the text after 2-1 shows.
The splits on the right side are pretty inaccurate since I controlled it manually and I can’t split very accurately because I usually use an autosplitter when running SMB. It can be off by 0.3s in some cases. I usually split slightly late. Whenever time had been saved/lost compared to BTTv1, text will show up on the black screen before the next level.
BTTv1: youtube.com/watch?v=MPdOz9wDkJMSuper Mario Bros. 8-3 FPG SetupDaSmileKat2021-02-13 | Full jump on frame 106, release B in midair, then do a walking jump onto the third stair. The timing of this jump doesn't matter as long as you land on the same frame and you don't jump 1 frame after you land. Then full jump on frame 199 and D70.
Jump 1 frame early on first jump: C10 Jump 1 frame late on first jump: D90 Jump 2 frames late on first jump: EF0 Land 1 frame early on third stair: DB0 Land 1 frame late on third stair: BF0 Jump 1 frame early on jump to flagpole base: AF0 Jump 1 frame late on jump to flagpole base: FF0Another New 4-2 Top Clip SetupDaSmileKat2021-02-12 | 1 less precise input than youtube.com/watch?v=mbK15d-xeJo (the jump that bonks the ceiling), but not as much leniency for the jump into the wall. You can also do TAS pipe entry to save some frames and potentially skip warp zone fast accel. H into warp zone is possible with normal pipe entry but is subpixel perfect.[PB] Super Mario Bros. Any% Speedrun in 5:59DaSmileKat2021-01-24 | Sub 6, finally! I barely did any attempts since my last PB, and I was really surprised to get this this soon, especially considering that this was my first ever run into 8-3 after by last PB.[TAS] Super Mario Bros. Flow in 3:21.984 (3:20.104 RTA Timing)DaSmileKat2021-01-19 | This is an SMB ROM hack that removes cutscenes. Download: github.com/UnknownJoe796/SuperMarioBrosFlow
Two pipe clips and a mushroom grab is just barely enough to get the 8-4 first room wrong warp, with only 1 pixel to spare. Grabbing the mushroom saves about half a second over not grabbing it because of SMBFlow's lack of cutscenes and you must otherwise wait for the plant in 8-4 first room to go down.[TAS] Super Orb Bros. Level 1 Normal ExitDaSmileKat2021-01-11 | This TAS completes Level 1 of Super Orb Bros. using the normal exit in 3496 frames or 58.171 seconds starting from when Mario appears and ending when the orb disappears. However, text boxes occupy much of that time, and there is actually only 1695 frames or 28.204 seconds of gameplay. For comparison, the Level 1 in the WR (youtube.com/watch?v=Fp7iCXMmzr0) not including the restart at the beginning has 48.583 seconds of gameplay. Rerecord count: 5717 (over triple the number of gameplay frames!)[PB] Super Mario Bros. Any% Speedrun in 6:09DaSmileKat2021-01-10 | Sub 7! Wrong warp in 4-2 and a better 8-3 would get me sub 6. I'm still not sure what's up with the music.[TAS] Marios Keep in 1:54.445 (RTA Timing)DaSmileKat2021-01-03 | Improves youtube.com/watch?v=hYz2DaAvoo8 by 42 frames from incorporating the epic 1-1 room 3 strat Niftski uses when doing ILs.[TAS] SNES Super Mario All-Stars: The Lost Levels Luigi, warpless in 34:45.63DaSmileKat2020-12-31 | Note: The time on the thumbnail seems to be off by 1 frame. For more information, see http://tasvideos.org/6986S.html.[PB] Super Mario Bros. Minus World Ending Speedrun in 2:48DaSmileKat2020-12-19 | 1-2 wasn't as hard as I expected. I'm not sure what's going on with the audio.Super Mario Bros. 3Mix Any% TAS World 1 WIPDaSmileKat2020-12-01 | 7 frames ahead of Maru's WIP entering World 2. The World 1 split of this TAS (using Jabem's splitting method) is 5:15.15.
