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		<id>https://kb.speeddemosarchive.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Blubbler</id>
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	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Any%25_Strategy</id>
		<title>Super Mario Bros./Any% Strategy</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Any%25_Strategy"/>
				<updated>2016-02-14T10:32:05Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* RTA WR and TAS comparison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
See [http://www.twitch.tv/darbian/v/21376369 darbian's WR video] for the general strategy. This only goes into detail on the non-obvious things going on.&lt;br /&gt;
&lt;br /&gt;
==Level by level explanations==&lt;br /&gt;
====World 1-1====&lt;br /&gt;
When you go into the underground section, start holding &amp;quot;right&amp;quot; when Mario has fallen about half the way down and jump as soon as you're able, trying to land on the very edge of the bricks in the middle. The farther to the left you land, the sooner you start accelerating to full speed. When the pipe transition happens, you should have 380 on the timer.&lt;br /&gt;
&lt;br /&gt;
Later just hit the flagpole at the very top. If you have 370 remaining on the timer, the level is flawless. If you have 369 remaining on the timer, it can also be flawless, but it's very likely you missed the framerule.&lt;br /&gt;
&lt;br /&gt;
====World 1-2 (Warp to 4-1)====&lt;br /&gt;
The first difficult part here is jumping over the Koopa with the Goomba directly behind it. The best way to do it is to run at full speed and do a jump where you hold A for 1 to 3 frames and then immediately jump again.&lt;br /&gt;
&lt;br /&gt;
At the end of the level, when you go to the warp zone, you actually do not have to make a tight turnaround. Unless you land on the very right edge of the rightmost pipe, you will not lose the framerule if you never slowed down elsewhere.&lt;br /&gt;
&lt;br /&gt;
====World 4-1====&lt;br /&gt;
This level is by far the easiest of the run. Jump at the top of the flagpole and you have a perfect time.&lt;br /&gt;
&lt;br /&gt;
====World 4-2 (Warp to 8-1)====&lt;br /&gt;
In this level you need to do a Wrong Warp glitch. To do this, you must scroll the screen farther to the right than usual so that both level exits are on the screen at once.&lt;br /&gt;
&lt;br /&gt;
To scroll the screen, you must jump backwards into the corner of a block. If you just want to get the glitch, you can do as many backwards jumps as you like and will get the trick quite easily. For a good time you need to limit it to 3 backwards jumps. To save another framerule, that must be made in 2 backwards jumps, but this almost requires perfection. A perfect run will show 354 or 355 remaining on the timer.&lt;br /&gt;
&lt;br /&gt;
See this video and its description for examples: https://www.youtube.com/watch?v=iymHYXglKJk&lt;br /&gt;
&lt;br /&gt;
A wallclip can be done on the wall directly after the powerup at the start of the stage. The ejection from the wall can be used as an alternative way to get Mario to the right side of the screen to perform the Wrong Warp. However this is a very hard trick and must also be done in a very optimized manner to match the time from the optimal backwards jumps method instead, so this is likely useless.&lt;br /&gt;
&lt;br /&gt;
====World 8-1====&lt;br /&gt;
Even if you do not slow down at all in this level, you may lose a framerule. To get a perfect time in 8-1, you need to have hit the star block around the middle of this level and no enemies other than the 2 Koopas (explained below).&amp;lt;br&amp;gt;&lt;br /&gt;
You can save yourself from having to perform a frame-perfect jump over 3 Goombas onto the wall behind them:&amp;lt;br&amp;gt;&lt;br /&gt;
1. At the part, where you would usually jump over a piranha plant and stomp one of the 3 Goombas behind it, perform a jump standing next to the plant and jump over it and the 3 Goombas without stomping any of them. This will prevent two of the Koopas coming up from despawning.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Hit these 2 Koopas:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Koopas.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
3. Jump behind the 2 Goombas and over the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====World 8-2====&lt;br /&gt;
A perfect run will end with a high 342 on the timer, if you do not use the bullet bill glitch (343 is possible, but yields fireworks), and a high 337 or low 338, if you do use the bullet bill glitch.&lt;br /&gt;
&lt;br /&gt;
A good bullet bill spawn can save up to 2 framerules (0.7 seconds) by performing a full flagpole glitch using it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====World 8-3====&lt;br /&gt;
In this level you need to slow down to prevent the fireworks. You should finish with 242 left.&lt;br /&gt;
&lt;br /&gt;
If you know what framerule you're on, you can predict the pseudorandom enemy patterns. Otherwise you need to get lucky.&lt;br /&gt;
&lt;br /&gt;
====World 8-4====&lt;br /&gt;
This is the only level where the framerule doesn't apply due to how the run is timed, so every frame matters.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 1'''&amp;lt;br&amp;gt;&lt;br /&gt;
Just go right and enter the pipe. The piranha plant will mysteriously vanish before you touch it.&amp;lt;br&amp;gt;&lt;br /&gt;
The big jump over the elevator has a 3 frame window. Instead you can jump onto the elevator, but it risks losing time, if you don't immediately jump off it again.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 2'''&amp;lt;br&amp;gt;&lt;br /&gt;
This is the room with the walljump. When you run off the first pipe while holding B and right all the time, you only have 1 frame to make your next jump. If you briefly press left or just let go of right, you have more leeway at the expense of 1 or 2 frames lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The walljump is explained in detail above. You will save about 5 frames if you do the walljump facing left instead of right. Depending on how well you do the walljump, you can expect to lose between 1 to 7 frames if you were facing left.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
This room has another Wrong Warp glitch, but it is much easier than the 4-2 one. It is surprisingly easy to lose lots of frames in this room. At the minimum expect to lose 2-5 frames.&amp;lt;br&amp;gt;&lt;br /&gt;
You can perform a backwards jump after exiting the pipe leading into this room for a tiny time save of about 2 frames.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 4'''&amp;lt;br&amp;gt;&lt;br /&gt;
It doesn't matter, when Mario starts swimming as long as he doesn't reach maximum walking speed before you do it. If you hold right and touch the ground, Mario will be immediately reduced to maximum walking speed (2/3 of maximum swimming speed), so let go off right, if you are about to briefly touch the ground. Note that Mario will immediately lose all speed, if he hits the pipe without entering it and he will not enter it, if you don't hold right.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 5'''&amp;lt;br&amp;gt;&lt;br /&gt;
Hope Bowser doesn't kill your run due to pure randomness and hit the switch as far to the left as possible. A good run will have 314 or 315 remaining on the timer. 315 is not neccessarily faster than 314, it just means you did the third room well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specific goal time strategies==&lt;br /&gt;
The history of this game is driven by the desire to reach specific full second goal times. Although there is no longer a requirement to reach a new second boundary to constitute a new world record or be submittable to SDA, runs continue to be judged by what second they fall into and a time below 5 minutes is seen as significant by many people.&lt;br /&gt;
&lt;br /&gt;
As a perfect run up until 8-4 and a decent 8-4 yields a time of about 4:57.4 and every mistake outside 8-4 costs a multiple of 0.35 seconds, one only needs to see how much time one has to waste and add up how much &amp;quot;mistakes&amp;quot; one is allowed to do.&lt;br /&gt;
&lt;br /&gt;
'''4:59.XX'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have about 2.6 seconds to lose and still be below 5 minutes. A way to do it would be:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Perfect until 4-2.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Do the easy 3 jump 4-2 (first method in [https://www.youtube.com/watch?v=iymHYXglKJk this video]). (0.35-0.7 seconds lost)&amp;lt;br&amp;gt;&lt;br /&gt;
3. Perfect 8-1.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Do a low risk 8-2. (0.7-1.05 seconds lost)&amp;lt;br&amp;gt;&lt;br /&gt;
5. Perfect 8-3. (memorize all possible patterns and use a split program to know, which one you're on)&amp;lt;br&amp;gt;&lt;br /&gt;
6. Don't do the walljump in 8-4 unless you lost too much time elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''4:58.XX'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have about 1.6 seconds to lose. A way to do it would be:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Perfect until 4-2.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Do the hard 3 jump 4-2 (second method in [https://www.youtube.com/watch?v=iymHYXglKJk this video]). (0.35 seconds lost)&amp;lt;br&amp;gt;&lt;br /&gt;
3. Perfect 8-1.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Do a low risk 8-2. (0.7-1.05 seconds lost)&amp;lt;br&amp;gt;&lt;br /&gt;
5. Perfect 8-3. (memorize all possible patterns and use a split program to know, which one you're on)&amp;lt;br&amp;gt;&lt;br /&gt;
6. Do the walljump in 8-4.&lt;br /&gt;
&lt;br /&gt;
'''4:57.XX'''&amp;lt;br&amp;gt;&lt;br /&gt;
Wait 1 framerule on the title screen. Do everything except the 2 jump 4-2.&lt;br /&gt;
&lt;br /&gt;
'''low 4:57.XX'''&amp;lt;br&amp;gt;&lt;br /&gt;
Wait 2 framerules on the title screen. Do everything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==RTA WR and TAS comparison==&lt;br /&gt;
RTA WR: [http://www.twitch.tv/darbian/v/35505303 4:57.42 by darbian]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;RTA rules&amp;quot; TAS: [http://dehacked.2y.net/microstorage.php/info/548286389/SMB%20RTA%20rules%20TAS%20by%20HappyLee.fcm 4:54.28 by HappyLee] (converted to RTA timing)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;left+right&amp;quot; TAS: [http://tasvideos.org/1715M.html 4:54.03 by HappyLee] (converted to RTA timing, uses left+right)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;human theory&amp;quot; TAS: [http://dehacked.2y.net/microstorage.php/info/425921585/human%20theory.fm2 4:57.07 by HappyLee] (bullet bill glitch edited in)&amp;lt;br&amp;gt;&lt;br /&gt;
It's important to note that RTA and TAS time the run differently. RTA timing starts when the timer appears in 1-1 and TAS timing starts on reset (197 frames difference). They both end on hitting the axe in 8-4.&amp;lt;br&amp;gt;&lt;br /&gt;
Also TAS allows left+right, which is banned in RTA, but RTA allows waiting on the start screen for good RNG without time loss.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comparison Table'''&amp;lt;br&amp;gt;&lt;br /&gt;
All runs are compared level by level to the &amp;quot;RTA rules&amp;quot; TAS by the number of frames they are slower.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! &amp;quot;human theory&amp;quot; TAS !! RTA WR !! best human level time&lt;br /&gt;
|-&lt;br /&gt;
| 1-1 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 8-1 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 8-2 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 8-3 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 8-4 || +21 || +42 || [https://www.youtube.com/watch?v=r1jQSalif4Y +17]&lt;br /&gt;
|-&lt;br /&gt;
| Overall || +168 (4:57.07) || +189 (4:57.42) || +164 (4:57.01)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 1-1'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing the flagpole glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 1-2'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by going through the wall and entering the warp pipe sooner.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 4-1'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing the flagpole glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 4-2'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing a wallclip to get Mario ejected to the right side of the screen instead of doing backwards jumps against blocks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 8-1'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing the flagpole glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 8-2'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule in this level by using backwards jump acceleration at the beginning of the level and otherwise perfect execution.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 8-3'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing the flagpole glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 8-4'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 42 frames:&amp;lt;br&amp;gt;&lt;br /&gt;
21 frames come from backwards jump acceleration.&amp;lt;br&amp;gt;&lt;br /&gt;
21 frames come from cleaner execution.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs</id>
		<title>Super Mario Bros./Notable Runs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs"/>
				<updated>2016-01-31T20:53:03Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
==Any%==&lt;br /&gt;
===The Twin Galaxies Days===&lt;br /&gt;
The early history of this speedrun was dominated by Twin Galaxies, which started timing from pressing the start button (while today timing is started from control of the character), only tracked full seconds and banned several glitches. The times are given as Twin Galaxies timing with what it would be under current timing in brackets behind it, if it's known.&lt;br /&gt;
===== 6:22 by Rodrigo Lopes =====&lt;br /&gt;
===== 5:28 by Aaron Collins =====&lt;br /&gt;
===== 5:20 by Cam Allen =====&lt;br /&gt;
===== 5:17 by Scott Kessler =====&lt;br /&gt;
Former records on Twin Galaxies as taken from [http://www.twingalaxies.com/content.php/2577-Scott-Kessler-Attains this article].&lt;br /&gt;
===== 5:14 (5:11) by Scott Kessler on February 26 2004 =====&lt;br /&gt;
Former World Record and the first run posted on SDA. The video seems to have disappeared from the internet.&lt;br /&gt;
===== [https://archive.org/details/Mario1_510 5:13 (5:10) by Scott Kessler on April 23 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Scott was unaware that it's faster to hit the top of the flagpole and always hit it in the middle instead. He did not do the Wrong Warp and the Walljump as these were banned. He slows down at some parts.&lt;br /&gt;
===== [https://archive.org/details/Mario1_507 5:10 (5:07) by Trevor Seguin on October 9 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to the previous run by Scott Kessler, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_506 5:09 (5:06) by Trevor Seguin on November 7 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to his previous run, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_505 5:08 (5:05) by Scott Kessler on September 14 2006] =====&lt;br /&gt;
Former World Record and posted on SDA. Was considered a perfect run at the time. Stood as the (later tied) record on Twin Galaxies for over 8 years.&lt;br /&gt;
&lt;br /&gt;
===== [https://www.youtube.com/watch?v=hP4q-B7yNUM 5:07 by andrewg on December 11 2011] =====&lt;br /&gt;
This run was done several years after the last new Twin Galaxies record and the community now mostly follows SDA's rules. Andrewg went back to get a perfect run under Twin Galaxies' ruleset, because the competition started there. Andrewg's timing of the run yielded 5:06.99, which if it was accurate would make it an unbeatable 5:06 under the old standard of always rounding down, but since then Twin Galaxies changed their method to rounding to the nearest second (which would also affect other runs such as Scott Kessler's first 5:08, which would be 5:09 instead, but it does not seem like Twin Galaxies will do retimings). A 5:06 would be possible with a near-perfect run.&lt;br /&gt;
&lt;br /&gt;
===The Hunt For 4:57===&lt;br /&gt;
Since SDA allowed heavy glitches and used to only track full second improvements the focus of runners was to reaching specific second boundaries, which were believed to be perfect, from 5:00 until 4:57, which is currently believed to be the actual limit.&lt;br /&gt;
===== [https://youtu.be/Ie4E3Bmqb5w 5:00.6 by andrewg on April 10 2007] =====&lt;br /&gt;
Former World Record and posted on SDA. The run uses a slow Wrong Warp method, because it was not yet known that the piranha plant can be despawned. Other subtle mistakes such as not hitting every flagpole at the top cost some framerules. There is a notable mistake in 8-4, where he pauses before going down a pipe, but it was believed to be irrelevant as far as reaching 4:59 was concerned.&lt;br /&gt;
===== [https://youtu.be/qTeXhU71fSE 5:00.4 by andrewg on December 23 2010] =====&lt;br /&gt;
Former World Record&lt;br /&gt;
=====  [https://youtu.be/bRyhpxR3l_g 4:59.4 by andrewg on December 24 2010] =====&lt;br /&gt;
Former World Record and posted on SDA. Slight optimizations allowed for 4:59, but the strats are still very similiar to the 5:00 runs.&lt;br /&gt;
===== [https://youtu.be/kcmKPmj9yeE 4:58.89 by andrewg on December 15 2011] =====&lt;br /&gt;
Former World Record and the current run on SDA. Improvements came from the discovery that it is faster to hit the top of the flagpole and that the piranha plant in 4-2 can be despawned by hitting the vine block. Andrewg was already aware that 4:57 was possible with a close-to-perfect run, but doubted it would ever be reached.&lt;br /&gt;
===== [https://youtu.be/Kwl9r6eq10A 4:58.78 by andrewg on January 15 2013] =====&lt;br /&gt;
===== [https://youtu.be/Kf0rYFGRTyU 4:58.56 by andrewg on January 19 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uzdhro7jrkc 4:58.51 by andrewg on March 21 2013] =====&lt;br /&gt;
===== [https://youtu.be/XRnebS1Kb28 4:58.34 by andrewg on May 19 2013] =====&lt;br /&gt;
Former World Records. A year after achieving 4:58 andrewg started going for 4:57 and these are some of his steps towards it.&lt;br /&gt;
===== [https://youtu.be/m_G-ErpZaFU 4:58.15 by andrewg on July 1 2013] =====&lt;br /&gt;
Former World Record and the first run that lost no time until 8-4 besides not doing the bullet bill glitch, which was believed to be impossible at the time. It was on pace for 4:57 until a small mistake during the Wrong Warp in 8-4.&lt;br /&gt;
===== [https://youtu.be/xuXYuUMcxyE 4:58.14 by andrewg on October 7 2013] =====&lt;br /&gt;
Former World Record and a 1 frame improvement over the previous record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=vqiEdTiT6s8 4:58.09 by andrewg on March 25 2014] =====&lt;br /&gt;
Former World Record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l on June 25 2014] =====&lt;br /&gt;
Former World Record. He did not do the fastest possible 4-2 and did the bullet bill glitch in 8-2 instead to achieve the first 4:57.&lt;br /&gt;
&lt;br /&gt;
===The Frame Wars===&lt;br /&gt;
===== [http://www.twitch.tv/darbian/v/21376369 4:57.62 by darbian on October 18 2015] =====&lt;br /&gt;
Former World Record. Has a more cleanly executed last stage than the previous record.&lt;br /&gt;
===== [http://www.twitch.tv/darbian/v/35505303 4:57.42 by darbian on January 14 2016] =====&lt;br /&gt;
Current World Record. No time loss until 8-4.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== 4:57s ====&lt;br /&gt;
4:57 has been achieved by 3 persons: i_o_l, darbian, andrewg (in this order)&lt;br /&gt;
&lt;br /&gt;
==== 4:58s ====&lt;br /&gt;
4:58 has been achieved by 4 persons: andrewg, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [https://www.youtube.com/watch?v=XM1jEUtr5hQ 4:58.35 by Kosmicd12 on September 25 2013] =====&lt;br /&gt;
The fourth best time currently and the second best time at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He was trying to achieve the first 4:57 and World Record, but couldn't complete a run before his 2 year break from speedrunning.&lt;br /&gt;
&lt;br /&gt;
==== 4:59s ====&lt;br /&gt;
4:59 has been achieved by at least 9 persons: andrewg, 蛍火 (Hotarubi), オホン (Ohon), ヒダリー (Hidari), Kosmicd12, DoorTK, i_o_l, darbian, GreenDeathFlavor (in this order)&amp;lt;br&amp;gt;&lt;br /&gt;
It was not common to archive video in the Japanese community at the moment, so the precise time of Hotarubi's, Ohon's and Hidari's runs cannot be determined; it is possible one of them would have been a World Record at the time it happened.&lt;br /&gt;
&lt;br /&gt;
== Warpless ==&lt;br /&gt;
===World Record Progression===&lt;br /&gt;
===== 22:42 by Cam Allen =====&lt;br /&gt;
===== 21:33 by Cam Allen on August 6 2004 =====&lt;br /&gt;
Former Twin Galaxies records as taken from [http://www.twingalaxies.com/showthread.php/111200-Super-Mario-Brothers-1-NES-NEW-Fastest-Completion-WR! this article].&lt;br /&gt;
===== [https://archive.org/details/Mario1_2118 21:18 by andrewg on August 27 2005] =====&lt;br /&gt;
===== [https://archive.org/details/Mario1_allstages_1957 19:57 by andrewg on February 16 2007] ===== &lt;br /&gt;
Former World Records and both posted on SDA. Played without the fire power and with several safety strategies. He did not enter the pipe in 1-1 or do the Wrong Warp in 8-4 as this was banned under Twin Galaxies rules.&lt;br /&gt;
===== [https://youtu.be/gIayBg3g4FI 19:40 by andrewg on March 12 2008] =====&lt;br /&gt;
Former World Record and the current run on SDA. Played without the fire power and with several safety strategies.&lt;br /&gt;
===== [https://youtu.be/99Wi1BSaXqQ 19:34 by Kosmicd12 on November 28 2012] =====&lt;br /&gt;
Former World Record. Played completely as small Mario and with several safety strategies. This run was performed on the Wii Virtual Console, which runs at ~99.5% speed, which cost him about 5 seconds overall.&lt;br /&gt;
===== [http://firestorage.com/download/37416f72b2d054bd46ee4f0ce5e4a7ceb57faf8a 19:24 by Hotarubi on January 13 2013] =====&lt;br /&gt;
Former World Record. Andrewg has started doing Warpless runs with the fire power and achieved several runs believed to be World Records until it was pointed out that the Japanese player 蛍火 (Hotarubi) also did runs using the fire power and had achieved a better time previously.&lt;br /&gt;
===== [https://youtu.be/YB9lO_1t_oI 19:20 by andrewg on April 6 2013] =====&lt;br /&gt;
===== [https://youtu.be/zN8H4yEaGuU 19:19 by andrewg on April 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/J_StGobOH_U 19:17 by andrewg on June 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uo0UlzPcxOY 19:16 by andrewg on June 26 2013] =====&lt;br /&gt;
===== [https://youtu.be/s04Qaz2vKqo 19:15 by andrewg on August 24 2013] =====&lt;br /&gt;
Former World Records. All performed using the fire power.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.33 by andrewg on November 11 2013] =====&lt;br /&gt;
Former World Record. Loses the fire power in 6-4.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.20 by i_o_l on April 24 2015] =====&lt;br /&gt;
Former World Record. Gets the fireworks in 7-1 and has slow Bowser kills in some stages.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6799462 19:11.520 by i_o_l on June 6 2015] =====&lt;br /&gt;
Former World Record. Misses the walljump in 8-4.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6805250 19:11.240 by i_o_l on June 8 2015] =====&lt;br /&gt;
Former World Record. Loses the fire power in 8-2.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=VfOUivm7FJ4 19:10.388 by i_o_l on June 23 2015] =====&lt;br /&gt;
Former World Record. Gets hit by the Podoboo on the last screen and misses the axe.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=e5orWMmR_SU 19:09.839 by i_o_l on July 9 2015] =====&lt;br /&gt;
Former World Record. Gets hit by the Podoboo on the last screen.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=WiOg2x00aVM 19:06.994 by i_o_l on December 18 205] =====&lt;br /&gt;
Current World Record. Misses a jump due to a Cheep Cheep spawn in room 3 of 8-4 and gets hit by the Podoboo on the last screen.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== sub 19:10s ====&lt;br /&gt;
sub 19:10 has been achieved by 1 person: i_o_l&lt;br /&gt;
==== sub 19:20s ====&lt;br /&gt;
sub 19:20 has been achieved by 3 persons: andrewg, i_o_l, darbian (in this order)&lt;br /&gt;
==== sub 19:30s ====&lt;br /&gt;
sub 19:30 has been achieved by at least 6 persons: 蛍火 (Hotarubi), andrewg, aTallSkinnyKid, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [http://youtu.be/os3Stp26DR0 19:20 by Kosmicd12 on July 21st 2013] =====&lt;br /&gt;
Best time without power-ups.&lt;br /&gt;
&lt;br /&gt;
== Minus World Ending ==&lt;br /&gt;
===== [https://www.youtube.com/watch?v=SY4X4rEIo2A 2:35.99 by i_o_l on October 30 2013] =====&lt;br /&gt;
The first notable run of this category and former World Record.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=Sq0nvEWbAkY 2:35.27 by i_o_l on May 4 2015] =====&lt;br /&gt;
Current World Record.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Any%25_Strategy</id>
		<title>Super Mario Bros./Any% Strategy</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Any%25_Strategy"/>
				<updated>2016-01-28T22:46:56Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* RTA WR and TAS comparison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
See [http://www.twitch.tv/darbian/v/21376369 darbian's WR video] for the general strategy. This only goes into detail on the non-obvious things going on.&lt;br /&gt;
&lt;br /&gt;
==Level by level explanations==&lt;br /&gt;
====World 1-1====&lt;br /&gt;
When you go into the underground section, start holding &amp;quot;right&amp;quot; when Mario has fallen about half the way down and jump as soon as you're able, trying to land on the very edge of the bricks in the middle. The farther to the left you land, the sooner you start accelerating to full speed. When the pipe transition happens, you should have 380 on the timer.&lt;br /&gt;
&lt;br /&gt;
Later just hit the flagpole at the very top. If you have 370 remaining on the timer, the level is flawless. If you have 369 remaining on the timer, it can also be flawless, but it's very likely you missed the framerule.&lt;br /&gt;
&lt;br /&gt;
====World 1-2 (Warp to 4-1)====&lt;br /&gt;
The first difficult part here is jumping over the Koopa with the Goomba directly behind it. The best way to do it is to run at full speed and do a jump where you hold A for 1 to 3 frames and then immediately jump again.&lt;br /&gt;
&lt;br /&gt;
At the end of the level, when you go to the warp zone, you actually do not have to make a tight turnaround. Unless you land on the very right edge of the rightmost pipe, you will not lose the framerule if you never slowed down elsewhere.&lt;br /&gt;
&lt;br /&gt;
====World 4-1====&lt;br /&gt;
This level is by far the easiest of the run. Jump at the top of the flagpole and you have a perfect time.&lt;br /&gt;
&lt;br /&gt;
====World 4-2 (Warp to 8-1)====&lt;br /&gt;
In this level you need to do a Wrong Warp glitch. To do this, you must scroll the screen farther to the right than usual so that both level exits are on the screen at once.&lt;br /&gt;
&lt;br /&gt;
To scroll the screen, you must jump backwards into the corner of a block. If you just want to get the glitch, you can do as many backwards jumps as you like and will get the trick quite easily. For a good time you need to limit it to 3 backwards jumps. To save another framerule, that must be made in 2 backwards jumps, but this almost requires perfection. A perfect run will show 354 or 355 remaining on the timer.&lt;br /&gt;
&lt;br /&gt;
See this video and its description for examples: https://www.youtube.com/watch?v=iymHYXglKJk&lt;br /&gt;
&lt;br /&gt;
A wallclip can be done on the wall directly after the powerup at the start of the stage. The ejection from the wall can be used as an alternative way to get Mario to the right side of the screen to perform the Wrong Warp. However this is a very hard trick and must also be done in a very optimized manner to match the time from the optimal backwards jumps method instead, so this is likely useless.&lt;br /&gt;
&lt;br /&gt;
====World 8-1====&lt;br /&gt;
Even if you do not slow down at all in this level, you may lose a framerule. To get a perfect time in 8-1, you need to have hit the star block around the middle of this level and no enemies other than the 2 Koopas (explained below).&amp;lt;br&amp;gt;&lt;br /&gt;
You can save yourself from having to perform a frame-perfect jump over 3 Goombas onto the wall behind them:&amp;lt;br&amp;gt;&lt;br /&gt;
1. At the part, where you would usually jump over a piranha plant and stomp one of the 3 Goombas behind it, perform a jump standing next to the plant and jump over it and the 3 Goombas without stomping any of them. This will prevent two of the Koopas coming up from despawning.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Hit these 2 Koopas:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Koopas.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
3. Jump behind the 2 Goombas and over the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====World 8-2====&lt;br /&gt;
A perfect run will end with a high 342 on the timer, if you do not use the bullet bill glitch (343 is possible, but yields fireworks), and a high 337 or low 338, if you do use the bullet bill glitch.&lt;br /&gt;
&lt;br /&gt;
A good bullet bill spawn can save up to 2 framerules (0.7 seconds) by performing a full flagpole glitch using it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====World 8-3====&lt;br /&gt;
In this level you need to slow down to prevent the fireworks. You should finish with 242 left.&lt;br /&gt;
&lt;br /&gt;
If you know what framerule you're on, you can predict the pseudorandom enemy patterns. Otherwise you need to get lucky.&lt;br /&gt;
&lt;br /&gt;
====World 8-4====&lt;br /&gt;
This is the only level where the framerule doesn't apply due to how the run is timed, so every frame matters.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 1'''&amp;lt;br&amp;gt;&lt;br /&gt;
Just go right and enter the pipe. The piranha plant will mysteriously vanish before you touch it.&amp;lt;br&amp;gt;&lt;br /&gt;
The big jump over the elevator has a 3 frame window. Instead you can jump onto the elevator, but it risks losing time, if you don't immediately jump off it again.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 2'''&amp;lt;br&amp;gt;&lt;br /&gt;
This is the room with the walljump. When you run off the first pipe while holding B and right all the time, you only have 1 frame to make your next jump. If you briefly press left or just let go of right, you have more leeway at the expense of 1 or 2 frames lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The walljump is explained in detail above. You will save about 5 frames if you do the walljump facing left instead of right. Depending on how well you do the walljump, you can expect to lose between 1 to 7 frames if you were facing left.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
This room has another Wrong Warp glitch, but it is much easier than the 4-2 one. It is surprisingly easy to lose lots of frames in this room. At the minimum expect to lose 2-5 frames.&amp;lt;br&amp;gt;&lt;br /&gt;
You can perform a backwards jump after exiting the pipe leading into this room for a tiny time save of about 2 frames.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 4'''&amp;lt;br&amp;gt;&lt;br /&gt;
It doesn't matter, when Mario starts swimming as long as he doesn't reach maximum walking speed before you do it. If you hold right and touch the ground, Mario will be immediately reduced to maximum walking speed (2/3 of maximum swimming speed), so let go off right, if you are about to briefly touch the ground. Note that Mario will immediately lose all speed, if he hits the pipe without entering it and he will not enter it, if you don't hold right.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 5'''&amp;lt;br&amp;gt;&lt;br /&gt;
Hope Bowser doesn't kill your run due to pure randomness and hit the switch as far to the left as possible. A good run will have 314 or 315 remaining on the timer. 315 is not neccessarily faster than 314, it just means you did the third room well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specific goal time strategies==&lt;br /&gt;
The history of this game is driven by the desire to reach specific full second goal times. Although there is no longer a requirement to reach a new second boundary to constitute a new world record or be submittable to SDA, runs continue to be judged by what second they fall into and a time below 5 minutes is seen as significant by many people.&lt;br /&gt;
&lt;br /&gt;
As a perfect run up until 8-4 and a decent 8-4 yields a time of about 4:57.4 and every mistake outside 8-4 costs a multiple of 0.35 seconds, one only needs to see how much time one has to waste and add up how much &amp;quot;mistakes&amp;quot; one is allowed to do.&lt;br /&gt;
&lt;br /&gt;
'''4:59.XX'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have about 2.6 seconds to lose and still be below 5 minutes. A way to do it would be:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Perfect until 4-2.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Do the easy 3 jump 4-2 (first method in [https://www.youtube.com/watch?v=iymHYXglKJk this video]). (0.35-0.7 seconds lost)&amp;lt;br&amp;gt;&lt;br /&gt;
3. Perfect 8-1.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Do a low risk 8-2. (0.7-1.05 seconds lost)&amp;lt;br&amp;gt;&lt;br /&gt;
5. Perfect 8-3. (memorize all possible patterns and use a split program to know, which one you're on)&amp;lt;br&amp;gt;&lt;br /&gt;
6. Don't do the walljump in 8-4 unless you lost too much time elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''4:58.XX'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have about 1.6 seconds to lose. A way to do it would be:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Perfect until 4-2.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Do the hard 3 jump 4-2 (second method in [https://www.youtube.com/watch?v=iymHYXglKJk this video]). (0.35 seconds lost)&amp;lt;br&amp;gt;&lt;br /&gt;
3. Perfect 8-1.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Do a low risk 8-2. (0.7-1.05 seconds lost)&amp;lt;br&amp;gt;&lt;br /&gt;
5. Perfect 8-3. (memorize all possible patterns and use a split program to know, which one you're on)&amp;lt;br&amp;gt;&lt;br /&gt;
6. Do the walljump in 8-4.&lt;br /&gt;
&lt;br /&gt;
'''4:57.XX'''&amp;lt;br&amp;gt;&lt;br /&gt;
Wait 1 framerule on the title screen. Do everything except the 2 jump 4-2.&lt;br /&gt;
&lt;br /&gt;
'''low 4:57.XX'''&amp;lt;br&amp;gt;&lt;br /&gt;
Wait 2 framerules on the title screen. Do everything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==RTA WR and TAS comparison==&lt;br /&gt;
RTA WR: [http://www.twitch.tv/darbian/v/35505303 4:57.42 by darbian]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;RTA rules&amp;quot; TAS: [http://dehacked.2y.net/microstorage.php/info/548286389/SMB%20RTA%20rules%20TAS%20by%20HappyLee.fcm 4:54.28 by HappyLee] (converted to RTA timing)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;left+right&amp;quot; TAS: [http://tasvideos.org/1715M.html 4:54.03 by HappyLee] (converted to RTA timing, uses left+right)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;human theory&amp;quot; TAS: [http://dehacked.2y.net/microstorage.php/info/425921585/human%20theory.fm2 4:57.07 by HappyLee] (bullet bill glitch edited in)&amp;lt;br&amp;gt;&lt;br /&gt;
It's important to note that RTA and TAS time the run differently. RTA timing starts when the timer appears in 1-1 and TAS timing starts on reset (197 frames difference). They both end on hitting the axe in 8-4.&amp;lt;br&amp;gt;&lt;br /&gt;
Also TAS allows left+right, which is banned in RTA, but RTA allows waiting on the start screen for good RNG without time loss.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comparison Table'''&amp;lt;br&amp;gt;&lt;br /&gt;
All runs are compared level by level to the &amp;quot;RTA rules&amp;quot; TAS by the number of frames they are slower.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! &amp;quot;human theory&amp;quot; TAS !! RTA WR !! best human level time&lt;br /&gt;
|-&lt;br /&gt;
| 1-1 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 8-1 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 8-2 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 8-3 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 8-4 || +21 || +42 || [https://www.youtube.com/watch?v=r1jQSalif4Y +]&lt;br /&gt;
|-&lt;br /&gt;
| Overall || +168 (4:57.07) || +189 (4:57.42) || +164 (4:57.01)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 1-1'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing the flagpole glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 1-2'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by going through the wall and entering the warp pipe sooner.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 4-1'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing the flagpole glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 4-2'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing a wallclip to get Mario ejected to the right side of the screen instead of doing backwards jumps against blocks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 8-1'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing the flagpole glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 8-2'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule in this level by using backwards jump acceleration at the beginning of the level and otherwise perfect execution.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 8-3'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing the flagpole glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 8-4'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 42 frames:&amp;lt;br&amp;gt;&lt;br /&gt;
21 frames come from backwards jump acceleration.&amp;lt;br&amp;gt;&lt;br /&gt;
21 frames come from cleaner execution.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Versions</id>
		<title>Super Mario Bros./Versions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Versions"/>
				<updated>2016-01-20T05:15:24Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* Different games with a similiar name */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
&lt;br /&gt;
[[Super Mario Bros.]] was initially released for the NES and Famicom, but due its huge success a vast number of rereleases, ports and different games with the same name exist.&amp;lt;br&amp;gt;&lt;br /&gt;
The framerate of the NES and Famicom is 39375000/655171 ~= 60.09881387708959.&lt;br /&gt;
&lt;br /&gt;
==Other console and rereleases, which stay close to the original==&lt;br /&gt;
====Famicom Disk System version====&lt;br /&gt;
Framerate: 39375000/655171 ~= 60.09881387708959&amp;lt;br&amp;gt;&lt;br /&gt;
This version is almost identical to the original version. The only notable difference is that the Minus World is completely different and can be finished.&lt;br /&gt;
====NES PAL version====&lt;br /&gt;
Framerate: ~50.0069789081886&amp;lt;br&amp;gt;&lt;br /&gt;
Due to PAL systems running at a slower framerate, Mario's movement speed has been increased to counter the effect. Overall Mario still moves slower in this version, but some things that are not possible on the NTSC version work in this one. You can get a 244 in level 8-3 and you can do a flagpole glitch in every level (may require left+right, which is banned). It may be possible (but very unlikely) that you can finish the game faster than on NTSC, if you use the flagpole glitch.&lt;br /&gt;
====Hong Kong NES====&lt;br /&gt;
Framerate (NTSC mode): ~59.5&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate (PAL mode): ?&amp;lt;br&amp;gt;&lt;br /&gt;
The Hong Kong NES was officially developed for Hong Kong and allows you to switch between PAL and NTSC mode.&lt;br /&gt;
====NES multi-game cartridges====&lt;br /&gt;
Super Mario Bros. shared a cartridge with&amp;lt;br&amp;gt;&lt;br /&gt;
- Duck Hunt (NTSC and PAL)&amp;lt;br&amp;gt;&lt;br /&gt;
- Duck Hunt and World Class Track Meet (NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
- Tetris and Nintendo World Cup (PAL)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros. was also part of the Nintendo World Championship 1990 (NTSC). After collecting 50 coins, you go to another game.&amp;lt;br&amp;gt;&lt;br /&gt;
All these versions seem to be identical to the original.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GBA rereleases====&lt;br /&gt;
Framerate: 262144 / 4389 ~= 59.72750056960583 (GBA)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ? (Game Boy Player)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros. has been part of the ''Classic NES Series'', the ''Famicom Minis Collection'' and has been released in a Special Edition for the 25th anniversary.&lt;br /&gt;
====3DS rerelease====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
====Wii Virtual Console rerelease====&lt;br /&gt;
Framerate (NTSC): ~59.824&amp;lt;br&amp;gt;&lt;br /&gt;
This version stays very faithful to the original, but due to the framerate it's a bit slower.&amp;lt;br&amp;gt;&lt;br /&gt;
There is also version, in which the coin block skin is replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
====Wii U Virtual Console rerelease====&lt;br /&gt;
Framerate: ~59.94&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====PlayChoice-10 Arcade version====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
An arcade system, which lets you play various NES games with play time being bought through coins.&lt;br /&gt;
====FamicomBox test version====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
A system for shops in Japan that let you test Famicom games.&lt;br /&gt;
====FamicomStation test version====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
A system for shops in Japan that let you test Famicom games.&lt;br /&gt;
====Super Smash Bros. Brawl. trial version====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
You can playtest Super Mario Bros. for 1 minute in this game.&lt;br /&gt;
====Animal Crossing unlockable====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
A GBA port of Super Mario Bros. is in this game, but can only be unlocked with cheats.&lt;br /&gt;
&lt;br /&gt;
==Remakes==&lt;br /&gt;
====Super Mario All-Stars====&lt;br /&gt;
Framerate: 39375000/655171 ~= 60.09881387708959 (SNES NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ~59.824 (Wii VC NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros. has been remade for the SNES and bundled with other games in the series. The graphics have been updated and some glitches are fixed.&amp;lt;br&amp;gt;&lt;br /&gt;
There is also a version which is bundled with Super Mario World too.&amp;lt;br&amp;gt;&lt;br /&gt;
It has also been rereleased on the Wii Virtual Console.&amp;lt;br&amp;gt;&lt;br /&gt;
All these versions are slower than the original and are in their own categories.&amp;lt;br&amp;gt;&lt;br /&gt;
The Japanese version is faster, because some flagpoles make you drop off more quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Super Mario Bros. Deluxe====&lt;br /&gt;
Framerate: ~61.17045102596282958984 (Super Game Boy 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ~59.7275005696058 (GB/GBC/GBA/SGB2)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ? (Game Boy Player)&amp;lt;br&amp;gt;&lt;br /&gt;
This remake for the GameBoy Color has a different engine and many glitches fixed. It is the only version faster than the original (ignoring NES PAL flagpole glitches and the FDS Minus World ending).&amp;lt;br&amp;gt;&lt;br /&gt;
It also features a racing mode and a challenge mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Different games with a similiar name==&lt;br /&gt;
====Vs. Super Mario Bros.====&lt;br /&gt;
This is an arcade version of the game with some changes to make the game harder.&amp;lt;br&amp;gt;&lt;br /&gt;
====All Night Nippon Super Mario Bros.====&lt;br /&gt;
This a version with sprite changes and some level changes for the Famicom Disk System.&amp;lt;br&amp;gt;&lt;br /&gt;
====Super Mario Bros. Special====&lt;br /&gt;
This game was released for the NEC PC-8801 and Sharp X1.&amp;lt;br&amp;gt;&lt;br /&gt;
====LCD games====&lt;br /&gt;
Many games very different from the original yet featuring the same name have been released on LCD devices.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Any%25_Strategy</id>
		<title>Super Mario Bros./Any% Strategy</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Any%25_Strategy"/>
				<updated>2016-01-15T17:50:59Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* RTA WR and TAS comparison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
See [http://www.twitch.tv/darbian/v/21376369 darbian's WR video] for the general strategy. This only goes into detail on the non-obvious things going on.&lt;br /&gt;
&lt;br /&gt;
==Level by level explanations==&lt;br /&gt;
====World 1-1====&lt;br /&gt;
When you go into the underground section, start holding &amp;quot;right&amp;quot; when Mario has fallen about half the way down and jump as soon as you're able, trying to land on the very edge of the bricks in the middle. The farther to the left you land, the sooner you start accelerating to full speed. When the pipe transition happens, you should have 380 on the timer.&lt;br /&gt;
&lt;br /&gt;
Later just hit the flagpole at the very top. If you have 370 remaining on the timer, the level is flawless. If you have 369 remaining on the timer, it can also be flawless, but it's very likely you missed the framerule.&lt;br /&gt;
&lt;br /&gt;
====World 1-2 (Warp to 4-1)====&lt;br /&gt;
The first difficult part here is jumping over the Koopa with the Goomba directly behind it. The best way to do it is to run at full speed and do a jump where you hold A for 1 to 3 frames and then immediately jump again.&lt;br /&gt;
&lt;br /&gt;
At the end of the level, when you go to the warp zone, you actually do not have to make a tight turnaround. Unless you land on the very right edge of the rightmost pipe, you will not lose the framerule if you never slowed down elsewhere.&lt;br /&gt;
&lt;br /&gt;
====World 4-1====&lt;br /&gt;
This level is by far the easiest of the run. Jump at the top of the flagpole and you have a perfect time.&lt;br /&gt;
&lt;br /&gt;
====World 4-2 (Warp to 8-1)====&lt;br /&gt;
In this level you need to do a Wrong Warp glitch. To do this, you must scroll the screen farther to the right than usual so that both level exits are on the screen at once.&lt;br /&gt;
&lt;br /&gt;
To scroll the screen, you must jump backwards into the corner of a block. If you just want to get the glitch, you can do as many backwards jumps as you like and will get the trick quite easily. For a good time you need to limit it to 3 backwards jumps. To save another framerule, that must be made in 2 backwards jumps, but this almost requires perfection. A perfect run will show 354 or 355 remaining on the timer.&lt;br /&gt;
&lt;br /&gt;
See this video and its description for examples: https://www.youtube.com/watch?v=iymHYXglKJk&lt;br /&gt;
&lt;br /&gt;
A wallclip can be done on the wall directly after the powerup at the start of the stage. The ejection from the wall can be used as an alternative way to get Mario to the right side of the screen to perform the Wrong Warp. However this is a very hard trick and must also be done in a very optimized manner to match the time from the optimal backwards jumps method instead, so this is likely useless.&lt;br /&gt;
&lt;br /&gt;
====World 8-1====&lt;br /&gt;
Even if you do not slow down at all in this level, you may lose a framerule. To get a perfect time in 8-1, you need to have hit the star block around the middle of this level and no enemies other than the 2 Koopas (explained below).&amp;lt;br&amp;gt;&lt;br /&gt;
You can save yourself from having to perform a frame-perfect jump over 3 Goombas onto the wall behind them:&amp;lt;br&amp;gt;&lt;br /&gt;
1. At the part, where you would usually jump over a piranha plant and stomp one of the 3 Goombas behind it, perform a jump standing next to the plant and jump over it and the 3 Goombas without stomping any of them. This will prevent two of the Koopas coming up from despawning.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Hit these 2 Koopas:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Koopas.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
3. Jump behind the 2 Goombas and over the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====World 8-2====&lt;br /&gt;
A perfect run will end with a high 342 on the timer, if you do not use the bullet bill glitch (343 is possible, but yields fireworks), and a high 337 or low 338, if you do use the bullet bill glitch.&lt;br /&gt;
&lt;br /&gt;
A good bullet bill spawn can save up to 2 framerules (0.7 seconds) by performing a full flagpole glitch using it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====World 8-3====&lt;br /&gt;
In this level you need to slow down to prevent the fireworks. You should finish with 242 left.&lt;br /&gt;
&lt;br /&gt;
If you know what framerule you're on, you can predict the pseudorandom enemy patterns. Otherwise you need to get lucky.&lt;br /&gt;
&lt;br /&gt;
====World 8-4====&lt;br /&gt;
This is the only level where the framerule doesn't apply due to how the run is timed, so every frame matters.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 1'''&amp;lt;br&amp;gt;&lt;br /&gt;
Just go right and enter the pipe. The piranha plant will mysteriously vanish before you touch it.&amp;lt;br&amp;gt;&lt;br /&gt;
The big jump over the elevator has a 3 frame window. Instead you can jump onto the elevator, but it risks losing time, if you don't immediately jump off it again.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 2'''&amp;lt;br&amp;gt;&lt;br /&gt;
This is the room with the walljump. When you run off the first pipe while holding B and right all the time, you only have 1 frame to make your next jump. If you briefly press left or just let go of right, you have more leeway at the expense of 1 or 2 frames lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The walljump is explained in detail above. You will save about 5 frames if you do the walljump facing left instead of right. Depending on how well you do the walljump, you can expect to lose between 1 to 7 frames if you were facing left.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
This room has another Wrong Warp glitch, but it is much easier than the 4-2 one. It is surprisingly easy to lose lots of frames in this room. At the minimum expect to lose 2-5 frames.&amp;lt;br&amp;gt;&lt;br /&gt;
You can perform a backwards jump after exiting the pipe leading into this room for a tiny time save of about 2 frames.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 4'''&amp;lt;br&amp;gt;&lt;br /&gt;
It doesn't matter, when Mario starts swimming as long as he doesn't reach maximum walking speed before you do it. If you hold right and touch the ground, Mario will be immediately reduced to maximum walking speed (2/3 of maximum swimming speed), so let go off right, if you are about to briefly touch the ground. Note that Mario will immediately lose all speed, if he hits the pipe without entering it and he will not enter it, if you don't hold right.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 5'''&amp;lt;br&amp;gt;&lt;br /&gt;
Hope Bowser doesn't kill your run due to pure randomness and hit the switch as far to the left as possible. A good run will have 314 or 315 remaining on the timer. 315 is not neccessarily faster than 314, it just means you did the third room well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specific goal time strategies==&lt;br /&gt;
The history of this game is driven by the desire to reach specific full second goal times. Although there is no longer a requirement to reach a new second boundary to constitute a new world record or be submittable to SDA, runs continue to be judged by what second they fall into and a time below 5 minutes is seen as significant by many people.&lt;br /&gt;
&lt;br /&gt;
As a perfect run up until 8-4 and a decent 8-4 yields a time of about 4:57.4 and every mistake outside 8-4 costs a multiple of 0.35 seconds, one only needs to see how much time one has to waste and add up how much &amp;quot;mistakes&amp;quot; one is allowed to do.&lt;br /&gt;
&lt;br /&gt;
'''4:59.XX'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have about 2.6 seconds to lose and still be below 5 minutes. A way to do it would be:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Perfect until 4-2.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Do the easy 3 jump 4-2 (first method in [https://www.youtube.com/watch?v=iymHYXglKJk this video]). (0.35-0.7 seconds lost)&amp;lt;br&amp;gt;&lt;br /&gt;
3. Perfect 8-1.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Do a low risk 8-2. (0.7-1.05 seconds lost)&amp;lt;br&amp;gt;&lt;br /&gt;
5. Perfect 8-3. (memorize all possible patterns and use a split program to know, which one you're on)&amp;lt;br&amp;gt;&lt;br /&gt;
6. Don't do the walljump in 8-4 unless you lost too much time elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''4:58.XX'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have about 1.6 seconds to lose. A way to do it would be:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Perfect until 4-2.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Do the hard 3 jump 4-2 (second method in [https://www.youtube.com/watch?v=iymHYXglKJk this video]). (0.35 seconds lost)&amp;lt;br&amp;gt;&lt;br /&gt;
3. Perfect 8-1.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Do a low risk 8-2. (0.7-1.05 seconds lost)&amp;lt;br&amp;gt;&lt;br /&gt;
5. Perfect 8-3. (memorize all possible patterns and use a split program to know, which one you're on)&amp;lt;br&amp;gt;&lt;br /&gt;
6. Do the walljump in 8-4.&lt;br /&gt;
&lt;br /&gt;
'''4:57.XX'''&amp;lt;br&amp;gt;&lt;br /&gt;
Wait 1 framerule on the title screen. Do everything except the 2 jump 4-2.&lt;br /&gt;
&lt;br /&gt;
'''low 4:57.XX'''&amp;lt;br&amp;gt;&lt;br /&gt;
Wait 2 framerules on the title screen. Do everything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==RTA WR and TAS comparison==&lt;br /&gt;
RTA WR: [http://www.twitch.tv/darbian/v/35505303 4:57.42 by darbian]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;RTA rules&amp;quot; TAS: [http://dehacked.2y.net/microstorage.php/info/548286389/SMB%20RTA%20rules%20TAS%20by%20HappyLee.fcm 4:54.28 by HappyLee] (converted to RTA timing)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;left+right&amp;quot; TAS: [http://tasvideos.org/1715M.html 4:54.03 by HappyLee] (converted to RTA timing, uses left+right)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;human theory&amp;quot; TAS: [http://dehacked.2y.net/microstorage.php/info/425921585/human%20theory.fm2 4:57.07 by HappyLee] (bullet bill glitch edited in)&amp;lt;br&amp;gt;&lt;br /&gt;
It's important to note that RTA and TAS time the run differently. RTA timing starts when the timer appears in 1-1 and TAS timing starts on reset (197 frames difference). They both end on hitting the axe in 8-4.&amp;lt;br&amp;gt;&lt;br /&gt;
Also TAS allows left+right, which is banned in RTA, but RTA allows waiting on the start screen for good RNG without time loss.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comparison Table'''&amp;lt;br&amp;gt;&lt;br /&gt;
All runs are compared level by level to the &amp;quot;RTA rules&amp;quot; TAS by the number of frames they are slower.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! &amp;quot;human theory&amp;quot; TAS !! RTA WR !! best human level time&lt;br /&gt;
|-&lt;br /&gt;
| 1-1 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 8-1 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 8-2 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 8-3 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 8-4 || +21 || +42 || [https://www.youtube.com/watch?v=x6n_KAJAj4M +24/25]&lt;br /&gt;
|-&lt;br /&gt;
