DaSmileKat
[TAS] Marios Keep in 1:55.143 (RTA Timing)
updated
fm2: cdn.discordapp.com/attachments/1128479248114520074/1128479657759608925/1-1AFM_RTA_new.fm2
FM2: http
s://tasvideos.org/UserFiles/Info/637948407687983364
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.
Thumbnail made by Jatloe: youtube.com/channel/UCVNAzIHNrkWg2DPsgV7qHUw
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 63
This is a spliced speedrun consisting of the best individual levels a human had ever performed. For more information and links to footage used in this video, see docs.google.com/spreadsheets/d/1-vdYMbBUq6kBAOfyrmpT1Ygm9CxMnF-dO5Ta4WLS-hU/edit?usp=sharing.
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=MPdOz9wDkJM
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: FF0
This TAS improves youtu.be/oCcAcfdtu0A by 31 frames.
I found out about the death warps in 1-1 and 4-1 in youtube.com/watch?v=8h_4nSjyQik
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.
Rerecord count: 5717 (over triple the number of gameplay frames!)
For more information, see http://tasvideos.org/6986S.html.
Movie file: http://tasvideos.org/userfiles/info/67799890664579563
The rules: No collecting coins, no collecting powerups, no killing enemies except for Bowser.
Movie file: drive.google.com/file/d/1qQfDjYg6HhgF-02d_f5VEBRhb7VFgGl7/view?usp=sharing
FYI, You can use , and . to frame advance and frame rewind.
Movie file: drive.google.com/file/d/15NpMCqCVFHZUQuSKqYtaYiqWsPmzV_7k/view?usp=sharing
Edit: Got the deathless run youtu.be/ULup2nJOZx8
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: 7241
Footage for each individual level:
1-1: youtube.com/watch?v=8MyD2TACPxQ by GTAce
1-2: youtube.com/watch?v=c10fUjoNI9U by Niftski
1-3: youtube.com/watch?v=soGolNu9M0M by Kosmic
1-4: youtube.com/watch?v=INHAl3eTam8 by GTAce
2-1: youtube.com/watch?v=soGolNu9M0M by Kosmic
2-2: youtube.com/watch?v=VIWwjZ1E0JM by Losalexanderos
2-3: youtube.com/watch?v=INHAl3eTam8 by GTAce
2-4: youtube.com/watch?v=INHAl3eTam8 by GTAce
3-1: youtube.com/watch?v=VIWwjZ1E0JM by Losalexanderos
3-2: youtube.com/watch?v=VIWwjZ1E0JM by Losalexanderos
3-3: youtube.com/watch?v=INHAl3eTam8 by GTAce
3-4: youtube.com/watch?v=INHAl3eTam8 by GTAce
4-1: youtube.com/watch?v=INHAl3eTam8 by GTAce
4-2: youtube.com/watch?v=VIWwjZ1E0JM by Losalexanderos
4-3: youtube.com/watch?v=VIWwjZ1E0JM by Losalexanderos
4-4: youtube.com/watch?v=VIWwjZ1E0JM by Losalexanderos
5-1: youtube.com/watch?v=soGolNu9M0M by Kosmic
5-2: youtube.com/watch?v=DeNGtKsG43w by Niftski
5-3: youtube.com/watch?v=DeNGtKsG43w by Niftski
5-4: youtube.com/watch?v=INHAl3eTam8 by GTAce
6-1: youtube.com/watch?v=VIWwjZ1E0JM by Losalexanderos
6-2: youtube.com/watch?v=VIWwjZ1E0JM by Losalexanderos
6-3: youtube.com/watch?v=ioWN8pW7BZs by Darbian
6-4: youtube.com/watch?v=VIWwjZ1E0JM by Losalexanderos
7-1: youtube.com/watch?v=s54Bfq26ZgA by Mav6771
7-2: youtube.com/watch?v=VIWwjZ1E0JM by Losalexanderos
7-3: youtube.com/watch?v=EUtRZWLtsFg by Marikh
7-4: youtube.com/watch?v=INHAl3eTam8 by GTAce
8-1: youtube.com/watch?v=VIWwjZ1E0JM by Losalexanderos
8-2: youtube.com/watch?v=AndrSEFJCyk by Tavenwebb2002
8-3: youtube.com/watch?v=VIWwjZ1E0JM by Losalexanderos
8-4: youtube.com/watch?v=DeNGtKsG43w by Niftski
Special thanks to:
Darbian
GTAce
Kosmic
Losalexanderos
Marikh
Mav6771
Niftski
Tavenwebb2002
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.
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: 16788
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.