Movie file: http://tasvideos.org/userfiles/info/67799890664579563[PB] Marios Keep Speedrun in 3:38.324DaSmileKat2020-11-26 | Sub 4![PB] Marios Keep Speedrun in 4:00.338DaSmileKat2020-11-23 | Missed sub 4 by 21 frames :(Marios Keep Speedrun in 4:54.299DaSmileKat2020-11-22 | ...[TAS] The Ultimate Super Mario Challenge in 5:00.089 (4:56.828 RTA Timing)DaSmileKat2020-11-09 | WolfAttack came up with this challenge in youtube.com/watch?v=OgJCELOPxbE, and I beat that by 113 frames. 1-1 and 4-2 are both 2 frames away from the next framerule.
The rules: No collecting coins, no collecting powerups, no killing enemies except for Bowser.[TAS] Faster Area 1 Route for Extra Mario BrosDaSmileKat2020-11-08 | 80 frames faster than the Area 1 in youtube.com/watch?v=HC_4WnGvrUg, not including the deaths, and 59 frames faster than if using big Mario since that TAS is not completely optimized. This is a very tight framerule with no frames to spare.
Movie file: drive.google.com/file/d/1qQfDjYg6HhgF-02d_f5VEBRhb7VFgGl7/view?usp=sharing[PB] Super Mario Bros. Any% Speedrun in 7:01DaSmileKat2020-10-31 | Deathless run, and PB by 59 seconds! There's a lot of unnessesary slowdown, so sub 6 soon? Also, the attempt counter should be at least 300 higher, since I sometimes leave global hotkeys on and accidentally change my splits while typing, so I don't save my splits after that.Super Mario Bros. All Items TAS ComparisonDaSmileKat2020-10-27 | This is a comparison video between youtube.com/watch?v=dT2l4Alu6kU and youtube.com/watch?v=E75bvfYKB2g. I used my encode for the new TAS, and the TASVideos encode for the old TAS. The TASes are synced after every level to make it easier to see how time was gained/lost.
FYI, You can use , and . to frame advance and frame rewind.[TAS] NES Super Mario Bros all items in 19:48.68DaSmileKat2020-10-19 | This run aims to collect every mushroom/flower, star, and 1UP in Super Mario Bros. For more information, see http://tasvideos.org/6913S.html.[TAS] NES Super Mario Bros. 1-1 as Fire Mario in 24.393 (RTA Timing)DaSmileKat2020-10-10 | Beat my previous TAS by 3 frames, from a new strategy for the first powerup. This also breaks an IGT barrier, finishing with 345 on the timer.
Edit: Got the deathless run youtu.be/ULup2nJOZx8[TAS] NES Super Mario Bros. AEPLLG by in 4:40.422 by DaSmileKatDaSmileKat2020-09-25 | This TAS uses the game genie code AEPLLG, which allows jumping in midair. The RTA timing for this TAS is 4:37.160.
Commentary: 1-1: AEPLLG speeds up the underground section because you can land on the platform and gain running speed earlier. It also allows a trick known as FFPG, which saves well over 2 seconds on each flagpole. It involves clipping into the flagpole base and hitting the flagpole from inside the block, but at a lower position than normal FPG because of the usage of AEPLLG. 1-2: AEPLLG allows clipping through blocks from below by repeatedly jumping, since the upwards speed you get from jumping is faster than the wall ejection speed. Also, you can jump below the lowest layer of blocks. This is used to speed up the warp zone by going under the ground then through the pipe, which saves a framerule over clipping into the wall to the left of the warp zone. Turning around before the final jump into the pipe is slower by 1 frame because you land 1 frame later. 4-1: Nothing special here, just some midair jumping and FFPG at the end. 4-2: With AEPLLG, it is possible to clip into the first wall as shown in this TAS, which is the fastest place that you can clip in to gain x position to trigger the wrong warp. Using the vine to teleport to the right is potentially faster, but I wasn't able to get it to work. Clipping through the bottom of blocks is again used in the warp zone, saving a framerule over the normal turnaround method. 8-1: Again nothing special. 8-2: The time counter on the top right pauses when you're very high up. This is used to manipulate the time counter, so that fireworks are avoided. 8-3: Again manipulating the time counter to avoid fireworks. 8-4: If you die, the screen stop scrolling. However, with AEPLLG, you can jump up after the game thinks you're dead from falling into a hole. This means you can go all the way to the far right side of the screen by simply moving. For some reason, the pipe, as shown in the TAS, takes you to the next room when entering it from the far right side of the screen, saving a lot of time. Surprisingly, waiting until landing on the ground to use left+right to slow down quickly is just as fast as the turnaround in HappyLee's normal warps TAS, despite scrolling the screen an extra pixel. I don't think this turnaround is perfect, but I wasn't able to find any faster method.