| Overall || +168 (4:57.07) || +189 (4:57.42) || +171/172 (4:57.12/4:57.14)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 1-1'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing the flagpole glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 1-2'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by going through the wall and entering the warp pipe sooner.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 4-1'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing the flagpole glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 4-2'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing a wallclip to get Mario ejected to the right side of the screen instead of doing backwards jumps against blocks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 8-1'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing the flagpole glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 8-2'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule in this level by using backwards jump acceleration at the beginning of the level and otherwise perfect execution.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 8-3'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing the flagpole glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 8-4'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 42 frames:&amp;lt;br&amp;gt;&lt;br /&gt;
21 frames come from backwards jump acceleration.&amp;lt;br&amp;gt;&lt;br /&gt;
21 frames come from cleaner execution.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs</id>
		<title>Super Mario Bros./Notable Runs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs"/>
				<updated>2016-01-15T17:34:18Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
==Any%==&lt;br /&gt;
===The Twin Galaxies Days===&lt;br /&gt;
The early history of this speedrun was dominated by Twin Galaxies, which started timing from pressing the start button (while today timing is started from control of the character), only tracked full seconds and banned several glitches. The times are given as Twin Galaxies timing with what it would be under current timing in brackets behind it, if it's known.&lt;br /&gt;
===== 6:22 by Rodrigo Lopes =====&lt;br /&gt;
===== 5:28 by Aaron Collins =====&lt;br /&gt;
===== 5:20 by Cam Allen =====&lt;br /&gt;
===== 5:17 by Scott Kessler =====&lt;br /&gt;
Former records on Twin Galaxies as taken from [http://www.twingalaxies.com/content.php/2577-Scott-Kessler-Attains this article].&lt;br /&gt;
===== 5:14 (5:11) by Scott Kessler on February 26 2004 =====&lt;br /&gt;
Former World Record and the first run posted on SDA. The video seems to have disappeared from the internet.&lt;br /&gt;
===== [https://archive.org/details/Mario1_510 5:13 (5:10) by Scott Kessler on April 23 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Scott was unaware that it's faster to hit the top of the flagpole and always hit it in the middle instead. He did not do the Wrong Warp and the Walljump as these were banned. He slows down at some parts.&lt;br /&gt;
===== [https://archive.org/details/Mario1_507 5:10 (5:07) by Trevor Seguin on October 9 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to the previous run by Scott Kessler, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_506 5:09 (5:06) by Trevor Seguin on November 7 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to his previous run, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_505 5:08 (5:05) by Scott Kessler on September 14 2006] =====&lt;br /&gt;
Former World Record and posted on SDA. Was considered a perfect run at the time. Stood as the (later tied) record on Twin Galaxies for over 8 years.&lt;br /&gt;
&lt;br /&gt;
===== [https://www.youtube.com/watch?v=hP4q-B7yNUM 5:07 by andrewg on December 11 2011] =====&lt;br /&gt;
This run was done several years after the last new Twin Galaxies record and the community now mostly follows SDA's rules. Andrewg went back to get a perfect run under Twin Galaxies' ruleset, because the competition started there. Andrewg's timing of the run yielded 5:06.99, which if it was accurate would make it an unbeatable 5:06 under the old standard of always rounding down, but since then Twin Galaxies changed their method to rounding to the nearest second (which would also affect other runs such as Scott Kessler's first 5:08, which would be 5:09 instead, but it does not seem like Twin Galaxies will do retimings). A 5:06 would be possible with a near-perfect run.&lt;br /&gt;
&lt;br /&gt;
===The Hunt For 4:57===&lt;br /&gt;
Since SDA allowed heavy glitches and used to only track full second improvements the focus of runners was to reaching specific second boundaries, which were believed to be perfect, from 5:00 until 4:57, which is currently believed to be the actual limit.&lt;br /&gt;
===== [https://youtu.be/Ie4E3Bmqb5w 5:00.6 by andrewg on April 10 2007] =====&lt;br /&gt;
Former World Record and posted on SDA. The run uses a slow Wrong Warp method, because it was not yet known that the piranha plant can be despawned. Other subtle mistakes such as not hitting every flagpole at the top cost some framerules. There is a notable mistake in 8-4, where he pauses before going down a pipe, but it was believed to be irrelevant as far as reaching 4:59 was concerned.&lt;br /&gt;
===== [https://youtu.be/qTeXhU71fSE 5:00.4 by andrewg on December 23 2010] =====&lt;br /&gt;
Former World Record&lt;br /&gt;
=====  [https://youtu.be/bRyhpxR3l_g 4:59.4 by andrewg on December 24 2010] =====&lt;br /&gt;
Former World Record and posted on SDA. Slight optimizations allowed for 4:59, but the strats are still very similiar to the 5:00 runs.&lt;br /&gt;
===== [https://youtu.be/kcmKPmj9yeE 4:58.89 by andrewg on December 15 2011] =====&lt;br /&gt;
Former World Record and the current run on SDA. Improvements came from the discovery that it is faster to hit the top of the flagpole and that the piranha plant in 4-2 can be despawned by hitting the vine block. Andrewg was already aware that 4:57 was possible with a close-to-perfect run, but doubted it would ever be reached.&lt;br /&gt;
===== [https://youtu.be/Kwl9r6eq10A 4:58.78 by andrewg on January 15 2013] =====&lt;br /&gt;
===== [https://youtu.be/Kf0rYFGRTyU 4:58.56 by andrewg on January 19 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uzdhro7jrkc 4:58.51 by andrewg on March 21 2013] =====&lt;br /&gt;
===== [https://youtu.be/XRnebS1Kb28 4:58.34 by andrewg on May 19 2013] =====&lt;br /&gt;
Former World Records. A year after achieving 4:58 andrewg started going for 4:57 and these are some of his steps towards it.&lt;br /&gt;
===== [https://youtu.be/m_G-ErpZaFU 4:58.15 by andrewg on July 1 2013] =====&lt;br /&gt;
Former World Record and the first run that lost no time until 8-4 besides not doing the bullet bill glitch, which was believed to be impossible at the time. It was on pace for 4:57 until a small mistake during the Wrong Warp in 8-4.&lt;br /&gt;
===== [https://youtu.be/xuXYuUMcxyE 4:58.14 by andrewg on October 7 2013] =====&lt;br /&gt;
Former World Record and a 1 frame improvement over the previous record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=vqiEdTiT6s8 4:58.09 by andrewg on March 25 2014] =====&lt;br /&gt;
Former World Record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l on June 25 2014] =====&lt;br /&gt;
Former World Record. He did not do the fastest possible 4-2 and did the bullet bill glitch in 8-2 instead to achieve the first 4:57.&lt;br /&gt;
&lt;br /&gt;
===The Frame Wars===&lt;br /&gt;
===== [http://www.twitch.tv/darbian/v/21376369 4:57.62 by darbian on October 18 2015] =====&lt;br /&gt;
Former World Record. Has a more cleanly executed last stage than the previous record.&lt;br /&gt;
===== [http://www.twitch.tv/darbian/v/35505303 4:57.42 by darbian on January 14 2016] =====&lt;br /&gt;
Current World Record. No time loss until 8-4.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== 4:57s ====&lt;br /&gt;
4:57 has been achieved by 3 persons: i_o_l, darbian, andrewg (in this order)&lt;br /&gt;
&lt;br /&gt;
==== 4:58s ====&lt;br /&gt;
4:58 has been achieved by 4 persons: andrewg, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [https://www.youtube.com/watch?v=XM1jEUtr5hQ 4:58.35 by Kosmicd12 on September 25 2013] =====&lt;br /&gt;
The fourth best time currently and the second best time at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He was trying to achieve the first 4:57 and World Record, but couldn't complete a run before his 2 year break from speedrunning.&lt;br /&gt;
&lt;br /&gt;
==== 4:59s ====&lt;br /&gt;
4:59 has been achieved by at least 9 persons: andrewg, 蛍火 (Hotarubi), オホン (Ohon), ヒダリー (Hidari), Kosmicd12, DoorTK, i_o_l, darbian, GreenDeathFlavor (in this order)&amp;lt;br&amp;gt;&lt;br /&gt;
It was not common to archive video in the Japanese community at the moment, so the precise time of Hotarubi's, Ohon's and Hidari's runs cannot be determined; it is possible one of them would have been a World Record at the time it happened.&lt;br /&gt;
&lt;br /&gt;
== Warpless ==&lt;br /&gt;
===World Record Progression===&lt;br /&gt;
===== 22:42 by Cam Allen =====&lt;br /&gt;
===== 21:33 by Cam Allen on August 6 2004 =====&lt;br /&gt;
Former Twin Galaxies records as taken from [http://www.twingalaxies.com/showthread.php/111200-Super-Mario-Brothers-1-NES-NEW-Fastest-Completion-WR! this article].&lt;br /&gt;
===== [https://archive.org/details/Mario1_2118 21:18 by andrewg on August 27 2005] =====&lt;br /&gt;
===== [https://archive.org/details/Mario1_allstages_1957 19:57 by andrewg on February 16 2007] ===== &lt;br /&gt;
Former World Records and both posted on SDA. Played without the fire power and with several safety strategies. He did not enter the pipe in 1-1 or do the Wrong Warp in 8-4 as this was banned under Twin Galaxies rules.&lt;br /&gt;
===== [https://youtu.be/gIayBg3g4FI 19:40 by andrewg on March 12 2008] =====&lt;br /&gt;
Former World Record and the current run on SDA. Played without the fire power and with several safety strategies.&lt;br /&gt;
===== [https://youtu.be/99Wi1BSaXqQ 19:34 by Kosmicd12 on November 28 2012] =====&lt;br /&gt;
Former World Record. Played completely as small Mario and with several safety strategies. This run was performed on the Wii Virtual Console, which runs at ~99.5% speed, which cost him about 5 seconds overall.&lt;br /&gt;
===== [http://firestorage.com/download/37416f72b2d054bd46ee4f0ce5e4a7ceb57faf8a 19:24 by Hotarubi on January 13 2013] =====&lt;br /&gt;
Former World Record. Andrewg has started doing Warpless runs with the fire power and achieved several runs believed to be World Records until it was pointed out that the Japanese player 蛍火 (Hotarubi) also did runs using the fire power and had achieved a better time previously.&lt;br /&gt;
===== [https://youtu.be/YB9lO_1t_oI 19:20 by andrewg on April 6 2013] =====&lt;br /&gt;
===== [https://youtu.be/zN8H4yEaGuU 19:19 by andrewg on April 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/J_StGobOH_U 19:17 by andrewg on June 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uo0UlzPcxOY 19:16 by andrewg on June 26 2013] =====&lt;br /&gt;
===== [https://youtu.be/s04Qaz2vKqo 19:15 by andrewg on August 24 2013] =====&lt;br /&gt;
Former World Records. All performed using the fire power.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.33 by andrewg on November 11 2013] =====&lt;br /&gt;
Former World Record. Loses the fire power in 6-4.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.20 by i_o_l on April 24 2015] =====&lt;br /&gt;
Former World Record. Gets the fireworks in 7-1 and has slow Bowser kills in some stages.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6799462 19:11.520 by i_o_l on June 6 2015] =====&lt;br /&gt;
Former World Record. Misses the walljump in 8-4.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6805250 19:11.240 by i_o_l on June 8 2015] =====&lt;br /&gt;
Former World Record. Loses the fire power in 8-2.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=VfOUivm7FJ4 19:10.388 by i_o_l on June 23 2015] =====&lt;br /&gt;
Former World Record. Gets hit by the Podoboo on the last screen and misses the axe.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=e5orWMmR_SU 19:09.839 by i_o_l on July 9 2015] =====&lt;br /&gt;
Former World Record. Gets hit by the Podoboo on the last screen.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=WiOg2x00aVM 19:06.994 by i_o_l on December 18 205] =====&lt;br /&gt;
Current World Record. Misses a jump due to a Cheep Cheep spawn in room 3 of 8-4 and gets hit by the Podoboo on the last screen.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== sub 19:05s ====&lt;br /&gt;
sub 19:05 has been achieved by 0 persons.&lt;br /&gt;
&lt;br /&gt;
==== sub 19:10s ====&lt;br /&gt;
sub 19:10 has been achieved by 1 person: i_o_l&lt;br /&gt;
==== sub 19:20s ====&lt;br /&gt;
sub 19:20 has been achieved by 3 persons: andrewg, i_o_l, darbian (in this order)&lt;br /&gt;
==== sub 19:30s ====&lt;br /&gt;
sub 19:30 has been achieved by at least 6 persons: 蛍火 (Hotarubi), andrewg, aTallSkinnyKid, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [http://youtu.be/os3Stp26DR0 19:20 by Kosmicd12 on July 21st 2013] =====&lt;br /&gt;
Best time without power-ups.&lt;br /&gt;
&lt;br /&gt;
== Minus World Ending ==&lt;br /&gt;
===== [https://www.youtube.com/watch?v=SY4X4rEIo2A 2:35.99 by i_o_l on October 30 2013] =====&lt;br /&gt;
The first notable run of this category and former World Record.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=Sq0nvEWbAkY 2:35.27 by i_o_l on May 4 2015] =====&lt;br /&gt;
Current World Record.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Versions</id>
		<title>Super Mario Bros./Versions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Versions"/>
				<updated>2016-01-13T10:09:48Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* Super Mario All-Stars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
&lt;br /&gt;
[[Super Mario Bros.]] was initially released for the NES and Famicom, but due its huge success a vast number of rereleases, ports and different games with the same name exist.&amp;lt;br&amp;gt;&lt;br /&gt;
The framerate of the NES and Famicom is 39375000/655171 ~= 60.09881387708959.&lt;br /&gt;
&lt;br /&gt;
==Other console and rereleases, which stay close to the original==&lt;br /&gt;
====Famicom Disk System version====&lt;br /&gt;
Framerate: 39375000/655171 ~= 60.09881387708959&amp;lt;br&amp;gt;&lt;br /&gt;
This version is almost identical to the original version. The only notable difference is that the Minus World is completely different and can be finished.&lt;br /&gt;
====NES PAL version====&lt;br /&gt;
Framerate: ~50.0069789081886&amp;lt;br&amp;gt;&lt;br /&gt;
Due to PAL systems running at a slower framerate, Mario's movement speed has been increased to counter the effect. Overall Mario still moves slower in this version, but some things that are not possible on the NTSC version work in this one. You can get a 244 in level 8-3 and you can do a flagpole glitch in every level (may require left+right, which is banned). It may be possible (but very unlikely) that you can finish the game faster than on NTSC, if you use the flagpole glitch.&lt;br /&gt;
====Hong Kong NES====&lt;br /&gt;
Framerate (NTSC mode): ~59.5&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate (PAL mode): ?&amp;lt;br&amp;gt;&lt;br /&gt;
The Hong Kong NES was officially developed for Hong Kong and allows you to switch between PAL and NTSC mode.&lt;br /&gt;
====NES multi-game cartridges====&lt;br /&gt;
Super Mario Bros. shared a cartridge with&amp;lt;br&amp;gt;&lt;br /&gt;
- Duck Hunt (NTSC and PAL)&amp;lt;br&amp;gt;&lt;br /&gt;
- Duck Hunt and World Class Track Meet (NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
- Tetris and Nintendo World Cup (PAL)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros. was also part of the Nintendo World Championship 1990 (NTSC). After collecting 50 coins, you go to another game.&amp;lt;br&amp;gt;&lt;br /&gt;
All these versions seem to be identical to the original.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GBA rereleases====&lt;br /&gt;
Framerate: 262144 / 4389 ~= 59.72750056960583 (GBA)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ? (Game Boy Player)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros. has been part of the ''Classic NES Series'', the ''Famicom Minis Collection'' and has been released in a Special Edition for the 25th anniversary.&lt;br /&gt;
====3DS rerelease====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
====Wii Virtual Console rerelease====&lt;br /&gt;
Framerate (NTSC): ~59.824&amp;lt;br&amp;gt;&lt;br /&gt;
This version stays very faithful to the original, but due to the framerate it's a bit slower.&amp;lt;br&amp;gt;&lt;br /&gt;
There is also version, in which the coin block skin is replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
====Wii U Virtual Console rerelease====&lt;br /&gt;
Framerate: ~59.94&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====PlayChoice-10 Arcade version====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
An arcade system, which lets you play various NES games with play time being bought through coins.&lt;br /&gt;
====FamicomBox test version====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
A system for shops in Japan that let you test Famicom games.&lt;br /&gt;
====FamicomStation test version====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
A system for shops in Japan that let you test Famicom games.&lt;br /&gt;
====Super Smash Bros. Brawl. trial version====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
You can playtest Super Mario Bros. for 1 minute in this game.&lt;br /&gt;
====Animal Crossing unlockable====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
A GBA port of Super Mario Bros. is in this game, but can only be unlocked with cheats.&lt;br /&gt;
&lt;br /&gt;
==Remakes==&lt;br /&gt;
====Super Mario All-Stars====&lt;br /&gt;
Framerate: 39375000/655171 ~= 60.09881387708959 (SNES NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ~59.824 (Wii VC NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros. has been remade for the SNES and bundled with other games in the series. The graphics have been updated and some glitches are fixed.&amp;lt;br&amp;gt;&lt;br /&gt;
There is also a version which is bundled with Super Mario World too.&amp;lt;br&amp;gt;&lt;br /&gt;
It has also been rereleased on the Wii Virtual Console.&amp;lt;br&amp;gt;&lt;br /&gt;
All these versions are slower than the original and are in their own categories.&amp;lt;br&amp;gt;&lt;br /&gt;
The Japanese version is faster, because some flagpoles make you drop off more quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Super Mario Bros. Deluxe====&lt;br /&gt;
Framerate: ~61.17045102596282958984 (Super Game Boy 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ~59.7275005696058 (GB/GBC/GBA/SGB2)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ? (Game Boy Player)&amp;lt;br&amp;gt;&lt;br /&gt;
This remake for the GameBoy Color has a different engine and many glitches fixed. It is the only version faster than the original (ignoring NES PAL flagpole glitches and the FDS Minus World ending).&amp;lt;br&amp;gt;&lt;br /&gt;
It also features a racing mode and a challenge mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Different games with a similiar name==&lt;br /&gt;
====Vs. Super Mario Bros.====&lt;br /&gt;
This is an arcade version of the game with some changes to make the game harder.&amp;lt;br&amp;gt;&lt;br /&gt;
====All Night Nippon Super Mario Bros.====&lt;br /&gt;
This a version with sprite changes and some level changes for the Famicom Disk System.&amp;lt;br&amp;gt;&lt;br /&gt;
====Super Mario Bros. Special====&lt;br /&gt;
This game was released for the NEC PC-8801 and Sharp X1.&amp;lt;br&amp;gt;&lt;br /&gt;
====LCD games====&lt;br /&gt;
Many games very different from the original yet featuring the same name have been released on LCD devices.&amp;lt;br&amp;gt;&lt;br /&gt;
Some of these games reapper in the GBC game ''Game &amp;amp; Watch Gallery 3'' and the GBA game ''Game &amp;amp; Watch Gallery 4''.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Versions</id>
		<title>Super Mario Bros./Versions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Versions"/>
				<updated>2016-01-13T10:07:50Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* Wii U Virtual Console rerelease */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
&lt;br /&gt;
[[Super Mario Bros.]] was initially released for the NES and Famicom, but due its huge success a vast number of rereleases, ports and different games with the same name exist.&amp;lt;br&amp;gt;&lt;br /&gt;
The framerate of the NES and Famicom is 39375000/655171 ~= 60.09881387708959.&lt;br /&gt;
&lt;br /&gt;
==Other console and rereleases, which stay close to the original==&lt;br /&gt;
====Famicom Disk System version====&lt;br /&gt;
Framerate: 39375000/655171 ~= 60.09881387708959&amp;lt;br&amp;gt;&lt;br /&gt;
This version is almost identical to the original version. The only notable difference is that the Minus World is completely different and can be finished.&lt;br /&gt;
====NES PAL version====&lt;br /&gt;
Framerate: ~50.0069789081886&amp;lt;br&amp;gt;&lt;br /&gt;
Due to PAL systems running at a slower framerate, Mario's movement speed has been increased to counter the effect. Overall Mario still moves slower in this version, but some things that are not possible on the NTSC version work in this one. You can get a 244 in level 8-3 and you can do a flagpole glitch in every level (may require left+right, which is banned). It may be possible (but very unlikely) that you can finish the game faster than on NTSC, if you use the flagpole glitch.&lt;br /&gt;
====Hong Kong NES====&lt;br /&gt;
Framerate (NTSC mode): ~59.5&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate (PAL mode): ?&amp;lt;br&amp;gt;&lt;br /&gt;
The Hong Kong NES was officially developed for Hong Kong and allows you to switch between PAL and NTSC mode.&lt;br /&gt;
====NES multi-game cartridges====&lt;br /&gt;
Super Mario Bros. shared a cartridge with&amp;lt;br&amp;gt;&lt;br /&gt;
- Duck Hunt (NTSC and PAL)&amp;lt;br&amp;gt;&lt;br /&gt;
- Duck Hunt and World Class Track Meet (NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
- Tetris and Nintendo World Cup (PAL)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros. was also part of the Nintendo World Championship 1990 (NTSC). After collecting 50 coins, you go to another game.&amp;lt;br&amp;gt;&lt;br /&gt;
All these versions seem to be identical to the original.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GBA rereleases====&lt;br /&gt;
Framerate: 262144 / 4389 ~= 59.72750056960583 (GBA)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ? (Game Boy Player)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros. has been part of the ''Classic NES Series'', the ''Famicom Minis Collection'' and has been released in a Special Edition for the 25th anniversary.&lt;br /&gt;
====3DS rerelease====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
====Wii Virtual Console rerelease====&lt;br /&gt;
Framerate (NTSC): ~59.824&amp;lt;br&amp;gt;&lt;br /&gt;
This version stays very faithful to the original, but due to the framerate it's a bit slower.&amp;lt;br&amp;gt;&lt;br /&gt;
There is also version, in which the coin block skin is replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
====Wii U Virtual Console rerelease====&lt;br /&gt;
Framerate: ~59.94&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====PlayChoice-10 Arcade version====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
An arcade system, which lets you play various NES games with play time being bought through coins.&lt;br /&gt;
====FamicomBox test version====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
A system for shops in Japan that let you test Famicom games.&lt;br /&gt;
====FamicomStation test version====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
A system for shops in Japan that let you test Famicom games.&lt;br /&gt;
====Super Smash Bros. Brawl. trial version====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
You can playtest Super Mario Bros. for 1 minute in this game.&lt;br /&gt;
====Animal Crossing unlockable====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
A GBA port of Super Mario Bros. is in this game, but can only be unlocked with cheats.&lt;br /&gt;
&lt;br /&gt;
==Remakes==&lt;br /&gt;
====Super Mario All-Stars====&lt;br /&gt;
Framerate: 39375000/655171 ~= 60.09881387708959 (SNES NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ~59.824 (Wii VC NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros. has been remade for the SNES and bundled with other games in the series. The graphics have been updated and some glitches are fixed.&amp;lt;br&amp;gt;&lt;br /&gt;
There is also a version which is bundled with Super Mario World too.&amp;lt;br&amp;gt;&lt;br /&gt;
It has also been rereleased on the Wii Virtual Console.&amp;lt;br&amp;gt;&lt;br /&gt;
All these versions are slower than the original.&amp;lt;br&amp;gt;&lt;br /&gt;
====Super Mario Bros. Deluxe====&lt;br /&gt;
Framerate: ~61.17045102596282958984 (Super Game Boy 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ~59.7275005696058 (GB/GBC/GBA/SGB2)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ? (Game Boy Player)&amp;lt;br&amp;gt;&lt;br /&gt;
This remake for the GameBoy Color has a different engine and many glitches fixed. It is the only version faster than the original (ignoring NES PAL flagpole glitches and the FDS Minus World ending).&amp;lt;br&amp;gt;&lt;br /&gt;
It also features a racing mode and a challenge mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Different games with a similiar name==&lt;br /&gt;
====Vs. Super Mario Bros.====&lt;br /&gt;
This is an arcade version of the game with some changes to make the game harder.&amp;lt;br&amp;gt;&lt;br /&gt;
====All Night Nippon Super Mario Bros.====&lt;br /&gt;
This a version with sprite changes and some level changes for the Famicom Disk System.&amp;lt;br&amp;gt;&lt;br /&gt;
====Super Mario Bros. Special====&lt;br /&gt;
This game was released for the NEC PC-8801 and Sharp X1.&amp;lt;br&amp;gt;&lt;br /&gt;
====LCD games====&lt;br /&gt;
Many games very different from the original yet featuring the same name have been released on LCD devices.&amp;lt;br&amp;gt;&lt;br /&gt;
Some of these games reapper in the GBC game ''Game &amp;amp; Watch Gallery 3'' and the GBA game ''Game &amp;amp; Watch Gallery 4''.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Versions</id>
		<title>Super Mario Bros./Versions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Versions"/>
				<updated>2016-01-13T10:07:32Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* Animal Crossing unlockable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
&lt;br /&gt;
[[Super Mario Bros.]] was initially released for the NES and Famicom, but due its huge success a vast number of rereleases, ports and different games with the same name exist.&amp;lt;br&amp;gt;&lt;br /&gt;
The framerate of the NES and Famicom is 39375000/655171 ~= 60.09881387708959.&lt;br /&gt;
&lt;br /&gt;
==Other console and rereleases, which stay close to the original==&lt;br /&gt;
====Famicom Disk System version====&lt;br /&gt;
Framerate: 39375000/655171 ~= 60.09881387708959&amp;lt;br&amp;gt;&lt;br /&gt;
This version is almost identical to the original version. The only notable difference is that the Minus World is completely different and can be finished.&lt;br /&gt;
====NES PAL version====&lt;br /&gt;
Framerate: ~50.0069789081886&amp;lt;br&amp;gt;&lt;br /&gt;
Due to PAL systems running at a slower framerate, Mario's movement speed has been increased to counter the effect. Overall Mario still moves slower in this version, but some things that are not possible on the NTSC version work in this one. You can get a 244 in level 8-3 and you can do a flagpole glitch in every level (may require left+right, which is banned). It may be possible (but very unlikely) that you can finish the game faster than on NTSC, if you use the flagpole glitch.&lt;br /&gt;
====Hong Kong NES====&lt;br /&gt;
Framerate (NTSC mode): ~59.5&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate (PAL mode): ?&amp;lt;br&amp;gt;&lt;br /&gt;
The Hong Kong NES was officially developed for Hong Kong and allows you to switch between PAL and NTSC mode.&lt;br /&gt;
====NES multi-game cartridges====&lt;br /&gt;
Super Mario Bros. shared a cartridge with&amp;lt;br&amp;gt;&lt;br /&gt;
- Duck Hunt (NTSC and PAL)&amp;lt;br&amp;gt;&lt;br /&gt;
- Duck Hunt and World Class Track Meet (NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
- Tetris and Nintendo World Cup (PAL)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros. was also part of the Nintendo World Championship 1990 (NTSC). After collecting 50 coins, you go to another game.&amp;lt;br&amp;gt;&lt;br /&gt;
All these versions seem to be identical to the original.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GBA rereleases====&lt;br /&gt;
Framerate: 262144 / 4389 ~= 59.72750056960583 (GBA)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ? (Game Boy Player)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros. has been part of the ''Classic NES Series'', the ''Famicom Minis Collection'' and has been released in a Special Edition for the 25th anniversary.&lt;br /&gt;
====3DS rerelease====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
====Wii Virtual Console rerelease====&lt;br /&gt;
Framerate (NTSC): ~59.824&amp;lt;br&amp;gt;&lt;br /&gt;
This version stays very faithful to the original, but due to the framerate it's a bit slower.&amp;lt;br&amp;gt;&lt;br /&gt;
There is also version, in which the coin block skin is replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
====Wii U Virtual Console rerelease====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
====PlayChoice-10 Arcade version====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
An arcade system, which lets you play various NES games with play time being bought through coins.&lt;br /&gt;
====FamicomBox test version====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
A system for shops in Japan that let you test Famicom games.&lt;br /&gt;
====FamicomStation test version====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
A system for shops in Japan that let you test Famicom games.&lt;br /&gt;
====Super Smash Bros. Brawl. trial version====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
You can playtest Super Mario Bros. for 1 minute in this game.&lt;br /&gt;
====Animal Crossing unlockable====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
A GBA port of Super Mario Bros. is in this game, but can only be unlocked with cheats.&lt;br /&gt;
&lt;br /&gt;
==Remakes==&lt;br /&gt;
====Super Mario All-Stars====&lt;br /&gt;
Framerate: 39375000/655171 ~= 60.09881387708959 (SNES NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ~59.824 (Wii VC NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros. has been remade for the SNES and bundled with other games in the series. The graphics have been updated and some glitches are fixed.&amp;lt;br&amp;gt;&lt;br /&gt;
There is also a version which is bundled with Super Mario World too.&amp;lt;br&amp;gt;&lt;br /&gt;
It has also been rereleased on the Wii Virtual Console.&amp;lt;br&amp;gt;&lt;br /&gt;
All these versions are slower than the original.&amp;lt;br&amp;gt;&lt;br /&gt;
====Super Mario Bros. Deluxe====&lt;br /&gt;
Framerate: ~61.17045102596282958984 (Super Game Boy 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ~59.7275005696058 (GB/GBC/GBA/SGB2)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ? (Game Boy Player)&amp;lt;br&amp;gt;&lt;br /&gt;
This remake for the GameBoy Color has a different engine and many glitches fixed. It is the only version faster than the original (ignoring NES PAL flagpole glitches and the FDS Minus World ending).&amp;lt;br&amp;gt;&lt;br /&gt;
It also features a racing mode and a challenge mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Different games with a similiar name==&lt;br /&gt;
====Vs. Super Mario Bros.====&lt;br /&gt;
This is an arcade version of the game with some changes to make the game harder.&amp;lt;br&amp;gt;&lt;br /&gt;
====All Night Nippon Super Mario Bros.====&lt;br /&gt;
This a version with sprite changes and some level changes for the Famicom Disk System.&amp;lt;br&amp;gt;&lt;br /&gt;
====Super Mario Bros. Special====&lt;br /&gt;
This game was released for the NEC PC-8801 and Sharp X1.&amp;lt;br&amp;gt;&lt;br /&gt;
====LCD games====&lt;br /&gt;
Many games very different from the original yet featuring the same name have been released on LCD devices.&amp;lt;br&amp;gt;&lt;br /&gt;
Some of these games reapper in the GBC game ''Game &amp;amp; Watch Gallery 3'' and the GBA game ''Game &amp;amp; Watch Gallery 4''.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs</id>
		<title>Super Mario Bros./Notable Runs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs"/>
				<updated>2016-01-13T10:03:54Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* sub 19:05s */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
==Any%==&lt;br /&gt;
===The Twin Galaxies Days===&lt;br /&gt;
The early history of this speedrun was dominated by Twin Galaxies, which started timing from pressing the start button (while today timing is started from control of the character), only tracked full seconds and banned several glitches. The times are given as Twin Galaxies timing with what it would be under current timing in brackets behind it, if it's known.&lt;br /&gt;
===== 6:22 by Rodrigo Lopes =====&lt;br /&gt;
===== 5:28 by Aaron Collins =====&lt;br /&gt;
===== 5:20 by Cam Allen =====&lt;br /&gt;
===== 5:17 by Scott Kessler =====&lt;br /&gt;
Former records on Twin Galaxies as taken from [http://www.twingalaxies.com/content.php/2577-Scott-Kessler-Attains this article].&lt;br /&gt;
===== 5:14 (5:11) by Scott Kessler on February 26 2004 =====&lt;br /&gt;
Former World Record and the first run posted on SDA. The video seems to have disappeared from the internet.&lt;br /&gt;
===== [https://archive.org/details/Mario1_510 5:13 (5:10) by Scott Kessler on April 23 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Scott was unaware that it's faster to hit the top of the flagpole and always hit it in the middle instead. He did not do the Wrong Warp and the Walljump as these were banned. He slows down at some parts.&lt;br /&gt;
===== [https://archive.org/details/Mario1_507 5:10 (5:07) by Trevor Seguin on October 9 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to the previous run by Scott Kessler, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_506 5:09 (5:06) by Trevor Seguin on November 7 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to his previous run, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_505 5:08 (5:05) by Scott Kessler on September 14 2006] =====&lt;br /&gt;
Former World Record and posted on SDA. Was considered a perfect run at the time. Stood as the (later tied) record on Twin Galaxies for over 8 years.&lt;br /&gt;
&lt;br /&gt;
===== [https://www.youtube.com/watch?v=hP4q-B7yNUM 5:07 by andrewg on December 11 2011] =====&lt;br /&gt;
This run was done several years after the last new Twin Galaxies record and the community now mostly follows SDA's rules. Andrewg went back to get a perfect run under Twin Galaxies' ruleset, because the competition started there. Andrewg's timing of the run yielded 5:06.99, which if it was accurate would make it an unbeatable 5:06 under the old standard of always rounding down, but since then Twin Galaxies changed their method to rounding to the nearest second (which would also affect other runs such as Scott Kessler's first 5:08, which would be 5:09 instead, but it does not seem like Twin Galaxies will do retimings). A 5:06 would be possible with a near-perfect run.&lt;br /&gt;
&lt;br /&gt;
===The Hunt For 4:57===&lt;br /&gt;
Since SDA allowed heavy glitches and used to only track full second improvements the focus of runners was to reaching specific second boundaries, which were believed to be perfect, from 5:00 until 4:57, which is currently believed to be the actual limit.&lt;br /&gt;
===== [https://youtu.be/Ie4E3Bmqb5w 5:00.6 by andrewg on April 10 2007] =====&lt;br /&gt;
Former World Record and posted on SDA. The run uses a slow Wrong Warp method, because it was not yet known that the piranha plant can be despawned. Other subtle mistakes such as not hitting every flagpole at the top cost some framerules. There is a notable mistake in 8-4, where he pauses before going down a pipe, but it was believed to be irrelevant as far as reaching 4:59 was concerned.&lt;br /&gt;
===== [https://youtu.be/qTeXhU71fSE 5:00.4 by andrewg on December 23 2010] =====&lt;br /&gt;
Former World Record&lt;br /&gt;
=====  [https://youtu.be/bRyhpxR3l_g 4:59.4 by andrewg on December 24 2010] =====&lt;br /&gt;
Former World Record and posted on SDA. Slight optimizations allowed for 4:59, but the strats are still very similiar to the 5:00 runs.&lt;br /&gt;
===== [https://youtu.be/kcmKPmj9yeE 4:58.89 by andrewg on December 15 2011] =====&lt;br /&gt;
Former World Record and the current run on SDA. Improvements came from the discovery that it is faster to hit the top of the flagpole and that the piranha plant in 4-2 can be despawned by hitting the vine block. Andrewg was already aware that 4:57 was possible with a close-to-perfect run, but doubted it would ever be reached.&lt;br /&gt;
===== [https://youtu.be/Kwl9r6eq10A 4:58.78 by andrewg on January 15 2013] =====&lt;br /&gt;
===== [https://youtu.be/Kf0rYFGRTyU 4:58.56 by andrewg on January 19 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uzdhro7jrkc 4:58.51 by andrewg on March 21 2013] =====&lt;br /&gt;
===== [https://youtu.be/XRnebS1Kb28 4:58.34 by andrewg on May 19 2013] =====&lt;br /&gt;
Former World Records. A year after achieving 4:58 andrewg started going for 4:57 and these are some of his steps towards it.&lt;br /&gt;
===== [https://youtu.be/m_G-ErpZaFU 4:58.15 by andrewg on July 1 2013] =====&lt;br /&gt;
Former World Record and the first run that lost no time until 8-4 besides not doing the bullet bill glitch, which was believed to be impossible at the time. It was on pace for 4:57 until a small mistake during the Wrong Warp in 8-4.&lt;br /&gt;
===== [https://youtu.be/xuXYuUMcxyE 4:58.14 by andrewg on October 7 2013] =====&lt;br /&gt;
Former World Record and a 1 frame improvement over the previous record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=vqiEdTiT6s8 4:58.09 by andrewg on March 25 2014] =====&lt;br /&gt;
Former World Record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l on June 25 2014] =====&lt;br /&gt;
Former World Record. He did not do the fastest possible 4-2 and did the bullet bill glitch in 8-2 instead to achieve the first 4:57.&lt;br /&gt;
&lt;br /&gt;
===The Frame Wars===&lt;br /&gt;
===== [http://www.twitch.tv/darbian/v/21376369 4:57.62 by darbian on October 18 2015] =====&lt;br /&gt;
Current World Record. Has a more cleanly executed last stage than the previous record.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== 4:57s ====&lt;br /&gt;
4:57 has been achieved by 3 persons: i_o_l, darbian, andrewg (in this order)&lt;br /&gt;
&lt;br /&gt;
==== 4:58s ====&lt;br /&gt;
4:58 has been achieved by 4 persons: andrewg, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [https://www.youtube.com/watch?v=XM1jEUtr5hQ 4:58.35 by Kosmicd12 on September 25 2013] =====&lt;br /&gt;
The fourth best time currently and the second best time at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He was trying to achieve the first 4:57 and World Record, but couldn't complete a run before his 2 year break from speedrunning.&lt;br /&gt;
&lt;br /&gt;
==== 4:59s ====&lt;br /&gt;
4:59 has been achieved by at least 9 persons: andrewg, 蛍火 (Hotarubi), オホン (Ohon), ヒダリー (Hidari), Kosmicd12, DoorTK, i_o_l, darbian, GreenDeathFlavor (in this order)&amp;lt;br&amp;gt;&lt;br /&gt;
It was not common to archive video in the Japanese community at the moment, so the precise time of Hotarubi's, Ohon's and Hidari's runs cannot be determined; it is possible one of them would have been a World Record at the time it happened.&lt;br /&gt;
&lt;br /&gt;
== Warpless ==&lt;br /&gt;
===World Record Progression===&lt;br /&gt;
===== 22:42 by Cam Allen =====&lt;br /&gt;
===== 21:33 by Cam Allen on August 6 2004 =====&lt;br /&gt;
Former Twin Galaxies records as taken from [http://www.twingalaxies.com/showthread.php/111200-Super-Mario-Brothers-1-NES-NEW-Fastest-Completion-WR! this article].&lt;br /&gt;
===== [https://archive.org/details/Mario1_2118 21:18 by andrewg on August 27 2005] =====&lt;br /&gt;
===== [https://archive.org/details/Mario1_allstages_1957 19:57 by andrewg on February 16 2007] ===== &lt;br /&gt;
Former World Records and both posted on SDA. Played without the fire power and with several safety strategies. He did not enter the pipe in 1-1 or do the Wrong Warp in 8-4 as this was banned under Twin Galaxies rules.&lt;br /&gt;
===== [https://youtu.be/gIayBg3g4FI 19:40 by andrewg on March 12 2008] =====&lt;br /&gt;
Former World Record and the current run on SDA. Played without the fire power and with several safety strategies.&lt;br /&gt;
===== [https://youtu.be/99Wi1BSaXqQ 19:34 by Kosmicd12 on November 28 2012] =====&lt;br /&gt;
Former World Record. Played completely as small Mario and with several safety strategies. This run was performed on the Wii Virtual Console, which runs at ~99.5% speed, which cost him about 5 seconds overall.&lt;br /&gt;
===== [http://firestorage.com/download/37416f72b2d054bd46ee4f0ce5e4a7ceb57faf8a 19:24 by Hotarubi on January 13 2013] =====&lt;br /&gt;
Former World Record. Andrewg has started doing Warpless runs with the fire power and achieved several runs believed to be World Records until it was pointed out that the Japanese player 蛍火 (Hotarubi) also did runs using the fire power and had achieved a better time previously.&lt;br /&gt;
===== [https://youtu.be/YB9lO_1t_oI 19:20 by andrewg on April 6 2013] =====&lt;br /&gt;
===== [https://youtu.be/zN8H4yEaGuU 19:19 by andrewg on April 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/J_StGobOH_U 19:17 by andrewg on June 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uo0UlzPcxOY 19:16 by andrewg on June 26 2013] =====&lt;br /&gt;
===== [https://youtu.be/s04Qaz2vKqo 19:15 by andrewg on August 24 2013] =====&lt;br /&gt;
Former World Records. All performed using the fire power.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.33 by andrewg on November 11 2013] =====&lt;br /&gt;
Former World Record. Loses the fire power in 6-4.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.20 by i_o_l on April 24 2015] =====&lt;br /&gt;
Former World Record. Gets the fireworks in 7-1 and has slow Bowser kills in some stages.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6799462 19:11.520 by i_o_l on June 6 2015] =====&lt;br /&gt;
Former World Record. Misses the walljump in 8-4.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6805250 19:11.240 by i_o_l on June 8 2015] =====&lt;br /&gt;
Former World Record. Loses the fire power in 8-2.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=VfOUivm7FJ4 19:10.388 by i_o_l on June 23 2015] =====&lt;br /&gt;
Former World Record. Gets hit by the Podoboo on the last screen and misses the axe.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=e5orWMmR_SU 19:09.839 by i_o_l on July 9 2015] =====&lt;br /&gt;
Former World Record. Gets hit by the Podoboo on the last screen.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=WiOg2x00aVM 19:06.994 by i_o_l on December 18 205] =====&lt;br /&gt;
Current World Record. Misses a jump due to a Cheep Cheep spawn in room 3 of 8-4 and gets hit by the Podoboo on the last screen.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== sub 19:05s ====&lt;br /&gt;
sub 19:05 has been achieved by 0 persons.&lt;br /&gt;
&lt;br /&gt;
==== sub 19:10s ====&lt;br /&gt;
sub 19:10 has been achieved by 1 person: i_o_l&lt;br /&gt;
==== sub 19:20s ====&lt;br /&gt;
sub 19:20 has been achieved by 3 persons: andrewg, i_o_l, darbian (in this order)&lt;br /&gt;
==== sub 19:30s ====&lt;br /&gt;
sub 19:30 has been achieved by at least 6 persons: 蛍火 (Hotarubi), andrewg, aTallSkinnyKid, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [http://youtu.be/os3Stp26DR0 19:20 by Kosmicd12 on July 21st 2013] =====&lt;br /&gt;
Best time without power-ups.&lt;br /&gt;
&lt;br /&gt;
== Minus World Ending ==&lt;br /&gt;
===== [https://www.youtube.com/watch?v=SY4X4rEIo2A 2:35.99 by i_o_l on October 30 2013] =====&lt;br /&gt;
The first notable run of this category and former World Record.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=Sq0nvEWbAkY 2:35.27 by i_o_l on May 4 2015] =====&lt;br /&gt;
Current World Record.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs</id>
		<title>Super Mario Bros./Notable Runs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs"/>
				<updated>2016-01-13T10:01:54Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* Notable Personal Bests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
==Any%==&lt;br /&gt;
===The Twin Galaxies Days===&lt;br /&gt;
The early history of this speedrun was dominated by Twin Galaxies, which started timing from pressing the start button (while today timing is started from control of the character), only tracked full seconds and banned several glitches. The times are given as Twin Galaxies timing with what it would be under current timing in brackets behind it, if it's known.&lt;br /&gt;
===== 6:22 by Rodrigo Lopes =====&lt;br /&gt;
===== 5:28 by Aaron Collins =====&lt;br /&gt;
===== 5:20 by Cam Allen =====&lt;br /&gt;
===== 5:17 by Scott Kessler =====&lt;br /&gt;
Former records on Twin Galaxies as taken from [http://www.twingalaxies.com/content.php/2577-Scott-Kessler-Attains this article].&lt;br /&gt;
===== 5:14 (5:11) by Scott Kessler on February 26 2004 =====&lt;br /&gt;
Former World Record and the first run posted on SDA. The video seems to have disappeared from the internet.&lt;br /&gt;
===== [https://archive.org/details/Mario1_510 5:13 (5:10) by Scott Kessler on April 23 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Scott was unaware that it's faster to hit the top of the flagpole and always hit it in the middle instead. He did not do the Wrong Warp and the Walljump as these were banned. He slows down at some parts.&lt;br /&gt;
===== [https://archive.org/details/Mario1_507 5:10 (5:07) by Trevor Seguin on October 9 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to the previous run by Scott Kessler, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_506 5:09 (5:06) by Trevor Seguin on November 7 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to his previous run, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_505 5:08 (5:05) by Scott Kessler on September 14 2006] =====&lt;br /&gt;
Former World Record and posted on SDA. Was considered a perfect run at the time. Stood as the (later tied) record on Twin Galaxies for over 8 years.&lt;br /&gt;
&lt;br /&gt;
===== [https://www.youtube.com/watch?v=hP4q-B7yNUM 5:07 by andrewg on December 11 2011] =====&lt;br /&gt;
This run was done several years after the last new Twin Galaxies record and the community now mostly follows SDA's rules. Andrewg went back to get a perfect run under Twin Galaxies' ruleset, because the competition started there. Andrewg's timing of the run yielded 5:06.99, which if it was accurate would make it an unbeatable 5:06 under the old standard of always rounding down, but since then Twin Galaxies changed their method to rounding to the nearest second (which would also affect other runs such as Scott Kessler's first 5:08, which would be 5:09 instead, but it does not seem like Twin Galaxies will do retimings). A 5:06 would be possible with a near-perfect run.&lt;br /&gt;
&lt;br /&gt;
===The Hunt For 4:57===&lt;br /&gt;
Since SDA allowed heavy glitches and used to only track full second improvements the focus of runners was to reaching specific second boundaries, which were believed to be perfect, from 5:00 until 4:57, which is currently believed to be the actual limit.&lt;br /&gt;
===== [https://youtu.be/Ie4E3Bmqb5w 5:00.6 by andrewg on April 10 2007] =====&lt;br /&gt;
Former World Record and posted on SDA. The run uses a slow Wrong Warp method, because it was not yet known that the piranha plant can be despawned. Other subtle mistakes such as not hitting every flagpole at the top cost some framerules. There is a notable mistake in 8-4, where he pauses before going down a pipe, but it was believed to be irrelevant as far as reaching 4:59 was concerned.&lt;br /&gt;
===== [https://youtu.be/qTeXhU71fSE 5:00.4 by andrewg on December 23 2010] =====&lt;br /&gt;
Former World Record&lt;br /&gt;
=====  [https://youtu.be/bRyhpxR3l_g 4:59.4 by andrewg on December 24 2010] =====&lt;br /&gt;
Former World Record and posted on SDA. Slight optimizations allowed for 4:59, but the strats are still very similiar to the 5:00 runs.&lt;br /&gt;
===== [https://youtu.be/kcmKPmj9yeE 4:58.89 by andrewg on December 15 2011] =====&lt;br /&gt;
Former World Record and the current run on SDA. Improvements came from the discovery that it is faster to hit the top of the flagpole and that the piranha plant in 4-2 can be despawned by hitting the vine block. Andrewg was already aware that 4:57 was possible with a close-to-perfect run, but doubted it would ever be reached.&lt;br /&gt;
===== [https://youtu.be/Kwl9r6eq10A 4:58.78 by andrewg on January 15 2013] =====&lt;br /&gt;
===== [https://youtu.be/Kf0rYFGRTyU 4:58.56 by andrewg on January 19 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uzdhro7jrkc 4:58.51 by andrewg on March 21 2013] =====&lt;br /&gt;
===== [https://youtu.be/XRnebS1Kb28 4:58.34 by andrewg on May 19 2013] =====&lt;br /&gt;
Former World Records. A year after achieving 4:58 andrewg started going for 4:57 and these are some of his steps towards it.&lt;br /&gt;
===== [https://youtu.be/m_G-ErpZaFU 4:58.15 by andrewg on July 1 2013] =====&lt;br /&gt;
Former World Record and the first run that lost no time until 8-4 besides not doing the bullet bill glitch, which was believed to be impossible at the time. It was on pace for 4:57 until a small mistake during the Wrong Warp in 8-4.&lt;br /&gt;
===== [https://youtu.be/xuXYuUMcxyE 4:58.14 by andrewg on October 7 2013] =====&lt;br /&gt;
Former World Record and a 1 frame improvement over the previous record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=vqiEdTiT6s8 4:58.09 by andrewg on March 25 2014] =====&lt;br /&gt;
Former World Record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l on June 25 2014] =====&lt;br /&gt;
Former World Record. He did not do the fastest possible 4-2 and did the bullet bill glitch in 8-2 instead to achieve the first 4:57.&lt;br /&gt;
&lt;br /&gt;
===The Frame Wars===&lt;br /&gt;
===== [http://www.twitch.tv/darbian/v/21376369 4:57.62 by darbian on October 18 2015] =====&lt;br /&gt;
Current World Record. Has a more cleanly executed last stage than the previous record.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== 4:57s ====&lt;br /&gt;
4:57 has been achieved by 3 persons: i_o_l, darbian, andrewg (in this order)&lt;br /&gt;
&lt;br /&gt;
==== 4:58s ====&lt;br /&gt;
4:58 has been achieved by 4 persons: andrewg, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [https://www.youtube.com/watch?v=XM1jEUtr5hQ 4:58.35 by Kosmicd12 on September 25 2013] =====&lt;br /&gt;
The fourth best time currently and the second best time at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He was trying to achieve the first 4:57 and World Record, but couldn't complete a run before his 2 year break from speedrunning.&lt;br /&gt;
&lt;br /&gt;
==== 4:59s ====&lt;br /&gt;
4:59 has been achieved by at least 9 persons: andrewg, 蛍火 (Hotarubi), オホン (Ohon), ヒダリー (Hidari), Kosmicd12, DoorTK, i_o_l, darbian, GreenDeathFlavor (in this order)&amp;lt;br&amp;gt;&lt;br /&gt;
It was not common to archive video in the Japanese community at the moment, so the precise time of Hotarubi's, Ohon's and Hidari's runs cannot be determined; it is possible one of them would have been a World Record at the time it happened.&lt;br /&gt;
&lt;br /&gt;
== Warpless ==&lt;br /&gt;
===World Record Progression===&lt;br /&gt;
===== 22:42 by Cam Allen =====&lt;br /&gt;
===== 21:33 by Cam Allen on August 6 2004 =====&lt;br /&gt;
Former Twin Galaxies records as taken from [http://www.twingalaxies.com/showthread.php/111200-Super-Mario-Brothers-1-NES-NEW-Fastest-Completion-WR! this article].&lt;br /&gt;
===== [https://archive.org/details/Mario1_2118 21:18 by andrewg on August 27 2005] =====&lt;br /&gt;
===== [https://archive.org/details/Mario1_allstages_1957 19:57 by andrewg on February 16 2007] ===== &lt;br /&gt;
Former World Records and both posted on SDA. Played without the fire power and with several safety strategies. He did not enter the pipe in 1-1 or do the Wrong Warp in 8-4 as this was banned under Twin Galaxies rules.&lt;br /&gt;
===== [https://youtu.be/gIayBg3g4FI 19:40 by andrewg on March 12 2008] =====&lt;br /&gt;
Former World Record and the current run on SDA. Played without the fire power and with several safety strategies.&lt;br /&gt;
===== [https://youtu.be/99Wi1BSaXqQ 19:34 by Kosmicd12 on November 28 2012] =====&lt;br /&gt;
Former World Record. Played completely as small Mario and with several safety strategies. This run was performed on the Wii Virtual Console, which runs at ~99.5% speed, which cost him about 5 seconds overall.&lt;br /&gt;
===== [http://firestorage.com/download/37416f72b2d054bd46ee4f0ce5e4a7ceb57faf8a 19:24 by Hotarubi on January 13 2013] =====&lt;br /&gt;
Former World Record. Andrewg has started doing Warpless runs with the fire power and achieved several runs believed to be World Records until it was pointed out that the Japanese player 蛍火 (Hotarubi) also did runs using the fire power and had achieved a better time previously.&lt;br /&gt;
===== [https://youtu.be/YB9lO_1t_oI 19:20 by andrewg on April 6 2013] =====&lt;br /&gt;
===== [https://youtu.be/zN8H4yEaGuU 19:19 by andrewg on April 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/J_StGobOH_U 19:17 by andrewg on June 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uo0UlzPcxOY 19:16 by andrewg on June 26 2013] =====&lt;br /&gt;
===== [https://youtu.be/s04Qaz2vKqo 19:15 by andrewg on August 24 2013] =====&lt;br /&gt;
Former World Records. All performed using the fire power.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.33 by andrewg on November 11 2013] =====&lt;br /&gt;
Former World Record. Loses the fire power in 6-4.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.20 by i_o_l on April 24 2015] =====&lt;br /&gt;
Former World Record. Gets the fireworks in 7-1 and has slow Bowser kills in some stages.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6799462 19:11.520 by i_o_l on June 6 2015] =====&lt;br /&gt;
Former World Record. Misses the walljump in 8-4.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6805250 19:11.240 by i_o_l on June 8 2015] =====&lt;br /&gt;
Former World Record. Loses the fire power in 8-2.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=VfOUivm7FJ4 19:10.388 by i_o_l on June 23 2015] =====&lt;br /&gt;
Former World Record. Gets hit by the Podoboo on the last screen and misses the axe.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=e5orWMmR_SU 19:09.839 by i_o_l on July 9 2015] =====&lt;br /&gt;
Former World Record. Gets hit by the Podoboo on the last screen.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=WiOg2x00aVM 19:06.994 by i_o_l on December 18 205] =====&lt;br /&gt;
Current World Record. Misses a jump due to a Cheep Cheep spawn in room 3 of 8-4 and gets hit by the Podoboo on the last screen.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== sub 19:05s ====&lt;br /&gt;
sub 19:10 has been achieved by 0 persons. &lt;br /&gt;
==== sub 19:10s ====&lt;br /&gt;
sub 19:10 has been achieved by 1 person: i_o_l&lt;br /&gt;
==== sub 19:20s ====&lt;br /&gt;
sub 19:20 has been achieved by 3 persons: andrewg, i_o_l, darbian (in this order)&lt;br /&gt;
==== sub 19:30s ====&lt;br /&gt;
sub 19:30 has been achieved by at least 6 persons: 蛍火 (Hotarubi), andrewg, aTallSkinnyKid, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [http://youtu.be/os3Stp26DR0 19:20 by Kosmicd12 on July 21st 2013] =====&lt;br /&gt;
Best time without power-ups.&lt;br /&gt;
&lt;br /&gt;
== Minus World Ending ==&lt;br /&gt;
===== [https://www.youtube.com/watch?v=SY4X4rEIo2A 2:35.99 by i_o_l on October 30 2013] =====&lt;br /&gt;
The first notable run of this category and former World Record.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=Sq0nvEWbAkY 2:35.27 by i_o_l on May 4 2015] =====&lt;br /&gt;
Current World Record.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs</id>
