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periwinkle | [TAS] Super Mario Bros. Flow (Hyper) "warps" in 2:09.919 @periwinkle. | Uploaded February 2022 | Updated October 2024, 11 hours ago.
Made by myself and Kriller37. RTA timing is 2:08.888.

Super Mario Bros. Flow is a romhack that removes most cutscenes and waiting periods, allowing you to run from one level to the next seamlessly. You can download it here: github.com/UnknownJoe796/SuperMarioBrosFlow
Kriller37 and I started this TAS pretty much right after Kosmic's playthrough of the hack (youtu.be/fmR97uf-7No), but then it sat in limbo for over a year until recently we decided to finally release it.

This is the "Hyper" variant of the romhack, which introduces a few additional changes/mechanics:
• Increased top speed (both on the ground and underwater) to 4px/frame instead of the normal 2.5px/frame
• Higher bounces off of enemies by holding A (just like newer Mario games)
• Quick drop: Pressing down while in the air sets you to downward terminal velocity instantly.

There are also several quirks that we noticed that are probably unintentional, but are nevertheless abused to no end in this TAS:
• Faster fast acceleration: When accelerating from a standstill, it's faster to use quick drop to land on the ground very early and then use L+R on the ground to accelerate. (This would also be true in vanilla SMB1, if it were possible to do a jump smaller than a 1f jump.)

• A+R is weird: For whatever reason, pressing A+R in some cases preserves the acceleration amount from the previous frame, so the fastest method of accelerating actually ends up being L+R, R, A+R, D+R, repeat. This saves over a pixel compared to doing a simple backwards jump.
Also, A+R when doing a backwards jump causes Mario to drop to walking speed, but this can be avoided by not pressing R on that frame.

• Underwater acceleration: spamming A+L+R, R makes you accelerate extremely quickly (maybe for the same reason why A+R is weird on the ground?).

• Instant turnaround: Pressing left when in the air with 64 speed and 0xE4 or higher subspeed causes Mario's speed to instantly become -64. This is quite convenient for turnarounds in warp zones.

• Ground clips: Quick drop allows you to clip into places that wouldn't normally be possible to clip into (see: the ground clip at the end of 1-2). It also lets you spam backwards jumps to accelerate with running speed acceleration (1.A0) while staying inside the floor.

• Death warps: At the end of some levels, the level counter increments early making it faster to die and respawn at the start of the next level instead of just running through. This comes up more often in warpless but you can still see it here in 1-1.

• Level loading limit: Mario's top speed is set at the maximum that the level loading routine can keep up with. In some cases, though (most notably in 8-3), the level loading still can't keep up and so the level glitches out and starts looping parts of it. This is a bigger issue in warpless but ends up not mattering in any% (see 8-3 notes below)

Individual level notes:
1-1: Using quick drop in the underground lets you land on the center platform to get running speed a frame earlier. Also, pressing A+D on the frame before running off the edge lets you land a frame earlier.
At the end, instant turnaround is used to die on the goomba after scrolling the screen far enough to trigger the level transition.

1-2: Quick drop makes it possible in some cases to stomp a koopa and then kick its shell without slowing down.

4-1: It would be possible to save time by death warping to 4-2 if the lakitu reappeared early enough and dropped a spiny shell (see: youtu.be/oCcAcfdtu0A?t=58). Unfortunately, this doesn't seem to be possible here.

4-2: Shoutouts to Kriller37 for TASing this whole level. The pipe transitions are short enough that you can enter the pipe with speed and successfully wrong warp before the screen scrolls too far. Kriller also found out that the wrong warp can still work even if the screen scrolls over on the last frame before the transition, which means you don't have to gain as much xpos.

8-1, 8-2: Nothing particularly unusual. Parakoopas can be stomped twice with quick drop, which is pretty cool.

8-3: This level has undergone the most revision over time. You can see a bit more about its history here: youtu.be/cpDFYxlv65Y
It may seem like allowing the level to loop is unoptimal, but actually I tested several different strategies and this was the fastest.

8-4: No need to walljump when you can just make the jump. :')
That combined with quick turnaround for the wrong warp made this level pretty simple to TAS.

FM2 download: dehacked.2y.net/microstorage.php/info/475140850/SMBFlowHyper-warps.fm2
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[TAS] Super Mario Bros. Flow (Hyper) "warps" in 2:09.919 @periwinkle.

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