Uploaded October 2021 | Updated September 2026, 3 weeks ago
(RTA timing: 4:52.102)
Here's another installment of my "Rough Drafts" series, where I publish TASes that I made for fun but didn't care enough about to fully optimize and/or make entertaining.
This is an SMB1 romhack that several people were talking about in the SMB1/2J TAS competition Discord server, so I figured I'd give this one a whirl.
This run improves Kriller37's TAS (youtu.be/mBjXOhA41QI) by 69 frames (nice), saving a framerule each in 4-1, 4-2, and 8-2 (I think), along with a handful of frames in 8-4.
Speaking of 8-4, it's a huge mess so ignore everything that happens in it. :p
Individual level notes:
1-1: Nothing much to say here.
1-2: My koopa pipe clip and warp zone movement at the end are probably slower than what Kriller did (I didn't have or use any of their inputs), but it gets the same framerule anyways so it's whatever.
4-1: The lakitu gets in the way at the end so I had to slow down a bit to avoid jumping right into it. Nevertheless, by tightening up the movement elsewhere throughout the level, I managed to (barely) save a framerule.
4-2: The jump from the pipe to get onto the brick blocks below the green platform is fairly precise. I do a bump to gain some xpos to allow the wrong warp to work. This route saves one framerule over Kriller's strategy of going up top.
8-1: I do a walljump early on in the level to gain some xpos, which makes it possible to get past the hammer bro without slowing down. It also loads the buzzy beetle that falls onto the pipe later, which lets me jump off the lip of the pipe without hitting it. Overall, this saves a bunch of frames over Kriller's TAS, but not enough to save another framerule.
8-2: I get my coin count to 37 here and keep it for the rest of the TAS. (Shoutouts to Kriller37)
At the end of the level, I hit a certain parakoopa to the right to despawn the flag, and then do a bump to gain xpos, which together allow me to grab the right side of the flagpole, teleport to the left side of the screen, and run into the pipe to trigger the timer countdown.
By carefully controlling the amount of xpos gain, and grabbing the flagpole with running speed, I was able to trigger the countdown several frames earlier, saving a framerule.
8-3: Going up top at the end is optimal compared to jumping across the gap and walljumping, or manipulating a bullet to help you cross the gap. In both of the latter two cases, you would have to wait for the timer to turn to 242 to avoid fireworks, and then you wouldn't be able to do FPG.
8-4: I waste a million frames in water room to get a favorable Bowser pattern at the end. This level is by far the weakest in terms of optimization, but I didn't really want to spend much more time on this TAS so this is just how it's going to be.
FM2 download: dehacked.2y.net/microstorage.php/info/271085702/apttp.fm2
(RTA timing: 4:52.102)
Here's another installment of my "Rough Drafts" series, where I publish TASes that I made for fun but didn't care enough about to fully optimize and/or make entertaining.
This is an SMB1 romhack that several people were talking about in the SMB1/2J TAS competition Discord server, so I figured I'd give this one a whirl.
This run improves Kriller37's TAS (youtu.be/mBjXOhA41QI) by 69 frames (nice), saving a framerule each in 4-1, 4-2, and 8-2 (I think), along with a handful of frames in 8-4.
Speaking of 8-4, it's a huge mess so ignore everything that happens in it. :p
Individual level notes:
1-1: Nothing much to say here.
1-2: My koopa pipe clip and warp zone movement at the end are probably slower than what Kriller did (I didn't have or use any of their inputs), but it gets the same framerule anyways so it's whatever.
4-1: The lakitu gets in the way at the end so I had to slow down a bit to avoid jumping right into it. Nevertheless, by tightening up the movement elsewhere throughout the level, I managed to (barely) save a framerule.
4-2: The jump from the pipe to get onto the brick blocks below the green platform is fairly precise. I do a bump to gain some xpos to allow the wrong warp to work. This route saves one framerule over Kriller's strategy of going up top.
8-1: I do a walljump early on in the level to gain some xpos, which makes it possible to get past the hammer bro without slowing down. It also loads the buzzy beetle that falls onto the pipe later, which lets me jump off the lip of the pipe without hitting it. Overall, this saves a bunch of frames over Kriller's TAS, but not enough to save another framerule.
8-2: I get my coin count to 37 here and keep it for the rest of the TAS. (Shoutouts to Kriller37)
At the end of the level, I hit a certain parakoopa to the right to despawn the flag, and then do a bump to gain xpos, which together allow me to grab the right side of the flagpole, teleport to the left side of the screen, and run into the pipe to trigger the timer countdown.
By carefully controlling the amount of xpos gain, and grabbing the flagpole with running speed, I was able to trigger the countdown several frames earlier, saving a framerule.
8-3: Going up top at the end is optimal compared to jumping across the gap and walljumping, or manipulating a bullet to help you cross the gap. In both of the latter two cases, you would have to wait for the timer to turn to 242 to avoid fireworks, and then you wouldn't be able to do FPG.
8-4: I waste a million frames in water room to get a favorable Bowser pattern at the end. This level is by far the weakest in terms of optimization, but I didn't really want to spend much more time on this TAS so this is just how it's going to be.
FM2 download: dehacked.2y.net/microstorage.php/info/271085702/apttp.fm2






![[CS+ Switch] Almost a 3 HP Alien Medal skip :((
Is it possible to avoid collecting the Alien Medal in a low% (3 HP/minimal items) run? Normally, you get the medal from not taking damage during the Ironhead fight, so to avoid collecting the medal, you would simply have to take damage somewhere...but everything in the room does at least 3 damage, so theres no way to get hit without dying.
HOWEVER...there is a bug in the Switch version of the game where if Player 2 dies, but then immediately afterwards a boss (or an entity with the run an event on death flag) is killed, then the player death event will be interrupted by the death event of that boss/entity, allowing you to continue the game (albeit with Player 2 no longer visible or controllable). So, I had the idea of using this bug to have Player 2 take damage (hopefully triggering the fail condition for the Alien Medal) while also killing the boss, which in theory should allow me to avoid collecting the medal. Does that idea work? This video shows the result....
(Side note #1: Yes, this is not a low% save file since I have Machine Gun and missiles. I got those extra weapons to make it easier for me to record this video.)
(Side note #2: This version of the game has another bug that actually lets you skip the medal...along with really the entirety of the game after the Core fight: https://www.youtube.com/watch?v=W7ZqmhJW-AU . But just for the sake of this video, lets pretend that were disallowing that glitch (or that were playing on the Japanese Switch release, where that glitch has been patched out).) [CS+ Switch] Almost a 3 HP Alien Medal skip :((](https://i.ytimg.com/vi/mecKkCF7IKA/mqdefault.jpg)