		<title>Super Mario Bros./Notable Runs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs"/>
				<updated>2016-01-13T10:01:29Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* Notable Personal Bests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
==Any%==&lt;br /&gt;
===The Twin Galaxies Days===&lt;br /&gt;
The early history of this speedrun was dominated by Twin Galaxies, which started timing from pressing the start button (while today timing is started from control of the character), only tracked full seconds and banned several glitches. The times are given as Twin Galaxies timing with what it would be under current timing in brackets behind it, if it's known.&lt;br /&gt;
===== 6:22 by Rodrigo Lopes =====&lt;br /&gt;
===== 5:28 by Aaron Collins =====&lt;br /&gt;
===== 5:20 by Cam Allen =====&lt;br /&gt;
===== 5:17 by Scott Kessler =====&lt;br /&gt;
Former records on Twin Galaxies as taken from [http://www.twingalaxies.com/content.php/2577-Scott-Kessler-Attains this article].&lt;br /&gt;
===== 5:14 (5:11) by Scott Kessler on February 26 2004 =====&lt;br /&gt;
Former World Record and the first run posted on SDA. The video seems to have disappeared from the internet.&lt;br /&gt;
===== [https://archive.org/details/Mario1_510 5:13 (5:10) by Scott Kessler on April 23 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Scott was unaware that it's faster to hit the top of the flagpole and always hit it in the middle instead. He did not do the Wrong Warp and the Walljump as these were banned. He slows down at some parts.&lt;br /&gt;
===== [https://archive.org/details/Mario1_507 5:10 (5:07) by Trevor Seguin on October 9 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to the previous run by Scott Kessler, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_506 5:09 (5:06) by Trevor Seguin on November 7 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to his previous run, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_505 5:08 (5:05) by Scott Kessler on September 14 2006] =====&lt;br /&gt;
Former World Record and posted on SDA. Was considered a perfect run at the time. Stood as the (later tied) record on Twin Galaxies for over 8 years.&lt;br /&gt;
&lt;br /&gt;
===== [https://www.youtube.com/watch?v=hP4q-B7yNUM 5:07 by andrewg on December 11 2011] =====&lt;br /&gt;
This run was done several years after the last new Twin Galaxies record and the community now mostly follows SDA's rules. Andrewg went back to get a perfect run under Twin Galaxies' ruleset, because the competition started there. Andrewg's timing of the run yielded 5:06.99, which if it was accurate would make it an unbeatable 5:06 under the old standard of always rounding down, but since then Twin Galaxies changed their method to rounding to the nearest second (which would also affect other runs such as Scott Kessler's first 5:08, which would be 5:09 instead, but it does not seem like Twin Galaxies will do retimings). A 5:06 would be possible with a near-perfect run.&lt;br /&gt;
&lt;br /&gt;
===The Hunt For 4:57===&lt;br /&gt;
Since SDA allowed heavy glitches and used to only track full second improvements the focus of runners was to reaching specific second boundaries, which were believed to be perfect, from 5:00 until 4:57, which is currently believed to be the actual limit.&lt;br /&gt;
===== [https://youtu.be/Ie4E3Bmqb5w 5:00.6 by andrewg on April 10 2007] =====&lt;br /&gt;
Former World Record and posted on SDA. The run uses a slow Wrong Warp method, because it was not yet known that the piranha plant can be despawned. Other subtle mistakes such as not hitting every flagpole at the top cost some framerules. There is a notable mistake in 8-4, where he pauses before going down a pipe, but it was believed to be irrelevant as far as reaching 4:59 was concerned.&lt;br /&gt;
===== [https://youtu.be/qTeXhU71fSE 5:00.4 by andrewg on December 23 2010] =====&lt;br /&gt;
Former World Record&lt;br /&gt;
=====  [https://youtu.be/bRyhpxR3l_g 4:59.4 by andrewg on December 24 2010] =====&lt;br /&gt;
Former World Record and posted on SDA. Slight optimizations allowed for 4:59, but the strats are still very similiar to the 5:00 runs.&lt;br /&gt;
===== [https://youtu.be/kcmKPmj9yeE 4:58.89 by andrewg on December 15 2011] =====&lt;br /&gt;
Former World Record and the current run on SDA. Improvements came from the discovery that it is faster to hit the top of the flagpole and that the piranha plant in 4-2 can be despawned by hitting the vine block. Andrewg was already aware that 4:57 was possible with a close-to-perfect run, but doubted it would ever be reached.&lt;br /&gt;
===== [https://youtu.be/Kwl9r6eq10A 4:58.78 by andrewg on January 15 2013] =====&lt;br /&gt;
===== [https://youtu.be/Kf0rYFGRTyU 4:58.56 by andrewg on January 19 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uzdhro7jrkc 4:58.51 by andrewg on March 21 2013] =====&lt;br /&gt;
===== [https://youtu.be/XRnebS1Kb28 4:58.34 by andrewg on May 19 2013] =====&lt;br /&gt;
Former World Records. A year after achieving 4:58 andrewg started going for 4:57 and these are some of his steps towards it.&lt;br /&gt;
===== [https://youtu.be/m_G-ErpZaFU 4:58.15 by andrewg on July 1 2013] =====&lt;br /&gt;
Former World Record and the first run that lost no time until 8-4 besides not doing the bullet bill glitch, which was believed to be impossible at the time. It was on pace for 4:57 until a small mistake during the Wrong Warp in 8-4.&lt;br /&gt;
===== [https://youtu.be/xuXYuUMcxyE 4:58.14 by andrewg on October 7 2013] =====&lt;br /&gt;
Former World Record and a 1 frame improvement over the previous record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=vqiEdTiT6s8 4:58.09 by andrewg on March 25 2014] =====&lt;br /&gt;
Former World Record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l on June 25 2014] =====&lt;br /&gt;
Former World Record. He did not do the fastest possible 4-2 and did the bullet bill glitch in 8-2 instead to achieve the first 4:57.&lt;br /&gt;
&lt;br /&gt;
===The Frame Wars===&lt;br /&gt;
===== [http://www.twitch.tv/darbian/v/21376369 4:57.62 by darbian on October 18 2015] =====&lt;br /&gt;
Current World Record. Has a more cleanly executed last stage than the previous record.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== 4:57s ====&lt;br /&gt;
4:57 has been achieved by 2 persons: i_o_l, darbian, andrewg (in this order)&lt;br /&gt;
&lt;br /&gt;
==== 4:58s ====&lt;br /&gt;
4:58 has been achieved by 4 persons: andrewg, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [https://www.youtube.com/watch?v=XM1jEUtr5hQ 4:58.35 by Kosmicd12 on September 25 2013] =====&lt;br /&gt;
The fourth best time currently and the second best time at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He was trying to achieve the first 4:57 and World Record, but couldn't complete a run before his 2 year break from speedrunning.&lt;br /&gt;
&lt;br /&gt;
==== 4:59s ====&lt;br /&gt;
4:59 has been achieved by at least 8 persons: andrewg, 蛍火 (Hotarubi), オホン (Ohon), ヒダリー (Hidari), Kosmicd12, DoorTK, i_o_l, darbian, GreenDeathFlavor (in this order)&amp;lt;br&amp;gt;&lt;br /&gt;
It was not common to archive video in the Japanese community at the moment, so the precise time of Hotarubi's, Ohon's and Hidari's runs cannot be determined; it is possible one of them would have been a World Record at the time it happened.&lt;br /&gt;
&lt;br /&gt;
== Warpless ==&lt;br /&gt;
===World Record Progression===&lt;br /&gt;
===== 22:42 by Cam Allen =====&lt;br /&gt;
===== 21:33 by Cam Allen on August 6 2004 =====&lt;br /&gt;
Former Twin Galaxies records as taken from [http://www.twingalaxies.com/showthread.php/111200-Super-Mario-Brothers-1-NES-NEW-Fastest-Completion-WR! this article].&lt;br /&gt;
===== [https://archive.org/details/Mario1_2118 21:18 by andrewg on August 27 2005] =====&lt;br /&gt;
===== [https://archive.org/details/Mario1_allstages_1957 19:57 by andrewg on February 16 2007] ===== &lt;br /&gt;
Former World Records and both posted on SDA. Played without the fire power and with several safety strategies. He did not enter the pipe in 1-1 or do the Wrong Warp in 8-4 as this was banned under Twin Galaxies rules.&lt;br /&gt;
===== [https://youtu.be/gIayBg3g4FI 19:40 by andrewg on March 12 2008] =====&lt;br /&gt;
Former World Record and the current run on SDA. Played without the fire power and with several safety strategies.&lt;br /&gt;
===== [https://youtu.be/99Wi1BSaXqQ 19:34 by Kosmicd12 on November 28 2012] =====&lt;br /&gt;
Former World Record. Played completely as small Mario and with several safety strategies. This run was performed on the Wii Virtual Console, which runs at ~99.5% speed, which cost him about 5 seconds overall.&lt;br /&gt;
===== [http://firestorage.com/download/37416f72b2d054bd46ee4f0ce5e4a7ceb57faf8a 19:24 by Hotarubi on January 13 2013] =====&lt;br /&gt;
Former World Record. Andrewg has started doing Warpless runs with the fire power and achieved several runs believed to be World Records until it was pointed out that the Japanese player 蛍火 (Hotarubi) also did runs using the fire power and had achieved a better time previously.&lt;br /&gt;
===== [https://youtu.be/YB9lO_1t_oI 19:20 by andrewg on April 6 2013] =====&lt;br /&gt;
===== [https://youtu.be/zN8H4yEaGuU 19:19 by andrewg on April 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/J_StGobOH_U 19:17 by andrewg on June 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uo0UlzPcxOY 19:16 by andrewg on June 26 2013] =====&lt;br /&gt;
===== [https://youtu.be/s04Qaz2vKqo 19:15 by andrewg on August 24 2013] =====&lt;br /&gt;
Former World Records. All performed using the fire power.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.33 by andrewg on November 11 2013] =====&lt;br /&gt;
Former World Record. Loses the fire power in 6-4.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.20 by i_o_l on April 24 2015] =====&lt;br /&gt;
Former World Record. Gets the fireworks in 7-1 and has slow Bowser kills in some stages.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6799462 19:11.520 by i_o_l on June 6 2015] =====&lt;br /&gt;
Former World Record. Misses the walljump in 8-4.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6805250 19:11.240 by i_o_l on June 8 2015] =====&lt;br /&gt;
Former World Record. Loses the fire power in 8-2.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=VfOUivm7FJ4 19:10.388 by i_o_l on June 23 2015] =====&lt;br /&gt;
Former World Record. Gets hit by the Podoboo on the last screen and misses the axe.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=e5orWMmR_SU 19:09.839 by i_o_l on July 9 2015] =====&lt;br /&gt;
Former World Record. Gets hit by the Podoboo on the last screen.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=WiOg2x00aVM 19:06.994 by i_o_l on December 18 205] =====&lt;br /&gt;
Current World Record. Misses a jump due to a Cheep Cheep spawn in room 3 of 8-4 and gets hit by the Podoboo on the last screen.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== sub 19:05s ====&lt;br /&gt;
sub 19:10 has been achieved by 0 persons. &lt;br /&gt;
==== sub 19:10s ====&lt;br /&gt;
sub 19:10 has been achieved by 1 person: i_o_l&lt;br /&gt;
==== sub 19:20s ====&lt;br /&gt;
sub 19:20 has been achieved by 3 persons: andrewg, i_o_l, darbian (in this order)&lt;br /&gt;
==== sub 19:30s ====&lt;br /&gt;
sub 19:30 has been achieved by at least 6 persons: 蛍火 (Hotarubi), andrewg, aTallSkinnyKid, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [http://youtu.be/os3Stp26DR0 19:20 by Kosmicd12 on July 21st 2013] =====&lt;br /&gt;
Best time without power-ups.&lt;br /&gt;
&lt;br /&gt;
== Minus World Ending ==&lt;br /&gt;
===== [https://www.youtube.com/watch?v=SY4X4rEIo2A 2:35.99 by i_o_l on October 30 2013] =====&lt;br /&gt;
The first notable run of this category and former World Record.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=Sq0nvEWbAkY 2:35.27 by i_o_l on May 4 2015] =====&lt;br /&gt;
Current World Record.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs</id>
		<title>Super Mario Bros./Notable Runs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs"/>
				<updated>2016-01-13T10:01:02Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* Notable Personal Bests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
==Any%==&lt;br /&gt;
===The Twin Galaxies Days===&lt;br /&gt;
The early history of this speedrun was dominated by Twin Galaxies, which started timing from pressing the start button (while today timing is started from control of the character), only tracked full seconds and banned several glitches. The times are given as Twin Galaxies timing with what it would be under current timing in brackets behind it, if it's known.&lt;br /&gt;
===== 6:22 by Rodrigo Lopes =====&lt;br /&gt;
===== 5:28 by Aaron Collins =====&lt;br /&gt;
===== 5:20 by Cam Allen =====&lt;br /&gt;
===== 5:17 by Scott Kessler =====&lt;br /&gt;
Former records on Twin Galaxies as taken from [http://www.twingalaxies.com/content.php/2577-Scott-Kessler-Attains this article].&lt;br /&gt;
===== 5:14 (5:11) by Scott Kessler on February 26 2004 =====&lt;br /&gt;
Former World Record and the first run posted on SDA. The video seems to have disappeared from the internet.&lt;br /&gt;
===== [https://archive.org/details/Mario1_510 5:13 (5:10) by Scott Kessler on April 23 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Scott was unaware that it's faster to hit the top of the flagpole and always hit it in the middle instead. He did not do the Wrong Warp and the Walljump as these were banned. He slows down at some parts.&lt;br /&gt;
===== [https://archive.org/details/Mario1_507 5:10 (5:07) by Trevor Seguin on October 9 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to the previous run by Scott Kessler, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_506 5:09 (5:06) by Trevor Seguin on November 7 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to his previous run, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_505 5:08 (5:05) by Scott Kessler on September 14 2006] =====&lt;br /&gt;
Former World Record and posted on SDA. Was considered a perfect run at the time. Stood as the (later tied) record on Twin Galaxies for over 8 years.&lt;br /&gt;
&lt;br /&gt;
===== [https://www.youtube.com/watch?v=hP4q-B7yNUM 5:07 by andrewg on December 11 2011] =====&lt;br /&gt;
This run was done several years after the last new Twin Galaxies record and the community now mostly follows SDA's rules. Andrewg went back to get a perfect run under Twin Galaxies' ruleset, because the competition started there. Andrewg's timing of the run yielded 5:06.99, which if it was accurate would make it an unbeatable 5:06 under the old standard of always rounding down, but since then Twin Galaxies changed their method to rounding to the nearest second (which would also affect other runs such as Scott Kessler's first 5:08, which would be 5:09 instead, but it does not seem like Twin Galaxies will do retimings). A 5:06 would be possible with a near-perfect run.&lt;br /&gt;
&lt;br /&gt;
===The Hunt For 4:57===&lt;br /&gt;
Since SDA allowed heavy glitches and used to only track full second improvements the focus of runners was to reaching specific second boundaries, which were believed to be perfect, from 5:00 until 4:57, which is currently believed to be the actual limit.&lt;br /&gt;
===== [https://youtu.be/Ie4E3Bmqb5w 5:00.6 by andrewg on April 10 2007] =====&lt;br /&gt;
Former World Record and posted on SDA. The run uses a slow Wrong Warp method, because it was not yet known that the piranha plant can be despawned. Other subtle mistakes such as not hitting every flagpole at the top cost some framerules. There is a notable mistake in 8-4, where he pauses before going down a pipe, but it was believed to be irrelevant as far as reaching 4:59 was concerned.&lt;br /&gt;
===== [https://youtu.be/qTeXhU71fSE 5:00.4 by andrewg on December 23 2010] =====&lt;br /&gt;
Former World Record&lt;br /&gt;
=====  [https://youtu.be/bRyhpxR3l_g 4:59.4 by andrewg on December 24 2010] =====&lt;br /&gt;
Former World Record and posted on SDA. Slight optimizations allowed for 4:59, but the strats are still very similiar to the 5:00 runs.&lt;br /&gt;
===== [https://youtu.be/kcmKPmj9yeE 4:58.89 by andrewg on December 15 2011] =====&lt;br /&gt;
Former World Record and the current run on SDA. Improvements came from the discovery that it is faster to hit the top of the flagpole and that the piranha plant in 4-2 can be despawned by hitting the vine block. Andrewg was already aware that 4:57 was possible with a close-to-perfect run, but doubted it would ever be reached.&lt;br /&gt;
===== [https://youtu.be/Kwl9r6eq10A 4:58.78 by andrewg on January 15 2013] =====&lt;br /&gt;
===== [https://youtu.be/Kf0rYFGRTyU 4:58.56 by andrewg on January 19 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uzdhro7jrkc 4:58.51 by andrewg on March 21 2013] =====&lt;br /&gt;
===== [https://youtu.be/XRnebS1Kb28 4:58.34 by andrewg on May 19 2013] =====&lt;br /&gt;
Former World Records. A year after achieving 4:58 andrewg started going for 4:57 and these are some of his steps towards it.&lt;br /&gt;
===== [https://youtu.be/m_G-ErpZaFU 4:58.15 by andrewg on July 1 2013] =====&lt;br /&gt;
Former World Record and the first run that lost no time until 8-4 besides not doing the bullet bill glitch, which was believed to be impossible at the time. It was on pace for 4:57 until a small mistake during the Wrong Warp in 8-4.&lt;br /&gt;
===== [https://youtu.be/xuXYuUMcxyE 4:58.14 by andrewg on October 7 2013] =====&lt;br /&gt;
Former World Record and a 1 frame improvement over the previous record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=vqiEdTiT6s8 4:58.09 by andrewg on March 25 2014] =====&lt;br /&gt;
Former World Record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l on June 25 2014] =====&lt;br /&gt;
Former World Record. He did not do the fastest possible 4-2 and did the bullet bill glitch in 8-2 instead to achieve the first 4:57.&lt;br /&gt;
&lt;br /&gt;
===The Frame Wars===&lt;br /&gt;
===== [http://www.twitch.tv/darbian/v/21376369 4:57.62 by darbian on October 18 2015] =====&lt;br /&gt;
Current World Record. Has a more cleanly executed last stage than the previous record.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== 4:57s ====&lt;br /&gt;
4:57 has been achieved by 2 persons: i_o_l, darbian, andrewg (in this order)&lt;br /&gt;
&lt;br /&gt;
==== 4:58s ====&lt;br /&gt;
4:58 has been achieved by 4 persons: andrewg, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [https://www.youtube.com/watch?v=XM1jEUtr5hQ 4:58.35 by Kosmicd12 on September 25 2013] =====&lt;br /&gt;
The fourth best time currently and the second best time at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He was trying to achieve the first 4:57 and World Record, but couldn't complete a run before his 2 year break from speedrunning.&lt;br /&gt;
&lt;br /&gt;
==== 4:59s ====&lt;br /&gt;
4:59 has been achieved by at least 8 persons: andrewg, 蛍火 (Hotarubi), オホン (Ohon), ヒダリー (Hidari), Kosmicd12, DoorTK, i_o_l, darbian (in this order)&amp;lt;br&amp;gt;&lt;br /&gt;
It was not common to archive video in the Japanese community at the moment, so the precise time of Hotarubi's, Ohon's and Hidari's runs cannot be determined; it is possible one of them would have been a World Record at the time it happened.&lt;br /&gt;
&lt;br /&gt;
== Warpless ==&lt;br /&gt;
===World Record Progression===&lt;br /&gt;
===== 22:42 by Cam Allen =====&lt;br /&gt;
===== 21:33 by Cam Allen on August 6 2004 =====&lt;br /&gt;
Former Twin Galaxies records as taken from [http://www.twingalaxies.com/showthread.php/111200-Super-Mario-Brothers-1-NES-NEW-Fastest-Completion-WR! this article].&lt;br /&gt;
===== [https://archive.org/details/Mario1_2118 21:18 by andrewg on August 27 2005] =====&lt;br /&gt;
===== [https://archive.org/details/Mario1_allstages_1957 19:57 by andrewg on February 16 2007] ===== &lt;br /&gt;
Former World Records and both posted on SDA. Played without the fire power and with several safety strategies. He did not enter the pipe in 1-1 or do the Wrong Warp in 8-4 as this was banned under Twin Galaxies rules.&lt;br /&gt;
===== [https://youtu.be/gIayBg3g4FI 19:40 by andrewg on March 12 2008] =====&lt;br /&gt;
Former World Record and the current run on SDA. Played without the fire power and with several safety strategies.&lt;br /&gt;
===== [https://youtu.be/99Wi1BSaXqQ 19:34 by Kosmicd12 on November 28 2012] =====&lt;br /&gt;
Former World Record. Played completely as small Mario and with several safety strategies. This run was performed on the Wii Virtual Console, which runs at ~99.5% speed, which cost him about 5 seconds overall.&lt;br /&gt;
===== [http://firestorage.com/download/37416f72b2d054bd46ee4f0ce5e4a7ceb57faf8a 19:24 by Hotarubi on January 13 2013] =====&lt;br /&gt;
Former World Record. Andrewg has started doing Warpless runs with the fire power and achieved several runs believed to be World Records until it was pointed out that the Japanese player 蛍火 (Hotarubi) also did runs using the fire power and had achieved a better time previously.&lt;br /&gt;
===== [https://youtu.be/YB9lO_1t_oI 19:20 by andrewg on April 6 2013] =====&lt;br /&gt;
===== [https://youtu.be/zN8H4yEaGuU 19:19 by andrewg on April 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/J_StGobOH_U 19:17 by andrewg on June 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uo0UlzPcxOY 19:16 by andrewg on June 26 2013] =====&lt;br /&gt;
===== [https://youtu.be/s04Qaz2vKqo 19:15 by andrewg on August 24 2013] =====&lt;br /&gt;
Former World Records. All performed using the fire power.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.33 by andrewg on November 11 2013] =====&lt;br /&gt;
Former World Record. Loses the fire power in 6-4.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.20 by i_o_l on April 24 2015] =====&lt;br /&gt;
Former World Record. Gets the fireworks in 7-1 and has slow Bowser kills in some stages.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6799462 19:11.520 by i_o_l on June 6 2015] =====&lt;br /&gt;
Former World Record. Misses the walljump in 8-4.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6805250 19:11.240 by i_o_l on June 8 2015] =====&lt;br /&gt;
Former World Record. Loses the fire power in 8-2.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=VfOUivm7FJ4 19:10.388 by i_o_l on June 23 2015] =====&lt;br /&gt;
Former World Record. Gets hit by the Podoboo on the last screen and misses the axe.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=e5orWMmR_SU 19:09.839 by i_o_l on July 9 2015] =====&lt;br /&gt;
Former World Record. Gets hit by the Podoboo on the last screen.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=WiOg2x00aVM 19:06.994 by i_o_l on December 18 205] =====&lt;br /&gt;
Current World Record. Misses a jump due to a Cheep Cheep spawn in room 3 of 8-4 and gets hit by the Podoboo on the last screen.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== sub 19:05s ====&lt;br /&gt;
sub 19:10 has been achieved by 0 persons. &lt;br /&gt;
==== sub 19:10s ====&lt;br /&gt;
sub 19:10 has been achieved by 1 person: i_o_l&lt;br /&gt;
==== sub 19:20s ====&lt;br /&gt;
sub 19:20 has been achieved by 3 persons: andrewg, i_o_l, darbian (in this order)&lt;br /&gt;
==== sub 19:30s ====&lt;br /&gt;
sub 19:30 has been achieved by at least 6 persons: 蛍火 (Hotarubi), andrewg, aTallSkinnyKid, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [http://youtu.be/os3Stp26DR0 19:20 by Kosmicd12 on July 21st 2013] =====&lt;br /&gt;
Best time without power-ups.&lt;br /&gt;
&lt;br /&gt;
== Minus World Ending ==&lt;br /&gt;
===== [https://www.youtube.com/watch?v=SY4X4rEIo2A 2:35.99 by i_o_l on October 30 2013] =====&lt;br /&gt;
The first notable run of this category and former World Record.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=Sq0nvEWbAkY 2:35.27 by i_o_l on May 4 2015] =====&lt;br /&gt;
Current World Record.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs</id>
		<title>Super Mario Bros./Notable Runs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs"/>
				<updated>2016-01-13T09:57:38Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* Notable Personal Bests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
==Any%==&lt;br /&gt;
===The Twin Galaxies Days===&lt;br /&gt;
The early history of this speedrun was dominated by Twin Galaxies, which started timing from pressing the start button (while today timing is started from control of the character), only tracked full seconds and banned several glitches. The times are given as Twin Galaxies timing with what it would be under current timing in brackets behind it, if it's known.&lt;br /&gt;
===== 6:22 by Rodrigo Lopes =====&lt;br /&gt;
===== 5:28 by Aaron Collins =====&lt;br /&gt;
===== 5:20 by Cam Allen =====&lt;br /&gt;
===== 5:17 by Scott Kessler =====&lt;br /&gt;
Former records on Twin Galaxies as taken from [http://www.twingalaxies.com/content.php/2577-Scott-Kessler-Attains this article].&lt;br /&gt;
===== 5:14 (5:11) by Scott Kessler on February 26 2004 =====&lt;br /&gt;
Former World Record and the first run posted on SDA. The video seems to have disappeared from the internet.&lt;br /&gt;
===== [https://archive.org/details/Mario1_510 5:13 (5:10) by Scott Kessler on April 23 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Scott was unaware that it's faster to hit the top of the flagpole and always hit it in the middle instead. He did not do the Wrong Warp and the Walljump as these were banned. He slows down at some parts.&lt;br /&gt;
===== [https://archive.org/details/Mario1_507 5:10 (5:07) by Trevor Seguin on October 9 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to the previous run by Scott Kessler, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_506 5:09 (5:06) by Trevor Seguin on November 7 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to his previous run, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_505 5:08 (5:05) by Scott Kessler on September 14 2006] =====&lt;br /&gt;
Former World Record and posted on SDA. Was considered a perfect run at the time. Stood as the (later tied) record on Twin Galaxies for over 8 years.&lt;br /&gt;
&lt;br /&gt;
===== [https://www.youtube.com/watch?v=hP4q-B7yNUM 5:07 by andrewg on December 11 2011] =====&lt;br /&gt;
This run was done several years after the last new Twin Galaxies record and the community now mostly follows SDA's rules. Andrewg went back to get a perfect run under Twin Galaxies' ruleset, because the competition started there. Andrewg's timing of the run yielded 5:06.99, which if it was accurate would make it an unbeatable 5:06 under the old standard of always rounding down, but since then Twin Galaxies changed their method to rounding to the nearest second (which would also affect other runs such as Scott Kessler's first 5:08, which would be 5:09 instead, but it does not seem like Twin Galaxies will do retimings). A 5:06 would be possible with a near-perfect run.&lt;br /&gt;
&lt;br /&gt;
===The Hunt For 4:57===&lt;br /&gt;
Since SDA allowed heavy glitches and used to only track full second improvements the focus of runners was to reaching specific second boundaries, which were believed to be perfect, from 5:00 until 4:57, which is currently believed to be the actual limit.&lt;br /&gt;
===== [https://youtu.be/Ie4E3Bmqb5w 5:00.6 by andrewg on April 10 2007] =====&lt;br /&gt;
Former World Record and posted on SDA. The run uses a slow Wrong Warp method, because it was not yet known that the piranha plant can be despawned. Other subtle mistakes such as not hitting every flagpole at the top cost some framerules. There is a notable mistake in 8-4, where he pauses before going down a pipe, but it was believed to be irrelevant as far as reaching 4:59 was concerned.&lt;br /&gt;
===== [https://youtu.be/qTeXhU71fSE 5:00.4 by andrewg on December 23 2010] =====&lt;br /&gt;
Former World Record&lt;br /&gt;
=====  [https://youtu.be/bRyhpxR3l_g 4:59.4 by andrewg on December 24 2010] =====&lt;br /&gt;
Former World Record and posted on SDA. Slight optimizations allowed for 4:59, but the strats are still very similiar to the 5:00 runs.&lt;br /&gt;
===== [https://youtu.be/kcmKPmj9yeE 4:58.89 by andrewg on December 15 2011] =====&lt;br /&gt;
Former World Record and the current run on SDA. Improvements came from the discovery that it is faster to hit the top of the flagpole and that the piranha plant in 4-2 can be despawned by hitting the vine block. Andrewg was already aware that 4:57 was possible with a close-to-perfect run, but doubted it would ever be reached.&lt;br /&gt;
===== [https://youtu.be/Kwl9r6eq10A 4:58.78 by andrewg on January 15 2013] =====&lt;br /&gt;
===== [https://youtu.be/Kf0rYFGRTyU 4:58.56 by andrewg on January 19 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uzdhro7jrkc 4:58.51 by andrewg on March 21 2013] =====&lt;br /&gt;
===== [https://youtu.be/XRnebS1Kb28 4:58.34 by andrewg on May 19 2013] =====&lt;br /&gt;
Former World Records. A year after achieving 4:58 andrewg started going for 4:57 and these are some of his steps towards it.&lt;br /&gt;
===== [https://youtu.be/m_G-ErpZaFU 4:58.15 by andrewg on July 1 2013] =====&lt;br /&gt;
Former World Record and the first run that lost no time until 8-4 besides not doing the bullet bill glitch, which was believed to be impossible at the time. It was on pace for 4:57 until a small mistake during the Wrong Warp in 8-4.&lt;br /&gt;
===== [https://youtu.be/xuXYuUMcxyE 4:58.14 by andrewg on October 7 2013] =====&lt;br /&gt;
Former World Record and a 1 frame improvement over the previous record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=vqiEdTiT6s8 4:58.09 by andrewg on March 25 2014] =====&lt;br /&gt;
Former World Record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l on June 25 2014] =====&lt;br /&gt;
Former World Record. He did not do the fastest possible 4-2 and did the bullet bill glitch in 8-2 instead to achieve the first 4:57.&lt;br /&gt;
&lt;br /&gt;
===The Frame Wars===&lt;br /&gt;
===== [http://www.twitch.tv/darbian/v/21376369 4:57.62 by darbian on October 18 2015] =====&lt;br /&gt;
Current World Record. Has a more cleanly executed last stage than the previous record.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== 4:57s ====&lt;br /&gt;
4:57 has been achieved by 2 persons: i_o_l, darbian (in this order)&lt;br /&gt;
&lt;br /&gt;
==== 4:58s ====&lt;br /&gt;
4:58 has been achieved by 4 persons: andrewg, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [https://www.youtube.com/watch?v=XM1jEUtr5hQ 4:58.35 by Kosmicd12 on September 25 2013] =====&lt;br /&gt;
The fourth best time currently and the second best time at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He was trying to achieve the first 4:57 and World Record, but couldn't complete a run before his 2 year break from speedrunning.&lt;br /&gt;
&lt;br /&gt;
==== 4:59s ====&lt;br /&gt;
4:59 has been achieved by at least 8 persons: andrewg, 蛍火 (Hotarubi), オホン (Ohon), ヒダリー (Hidari), Kosmicd12, DoorTK, i_o_l, darbian (in this order)&amp;lt;br&amp;gt;&lt;br /&gt;
It was not common to archive video in the Japanese community at the moment, so the precise time of Hotarubi's, Ohon's and Hidari's runs cannot be determined; it is possible one of them would have been a World Record at the time it happened.&lt;br /&gt;
&lt;br /&gt;
== Warpless ==&lt;br /&gt;
===World Record Progression===&lt;br /&gt;
===== 22:42 by Cam Allen =====&lt;br /&gt;
===== 21:33 by Cam Allen on August 6 2004 =====&lt;br /&gt;
Former Twin Galaxies records as taken from [http://www.twingalaxies.com/showthread.php/111200-Super-Mario-Brothers-1-NES-NEW-Fastest-Completion-WR! this article].&lt;br /&gt;
===== [https://archive.org/details/Mario1_2118 21:18 by andrewg on August 27 2005] =====&lt;br /&gt;
===== [https://archive.org/details/Mario1_allstages_1957 19:57 by andrewg on February 16 2007] ===== &lt;br /&gt;
Former World Records and both posted on SDA. Played without the fire power and with several safety strategies. He did not enter the pipe in 1-1 or do the Wrong Warp in 8-4 as this was banned under Twin Galaxies rules.&lt;br /&gt;
===== [https://youtu.be/gIayBg3g4FI 19:40 by andrewg on March 12 2008] =====&lt;br /&gt;
Former World Record and the current run on SDA. Played without the fire power and with several safety strategies.&lt;br /&gt;
===== [https://youtu.be/99Wi1BSaXqQ 19:34 by Kosmicd12 on November 28 2012] =====&lt;br /&gt;
Former World Record. Played completely as small Mario and with several safety strategies. This run was performed on the Wii Virtual Console, which runs at ~99.5% speed, which cost him about 5 seconds overall.&lt;br /&gt;
===== [http://firestorage.com/download/37416f72b2d054bd46ee4f0ce5e4a7ceb57faf8a 19:24 by Hotarubi on January 13 2013] =====&lt;br /&gt;
Former World Record. Andrewg has started doing Warpless runs with the fire power and achieved several runs believed to be World Records until it was pointed out that the Japanese player 蛍火 (Hotarubi) also did runs using the fire power and had achieved a better time previously.&lt;br /&gt;
===== [https://youtu.be/YB9lO_1t_oI 19:20 by andrewg on April 6 2013] =====&lt;br /&gt;
===== [https://youtu.be/zN8H4yEaGuU 19:19 by andrewg on April 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/J_StGobOH_U 19:17 by andrewg on June 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uo0UlzPcxOY 19:16 by andrewg on June 26 2013] =====&lt;br /&gt;
===== [https://youtu.be/s04Qaz2vKqo 19:15 by andrewg on August 24 2013] =====&lt;br /&gt;
Former World Records. All performed using the fire power.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.33 by andrewg on November 11 2013] =====&lt;br /&gt;
Former World Record. Loses the fire power in 6-4.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.20 by i_o_l on April 24 2015] =====&lt;br /&gt;
Former World Record. Gets the fireworks in 7-1 and has slow Bowser kills in some stages.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6799462 19:11.520 by i_o_l on June 6 2015] =====&lt;br /&gt;
Former World Record. Misses the walljump in 8-4.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6805250 19:11.240 by i_o_l on June 8 2015] =====&lt;br /&gt;
Former World Record. Loses the fire power in 8-2.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=VfOUivm7FJ4 19:10.388 by i_o_l on June 23 2015] =====&lt;br /&gt;
Former World Record. Gets hit by the Podoboo on the last screen and misses the axe.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=e5orWMmR_SU 19:09.839 by i_o_l on July 9 2015] =====&lt;br /&gt;
Former World Record. Gets hit by the Podoboo on the last screen.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=WiOg2x00aVM 19:06.994 by i_o_l on December 18 205] =====&lt;br /&gt;
Current World Record. Misses a jump due to a Cheep Cheep spawn in room 3 of 8-4 and gets hit by the Podoboo on the last screen.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== sub 19:05s ====&lt;br /&gt;
sub 19:10 has been achieved by 0 persons. &lt;br /&gt;
==== sub 19:10s ====&lt;br /&gt;
sub 19:10 has been achieved by 1 person: i_o_l&lt;br /&gt;
==== sub 19:20s ====&lt;br /&gt;
sub 19:20 has been achieved by 3 persons: andrewg, i_o_l, darbian (in this order)&lt;br /&gt;
==== sub 19:30s ====&lt;br /&gt;
sub 19:30 has been achieved by at least 6 persons: 蛍火 (Hotarubi), andrewg, aTallSkinnyKid, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [http://youtu.be/os3Stp26DR0 19:20 by Kosmicd12 on July 21st 2013] =====&lt;br /&gt;
Best time without power-ups.&lt;br /&gt;
&lt;br /&gt;
== Minus World Ending ==&lt;br /&gt;
===== [https://www.youtube.com/watch?v=SY4X4rEIo2A 2:35.99 by i_o_l on October 30 2013] =====&lt;br /&gt;
The first notable run of this category and former World Record.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=Sq0nvEWbAkY 2:35.27 by i_o_l on May 4 2015] =====&lt;br /&gt;
Current World Record.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs</id>
		<title>Super Mario Bros./Notable Runs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs"/>
				<updated>2016-01-13T09:56:51Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* World Record Progression */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
==Any%==&lt;br /&gt;
===The Twin Galaxies Days===&lt;br /&gt;
The early history of this speedrun was dominated by Twin Galaxies, which started timing from pressing the start button (while today timing is started from control of the character), only tracked full seconds and banned several glitches. The times are given as Twin Galaxies timing with what it would be under current timing in brackets behind it, if it's known.&lt;br /&gt;
===== 6:22 by Rodrigo Lopes =====&lt;br /&gt;
===== 5:28 by Aaron Collins =====&lt;br /&gt;
===== 5:20 by Cam Allen =====&lt;br /&gt;
===== 5:17 by Scott Kessler =====&lt;br /&gt;
Former records on Twin Galaxies as taken from [http://www.twingalaxies.com/content.php/2577-Scott-Kessler-Attains this article].&lt;br /&gt;
===== 5:14 (5:11) by Scott Kessler on February 26 2004 =====&lt;br /&gt;
Former World Record and the first run posted on SDA. The video seems to have disappeared from the internet.&lt;br /&gt;
===== [https://archive.org/details/Mario1_510 5:13 (5:10) by Scott Kessler on April 23 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Scott was unaware that it's faster to hit the top of the flagpole and always hit it in the middle instead. He did not do the Wrong Warp and the Walljump as these were banned. He slows down at some parts.&lt;br /&gt;
===== [https://archive.org/details/Mario1_507 5:10 (5:07) by Trevor Seguin on October 9 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to the previous run by Scott Kessler, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_506 5:09 (5:06) by Trevor Seguin on November 7 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to his previous run, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_505 5:08 (5:05) by Scott Kessler on September 14 2006] =====&lt;br /&gt;
Former World Record and posted on SDA. Was considered a perfect run at the time. Stood as the (later tied) record on Twin Galaxies for over 8 years.&lt;br /&gt;
&lt;br /&gt;
===== [https://www.youtube.com/watch?v=hP4q-B7yNUM 5:07 by andrewg on December 11 2011] =====&lt;br /&gt;
This run was done several years after the last new Twin Galaxies record and the community now mostly follows SDA's rules. Andrewg went back to get a perfect run under Twin Galaxies' ruleset, because the competition started there. Andrewg's timing of the run yielded 5:06.99, which if it was accurate would make it an unbeatable 5:06 under the old standard of always rounding down, but since then Twin Galaxies changed their method to rounding to the nearest second (which would also affect other runs such as Scott Kessler's first 5:08, which would be 5:09 instead, but it does not seem like Twin Galaxies will do retimings). A 5:06 would be possible with a near-perfect run.&lt;br /&gt;
&lt;br /&gt;
===The Hunt For 4:57===&lt;br /&gt;
Since SDA allowed heavy glitches and used to only track full second improvements the focus of runners was to reaching specific second boundaries, which were believed to be perfect, from 5:00 until 4:57, which is currently believed to be the actual limit.&lt;br /&gt;
===== [https://youtu.be/Ie4E3Bmqb5w 5:00.6 by andrewg on April 10 2007] =====&lt;br /&gt;
Former World Record and posted on SDA. The run uses a slow Wrong Warp method, because it was not yet known that the piranha plant can be despawned. Other subtle mistakes such as not hitting every flagpole at the top cost some framerules. There is a notable mistake in 8-4, where he pauses before going down a pipe, but it was believed to be irrelevant as far as reaching 4:59 was concerned.&lt;br /&gt;
===== [https://youtu.be/qTeXhU71fSE 5:00.4 by andrewg on December 23 2010] =====&lt;br /&gt;
Former World Record&lt;br /&gt;
=====  [https://youtu.be/bRyhpxR3l_g 4:59.4 by andrewg on December 24 2010] =====&lt;br /&gt;
Former World Record and posted on SDA. Slight optimizations allowed for 4:59, but the strats are still very similiar to the 5:00 runs.&lt;br /&gt;
===== [https://youtu.be/kcmKPmj9yeE 4:58.89 by andrewg on December 15 2011] =====&lt;br /&gt;
Former World Record and the current run on SDA. Improvements came from the discovery that it is faster to hit the top of the flagpole and that the piranha plant in 4-2 can be despawned by hitting the vine block. Andrewg was already aware that 4:57 was possible with a close-to-perfect run, but doubted it would ever be reached.&lt;br /&gt;
===== [https://youtu.be/Kwl9r6eq10A 4:58.78 by andrewg on January 15 2013] =====&lt;br /&gt;
===== [https://youtu.be/Kf0rYFGRTyU 4:58.56 by andrewg on January 19 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uzdhro7jrkc 4:58.51 by andrewg on March 21 2013] =====&lt;br /&gt;
===== [https://youtu.be/XRnebS1Kb28 4:58.34 by andrewg on May 19 2013] =====&lt;br /&gt;
Former World Records. A year after achieving 4:58 andrewg started going for 4:57 and these are some of his steps towards it.&lt;br /&gt;
===== [https://youtu.be/m_G-ErpZaFU 4:58.15 by andrewg on July 1 2013] =====&lt;br /&gt;
Former World Record and the first run that lost no time until 8-4 besides not doing the bullet bill glitch, which was believed to be impossible at the time. It was on pace for 4:57 until a small mistake during the Wrong Warp in 8-4.&lt;br /&gt;
===== [https://youtu.be/xuXYuUMcxyE 4:58.14 by andrewg on October 7 2013] =====&lt;br /&gt;
Former World Record and a 1 frame improvement over the previous record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=vqiEdTiT6s8 4:58.09 by andrewg on March 25 2014] =====&lt;br /&gt;
Former World Record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l on June 25 2014] =====&lt;br /&gt;
Former World Record. He did not do the fastest possible 4-2 and did the bullet bill glitch in 8-2 instead to achieve the first 4:57.&lt;br /&gt;
&lt;br /&gt;
===The Frame Wars===&lt;br /&gt;
===== [http://www.twitch.tv/darbian/v/21376369 4:57.62 by darbian on October 18 2015] =====&lt;br /&gt;
Current World Record. Has a more cleanly executed last stage than the previous record.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== 4:57s ====&lt;br /&gt;
4:57 has been achieved by 2 persons: i_o_l, darbian (in this order)&lt;br /&gt;
&lt;br /&gt;
==== 4:58s ====&lt;br /&gt;
4:58 has been achieved by 4 persons: andrewg, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [https://www.youtube.com/watch?v=XM1jEUtr5hQ 4:58.35 by Kosmicd12 on September 25 2013] =====&lt;br /&gt;
The fourth best time currently and the second best time at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He was trying to achieve the first 4:57 and World Record, but couldn't complete a run before his 2 year break from speedrunning.&lt;br /&gt;
&lt;br /&gt;
==== 4:59s ====&lt;br /&gt;
4:59 has been achieved by at least 8 persons: andrewg, 蛍火 (Hotarubi), オホン (Ohon), ヒダリー (Hidari), Kosmicd12, DoorTK, i_o_l, darbian (in this order)&amp;lt;br&amp;gt;&lt;br /&gt;
It was not common to archive video in the Japanese community at the moment, so the precise time of Hotarubi's, Ohon's and Hidari's runs cannot be determined; it is possible one of them would have been a World Record at the time it happened.&lt;br /&gt;
&lt;br /&gt;
== Warpless ==&lt;br /&gt;
===World Record Progression===&lt;br /&gt;
===== 22:42 by Cam Allen =====&lt;br /&gt;
===== 21:33 by Cam Allen on August 6 2004 =====&lt;br /&gt;
Former Twin Galaxies records as taken from [http://www.twingalaxies.com/showthread.php/111200-Super-Mario-Brothers-1-NES-NEW-Fastest-Completion-WR! this article].&lt;br /&gt;
===== [https://archive.org/details/Mario1_2118 21:18 by andrewg on August 27 2005] =====&lt;br /&gt;
===== [https://archive.org/details/Mario1_allstages_1957 19:57 by andrewg on February 16 2007] ===== &lt;br /&gt;
Former World Records and both posted on SDA. Played without the fire power and with several safety strategies. He did not enter the pipe in 1-1 or do the Wrong Warp in 8-4 as this was banned under Twin Galaxies rules.&lt;br /&gt;
===== [https://youtu.be/gIayBg3g4FI 19:40 by andrewg on March 12 2008] =====&lt;br /&gt;
Former World Record and the current run on SDA. Played without the fire power and with several safety strategies.&lt;br /&gt;
===== [https://youtu.be/99Wi1BSaXqQ 19:34 by Kosmicd12 on November 28 2012] =====&lt;br /&gt;
Former World Record. Played completely as small Mario and with several safety strategies. This run was performed on the Wii Virtual Console, which runs at ~99.5% speed, which cost him about 5 seconds overall.&lt;br /&gt;
===== [http://firestorage.com/download/37416f72b2d054bd46ee4f0ce5e4a7ceb57faf8a 19:24 by Hotarubi on January 13 2013] =====&lt;br /&gt;
Former World Record. Andrewg has started doing Warpless runs with the fire power and achieved several runs believed to be World Records until it was pointed out that the Japanese player 蛍火 (Hotarubi) also did runs using the fire power and had achieved a better time previously.&lt;br /&gt;
===== [https://youtu.be/YB9lO_1t_oI 19:20 by andrewg on April 6 2013] =====&lt;br /&gt;
===== [https://youtu.be/zN8H4yEaGuU 19:19 by andrewg on April 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/J_StGobOH_U 19:17 by andrewg on June 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uo0UlzPcxOY 19:16 by andrewg on June 26 2013] =====&lt;br /&gt;
===== [https://youtu.be/s04Qaz2vKqo 19:15 by andrewg on August 24 2013] =====&lt;br /&gt;
Former World Records. All performed using the fire power.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.33 by andrewg on November 11 2013] =====&lt;br /&gt;
Former World Record. Loses the fire power in 6-4.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.20 by i_o_l on April 24 2015] =====&lt;br /&gt;
Former World Record. Gets the fireworks in 7-1 and has slow Bowser kills in some stages.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6799462 19:11.520 by i_o_l on June 6 2015] =====&lt;br /&gt;
Former World Record. Misses the walljump in 8-4.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6805250 19:11.240 by i_o_l on June 8 2015] =====&lt;br /&gt;
Former World Record. Loses the fire power in 8-2.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=VfOUivm7FJ4 19:10.388 by i_o_l on June 23 2015] =====&lt;br /&gt;
Former World Record. Gets hit by the Podoboo on the last screen and misses the axe.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=e5orWMmR_SU 19:09.839 by i_o_l on July 9 2015] =====&lt;br /&gt;
Former World Record. Gets hit by the Podoboo on the last screen.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=WiOg2x00aVM 19:06.994 by i_o_l on December 18 205] =====&lt;br /&gt;
Current World Record. Misses a jump due to a Cheep Cheep spawn in room 3 of 8-4 and gets hit by the Podoboo on the last screen.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== sub 19:10s ====&lt;br /&gt;
sub 19:10 has been achieved by 1 person: i_o_l&lt;br /&gt;
==== sub 19:20s ====&lt;br /&gt;
sub 19:20 has been achieved by 2 persons: andrewg, i_o_l (in this order)&lt;br /&gt;
==== sub 19:30s ====&lt;br /&gt;
sub 19:30 has been achieved by at least 6 persons: 蛍火 (Hotarubi), andrewg, aTallSkinnyKid, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [http://youtu.be/os3Stp26DR0 19:20 by Kosmicd12 on July 21st 2013] =====&lt;br /&gt;
Best time without power-ups.&lt;br /&gt;
&lt;br /&gt;
== Minus World Ending ==&lt;br /&gt;
===== [https://www.youtube.com/watch?v=SY4X4rEIo2A 2:35.99 by i_o_l on October 30 2013] =====&lt;br /&gt;
The first notable run of this category and former World Record.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=Sq0nvEWbAkY 2:35.27 by i_o_l on May 4 2015] =====&lt;br /&gt;
Current World Record.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Minus_World_Ending_Strategy</id>
		<title>Super Mario Bros./Minus World Ending Strategy</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Minus_World_Ending_Strategy"/>
				<updated>2016-01-13T09:52:10Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
See [https://www.youtube.com/watch?v=Sq0nvEWbAkY i_o_l's WR video] for the general strategy. This only goes into detail on the non-obvious things going on. Make sure you actually play the Famicom Disk System version.&lt;br /&gt;
&lt;br /&gt;
==Level by level explanations==&lt;br /&gt;
====World 1-1====&lt;br /&gt;
When you go into the underground section, start holding &amp;quot;right&amp;quot; when Mario has fallen about half the way down and jump as soon as you're able, trying to land on the very edge of the bricks in the middle. The farther to the left you land, the sooner you start accelerating to full speed. When the pipe transition happens, you should have 380 on the timer.&lt;br /&gt;
&lt;br /&gt;
Later just hit the flagpole at the very top. If you have 370 remaining on the timer, the level is flawless. If you have 369 remaining on the timer, it can also be flawless, but it's very likely you missed the framerule.&lt;br /&gt;
&lt;br /&gt;
====World 1-2 (Warp to -1)====&lt;br /&gt;
The first difficult part here is jumping over the Koopa with the Goomba directly behind it. The best way to do it is to run at full speed and do a jump where you hold A for 1 to 3 frames and then immediately jump again.&lt;br /&gt;
&lt;br /&gt;
There are two different methods to glitch through the wall at the end of the level and reach the Minus World. One is to become big Mario and glitch through the wall as in the WR video. Getting the perfect framerule is extremely precise.&amp;lt;br&amp;gt;&lt;br /&gt;
The other is to go through the pipe as small Mario. This trick is explained in detail on the main page and is very difficult, but would allow for a World Record while doing the Minus Worlds completely safely.&lt;br /&gt;
&lt;br /&gt;
====World -1====&lt;br /&gt;
A very easy level except for the flagpole glitch at the end. If you don't do it, hit the flagpole in the middle, so that you go into the castle without touching the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
If you want to do it, let go off right, drop down landing just in front of the block below the flagpole and immediately swim. If you spend more than a few frames on the ground, you will trigger the fireworks (which is still faster than not doing the flagpole). To make sure that you don't get the fireworks, land well before the flagpole on the ground and walk the rest of the way.&lt;br /&gt;
&lt;br /&gt;
====World -2====&lt;br /&gt;
A very simple level and one of the few levels, where it doesn't matter, how high you hit the flagpole.&amp;lt;br&amp;gt;&lt;br /&gt;
There are some very tricky framerules, so check the patterns of the Cheep Cheeps with the strategies you use before doing attempts.&lt;br /&gt;
&lt;br /&gt;
====World -3====&lt;br /&gt;
There are 2 turnarounds in this level. As big Mario it is faster to break through the ceiling instead. It is faster still to glitch through the ceiling with a duck-jump into a corner, but also more difficult.&amp;lt;br&amp;gt;&lt;br /&gt;
As small Mario you could theoretically glitch through the wall and skip the turnarounds too, but it is too difficult. When doing the turnarounds start holding left and bump into the opposing walls. A single frame can be saved by stomping the Blooper before the first turnaround.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==RTA WR and TAS comparison==&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros.</id>
		<title>Super Mario Bros.</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros."/>
				<updated>2016-01-13T09:46:25Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* The Minus World */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sda run|http://speeddemosarchive.com/Mario1.html}}{{contents}}&lt;br /&gt;
DISCLAIMER: This page is referring to the NTSC NES/Famicom original release, [[Super Mario Bros./Versions|not any of the remakes]].&amp;lt;br&amp;gt;&lt;br /&gt;
However many techniques still work in the same or a similiar way in the releases. Almost everything works exactly the same in the sequel [[Super Mario Bros.:The Lost Levels/Any% Strategy|SMB2j (aka Lost Levels)]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
====General Movement Rules====&lt;br /&gt;
&lt;br /&gt;
• You accelerate faster in the direction you are not facing. So if you need to bump into a wall, do a backwards jump into it.&amp;lt;br&amp;gt;&lt;br /&gt;
• Maximum walking speed is 3/5 of maximum running speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you fall under the maximum walking speed during a jump, you cannot go above it again until you touch the ground again.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you touch the ground while holding right and letting go off B, you will be immediately reduced to maximum walking speed. If you need to shoot just as you land, briefly let go off right.&amp;lt;br&amp;gt;&lt;br /&gt;
• Shooting while running on the ground will not slow you down in the slightest, if you repress B quickly enough. If you let go off B for too long, you will be reduced to maximum walking speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• Acceleration in water is the same on the ground as in the water, but the maximum walking speed underwater is 2/3 of the maximum swimming speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you touch underwater ground while holding right, you will be immediately reduced to maximum walking speed. If you need to only briefly touch the ground, don't hold right and start holding right just after you press A to leave the ground again. Of course longer stays on the ground will reduce you to below maximum walking speed, so hold right in these cases to stay at maximum walking speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• You can let go off right while swimming or jumping.&amp;lt;br&amp;gt;&lt;br /&gt;
• When you need to reverse direction and get below the platform, you are standing on, (for example when getting to the warp pipes in 4-2), you can reverse some of your speed by bumping into a wall and holding the opposite direction. If the gap between the platform, you want to fall off and the wall is less than 3 blocks, it's faster to do so than to just reverse at the edge of the platform.&lt;br /&gt;
&lt;br /&gt;
====Framerules====&lt;br /&gt;
&lt;br /&gt;
Every time you enter a new level, the game delays for a varying amount of time. The delay actually waits for a counter that loops every 21 frames (~0.35 seconds). &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As an example, this means that if you complete a level in &amp;lt;br&amp;gt;&lt;br /&gt;
• 1 frame, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 15 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 20 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 21 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 22 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 30 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 42 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 43 frames, the level length will be N+63 frames &amp;lt;br&amp;gt;&lt;br /&gt;
And so on, where N is a constant minimum length of the black screen. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The only exception to this rule is the last level and certain events, during which the counter does not run, such as pauses, lag, transformations or entering pipes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flagpole jump====&lt;br /&gt;
If you hit a flagpole at the highest possible position, Mario will enter the castle about 11 frames faster. In most levels this saves a frame rule.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Avoiding fireworks====&lt;br /&gt;
&lt;br /&gt;
The fireworks are set off when a level is completed with the last digit of the timer at 1, 3, or 6.&amp;lt;br&amp;gt;&lt;br /&gt;
Getting them wastes time, so you should slow down instead of hitting a time that yields 3 or 6 fireworks. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Despawning====&lt;br /&gt;
&lt;br /&gt;
There can only be 5 &amp;quot;enemies&amp;quot; at once on the screen. The following count towards this total: living enemies, dead enemies as long as their sprite is still on the screen, all moving platforms, climbing vines&amp;lt;br&amp;gt;&lt;br /&gt;
When there are already 5 enemies on the screen, further enemies will simply not appear. This can be to your advantage, but also to your disadvantage.&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• In 4-2: Hit the vine block to despawn a piranha plant.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 5-3: Stomp (not shoot) either the Koopa or the Goomba before the 2 moving platforms, otherwise one of them will despawn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Hit Detection====&lt;br /&gt;