Movie file: gofile.io/d/rQpACV Emulator used: FCEUX 2.2.3 Framecount: 16853 Rerecord count: 72418-4 IL ComparisonDaSmileKat2020-08-22 | Watch in 0.25 speed to see exactly how time was gain/lost.Khan Academy 1st Grade Math Speedrun in 4:17.13DaSmileKat2020-07-28 | Bad internet really slowed me down, and my reactions and typing were pretty slow on some questions. I'll improve this soon. #KhanSpeedrunEven Easier Way to Save 4-2 TAS FrameruleDaSmileKat2020-07-21 | It's still super hard, but definitely possible for someone like Kosmic or GTAce after a lot of grinding.
All the inputs for the wall clip (except for the left release inside the wall) are frame perfect, and any deviation will almost always result in you not clipping in or not getting pushed far enough to the right. Getting pushed 20 pixels right by clipping and jumping the frame you land requires the subspeed to be very low, for some reason. I call this wall clip the "3 segment clip", since you have to hold left for a few frames (segment 1), hold right for a few frames (segment 2), then press left again to enter the wall (segment 3). There's a lot of other 3 segment clip setups that I found on YouTube, but all of them require something like pressing right on one frame then pressing left on the next, which is very hard to do on an NES controller. However, this setup doesn't require that.
There's a 2 frame window to release A before landing on the pipe that you use to enter the warp zone if you jump the frame you land. If you accidentally jump 2 frames after you land, you can still do this pipe entry, although the A release is now frame perfect. The right release, the left press, and the down press used to enter the pipe are all frame perfect. The screen doesn't scroll if your subpixel value is high enough (how high is high enough depends on the speed) when entering the pipe, so it's possible to enter the pipe at 13 speed and get the wrong warp to work.
This saves the TAS framerule with no frames to spare, so the wall bump must be optimal, or else you'd lose 1 frame and the framerule. There are many ways to do an optimal wall bump, and this is only one of them. If you think your wall bump is too slow, you can try doing a pretty precise backwards jump a few frames after you land to save 1 frame and possibly the framerule.[TAS] Super Mario Bros.: The Lost Levels warpless, no l+r in 21:13.003DaSmileKat2020-07-08 | This TAS completes Super Mario Bros.: The Lost Levels without using the warp zones and without pressing left and right at the same time. is a 20:51.205 by RTA timing without loads. For comparison, the world record as of uploading this video is 21:38.280. I'll make a TAS that does use l+r later. Although this TAS does not use l+r, it is still faster than the fastest TAS (that uses l+r) that I know of (youtu.be/mMdwigEbKbI). From now on, I will refer to that TAS as the "old TAS", and all timesaves/losses are compared to that TAS.
Sorry for the ending sequence being cut off.
There's nothing special in 2-3, 3-1, 4-1, 4-2, 4-3, 5-1, 5-3, 6-3, 7-3. I lost a framerule in 4-1 and 4-3 from not using l+r fast accel.
1-1: Clip into ground for full FPG, and also the only time where full FPG is performed in this TAS. I can't figure out the inputs for that clip, so I copied some inputs from HappyLee's warps TAS. I lost a framerule in this level from not using l+r accel.