[[File:Hitboxes.png|The visual appearance of an enemy does not perfectly show which part of it is actually lethal.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to stand on the edge of a pipe even when a plant has risen out of it. There are a few pixels of room on both sides of the pipe that you can land on and immediately jump off again. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When a lot of hammers are on the screen, you can sometimes go through a hammer without getting hit, and sometimes a hammer can be invisible but still hit you. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You don't need to hit the top of an enemy to kill it. As long as you're moving downward as you hit the enemy, you'll kill it. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When entering a pipe with a piranha plant sticking out of it, jump into the middle and start holding down early, this will trigger the pipe transition and allow you to survive some encounters with the plant, which would normally kill you, if you did not hold down.&lt;br /&gt;
&lt;br /&gt;
====Known pseudorandom enemy patterns====&lt;br /&gt;
&lt;br /&gt;
The random number generation in this game is purely frame-based. If you reach an enemy at the same frame from reset, it will behave the same. Due to the 21 frame rule (which also applies to the title screen), it is possible to know what frame you are on.&amp;lt;br&amp;gt;&lt;br /&gt;
This can be used in 8-3 to safely avoid the Hammer Bros.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Glitches==&lt;br /&gt;
&lt;br /&gt;
====Wrong Warp====&lt;br /&gt;
&lt;br /&gt;
The Wrong Warp glitch occurs when a pipe takes you somewhere other than its intended destination. &amp;lt;br&amp;gt;&lt;br /&gt;
Theory: The game can have only one &amp;quot;entry point&amp;quot; (a pipe or vine) per screen. The reason lies in how the game is designed: There is just one global variable in the game RAM that determines where pipes or vines in the current screen lead. Once the screen scrolls far enough for the next target label to be loaded from the level data, all entry points in the current screen will lead to that destination instead. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
• If Mario is far on the right side of the screen, the entry point variable will be out of date, so a new entry point will lead to the target of the previous one (Example: In 4-2 of SMB1, if Mario is far enough on the right side of the screen, he can use the pipe to go to the warp room since the destination info of the vine is still valid. Making the vine appear is not required for this glitch. The only thing needed is that the screen hasn't scrolled too far when the pipe is entered.) &amp;lt;br&amp;gt;&lt;br /&gt;
• If the screen is ahead of Mario (Mario is on the left side of screen), the variable will have updated too soon, so you can access a future entry point's target from an earlier entry point. (Example: In 8-4 of SMB1, in the area before the water area, instead of going in the pipe after the lava pit, go a little past the previous pipe, and then turn around and go in that pipe, and it will take you to the water area instead of taking you back to the beginning of the level.) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Methods of getting Mario to the left side of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
• Just move back. &amp;lt;br&amp;gt;&lt;br /&gt;
Methods of getting Mario to the right side of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
• If you enter a wall, the wall will automatically transport Mario towards the right edge of the screen without scrolling. &amp;lt;br&amp;gt;&lt;br /&gt;
• If Mario bumps into the left edge of an obstacle (wall, pipe, coin block etc.) while jumping, the screen scrolling will momentarily stop even if Mario continues to move to the right. Since Mario accelerates faster in the direction he isn't facing, you should use this trick while jumping backwards (with Mario facing left). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Walljump====&lt;br /&gt;
&lt;br /&gt;
A walljump is when you jump towards a wall and somehow Mario's foot catches the wall and allows to jump again, boosting from the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
Walljumps happen because the game does a floor check (a simple &amp;quot;is there a solid block below him?&amp;quot; test) even during a wall-ejection. Wall-ejection is SMB's mechanism for pushing Mario out of a wall he has partially entered.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To perform a walljump, you need two things: &amp;lt;br&amp;gt;&lt;br /&gt;
• Some horizontal speed &amp;lt;br&amp;gt;&lt;br /&gt;
• Mario's feet must hit the wall exactly at a block boundary (every 16 pixels) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• Reach the pipe to the third room of 8-4 more quickly by walljumping off it saving about 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• only as Mario: Skip waiting for the elevator in 1-2 of SMB2j to reach the warp zone by walljumping off the big vertical pipe instead.&amp;lt;br&amp;gt;&lt;br /&gt;
• only as Luigi: Skip hitting the invisible block and climbing up them just before the warp zone in 1-2 of SMB2j by walljumping off the wall instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Full flagpole glitch====&lt;br /&gt;
&lt;br /&gt;
Enter the block below the flagpole and touch the flagpole from inside the block to skip lowering the flag and get ejected to the left side of the block, which then skips the routine of Mario walking to the castle and entering it.&lt;br /&gt;
&lt;br /&gt;
Enemies can be used for this glitch. Stomp a Bullet Bill just as it reaches the flagpole at maximum speed.&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• With a lucky Bullet Bill spawn this trick is possible in 8-2 saving up to 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• Do this trick at the end of -1 in the Minus World to save several seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Going through walls as big Mario====&lt;br /&gt;
&lt;br /&gt;
When Mario is big, he can simply perform a duck-jump into the corner and start walking. This is because his head will be well inside the ceiling, enabling the ejection to the right. (If he ducks again before he is fully inside the wall, he'll be ejected to the left instead.)&lt;br /&gt;
&lt;br /&gt;
Applications in SMB1:&amp;lt;br&amp;gt;&lt;br /&gt;
• In 1-2 this can be done to enter the wall at the end of the level and walk through it to get to the Minus World.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 4-4 this can be used to more quickly bypass the part of the maze, where you need to turn around normally saving 0.35 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• In -3 of the Minus World this can be done to skip having to turn around or break the ceiling.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Applications in SMB2j:&amp;lt;br&amp;gt;&lt;br /&gt;
''TODO''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Jump in mid-air====&lt;br /&gt;
&lt;br /&gt;
If you grab a mushroom in mid-air, you can jump again. To do this let go of A before you touch the mushroom and then hold A until the transformation is over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ducking while swimming====&lt;br /&gt;
&lt;br /&gt;
Duck on the ground and start swimming, Mario will still look as usual, but his hitbox is as though he was small and he will be unable to shoot fireballs. The optimal way to start this is:&amp;lt;br&amp;gt;&lt;br /&gt;
• accelerate to maximum speed&amp;lt;br&amp;gt;&lt;br /&gt;
• let go off right and hold down (this will not slow you down)&amp;lt;br&amp;gt;&lt;br /&gt;
• briefly touch the ground&amp;lt;br&amp;gt;&lt;br /&gt;
• press A&amp;lt;br&amp;gt;&lt;br /&gt;
• hold right until you are back to maximum speed&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat this each time you have to touch the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
To stop ducking and enable fireballs again simply let go off all directional buttons and touch the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ducking while falling====&lt;br /&gt;
&lt;br /&gt;
Just hold down before sliding off a platform and Mario will have the small hitbox despite looking big.&lt;br /&gt;
&lt;br /&gt;
====The Minus World====&lt;br /&gt;
&lt;br /&gt;
This is a well-known glitch which occurs when Mario glitches behind the wall in 1-2 in SMB1 and enters the first pipe. &amp;lt;br&amp;gt;&lt;br /&gt;
The minus world is basically just a random location of the game ROM, it is not a real world. It wasn't designed that way ― it's just an oversight of the programmers that you can get into the pipe before the correct warp labels are assigned. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the NES version of Super Mario Bros., the &amp;quot;minus world&amp;quot; was a looping, uncompleteable copy of world 2-2. In the FDS version, however, it is an underwater 1-3, 7-3, and an underground 4-4, making it completable. &amp;lt;br&amp;gt;Completing the game this way would give the &amp;quot;in another castle&amp;quot; message, but would return to the title screen as if 8-4 had been beaten; hard mode and the level selection become accessible, as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Off-screen wall climbing====&lt;br /&gt;
&lt;br /&gt;
This trick is trivial to perform. When there is a hole on the left side of the screen, you can cram Mario in between the screen edge and the wall and climb up. Mario will be unable to fall down. It can be used to reach the ceiling of the dungeon in places where there normally is no way to do that.&lt;br /&gt;
&lt;br /&gt;
By jumping repeatedly and steering to the left, the trick can also be used for entering the wall.&lt;br /&gt;
&lt;br /&gt;
Application: In 5-2 of SMB2j enter the pipe before the vine using this glitch and hold down. Mario will enter the pipe in reverse direction and appear in the warp zone to world 8.&lt;br /&gt;
&lt;br /&gt;
==Advanced Techniques==&lt;br /&gt;
&lt;br /&gt;
====Backwards jump acceleration====&lt;br /&gt;
&lt;br /&gt;
When you need to accelerate from zero speed, you can do it faster if you jump a small jump backwards and steer to the opposite direction Mario is facing. This can be used to start a level faster and to accelerate faster after exiting a pipe.&lt;br /&gt;
&lt;br /&gt;
Applications: &amp;lt;br&amp;gt;&lt;br /&gt;
• In the first room of 8-4 this can be used to save a tiny amount of time, which is only relevant for finishing the level with an ingame time of 316.&amp;lt;br&amp;gt;&lt;br /&gt;
• In the third room of 8-4 this can be used to save about 0.03 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• In the fourth room of 8-4 in SMB2j this can be used to save about 0.1 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Half flagpole glitch====&lt;br /&gt;
&lt;br /&gt;
Complete the level without lowering the flag by glitching into the base block of the flagpole and touching the flapole from inside. Doing so is faster than lowering the flag.&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely precise trick, which hasn't been done in realtime yet.&lt;br /&gt;
&lt;br /&gt;
====Going through walls as small Mario====&lt;br /&gt;
&lt;br /&gt;
'''Jump into a solid object below a floor'''&lt;br /&gt;
&lt;br /&gt;
For the purpose of activating this glitch, any solid object (including pipes) counts as a floor.&lt;br /&gt;
It is really difficult to perform (much harder than the walljump), but here are the instructions.&lt;br /&gt;
&lt;br /&gt;
1. You need the right speed. If the object is only 2 blocks tall, such as the pipe in the end of 1-2, you can not jump into it while running. Deaccelerate before jumping. If you have too high speed, you'll just find yourself standing on top of the object instead of inside it. &amp;lt;br&amp;gt;&lt;br /&gt;
2. You need the right position. The right position is: as near as possible. You are too near, if when you jump toward the object, you'll bump into it without getting ejected pixel by pixel.&amp;lt;br&amp;gt; &lt;br /&gt;
3. Immediately before the wall starts ejecting Mario, start steering away from it. This causes the wall to pull you in instead of push you out. &amp;lt;br&amp;gt;&lt;br /&gt;
4. Immediately after your vertical movement stops, start moving to the direction you want to go. If the wall is ejecting you now, you failed some of the previous steps.&lt;br /&gt;
&lt;br /&gt;
The easiest way to perform this trick is into 2-block tall obstacles at walking speed.  &amp;lt;br&amp;gt;&lt;br /&gt;
1. Do a minimal height jump (hold A for 1 frame) at the exactly right distance.&amp;lt;br&amp;gt;&lt;br /&gt;
◦ You're too close if you bump into the wall without a chance to counter the ejection. &amp;lt;br&amp;gt;&lt;br /&gt;
◦ You held A for more than 1 frame (or your jumping platform was less than 2 blocks from the floor) if you land on top of the floor.&amp;lt;br&amp;gt;&lt;br /&gt;
2. As the wall-eject is about to start, hold the opposite direction from the obstacle. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Once Mario lands in the wall, start walking normally.&amp;lt;br&amp;gt;&lt;br /&gt;
◦ If the wall just ejects Mario, you were too far from the wall when you jumped.&lt;br /&gt;
&lt;br /&gt;
Application: In 1-2 this can be done to enter the top of the pipe at the end of the level and walk through it to get to the Minus World as fast as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jump into a wall just below a solid ceiling and walk through it'''&lt;br /&gt;
&lt;br /&gt;
To perform the trick, do a walljump at a position right below the ceiling. When you get foothold, jump immediately. When you land, jump again. When you land again, jump again. Each jump embeds you deeper into the wall. Usually three or four jumps are enough for passing through.&lt;br /&gt;
&lt;br /&gt;
During each of the jumps, you need to steer in the direction opposite to where you're traveling. Otherwise Mario gets ejected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jump into a solid wall and walk through it'''&lt;br /&gt;
&lt;br /&gt;
It is possible to perform the wall-entry trick even without a ceiling. However, it requires extremely precise positioning and speed. This is the hardest of all of the tricks.&lt;br /&gt;
&lt;br /&gt;
Instructions: You will need to have the right X-subpixel position for this to work. A subpixel is a position component which is not rendered onscreen. In this game a pixel is made up of 16 subpixels. Try jumping into a wall. You are either pushed out immediately without having entered the wall at all, or otherwise you might have been able to partially enter the wall. The latter is what you want, but there is no way to effectively influence the subpixel value besides holding left for a few frames while running and hoping for the best outcome.&lt;br /&gt;
&lt;br /&gt;
1. Jump towards a wall from a position as close to it as possible (but not touching it).&lt;br /&gt;
2. Before the wall starts ejecting you, immediately start steering away from it. This causes the wall to pull you in instead of pushing you out. &amp;lt;br&amp;gt;&lt;br /&gt;
3. As soon as you land inside the wall, repeatedly jump while moving away from the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
4. After you have entered the wall deep enough, start moving in the direction you want to go as soon as you land. If the wall is ejecting you now, you failed the previous steps.&lt;br /&gt;
&lt;br /&gt;
Application: In 4-2 this can be done on the wall directly after the powerup at the start of the stage. The subpixel value you get by just holding right and B happens to work. The ejection from the wall can be used as an alternative way to get Mario to the right side of the screen to perform the Wrong Warp. However this is still a very hard trick and must also be done in a very optimized manner to match the time from the optimal backwards jumps method instead, so this is likely useless.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.speeddemosarchive.com/post/super_mario_bros.12.html SDA discussion thread]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://tasvideos.org/GameResources/NES/SuperMarioBros.html TAS resource page]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speedrun.com/smb1 SMB1 Leaderboard]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speedrun.com/smbtll SMB2j Leaderboard]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:NES]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros.</id>
		<title>Super Mario Bros.</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros."/>
				<updated>2016-01-13T09:44:37Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* Going through walls as big Mario */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sda run|http://speeddemosarchive.com/Mario1.html}}{{contents}}&lt;br /&gt;
DISCLAIMER: This page is referring to the NTSC NES/Famicom original release, [[Super Mario Bros./Versions|not any of the remakes]].&amp;lt;br&amp;gt;&lt;br /&gt;
However many techniques still work in the same or a similiar way in the releases. Almost everything works exactly the same in the sequel [[Super Mario Bros.:The Lost Levels/Any% Strategy|SMB2j (aka Lost Levels)]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
====General Movement Rules====&lt;br /&gt;
&lt;br /&gt;
• You accelerate faster in the direction you are not facing. So if you need to bump into a wall, do a backwards jump into it.&amp;lt;br&amp;gt;&lt;br /&gt;
• Maximum walking speed is 3/5 of maximum running speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you fall under the maximum walking speed during a jump, you cannot go above it again until you touch the ground again.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you touch the ground while holding right and letting go off B, you will be immediately reduced to maximum walking speed. If you need to shoot just as you land, briefly let go off right.&amp;lt;br&amp;gt;&lt;br /&gt;
• Shooting while running on the ground will not slow you down in the slightest, if you repress B quickly enough. If you let go off B for too long, you will be reduced to maximum walking speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• Acceleration in water is the same on the ground as in the water, but the maximum walking speed underwater is 2/3 of the maximum swimming speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you touch underwater ground while holding right, you will be immediately reduced to maximum walking speed. If you need to only briefly touch the ground, don't hold right and start holding right just after you press A to leave the ground again. Of course longer stays on the ground will reduce you to below maximum walking speed, so hold right in these cases to stay at maximum walking speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• You can let go off right while swimming or jumping.&amp;lt;br&amp;gt;&lt;br /&gt;
• When you need to reverse direction and get below the platform, you are standing on, (for example when getting to the warp pipes in 4-2), you can reverse some of your speed by bumping into a wall and holding the opposite direction. If the gap between the platform, you want to fall off and the wall is less than 3 blocks, it's faster to do so than to just reverse at the edge of the platform.&lt;br /&gt;
&lt;br /&gt;
====Framerules====&lt;br /&gt;
&lt;br /&gt;
Every time you enter a new level, the game delays for a varying amount of time. The delay actually waits for a counter that loops every 21 frames (~0.35 seconds). &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As an example, this means that if you complete a level in &amp;lt;br&amp;gt;&lt;br /&gt;
• 1 frame, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 15 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 20 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 21 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 22 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 30 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 42 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 43 frames, the level length will be N+63 frames &amp;lt;br&amp;gt;&lt;br /&gt;
And so on, where N is a constant minimum length of the black screen. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The only exception to this rule is the last level and certain events, during which the counter does not run, such as pauses, lag, transformations or entering pipes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flagpole jump====&lt;br /&gt;
If you hit a flagpole at the highest possible position, Mario will enter the castle about 11 frames faster. In most levels this saves a frame rule.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Avoiding fireworks====&lt;br /&gt;
&lt;br /&gt;
The fireworks are set off when a level is completed with the last digit of the timer at 1, 3, or 6.&amp;lt;br&amp;gt;&lt;br /&gt;
Getting them wastes time, so you should slow down instead of hitting a time that yields 3 or 6 fireworks. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Despawning====&lt;br /&gt;
&lt;br /&gt;
There can only be 5 &amp;quot;enemies&amp;quot; at once on the screen. The following count towards this total: living enemies, dead enemies as long as their sprite is still on the screen, all moving platforms, climbing vines&amp;lt;br&amp;gt;&lt;br /&gt;
When there are already 5 enemies on the screen, further enemies will simply not appear. This can be to your advantage, but also to your disadvantage.&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• In 4-2: Hit the vine block to despawn a piranha plant.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 5-3: Stomp (not shoot) either the Koopa or the Goomba before the 2 moving platforms, otherwise one of them will despawn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Hit Detection====&lt;br /&gt;
[[File:Hitboxes.png|The visual appearance of an enemy does not perfectly show which part of it is actually lethal.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to stand on the edge of a pipe even when a plant has risen out of it. There are a few pixels of room on both sides of the pipe that you can land on and immediately jump off again. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When a lot of hammers are on the screen, you can sometimes go through a hammer without getting hit, and sometimes a hammer can be invisible but still hit you. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You don't need to hit the top of an enemy to kill it. As long as you're moving downward as you hit the enemy, you'll kill it. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When entering a pipe with a piranha plant sticking out of it, jump into the middle and start holding down early, this will trigger the pipe transition and allow you to survive some encounters with the plant, which would normally kill you, if you did not hold down.&lt;br /&gt;
&lt;br /&gt;
====Known pseudorandom enemy patterns====&lt;br /&gt;
&lt;br /&gt;
The random number generation in this game is purely frame-based. If you reach an enemy at the same frame from reset, it will behave the same. Due to the 21 frame rule (which also applies to the title screen), it is possible to know what frame you are on.&amp;lt;br&amp;gt;&lt;br /&gt;
This can be used in 8-3 to safely avoid the Hammer Bros.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Glitches==&lt;br /&gt;
&lt;br /&gt;
====Wrong Warp====&lt;br /&gt;
&lt;br /&gt;
The Wrong Warp glitch occurs when a pipe takes you somewhere other than its intended destination. &amp;lt;br&amp;gt;&lt;br /&gt;
Theory: The game can have only one &amp;quot;entry point&amp;quot; (a pipe or vine) per screen. The reason lies in how the game is designed: There is just one global variable in the game RAM that determines where pipes or vines in the current screen lead. Once the screen scrolls far enough for the next target label to be loaded from the level data, all entry points in the current screen will lead to that destination instead. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
• If Mario is far on the right side of the screen, the entry point variable will be out of date, so a new entry point will lead to the target of the previous one (Example: In 4-2 of SMB1, if Mario is far enough on the right side of the screen, he can use the pipe to go to the warp room since the destination info of the vine is still valid. Making the vine appear is not required for this glitch. The only thing needed is that the screen hasn't scrolled too far when the pipe is entered.) &amp;lt;br&amp;gt;&lt;br /&gt;
• If the screen is ahead of Mario (Mario is on the left side of screen), the variable will have updated too soon, so you can access a future entry point's target from an earlier entry point. (Example: In 8-4 of SMB1, in the area before the water area, instead of going in the pipe after the lava pit, go a little past the previous pipe, and then turn around and go in that pipe, and it will take you to the water area instead of taking you back to the beginning of the level.) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Methods of getting Mario to the left side of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
• Just move back. &amp;lt;br&amp;gt;&lt;br /&gt;
Methods of getting Mario to the right side of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
• If you enter a wall, the wall will automatically transport Mario towards the right edge of the screen without scrolling. &amp;lt;br&amp;gt;&lt;br /&gt;
• If Mario bumps into the left edge of an obstacle (wall, pipe, coin block etc.) while jumping, the screen scrolling will momentarily stop even if Mario continues to move to the right. Since Mario accelerates faster in the direction he isn't facing, you should use this trick while jumping backwards (with Mario facing left). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Walljump====&lt;br /&gt;
&lt;br /&gt;
A walljump is when you jump towards a wall and somehow Mario's foot catches the wall and allows to jump again, boosting from the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
Walljumps happen because the game does a floor check (a simple &amp;quot;is there a solid block below him?&amp;quot; test) even during a wall-ejection. Wall-ejection is SMB's mechanism for pushing Mario out of a wall he has partially entered.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To perform a walljump, you need two things: &amp;lt;br&amp;gt;&lt;br /&gt;
• Some horizontal speed &amp;lt;br&amp;gt;&lt;br /&gt;
• Mario's feet must hit the wall exactly at a block boundary (every 16 pixels) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• Reach the pipe to the third room of 8-4 more quickly by walljumping off it saving about 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• only as Mario: Skip waiting for the elevator in 1-2 of SMB2j to reach the warp zone by walljumping off the big vertical pipe instead.&amp;lt;br&amp;gt;&lt;br /&gt;
• only as Luigi: Skip hitting the invisible block and climbing up them just before the warp zone in 1-2 of SMB2j by walljumping off the wall instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Full flagpole glitch====&lt;br /&gt;
&lt;br /&gt;
Enter the block below the flagpole and touch the flagpole from inside the block to skip lowering the flag and get ejected to the left side of the block, which then skips the routine of Mario walking to the castle and entering it.&lt;br /&gt;
&lt;br /&gt;
Enemies can be used for this glitch. Stomp a Bullet Bill just as it reaches the flagpole at maximum speed.&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• With a lucky Bullet Bill spawn this trick is possible in 8-2 saving up to 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• Do this trick at the end of -1 in the Minus World to save several seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Going through walls as big Mario====&lt;br /&gt;
&lt;br /&gt;
When Mario is big, he can simply perform a duck-jump into the corner and start walking. This is because his head will be well inside the ceiling, enabling the ejection to the right. (If he ducks again before he is fully inside the wall, he'll be ejected to the left instead.)&lt;br /&gt;
&lt;br /&gt;
Applications in SMB1:&amp;lt;br&amp;gt;&lt;br /&gt;
• In 1-2 this can be done to enter the wall at the end of the level and walk through it to get to the Minus World.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 4-4 this can be used to more quickly bypass the part of the maze, where you need to turn around normally saving 0.35 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• In -3 of the Minus World this can be done to skip having to turn around or break the ceiling.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Applications in SMB2j:&amp;lt;br&amp;gt;&lt;br /&gt;
''TODO''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Jump in mid-air====&lt;br /&gt;
&lt;br /&gt;
If you grab a mushroom in mid-air, you can jump again. To do this let go of A before you touch the mushroom and then hold A until the transformation is over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ducking while swimming====&lt;br /&gt;
&lt;br /&gt;
Duck on the ground and start swimming, Mario will still look as usual, but his hitbox is as though he was small and he will be unable to shoot fireballs. The optimal way to start this is:&amp;lt;br&amp;gt;&lt;br /&gt;
• accelerate to maximum speed&amp;lt;br&amp;gt;&lt;br /&gt;
• let go off right and hold down (this will not slow you down)&amp;lt;br&amp;gt;&lt;br /&gt;
• briefly touch the ground&amp;lt;br&amp;gt;&lt;br /&gt;
• press A&amp;lt;br&amp;gt;&lt;br /&gt;
• hold right until you are back to maximum speed&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat this each time you have to touch the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
To stop ducking and enable fireballs again simply let go off all directional buttons and touch the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ducking while falling====&lt;br /&gt;
&lt;br /&gt;
Just hold down before sliding off a platform and Mario will have the small hitbox despite looking big.&lt;br /&gt;
&lt;br /&gt;
====The Minus World====&lt;br /&gt;
&lt;br /&gt;
This is a well-known glitch which occurs when Mario glitches behind the wall in 1-2 in SMB1 and enters the first pipe. &amp;lt;br&amp;gt;&lt;br /&gt;
The minus world is basically just a random location of the game ROM, it is not a real world. It wasn't designed that way ― it's just an oversight of the programmers that you can get into the pipe before the correct warp labels are assigned. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the NES version of Super Mario Bros., the &amp;quot;minus world&amp;quot; was a looping, uncompleteable copy of world 2-2. In the FDS version, however, it is an underwater 1-3, 2-3, and an underground 4-4, making it completable. &amp;lt;br&amp;gt;Completing the game this way would give the &amp;quot;in another castle&amp;quot; message, but would return to the title screen as if 8-4 had been beaten; hard mode and the level selection become accessible, as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Off-screen wall climbing====&lt;br /&gt;
&lt;br /&gt;
This trick is trivial to perform. When there is a hole on the left side of the screen, you can cram Mario in between the screen edge and the wall and climb up. Mario will be unable to fall down. It can be used to reach the ceiling of the dungeon in places where there normally is no way to do that.&lt;br /&gt;
&lt;br /&gt;
By jumping repeatedly and steering to the left, the trick can also be used for entering the wall.&lt;br /&gt;
&lt;br /&gt;
Application: In 5-2 of SMB2j enter the pipe before the vine using this glitch and hold down. Mario will enter the pipe in reverse direction and appear in the warp zone to world 8.&lt;br /&gt;
&lt;br /&gt;
==Advanced Techniques==&lt;br /&gt;
&lt;br /&gt;
====Backwards jump acceleration====&lt;br /&gt;
&lt;br /&gt;
When you need to accelerate from zero speed, you can do it faster if you jump a small jump backwards and steer to the opposite direction Mario is facing. This can be used to start a level faster and to accelerate faster after exiting a pipe.&lt;br /&gt;
&lt;br /&gt;
Applications: &amp;lt;br&amp;gt;&lt;br /&gt;
• In the first room of 8-4 this can be used to save a tiny amount of time, which is only relevant for finishing the level with an ingame time of 316.&amp;lt;br&amp;gt;&lt;br /&gt;
• In the third room of 8-4 this can be used to save about 0.03 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• In the fourth room of 8-4 in SMB2j this can be used to save about 0.1 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Half flagpole glitch====&lt;br /&gt;
&lt;br /&gt;
Complete the level without lowering the flag by glitching into the base block of the flagpole and touching the flapole from inside. Doing so is faster than lowering the flag.&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely precise trick, which hasn't been done in realtime yet.&lt;br /&gt;
&lt;br /&gt;
====Going through walls as small Mario====&lt;br /&gt;
&lt;br /&gt;
'''Jump into a solid object below a floor'''&lt;br /&gt;
&lt;br /&gt;
For the purpose of activating this glitch, any solid object (including pipes) counts as a floor.&lt;br /&gt;
It is really difficult to perform (much harder than the walljump), but here are the instructions.&lt;br /&gt;
&lt;br /&gt;
1. You need the right speed. If the object is only 2 blocks tall, such as the pipe in the end of 1-2, you can not jump into it while running. Deaccelerate before jumping. If you have too high speed, you'll just find yourself standing on top of the object instead of inside it. &amp;lt;br&amp;gt;&lt;br /&gt;
2. You need the right position. The right position is: as near as possible. You are too near, if when you jump toward the object, you'll bump into it without getting ejected pixel by pixel.&amp;lt;br&amp;gt; &lt;br /&gt;
3. Immediately before the wall starts ejecting Mario, start steering away from it. This causes the wall to pull you in instead of push you out. &amp;lt;br&amp;gt;&lt;br /&gt;
4. Immediately after your vertical movement stops, start moving to the direction you want to go. If the wall is ejecting you now, you failed some of the previous steps.&lt;br /&gt;
&lt;br /&gt;
The easiest way to perform this trick is into 2-block tall obstacles at walking speed.  &amp;lt;br&amp;gt;&lt;br /&gt;
1. Do a minimal height jump (hold A for 1 frame) at the exactly right distance.&amp;lt;br&amp;gt;&lt;br /&gt;
◦ You're too close if you bump into the wall without a chance to counter the ejection. &amp;lt;br&amp;gt;&lt;br /&gt;
◦ You held A for more than 1 frame (or your jumping platform was less than 2 blocks from the floor) if you land on top of the floor.&amp;lt;br&amp;gt;&lt;br /&gt;
2. As the wall-eject is about to start, hold the opposite direction from the obstacle. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Once Mario lands in the wall, start walking normally.&amp;lt;br&amp;gt;&lt;br /&gt;
◦ If the wall just ejects Mario, you were too far from the wall when you jumped.&lt;br /&gt;
&lt;br /&gt;
Application: In 1-2 this can be done to enter the top of the pipe at the end of the level and walk through it to get to the Minus World as fast as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jump into a wall just below a solid ceiling and walk through it'''&lt;br /&gt;
&lt;br /&gt;
To perform the trick, do a walljump at a position right below the ceiling. When you get foothold, jump immediately. When you land, jump again. When you land again, jump again. Each jump embeds you deeper into the wall. Usually three or four jumps are enough for passing through.&lt;br /&gt;
&lt;br /&gt;
During each of the jumps, you need to steer in the direction opposite to where you're traveling. Otherwise Mario gets ejected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jump into a solid wall and walk through it'''&lt;br /&gt;
&lt;br /&gt;
It is possible to perform the wall-entry trick even without a ceiling. However, it requires extremely precise positioning and speed. This is the hardest of all of the tricks.&lt;br /&gt;
&lt;br /&gt;
Instructions: You will need to have the right X-subpixel position for this to work. A subpixel is a position component which is not rendered onscreen. In this game a pixel is made up of 16 subpixels. Try jumping into a wall. You are either pushed out immediately without having entered the wall at all, or otherwise you might have been able to partially enter the wall. The latter is what you want, but there is no way to effectively influence the subpixel value besides holding left for a few frames while running and hoping for the best outcome.&lt;br /&gt;
&lt;br /&gt;
1. Jump towards a wall from a position as close to it as possible (but not touching it).&lt;br /&gt;
2. Before the wall starts ejecting you, immediately start steering away from it. This causes the wall to pull you in instead of pushing you out. &amp;lt;br&amp;gt;&lt;br /&gt;
3. As soon as you land inside the wall, repeatedly jump while moving away from the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
4. After you have entered the wall deep enough, start moving in the direction you want to go as soon as you land. If the wall is ejecting you now, you failed the previous steps.&lt;br /&gt;
&lt;br /&gt;
Application: In 4-2 this can be done on the wall directly after the powerup at the start of the stage. The subpixel value you get by just holding right and B happens to work. The ejection from the wall can be used as an alternative way to get Mario to the right side of the screen to perform the Wrong Warp. However this is still a very hard trick and must also be done in a very optimized manner to match the time from the optimal backwards jumps method instead, so this is likely useless.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.speeddemosarchive.com/post/super_mario_bros.12.html SDA discussion thread]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://tasvideos.org/GameResources/NES/SuperMarioBros.html TAS resource page]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speedrun.com/smb1 SMB1 Leaderboard]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speedrun.com/smbtll SMB2j Leaderboard]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:NES]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros.</id>
		<title>Super Mario Bros.</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros."/>
				<updated>2016-01-13T09:25:00Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* Despawning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sda run|http://speeddemosarchive.com/Mario1.html}}{{contents}}&lt;br /&gt;
DISCLAIMER: This page is referring to the NTSC NES/Famicom original release, [[Super Mario Bros./Versions|not any of the remakes]].&amp;lt;br&amp;gt;&lt;br /&gt;
However many techniques still work in the same or a similiar way in the releases. Almost everything works exactly the same in the sequel [[Super Mario Bros.:The Lost Levels/Any% Strategy|SMB2j (aka Lost Levels)]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
====General Movement Rules====&lt;br /&gt;
&lt;br /&gt;
• You accelerate faster in the direction you are not facing. So if you need to bump into a wall, do a backwards jump into it.&amp;lt;br&amp;gt;&lt;br /&gt;
• Maximum walking speed is 3/5 of maximum running speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you fall under the maximum walking speed during a jump, you cannot go above it again until you touch the ground again.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you touch the ground while holding right and letting go off B, you will be immediately reduced to maximum walking speed. If you need to shoot just as you land, briefly let go off right.&amp;lt;br&amp;gt;&lt;br /&gt;
• Shooting while running on the ground will not slow you down in the slightest, if you repress B quickly enough. If you let go off B for too long, you will be reduced to maximum walking speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• Acceleration in water is the same on the ground as in the water, but the maximum walking speed underwater is 2/3 of the maximum swimming speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you touch underwater ground while holding right, you will be immediately reduced to maximum walking speed. If you need to only briefly touch the ground, don't hold right and start holding right just after you press A to leave the ground again. Of course longer stays on the ground will reduce you to below maximum walking speed, so hold right in these cases to stay at maximum walking speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• You can let go off right while swimming or jumping.&amp;lt;br&amp;gt;&lt;br /&gt;
• When you need to reverse direction and get below the platform, you are standing on, (for example when getting to the warp pipes in 4-2), you can reverse some of your speed by bumping into a wall and holding the opposite direction. If the gap between the platform, you want to fall off and the wall is less than 3 blocks, it's faster to do so than to just reverse at the edge of the platform.&lt;br /&gt;
&lt;br /&gt;
====Framerules====&lt;br /&gt;
&lt;br /&gt;
Every time you enter a new level, the game delays for a varying amount of time. The delay actually waits for a counter that loops every 21 frames (~0.35 seconds). &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As an example, this means that if you complete a level in &amp;lt;br&amp;gt;&lt;br /&gt;
• 1 frame, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 15 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 20 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 21 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 22 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 30 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 42 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 43 frames, the level length will be N+63 frames &amp;lt;br&amp;gt;&lt;br /&gt;
And so on, where N is a constant minimum length of the black screen. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The only exception to this rule is the last level and certain events, during which the counter does not run, such as pauses, lag, transformations or entering pipes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flagpole jump====&lt;br /&gt;
If you hit a flagpole at the highest possible position, Mario will enter the castle about 11 frames faster. In most levels this saves a frame rule.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Avoiding fireworks====&lt;br /&gt;
&lt;br /&gt;
The fireworks are set off when a level is completed with the last digit of the timer at 1, 3, or 6.&amp;lt;br&amp;gt;&lt;br /&gt;
Getting them wastes time, so you should slow down instead of hitting a time that yields 3 or 6 fireworks. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Despawning====&lt;br /&gt;
&lt;br /&gt;
There can only be 5 &amp;quot;enemies&amp;quot; at once on the screen. The following count towards this total: living enemies, dead enemies as long as their sprite is still on the screen, all moving platforms, climbing vines&amp;lt;br&amp;gt;&lt;br /&gt;
When there are already 5 enemies on the screen, further enemies will simply not appear. This can be to your advantage, but also to your disadvantage.&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• In 4-2: Hit the vine block to despawn a piranha plant.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 5-3: Stomp (not shoot) either the Koopa or the Goomba before the 2 moving platforms, otherwise one of them will despawn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Hit Detection====&lt;br /&gt;
[[File:Hitboxes.png|The visual appearance of an enemy does not perfectly show which part of it is actually lethal.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to stand on the edge of a pipe even when a plant has risen out of it. There are a few pixels of room on both sides of the pipe that you can land on and immediately jump off again. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When a lot of hammers are on the screen, you can sometimes go through a hammer without getting hit, and sometimes a hammer can be invisible but still hit you. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You don't need to hit the top of an enemy to kill it. As long as you're moving downward as you hit the enemy, you'll kill it. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When entering a pipe with a piranha plant sticking out of it, jump into the middle and start holding down early, this will trigger the pipe transition and allow you to survive some encounters with the plant, which would normally kill you, if you did not hold down.&lt;br /&gt;
&lt;br /&gt;
====Known pseudorandom enemy patterns====&lt;br /&gt;
&lt;br /&gt;
The random number generation in this game is purely frame-based. If you reach an enemy at the same frame from reset, it will behave the same. Due to the 21 frame rule (which also applies to the title screen), it is possible to know what frame you are on.&amp;lt;br&amp;gt;&lt;br /&gt;
This can be used in 8-3 to safely avoid the Hammer Bros.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Glitches==&lt;br /&gt;
&lt;br /&gt;
====Wrong Warp====&lt;br /&gt;
&lt;br /&gt;
The Wrong Warp glitch occurs when a pipe takes you somewhere other than its intended destination. &amp;lt;br&amp;gt;&lt;br /&gt;
Theory: The game can have only one &amp;quot;entry point&amp;quot; (a pipe or vine) per screen. The reason lies in how the game is designed: There is just one global variable in the game RAM that determines where pipes or vines in the current screen lead. Once the screen scrolls far enough for the next target label to be loaded from the level data, all entry points in the current screen will lead to that destination instead. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
• If Mario is far on the right side of the screen, the entry point variable will be out of date, so a new entry point will lead to the target of the previous one (Example: In 4-2 of SMB1, if Mario is far enough on the right side of the screen, he can use the pipe to go to the warp room since the destination info of the vine is still valid. Making the vine appear is not required for this glitch. The only thing needed is that the screen hasn't scrolled too far when the pipe is entered.) &amp;lt;br&amp;gt;&lt;br /&gt;
• If the screen is ahead of Mario (Mario is on the left side of screen), the variable will have updated too soon, so you can access a future entry point's target from an earlier entry point. (Example: In 8-4 of SMB1, in the area before the water area, instead of going in the pipe after the lava pit, go a little past the previous pipe, and then turn around and go in that pipe, and it will take you to the water area instead of taking you back to the beginning of the level.) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Methods of getting Mario to the left side of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
• Just move back. &amp;lt;br&amp;gt;&lt;br /&gt;
Methods of getting Mario to the right side of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
• If you enter a wall, the wall will automatically transport Mario towards the right edge of the screen without scrolling. &amp;lt;br&amp;gt;&lt;br /&gt;
• If Mario bumps into the left edge of an obstacle (wall, pipe, coin block etc.) while jumping, the screen scrolling will momentarily stop even if Mario continues to move to the right. Since Mario accelerates faster in the direction he isn't facing, you should use this trick while jumping backwards (with Mario facing left). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Walljump====&lt;br /&gt;
&lt;br /&gt;
A walljump is when you jump towards a wall and somehow Mario's foot catches the wall and allows to jump again, boosting from the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
Walljumps happen because the game does a floor check (a simple &amp;quot;is there a solid block below him?&amp;quot; test) even during a wall-ejection. Wall-ejection is SMB's mechanism for pushing Mario out of a wall he has partially entered.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To perform a walljump, you need two things: &amp;lt;br&amp;gt;&lt;br /&gt;
• Some horizontal speed &amp;lt;br&amp;gt;&lt;br /&gt;
• Mario's feet must hit the wall exactly at a block boundary (every 16 pixels) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• Reach the pipe to the third room of 8-4 more quickly by walljumping off it saving about 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• only as Mario: Skip waiting for the elevator in 1-2 of SMB2j to reach the warp zone by walljumping off the big vertical pipe instead.&amp;lt;br&amp;gt;&lt;br /&gt;
• only as Luigi: Skip hitting the invisible block and climbing up them just before the warp zone in 1-2 of SMB2j by walljumping off the wall instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Full flagpole glitch====&lt;br /&gt;
&lt;br /&gt;
Enter the block below the flagpole and touch the flagpole from inside the block to skip lowering the flag and get ejected to the left side of the block, which then skips the routine of Mario walking to the castle and entering it.&lt;br /&gt;
&lt;br /&gt;
Enemies can be used for this glitch. Stomp a Bullet Bill just as it reaches the flagpole at maximum speed.&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• With a lucky Bullet Bill spawn this trick is possible in 8-2 saving up to 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• Do this trick at the end of -1 in the Minus World to save several seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Going through walls as big Mario====&lt;br /&gt;
&lt;br /&gt;
When Mario is big, he can simply perform a duck-jump into the corner and start walking. This is because his head will be well inside the ceiling, enabling the ejection to the right. (If he ducks again before he is fully inside the wall, he'll be ejected to the left instead.)&lt;br /&gt;
&lt;br /&gt;
Applications in SMB1:&amp;lt;br&amp;gt;&lt;br /&gt;
• In 1-2 this can be done to enter the wall at the end of the level and walk through it to get to the Minus World.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 4-4 this can be used to more quickly bypass the part of the maze, where you need to turn around normally saving up to 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• In -3 of the Minus World this can be done to skip having to turn around or break the ceiling.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Applications in SMB2j:&amp;lt;br&amp;gt;&lt;br /&gt;
''TODO''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Jump in mid-air====&lt;br /&gt;
&lt;br /&gt;
If you grab a mushroom in mid-air, you can jump again. To do this let go of A before you touch the mushroom and then hold A until the transformation is over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ducking while swimming====&lt;br /&gt;
&lt;br /&gt;
Duck on the ground and start swimming, Mario will still look as usual, but his hitbox is as though he was small and he will be unable to shoot fireballs. The optimal way to start this is:&amp;lt;br&amp;gt;&lt;br /&gt;
• accelerate to maximum speed&amp;lt;br&amp;gt;&lt;br /&gt;
• let go off right and hold down (this will not slow you down)&amp;lt;br&amp;gt;&lt;br /&gt;
• briefly touch the ground&amp;lt;br&amp;gt;&lt;br /&gt;
• press A&amp;lt;br&amp;gt;&lt;br /&gt;
• hold right until you are back to maximum speed&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat this each time you have to touch the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
To stop ducking and enable fireballs again simply let go off all directional buttons and touch the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ducking while falling====&lt;br /&gt;
&lt;br /&gt;
Just hold down before sliding off a platform and Mario will have the small hitbox despite looking big.&lt;br /&gt;
&lt;br /&gt;
====The Minus World====&lt;br /&gt;
&lt;br /&gt;
This is a well-known glitch which occurs when Mario glitches behind the wall in 1-2 in SMB1 and enters the first pipe. &amp;lt;br&amp;gt;&lt;br /&gt;
The minus world is basically just a random location of the game ROM, it is not a real world. It wasn't designed that way ― it's just an oversight of the programmers that you can get into the pipe before the correct warp labels are assigned. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the NES version of Super Mario Bros., the &amp;quot;minus world&amp;quot; was a looping, uncompleteable copy of world 2-2. In the FDS version, however, it is an underwater 1-3, 2-3, and an underground 4-4, making it completable. &amp;lt;br&amp;gt;Completing the game this way would give the &amp;quot;in another castle&amp;quot; message, but would return to the title screen as if 8-4 had been beaten; hard mode and the level selection become accessible, as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Off-screen wall climbing====&lt;br /&gt;
&lt;br /&gt;
This trick is trivial to perform. When there is a hole on the left side of the screen, you can cram Mario in between the screen edge and the wall and climb up. Mario will be unable to fall down. It can be used to reach the ceiling of the dungeon in places where there normally is no way to do that.&lt;br /&gt;
&lt;br /&gt;
By jumping repeatedly and steering to the left, the trick can also be used for entering the wall.&lt;br /&gt;
&lt;br /&gt;
Application: In 5-2 of SMB2j enter the pipe before the vine using this glitch and hold down. Mario will enter the pipe in reverse direction and appear in the warp zone to world 8.&lt;br /&gt;
&lt;br /&gt;
==Advanced Techniques==&lt;br /&gt;
&lt;br /&gt;
====Backwards jump acceleration====&lt;br /&gt;
&lt;br /&gt;
When you need to accelerate from zero speed, you can do it faster if you jump a small jump backwards and steer to the opposite direction Mario is facing. This can be used to start a level faster and to accelerate faster after exiting a pipe.&lt;br /&gt;
&lt;br /&gt;
Applications: &amp;lt;br&amp;gt;&lt;br /&gt;
• In the first room of 8-4 this can be used to save a tiny amount of time, which is only relevant for finishing the level with an ingame time of 316.&amp;lt;br&amp;gt;&lt;br /&gt;
• In the third room of 8-4 this can be used to save about 0.03 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• In the fourth room of 8-4 in SMB2j this can be used to save about 0.1 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Half flagpole glitch====&lt;br /&gt;
&lt;br /&gt;
Complete the level without lowering the flag by glitching into the base block of the flagpole and touching the flapole from inside. Doing so is faster than lowering the flag.&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely precise trick, which hasn't been done in realtime yet.&lt;br /&gt;
&lt;br /&gt;
====Going through walls as small Mario====&lt;br /&gt;
&lt;br /&gt;
'''Jump into a solid object below a floor'''&lt;br /&gt;
&lt;br /&gt;
For the purpose of activating this glitch, any solid object (including pipes) counts as a floor.&lt;br /&gt;
It is really difficult to perform (much harder than the walljump), but here are the instructions.&lt;br /&gt;
&lt;br /&gt;
1. You need the right speed. If the object is only 2 blocks tall, such as the pipe in the end of 1-2, you can not jump into it while running. Deaccelerate before jumping. If you have too high speed, you'll just find yourself standing on top of the object instead of inside it. &amp;lt;br&amp;gt;&lt;br /&gt;
2. You need the right position. The right position is: as near as possible. You are too near, if when you jump toward the object, you'll bump into it without getting ejected pixel by pixel.&amp;lt;br&amp;gt; &lt;br /&gt;
3. Immediately before the wall starts ejecting Mario, start steering away from it. This causes the wall to pull you in instead of push you out. &amp;lt;br&amp;gt;&lt;br /&gt;
4. Immediately after your vertical movement stops, start moving to the direction you want to go. If the wall is ejecting you now, you failed some of the previous steps.&lt;br /&gt;
&lt;br /&gt;
The easiest way to perform this trick is into 2-block tall obstacles at walking speed.  &amp;lt;br&amp;gt;&lt;br /&gt;
1. Do a minimal height jump (hold A for 1 frame) at the exactly right distance.&amp;lt;br&amp;gt;&lt;br /&gt;
◦ You're too close if you bump into the wall without a chance to counter the ejection. &amp;lt;br&amp;gt;&lt;br /&gt;
◦ You held A for more than 1 frame (or your jumping platform was less than 2 blocks from the floor) if you land on top of the floor.&amp;lt;br&amp;gt;&lt;br /&gt;
2. As the wall-eject is about to start, hold the opposite direction from the obstacle. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Once Mario lands in the wall, start walking normally.&amp;lt;br&amp;gt;&lt;br /&gt;
◦ If the wall just ejects Mario, you were too far from the wall when you jumped.&lt;br /&gt;
&lt;br /&gt;
Application: In 1-2 this can be done to enter the top of the pipe at the end of the level and walk through it to get to the Minus World as fast as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jump into a wall just below a solid ceiling and walk through it'''&lt;br /&gt;
&lt;br /&gt;
To perform the trick, do a walljump at a position right below the ceiling. When you get foothold, jump immediately. When you land, jump again. When you land again, jump again. Each jump embeds you deeper into the wall. Usually three or four jumps are enough for passing through.&lt;br /&gt;
&lt;br /&gt;
During each of the jumps, you need to steer in the direction opposite to where you're traveling. Otherwise Mario gets ejected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jump into a solid wall and walk through it'''&lt;br /&gt;
&lt;br /&gt;
It is possible to perform the wall-entry trick even without a ceiling. However, it requires extremely precise positioning and speed. This is the hardest of all of the tricks.&lt;br /&gt;
&lt;br /&gt;
Instructions: You will need to have the right X-subpixel position for this to work. A subpixel is a position component which is not rendered onscreen. In this game a pixel is made up of 16 subpixels. Try jumping into a wall. You are either pushed out immediately without having entered the wall at all, or otherwise you might have been able to partially enter the wall. The latter is what you want, but there is no way to effectively influence the subpixel value besides holding left for a few frames while running and hoping for the best outcome.&lt;br /&gt;
&lt;br /&gt;
1. Jump towards a wall from a position as close to it as possible (but not touching it).&lt;br /&gt;
2. Before the wall starts ejecting you, immediately start steering away from it. This causes the wall to pull you in instead of pushing you out. &amp;lt;br&amp;gt;&lt;br /&gt;
3. As soon as you land inside the wall, repeatedly jump while moving away from the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
4. After you have entered the wall deep enough, start moving in the direction you want to go as soon as you land. If the wall is ejecting you now, you failed the previous steps.&lt;br /&gt;
&lt;br /&gt;
Application: In 4-2 this can be done on the wall directly after the powerup at the start of the stage. The subpixel value you get by just holding right and B happens to work. The ejection from the wall can be used as an alternative way to get Mario to the right side of the screen to perform the Wrong Warp. However this is still a very hard trick and must also be done in a very optimized manner to match the time from the optimal backwards jumps method instead, so this is likely useless.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.speeddemosarchive.com/post/super_mario_bros.12.html SDA discussion thread]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://tasvideos.org/GameResources/NES/SuperMarioBros.html TAS resource page]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speedrun.com/smb1 SMB1 Leaderboard]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speedrun.com/smbtll SMB2j Leaderboard]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:NES]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros.</id>
		<title>Super Mario Bros.</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros."/>
				<updated>2016-01-13T09:17:29Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* Known pseudorandom enemy patterns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sda run|http://speeddemosarchive.com/Mario1.html}}{{contents}}&lt;br /&gt;
DISCLAIMER: This page is referring to the NTSC NES/Famicom original release, [[Super Mario Bros./Versions|not any of the remakes]].&amp;lt;br&amp;gt;&lt;br /&gt;
However many techniques still work in the same or a similiar way in the releases. Almost everything works exactly the same in the sequel [[Super Mario Bros.:The Lost Levels/Any% Strategy|SMB2j (aka Lost Levels)]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
====General Movement Rules====&lt;br /&gt;
&lt;br /&gt;
• You accelerate faster in the direction you are not facing. So if you need to bump into a wall, do a backwards jump into it.&amp;lt;br&amp;gt;&lt;br /&gt;
• Maximum walking speed is 3/5 of maximum running speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you fall under the maximum walking speed during a jump, you cannot go above it again until you touch the ground again.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you touch the ground while holding right and letting go off B, you will be immediately reduced to maximum walking speed. If you need to shoot just as you land, briefly let go off right.&amp;lt;br&amp;gt;&lt;br /&gt;
• Shooting while running on the ground will not slow you down in the slightest, if you repress B quickly enough. If you let go off B for too long, you will be reduced to maximum walking speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• Acceleration in water is the same on the ground as in the water, but the maximum walking speed underwater is 2/3 of the maximum swimming speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you touch underwater ground while holding right, you will be immediately reduced to maximum walking speed. If you need to only briefly touch the ground, don't hold right and start holding right just after you press A to leave the ground again. Of course longer stays on the ground will reduce you to below maximum walking speed, so hold right in these cases to stay at maximum walking speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• You can let go off right while swimming or jumping.&amp;lt;br&amp;gt;&lt;br /&gt;
• When you need to reverse direction and get below the platform, you are standing on, (for example when getting to the warp pipes in 4-2), you can reverse some of your speed by bumping into a wall and holding the opposite direction. If the gap between the platform, you want to fall off and the wall is less than 3 blocks, it's faster to do so than to just reverse at the edge of the platform.&lt;br /&gt;
&lt;br /&gt;
====Framerules====&lt;br /&gt;
&lt;br /&gt;
Every time you enter a new level, the game delays for a varying amount of time. The delay actually waits for a counter that loops every 21 frames (~0.35 seconds). &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As an example, this means that if you complete a level in &amp;lt;br&amp;gt;&lt;br /&gt;
• 1 frame, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 15 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 20 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 21 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 22 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 30 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 42 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 43 frames, the level length will be N+63 frames &amp;lt;br&amp;gt;&lt;br /&gt;
And so on, where N is a constant minimum length of the black screen. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The only exception to this rule is the last level and certain events, during which the counter does not run, such as pauses, lag, transformations or entering pipes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flagpole jump====&lt;br /&gt;
If you hit a flagpole at the highest possible position, Mario will enter the castle about 11 frames faster. In most levels this saves a frame rule.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Avoiding fireworks====&lt;br /&gt;
&lt;br /&gt;
The fireworks are set off when a level is completed with the last digit of the timer at 1, 3, or 6.&amp;lt;br&amp;gt;&lt;br /&gt;
Getting them wastes time, so you should slow down instead of hitting a time that yields 3 or 6 fireworks. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Despawning====&lt;br /&gt;
&lt;br /&gt;
There can only be 5 &amp;quot;enemies&amp;quot; at once on the screen. The following count towards this total: living enemies, dead enemies as long as their sprite is still on the screen, all moving platforms, climbing vines&amp;lt;br&amp;gt;&lt;br /&gt;
When there are already 5 enemies on the screen, further enemies will simply not appear. This can be to your advantage, but also to your disadvantage.&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• In 4-2: Hit the vine block to despawn a piranha plant.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 5-3: Stomp (not shoot) either the Koopa or the Goomba before the 2 moving platforms, otherwise one of them will despawn.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 7-3: Shoot the Koopas from up close so that their bodies stay on the screen for as long as possible preventing further Cheep Cheep spawns.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Hit Detection====&lt;br /&gt;
[[File:Hitboxes.png|The visual appearance of an enemy does not perfectly show which part of it is actually lethal.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to stand on the edge of a pipe even when a plant has risen out of it. There are a few pixels of room on both sides of the pipe that you can land on and immediately jump off again. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When a lot of hammers are on the screen, you can sometimes go through a hammer without getting hit, and sometimes a hammer can be invisible but still hit you. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You don't need to hit the top of an enemy to kill it. As long as you're moving downward as you hit the enemy, you'll kill it. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When entering a pipe with a piranha plant sticking out of it, jump into the middle and start holding down early, this will trigger the pipe transition and allow you to survive some encounters with the plant, which would normally kill you, if you did not hold down.&lt;br /&gt;
&lt;br /&gt;
====Known pseudorandom enemy patterns====&lt;br /&gt;
&lt;br /&gt;
The random number generation in this game is purely frame-based. If you reach an enemy at the same frame from reset, it will behave the same. Due to the 21 frame rule (which also applies to the title screen), it is possible to know what frame you are on.&amp;lt;br&amp;gt;&lt;br /&gt;
This can be used in 8-3 to safely avoid the Hammer Bros.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Glitches==&lt;br /&gt;
&lt;br /&gt;
====Wrong Warp====&lt;br /&gt;
&lt;br /&gt;
The Wrong Warp glitch occurs when a pipe takes you somewhere other than its intended destination. &amp;lt;br&amp;gt;&lt;br /&gt;
Theory: The game can have only one &amp;quot;entry point&amp;quot; (a pipe or vine) per screen. The reason lies in how the game is designed: There is just one global variable in the game RAM that determines where pipes or vines in the current screen lead. Once the screen scrolls far enough for the next target label to be loaded from the level data, all entry points in the current screen will lead to that destination instead. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
• If Mario is far on the right side of the screen, the entry point variable will be out of date, so a new entry point will lead to the target of the previous one (Example: In 4-2 of SMB1, if Mario is far enough on the right side of the screen, he can use the pipe to go to the warp room since the destination info of the vine is still valid. Making the vine appear is not required for this glitch. The only thing needed is that the screen hasn't scrolled too far when the pipe is entered.) &amp;lt;br&amp;gt;&lt;br /&gt;
• If the screen is ahead of Mario (Mario is on the left side of screen), the variable will have updated too soon, so you can access a future entry point's target from an earlier entry point. (Example: In 8-4 of SMB1, in the area before the water area, instead of going in the pipe after the lava pit, go a little past the previous pipe, and then turn around and go in that pipe, and it will take you to the water area instead of taking you back to the beginning of the level.) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Methods of getting Mario to the left side of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
• Just move back. &amp;lt;br&amp;gt;&lt;br /&gt;
Methods of getting Mario to the right side of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
• If you enter a wall, the wall will automatically transport Mario towards the right edge of the screen without scrolling. &amp;lt;br&amp;gt;&lt;br /&gt;
• If Mario bumps into the left edge of an obstacle (wall, pipe, coin block etc.) while jumping, the screen scrolling will momentarily stop even if Mario continues to move to the right. Since Mario accelerates faster in the direction he isn't facing, you should use this trick while jumping backwards (with Mario facing left). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Walljump====&lt;br /&gt;
&lt;br /&gt;
A walljump is when you jump towards a wall and somehow Mario's foot catches the wall and allows to jump again, boosting from the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
Walljumps happen because the game does a floor check (a simple &amp;quot;is there a solid block below him?&amp;quot; test) even during a wall-ejection. Wall-ejection is SMB's mechanism for pushing Mario out of a wall he has partially entered.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To perform a walljump, you need two things: &amp;lt;br&amp;gt;&lt;br /&gt;
• Some horizontal speed &amp;lt;br&amp;gt;&lt;br /&gt;
• Mario's feet must hit the wall exactly at a block boundary (every 16 pixels) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• Reach the pipe to the third room of 8-4 more quickly by walljumping off it saving about 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• only as Mario: Skip waiting for the elevator in 1-2 of SMB2j to reach the warp zone by walljumping off the big vertical pipe instead.&amp;lt;br&amp;gt;&lt;br /&gt;
• only as Luigi: Skip hitting the invisible block and climbing up them just before the warp zone in 1-2 of SMB2j by walljumping off the wall instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Full flagpole glitch====&lt;br /&gt;
&lt;br /&gt;
Enter the block below the flagpole and touch the flagpole from inside the block to skip lowering the flag and get ejected to the left side of the block, which then skips the routine of Mario walking to the castle and entering it.&lt;br /&gt;
&lt;br /&gt;
Enemies can be used for this glitch. Stomp a Bullet Bill just as it reaches the flagpole at maximum speed.&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• With a lucky Bullet Bill spawn this trick is possible in 8-2 saving up to 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• Do this trick at the end of -1 in the Minus World to save several seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Going through walls as big Mario====&lt;br /&gt;
&lt;br /&gt;
When Mario is big, he can simply perform a duck-jump into the corner and start walking. This is because his head will be well inside the ceiling, enabling the ejection to the right. (If he ducks again before he is fully inside the wall, he'll be ejected to the left instead.)&lt;br /&gt;
&lt;br /&gt;
Applications in SMB1:&amp;lt;br&amp;gt;&lt;br /&gt;
• In 1-2 this can be done to enter the wall at the end of the level and walk through it to get to the Minus World.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 4-4 this can be used to more quickly bypass the part of the maze, where you need to turn around normally saving up to 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• In -3 of the Minus World this can be done to skip having to turn around or break the ceiling.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Applications in SMB2j:&amp;lt;br&amp;gt;&lt;br /&gt;
''TODO''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Jump in mid-air====&lt;br /&gt;
&lt;br /&gt;
If you grab a mushroom in mid-air, you can jump again. To do this let go of A before you touch the mushroom and then hold A until the transformation is over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ducking while swimming====&lt;br /&gt;
&lt;br /&gt;
Duck on the ground and start swimming, Mario will still look as usual, but his hitbox is as though he was small and he will be unable to shoot fireballs. The optimal way to start this is:&amp;lt;br&amp;gt;&lt;br /&gt;
• accelerate to maximum speed&amp;lt;br&amp;gt;&lt;br /&gt;
• let go off right and hold down (this will not slow you down)&amp;lt;br&amp;gt;&lt;br /&gt;
• briefly touch the ground&amp;lt;br&amp;gt;&lt;br /&gt;
• press A&amp;lt;br&amp;gt;&lt;br /&gt;
• hold right until you are back to maximum speed&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat this each time you have to touch the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
To stop ducking and enable fireballs again simply let go off all directional buttons and touch the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ducking while falling====&lt;br /&gt;
&lt;br /&gt;
Just hold down before sliding off a platform and Mario will have the small hitbox despite looking big.&lt;br /&gt;
&lt;br /&gt;
====The Minus World====&lt;br /&gt;
&lt;br /&gt;
This is a well-known glitch which occurs when Mario glitches behind the wall in 1-2 in SMB1 and enters the first pipe. &amp;lt;br&amp;gt;&lt;br /&gt;
The minus world is basically just a random location of the game ROM, it is not a real world. It wasn't designed that way ― it's just an oversight of the programmers that you can get into the pipe before the correct warp labels are assigned. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the NES version of Super Mario Bros., the &amp;quot;minus world&amp;quot; was a looping, uncompleteable copy of world 2-2. In the FDS version, however, it is an underwater 1-3, 2-3, and an underground 4-4, making it completable. &amp;lt;br&amp;gt;Completing the game this way would give the &amp;quot;in another castle&amp;quot; message, but would return to the title screen as if 8-4 had been beaten; hard mode and the level selection become accessible, as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Off-screen wall climbing====&lt;br /&gt;
&lt;br /&gt;
This trick is trivial to perform. When there is a hole on the left side of the screen, you can cram Mario in between the screen edge and the wall and climb up. Mario will be unable to fall down. It can be used to reach the ceiling of the dungeon in places where there normally is no way to do that.&lt;br /&gt;
&lt;br /&gt;
By jumping repeatedly and steering to the left, the trick can also be used for entering the wall.&lt;br /&gt;
&lt;br /&gt;
Application: In 5-2 of SMB2j enter the pipe before the vine using this glitch and hold down. Mario will enter the pipe in reverse direction and appear in the warp zone to world 8.&lt;br /&gt;
&lt;br /&gt;
==Advanced Techniques==&lt;br /&gt;
&lt;br /&gt;
====Backwards jump acceleration====&lt;br /&gt;
&lt;br /&gt;
When you need to accelerate from zero speed, you can do it faster if you jump a small jump backwards and steer to the opposite direction Mario is facing. This can be used to start a level faster and to accelerate faster after exiting a pipe.&lt;br /&gt;
&lt;br /&gt;
Applications: &amp;lt;br&amp;gt;&lt;br /&gt;
• In the first room of 8-4 this can be used to save a tiny amount of time, which is only relevant for finishing the level with an ingame time of 316.&amp;lt;br&amp;gt;&lt;br /&gt;
• In the third room of 8-4 this can be used to save about 0.03 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• In the fourth room of 8-4 in SMB2j this can be used to save about 0.1 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Half flagpole glitch====&lt;br /&gt;
&lt;br /&gt;
Complete the level without lowering the flag by glitching into the base block of the flagpole and touching the flapole from inside. Doing so is faster than lowering the flag.&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely precise trick, which hasn't been done in realtime yet.&lt;br /&gt;
&lt;br /&gt;
====Going through walls as small Mario====&lt;br /&gt;
&lt;br /&gt;
'''Jump into a solid object below a floor'''&lt;br /&gt;
&lt;br /&gt;
For the purpose of activating this glitch, any solid object (including pipes) counts as a floor.&lt;br /&gt;
It is really difficult to perform (much harder than the walljump), but here are the instructions.&lt;br /&gt;
&lt;br /&gt;
1. You need the right speed. If the object is only 2 blocks tall, such as the pipe in the end of 1-2, you can not jump into it while running. Deaccelerate before jumping. If you have too high speed, you'll just find yourself standing on top of the object instead of inside it. &amp;lt;br&amp;gt;&lt;br /&gt;
2. You need the right position. The right position is: as near as possible. You are too near, if when you jump toward the object, you'll bump into it without getting ejected pixel by pixel.&amp;lt;br&amp;gt; &lt;br /&gt;
3. Immediately before the wall starts ejecting Mario, start steering away from it. This causes the wall to pull you in instead of push you out. &amp;lt;br&amp;gt;&lt;br /&gt;
4. Immediately after your vertical movement stops, start moving to the direction you want to go. If the wall is ejecting you now, you failed some of the previous steps.&lt;br /&gt;
&lt;br /&gt;
The easiest way to perform this trick is into 2-block tall obstacles at walking speed.  &amp;lt;br&amp;gt;&lt;br /&gt;
1. Do a minimal height jump (hold A for 1 frame) at the exactly right distance.&amp;lt;br&amp;gt;&lt;br /&gt;
◦ You're too close if you bump into the wall without a chance to counter the ejection. &amp;lt;br&amp;gt;&lt;br /&gt;
◦ You held A for more than 1 frame (or your jumping platform was less than 2 blocks from the floor) if you land on top of the floor.&amp;lt;br&amp;gt;&lt;br /&gt;
2. As the wall-eject is about to start, hold the opposite direction from the obstacle. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Once Mario lands in the wall, start walking normally.&amp;lt;br&amp;gt;&lt;br /&gt;
◦ If the wall just ejects Mario, you were too far from the wall when you jumped.&lt;br /&gt;
&lt;br /&gt;
Application: In 1-2 this can be done to enter the top of the pipe at the end of the level and walk through it to get to the Minus World as fast as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jump into a wall just below a solid ceiling and walk through it'''&lt;br /&gt;
&lt;br /&gt;
To perform the trick, do a walljump at a position right below the ceiling. When you get foothold, jump immediately. When you land, jump again. When you land again, jump again. Each jump embeds you deeper into the wall. Usually three or four jumps are enough for passing through.&lt;br /&gt;
&lt;br /&gt;
During each of the jumps, you need to steer in the direction opposite to where you're traveling. Otherwise Mario gets ejected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jump into a solid wall and walk through it'''&lt;br /&gt;
&lt;br /&gt;
It is possible to perform the wall-entry trick even without a ceiling. However, it requires extremely precise positioning and speed. This is the hardest of all of the tricks.&lt;br /&gt;
&lt;br /&gt;
Instructions: You will need to have the right X-subpixel position for this to work. A subpixel is a position component which is not rendered onscreen. In this game a pixel is made up of 16 subpixels. Try jumping into a wall. You are either pushed out immediately without having entered the wall at all, or otherwise you might have been able to partially enter the wall. The latter is what you want, but there is no way to effectively influence the subpixel value besides holding left for a few frames while running and hoping for the best outcome.&lt;br /&gt;
&lt;br /&gt;
1. Jump towards a wall from a position as close to it as possible (but not touching it).&lt;br /&gt;
2. Before the wall starts ejecting you, immediately start steering away from it. This causes the wall to pull you in instead of pushing you out. &amp;lt;br&amp;gt;&lt;br /&gt;
3. As soon as you land inside the wall, repeatedly jump while moving away from the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
4. After you have entered the wall deep enough, start moving in the direction you want to go as soon as you land. If the wall is ejecting you now, you failed the previous steps.&lt;br /&gt;
&lt;br /&gt;
Application: In 4-2 this can be done on the wall directly after the powerup at the start of the stage. The subpixel value you get by just holding right and B happens to work. The ejection from the wall can be used as an alternative way to get Mario to the right side of the screen to perform the Wrong Warp. However this is still a very hard trick and must also be done in a very optimized manner to match the time from the optimal backwards jumps method instead, so this is likely useless.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.speeddemosarchive.com/post/super_mario_bros.12.html SDA discussion thread]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://tasvideos.org/GameResources/NES/SuperMarioBros.html TAS resource page]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speedrun.com/smb1 SMB1 Leaderboard]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speedrun.com/smbtll SMB2j Leaderboard]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:NES]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros.</id>
		<title>Super Mario Bros.</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros."/>
				<updated>2016-01-13T09:16:58Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* Hit Detection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sda run|http://speeddemosarchive.com/Mario1.html}}{{contents}}&lt;br /&gt;
DISCLAIMER: This page is referring to the NTSC NES/Famicom original release, [[Super Mario Bros./Versions|not any of the remakes]].&amp;lt;br&amp;gt;&lt;br /&gt;
However many techniques still work in the same or a similiar way in the releases. Almost everything works exactly the same in the sequel [[Super Mario Bros.:The Lost Levels/Any% Strategy|SMB2j (aka Lost Levels)]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
====General Movement Rules====&lt;br /&gt;
&lt;br /&gt;
• You accelerate faster in the direction you are not facing. So if you need to bump into a wall, do a backwards jump into it.&amp;lt;br&amp;gt;&lt;br /&gt;
• Maximum walking speed is 3/5 of maximum running speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you fall under the maximum walking speed during a jump, you cannot go above it again until you touch the ground again.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you touch the ground while holding right and letting go off B, you will be immediately reduced to maximum walking speed. If you need to shoot just as you land, briefly let go off right.&amp;lt;br&amp;gt;&lt;br /&gt;
• Shooting while running on the ground will not slow you down in the slightest, if you repress B quickly enough. If you let go off B for too long, you will be reduced to maximum walking speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• Acceleration in water is the same on the ground as in the water, but the maximum walking speed underwater is 2/3 of the maximum swimming speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you touch underwater ground while holding right, you will be immediately reduced to maximum walking speed. If you need to only briefly touch the ground, don't hold right and start holding right just after you press A to leave the ground again. Of course longer stays on the ground will reduce you to below maximum walking speed, so hold right in these cases to stay at maximum walking speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• You can let go off right while swimming or jumping.&amp;lt;br&amp;gt;&lt;br /&gt;
• When you need to reverse direction and get below the platform, you are standing on, (for example when getting to the warp pipes in 4-2), you can reverse some of your speed by bumping into a wall and holding the opposite direction. If the gap between the platform, you want to fall off and the wall is less than 3 blocks, it's faster to do so than to just reverse at the edge of the platform.&lt;br /&gt;
&lt;br /&gt;
====Framerules====&lt;br /&gt;
&lt;br /&gt;
Every time you enter a new level, the game delays for a varying amount of time. The delay actually waits for a counter that loops every 21 frames (~0.35 seconds). &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As an example, this means that if you complete a level in &amp;lt;br&amp;gt;&lt;br /&gt;
• 1 frame, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 15 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 20 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 21 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 22 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 30 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 42 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 43 frames, the level length will be N+63 frames &amp;lt;br&amp;gt;&lt;br /&gt;
And so on, where N is a constant minimum length of the black screen. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The only exception to this rule is the last level and certain events, during which the counter does not run, such as pauses, lag, transformations or entering pipes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flagpole jump====&lt;br /&gt;
If you hit a flagpole at the highest possible position, Mario will enter the castle about 11 frames faster. In most levels this saves a frame rule.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Avoiding fireworks====&lt;br /&gt;
&lt;br /&gt;
The fireworks are set off when a level is completed with the last digit of the timer at 1, 3, or 6.&amp;lt;br&amp;gt;&lt;br /&gt;
Getting them wastes time, so you should slow down instead of hitting a time that yields 3 or 6 fireworks. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Despawning====&lt;br /&gt;
&lt;br /&gt;
There can only be 5 &amp;quot;enemies&amp;quot; at once on the screen. The following count towards this total: living enemies, dead enemies as long as their sprite is still on the screen, all moving platforms, climbing vines&amp;lt;br&amp;gt;&lt;br /&gt;
When there are already 5 enemies on the screen, further enemies will simply not appear. This can be to your advantage, but also to your disadvantage.&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• In 4-2: Hit the vine block to despawn a piranha plant.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 5-3: Stomp (not shoot) either the Koopa or the Goomba before the 2 moving platforms, otherwise one of them will despawn.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 7-3: Shoot the Koopas from up close so that their bodies stay on the screen for as long as possible preventing further Cheep Cheep spawns.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Hit Detection====&lt;br /&gt;
[[File:Hitboxes.png|The visual appearance of an enemy does not perfectly show which part of it is actually lethal.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to stand on the edge of a pipe even when a plant has risen out of it. There are a few pixels of room on both sides of the pipe that you can land on and immediately jump off again. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When a lot of hammers are on the screen, you can sometimes go through a hammer without getting hit, and sometimes a hammer can be invisible but still hit you. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You don't need to hit the top of an enemy to kill it. As long as you're moving downward as you hit the enemy, you'll kill it. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When entering a pipe with a piranha plant sticking out of it, jump into the middle and start holding down early, this will trigger the pipe transition and allow you to survive some encounters with the plant, which would normally kill you, if you did not hold down.&lt;br /&gt;
&lt;br /&gt;
====Known pseudorandom enemy patterns====&lt;br /&gt;
&lt;br /&gt;
The random number generation in this game is purely frame-based. If you reach an enemy at the same frame from reset, it will behave the same. Due to the 21 frame rule (which also applies to the title screen), it is possible to know what frame rule you are on.&amp;lt;br&amp;gt;&lt;br /&gt;
This can be used in 8-3 to safely avoid the Hammer Bros.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Glitches==&lt;br /&gt;
&lt;br /&gt;
====Wrong Warp====&lt;br /&gt;
&lt;br /&gt;
The Wrong Warp glitch occurs when a pipe takes you somewhere other than its intended destination. &amp;lt;br&amp;gt;&lt;br /&gt;
Theory: The game can have only one &amp;quot;entry point&amp;quot; (a pipe or vine) per screen. The reason lies in how the game is designed: There is just one global variable in the game RAM that determines where pipes or vines in the current screen lead. Once the screen scrolls far enough for the next target label to be loaded from the level data, all entry points in the current screen will lead to that destination instead. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
• If Mario is far on the right side of the screen, the entry point variable will be out of date, so a new entry point will lead to the target of the previous one (Example: In 4-2 of SMB1, if Mario is far enough on the right side of the screen, he can use the pipe to go to the warp room since the destination info of the vine is still valid. Making the vine appear is not required for this glitch. The only thing needed is that the screen hasn't scrolled too far when the pipe is entered.) &amp;lt;br&amp;gt;&lt;br /&gt;
• If the screen is ahead of Mario (Mario is on the left side of screen), the variable will have updated too soon, so you can access a future entry point's target from an earlier entry point. (Example: In 8-4 of SMB1, in the area before the water area, instead of going in the pipe after the lava pit, go a little past the previous pipe, and then turn around and go in that pipe, and it will take you to the water area instead of taking you back to the beginning of the level.) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Methods of getting Mario to the left side of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
• Just move back. &amp;lt;br&amp;gt;&lt;br /&gt;
Methods of getting Mario to the right side of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
• If you enter a wall, the wall will automatically transport Mario towards the right edge of the screen without scrolling. &amp;lt;br&amp;gt;&lt;br /&gt;
• If Mario bumps into the left edge of an obstacle (wall, pipe, coin block etc.) while jumping, the screen scrolling will momentarily stop even if Mario continues to move to the right. Since Mario accelerates faster in the direction he isn't facing, you should use this trick while jumping backwards (with Mario facing left). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Walljump====&lt;br /&gt;
&lt;br /&gt;
A walljump is when you jump towards a wall and somehow Mario's foot catches the wall and allows to jump again, boosting from the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
Walljumps happen because the game does a floor check (a simple &amp;quot;is there a solid block below him?&amp;quot; test) even during a wall-ejection. Wall-ejection is SMB's mechanism for pushing Mario out of a wall he has partially entered.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To perform a walljump, you need two things: &amp;lt;br&amp;gt;&lt;br /&gt;
• Some horizontal speed &amp;lt;br&amp;gt;&lt;br /&gt;
• Mario's feet must hit the wall exactly at a block boundary (every 16 pixels) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• Reach the pipe to the third room of 8-4 more quickly by walljumping off it saving about 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• only as Mario: Skip waiting for the elevator in 1-2 of SMB2j to reach the warp zone by walljumping off the big vertical pipe instead.&amp;lt;br&amp;gt;&lt;br /&gt;
• only as Luigi: Skip hitting the invisible block and climbing up them just before the warp zone in 1-2 of SMB2j by walljumping off the wall instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Full flagpole glitch====&lt;br /&gt;
&lt;br /&gt;
Enter the block below the flagpole and touch the flagpole from inside the block to skip lowering the flag and get ejected to the left side of the block, which then skips the routine of Mario walking to the castle and entering it.&lt;br /&gt;
&lt;br /&gt;
Enemies can be used for this glitch. Stomp a Bullet Bill just as it reaches the flagpole at maximum speed.&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• With a lucky Bullet Bill spawn this trick is possible in 8-2 saving up to 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• Do this trick at the end of -1 in the Minus World to save several seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Going through walls as big Mario====&lt;br /&gt;
&lt;br /&gt;
When Mario is big, he can simply perform a duck-jump into the corner and start walking. This is because his head will be well inside the ceiling, enabling the ejection to the right. (If he ducks again before he is fully inside the wall, he'll be ejected to the left instead.)&lt;br /&gt;
&lt;br /&gt;
Applications in SMB1:&amp;lt;br&amp;gt;&lt;br /&gt;
• In 1-2 this can be done to enter the wall at the end of the level and walk through it to get to the Minus World.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 4-4 this can be used to more quickly bypass the part of the maze, where you need to turn around normally saving up to 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• In -3 of the Minus World this can be done to skip having to turn around or break the ceiling.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Applications in SMB2j:&amp;lt;br&amp;gt;&lt;br /&gt;
''TODO''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Jump in mid-air====&lt;br /&gt;
&lt;br /&gt;
If you grab a mushroom in mid-air, you can jump again. To do this let go of A before you touch the mushroom and then hold A until the transformation is over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ducking while swimming====&lt;br /&gt;
&lt;br /&gt;
Duck on the ground and start swimming, Mario will still look as usual, but his hitbox is as though he was small and he will be unable to shoot fireballs. The optimal way to start this is:&amp;lt;br&amp;gt;&lt;br /&gt;
• accelerate to maximum speed&amp;lt;br&amp;gt;&lt;br /&gt;
• let go off right and hold down (this will not slow you down)&amp;lt;br&amp;gt;&lt;br /&gt;
• briefly touch the ground&amp;lt;br&amp;gt;&lt;br /&gt;
• press A&amp;lt;br&amp;gt;&lt;br /&gt;
• hold right until you are back to maximum speed&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat this each time you have to touch the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
To stop ducking and enable fireballs again simply let go off all directional buttons and touch the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ducking while falling====&lt;br /&gt;
&lt;br /&gt;
Just hold down before sliding off a platform and Mario will have the small hitbox despite looking big.&lt;br /&gt;
&lt;br /&gt;
====The Minus World====&lt;br /&gt;
&lt;br /&gt;
This is a well-known glitch which occurs when Mario glitches behind the wall in 1-2 in SMB1 and enters the first pipe. &amp;lt;br&amp;gt;&lt;br /&gt;
The minus world is basically just a random location of the game ROM, it is not a real world. It wasn't designed that way ― it's just an oversight of the programmers that you can get into the pipe before the correct warp labels are assigned. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the NES version of Super Mario Bros., the &amp;quot;minus world&amp;quot; was a looping, uncompleteable copy of world 2-2. In the FDS version, however, it is an underwater 1-3, 2-3, and an underground 4-4, making it completable. &amp;lt;br&amp;gt;Completing the game this way would give the &amp;quot;in another castle&amp;quot; message, but would return to the title screen as if 8-4 had been beaten; hard mode and the level selection become accessible, as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Off-screen wall climbing====&lt;br /&gt;
&lt;br /&gt;
This trick is trivial to perform. When there is a hole on the left side of the screen, you can cram Mario in between the screen edge and the wall and climb up. Mario will be unable to fall down. It can be used to reach the ceiling of the dungeon in places where there normally is no way to do that.&lt;br /&gt;
&lt;br /&gt;
By jumping repeatedly and steering to the left, the trick can also be used for entering the wall.&lt;br /&gt;
&lt;br /&gt;
Application: In 5-2 of SMB2j enter the pipe before the vine using this glitch and hold down. Mario will enter the pipe in reverse direction and appear in the warp zone to world 8.&lt;br /&gt;
&lt;br /&gt;
==Advanced Techniques==&lt;br /&gt;
&lt;br /&gt;
====Backwards jump acceleration====&lt;br /&gt;
&lt;br /&gt;
When you need to accelerate from zero speed, you can do it faster if you jump a small jump backwards and steer to the opposite direction Mario is facing. This can be used to start a level faster and to accelerate faster after exiting a pipe.&lt;br /&gt;
&lt;br /&gt;
Applications: &amp;lt;br&amp;gt;&lt;br /&gt;
• In the first room of 8-4 this can be used to save a tiny amount of time, which is only relevant for finishing the level with an ingame time of 316.&amp;lt;br&amp;gt;&lt;br /&gt;
• In the third room of 8-4 this can be used to save about 0.03 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• In the fourth room of 8-4 in SMB2j this can be used to save about 0.1 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Half flagpole glitch====&lt;br /&gt;
&lt;br /&gt;
Complete the level without lowering the flag by glitching into the base block of the flagpole and touching the flapole from inside. Doing so is faster than lowering the flag.&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely precise trick, which hasn't been done in realtime yet.&lt;br /&gt;
&lt;br /&gt;
====Going through walls as small Mario====&lt;br /&gt;
&lt;br /&gt;
'''Jump into a solid object below a floor'''&lt;br /&gt;
&lt;br /&gt;
For the purpose of activating this glitch, any solid object (including pipes) counts as a floor.&lt;br /&gt;
It is really difficult to perform (much harder than the walljump), but here are the instructions.&lt;br /&gt;
&lt;br /&gt;
1. You need the right speed. If the object is only 2 blocks tall, such as the pipe in the end of 1-2, you can not jump into it while running. Deaccelerate before jumping. If you have too high speed, you'll just find yourself standing on top of the object instead of inside it. &amp;lt;br&amp;gt;&lt;br /&gt;
2. You need the right position. The right position is: as near as possible. You are too near, if when you jump toward the object, you'll bump into it without getting ejected pixel by pixel.&amp;lt;br&amp;gt; &lt;br /&gt;
3. Immediately before the wall starts ejecting Mario, start steering away from it. This causes the wall to pull you in instead of push you out. &amp;lt;br&amp;gt;&lt;br /&gt;
4. Immediately after your vertical movement stops, start moving to the direction you want to go. If the wall is ejecting you now, you failed some of the previous steps.&lt;br /&gt;
&lt;br /&gt;
The easiest way to perform this trick is into 2-block tall obstacles at walking speed.  &amp;lt;br&amp;gt;&lt;br /&gt;
1. Do a minimal height jump (hold A for 1 frame) at the exactly right distance.&amp;lt;br&amp;gt;&lt;br /&gt;
◦ You're too close if you bump into the wall without a chance to counter the ejection. &amp;lt;br&amp;gt;&lt;br /&gt;
◦ You held A for more than 1 frame (or your jumping platform was less than 2 blocks from the floor) if you land on top of the floor.&amp;lt;br&amp;gt;&lt;br /&gt;
2. As the wall-eject is about to start, hold the opposite direction from the obstacle. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Once Mario lands in the wall, start walking normally.&amp;lt;br&amp;gt;&lt;br /&gt;
◦ If the wall just ejects Mario, you were too far from the wall when you jumped.&lt;br /&gt;
&lt;br /&gt;
Application: In 1-2 this can be done to enter the top of the pipe at the end of the level and walk through it to get to the Minus World as fast as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jump into a wall just below a solid ceiling and walk through it'''&lt;br /&gt;
&lt;br /&gt;
To perform the trick, do a walljump at a position right below the ceiling. When you get foothold, jump immediately. When you land, jump again. When you land again, jump again. Each jump embeds you deeper into the wall. Usually three or four jumps are enough for passing through.&lt;br /&gt;
&lt;br /&gt;
During each of the jumps, you need to steer in the direction opposite to where you're traveling. Otherwise Mario gets ejected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jump into a solid wall and walk through it'''&lt;br /&gt;
&lt;br /&gt;
It is possible to perform the wall-entry trick even without a ceiling. However, it requires extremely precise positioning and speed. This is the hardest of all of the tricks.&lt;br /&gt;
&lt;br /&gt;
Instructions: You will need to have the right X-subpixel position for this to work. A subpixel is a position component which is not rendered onscreen. In this game a pixel is made up of 16 subpixels. Try jumping into a wall. You are either pushed out immediately without having entered the wall at all, or otherwise you might have been able to partially enter the wall. The latter is what you want, but there is no way to effectively influence the subpixel value besides holding left for a few frames while running and hoping for the best outcome.&lt;br /&gt;
&lt;br /&gt;
1. Jump towards a wall from a position as close to it as possible (but not touching it).&lt;br /&gt;
2. Before the wall starts ejecting you, immediately start steering away from it. This causes the wall to pull you in instead of pushing you out. &amp;lt;br&amp;gt;&lt;br /&gt;
3. As soon as you land inside the wall, repeatedly jump while moving away from the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
4. After you have entered the wall deep enough, start moving in the direction you want to go as soon as you land. If the wall is ejecting you now, you failed the previous steps.&lt;br /&gt;
&lt;br /&gt;
Application: In 4-2 this can be done on the wall directly after the powerup at the start of the stage. The subpixel value you get by just holding right and B happens to work. The ejection from the wall can be used as an alternative way to get Mario to the right side of the screen to perform the Wrong Warp. However this is still a very hard trick and must also be done in a very optimized manner to match the time from the optimal backwards jumps method instead, so this is likely useless.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.speeddemosarchive.com/post/super_mario_bros.12.html SDA discussion thread]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://tasvideos.org/GameResources/NES/SuperMarioBros.html TAS resource page]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speedrun.com/smb1 SMB1 Leaderboard]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speedrun.com/smbtll SMB2j Leaderboard]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:NES]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Any%25_Strategy</id>
		<title>Super Mario Bros./Any% Strategy</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Any%25_Strategy"/>
				<updated>2015-10-21T22:51:21Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* RTA WR and TAS comparison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
See [http://www.twitch.tv/darbian/v/21376369 darbian's WR video] for the general strategy. This only goes into detail on the non-obvious things going on.&lt;br /&gt;
&lt;br /&gt;
==Level by level explanations==&lt;br /&gt;
====World 1-1====&lt;br /&gt;
When you go into the underground section, start holding &amp;quot;right&amp;quot; when Mario has fallen about half the way down and jump as soon as you're able, trying to land on the very edge of the bricks in the middle. The farther to the left you land, the sooner you start accelerating to full speed. When the pipe transition happens, you should have 380 on the timer.&lt;br /&gt;
&lt;br /&gt;
Later just hit the flagpole at the very top. If you have 370 remaining on the timer, the level is flawless. If you have 369 remaining on the timer, it can also be flawless, but it's very likely you missed the framerule.&lt;br /&gt;
&lt;br /&gt;
====World 1-2 (Warp to 4-1)====&lt;br /&gt;
The first difficult part here is jumping over the Koopa with the Goomba directly behind it. The best way to do it is to run at full speed and do a jump where you hold A for 1 to 3 frames and then immediately jump again.&lt;br /&gt;
&lt;br /&gt;
At the end of the level, when you go to the warp zone, you actually do not have to make a tight turnaround. Unless you land on the very right edge of the rightmost pipe, you will not lose the framerule if you never slowed down elsewhere.&lt;br /&gt;
&lt;br /&gt;
====World 4-1====&lt;br /&gt;
This level is by far the easiest of the run. Jump at the top of the flagpole and you have a perfect time.&lt;br /&gt;
&lt;br /&gt;
====World 4-2 (Warp to 8-1)====&lt;br /&gt;
In this level you need to do a Wrong Warp glitch. To do this, you must scroll the screen farther to the right than usual so that both level exits are on the screen at once.&lt;br /&gt;
&lt;br /&gt;
To scroll the screen, you must jump backwards into the corner of a block. If you just want to get the glitch, you can do as many backwards jumps as you like and will get the trick quite easily. For a good time you need to limit it to 3 backwards jumps. To save another framerule, that must be made in 2 backwards jumps, but this almost requires perfection. A perfect run will show 354 or 355 remaining on the timer.&lt;br /&gt;
&lt;br /&gt;
See this video and its description for examples: https://www.youtube.com/watch?v=iymHYXglKJk&lt;br /&gt;
&lt;br /&gt;
A wallclip can be done on the wall directly after the powerup at the start of the stage. The ejection from the wall can be used as an alternative way to get Mario to the right side of the screen to perform the Wrong Warp. However this is a very hard trick and must also be done in a very optimized manner to match the time from the optimal backwards jumps method instead, so this is likely useless.&lt;br /&gt;
&lt;br /&gt;
====World 8-1====&lt;br /&gt;
Even if you do not slow down at all in this level, you may lose a framerule. To get a perfect time in 8-1, you need to have hit the star block around the middle of this level and no enemies other than the 2 Koopas (explained below).&amp;lt;br&amp;gt;&lt;br /&gt;
You can save yourself from having to perform a frame-perfect jump over 3 Goombas onto the wall behind them:&amp;lt;br&amp;gt;&lt;br /&gt;
1. At the part, where you would usually jump over a piranha plant and stomp one of the 3 Goombas behind it, perform a jump standing next to the plant and jump over it and the 3 Goombas without stomping any of them. This will prevent two of the Koopas coming up from despawning.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Hit these 2 Koopas:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Koopas.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
3. Jump behind the 2 Goombas and over the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====World 8-2====&lt;br /&gt;
A perfect run will end with a high 342 on the timer, if you do not use the bullet bill glitch (343 is possible, but yields fireworks), and a high 337 or low 338, if you do use the bullet bill glitch.&lt;br /&gt;
&lt;br /&gt;
A good bullet bill spawn can save up to 2 framerules (0.7 seconds) by performing a full flagpole glitch using it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====World 8-3====&lt;br /&gt;
In this level you need to slow down to prevent the fireworks. You should finish with 242 left.&lt;br /&gt;
&lt;br /&gt;
If you know what framerule you're on, you can predict the pseudorandom enemy patterns. Otherwise you need to get lucky.&lt;br /&gt;
&lt;br /&gt;
====World 8-4====&lt;br /&gt;
This is the only level where the framerule doesn't apply due to how the run is timed, so every frame matters.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 1'''&amp;lt;br&amp;gt;&lt;br /&gt;
Just go right and enter the pipe. The piranha plant will mysteriously vanish before you touch it.&amp;lt;br&amp;gt;&lt;br /&gt;
The big jump over the elevator has a 3 frame window. Instead you can jump onto the elevator, but it risks losing time, if you don't immediately jump off it again.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 2'''&amp;lt;br&amp;gt;&lt;br /&gt;
This is the room with the walljump. When you run off the first pipe while holding B and right all the time, you only have 1 frame to make your next jump. If you briefly press left or just let go of right, you have more leeway at the expense of 1 or 2 frames lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The walljump is explained in detail above. You will save about 5 frames if you do the walljump facing left instead of right. Depending on how well you do the walljump, you can expect to lose between 1 to 7 frames if you were facing left.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
This room has another Wrong Warp glitch, but it is much easier than the 4-2 one. It is surprisingly easy to lose lots of frames in this room. At the minimum expect to lose 2-5 frames.&amp;lt;br&amp;gt;&lt;br /&gt;
You can perform a backwards jump after exiting the pipe leading into this room for a tiny time save of about 2 frames.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 4'''&amp;lt;br&amp;gt;&lt;br /&gt;
It doesn't matter, when Mario starts swimming as long as he doesn't reach maximum walking speed before you do it. If you hold right and touch the ground, Mario will be immediately reduced to maximum walking speed (2/3 of maximum swimming speed), so let go off right, if you are about to briefly touch the ground. Note that Mario will immediately lose all speed, if he hits the pipe without entering it and he will not enter it, if you don't hold right.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 5'''&amp;lt;br&amp;gt;&lt;br /&gt;
Hope Bowser doesn't kill your run due to pure randomness and hit the switch as far to the left as possible. A good run will have 314 or 315 remaining on the timer. 315 is not neccessarily faster than 314, it just means you did the third room well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specific goal time strategies==&lt;br /&gt;
The history of this game is driven by the desire to reach specific full second goal times. Although there is no longer a requirement to reach a new second boundary to constitute a new world record or be submittable to SDA, runs continue to be judged by what second they fall into and a time below 5 minutes is seen as significant by many people.&lt;br /&gt;
&lt;br /&gt;
As a perfect run up until 8-4 and a decent 8-4 yields a time of about 4:57.4 and every mistake outside 8-4 costs a multiple of 0.35 seconds, one only needs to see how much time one has to waste and add up how much &amp;quot;mistakes&amp;quot; one is allowed to do.&lt;br /&gt;
&lt;br /&gt;
'''4:59.XX'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have about 2.6 seconds to lose and still be below 5 minutes. A way to do it would be:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Perfect until 4-2.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Do the easy 3 jump 4-2 (first method in [https://www.youtube.com/watch?v=iymHYXglKJk this video]). (0.35-0.7 seconds lost)&amp;lt;br&amp;gt;&lt;br /&gt;
3. Perfect 8-1.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Do a low risk 8-2. (0.7-1.05 seconds lost)&amp;lt;br&amp;gt;&lt;br /&gt;