1-2: I don't know if squeezing in between the goombas and the bricks is possible without l+r, and I lost a framerule because of that.
1-3: I didn't gain/lose any time in this level. I'm pretty close to the next framerule, and maybe a faster mushroom grab will save a framerule here.
1-4: I saved a framerule in this level due to a fast fireflower grab, faster movement around the pillars, and no slowdown Bowser kill. I don't think a faster fireflower grab will save time here, since you'll need to grab the fireflower with running speed, which is only possible with l+r.
2-1: No time gain/losses. There's nothing special in this level except a clip after hitting the vine block. I don't know how that clip works, but it seems like you can clip through blocks without slowing down when there's a hidden coin block beside.
2-2: I saved a lag frame. The walljump was slightly faster than the old TAS, but that wasn't enough to save a framerule.
2-4: I saved a framerule here. At first, I thought that this framerule was impossible. It was very annoying, since I figured out a way to do the duck jump onto the platform with the koopa two frames faster, but after doing a fast accel and bouncing on the koopa, I'll be too close to the wall to clip. Then, I suddenly realized that I can just kill the koopa, and I saved the framerule.
3-2: No time gain/losses. Although it doesn't seem like it, I was actually ducking while swimming.
3-3: The old TAS didn't perform FPG in this level for some reason, so I saved a framerule from that.
3-4: There's nothing special in this level, other than this being the only castle level with no timesave.
4-4: I saved a framerule from optimization. I clipped through the wall so that I don't have to slowly go through the narrow pathways.
5-2: No time gain/losses, and I used a weird property of upside-down pipes. Normally, you can't go through upside-down pipes, but if you clip into an upside down pipe, you can actually go down them. This leads you to the currently loaded warp destination, or the flagpole area in this case. This saves time because I skipped the coming out of the pipe cutscene.
5-4: I saved a framerule from optimization.
6-1: No time gain/losses, and the clip is again because there being an invisible coin block beside.
6-2: Not sure how I saved a framerule here.
6-4: I saved a framerule from optimization. I can jump through firebars because of poor collision detection and going through the firebar on the same frame that the firebar turns. This is precise down to half a pixel though. I needed to slow down before Bowser to get in two shots. If I didn't slow down, the fireballs would hit the bricks. I tried manipulating Bowser's patterns by arriving at different frames, but that didn't work. If there's a way to manipulate Bowser's pattern, a framerule might be saved.
7-1: I saved a framerule by manipulating the subspeed before the clip and doing a better fast accel after the clip.
7-2: I lost a framerule from not doing l+r fast accel.
7-4: I saved two framerules from a better Bowser kill and manipulating the subspeed before each clip.
8-1: I lost a framerule from not doing l+r fast accel and possibly a slow clip. Abusing the weird property of upside-down pipes can skip half the level, but I don't know why. This doesn't happen if you came to World 8 using a warp zone. It might be possible to not lose this framerule using a faster clip.
8-2: I saved four lag frames in this level. I jumped before hitting the vine to hit the vine as high as possible which makes the vine climbing cutscene shorter.
8-3: I saved two framerules because the old TAS didn't do FPG and some other optimizations.
8-4: I saved 70 frames, mostly from clipping through a wall in the water section to delay the firebar spawn which, combined with duck swimming, allows me to not wait for the firebar. It's probably possible to save some frames in this level.
Movie file: gofile.io/d/SfDOQf Emulator used: FCEUX 2.2.3 Rerecord count: 16788Super Mario Bros. Max Score TAS 1-1DaSmileKat2020-06-26 | Total points: 48400 Note: In the section starting from 0:29, Mario is supposed to be ducking every other frame, but due to the video being at 30fps, it seems like Mario is continuously ducking. Rules: -Get as many points as possible. -Choose the faster option if both options result in the same score. -Be as entertaining as possible. -Stomping on a koopa shell three times without that shell killing enemies in between is not allowed, to prevent grinding points using a koopa shell and a staircase.