5. Perfect 8-3. (memorize all possible patterns and use a split program to know, which one you're on)&amp;lt;br&amp;gt;&lt;br /&gt;
6. Don't do the walljump in 8-4 unless you lost too much time elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''4:58.XX'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have about 1.6 seconds to lose. A way to do it would be:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Perfect until 4-2.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Do the hard 3 jump 4-2 (second method in [https://www.youtube.com/watch?v=iymHYXglKJk this video]). (0.35 seconds lost)&amp;lt;br&amp;gt;&lt;br /&gt;
3. Perfect 8-1.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Do a low risk 8-2. (0.7-1.05 seconds lost)&amp;lt;br&amp;gt;&lt;br /&gt;
5. Perfect 8-3. (memorize all possible patterns and use a split program to know, which one you're on)&amp;lt;br&amp;gt;&lt;br /&gt;
6. Do the walljump in 8-4.&lt;br /&gt;
&lt;br /&gt;
'''4:57.XX'''&amp;lt;br&amp;gt;&lt;br /&gt;
Wait 1 framerule on the title screen. Do everything except the 2 jump 4-2.&lt;br /&gt;
&lt;br /&gt;
'''low 4:57.XX'''&amp;lt;br&amp;gt;&lt;br /&gt;
Wait 2 framerules on the title screen. Do everything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==RTA WR and TAS comparison==&lt;br /&gt;
RTA WR: [http://www.twitch.tv/darbian/v/21376369 4:57.62 by darbian]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;RTA rules&amp;quot; TAS: [http://dehacked.2y.net/microstorage.php/info/548286389/SMB%20RTA%20rules%20TAS%20by%20HappyLee.fcm 4:54.28 by HappyLee] (converted to RTA timing)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;left+right&amp;quot; TAS: [http://tasvideos.org/1715M.html 4:54.03 by HappyLee] (converted to RTA timing, uses left+right)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;human theory&amp;quot; TAS: [http://dehacked.2y.net/microstorage.php/info/425921585/human%20theory.fm2 4:57.07 by HappyLee] (bullet bill glitch edited in)&amp;lt;br&amp;gt;&lt;br /&gt;
It's important to note that RTA and TAS time the run differently. RTA timing starts when the timer appears in 1-1 and TAS timing starts on reset (197 frames difference). They both end on hitting the axe in 8-4.&amp;lt;br&amp;gt;&lt;br /&gt;
Also TAS allows left+right, which is banned in RTA, but RTA allows waiting on the start screen for good RNG without time loss.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comparison Table'''&amp;lt;br&amp;gt;&lt;br /&gt;
All runs are compared level by level to the &amp;quot;RTA rules&amp;quot; TAS by the number of frames they are slower.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! &amp;quot;human theory&amp;quot; TAS !! RTA WR !! best human level time&lt;br /&gt;
|-&lt;br /&gt;
| 1-1 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 || +21 || +42 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 8-1 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 8-2 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 8-3 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 8-4 || +21 || +33 || [https://www.youtube.com/watch?v=x6n_KAJAj4M +24/25]&lt;br /&gt;
|-&lt;br /&gt;
| Overall || +168 (4:57.07) || +205 (4:57.62) || +171/172 (4:57.12/4:57.14)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 1-1'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing the flagpole glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 1-2'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by going through the wall and entering the warp pipe sooner.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 4-1'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing the flagpole glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 4-2'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 2 framerule by doing a wallclip to get Mario ejected to the right side of the screen instead of doing backwards jumps against blocks. 1 framerule can be saved without a wallclip by doing 2 instead of 3 backwards jumps against blocks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 8-1'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing the flagpole glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 8-2'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule in this level by using backwards jump acceleration at the beginning of the level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 8-3'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing the flagpole glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 8-4'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 33 frames:&amp;lt;br&amp;gt;&lt;br /&gt;
21 frames come from backwards jump acceleration.&amp;lt;br&amp;gt;&lt;br /&gt;
12 frames come from cleaner execution.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Any%25_Strategy</id>
		<title>Super Mario Bros./Any% Strategy</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Any%25_Strategy"/>
				<updated>2015-10-21T22:48:54Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
See [http://www.twitch.tv/darbian/v/21376369 darbian's WR video] for the general strategy. This only goes into detail on the non-obvious things going on.&lt;br /&gt;
&lt;br /&gt;
==Level by level explanations==&lt;br /&gt;
====World 1-1====&lt;br /&gt;
When you go into the underground section, start holding &amp;quot;right&amp;quot; when Mario has fallen about half the way down and jump as soon as you're able, trying to land on the very edge of the bricks in the middle. The farther to the left you land, the sooner you start accelerating to full speed. When the pipe transition happens, you should have 380 on the timer.&lt;br /&gt;
&lt;br /&gt;
Later just hit the flagpole at the very top. If you have 370 remaining on the timer, the level is flawless. If you have 369 remaining on the timer, it can also be flawless, but it's very likely you missed the framerule.&lt;br /&gt;
&lt;br /&gt;
====World 1-2 (Warp to 4-1)====&lt;br /&gt;
The first difficult part here is jumping over the Koopa with the Goomba directly behind it. The best way to do it is to run at full speed and do a jump where you hold A for 1 to 3 frames and then immediately jump again.&lt;br /&gt;
&lt;br /&gt;
At the end of the level, when you go to the warp zone, you actually do not have to make a tight turnaround. Unless you land on the very right edge of the rightmost pipe, you will not lose the framerule if you never slowed down elsewhere.&lt;br /&gt;
&lt;br /&gt;
====World 4-1====&lt;br /&gt;
This level is by far the easiest of the run. Jump at the top of the flagpole and you have a perfect time.&lt;br /&gt;
&lt;br /&gt;
====World 4-2 (Warp to 8-1)====&lt;br /&gt;
In this level you need to do a Wrong Warp glitch. To do this, you must scroll the screen farther to the right than usual so that both level exits are on the screen at once.&lt;br /&gt;
&lt;br /&gt;
To scroll the screen, you must jump backwards into the corner of a block. If you just want to get the glitch, you can do as many backwards jumps as you like and will get the trick quite easily. For a good time you need to limit it to 3 backwards jumps. To save another framerule, that must be made in 2 backwards jumps, but this almost requires perfection. A perfect run will show 354 or 355 remaining on the timer.&lt;br /&gt;
&lt;br /&gt;
See this video and its description for examples: https://www.youtube.com/watch?v=iymHYXglKJk&lt;br /&gt;
&lt;br /&gt;
A wallclip can be done on the wall directly after the powerup at the start of the stage. The ejection from the wall can be used as an alternative way to get Mario to the right side of the screen to perform the Wrong Warp. However this is a very hard trick and must also be done in a very optimized manner to match the time from the optimal backwards jumps method instead, so this is likely useless.&lt;br /&gt;
&lt;br /&gt;
====World 8-1====&lt;br /&gt;
Even if you do not slow down at all in this level, you may lose a framerule. To get a perfect time in 8-1, you need to have hit the star block around the middle of this level and no enemies other than the 2 Koopas (explained below).&amp;lt;br&amp;gt;&lt;br /&gt;
You can save yourself from having to perform a frame-perfect jump over 3 Goombas onto the wall behind them:&amp;lt;br&amp;gt;&lt;br /&gt;
1. At the part, where you would usually jump over a piranha plant and stomp one of the 3 Goombas behind it, perform a jump standing next to the plant and jump over it and the 3 Goombas without stomping any of them. This will prevent two of the Koopas coming up from despawning.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Hit these 2 Koopas:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Koopas.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
3. Jump behind the 2 Goombas and over the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====World 8-2====&lt;br /&gt;
A perfect run will end with a high 342 on the timer, if you do not use the bullet bill glitch (343 is possible, but yields fireworks), and a high 337 or low 338, if you do use the bullet bill glitch.&lt;br /&gt;
&lt;br /&gt;
A good bullet bill spawn can save up to 2 framerules (0.7 seconds) by performing a full flagpole glitch using it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====World 8-3====&lt;br /&gt;
In this level you need to slow down to prevent the fireworks. You should finish with 242 left.&lt;br /&gt;
&lt;br /&gt;
If you know what framerule you're on, you can predict the pseudorandom enemy patterns. Otherwise you need to get lucky.&lt;br /&gt;
&lt;br /&gt;
====World 8-4====&lt;br /&gt;
This is the only level where the framerule doesn't apply due to how the run is timed, so every frame matters.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 1'''&amp;lt;br&amp;gt;&lt;br /&gt;
Just go right and enter the pipe. The piranha plant will mysteriously vanish before you touch it.&amp;lt;br&amp;gt;&lt;br /&gt;
The big jump over the elevator has a 3 frame window. Instead you can jump onto the elevator, but it risks losing time, if you don't immediately jump off it again.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 2'''&amp;lt;br&amp;gt;&lt;br /&gt;
This is the room with the walljump. When you run off the first pipe while holding B and right all the time, you only have 1 frame to make your next jump. If you briefly press left or just let go of right, you have more leeway at the expense of 1 or 2 frames lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The walljump is explained in detail above. You will save about 5 frames if you do the walljump facing left instead of right. Depending on how well you do the walljump, you can expect to lose between 1 to 7 frames if you were facing left.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
This room has another Wrong Warp glitch, but it is much easier than the 4-2 one. It is surprisingly easy to lose lots of frames in this room. At the minimum expect to lose 2-5 frames.&amp;lt;br&amp;gt;&lt;br /&gt;
You can perform a backwards jump after exiting the pipe leading into this room for a tiny time save of about 2 frames.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 4'''&amp;lt;br&amp;gt;&lt;br /&gt;
It doesn't matter, when Mario starts swimming as long as he doesn't reach maximum walking speed before you do it. If you hold right and touch the ground, Mario will be immediately reduced to maximum walking speed (2/3 of maximum swimming speed), so let go off right, if you are about to briefly touch the ground. Note that Mario will immediately lose all speed, if he hits the pipe without entering it and he will not enter it, if you don't hold right.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Room 5'''&amp;lt;br&amp;gt;&lt;br /&gt;
Hope Bowser doesn't kill your run due to pure randomness and hit the switch as far to the left as possible. A good run will have 314 or 315 remaining on the timer. 315 is not neccessarily faster than 314, it just means you did the third room well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specific goal time strategies==&lt;br /&gt;
The history of this game is driven by the desire to reach specific full second goal times. Although there is no longer a requirement to reach a new second boundary to constitute a new world record or be submittable to SDA, runs continue to be judged by what second they fall into and a time below 5 minutes is seen as significant by many people.&lt;br /&gt;
&lt;br /&gt;
As a perfect run up until 8-4 and a decent 8-4 yields a time of about 4:57.4 and every mistake outside 8-4 costs a multiple of 0.35 seconds, one only needs to see how much time one has to waste and add up how much &amp;quot;mistakes&amp;quot; one is allowed to do.&lt;br /&gt;
&lt;br /&gt;
'''4:59.XX'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have about 2.6 seconds to lose and still be below 5 minutes. A way to do it would be:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Perfect until 4-2.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Do the easy 3 jump 4-2 (first method in [https://www.youtube.com/watch?v=iymHYXglKJk this video]). (0.35-0.7 seconds lost)&amp;lt;br&amp;gt;&lt;br /&gt;
3. Perfect 8-1.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Do a low risk 8-2. (0.7-1.05 seconds lost)&amp;lt;br&amp;gt;&lt;br /&gt;
5. Perfect 8-3. (memorize all possible patterns and use a split program to know, which one you're on)&amp;lt;br&amp;gt;&lt;br /&gt;
6. Don't do the walljump in 8-4 unless you lost too much time elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''4:58.XX'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have about 1.6 seconds to lose. A way to do it would be:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Perfect until 4-2.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Do the hard 3 jump 4-2 (second method in [https://www.youtube.com/watch?v=iymHYXglKJk this video]). (0.35 seconds lost)&amp;lt;br&amp;gt;&lt;br /&gt;
3. Perfect 8-1.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Do a low risk 8-2. (0.7-1.05 seconds lost)&amp;lt;br&amp;gt;&lt;br /&gt;
5. Perfect 8-3. (memorize all possible patterns and use a split program to know, which one you're on)&amp;lt;br&amp;gt;&lt;br /&gt;
6. Do the walljump in 8-4.&lt;br /&gt;
&lt;br /&gt;
'''4:57.XX'''&amp;lt;br&amp;gt;&lt;br /&gt;
Wait 1 framerule on the title screen. Do everything except the 2 jump 4-2.&lt;br /&gt;
&lt;br /&gt;
'''low 4:57.XX'''&amp;lt;br&amp;gt;&lt;br /&gt;
Wait 2 framerules on the title screen. Do everything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==RTA WR and TAS comparison==&lt;br /&gt;
RTA WR: [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;RTA rules&amp;quot; TAS: [http://dehacked.2y.net/microstorage.php/info/548286389/SMB%20RTA%20rules%20TAS%20by%20HappyLee.fcm 4:54.28 by HappyLee] (converted to RTA timing)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;left+right&amp;quot; TAS: [http://tasvideos.org/1715M.html 4:54.03 by HappyLee] (converted to RTA timing, uses left+right)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;human theory&amp;quot; TAS: [http://dehacked.2y.net/microstorage.php/info/425921585/human%20theory.fm2 4:57.07 by HappyLee] (bullet bill glitch edited in)&amp;lt;br&amp;gt;&lt;br /&gt;
It's important to note that RTA and TAS time the run differently. RTA timing starts when the timer appears in 1-1 and TAS timing starts on reset (197 frames difference). They both end on hitting the axe in 8-4.&amp;lt;br&amp;gt;&lt;br /&gt;
Also TAS allows left+right, which is banned in RTA, but RTA allows waiting on the start screen for good RNG without time loss.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Comparison Table'''&amp;lt;br&amp;gt;&lt;br /&gt;
All runs are compared level by level to the &amp;quot;RTA rules&amp;quot; TAS by the number of frames they are slower.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! &amp;quot;human theory&amp;quot; TAS !! RTA WR !! best human level time&lt;br /&gt;
|-&lt;br /&gt;
| 1-1 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 || +21 || +42 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 8-1 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 8-2 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 8-3 || +21 || +21 || +21&lt;br /&gt;
|-&lt;br /&gt;
| 8-4 || +21 || +37 || [https://www.youtube.com/watch?v=x6n_KAJAj4M +24/25]&lt;br /&gt;
|-&lt;br /&gt;
| Overall || +168 (4:57.07) || +205 (4:57.69) || +171/172 (4:57.12/4:57.14)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 1-1'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing the flagpole glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 1-2'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by going through the wall and entering the warp pipe sooner.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 4-1'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing the flagpole glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 4-2'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 2 framerule by doing a wallclip to get Mario ejected to the right side of the screen instead of doing backwards jumps against blocks. 1 framerule can be saved without a wallclip by doing 2 instead of 3 backwards jumps against blocks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 8-1'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing the flagpole glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 8-2'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule in this level by using backwards jump acceleration at the beginning of the level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 8-3'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 1 framerule by doing the flagpole glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
'''World 8-4'''&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;RTA rules&amp;quot; TAS saves 37 frames:&amp;lt;br&amp;gt;&lt;br /&gt;
21 frames come from backwards jump acceleration.&amp;lt;br&amp;gt;&lt;br /&gt;
16 frames come from cleaner execution.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Versions</id>
		<title>Super Mario Bros./Versions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Versions"/>
				<updated>2015-10-21T22:47:21Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* LCD games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
&lt;br /&gt;
[[Super Mario Bros.]] was initially released for the NES and Famicom, but due its huge success a vast number of rereleases, ports and different games with the same name exist.&amp;lt;br&amp;gt;&lt;br /&gt;
The framerate of the NES and Famicom is 39375000/655171 ~= 60.09881387708959.&lt;br /&gt;
&lt;br /&gt;
==Other console and rereleases, which stay close to the original==&lt;br /&gt;
====Famicom Disk System version====&lt;br /&gt;
Framerate: 39375000/655171 ~= 60.09881387708959&amp;lt;br&amp;gt;&lt;br /&gt;
This version is almost identical to the original version. The only notable difference is that the Minus World is completely different and can be finished.&lt;br /&gt;
====NES PAL version====&lt;br /&gt;
Framerate: ~50.0069789081886&amp;lt;br&amp;gt;&lt;br /&gt;
Due to PAL systems running at a slower framerate, Mario's movement speed has been increased to counter the effect. Overall Mario still moves slower in this version, but some things that are not possible on the NTSC version work in this one. You can get a 244 in level 8-3 and you can do a flagpole glitch in every level (may require left+right, which is banned). It may be possible (but very unlikely) that you can finish the game faster than on NTSC, if you use the flagpole glitch.&lt;br /&gt;
====Hong Kong NES====&lt;br /&gt;
Framerate (NTSC mode): ~59.5&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate (PAL mode): ?&amp;lt;br&amp;gt;&lt;br /&gt;
The Hong Kong NES was officially developed for Hong Kong and allows you to switch between PAL and NTSC mode.&lt;br /&gt;
====NES multi-game cartridges====&lt;br /&gt;
Super Mario Bros. shared a cartridge with&amp;lt;br&amp;gt;&lt;br /&gt;
- Duck Hunt (NTSC and PAL)&amp;lt;br&amp;gt;&lt;br /&gt;
- Duck Hunt and World Class Track Meet (NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
- Tetris and Nintendo World Cup (PAL)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros. was also part of the Nintendo World Championship 1990 (NTSC). After collecting 50 coins, you go to another game.&amp;lt;br&amp;gt;&lt;br /&gt;
All these versions seem to be identical to the original.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GBA rereleases====&lt;br /&gt;
Framerate: 262144 / 4389 ~= 59.72750056960583 (GBA)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ? (Game Boy Player)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros. has been part of the ''Classic NES Series'', the ''Famicom Minis Collection'' and has been released in a Special Edition for the 25th anniversary.&lt;br /&gt;
====3DS rerelease====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
====Wii Virtual Console rerelease====&lt;br /&gt;
Framerate (NTSC): ~59.824&amp;lt;br&amp;gt;&lt;br /&gt;
This version stays very faithful to the original, but due to the framerate it's a bit slower.&amp;lt;br&amp;gt;&lt;br /&gt;
There is also version, in which the coin block skin is replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
====Wii U Virtual Console rerelease====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
====PlayChoice-10 Arcade version====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
An arcade system, which lets you play various NES games with play time being bought through coins.&lt;br /&gt;
====FamicomBox test version====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
A system for shops in Japan that let you test Famicom games.&lt;br /&gt;
====FamicomStation test version====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
A system for shops in Japan that let you test Famicom games.&lt;br /&gt;
====Super Smash Bros. Brawl. trial version====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
You can playtest Super Mario Bros. for 1 minute in this game.&lt;br /&gt;
====Animal Crossing unlockable====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
You can unlock Super Mario Bros. in this game.&lt;br /&gt;
&lt;br /&gt;
==Remakes==&lt;br /&gt;
====Super Mario All-Stars====&lt;br /&gt;
Framerate: 39375000/655171 ~= 60.09881387708959 (SNES NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ~59.824 (Wii VC NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros. has been remade for the SNES and bundled with other games in the series. The graphics have been updated and some glitches are fixed.&amp;lt;br&amp;gt;&lt;br /&gt;
There is also a version which is bundled with Super Mario World too.&amp;lt;br&amp;gt;&lt;br /&gt;
It has also been rereleased on the Wii Virtual Console.&amp;lt;br&amp;gt;&lt;br /&gt;
All these versions are slower than the original.&amp;lt;br&amp;gt;&lt;br /&gt;
====Super Mario Bros. Deluxe====&lt;br /&gt;
Framerate: ~61.17045102596282958984 (Super Game Boy 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ~59.7275005696058 (GB/GBC/GBA/SGB2)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ? (Game Boy Player)&amp;lt;br&amp;gt;&lt;br /&gt;
This remake for the GameBoy Color has a different engine and many glitches fixed. It is the only version faster than the original (ignoring NES PAL flagpole glitches and the FDS Minus World ending).&amp;lt;br&amp;gt;&lt;br /&gt;
It also features a racing mode and a challenge mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Different games with a similiar name==&lt;br /&gt;
====Vs. Super Mario Bros.====&lt;br /&gt;
This is an arcade version of the game with some changes to make the game harder.&amp;lt;br&amp;gt;&lt;br /&gt;
====All Night Nippon Super Mario Bros.====&lt;br /&gt;
This a version with sprite changes and some level changes for the Famicom Disk System.&amp;lt;br&amp;gt;&lt;br /&gt;
====Super Mario Bros. Special====&lt;br /&gt;
This game was released for the NEC PC-8801 and Sharp X1.&amp;lt;br&amp;gt;&lt;br /&gt;
====LCD games====&lt;br /&gt;
Many games very different from the original yet featuring the same name have been released on LCD devices.&amp;lt;br&amp;gt;&lt;br /&gt;
Some of these games reapper in the GBC game ''Game &amp;amp; Watch Gallery 3'' and the GBA game ''Game &amp;amp; Watch Gallery 4''.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs</id>
		<title>Super Mario Bros./Notable Runs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs"/>
				<updated>2015-10-21T22:38:31Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* 4:57s */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
==Any%==&lt;br /&gt;
===The Twin Galaxies Days===&lt;br /&gt;
The early history of this speedrun was dominated by Twin Galaxies, which started timing from pressing the start button (while today timing is started from control of the character), only tracked full seconds and banned several glitches. The times are given as Twin Galaxies timing with what it would be under current timing in brackets behind it, if it's known.&lt;br /&gt;
===== 6:22 by Rodrigo Lopes =====&lt;br /&gt;
===== 5:28 by Aaron Collins =====&lt;br /&gt;
===== 5:20 by Cam Allen =====&lt;br /&gt;
===== 5:17 by Scott Kessler =====&lt;br /&gt;
Former records on Twin Galaxies as taken from [http://www.twingalaxies.com/content.php/2577-Scott-Kessler-Attains this article].&lt;br /&gt;
===== 5:14 (5:11) by Scott Kessler on February 26 2004 =====&lt;br /&gt;
Former World Record and the first run posted on SDA. The video seems to have disappeared from the internet.&lt;br /&gt;
===== [https://archive.org/details/Mario1_510 5:13 (5:10) by Scott Kessler on April 23 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Scott was unaware that it's faster to hit the top of the flagpole and always hit it in the middle instead. He did not do the Wrong Warp and the Walljump as these were banned. He slows down at some parts.&lt;br /&gt;
===== [https://archive.org/details/Mario1_507 5:10 (5:07) by Trevor Seguin on October 9 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to the previous run by Scott Kessler, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_506 5:09 (5:06) by Trevor Seguin on November 7 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to his previous run, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_505 5:08 (5:05) by Scott Kessler on September 14 2006] =====&lt;br /&gt;
Former World Record and posted on SDA. Was considered a perfect run at the time. Stood as the (later tied) record on Twin Galaxies for over 8 years.&lt;br /&gt;
&lt;br /&gt;
===== [https://www.youtube.com/watch?v=hP4q-B7yNUM 5:07 by andrewg on December 11 2011] =====&lt;br /&gt;
This run was done several years after the last new Twin Galaxies record and the community now mostly follows SDA's rules. Andrewg went back to get a perfect run under Twin Galaxies' ruleset, because the competition started there. Andrewg's timing of the run yielded 5:06.99, which if it was accurate would make it an unbeatable 5:06 under the old standard of always rounding down, but since then Twin Galaxies changed their method to rounding to the nearest second (which would also affect other runs such as Scott Kessler's first 5:08, which would be 5:09 instead, but it does not seem like Twin Galaxies will do retimings). A 5:06 would be possible with a near-perfect run.&lt;br /&gt;
&lt;br /&gt;
===The Hunt For 4:57===&lt;br /&gt;
Since SDA allowed heavy glitches and used to only track full second improvements the focus of runners was to reaching specific second boundaries, which were believed to be perfect, from 5:00 until 4:57, which is currently believed to be the actual limit.&lt;br /&gt;
===== [https://youtu.be/Ie4E3Bmqb5w 5:00.6 by andrewg on April 10 2007] =====&lt;br /&gt;
Former World Record and posted on SDA. The run uses a slow Wrong Warp method, because it was not yet known that the piranha plant can be despawned. Other subtle mistakes such as not hitting every flagpole at the top cost some framerules. There is a notable mistake in 8-4, where he pauses before going down a pipe, but it was believed to be irrelevant as far as reaching 4:59 was concerned.&lt;br /&gt;
===== [https://youtu.be/qTeXhU71fSE 5:00.4 by andrewg on December 23 2010] =====&lt;br /&gt;
Former World Record&lt;br /&gt;
=====  [https://youtu.be/bRyhpxR3l_g 4:59.4 by andrewg on December 24 2010] =====&lt;br /&gt;
Former World Record and posted on SDA. Slight optimizations allowed for 4:59, but the strats are still very similiar to the 5:00 runs.&lt;br /&gt;
===== [https://youtu.be/kcmKPmj9yeE 4:58.89 by andrewg on December 15 2011] =====&lt;br /&gt;
Former World Record and the current run on SDA. Improvements came from the discovery that it is faster to hit the top of the flagpole and that the piranha plant in 4-2 can be despawned by hitting the vine block. Andrewg was already aware that 4:57 was possible with a close-to-perfect run, but doubted it would ever be reached.&lt;br /&gt;
===== [https://youtu.be/Kwl9r6eq10A 4:58.78 by andrewg on January 15 2013] =====&lt;br /&gt;
===== [https://youtu.be/Kf0rYFGRTyU 4:58.56 by andrewg on January 19 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uzdhro7jrkc 4:58.51 by andrewg on March 21 2013] =====&lt;br /&gt;
===== [https://youtu.be/XRnebS1Kb28 4:58.34 by andrewg on May 19 2013] =====&lt;br /&gt;
Former World Records. A year after achieving 4:58 andrewg started going for 4:57 and these are some of his steps towards it.&lt;br /&gt;
===== [https://youtu.be/m_G-ErpZaFU 4:58.15 by andrewg on July 1 2013] =====&lt;br /&gt;
Former World Record and the first run that lost no time until 8-4 besides not doing the bullet bill glitch, which was believed to be impossible at the time. It was on pace for 4:57 until a small mistake during the Wrong Warp in 8-4.&lt;br /&gt;
===== [https://youtu.be/xuXYuUMcxyE 4:58.14 by andrewg on October 7 2013] =====&lt;br /&gt;
Former World Record and a 1 frame improvement over the previous record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=vqiEdTiT6s8 4:58.09 by andrewg on March 25 2014] =====&lt;br /&gt;
Former World Record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l on June 25 2014] =====&lt;br /&gt;
Former World Record. He did not do the fastest possible 4-2 and did the bullet bill glitch in 8-2 instead to achieve the first 4:57.&lt;br /&gt;
&lt;br /&gt;
===The Frame Wars===&lt;br /&gt;
===== [http://www.twitch.tv/darbian/v/21376369 4:57.62 by darbian on October 18 2015] =====&lt;br /&gt;
Current World Record. Has a more cleanly executed last stage than the previous record.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== 4:57s ====&lt;br /&gt;
4:57 has been achieved by 2 persons: i_o_l, darbian (in this order)&lt;br /&gt;
&lt;br /&gt;
==== 4:58s ====&lt;br /&gt;
4:58 has been achieved by 4 persons: andrewg, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [https://www.youtube.com/watch?v=XM1jEUtr5hQ 4:58.35 by Kosmicd12 on September 25 2013] =====&lt;br /&gt;
The fourth best time currently and the second best time at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He was trying to achieve the first 4:57 and World Record, but couldn't complete a run before his 2 year break from speedrunning.&lt;br /&gt;
&lt;br /&gt;
==== 4:59s ====&lt;br /&gt;
4:59 has been achieved by at least 8 persons: andrewg, 蛍火 (Hotarubi), オホン (Ohon), ヒダリー (Hidari), Kosmicd12, DoorTK, i_o_l, darbian (in this order)&amp;lt;br&amp;gt;&lt;br /&gt;
It was not common to archive video in the Japanese community at the moment, so the precise time of Hotarubi's, Ohon's and Hidari's runs cannot be determined; it is possible one of them would have been a World Record at the time it happened.&lt;br /&gt;
&lt;br /&gt;
== Warpless ==&lt;br /&gt;
===World Record Progression===&lt;br /&gt;
===== 22:42 by Cam Allen =====&lt;br /&gt;
===== 21:33 by Cam Allen on August 6 2004 =====&lt;br /&gt;
Former Twin Galaxies records as taken from [http://www.twingalaxies.com/showthread.php/111200-Super-Mario-Brothers-1-NES-NEW-Fastest-Completion-WR! this article].&lt;br /&gt;
===== [https://archive.org/details/Mario1_2118 21:18 by andrewg on August 27 2005] =====&lt;br /&gt;
===== [https://archive.org/details/Mario1_allstages_1957 19:57 by andrewg on February 16 2007] ===== &lt;br /&gt;
Former World Records and both posted on SDA. Played without the fire power and with several safety strategies. He did not enter the pipe in 1-1 or do the Wrong Warp in 8-4 as this was banned under Twin Galaxies rules.&lt;br /&gt;
===== [https://youtu.be/gIayBg3g4FI 19:40 by andrewg on March 12 2008] =====&lt;br /&gt;
Former World Record and the current run on SDA. Played without the fire power and with several safety strategies.&lt;br /&gt;
===== [https://youtu.be/99Wi1BSaXqQ 19:34 by Kosmicd12 on November 28 2012] =====&lt;br /&gt;
Former World Record. Played completely as small Mario and with several safety strategies. This run was performed on the Wii Virtual Console, which runs at ~99.5% speed, which cost him about 5 seconds overall.&lt;br /&gt;
===== [http://firestorage.com/download/37416f72b2d054bd46ee4f0ce5e4a7ceb57faf8a 19:24 by Hotarubi on January 13 2013] =====&lt;br /&gt;
Former World Record. Andrewg has started doing Warpless runs with the fire power and achieved several runs believed to be World Records until it was pointed out that the Japanese player 蛍火 (Hotarubi) also did runs using the fire power and had achieved a better time previously.&lt;br /&gt;
===== [https://youtu.be/YB9lO_1t_oI 19:20 by andrewg on April 6 2013] =====&lt;br /&gt;
===== [https://youtu.be/zN8H4yEaGuU 19:19 by andrewg on April 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/J_StGobOH_U 19:17 by andrewg on June 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uo0UlzPcxOY 19:16 by andrewg on June 26 2013] =====&lt;br /&gt;
===== [https://youtu.be/s04Qaz2vKqo 19:15 by andrewg on August 24 2013] =====&lt;br /&gt;
Former World Records. All performed using the fire power.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.33 by andrewg on November 11 2013] =====&lt;br /&gt;
Former World Record. Loses the fire power in 6-4.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.20 by i_o_l on April 24 2015] =====&lt;br /&gt;
Former World Record. Gets the fireworks in 7-1 and has slow Bowser kills in some stages.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6799462 19:11.520 by i_o_l on June 6 2015] =====&lt;br /&gt;
Former World Record. Misses the walljump in 8-4.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6805250 19:11.240 by i_o_l on June 8 2015] =====&lt;br /&gt;
Former World Record. Loses the fire power in 8-2.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=VfOUivm7FJ4 19:10.388 by i_o_l on June 23 2015] =====&lt;br /&gt;
Former World Record. Gets hit by the Podoboo on the last screen and misses the axe.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=e5orWMmR_SU 19:09.839 by i_o_l on July 9 2015] =====&lt;br /&gt;
Current World Record. Gets hit by the Podoboo on the last screen.&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== sub 19:10s ====&lt;br /&gt;
sub 19:10 has been achieved by 1 person: i_o_l&lt;br /&gt;
==== sub 19:20s ====&lt;br /&gt;
sub 19:20 has been achieved by 2 persons: andrewg, i_o_l (in this order)&lt;br /&gt;
==== sub 19:30s ====&lt;br /&gt;
sub 19:30 has been achieved by at least 6 persons: 蛍火 (Hotarubi), andrewg, aTallSkinnyKid, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [http://youtu.be/os3Stp26DR0 19:20 by Kosmicd12 on July 21st 2013] =====&lt;br /&gt;
Best time without power-ups.&lt;br /&gt;
&lt;br /&gt;
== Minus World Ending ==&lt;br /&gt;
===== [https://www.youtube.com/watch?v=SY4X4rEIo2A 2:35.99 by i_o_l on October 30 2013] =====&lt;br /&gt;
The first notable run of this category and former World Record.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=Sq0nvEWbAkY 2:35.27 by i_o_l on May 4 2015] =====&lt;br /&gt;
Current World Record.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs</id>
		<title>Super Mario Bros./Notable Runs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs"/>
				<updated>2015-10-21T22:37:37Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
==Any%==&lt;br /&gt;
===The Twin Galaxies Days===&lt;br /&gt;
The early history of this speedrun was dominated by Twin Galaxies, which started timing from pressing the start button (while today timing is started from control of the character), only tracked full seconds and banned several glitches. The times are given as Twin Galaxies timing with what it would be under current timing in brackets behind it, if it's known.&lt;br /&gt;
===== 6:22 by Rodrigo Lopes =====&lt;br /&gt;
===== 5:28 by Aaron Collins =====&lt;br /&gt;
===== 5:20 by Cam Allen =====&lt;br /&gt;
===== 5:17 by Scott Kessler =====&lt;br /&gt;
Former records on Twin Galaxies as taken from [http://www.twingalaxies.com/content.php/2577-Scott-Kessler-Attains this article].&lt;br /&gt;
===== 5:14 (5:11) by Scott Kessler on February 26 2004 =====&lt;br /&gt;
Former World Record and the first run posted on SDA. The video seems to have disappeared from the internet.&lt;br /&gt;
===== [https://archive.org/details/Mario1_510 5:13 (5:10) by Scott Kessler on April 23 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Scott was unaware that it's faster to hit the top of the flagpole and always hit it in the middle instead. He did not do the Wrong Warp and the Walljump as these were banned. He slows down at some parts.&lt;br /&gt;
===== [https://archive.org/details/Mario1_507 5:10 (5:07) by Trevor Seguin on October 9 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to the previous run by Scott Kessler, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_506 5:09 (5:06) by Trevor Seguin on November 7 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to his previous run, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_505 5:08 (5:05) by Scott Kessler on September 14 2006] =====&lt;br /&gt;
Former World Record and posted on SDA. Was considered a perfect run at the time. Stood as the (later tied) record on Twin Galaxies for over 8 years.&lt;br /&gt;
&lt;br /&gt;
===== [https://www.youtube.com/watch?v=hP4q-B7yNUM 5:07 by andrewg on December 11 2011] =====&lt;br /&gt;
This run was done several years after the last new Twin Galaxies record and the community now mostly follows SDA's rules. Andrewg went back to get a perfect run under Twin Galaxies' ruleset, because the competition started there. Andrewg's timing of the run yielded 5:06.99, which if it was accurate would make it an unbeatable 5:06 under the old standard of always rounding down, but since then Twin Galaxies changed their method to rounding to the nearest second (which would also affect other runs such as Scott Kessler's first 5:08, which would be 5:09 instead, but it does not seem like Twin Galaxies will do retimings). A 5:06 would be possible with a near-perfect run.&lt;br /&gt;
&lt;br /&gt;
===The Hunt For 4:57===&lt;br /&gt;
Since SDA allowed heavy glitches and used to only track full second improvements the focus of runners was to reaching specific second boundaries, which were believed to be perfect, from 5:00 until 4:57, which is currently believed to be the actual limit.&lt;br /&gt;
===== [https://youtu.be/Ie4E3Bmqb5w 5:00.6 by andrewg on April 10 2007] =====&lt;br /&gt;
Former World Record and posted on SDA. The run uses a slow Wrong Warp method, because it was not yet known that the piranha plant can be despawned. Other subtle mistakes such as not hitting every flagpole at the top cost some framerules. There is a notable mistake in 8-4, where he pauses before going down a pipe, but it was believed to be irrelevant as far as reaching 4:59 was concerned.&lt;br /&gt;
===== [https://youtu.be/qTeXhU71fSE 5:00.4 by andrewg on December 23 2010] =====&lt;br /&gt;
Former World Record&lt;br /&gt;
=====  [https://youtu.be/bRyhpxR3l_g 4:59.4 by andrewg on December 24 2010] =====&lt;br /&gt;
Former World Record and posted on SDA. Slight optimizations allowed for 4:59, but the strats are still very similiar to the 5:00 runs.&lt;br /&gt;
===== [https://youtu.be/kcmKPmj9yeE 4:58.89 by andrewg on December 15 2011] =====&lt;br /&gt;
Former World Record and the current run on SDA. Improvements came from the discovery that it is faster to hit the top of the flagpole and that the piranha plant in 4-2 can be despawned by hitting the vine block. Andrewg was already aware that 4:57 was possible with a close-to-perfect run, but doubted it would ever be reached.&lt;br /&gt;
===== [https://youtu.be/Kwl9r6eq10A 4:58.78 by andrewg on January 15 2013] =====&lt;br /&gt;
===== [https://youtu.be/Kf0rYFGRTyU 4:58.56 by andrewg on January 19 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uzdhro7jrkc 4:58.51 by andrewg on March 21 2013] =====&lt;br /&gt;
===== [https://youtu.be/XRnebS1Kb28 4:58.34 by andrewg on May 19 2013] =====&lt;br /&gt;
Former World Records. A year after achieving 4:58 andrewg started going for 4:57 and these are some of his steps towards it.&lt;br /&gt;
===== [https://youtu.be/m_G-ErpZaFU 4:58.15 by andrewg on July 1 2013] =====&lt;br /&gt;
Former World Record and the first run that lost no time until 8-4 besides not doing the bullet bill glitch, which was believed to be impossible at the time. It was on pace for 4:57 until a small mistake during the Wrong Warp in 8-4.&lt;br /&gt;
===== [https://youtu.be/xuXYuUMcxyE 4:58.14 by andrewg on October 7 2013] =====&lt;br /&gt;
Former World Record and a 1 frame improvement over the previous record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=vqiEdTiT6s8 4:58.09 by andrewg on March 25 2014] =====&lt;br /&gt;
Former World Record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l on June 25 2014] =====&lt;br /&gt;
Former World Record. He did not do the fastest possible 4-2 and did the bullet bill glitch in 8-2 instead to achieve the first 4:57.&lt;br /&gt;
&lt;br /&gt;
===The Frame Wars===&lt;br /&gt;
===== [http://www.twitch.tv/darbian/v/21376369 4:57.62 by darbian on October 18 2015] =====&lt;br /&gt;
Current World Record. Has a more cleanly executed last stage than the previous record.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== 4:57s ====&lt;br /&gt;
4:57 has been achieved by 2 persons: i_o_l, darbian (in this order)&lt;br /&gt;
===== [http://www.twitch.tv/darbian/c/6698125 4:57.70 by darbian on May 16 2015] =====&lt;br /&gt;
The second best time currently and at the time it happened.&lt;br /&gt;
==== 4:58s ====&lt;br /&gt;
4:58 has been achieved by 4 persons: andrewg, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [https://www.youtube.com/watch?v=XM1jEUtr5hQ 4:58.35 by Kosmicd12 on September 25 2013] =====&lt;br /&gt;
The fourth best time currently and the second best time at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He was trying to achieve the first 4:57 and World Record, but couldn't complete a run before his 2 year break from speedrunning.&lt;br /&gt;
&lt;br /&gt;
==== 4:59s ====&lt;br /&gt;
4:59 has been achieved by at least 8 persons: andrewg, 蛍火 (Hotarubi), オホン (Ohon), ヒダリー (Hidari), Kosmicd12, DoorTK, i_o_l, darbian (in this order)&amp;lt;br&amp;gt;&lt;br /&gt;
It was not common to archive video in the Japanese community at the moment, so the precise time of Hotarubi's, Ohon's and Hidari's runs cannot be determined; it is possible one of them would have been a World Record at the time it happened.&lt;br /&gt;
&lt;br /&gt;
== Warpless ==&lt;br /&gt;
===World Record Progression===&lt;br /&gt;
===== 22:42 by Cam Allen =====&lt;br /&gt;
===== 21:33 by Cam Allen on August 6 2004 =====&lt;br /&gt;
Former Twin Galaxies records as taken from [http://www.twingalaxies.com/showthread.php/111200-Super-Mario-Brothers-1-NES-NEW-Fastest-Completion-WR! this article].&lt;br /&gt;
===== [https://archive.org/details/Mario1_2118 21:18 by andrewg on August 27 2005] =====&lt;br /&gt;
===== [https://archive.org/details/Mario1_allstages_1957 19:57 by andrewg on February 16 2007] ===== &lt;br /&gt;
Former World Records and both posted on SDA. Played without the fire power and with several safety strategies. He did not enter the pipe in 1-1 or do the Wrong Warp in 8-4 as this was banned under Twin Galaxies rules.&lt;br /&gt;
===== [https://youtu.be/gIayBg3g4FI 19:40 by andrewg on March 12 2008] =====&lt;br /&gt;
Former World Record and the current run on SDA. Played without the fire power and with several safety strategies.&lt;br /&gt;
===== [https://youtu.be/99Wi1BSaXqQ 19:34 by Kosmicd12 on November 28 2012] =====&lt;br /&gt;
Former World Record. Played completely as small Mario and with several safety strategies. This run was performed on the Wii Virtual Console, which runs at ~99.5% speed, which cost him about 5 seconds overall.&lt;br /&gt;
===== [http://firestorage.com/download/37416f72b2d054bd46ee4f0ce5e4a7ceb57faf8a 19:24 by Hotarubi on January 13 2013] =====&lt;br /&gt;
Former World Record. Andrewg has started doing Warpless runs with the fire power and achieved several runs believed to be World Records until it was pointed out that the Japanese player 蛍火 (Hotarubi) also did runs using the fire power and had achieved a better time previously.&lt;br /&gt;
===== [https://youtu.be/YB9lO_1t_oI 19:20 by andrewg on April 6 2013] =====&lt;br /&gt;
===== [https://youtu.be/zN8H4yEaGuU 19:19 by andrewg on April 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/J_StGobOH_U 19:17 by andrewg on June 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uo0UlzPcxOY 19:16 by andrewg on June 26 2013] =====&lt;br /&gt;
===== [https://youtu.be/s04Qaz2vKqo 19:15 by andrewg on August 24 2013] =====&lt;br /&gt;
Former World Records. All performed using the fire power.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.33 by andrewg on November 11 2013] =====&lt;br /&gt;
Former World Record. Loses the fire power in 6-4.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.20 by i_o_l on April 24 2015] =====&lt;br /&gt;
Former World Record. Gets the fireworks in 7-1 and has slow Bowser kills in some stages.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6799462 19:11.520 by i_o_l on June 6 2015] =====&lt;br /&gt;
Former World Record. Misses the walljump in 8-4.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6805250 19:11.240 by i_o_l on June 8 2015] =====&lt;br /&gt;
Former World Record. Loses the fire power in 8-2.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=VfOUivm7FJ4 19:10.388 by i_o_l on June 23 2015] =====&lt;br /&gt;
Former World Record. Gets hit by the Podoboo on the last screen and misses the axe.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=e5orWMmR_SU 19:09.839 by i_o_l on July 9 2015] =====&lt;br /&gt;
Current World Record. Gets hit by the Podoboo on the last screen.&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== sub 19:10s ====&lt;br /&gt;
sub 19:10 has been achieved by 1 person: i_o_l&lt;br /&gt;
==== sub 19:20s ====&lt;br /&gt;
sub 19:20 has been achieved by 2 persons: andrewg, i_o_l (in this order)&lt;br /&gt;
==== sub 19:30s ====&lt;br /&gt;
sub 19:30 has been achieved by at least 6 persons: 蛍火 (Hotarubi), andrewg, aTallSkinnyKid, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [http://youtu.be/os3Stp26DR0 19:20 by Kosmicd12 on July 21st 2013] =====&lt;br /&gt;
Best time without power-ups.&lt;br /&gt;
&lt;br /&gt;
== Minus World Ending ==&lt;br /&gt;
===== [https://www.youtube.com/watch?v=SY4X4rEIo2A 2:35.99 by i_o_l on October 30 2013] =====&lt;br /&gt;
The first notable run of this category and former World Record.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=Sq0nvEWbAkY 2:35.27 by i_o_l on May 4 2015] =====&lt;br /&gt;
Current World Record.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs</id>
		<title>Super Mario Bros./Notable Runs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs"/>
				<updated>2015-08-06T21:32:25Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* 4:58s */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
==Any%==&lt;br /&gt;
===The Twin Galaxies Days===&lt;br /&gt;
The early history of this speedrun was dominated by Twin Galaxies, which started timing from pressing the start button (while today timing is started from control of the character), only tracked full seconds and banned several glitches. The times are given as Twin Galaxies timing with what it would be under current timing in brackets behind it, if it's known.&lt;br /&gt;
===== 6:22 by Rodrigo Lopes =====&lt;br /&gt;
===== 5:28 by Aaron Collins =====&lt;br /&gt;
===== 5:20 by Cam Allen =====&lt;br /&gt;
===== 5:17 by Scott Kessler =====&lt;br /&gt;
Former records on Twin Galaxies as taken from [http://www.twingalaxies.com/content.php/2577-Scott-Kessler-Attains this article].&lt;br /&gt;
===== 5:14 (5:11) by Scott Kessler on February 26 2004 =====&lt;br /&gt;
Former World Record and the first run posted on SDA. The video seems to have disappeared from the internet.&lt;br /&gt;
===== [https://archive.org/details/Mario1_510 5:13 (5:10) by Scott Kessler on April 23 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Scott was unaware that it's faster to hit the top of the flagpole and always hit it in the middle instead. He did not do the Wrong Warp and the Walljump as these were banned. He slows down at some parts.&lt;br /&gt;
===== [https://archive.org/details/Mario1_507 5:10 (5:07) by Trevor Seguin on October 9 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to the previous run by Scott Kessler, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_506 5:09 (5:06) by Trevor Seguin on November 7 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to his previous run, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_505 5:08 (5:05) by Scott Kessler on September 14 2006] =====&lt;br /&gt;
Former World Record and posted on SDA. Was considered a perfect run at the time. Stood as the (later tied) record on Twin Galaxies for over 8 years.&lt;br /&gt;
&lt;br /&gt;
===== [https://www.youtube.com/watch?v=hP4q-B7yNUM 5:07 by andrewg on December 11 2011] =====&lt;br /&gt;
This run was done several years after the last new Twin Galaxies record and the community now mostly follows SDA's rules. Andrewg went back to get a perfect run under Twin Galaxies' ruleset, because the competition started there. Andrewg's timing of the run yielded 5:06.99, which if it was accurate would make it an unbeatable 5:06 under the old standard of always rounding down, but since then Twin Galaxies changed their method to rounding to the nearest second (which would also affect other runs such as Scott Kessler's first 5:08, which would be 5:09 instead, but it does not seem like Twin Galaxies will do retimings). A 5:06 would be possible with a near-perfect run.&lt;br /&gt;
&lt;br /&gt;
===The Hunt For 4:57===&lt;br /&gt;
Since SDA allowed heavy glitches and used to only track full second improvements the focus of runners was to reaching specific second boundaries, which were believed to be perfect, from 5:00 until 4:57, which is currently believed to be the actual limit.&lt;br /&gt;
===== [https://youtu.be/Ie4E3Bmqb5w 5:00.6 by andrewg on April 10 2007] =====&lt;br /&gt;
Former World Record and posted on SDA. The run uses a slow Wrong Warp method, because it was not yet known that the piranha plant can be despawned. Other subtle mistakes such as not hitting every flagpole at the top cost some framerules. There is a notable mistake in 8-4, where he pauses before going down a pipe, but it was believed to be irrelevant as far as reaching 4:59 was concerned.&lt;br /&gt;
===== [https://youtu.be/qTeXhU71fSE 5:00.4 by andrewg on December 23 2010] =====&lt;br /&gt;
Former World Record&lt;br /&gt;
=====  [https://youtu.be/bRyhpxR3l_g 4:59.4 by andrewg on December 24 2010] =====&lt;br /&gt;
Former World Record and posted on SDA. Slight optimizations allowed for 4:59, but the strats are still very similiar to the 5:00 runs.&lt;br /&gt;
===== [https://youtu.be/kcmKPmj9yeE 4:58.89 by andrewg on December 15 2011] =====&lt;br /&gt;
Former World Record and the current run on SDA. Improvements came from the discovery that it is faster to hit the top of the flagpole and that the piranha plant in 4-2 can be despawned by hitting the vine block. Andrewg was already aware that 4:57 was possible with a close-to-perfect run, but doubted it would ever be reached.&lt;br /&gt;
===== [https://youtu.be/Kwl9r6eq10A 4:58.78 by andrewg on January 15 2013] =====&lt;br /&gt;
===== [https://youtu.be/Kf0rYFGRTyU 4:58.56 by andrewg on January 19 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uzdhro7jrkc 4:58.51 by andrewg on March 21 2013] =====&lt;br /&gt;
===== [https://youtu.be/XRnebS1Kb28 4:58.34 by andrewg on May 19 2013] =====&lt;br /&gt;
Former World Records. A year after achieving 4:58 andrewg started going for 4:57 and these are some of his steps towards it.&lt;br /&gt;
===== [https://youtu.be/m_G-ErpZaFU 4:58.15 by andrewg on July 1 2013] =====&lt;br /&gt;
Former World Record and the first run that lost no time until 8-4 besides not doing the bullet bill glitch, which was believed to be impossible at the time. It was on pace for 4:57 until a small mistake during the Wrong Warp in 8-4.&lt;br /&gt;
===== [https://youtu.be/xuXYuUMcxyE 4:58.14 by andrewg on October 7 2013] =====&lt;br /&gt;
Former World Record and a 1 frame improvement over the previous record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=vqiEdTiT6s8 4:58.09 by andrewg on March 25 2014] =====&lt;br /&gt;
Former World Record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l on June 25 2014] =====&lt;br /&gt;
Current World Record. He did not do the fastest possible 4-2 and did the bullet bill glitch in 8-2 instead to achieve the first 4:57.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== 4:57s ====&lt;br /&gt;
4:57 has been achieved by 2 persons: i_o_l, darbian (in this order)&lt;br /&gt;
===== [http://www.twitch.tv/darbian/c/6698125 4:57.70 by darbian on May 16 2015] =====&lt;br /&gt;
The second best time currently and at the time it happened.&lt;br /&gt;
==== 4:58s ====&lt;br /&gt;
4:58 has been achieved by 4 persons: andrewg, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [https://www.youtube.com/watch?v=XM1jEUtr5hQ 4:58.35 by Kosmicd12 on September 25 2013] =====&lt;br /&gt;
The fourth best time currently and the second best time at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He was trying to achieve the first 4:57 and World Record, but couldn't complete a run before his 2 year break from speedrunning.&lt;br /&gt;
&lt;br /&gt;
==== 4:59s ====&lt;br /&gt;
4:59 has been achieved by at least 8 persons: andrewg, 蛍火 (Hotarubi), オホン (Ohon), ヒダリー (Hidari), Kosmicd12, DoorTK, i_o_l, darbian (in this order)&amp;lt;br&amp;gt;&lt;br /&gt;
It was not common to archive video in the Japanese community at the moment, so the precise time of Hotarubi's, Ohon's and Hidari's runs cannot be determined; it is possible one of them would have been a World Record at the time it happened.&lt;br /&gt;
&lt;br /&gt;
== Warpless ==&lt;br /&gt;
===World Record Progression===&lt;br /&gt;
===== 22:42 by Cam Allen =====&lt;br /&gt;
===== 21:33 by Cam Allen on August 6 2004 =====&lt;br /&gt;
Former Twin Galaxies records as taken from [http://www.twingalaxies.com/showthread.php/111200-Super-Mario-Brothers-1-NES-NEW-Fastest-Completion-WR! this article].&lt;br /&gt;
===== [https://archive.org/details/Mario1_2118 21:18 by andrewg on August 27 2005] =====&lt;br /&gt;
===== [https://archive.org/details/Mario1_allstages_1957 19:57 by andrewg on February 16 2007] ===== &lt;br /&gt;
Former World Records and both posted on SDA. Played without the fire power and with several safety strategies. He did not enter the pipe in 1-1 or do the Wrong Warp in 8-4 as this was banned under Twin Galaxies rules.&lt;br /&gt;
===== [https://youtu.be/gIayBg3g4FI 19:40 by andrewg on March 12 2008] =====&lt;br /&gt;
Former World Record and the current run on SDA. Played without the fire power and with several safety strategies.&lt;br /&gt;
===== [https://youtu.be/99Wi1BSaXqQ 19:34 by Kosmicd12 on November 28 2012] =====&lt;br /&gt;
Former World Record. Played completely as small Mario and with several safety strategies. This run was performed on the Wii Virtual Console, which runs at ~99.5% speed, which cost him about 5 seconds overall.&lt;br /&gt;
===== [http://firestorage.com/download/37416f72b2d054bd46ee4f0ce5e4a7ceb57faf8a 19:24 by Hotarubi on January 13 2013] =====&lt;br /&gt;
Former World Record. Andrewg has started doing Warpless runs with the fire power and achieved several runs believed to be World Records until it was pointed out that the Japanese player 蛍火 (Hotarubi) also did runs using the fire power and had achieved a better time previously.&lt;br /&gt;
===== [https://youtu.be/YB9lO_1t_oI 19:20 by andrewg on April 6 2013] =====&lt;br /&gt;
===== [https://youtu.be/zN8H4yEaGuU 19:19 by andrewg on April 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/J_StGobOH_U 19:17 by andrewg on June 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uo0UlzPcxOY 19:16 by andrewg on June 26 2013] =====&lt;br /&gt;
===== [https://youtu.be/s04Qaz2vKqo 19:15 by andrewg on August 24 2013] =====&lt;br /&gt;
Former World Records. All performed using the fire power.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.33 by andrewg on November 11 2013] =====&lt;br /&gt;
Former World Record. Loses the fire power in 6-4.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.20 by i_o_l on April 24 2015] =====&lt;br /&gt;
Former World Record. Gets the fireworks in 7-1 and has slow Bowser kills in some stages.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6799462 19:11.520 by i_o_l on June 6 2015] =====&lt;br /&gt;
Former World Record. Misses the walljump in 8-4.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6805250 19:11.240 by i_o_l on June 8 2015] =====&lt;br /&gt;
Former World Record. Loses the fire power in 8-2.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=VfOUivm7FJ4 19:10.388 by i_o_l on June 23 2015] =====&lt;br /&gt;
Former World Record. Gets hit by the Podoboo on the last screen and misses the axe.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=e5orWMmR_SU 19:09.839 by i_o_l on July 9 2015] =====&lt;br /&gt;
Current World Record. Gets hit by the Podoboo on the last screen.&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== sub 19:10s ====&lt;br /&gt;
sub 19:10 has been achieved by 1 person: i_o_l&lt;br /&gt;
==== sub 19:20s ====&lt;br /&gt;
sub 19:20 has been achieved by 2 persons: andrewg, i_o_l (in this order)&lt;br /&gt;
==== sub 19:30s ====&lt;br /&gt;
sub 19:30 has been achieved by at least 6 persons: 蛍火 (Hotarubi), andrewg, aTallSkinnyKid, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [http://youtu.be/os3Stp26DR0 19:20 by Kosmicd12 on July 21st 2013] =====&lt;br /&gt;
Best time without power-ups.&lt;br /&gt;
&lt;br /&gt;
== Minus World Ending ==&lt;br /&gt;
===== [https://www.youtube.com/watch?v=SY4X4rEIo2A 2:35.99 by i_o_l on October 30 2013] =====&lt;br /&gt;
The first notable run of this category and former World Record.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=Sq0nvEWbAkY 2:35.27 by i_o_l on May 4 2015] =====&lt;br /&gt;
Current World Record.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs</id>
		<title>Super Mario Bros./Notable Runs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs"/>
				<updated>2015-07-12T21:15:32Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* Warpless */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
==Any%==&lt;br /&gt;
===The Twin Galaxies Days===&lt;br /&gt;
The early history of this speedrun was dominated by Twin Galaxies, which started timing from pressing the start button (while today timing is started from control of the character), only tracked full seconds and banned several glitches. The times are given as Twin Galaxies timing with what it would be under current timing in brackets behind it, if it's known.&lt;br /&gt;
===== 6:22 by Rodrigo Lopes =====&lt;br /&gt;
===== 5:28 by Aaron Collins =====&lt;br /&gt;
===== 5:20 by Cam Allen =====&lt;br /&gt;
===== 5:17 by Scott Kessler =====&lt;br /&gt;
Former records on Twin Galaxies as taken from [http://www.twingalaxies.com/content.php/2577-Scott-Kessler-Attains this article].&lt;br /&gt;
===== 5:14 (5:11) by Scott Kessler on February 26 2004 =====&lt;br /&gt;
Former World Record and the first run posted on SDA. The video seems to have disappeared from the internet.&lt;br /&gt;
===== [https://archive.org/details/Mario1_510 5:13 (5:10) by Scott Kessler on April 23 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Scott was unaware that it's faster to hit the top of the flagpole and always hit it in the middle instead. He did not do the Wrong Warp and the Walljump as these were banned. He slows down at some parts.&lt;br /&gt;
===== [https://archive.org/details/Mario1_507 5:10 (5:07) by Trevor Seguin on October 9 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to the previous run by Scott Kessler, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_506 5:09 (5:06) by Trevor Seguin on November 7 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to his previous run, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_505 5:08 (5:05) by Scott Kessler on September 14 2006] =====&lt;br /&gt;
Former World Record and posted on SDA. Was considered a perfect run at the time. Stood as the (later tied) record on Twin Galaxies for over 8 years.&lt;br /&gt;
&lt;br /&gt;
===== [https://www.youtube.com/watch?v=hP4q-B7yNUM 5:07 by andrewg on December 11 2011] =====&lt;br /&gt;
This run was done several years after the last new Twin Galaxies record and the community now mostly follows SDA's rules. Andrewg went back to get a perfect run under Twin Galaxies' ruleset, because the competition started there. Andrewg's timing of the run yielded 5:06.99, which if it was accurate would make it an unbeatable 5:06 under the old standard of always rounding down, but since then Twin Galaxies changed their method to rounding to the nearest second (which would also affect other runs such as Scott Kessler's first 5:08, which would be 5:09 instead, but it does not seem like Twin Galaxies will do retimings). A 5:06 would be possible with a near-perfect run.&lt;br /&gt;
&lt;br /&gt;
===The Hunt For 4:57===&lt;br /&gt;
Since SDA allowed heavy glitches and used to only track full second improvements the focus of runners was to reaching specific second boundaries, which were believed to be perfect, from 5:00 until 4:57, which is currently believed to be the actual limit.&lt;br /&gt;
===== [https://youtu.be/Ie4E3Bmqb5w 5:00.6 by andrewg on April 10 2007] =====&lt;br /&gt;
Former World Record and posted on SDA. The run uses a slow Wrong Warp method, because it was not yet known that the piranha plant can be despawned. Other subtle mistakes such as not hitting every flagpole at the top cost some framerules. There is a notable mistake in 8-4, where he pauses before going down a pipe, but it was believed to be irrelevant as far as reaching 4:59 was concerned.&lt;br /&gt;
===== [https://youtu.be/qTeXhU71fSE 5:00.4 by andrewg on December 23 2010] =====&lt;br /&gt;
Former World Record&lt;br /&gt;
=====  [https://youtu.be/bRyhpxR3l_g 4:59.4 by andrewg on December 24 2010] =====&lt;br /&gt;
Former World Record and posted on SDA. Slight optimizations allowed for 4:59, but the strats are still very similiar to the 5:00 runs.&lt;br /&gt;
===== [https://youtu.be/kcmKPmj9yeE 4:58.89 by andrewg on December 15 2011] =====&lt;br /&gt;
Former World Record and the current run on SDA. Improvements came from the discovery that it is faster to hit the top of the flagpole and that the piranha plant in 4-2 can be despawned by hitting the vine block. Andrewg was already aware that 4:57 was possible with a close-to-perfect run, but doubted it would ever be reached.&lt;br /&gt;
===== [https://youtu.be/Kwl9r6eq10A 4:58.78 by andrewg on January 15 2013] =====&lt;br /&gt;
===== [https://youtu.be/Kf0rYFGRTyU 4:58.56 by andrewg on January 19 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uzdhro7jrkc 4:58.51 by andrewg on March 21 2013] =====&lt;br /&gt;
===== [https://youtu.be/XRnebS1Kb28 4:58.34 by andrewg on May 19 2013] =====&lt;br /&gt;
Former World Records. A year after achieving 4:58 andrewg started going for 4:57 and these are some of his steps towards it.&lt;br /&gt;
===== [https://youtu.be/m_G-ErpZaFU 4:58.15 by andrewg on July 1 2013] =====&lt;br /&gt;
Former World Record and the first run that lost no time until 8-4 besides not doing the bullet bill glitch, which was believed to be impossible at the time. It was on pace for 4:57 until a small mistake during the Wrong Warp in 8-4.&lt;br /&gt;
===== [https://youtu.be/xuXYuUMcxyE 4:58.14 by andrewg on October 7 2013] =====&lt;br /&gt;
Former World Record and a 1 frame improvement over the previous record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=vqiEdTiT6s8 4:58.09 by andrewg on March 25 2014] =====&lt;br /&gt;
Former World Record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l on June 25 2014] =====&lt;br /&gt;
Current World Record. He did not do the fastest possible 4-2 and did the bullet bill glitch in 8-2 instead to achieve the first 4:57.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== 4:57s ====&lt;br /&gt;
4:57 has been achieved by 2 persons: i_o_l, darbian (in this order)&lt;br /&gt;
===== [http://www.twitch.tv/darbian/c/6698125 4:57.70 by darbian on May 16 2015] =====&lt;br /&gt;
The second best time currently and at the time it happened.&lt;br /&gt;
==== 4:58s ====&lt;br /&gt;
4:58 has been achieved by 4 persons: andrewg, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [https://www.youtube.com/watch?v=XM1jEUtr5hQ 4:58.35 by Kosmicd12 on September 25 2013] =====&lt;br /&gt;
The third best time currently and the second best time at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He was trying to achieve the first 4:57 and World Record, but couldn't complete a run before his 2 year break from speedrunning.&lt;br /&gt;
==== 4:59s ====&lt;br /&gt;
4:59 has been achieved by at least 8 persons: andrewg, 蛍火 (Hotarubi), オホン (Ohon), ヒダリー (Hidari), Kosmicd12, DoorTK, i_o_l, darbian (in this order)&amp;lt;br&amp;gt;&lt;br /&gt;
It was not common to archive video in the Japanese community at the moment, so the precise time of Hotarubi's, Ohon's and Hidari's runs cannot be determined; it is possible one of them would have been a World Record at the time it happened.&lt;br /&gt;
&lt;br /&gt;
== Warpless ==&lt;br /&gt;
===World Record Progression===&lt;br /&gt;
===== 22:42 by Cam Allen =====&lt;br /&gt;
===== 21:33 by Cam Allen on August 6 2004 =====&lt;br /&gt;
Former Twin Galaxies records as taken from [http://www.twingalaxies.com/showthread.php/111200-Super-Mario-Brothers-1-NES-NEW-Fastest-Completion-WR! this article].&lt;br /&gt;
===== [https://archive.org/details/Mario1_2118 21:18 by andrewg on August 27 2005] =====&lt;br /&gt;
===== [https://archive.org/details/Mario1_allstages_1957 19:57 by andrewg on February 16 2007] ===== &lt;br /&gt;
Former World Records and both posted on SDA. Played without the fire power and with several safety strategies. He did not enter the pipe in 1-1 or do the Wrong Warp in 8-4 as this was banned under Twin Galaxies rules.&lt;br /&gt;
===== [https://youtu.be/gIayBg3g4FI 19:40 by andrewg on March 12 2008] =====&lt;br /&gt;
Former World Record and the current run on SDA. Played without the fire power and with several safety strategies.&lt;br /&gt;
===== [https://youtu.be/99Wi1BSaXqQ 19:34 by Kosmicd12 on November 28 2012] =====&lt;br /&gt;
Former World Record. Played completely as small Mario and with several safety strategies. This run was performed on the Wii Virtual Console, which runs at ~99.5% speed, which cost him about 5 seconds overall.&lt;br /&gt;
===== [http://firestorage.com/download/37416f72b2d054bd46ee4f0ce5e4a7ceb57faf8a 19:24 by Hotarubi on January 13 2013] =====&lt;br /&gt;
Former World Record. Andrewg has started doing Warpless runs with the fire power and achieved several runs believed to be World Records until it was pointed out that the Japanese player 蛍火 (Hotarubi) also did runs using the fire power and had achieved a better time previously.&lt;br /&gt;
===== [https://youtu.be/YB9lO_1t_oI 19:20 by andrewg on April 6 2013] =====&lt;br /&gt;
===== [https://youtu.be/zN8H4yEaGuU 19:19 by andrewg on April 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/J_StGobOH_U 19:17 by andrewg on June 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uo0UlzPcxOY 19:16 by andrewg on June 26 2013] =====&lt;br /&gt;
===== [https://youtu.be/s04Qaz2vKqo 19:15 by andrewg on August 24 2013] =====&lt;br /&gt;
Former World Records. All performed using the fire power.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.33 by andrewg on November 11 2013] =====&lt;br /&gt;
Former World Record. Loses the fire power in 6-4.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.20 by i_o_l on April 24 2015] =====&lt;br /&gt;
Former World Record. Gets the fireworks in 7-1 and has slow Bowser kills in some stages.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6799462 19:11.520 by i_o_l on June 6 2015] =====&lt;br /&gt;
Former World Record. Misses the walljump in 8-4.&lt;br /&gt;
===== [http://www.twitch.tv/i_o_l/c/6805250 19:11.240 by i_o_l on June 8 2015] =====&lt;br /&gt;
Former World Record. Loses the fire power in 8-2.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=VfOUivm7FJ4 19:10.388 by i_o_l on June 23 2015] =====&lt;br /&gt;
Former World Record. Gets hit by the Podoboo on the last screen and misses the axe.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=e5orWMmR_SU 19:09.839 by i_o_l on July 9 2015] =====&lt;br /&gt;
Current World Record. Gets hit by the Podoboo on the last screen.&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== sub 19:10s ====&lt;br /&gt;
sub 19:10 has been achieved by 1 person: i_o_l&lt;br /&gt;
==== sub 19:20s ====&lt;br /&gt;
sub 19:20 has been achieved by 2 persons: andrewg, i_o_l (in this order)&lt;br /&gt;
==== sub 19:30s ====&lt;br /&gt;
sub 19:30 has been achieved by at least 6 persons: 蛍火 (Hotarubi), andrewg, aTallSkinnyKid, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [http://youtu.be/os3Stp26DR0 19:20 by Kosmicd12 on July 21st 2013] =====&lt;br /&gt;
Best time without power-ups.&lt;br /&gt;
&lt;br /&gt;
== Minus World Ending ==&lt;br /&gt;
===== [https://www.youtube.com/watch?v=SY4X4rEIo2A 2:35.99 by i_o_l on October 30 2013] =====&lt;br /&gt;
The first notable run of this category and former World Record.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=Sq0nvEWbAkY 2:35.27 by i_o_l on May 4 2015] =====&lt;br /&gt;
Current World Record.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros.</id>
		<title>Super Mario Bros.</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros."/>
				<updated>2015-07-12T17:34:42Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* General Movement Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sda run|http://speeddemosarchive.com/Mario1.html}}{{contents}}&lt;br /&gt;
DISCLAIMER: This page is referring to the NTSC NES/Famicom original release, [[Super Mario Bros./Versions|not any of the remakes]].&amp;lt;br&amp;gt;&lt;br /&gt;
However many techniques still work in the same or a similiar way in the releases. Almost everything works exactly the same in the sequel [[Super Mario Bros.:The Lost Levels/Any% Strategy|SMB2j (aka Lost Levels)]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
====General Movement Rules====&lt;br /&gt;
&lt;br /&gt;
• You accelerate faster in the direction you are not facing. So if you need to bump into a wall, do a backwards jump into it.&amp;lt;br&amp;gt;&lt;br /&gt;
• Maximum walking speed is 3/5 of maximum running speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you fall under the maximum walking speed during a jump, you cannot go above it again until you touch the ground again.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you touch the ground while holding right and letting go off B, you will be immediately reduced to maximum walking speed. If you need to shoot just as you land, briefly let go off right.&amp;lt;br&amp;gt;&lt;br /&gt;
• Shooting while running on the ground will not slow you down in the slightest, if you repress B quickly enough. If you let go off B for too long, you will be reduced to maximum walking speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• Acceleration in water is the same on the ground as in the water, but the maximum walking speed underwater is 2/3 of the maximum swimming speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you touch underwater ground while holding right, you will be immediately reduced to maximum walking speed. If you need to only briefly touch the ground, don't hold right and start holding right just after you press A to leave the ground again. Of course longer stays on the ground will reduce you to below maximum walking speed, so hold right in these cases to stay at maximum walking speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• You can let go off right while swimming or jumping.&amp;lt;br&amp;gt;&lt;br /&gt;
• When you need to reverse direction and get below the platform, you are standing on, (for example when getting to the warp pipes in 4-2), you can reverse some of your speed by bumping into a wall and holding the opposite direction. If the gap between the platform, you want to fall off and the wall is less than 3 blocks, it's faster to do so than to just reverse at the edge of the platform.&lt;br /&gt;
&lt;br /&gt;
====Framerules====&lt;br /&gt;
&lt;br /&gt;
Every time you enter a new level, the game delays for a varying amount of time. The delay actually waits for a counter that loops every 21 frames (~0.35 seconds). &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As an example, this means that if you complete a level in &amp;lt;br&amp;gt;&lt;br /&gt;
• 1 frame, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 15 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 20 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 21 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 22 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 30 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 42 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 43 frames, the level length will be N+63 frames &amp;lt;br&amp;gt;&lt;br /&gt;
And so on, where N is a constant minimum length of the black screen. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The only exception to this rule is the last level and certain events, during which the counter does not run, such as pauses, lag, transformations or entering pipes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flagpole jump====&lt;br /&gt;
If you hit a flagpole at the highest possible position, Mario will enter the castle about 11 frames faster. In most levels this saves a frame rule.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Avoiding fireworks====&lt;br /&gt;
&lt;br /&gt;
The fireworks are set off when a level is completed with the last digit of the timer at 1, 3, or 6.&amp;lt;br&amp;gt;&lt;br /&gt;
Getting them wastes time, so you should slow down instead of hitting a time that yields 3 or 6 fireworks. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Despawning====&lt;br /&gt;
&lt;br /&gt;
There can only be 5 &amp;quot;enemies&amp;quot; at once on the screen. The following count towards this total: living enemies, dead enemies as long as their sprite is still on the screen, all moving platforms, climbing vines&amp;lt;br&amp;gt;&lt;br /&gt;
When there are already 5 enemies on the screen, further enemies will simply not appear. This can be to your advantage, but also to your disadvantage.&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• In 4-2: Hit the vine block to despawn a piranha plant.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 5-3: Stomp (not shoot) either the Koopa or the Goomba before the 2 moving platforms, otherwise one of them will despawn.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 7-3: Shoot the Koopas from up close so that their bodies stay on the screen for as long as possible preventing further Cheep Cheep spawns.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Hit Detection====&lt;br /&gt;
[[File:Hitboxes.png|The visual appearance of an enemy does not perfectly show which part of it is actually lethal.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to stand on the edge of a pipe even when a plant has risen out of it. There are a few pixels of room on both sides of the pipe that you can land on and immediately jump off again. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When a lot of hammers are on the screen, you can sometimes go through a hammer without getting hit, and sometimes you can completely miss a hammer and still get hit. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You don't need to hit the top of an enemy to kill it. As long as you're moving downward as you hit the enemy, you'll kill it. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When entering a pipe with a piranha plant sticking out of it, jump into the middle and start holding down early, this will trigger the pipe transition and allow you to survive some encounters with the plant, which would normally kill you, if you did not hold down.&lt;br /&gt;
&lt;br /&gt;
====Known pseudorandom enemy patterns====&lt;br /&gt;
&lt;br /&gt;
The random number generation in this game is purely frame-based. If you reach an enemy at the same frame from reset, it will behave the same. Due to the 21 frame rule (which also applies to the title screen), it is possible to know what frame rule you are on.&amp;lt;br&amp;gt;&lt;br /&gt;
This can be used in 8-3 to safely avoid the Hammer Bros.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Glitches==&lt;br /&gt;
&lt;br /&gt;
====Wrong Warp====&lt;br /&gt;
&lt;br /&gt;
The Wrong Warp glitch occurs when a pipe takes you somewhere other than its intended destination. &amp;lt;br&amp;gt;&lt;br /&gt;
Theory: The game can have only one &amp;quot;entry point&amp;quot; (a pipe or vine) per screen. The reason lies in how the game is designed: There is just one global variable in the game RAM that determines where pipes or vines in the current screen lead. Once the screen scrolls far enough for the next target label to be loaded from the level data, all entry points in the current screen will lead to that destination instead. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
• If Mario is far on the right side of the screen, the entry point variable will be out of date, so a new entry point will lead to the target of the previous one (Example: In 4-2 of SMB1, if Mario is far enough on the right side of the screen, he can use the pipe to go to the warp room since the destination info of the vine is still valid. Making the vine appear is not required for this glitch. The only thing needed is that the screen hasn't scrolled too far when the pipe is entered.) &amp;lt;br&amp;gt;&lt;br /&gt;
• If the screen is ahead of Mario (Mario is on the left side of screen), the variable will have updated too soon, so you can access a future entry point's target from an earlier entry point. (Example: In 8-4 of SMB1, in the area before the water area, instead of going in the pipe after the lava pit, go a little past the previous pipe, and then turn around and go in that pipe, and it will take you to the water area instead of taking you back to the beginning of the level.) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Methods of getting Mario to the left side of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
• Just move back. &amp;lt;br&amp;gt;&lt;br /&gt;
Methods of getting Mario to the right side of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
• If you enter a wall, the wall will automatically transport Mario towards the right edge of the screen without scrolling. &amp;lt;br&amp;gt;&lt;br /&gt;
• If Mario bumps into the left edge of an obstacle (wall, pipe, coin block etc.) while jumping, the screen scrolling will momentarily stop even if Mario continues to move to the right. Since Mario accelerates faster in the direction he isn't facing, you should use this trick while jumping backwards (with Mario facing left). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Walljump====&lt;br /&gt;
&lt;br /&gt;
A walljump is when you jump towards a wall and somehow Mario's foot catches the wall and allows to jump again, boosting from the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
Walljumps happen because the game does a floor check (a simple &amp;quot;is there a solid block below him?&amp;quot; test) even during a wall-ejection. Wall-ejection is SMB's mechanism for pushing Mario out of a wall he has partially entered.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To perform a walljump, you need two things: &amp;lt;br&amp;gt;&lt;br /&gt;
• Some horizontal speed &amp;lt;br&amp;gt;&lt;br /&gt;
• Mario's feet must hit the wall exactly at a block boundary (every 16 pixels) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• Reach the pipe to the third room of 8-4 more quickly by walljumping off it saving about 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• only as Mario: Skip waiting for the elevator in 1-2 of SMB2j to reach the warp zone by walljumping off the big vertical pipe instead.&amp;lt;br&amp;gt;&lt;br /&gt;
• only as Luigi: Skip hitting the invisible block and climbing up them just before the warp zone in 1-2 of SMB2j by walljumping off the wall instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Full flagpole glitch====&lt;br /&gt;
&lt;br /&gt;
Enter the block below the flagpole and touch the flagpole from inside the block to skip lowering the flag and get ejected to the left side of the block, which then skips the routine of Mario walking to the castle and entering it.&lt;br /&gt;
&lt;br /&gt;
Enemies can be used for this glitch. Stomp a Bullet Bill just as it reaches the flagpole at maximum speed.&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• With a lucky Bullet Bill spawn this trick is possible in 8-2 saving up to 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• Do this trick at the end of -1 in the Minus World to save several seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Going through walls as big Mario====&lt;br /&gt;
&lt;br /&gt;
When Mario is big, he can simply perform a duck-jump into the corner and start walking. This is because his head will be well inside the ceiling, enabling the ejection to the right. (If he ducks again before he is fully inside the wall, he'll be ejected to the left instead.)&lt;br /&gt;
&lt;br /&gt;
Applications in SMB1:&amp;lt;br&amp;gt;&lt;br /&gt;
• In 1-2 this can be done to enter the wall at the end of the level and walk through it to get to the Minus World.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 4-4 this can be used to more quickly bypass the part of the maze, where you need to turn around normally saving up to 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• In -3 of the Minus World this can be done to skip having to turn around or break the ceiling.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Applications in SMB2j:&amp;lt;br&amp;gt;&lt;br /&gt;
''TODO''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Jump in mid-air====&lt;br /&gt;
&lt;br /&gt;
If you grab a mushroom in mid-air, you can jump again. To do this let go of A before you touch the mushroom and then hold A until the transformation is over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ducking while swimming====&lt;br /&gt;
&lt;br /&gt;
Duck on the ground and start swimming, Mario will still look as usual, but his hitbox is as though he was small and he will be unable to shoot fireballs. The optimal way to start this is:&amp;lt;br&amp;gt;&lt;br /&gt;
• accelerate to maximum speed&amp;lt;br&amp;gt;&lt;br /&gt;
• let go off right and hold down (this will not slow you down)&amp;lt;br&amp;gt;&lt;br /&gt;
• briefly touch the ground&amp;lt;br&amp;gt;&lt;br /&gt;
• press A&amp;lt;br&amp;gt;&lt;br /&gt;
• hold right until you are back to maximum speed&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat this each time you have to touch the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
To stop ducking and enable fireballs again simply let go off all directional buttons and touch the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ducking while falling====&lt;br /&gt;
&lt;br /&gt;
Just hold down before sliding off a platform and Mario will have the small hitbox despite looking big.&lt;br /&gt;
&lt;br /&gt;
====The Minus World====&lt;br /&gt;
&lt;br /&gt;
This is a well-known glitch which occurs when Mario glitches behind the wall in 1-2 in SMB1 and enters the first pipe. &amp;lt;br&amp;gt;&lt;br /&gt;
The minus world is basically just a random location of the game ROM, it is not a real world. It wasn't designed that way ― it's just an oversight of the programmers that you can get into the pipe before the correct warp labels are assigned. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the NES version of Super Mario Bros., the &amp;quot;minus world&amp;quot; was a looping, uncompleteable copy of world 2-2. In the FDS version, however, it is an underwater 1-3, 2-3, and an underground 4-4, making it completable. &amp;lt;br&amp;gt;Completing the game this way would give the &amp;quot;in another castle&amp;quot; message, but would return to the title screen as if 8-4 had been beaten; hard mode and the level selection become accessible, as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Off-screen wall climbing====&lt;br /&gt;
&lt;br /&gt;
This trick is trivial to perform. When there is a hole on the left side of the screen, you can cram Mario in between the screen edge and the wall and climb up. Mario will be unable to fall down. It can be used to reach the ceiling of the dungeon in places where there normally is no way to do that.&lt;br /&gt;
&lt;br /&gt;
By jumping repeatedly and steering to the left, the trick can also be used for entering the wall.&lt;br /&gt;
&lt;br /&gt;
Application: In 5-2 of SMB2j enter the pipe before the vine using this glitch and hold down. Mario will enter the pipe in reverse direction and appear in the warp zone to world 8.&lt;br /&gt;
&lt;br /&gt;
==Advanced Techniques==&lt;br /&gt;
&lt;br /&gt;
====Backwards jump acceleration====&lt;br /&gt;
&lt;br /&gt;
When you need to accelerate from zero speed, you can do it faster if you jump a small jump backwards and steer to the opposite direction Mario is facing. This can be used to start a level faster and to accelerate faster after exiting a pipe.&lt;br /&gt;
&lt;br /&gt;
Applications: &amp;lt;br&amp;gt;&lt;br /&gt;
• In the first room of 8-4 this can be used to save a tiny amount of time, which is only relevant for finishing the level with an ingame time of 316.&amp;lt;br&amp;gt;&lt;br /&gt;
• In the third room of 8-4 this can be used to save about 0.03 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• In the fourth room of 8-4 in SMB2j this can be used to save about 0.1 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Half flagpole glitch====&lt;br /&gt;
&lt;br /&gt;
Complete the level without lowering the flag by glitching into the base block of the flagpole and touching the flapole from inside. Doing so is faster than lowering the flag.&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely precise trick, which hasn't been done in realtime yet.&lt;br /&gt;
&lt;br /&gt;
====Going through walls as small Mario====&lt;br /&gt;
&lt;br /&gt;
'''Jump into a solid object below a floor'''&lt;br /&gt;
&lt;br /&gt;
For the purpose of activating this glitch, any solid object (including pipes) counts as a floor.&lt;br /&gt;
It is really difficult to perform (much harder than the walljump), but here are the instructions.&lt;br /&gt;
&lt;br /&gt;
1. You need the right speed. If the object is only 2 blocks tall, such as the pipe in the end of 1-2, you can not jump into it while running. Deaccelerate before jumping. If you have too high speed, you'll just find yourself standing on top of the object instead of inside it. &amp;lt;br&amp;gt;&lt;br /&gt;
2. You need the right position. The right position is: as near as possible. You are too near, if when you jump toward the object, you'll bump into it without getting ejected pixel by pixel.&amp;lt;br&amp;gt; &lt;br /&gt;
3. Immediately before the wall starts ejecting Mario, start steering away from it. This causes the wall to pull you in instead of push you out. &amp;lt;br&amp;gt;&lt;br /&gt;
4. Immediately after your vertical movement stops, start moving to the direction you want to go. If the wall is ejecting you now, you failed some of the previous steps.&lt;br /&gt;
&lt;br /&gt;
The easiest way to perform this trick is into 2-block tall obstacles at walking speed.  &amp;lt;br&amp;gt;&lt;br /&gt;
1. Do a minimal height jump (hold A for 1 frame) at the exactly right distance.&amp;lt;br&amp;gt;&lt;br /&gt;
◦ You're too close if you bump into the wall without a chance to counter the ejection. &amp;lt;br&amp;gt;&lt;br /&gt;
◦ You held A for more than 1 frame (or your jumping platform was less than 2 blocks from the floor) if you land on top of the floor.&amp;lt;br&amp;gt;&lt;br /&gt;
2. As the wall-eject is about to start, hold the opposite direction from the obstacle. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Once Mario lands in the wall, start walking normally.&amp;lt;br&amp;gt;&lt;br /&gt;
◦ If the wall just ejects Mario, you were too far from the wall when you jumped.&lt;br /&gt;
&lt;br /&gt;
Application: In 1-2 this can be done to enter the top of the pipe at the end of the level and walk through it to get to the Minus World as fast as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jump into a wall just below a solid ceiling and walk through it'''&lt;br /&gt;
&lt;br /&gt;
To perform the trick, do a walljump at a position right below the ceiling. When you get foothold, jump immediately. When you land, jump again. When you land again, jump again. Each jump embeds you deeper into the wall. Usually three or four jumps are enough for passing through.&lt;br /&gt;
&lt;br /&gt;
During each of the jumps, you need to steer in the direction opposite to where you're traveling. Otherwise Mario gets ejected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jump into a solid wall and walk through it'''&lt;br /&gt;
&lt;br /&gt;
It is possible to perform the wall-entry trick even without a ceiling. However, it requires extremely precise positioning and speed. This is the hardest of all of the tricks.&lt;br /&gt;
&lt;br /&gt;
Instructions: You will need to have the right X-subpixel position for this to work. A subpixel is a position component which is not rendered onscreen. In this game a pixel is made up of 16 subpixels. Try jumping into a wall. You are either pushed out immediately without having entered the wall at all, or otherwise you might have been able to partially enter the wall. The latter is what you want, but there is no way to effectively influence the subpixel value besides holding left for a few frames while running and hoping for the best outcome.&lt;br /&gt;
&lt;br /&gt;
1. Jump towards a wall from a position as close to it as possible (but not touching it).&lt;br /&gt;
2. Before the wall starts ejecting you, immediately start steering away from it. This causes the wall to pull you in instead of pushing you out. &amp;lt;br&amp;gt;&lt;br /&gt;
3. As soon as you land inside the wall, repeatedly jump while moving away from the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
4. After you have entered the wall deep enough, start moving in the direction you want to go as soon as you land. If the wall is ejecting you now, you failed the previous steps.&lt;br /&gt;
&lt;br /&gt;
Application: In 4-2 this can be done on the wall directly after the powerup at the start of the stage. The subpixel value you get by just holding right and B happens to work. The ejection from the wall can be used as an alternative way to get Mario to the right side of the screen to perform the Wrong Warp. However this is still a very hard trick and must also be done in a very optimized manner to match the time from the optimal backwards jumps method instead, so this is likely useless.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.speeddemosarchive.com/post/super_mario_bros.12.html SDA discussion thread]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://tasvideos.org/GameResources/NES/SuperMarioBros.html TAS resource page]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speedrun.com/smb1 SMB1 Leaderboard]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speedrun.com/smbtll SMB2j Leaderboard]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:NES]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs</id>
		<title>Super Mario Bros./Notable Runs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs"/>
				<updated>2015-05-30T23:04:43Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* Minus World Ending */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
==Any%==&lt;br /&gt;
===The Twin Galaxies Days===&lt;br /&gt;
The early history of this speedrun was dominated by Twin Galaxies, which started timing from pressing the start button (while today timing is started from control of the character), only tracked full seconds and banned several glitches. The times are given as Twin Galaxies timing with what it would be under current timing in brackets behind it, if it's known.&lt;br /&gt;
===== 6:22 by Rodrigo Lopes =====&lt;br /&gt;
===== 5:28 by Aaron Collins =====&lt;br /&gt;
===== 5:20 by Cam Allen =====&lt;br /&gt;
===== 5:17 by Scott Kessler =====&lt;br /&gt;
Former records on Twin Galaxies as taken from [http://www.twingalaxies.com/content.php/2577-Scott-Kessler-Attains this article].&lt;br /&gt;
===== 5:14 (5:11) by Scott Kessler on February 26 2004 =====&lt;br /&gt;
Former World Record and the first run posted on SDA. The video seems to have disappeared from the internet.&lt;br /&gt;
===== [https://archive.org/details/Mario1_510 5:13 (5:10) by Scott Kessler on April 23 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Scott was unaware that it's faster to hit the top of the flagpole and always hit it in the middle instead. He did not do the Wrong Warp and the Walljump as these were banned. He slows down at some parts.&lt;br /&gt;
===== [https://archive.org/details/Mario1_507 5:10 (5:07) by Trevor Seguin on October 9 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to the previous run by Scott Kessler, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_506 5:09 (5:06) by Trevor Seguin on November 7 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to his previous run, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_505 5:08 (5:05) by Scott Kessler on September 14 2006] =====&lt;br /&gt;
Former World Record and posted on SDA. Was considered a perfect run at the time. Stood as the (later tied) record on Twin Galaxies for over 8 years.&lt;br /&gt;
&lt;br /&gt;
===== [https://www.youtube.com/watch?v=hP4q-B7yNUM 5:07 by andrewg on December 11 2011] =====&lt;br /&gt;
This run was done several years after the last new Twin Galaxies record and the community now mostly follows SDA's rules. Andrewg went back to get a perfect run under Twin Galaxies' ruleset, because the competition started there. Andrewg's timing of the run yielded 5:06.99, which if it was accurate would make it an unbeatable 5:06 under the old standard of always rounding down, but since then Twin Galaxies changed their method to rounding to the nearest second (which would also affect other runs such as Scott Kessler's first 5:08, which would be 5:09 instead, but it does not seem like Twin Galaxies will do retimings). A 5:06 would be possible with a near-perfect run.&lt;br /&gt;
&lt;br /&gt;
===The Hunt For 4:57===&lt;br /&gt;
Since SDA allowed heavy glitches and used to only track full second improvements the focus of runners was to reaching specific second boundaries, which were believed to be perfect, from 5:00 until 4:57, which is currently believed to be the actual limit.&lt;br /&gt;
===== [https://youtu.be/Ie4E3Bmqb5w 5:00.6 by andrewg on April 10 2007] =====&lt;br /&gt;
Former World Record and posted on SDA. The run uses a slow Wrong Warp method, because it was not yet known that the piranha plant can be despawned. Other subtle mistakes such as not hitting every flagpole at the top cost some framerules. There is a notable mistake in 8-4, where he pauses before going down a pipe, but it was believed to be irrelevant as far as reaching 4:59 was concerned.&lt;br /&gt;
===== [https://youtu.be/qTeXhU71fSE 5:00.4 by andrewg on December 23 2010] =====&lt;br /&gt;
Former World Record&lt;br /&gt;
=====  [https://youtu.be/bRyhpxR3l_g 4:59.4 by andrewg on December 24 2010] =====&lt;br /&gt;
Former World Record and posted on SDA. Slight optimizations allowed for 4:59, but the strats are still very similiar to the 5:00 runs.&lt;br /&gt;
===== [https://youtu.be/kcmKPmj9yeE 4:58.89 by andrewg on December 15 2011] =====&lt;br /&gt;
Former World Record and the current run on SDA. Improvements came from the discovery that it is faster to hit the top of the flagpole and that the piranha plant in 4-2 can be despawned by hitting the vine block. Andrewg was already aware that 4:57 was possible with a close-to-perfect run, but doubted it would ever be reached.&lt;br /&gt;
===== [https://youtu.be/Kwl9r6eq10A 4:58.78 by andrewg on January 15 2013] =====&lt;br /&gt;
===== [https://youtu.be/Kf0rYFGRTyU 4:58.56 by andrewg on January 19 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uzdhro7jrkc 4:58.51 by andrewg on March 21 2013] =====&lt;br /&gt;
===== [https://youtu.be/XRnebS1Kb28 4:58.34 by andrewg on May 19 2013] =====&lt;br /&gt;
Former World Records. A year after achieving 4:58 andrewg started going for 4:57 and these are some of his steps towards it.&lt;br /&gt;
===== [https://youtu.be/m_G-ErpZaFU 4:58.15 by andrewg on July 1 2013] =====&lt;br /&gt;
Former World Record and the first run that lost no time until 8-4 besides not doing the bullet bill glitch, which was believed to be impossible at the time. It was on pace for 4:57 until a small mistake during the Wrong Warp in 8-4.&lt;br /&gt;
===== [https://youtu.be/xuXYuUMcxyE 4:58.14 by andrewg on October 7 2013] =====&lt;br /&gt;
Former World Record and a 1 frame improvement over the previous record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=vqiEdTiT6s8 4:58.09 by andrewg on March 25 2014] =====&lt;br /&gt;
Former World Record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l on June 25 2014] =====&lt;br /&gt;
Current World Record. He did not do the fastest possible 4-2 and did the bullet bill glitch in 8-2 instead to achieve the first 4:57.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== 4:57s ====&lt;br /&gt;
4:57 has been achieved by 2 persons: i_o_l, darbian (in this order)&lt;br /&gt;
===== [http://www.twitch.tv/darbian/c/6698125 4:57.70 by darbian on May 16 2015] =====&lt;br /&gt;
The second best time currently and at the time it happened.&lt;br /&gt;
==== 4:58s ====&lt;br /&gt;
4:58 has been achieved by 4 persons: andrewg, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [https://www.youtube.com/watch?v=XM1jEUtr5hQ 4:58.35 by Kosmicd12 on September 25 2013] =====&lt;br /&gt;
The third best time currently and the second best time at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He was trying to achieve the first 4:57 and World Record, but couldn't complete a run before his 2 year break from speedrunning.&lt;br /&gt;
==== 4:59s ====&lt;br /&gt;
4:59 has been achieved by at least 8 persons: andrewg, 蛍火 (Hotarubi), オホン (Ohon), ヒダリー (Hidari), Kosmicd12, DoorTK, i_o_l, darbian (in this order)&amp;lt;br&amp;gt;&lt;br /&gt;
It was not common to archive video in the Japanese community at the moment, so the precise time of Hotarubi's, Ohon's and Hidari's runs cannot be determined; it is possible one of them would have been a World Record at the time it happened.&lt;br /&gt;
&lt;br /&gt;
== Warpless ==&lt;br /&gt;
===World Record Progression===&lt;br /&gt;
===== 22:42 by Cam Allen =====&lt;br /&gt;
===== 21:33 by Cam Allen on August 6 2004 =====&lt;br /&gt;
Former Twin Galaxies records as taken from [http://www.twingalaxies.com/showthread.php/111200-Super-Mario-Brothers-1-NES-NEW-Fastest-Completion-WR! this article].&lt;br /&gt;
===== [https://archive.org/details/Mario1_2118 21:18 by andrewg on August 27 2005] =====&lt;br /&gt;
===== [https://archive.org/details/Mario1_allstages_1957 19:57 by andrewg on February 16 2007] ===== &lt;br /&gt;
Former World Records and both posted on SDA. Played completely as small Mario and with several safety strategies. He did not enter the pipe in 1-1 or do the Wrong Warp in 8-4 as this was banned under Twin Galaxies rules.&lt;br /&gt;
===== [https://youtu.be/gIayBg3g4FI 19:40 by andrewg on March 12 2008] =====&lt;br /&gt;
Former World Record and the current run on SDA. Played completely as small Mario and with several safety strategies.&lt;br /&gt;
===== [https://youtu.be/99Wi1BSaXqQ 19:34 by Kosmicd12 on November 28 2012] =====&lt;br /&gt;
Former World Record. Played completely as small Mario and with several safety strategies. This run was performed on the Wii Virtual Console, which runs at ~99.5% speed, which cost him about 5 seconds overall.&lt;br /&gt;
===== [http://firestorage.com/download/37416f72b2d054bd46ee4f0ce5e4a7ceb57faf8a 19:24 by Hotarubi on January 13 2013] =====&lt;br /&gt;
Former World Record. Andrewg has started doing Warpless runs with the fire power and achieved several runs believed to be World Records until it was pointed out that the Japanese player 蛍火 (Hotarubi) also did runs using the fire power and had achieved a better time previously.&lt;br /&gt;
===== [https://youtu.be/YB9lO_1t_oI 19:20 by andrewg on April 6 2013] =====&lt;br /&gt;
===== [https://youtu.be/zN8H4yEaGuU 19:19 by andrewg on April 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/J_StGobOH_U 19:17 by andrewg on June 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uo0UlzPcxOY 19:16 by andrewg on June 26 2013] =====&lt;br /&gt;
===== [https://youtu.be/s04Qaz2vKqo 19:15 by andrewg on August 24 2013] =====&lt;br /&gt;
Former World Records. All performed using the fire power.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.33 by andrewg on November 11 2013] =====&lt;br /&gt;
Former World Record. The only major mistake is getting hit and losing the fire power in 6-4.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.20 by i_o_l on April 24 2015] =====&lt;br /&gt;
Current World Record. Major mistakes are getting fireworks in 7-1 and slow Bowser kills in some stages.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== sub 19:10s ====&lt;br /&gt;
sub 19:10 has been achieved by 0 persons.&lt;br /&gt;
==== sub 19:20s ====&lt;br /&gt;
sub 19:20 has been achieved by 2 persons: andrewg, i_o_l (in this order)&lt;br /&gt;
==== sub 19:30s ====&lt;br /&gt;
sub 19:30 has been achieved by at least 6 persons: 蛍火 (Hotarubi), andrewg, aTallSkinnyKid, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
&lt;br /&gt;
== Minus World Ending ==&lt;br /&gt;
===== [https://www.youtube.com/watch?v=SY4X4rEIo2A 2:35.99 by i_o_l on October 30 2013] =====&lt;br /&gt;
The first notable run of this category and former World Record.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=Sq0nvEWbAkY 2:35.27 by i_o_l on May 4 2015] =====&lt;br /&gt;
Current World Record.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs</id>
		<title>Super Mario Bros./Notable Runs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs"/>
				<updated>2015-05-30T23:04:22Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* Minus World Ending */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
==Any%==&lt;br /&gt;
===The Twin Galaxies Days===&lt;br /&gt;
The early history of this speedrun was dominated by Twin Galaxies, which started timing from pressing the start button (while today timing is started from control of the character), only tracked full seconds and banned several glitches. The times are given as Twin Galaxies timing with what it would be under current timing in brackets behind it, if it's known.&lt;br /&gt;
===== 6:22 by Rodrigo Lopes =====&lt;br /&gt;
===== 5:28 by Aaron Collins =====&lt;br /&gt;
===== 5:20 by Cam Allen =====&lt;br /&gt;
===== 5:17 by Scott Kessler =====&lt;br /&gt;
Former records on Twin Galaxies as taken from [http://www.twingalaxies.com/content.php/2577-Scott-Kessler-Attains this article].&lt;br /&gt;
===== 5:14 (5:11) by Scott Kessler on February 26 2004 =====&lt;br /&gt;
Former World Record and the first run posted on SDA. The video seems to have disappeared from the internet.&lt;br /&gt;
===== [https://archive.org/details/Mario1_510 5:13 (5:10) by Scott Kessler on April 23 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Scott was unaware that it's faster to hit the top of the flagpole and always hit it in the middle instead. He did not do the Wrong Warp and the Walljump as these were banned. He slows down at some parts.&lt;br /&gt;
===== [https://archive.org/details/Mario1_507 5:10 (5:07) by Trevor Seguin on October 9 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to the previous run by Scott Kessler, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_506 5:09 (5:06) by Trevor Seguin on November 7 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to his previous run, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_505 5:08 (5:05) by Scott Kessler on September 14 2006] =====&lt;br /&gt;
Former World Record and posted on SDA. Was considered a perfect run at the time. Stood as the (later tied) record on Twin Galaxies for over 8 years.&lt;br /&gt;
&lt;br /&gt;
===== [https://www.youtube.com/watch?v=hP4q-B7yNUM 5:07 by andrewg on December 11 2011] =====&lt;br /&gt;
This run was done several years after the last new Twin Galaxies record and the community now mostly follows SDA's rules. Andrewg went back to get a perfect run under Twin Galaxies' ruleset, because the competition started there. Andrewg's timing of the run yielded 5:06.99, which if it was accurate would make it an unbeatable 5:06 under the old standard of always rounding down, but since then Twin Galaxies changed their method to rounding to the nearest second (which would also affect other runs such as Scott Kessler's first 5:08, which would be 5:09 instead, but it does not seem like Twin Galaxies will do retimings). A 5:06 would be possible with a near-perfect run.&lt;br /&gt;
&lt;br /&gt;
===The Hunt For 4:57===&lt;br /&gt;
Since SDA allowed heavy glitches and used to only track full second improvements the focus of runners was to reaching specific second boundaries, which were believed to be perfect, from 5:00 until 4:57, which is currently believed to be the actual limit.&lt;br /&gt;
===== [https://youtu.be/Ie4E3Bmqb5w 5:00.6 by andrewg on April 10 2007] =====&lt;br /&gt;
Former World Record and posted on SDA. The run uses a slow Wrong Warp method, because it was not yet known that the piranha plant can be despawned. Other subtle mistakes such as not hitting every flagpole at the top cost some framerules. There is a notable mistake in 8-4, where he pauses before going down a pipe, but it was believed to be irrelevant as far as reaching 4:59 was concerned.&lt;br /&gt;
===== [https://youtu.be/qTeXhU71fSE 5:00.4 by andrewg on December 23 2010] =====&lt;br /&gt;
Former World Record&lt;br /&gt;
=====  [https://youtu.be/bRyhpxR3l_g 4:59.4 by andrewg on December 24 2010] =====&lt;br /&gt;
Former World Record and posted on SDA. Slight optimizations allowed for 4:59, but the strats are still very similiar to the 5:00 runs.&lt;br /&gt;
===== [https://youtu.be/kcmKPmj9yeE 4:58.89 by andrewg on December 15 2011] =====&lt;br /&gt;
Former World Record and the current run on SDA. Improvements came from the discovery that it is faster to hit the top of the flagpole and that the piranha plant in 4-2 can be despawned by hitting the vine block. Andrewg was already aware that 4:57 was possible with a close-to-perfect run, but doubted it would ever be reached.&lt;br /&gt;
===== [https://youtu.be/Kwl9r6eq10A 4:58.78 by andrewg on January 15 2013] =====&lt;br /&gt;
===== [https://youtu.be/Kf0rYFGRTyU 4:58.56 by andrewg on January 19 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uzdhro7jrkc 4:58.51 by andrewg on March 21 2013] =====&lt;br /&gt;
===== [https://youtu.be/XRnebS1Kb28 4:58.34 by andrewg on May 19 2013] =====&lt;br /&gt;
Former World Records. A year after achieving 4:58 andrewg started going for 4:57 and these are some of his steps towards it.&lt;br /&gt;
===== [https://youtu.be/m_G-ErpZaFU 4:58.15 by andrewg on July 1 2013] =====&lt;br /&gt;
Former World Record and the first run that lost no time until 8-4 besides not doing the bullet bill glitch, which was believed to be impossible at the time. It was on pace for 4:57 until a small mistake during the Wrong Warp in 8-4.&lt;br /&gt;
===== [https://youtu.be/xuXYuUMcxyE 4:58.14 by andrewg on October 7 2013] =====&lt;br /&gt;
Former World Record and a 1 frame improvement over the previous record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=vqiEdTiT6s8 4:58.09 by andrewg on March 25 2014] =====&lt;br /&gt;
Former World Record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l on June 25 2014] =====&lt;br /&gt;
Current World Record. He did not do the fastest possible 4-2 and did the bullet bill glitch in 8-2 instead to achieve the first 4:57.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== 4:57s ====&lt;br /&gt;
4:57 has been achieved by 2 persons: i_o_l, darbian (in this order)&lt;br /&gt;
===== [http://www.twitch.tv/darbian/c/6698125 4:57.70 by darbian on May 16 2015] =====&lt;br /&gt;
The second best time currently and at the time it happened.&lt;br /&gt;
==== 4:58s ====&lt;br /&gt;
4:58 has been achieved by 4 persons: andrewg, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [https://www.youtube.com/watch?v=XM1jEUtr5hQ 4:58.35 by Kosmicd12 on September 25 2013] =====&lt;br /&gt;
The third best time currently and the second best time at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He was trying to achieve the first 4:57 and World Record, but couldn't complete a run before his 2 year break from speedrunning.&lt;br /&gt;
==== 4:59s ====&lt;br /&gt;
4:59 has been achieved by at least 8 persons: andrewg, 蛍火 (Hotarubi), オホン (Ohon), ヒダリー (Hidari), Kosmicd12, DoorTK, i_o_l, darbian (in this order)&amp;lt;br&amp;gt;&lt;br /&gt;
It was not common to archive video in the Japanese community at the moment, so the precise time of Hotarubi's, Ohon's and Hidari's runs cannot be determined; it is possible one of them would have been a World Record at the time it happened.&lt;br /&gt;
&lt;br /&gt;
== Warpless ==&lt;br /&gt;
===World Record Progression===&lt;br /&gt;
===== 22:42 by Cam Allen =====&lt;br /&gt;
===== 21:33 by Cam Allen on August 6 2004 =====&lt;br /&gt;
Former Twin Galaxies records as taken from [http://www.twingalaxies.com/showthread.php/111200-Super-Mario-Brothers-1-NES-NEW-Fastest-Completion-WR! this article].&lt;br /&gt;
===== [https://archive.org/details/Mario1_2118 21:18 by andrewg on August 27 2005] =====&lt;br /&gt;
===== [https://archive.org/details/Mario1_allstages_1957 19:57 by andrewg on February 16 2007] ===== &lt;br /&gt;
Former World Records and both posted on SDA. Played completely as small Mario and with several safety strategies. He did not enter the pipe in 1-1 or do the Wrong Warp in 8-4 as this was banned under Twin Galaxies rules.&lt;br /&gt;
===== [https://youtu.be/gIayBg3g4FI 19:40 by andrewg on March 12 2008] =====&lt;br /&gt;
Former World Record and the current run on SDA. Played completely as small Mario and with several safety strategies.&lt;br /&gt;
===== [https://youtu.be/99Wi1BSaXqQ 19:34 by Kosmicd12 on November 28 2012] =====&lt;br /&gt;
Former World Record. Played completely as small Mario and with several safety strategies. This run was performed on the Wii Virtual Console, which runs at ~99.5% speed, which cost him about 5 seconds overall.&lt;br /&gt;
===== [http://firestorage.com/download/37416f72b2d054bd46ee4f0ce5e4a7ceb57faf8a 19:24 by Hotarubi on January 13 2013] =====&lt;br /&gt;
Former World Record. Andrewg has started doing Warpless runs with the fire power and achieved several runs believed to be World Records until it was pointed out that the Japanese player 蛍火 (Hotarubi) also did runs using the fire power and had achieved a better time previously.&lt;br /&gt;
===== [https://youtu.be/YB9lO_1t_oI 19:20 by andrewg on April 6 2013] =====&lt;br /&gt;
===== [https://youtu.be/zN8H4yEaGuU 19:19 by andrewg on April 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/J_StGobOH_U 19:17 by andrewg on June 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uo0UlzPcxOY 19:16 by andrewg on June 26 2013] =====&lt;br /&gt;
===== [https://youtu.be/s04Qaz2vKqo 19:15 by andrewg on August 24 2013] =====&lt;br /&gt;
Former World Records. All performed using the fire power.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.33 by andrewg on November 11 2013] =====&lt;br /&gt;
Former World Record. The only major mistake is getting hit and losing the fire power in 6-4.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.20 by i_o_l on April 24 2015] =====&lt;br /&gt;
Current World Record. Major mistakes are getting fireworks in 7-1 and slow Bowser kills in some stages.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== sub 19:10s ====&lt;br /&gt;
sub 19:10 has been achieved by 0 persons.&lt;br /&gt;
==== sub 19:20s ====&lt;br /&gt;
sub 19:20 has been achieved by 2 persons: andrewg, i_o_l (in this order)&lt;br /&gt;
==== sub 19:30s ====&lt;br /&gt;
sub 19:30 has been achieved by at least 6 persons: 蛍火 (Hotarubi), andrewg, aTallSkinnyKid, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
&lt;br /&gt;
== Minus World Ending ==&lt;br /&gt;
===== [https://www.youtube.com/watch?v=SY4X4rEIo2A 2:35.99 by i_o_l on October 30 2013] =====&lt;br /&gt;
The first notable run of this category and former World Record.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=Sq0nvEWbAkY 2:35.27 by i_o_l on October 30 2013] =====&lt;br /&gt;
Current World Record.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs</id>
		<title>Super Mario Bros./Notable Runs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs"/>
				<updated>2015-05-30T23:03:23Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* Notable Personal Bests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
==Any%==&lt;br /&gt;
===The Twin Galaxies Days===&lt;br /&gt;
The early history of this speedrun was dominated by Twin Galaxies, which started timing from pressing the start button (while today timing is started from control of the character), only tracked full seconds and banned several glitches. The times are given as Twin Galaxies timing with what it would be under current timing in brackets behind it, if it's known.&lt;br /&gt;
===== 6:22 by Rodrigo Lopes =====&lt;br /&gt;
===== 5:28 by Aaron Collins =====&lt;br /&gt;
===== 5:20 by Cam Allen =====&lt;br /&gt;
===== 5:17 by Scott Kessler =====&lt;br /&gt;
Former records on Twin Galaxies as taken from [http://www.twingalaxies.com/content.php/2577-Scott-Kessler-Attains this article].&lt;br /&gt;
===== 5:14 (5:11) by Scott Kessler on February 26 2004 =====&lt;br /&gt;
Former World Record and the first run posted on SDA. The video seems to have disappeared from the internet.&lt;br /&gt;
===== [https://archive.org/details/Mario1_510 5:13 (5:10) by Scott Kessler on April 23 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Scott was unaware that it's faster to hit the top of the flagpole and always hit it in the middle instead. He did not do the Wrong Warp and the Walljump as these were banned. He slows down at some parts.&lt;br /&gt;
===== [https://archive.org/details/Mario1_507 5:10 (5:07) by Trevor Seguin on October 9 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to the previous run by Scott Kessler, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_506 5:09 (5:06) by Trevor Seguin on November 7 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to his previous run, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_505 5:08 (5:05) by Scott Kessler on September 14 2006] =====&lt;br /&gt;
Former World Record and posted on SDA. Was considered a perfect run at the time. Stood as the (later tied) record on Twin Galaxies for over 8 years.&lt;br /&gt;
&lt;br /&gt;
===== [https://www.youtube.com/watch?v=hP4q-B7yNUM 5:07 by andrewg on December 11 2011] =====&lt;br /&gt;
This run was done several years after the last new Twin Galaxies record and the community now mostly follows SDA's rules. Andrewg went back to get a perfect run under Twin Galaxies' ruleset, because the competition started there. Andrewg's timing of the run yielded 5:06.99, which if it was accurate would make it an unbeatable 5:06 under the old standard of always rounding down, but since then Twin Galaxies changed their method to rounding to the nearest second (which would also affect other runs such as Scott Kessler's first 5:08, which would be 5:09 instead, but it does not seem like Twin Galaxies will do retimings). A 5:06 would be possible with a near-perfect run.&lt;br /&gt;
&lt;br /&gt;
===The Hunt For 4:57===&lt;br /&gt;
Since SDA allowed heavy glitches and used to only track full second improvements the focus of runners was to reaching specific second boundaries, which were believed to be perfect, from 5:00 until 4:57, which is currently believed to be the actual limit.&lt;br /&gt;
===== [https://youtu.be/Ie4E3Bmqb5w 5:00.6 by andrewg on April 10 2007] =====&lt;br /&gt;
Former World Record and posted on SDA. The run uses a slow Wrong Warp method, because it was not yet known that the piranha plant can be despawned. Other subtle mistakes such as not hitting every flagpole at the top cost some framerules. There is a notable mistake in 8-4, where he pauses before going down a pipe, but it was believed to be irrelevant as far as reaching 4:59 was concerned.&lt;br /&gt;
===== [https://youtu.be/qTeXhU71fSE 5:00.4 by andrewg on December 23 2010] =====&lt;br /&gt;
Former World Record&lt;br /&gt;
=====  [https://youtu.be/bRyhpxR3l_g 4:59.4 by andrewg on December 24 2010] =====&lt;br /&gt;
Former World Record and posted on SDA. Slight optimizations allowed for 4:59, but the strats are still very similiar to the 5:00 runs.&lt;br /&gt;
===== [https://youtu.be/kcmKPmj9yeE 4:58.89 by andrewg on December 15 2011] =====&lt;br /&gt;
Former World Record and the current run on SDA. Improvements came from the discovery that it is faster to hit the top of the flagpole and that the piranha plant in 4-2 can be despawned by hitting the vine block. Andrewg was already aware that 4:57 was possible with a close-to-perfect run, but doubted it would ever be reached.&lt;br /&gt;
===== [https://youtu.be/Kwl9r6eq10A 4:58.78 by andrewg on January 15 2013] =====&lt;br /&gt;
===== [https://youtu.be/Kf0rYFGRTyU 4:58.56 by andrewg on January 19 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uzdhro7jrkc 4:58.51 by andrewg on March 21 2013] =====&lt;br /&gt;
===== [https://youtu.be/XRnebS1Kb28 4:58.34 by andrewg on May 19 2013] =====&lt;br /&gt;
Former World Records. A year after achieving 4:58 andrewg started going for 4:57 and these are some of his steps towards it.&lt;br /&gt;
===== [https://youtu.be/m_G-ErpZaFU 4:58.15 by andrewg on July 1 2013] =====&lt;br /&gt;
Former World Record and the first run that lost no time until 8-4 besides not doing the bullet bill glitch, which was believed to be impossible at the time. It was on pace for 4:57 until a small mistake during the Wrong Warp in 8-4.&lt;br /&gt;
===== [https://youtu.be/xuXYuUMcxyE 4:58.14 by andrewg on October 7 2013] =====&lt;br /&gt;
Former World Record and a 1 frame improvement over the previous record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=vqiEdTiT6s8 4:58.09 by andrewg on March 25 2014] =====&lt;br /&gt;
Former World Record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l on June 25 2014] =====&lt;br /&gt;
Current World Record. He did not do the fastest possible 4-2 and did the bullet bill glitch in 8-2 instead to achieve the first 4:57.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== 4:57s ====&lt;br /&gt;
4:57 has been achieved by 2 persons: i_o_l, darbian (in this order)&lt;br /&gt;
===== [http://www.twitch.tv/darbian/c/6698125 4:57.70 by darbian on May 16 2015] =====&lt;br /&gt;
The second best time currently and at the time it happened.&lt;br /&gt;
==== 4:58s ====&lt;br /&gt;
4:58 has been achieved by 4 persons: andrewg, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [https://www.youtube.com/watch?v=XM1jEUtr5hQ 4:58.35 by Kosmicd12 on September 25 2013] =====&lt;br /&gt;
The third best time currently and the second best time at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He was trying to achieve the first 4:57 and World Record, but couldn't complete a run before his 2 year break from speedrunning.&lt;br /&gt;
==== 4:59s ====&lt;br /&gt;
4:59 has been achieved by at least 8 persons: andrewg, 蛍火 (Hotarubi), オホン (Ohon), ヒダリー (Hidari), Kosmicd12, DoorTK, i_o_l, darbian (in this order)&amp;lt;br&amp;gt;&lt;br /&gt;
It was not common to archive video in the Japanese community at the moment, so the precise time of Hotarubi's, Ohon's and Hidari's runs cannot be determined; it is possible one of them would have been a World Record at the time it happened.&lt;br /&gt;
&lt;br /&gt;
== Warpless ==&lt;br /&gt;
===World Record Progression===&lt;br /&gt;
===== 22:42 by Cam Allen =====&lt;br /&gt;
===== 21:33 by Cam Allen on August 6 2004 =====&lt;br /&gt;
Former Twin Galaxies records as taken from [http://www.twingalaxies.com/showthread.php/111200-Super-Mario-Brothers-1-NES-NEW-Fastest-Completion-WR! this article].&lt;br /&gt;
===== [https://archive.org/details/Mario1_2118 21:18 by andrewg on August 27 2005] =====&lt;br /&gt;
===== [https://archive.org/details/Mario1_allstages_1957 19:57 by andrewg on February 16 2007] ===== &lt;br /&gt;
Former World Records and both posted on SDA. Played completely as small Mario and with several safety strategies. He did not enter the pipe in 1-1 or do the Wrong Warp in 8-4 as this was banned under Twin Galaxies rules.&lt;br /&gt;
===== [https://youtu.be/gIayBg3g4FI 19:40 by andrewg on March 12 2008] =====&lt;br /&gt;
Former World Record and the current run on SDA. Played completely as small Mario and with several safety strategies.&lt;br /&gt;
===== [https://youtu.be/99Wi1BSaXqQ 19:34 by Kosmicd12 on November 28 2012] =====&lt;br /&gt;
Former World Record. Played completely as small Mario and with several safety strategies. This run was performed on the Wii Virtual Console, which runs at ~99.5% speed, which cost him about 5 seconds overall.&lt;br /&gt;
===== [http://firestorage.com/download/37416f72b2d054bd46ee4f0ce5e4a7ceb57faf8a 19:24 by Hotarubi on January 13 2013] =====&lt;br /&gt;
Former World Record. Andrewg has started doing Warpless runs with the fire power and achieved several runs believed to be World Records until it was pointed out that the Japanese player 蛍火 (Hotarubi) also did runs using the fire power and had achieved a better time previously.&lt;br /&gt;
===== [https://youtu.be/YB9lO_1t_oI 19:20 by andrewg on April 6 2013] =====&lt;br /&gt;
===== [https://youtu.be/zN8H4yEaGuU 19:19 by andrewg on April 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/J_StGobOH_U 19:17 by andrewg on June 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uo0UlzPcxOY 19:16 by andrewg on June 26 2013] =====&lt;br /&gt;
===== [https://youtu.be/s04Qaz2vKqo 19:15 by andrewg on August 24 2013] =====&lt;br /&gt;
Former World Records. All performed using the fire power.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.33 by andrewg on November 11 2013] =====&lt;br /&gt;
Former World Record. The only major mistake is getting hit and losing the fire power in 6-4.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.20 by i_o_l on April 24 2015] =====&lt;br /&gt;
Current World Record. Major mistakes are getting fireworks in 7-1 and slow Bowser kills in some stages.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== sub 19:10s ====&lt;br /&gt;
sub 19:10 has been achieved by 0 persons.&lt;br /&gt;
==== sub 19:20s ====&lt;br /&gt;
sub 19:20 has been achieved by 2 persons: andrewg, i_o_l (in this order)&lt;br /&gt;
==== sub 19:30s ====&lt;br /&gt;
sub 19:30 has been achieved by at least 6 persons: 蛍火 (Hotarubi), andrewg, aTallSkinnyKid, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
&lt;br /&gt;
== Minus World Ending ==&lt;br /&gt;
===== [https://www.youtube.com/watch?v=SY4X4rEIo2A 2:35.99 by i_o_l on October 30 2013] =====&lt;br /&gt;
The first notable run of this category and current World Record.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros.</id>
		<title>Super Mario Bros.</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros."/>
				<updated>2015-04-28T04:55:56Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* General Movement Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sda run|http://speeddemosarchive.com/Mario1.html}}{{contents}}&lt;br /&gt;
DISCLAIMER: This page is referring to the NTSC NES/Famicom original release, [[Super Mario Bros./Versions|not any of the remakes]].&amp;lt;br&amp;gt;&lt;br /&gt;
However many techniques still work in the same or a similiar way in the releases. Almost everything works exactly the same in the sequel [[Super Mario Bros.:The Lost Levels/Any% Strategy|SMB2j (aka Lost Levels)]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
====General Movement Rules====&lt;br /&gt;
&lt;br /&gt;
• You accelerate faster in the direction you are not facing. So if you need to bump into a wall, do a backwards jump into it.&amp;lt;br&amp;gt;&lt;br /&gt;
• Maximum walking speed is 3/5 of maximum running speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you fall under the maximum walking speed during a jump, you cannot go above it again until you touch the ground again.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you touch the ground while holding right and letting go off B, you will be immediately reduced to maximum walking speed. If you need to shoot just as you land, briefly let go off right.&amp;lt;br&amp;gt;&lt;br /&gt;
• Shooting while running on the ground will not slow you down in the slightest, if you repress B quickly enough. If you let go off B for too long, you will be reduced to maximum walking speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• Acceleration in water is the same on the ground as in the water, but the maximum walking speed underwater is 2/3 of the maximum swimming speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you touch underwater ground while holding right, you will be immediately reduced to maximum walking speed. If you need to only briefly touch the ground, don't hold right and start holding right just after you press A to leave the ground again. Of course longer stays on the ground will reduce you to below maximum walking speed, so hold right in these cases to stay at maximum walking speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• There is no friction in air or in water, so you can let go off right while swimming or jumping.&amp;lt;br&amp;gt;&lt;br /&gt;
• When you need to reverse direction and get below the platform, you are standing on, (for example when getting to the warp pipes in 4-2), you can reverse some of your speed by bumping into a wall and holding the opposite direction. If the gap between the platform, you want to fall off and the wall is less than 3 blocks, it's faster to do so than to just reverse at the edge of the platform.&lt;br /&gt;
&lt;br /&gt;
====Framerules====&lt;br /&gt;
&lt;br /&gt;
Every time you enter a new level, the game delays for a varying amount of time. The delay actually waits for a counter that loops every 21 frames (~0.35 seconds). &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As an example, this means that if you complete a level in &amp;lt;br&amp;gt;&lt;br /&gt;
• 1 frame, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 15 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 20 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 21 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 22 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 30 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 42 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 43 frames, the level length will be N+63 frames &amp;lt;br&amp;gt;&lt;br /&gt;
And so on, where N is a constant minimum length of the black screen. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The only exception to this rule is the last level and certain events, during which the counter does not run, such as pauses, lag, transformations or entering pipes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flagpole jump====&lt;br /&gt;
If you hit a flagpole at the highest possible position, Mario will enter the castle about 11 frames faster. In most levels this saves a frame rule.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Avoiding fireworks====&lt;br /&gt;
&lt;br /&gt;
The fireworks are set off when a level is completed with the last digit of the timer at 1, 3, or 6.&amp;lt;br&amp;gt;&lt;br /&gt;
Getting them wastes time, so you should slow down instead of hitting a time that yields 3 or 6 fireworks. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Despawning====&lt;br /&gt;
&lt;br /&gt;
There can only be 5 &amp;quot;enemies&amp;quot; at once on the screen. The following count towards this total: living enemies, dead enemies as long as their sprite is still on the screen, all moving platforms, climbing vines&amp;lt;br&amp;gt;&lt;br /&gt;
When there are already 5 enemies on the screen, further enemies will simply not appear. This can be to your advantage, but also to your disadvantage.&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• In 4-2: Hit the vine block to despawn a piranha plant.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 5-3: Stomp (not shoot) either the Koopa or the Goomba before the 2 moving platforms, otherwise one of them will despawn.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 7-3: Shoot the Koopas from up close so that their bodies stay on the screen for as long as possible preventing further Cheep Cheep spawns.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Hit Detection====&lt;br /&gt;
[[File:Hitboxes.png|The visual appearance of an enemy does not perfectly show which part of it is actually lethal.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to stand on the edge of a pipe even when a plant has risen out of it. There are a few pixels of room on both sides of the pipe that you can land on and immediately jump off again. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When a lot of hammers are on the screen, you can sometimes go through a hammer without getting hit, and sometimes you can completely miss a hammer and still get hit. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You don't need to hit the top of an enemy to kill it. As long as you're moving downward as you hit the enemy, you'll kill it. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When entering a pipe with a piranha plant sticking out of it, jump into the middle and start holding down early, this will trigger the pipe transition and allow you to survive some encounters with the plant, which would normally kill you, if you did not hold down.&lt;br /&gt;
&lt;br /&gt;
====Known pseudorandom enemy patterns====&lt;br /&gt;
&lt;br /&gt;
The random number generation in this game is purely frame-based. If you reach an enemy at the same frame from reset, it will behave the same. Due to the 21 frame rule (which also applies to the title screen), it is possible to know what frame rule you are on.&amp;lt;br&amp;gt;&lt;br /&gt;
This can be used in 8-3 to safely avoid the Hammer Bros.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Glitches==&lt;br /&gt;
&lt;br /&gt;
====Wrong Warp====&lt;br /&gt;
&lt;br /&gt;
The Wrong Warp glitch occurs when a pipe takes you somewhere other than its intended destination. &amp;lt;br&amp;gt;&lt;br /&gt;
Theory: The game can have only one &amp;quot;entry point&amp;quot; (a pipe or vine) per screen. The reason lies in how the game is designed: There is just one global variable in the game RAM that determines where pipes or vines in the current screen lead. Once the screen scrolls far enough for the next target label to be loaded from the level data, all entry points in the current screen will lead to that destination instead. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
• If Mario is far on the right side of the screen, the entry point variable will be out of date, so a new entry point will lead to the target of the previous one (Example: In 4-2 of SMB1, if Mario is far enough on the right side of the screen, he can use the pipe to go to the warp room since the destination info of the vine is still valid. Making the vine appear is not required for this glitch. The only thing needed is that the screen hasn't scrolled too far when the pipe is entered.) &amp;lt;br&amp;gt;&lt;br /&gt;
• If the screen is ahead of Mario (Mario is on the left side of screen), the variable will have updated too soon, so you can access a future entry point's target from an earlier entry point. (Example: In 8-4 of SMB1, in the area before the water area, instead of going in the pipe after the lava pit, go a little past the previous pipe, and then turn around and go in that pipe, and it will take you to the water area instead of taking you back to the beginning of the level.) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Methods of getting Mario to the left side of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
• Just move back. &amp;lt;br&amp;gt;&lt;br /&gt;
Methods of getting Mario to the right side of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
• If you enter a wall, the wall will automatically transport Mario towards the right edge of the screen without scrolling. &amp;lt;br&amp;gt;&lt;br /&gt;
• If Mario bumps into the left edge of an obstacle (wall, pipe, coin block etc.) while jumping, the screen scrolling will momentarily stop even if Mario continues to move to the right. Since Mario accelerates faster in the direction he isn't facing, you should use this trick while jumping backwards (with Mario facing left). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Walljump====&lt;br /&gt;
&lt;br /&gt;
A walljump is when you jump towards a wall and somehow Mario's foot catches the wall and allows to jump again, boosting from the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
Walljumps happen because the game does a floor check (a simple &amp;quot;is there a solid block below him?&amp;quot; test) even during a wall-ejection. Wall-ejection is SMB's mechanism for pushing Mario out of a wall he has partially entered.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To perform a walljump, you need two things: &amp;lt;br&amp;gt;&lt;br /&gt;
• Some horizontal speed &amp;lt;br&amp;gt;&lt;br /&gt;
• Mario's feet must hit the wall exactly at a block boundary (every 16 pixels) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• Reach the pipe to the third room of 8-4 more quickly by walljumping off it saving about 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• only as Mario: Skip waiting for the elevator in 1-2 of SMB2j to reach the warp zone by walljumping off the big vertical pipe instead.&amp;lt;br&amp;gt;&lt;br /&gt;
• only as Luigi: Skip hitting the invisible block and climbing up them just before the warp zone in 1-2 of SMB2j by walljumping off the wall instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Full flagpole glitch====&lt;br /&gt;
&lt;br /&gt;
Enter the block below the flagpole and touch the flagpole from inside the block to skip lowering the flag and get ejected to the left side of the block, which then skips the routine of Mario walking to the castle and entering it.&lt;br /&gt;
&lt;br /&gt;
Enemies can be used for this glitch. Stomp a Bullet Bill just as it reaches the flagpole at maximum speed.&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• With a lucky Bullet Bill spawn this trick is possible in 8-2 saving up to 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• Do this trick at the end of -1 in the Minus World to save several seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Going through walls as big Mario====&lt;br /&gt;
&lt;br /&gt;
When Mario is big, he can simply perform a duck-jump into the corner and start walking. This is because his head will be well inside the ceiling, enabling the ejection to the right. (If he ducks again before he is fully inside the wall, he'll be ejected to the left instead.)&lt;br /&gt;
&lt;br /&gt;
Applications in SMB1:&amp;lt;br&amp;gt;&lt;br /&gt;
• In 1-2 this can be done to enter the wall at the end of the level and walk through it to get to the Minus World.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 4-4 this can be used to more quickly bypass the part of the maze, where you need to turn around normally saving up to 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• In -3 of the Minus World this can be done to skip having to turn around or break the ceiling.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Applications in SMB2j:&amp;lt;br&amp;gt;&lt;br /&gt;
''TODO''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Jump in mid-air====&lt;br /&gt;
&lt;br /&gt;
If you grab a mushroom in mid-air, you can jump again. To do this let go of A before you touch the mushroom and then hold A until the transformation is over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ducking while swimming====&lt;br /&gt;
&lt;br /&gt;
Duck on the ground and start swimming, Mario will still look as usual, but his hitbox is as though he was small and he will be unable to shoot fireballs. The optimal way to start this is:&amp;lt;br&amp;gt;&lt;br /&gt;
• accelerate to maximum speed&amp;lt;br&amp;gt;&lt;br /&gt;
• let go off right and hold down (this will not slow you down)&amp;lt;br&amp;gt;&lt;br /&gt;
• briefly touch the ground&amp;lt;br&amp;gt;&lt;br /&gt;
• press A&amp;lt;br&amp;gt;&lt;br /&gt;
• hold right until you are back to maximum speed&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat this each time you have to touch the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
To stop ducking and enable fireballs again simply let go off all directional buttons and touch the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ducking while falling====&lt;br /&gt;
&lt;br /&gt;
Just hold down before sliding off a platform and Mario will have the small hitbox despite looking big.&lt;br /&gt;
&lt;br /&gt;
====The Minus World====&lt;br /&gt;
&lt;br /&gt;
This is a well-known glitch which occurs when Mario glitches behind the wall in 1-2 in SMB1 and enters the first pipe. &amp;lt;br&amp;gt;&lt;br /&gt;
The minus world is basically just a random location of the game ROM, it is not a real world. It wasn't designed that way ― it's just an oversight of the programmers that you can get into the pipe before the correct warp labels are assigned. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the NES version of Super Mario Bros., the &amp;quot;minus world&amp;quot; was a looping, uncompleteable copy of world 2-2. In the FDS version, however, it is an underwater 1-3, 2-3, and an underground 4-4, making it completable. &amp;lt;br&amp;gt;Completing the game this way would give the &amp;quot;in another castle&amp;quot; message, but would return to the title screen as if 8-4 had been beaten; hard mode and the level selection become accessible, as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Off-screen wall climbing====&lt;br /&gt;
&lt;br /&gt;
This trick is trivial to perform. When there is a hole on the left side of the screen, you can cram Mario in between the screen edge and the wall and climb up. Mario will be unable to fall down. It can be used to reach the ceiling of the dungeon in places where there normally is no way to do that.&lt;br /&gt;
&lt;br /&gt;
By jumping repeatedly and steering to the left, the trick can also be used for entering the wall.&lt;br /&gt;
&lt;br /&gt;
Application: In 5-2 of SMB2j enter the pipe before the vine using this glitch and hold down. Mario will enter the pipe in reverse direction and appear in the warp zone to world 8.&lt;br /&gt;
&lt;br /&gt;
==Advanced Techniques==&lt;br /&gt;
&lt;br /&gt;
====Backwards jump acceleration====&lt;br /&gt;
&lt;br /&gt;
When you need to accelerate from zero speed, you can do it faster if you jump a small jump backwards and steer to the opposite direction Mario is facing. This can be used to start a level faster and to accelerate faster after exiting a pipe.&lt;br /&gt;
&lt;br /&gt;
Applications: &amp;lt;br&amp;gt;&lt;br /&gt;
• In the first room of 8-4 this can be used to save a tiny amount of time, which is only relevant for finishing the level with an ingame time of 316.&amp;lt;br&amp;gt;&lt;br /&gt;
• In the third room of 8-4 this can be used to save about 0.03 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• In the fourth room of 8-4 in SMB2j this can be used to save about 0.1 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Half flagpole glitch====&lt;br /&gt;
&lt;br /&gt;
Complete the level without lowering the flag by glitching into the base block of the flagpole and touching the flapole from inside. Doing so is faster than lowering the flag.&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely precise trick, which hasn't been done in realtime yet.&lt;br /&gt;
&lt;br /&gt;
====Going through walls as small Mario====&lt;br /&gt;
&lt;br /&gt;
'''Jump into a solid object below a floor'''&lt;br /&gt;
&lt;br /&gt;
For the purpose of activating this glitch, any solid object (including pipes) counts as a floor.&lt;br /&gt;
It is really difficult to perform (much harder than the walljump), but here are the instructions.&lt;br /&gt;
&lt;br /&gt;
1. You need the right speed. If the object is only 2 blocks tall, such as the pipe in the end of 1-2, you can not jump into it while running. Deaccelerate before jumping. If you have too high speed, you'll just find yourself standing on top of the object instead of inside it. &amp;lt;br&amp;gt;&lt;br /&gt;
2. You need the right position. The right position is: as near as possible. You are too near, if when you jump toward the object, you'll bump into it without getting ejected pixel by pixel.&amp;lt;br&amp;gt; &lt;br /&gt;
3. Immediately before the wall starts ejecting Mario, start steering away from it. This causes the wall to pull you in instead of push you out. &amp;lt;br&amp;gt;&lt;br /&gt;
4. Immediately after your vertical movement stops, start moving to the direction you want to go. If the wall is ejecting you now, you failed some of the previous steps.&lt;br /&gt;
&lt;br /&gt;
The easiest way to perform this trick is into 2-block tall obstacles at walking speed.  &amp;lt;br&amp;gt;&lt;br /&gt;
1. Do a minimal height jump (hold A for 1 frame) at the exactly right distance.&amp;lt;br&amp;gt;&lt;br /&gt;
◦ You're too close if you bump into the wall without a chance to counter the ejection. &amp;lt;br&amp;gt;&lt;br /&gt;
◦ You held A for more than 1 frame (or your jumping platform was less than 2 blocks from the floor) if you land on top of the floor.&amp;lt;br&amp;gt;&lt;br /&gt;
2. As the wall-eject is about to start, hold the opposite direction from the obstacle. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Once Mario lands in the wall, start walking normally.&amp;lt;br&amp;gt;&lt;br /&gt;
◦ If the wall just ejects Mario, you were too far from the wall when you jumped.&lt;br /&gt;
&lt;br /&gt;
Application: In 1-2 this can be done to enter the top of the pipe at the end of the level and walk through it to get to the Minus World as fast as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jump into a wall just below a solid ceiling and walk through it'''&lt;br /&gt;
&lt;br /&gt;
To perform the trick, do a walljump at a position right below the ceiling. When you get foothold, jump immediately. When you land, jump again. When you land again, jump again. Each jump embeds you deeper into the wall. Usually three or four jumps are enough for passing through.&lt;br /&gt;
&lt;br /&gt;
During each of the jumps, you need to steer in the direction opposite to where you're traveling. Otherwise Mario gets ejected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jump into a solid wall and walk through it'''&lt;br /&gt;
&lt;br /&gt;
It is possible to perform the wall-entry trick even without a ceiling. However, it requires extremely precise positioning and speed. This is the hardest of all of the tricks.&lt;br /&gt;
&lt;br /&gt;
Instructions: You will need to have the right X-subpixel position for this to work. A subpixel is a position component which is not rendered onscreen. In this game a pixel is made up of 16 subpixels. Try jumping into a wall. You are either pushed out immediately without having entered the wall at all, or otherwise you might have been able to partially enter the wall. The latter is what you want, but there is no way to effectively influence the subpixel value besides holding left for a few frames while running and hoping for the best outcome.&lt;br /&gt;
&lt;br /&gt;
1. Jump towards a wall from a position as close to it as possible (but not touching it).&lt;br /&gt;
2. Before the wall starts ejecting you, immediately start steering away from it. This causes the wall to pull you in instead of pushing you out. &amp;lt;br&amp;gt;&lt;br /&gt;
3. As soon as you land inside the wall, repeatedly jump while moving away from the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
4. After you have entered the wall deep enough, start moving in the direction you want to go as soon as you land. If the wall is ejecting you now, you failed the previous steps.&lt;br /&gt;
&lt;br /&gt;
Application: In 4-2 this can be done on the wall directly after the powerup at the start of the stage. The subpixel value you get by just holding right and B happens to work. The ejection from the wall can be used as an alternative way to get Mario to the right side of the screen to perform the Wrong Warp. However this is still a very hard trick and must also be done in a very optimized manner to match the time from the optimal backwards jumps method instead, so this is likely useless.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.speeddemosarchive.com/post/super_mario_bros.12.html SDA discussion thread]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://tasvideos.org/GameResources/NES/SuperMarioBros.html TAS resource page]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speedrun.com/smb1 SMB1 Leaderboard]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speedrun.com/smbtll SMB2j Leaderboard]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:NES]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros.</id>
		<title>Super Mario Bros.</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros."/>
				<updated>2015-04-28T04:55:41Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* General Movement Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sda run|http://speeddemosarchive.com/Mario1.html}}{{contents}}&lt;br /&gt;
DISCLAIMER: This page is referring to the NTSC NES/Famicom original release, [[Super Mario Bros./Versions|not any of the remakes]].&amp;lt;br&amp;gt;&lt;br /&gt;
However many techniques still work in the same or a similiar way in the releases. Almost everything works exactly the same in the sequel [[Super Mario Bros.:The Lost Levels/Any% Strategy|SMB2j (aka Lost Levels)]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
====General Movement Rules====&lt;br /&gt;
&lt;br /&gt;
• You accelerate faster in the direction you are not facing. So if you need to bump into a wall, do a backwards jump into it.&amp;lt;br&amp;gt;&lt;br /&gt;
• Maximum walking speed is 3/5 of maximum running speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you fall under the maximum walking speed during a jump, you cannot go above it again until you touch the ground again.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you touch the ground while holding right and letting go off B, you will be immediately reduced to maximum walking speed. If you need to shoot just as you land, briefly let go off right.&amp;lt;br&amp;gt;&lt;br /&gt;
• Shooting while running on the ground will not slow you down in the slightest, if you repress B quickly enough. If you let go off B for too long, you will be reduced to maximum walking speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• Acceleration in water is the same on the ground as in the water, but the maximum walking speed underwater is 2/3 of the maximum swimming speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you touch underwater ground while holding right, you will be immediately reduced to maximum walking speed. If you need to only briefly touch the ground, don't hold right and start holding right just after you press A to leave the ground again. Of course longer stays on the ground will reduce you to below maximum walking speed, so hold right in these cases to stay at maximum walking speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• There is no friction in air or in water, so you can let go off right while swimming or jumping.&lt;br /&gt;
• When you need to reverse direction and get below the platform, you are standing on, (for example when getting to the warp pipes in 4-2), you can reverse some of your speed by bumping into a wall and holding the opposite direction. If the gap between the platform, you want to fall off and the wall is less than 3 blocks, it's faster to do so than to just reverse at the edge of the platform.&lt;br /&gt;
&lt;br /&gt;
====Framerules====&lt;br /&gt;
&lt;br /&gt;
Every time you enter a new level, the game delays for a varying amount of time. The delay actually waits for a counter that loops every 21 frames (~0.35 seconds). &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As an example, this means that if you complete a level in &amp;lt;br&amp;gt;&lt;br /&gt;
• 1 frame, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 15 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 20 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 21 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 22 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 30 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 42 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 43 frames, the level length will be N+63 frames &amp;lt;br&amp;gt;&lt;br /&gt;
And so on, where N is a constant minimum length of the black screen. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The only exception to this rule is the last level and certain events, during which the counter does not run, such as pauses, lag, transformations or entering pipes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flagpole jump====&lt;br /&gt;
If you hit a flagpole at the highest possible position, Mario will enter the castle about 11 frames faster. In most levels this saves a frame rule.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Avoiding fireworks====&lt;br /&gt;
&lt;br /&gt;
The fireworks are set off when a level is completed with the last digit of the timer at 1, 3, or 6.&amp;lt;br&amp;gt;&lt;br /&gt;
Getting them wastes time, so you should slow down instead of hitting a time that yields 3 or 6 fireworks. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Despawning====&lt;br /&gt;
&lt;br /&gt;
There can only be 5 &amp;quot;enemies&amp;quot; at once on the screen. The following count towards this total: living enemies, dead enemies as long as their sprite is still on the screen, all moving platforms, climbing vines&amp;lt;br&amp;gt;&lt;br /&gt;
When there are already 5 enemies on the screen, further enemies will simply not appear. This can be to your advantage, but also to your disadvantage.&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• In 4-2: Hit the vine block to despawn a piranha plant.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 5-3: Stomp (not shoot) either the Koopa or the Goomba before the 2 moving platforms, otherwise one of them will despawn.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 7-3: Shoot the Koopas from up close so that their bodies stay on the screen for as long as possible preventing further Cheep Cheep spawns.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Hit Detection====&lt;br /&gt;
[[File:Hitboxes.png|The visual appearance of an enemy does not perfectly show which part of it is actually lethal.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to stand on the edge of a pipe even when a plant has risen out of it. There are a few pixels of room on both sides of the pipe that you can land on and immediately jump off again. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When a lot of hammers are on the screen, you can sometimes go through a hammer without getting hit, and sometimes you can completely miss a hammer and still get hit. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You don't need to hit the top of an enemy to kill it. As long as you're moving downward as you hit the enemy, you'll kill it. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When entering a pipe with a piranha plant sticking out of it, jump into the middle and start holding down early, this will trigger the pipe transition and allow you to survive some encounters with the plant, which would normally kill you, if you did not hold down.&lt;br /&gt;
&lt;br /&gt;
====Known pseudorandom enemy patterns====&lt;br /&gt;
&lt;br /&gt;
The random number generation in this game is purely frame-based. If you reach an enemy at the same frame from reset, it will behave the same. Due to the 21 frame rule (which also applies to the title screen), it is possible to know what frame rule you are on.&amp;lt;br&amp;gt;&lt;br /&gt;
This can be used in 8-3 to safely avoid the Hammer Bros.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Glitches==&lt;br /&gt;
&lt;br /&gt;
====Wrong Warp====&lt;br /&gt;
&lt;br /&gt;
The Wrong Warp glitch occurs when a pipe takes you somewhere other than its intended destination. &amp;lt;br&amp;gt;&lt;br /&gt;
Theory: The game can have only one &amp;quot;entry point&amp;quot; (a pipe or vine) per screen. The reason lies in how the game is designed: There is just one global variable in the game RAM that determines where pipes or vines in the current screen lead. Once the screen scrolls far enough for the next target label to be loaded from the level data, all entry points in the current screen will lead to that destination instead. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
• If Mario is far on the right side of the screen, the entry point variable will be out of date, so a new entry point will lead to the target of the previous one (Example: In 4-2 of SMB1, if Mario is far enough on the right side of the screen, he can use the pipe to go to the warp room since the destination info of the vine is still valid. Making the vine appear is not required for this glitch. The only thing needed is that the screen hasn't scrolled too far when the pipe is entered.) &amp;lt;br&amp;gt;&lt;br /&gt;
• If the screen is ahead of Mario (Mario is on the left side of screen), the variable will have updated too soon, so you can access a future entry point's target from an earlier entry point. (Example: In 8-4 of SMB1, in the area before the water area, instead of going in the pipe after the lava pit, go a little past the previous pipe, and then turn around and go in that pipe, and it will take you to the water area instead of taking you back to the beginning of the level.) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Methods of getting Mario to the left side of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
• Just move back. &amp;lt;br&amp;gt;&lt;br /&gt;
Methods of getting Mario to the right side of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
• If you enter a wall, the wall will automatically transport Mario towards the right edge of the screen without scrolling. &amp;lt;br&amp;gt;&lt;br /&gt;
• If Mario bumps into the left edge of an obstacle (wall, pipe, coin block etc.) while jumping, the screen scrolling will momentarily stop even if Mario continues to move to the right. Since Mario accelerates faster in the direction he isn't facing, you should use this trick while jumping backwards (with Mario facing left). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Walljump====&lt;br /&gt;
&lt;br /&gt;
A walljump is when you jump towards a wall and somehow Mario's foot catches the wall and allows to jump again, boosting from the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
Walljumps happen because the game does a floor check (a simple &amp;quot;is there a solid block below him?&amp;quot; test) even during a wall-ejection. Wall-ejection is SMB's mechanism for pushing Mario out of a wall he has partially entered.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To perform a walljump, you need two things: &amp;lt;br&amp;gt;&lt;br /&gt;
• Some horizontal speed &amp;lt;br&amp;gt;&lt;br /&gt;
• Mario's feet must hit the wall exactly at a block boundary (every 16 pixels) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• Reach the pipe to the third room of 8-4 more quickly by walljumping off it saving about 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• only as Mario: Skip waiting for the elevator in 1-2 of SMB2j to reach the warp zone by walljumping off the big vertical pipe instead.&amp;lt;br&amp;gt;&lt;br /&gt;
• only as Luigi: Skip hitting the invisible block and climbing up them just before the warp zone in 1-2 of SMB2j by walljumping off the wall instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Full flagpole glitch====&lt;br /&gt;
&lt;br /&gt;
Enter the block below the flagpole and touch the flagpole from inside the block to skip lowering the flag and get ejected to the left side of the block, which then skips the routine of Mario walking to the castle and entering it.&lt;br /&gt;
&lt;br /&gt;
Enemies can be used for this glitch. Stomp a Bullet Bill just as it reaches the flagpole at maximum speed.&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• With a lucky Bullet Bill spawn this trick is possible in 8-2 saving up to 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• Do this trick at the end of -1 in the Minus World to save several seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Going through walls as big Mario====&lt;br /&gt;
&lt;br /&gt;
When Mario is big, he can simply perform a duck-jump into the corner and start walking. This is because his head will be well inside the ceiling, enabling the ejection to the right. (If he ducks again before he is fully inside the wall, he'll be ejected to the left instead.)&lt;br /&gt;
&lt;br /&gt;
Applications in SMB1:&amp;lt;br&amp;gt;&lt;br /&gt;
• In 1-2 this can be done to enter the wall at the end of the level and walk through it to get to the Minus World.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 4-4 this can be used to more quickly bypass the part of the maze, where you need to turn around normally saving up to 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• In -3 of the Minus World this can be done to skip having to turn around or break the ceiling.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Applications in SMB2j:&amp;lt;br&amp;gt;&lt;br /&gt;
''TODO''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Jump in mid-air====&lt;br /&gt;
&lt;br /&gt;
If you grab a mushroom in mid-air, you can jump again. To do this let go of A before you touch the mushroom and then hold A until the transformation is over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ducking while swimming====&lt;br /&gt;
&lt;br /&gt;
Duck on the ground and start swimming, Mario will still look as usual, but his hitbox is as though he was small and he will be unable to shoot fireballs. The optimal way to start this is:&amp;lt;br&amp;gt;&lt;br /&gt;
• accelerate to maximum speed&amp;lt;br&amp;gt;&lt;br /&gt;
• let go off right and hold down (this will not slow you down)&amp;lt;br&amp;gt;&lt;br /&gt;
• briefly touch the ground&amp;lt;br&amp;gt;&lt;br /&gt;
• press A&amp;lt;br&amp;gt;&lt;br /&gt;
• hold right until you are back to maximum speed&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat this each time you have to touch the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
To stop ducking and enable fireballs again simply let go off all directional buttons and touch the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ducking while falling====&lt;br /&gt;
&lt;br /&gt;
Just hold down before sliding off a platform and Mario will have the small hitbox despite looking big.&lt;br /&gt;
&lt;br /&gt;
====The Minus World====&lt;br /&gt;
&lt;br /&gt;
This is a well-known glitch which occurs when Mario glitches behind the wall in 1-2 in SMB1 and enters the first pipe. &amp;lt;br&amp;gt;&lt;br /&gt;
The minus world is basically just a random location of the game ROM, it is not a real world. It wasn't designed that way ― it's just an oversight of the programmers that you can get into the pipe before the correct warp labels are assigned. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the NES version of Super Mario Bros., the &amp;quot;minus world&amp;quot; was a looping, uncompleteable copy of world 2-2. In the FDS version, however, it is an underwater 1-3, 2-3, and an underground 4-4, making it completable. &amp;lt;br&amp;gt;Completing the game this way would give the &amp;quot;in another castle&amp;quot; message, but would return to the title screen as if 8-4 had been beaten; hard mode and the level selection become accessible, as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Off-screen wall climbing====&lt;br /&gt;
&lt;br /&gt;
This trick is trivial to perform. When there is a hole on the left side of the screen, you can cram Mario in between the screen edge and the wall and climb up. Mario will be unable to fall down. It can be used to reach the ceiling of the dungeon in places where there normally is no way to do that.&lt;br /&gt;
&lt;br /&gt;
By jumping repeatedly and steering to the left, the trick can also be used for entering the wall.&lt;br /&gt;
&lt;br /&gt;
Application: In 5-2 of SMB2j enter the pipe before the vine using this glitch and hold down. Mario will enter the pipe in reverse direction and appear in the warp zone to world 8.&lt;br /&gt;
&lt;br /&gt;
==Advanced Techniques==&lt;br /&gt;
&lt;br /&gt;
====Backwards jump acceleration====&lt;br /&gt;
&lt;br /&gt;
When you need to accelerate from zero speed, you can do it faster if you jump a small jump backwards and steer to the opposite direction Mario is facing. This can be used to start a level faster and to accelerate faster after exiting a pipe.&lt;br /&gt;
&lt;br /&gt;
Applications: &amp;lt;br&amp;gt;&lt;br /&gt;
• In the first room of 8-4 this can be used to save a tiny amount of time, which is only relevant for finishing the level with an ingame time of 316.&amp;lt;br&amp;gt;&lt;br /&gt;
• In the third room of 8-4 this can be used to save about 0.03 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• In the fourth room of 8-4 in SMB2j this can be used to save about 0.1 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Half flagpole glitch====&lt;br /&gt;
&lt;br /&gt;
Complete the level without lowering the flag by glitching into the base block of the flagpole and touching the flapole from inside. Doing so is faster than lowering the flag.&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely precise trick, which hasn't been done in realtime yet.&lt;br /&gt;
&lt;br /&gt;
====Going through walls as small Mario====&lt;br /&gt;
&lt;br /&gt;
'''Jump into a solid object below a floor'''&lt;br /&gt;
&lt;br /&gt;
For the purpose of activating this glitch, any solid object (including pipes) counts as a floor.&lt;br /&gt;
It is really difficult to perform (much harder than the walljump), but here are the instructions.&lt;br /&gt;
&lt;br /&gt;
1. You need the right speed. If the object is only 2 blocks tall, such as the pipe in the end of 1-2, you can not jump into it while running. Deaccelerate before jumping. If you have too high speed, you'll just find yourself standing on top of the object instead of inside it. &amp;lt;br&amp;gt;&lt;br /&gt;
2. You need the right position. The right position is: as near as possible. You are too near, if when you jump toward the object, you'll bump into it without getting ejected pixel by pixel.&amp;lt;br&amp;gt; &lt;br /&gt;
3. Immediately before the wall starts ejecting Mario, start steering away from it. This causes the wall to pull you in instead of push you out. &amp;lt;br&amp;gt;&lt;br /&gt;
4. Immediately after your vertical movement stops, start moving to the direction you want to go. If the wall is ejecting you now, you failed some of the previous steps.&lt;br /&gt;
&lt;br /&gt;
The easiest way to perform this trick is into 2-block tall obstacles at walking speed.  &amp;lt;br&amp;gt;&lt;br /&gt;
1. Do a minimal height jump (hold A for 1 frame) at the exactly right distance.&amp;lt;br&amp;gt;&lt;br /&gt;
◦ You're too close if you bump into the wall without a chance to counter the ejection. &amp;lt;br&amp;gt;&lt;br /&gt;
◦ You held A for more than 1 frame (or your jumping platform was less than 2 blocks from the floor) if you land on top of the floor.&amp;lt;br&amp;gt;&lt;br /&gt;
2. As the wall-eject is about to start, hold the opposite direction from the obstacle. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Once Mario lands in the wall, start walking normally.&amp;lt;br&amp;gt;&lt;br /&gt;
◦ If the wall just ejects Mario, you were too far from the wall when you jumped.&lt;br /&gt;
&lt;br /&gt;
Application: In 1-2 this can be done to enter the top of the pipe at the end of the level and walk through it to get to the Minus World as fast as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jump into a wall just below a solid ceiling and walk through it'''&lt;br /&gt;
&lt;br /&gt;
To perform the trick, do a walljump at a position right below the ceiling. When you get foothold, jump immediately. When you land, jump again. When you land again, jump again. Each jump embeds you deeper into the wall. Usually three or four jumps are enough for passing through.&lt;br /&gt;
&lt;br /&gt;
During each of the jumps, you need to steer in the direction opposite to where you're traveling. Otherwise Mario gets ejected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jump into a solid wall and walk through it'''&lt;br /&gt;
&lt;br /&gt;
It is possible to perform the wall-entry trick even without a ceiling. However, it requires extremely precise positioning and speed. This is the hardest of all of the tricks.&lt;br /&gt;
&lt;br /&gt;
Instructions: You will need to have the right X-subpixel position for this to work. A subpixel is a position component which is not rendered onscreen. In this game a pixel is made up of 16 subpixels. Try jumping into a wall. You are either pushed out immediately without having entered the wall at all, or otherwise you might have been able to partially enter the wall. The latter is what you want, but there is no way to effectively influence the subpixel value besides holding left for a few frames while running and hoping for the best outcome.&lt;br /&gt;
&lt;br /&gt;
1. Jump towards a wall from a position as close to it as possible (but not touching it).&lt;br /&gt;
2. Before the wall starts ejecting you, immediately start steering away from it. This causes the wall to pull you in instead of pushing you out. &amp;lt;br&amp;gt;&lt;br /&gt;
3. As soon as you land inside the wall, repeatedly jump while moving away from the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
4. After you have entered the wall deep enough, start moving in the direction you want to go as soon as you land. If the wall is ejecting you now, you failed the previous steps.&lt;br /&gt;
&lt;br /&gt;
Application: In 4-2 this can be done on the wall directly after the powerup at the start of the stage. The subpixel value you get by just holding right and B happens to work. The ejection from the wall can be used as an alternative way to get Mario to the right side of the screen to perform the Wrong Warp. However this is still a very hard trick and must also be done in a very optimized manner to match the time from the optimal backwards jumps method instead, so this is likely useless.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.speeddemosarchive.com/post/super_mario_bros.12.html SDA discussion thread]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://tasvideos.org/GameResources/NES/SuperMarioBros.html TAS resource page]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speedrun.com/smb1 SMB1 Leaderboard]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speedrun.com/smbtll SMB2j Leaderboard]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:NES]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros.</id>
		<title>Super Mario Bros.</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros."/>
				<updated>2015-04-26T09:58:57Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* General Movement Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sda run|http://speeddemosarchive.com/Mario1.html}}{{contents}}&lt;br /&gt;
DISCLAIMER: This page is referring to the NTSC NES/Famicom original release, [[Super Mario Bros./Versions|not any of the remakes]].&amp;lt;br&amp;gt;&lt;br /&gt;
However many techniques still work in the same or a similiar way in the releases. Almost everything works exactly the same in the sequel [[Super Mario Bros.:The Lost Levels/Any% Strategy|SMB2j (aka Lost Levels)]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
====General Movement Rules====&lt;br /&gt;
&lt;br /&gt;
• You accelerate faster in the direction you are not facing. So if you need to bump into a wall, do a backwards jump into it.&amp;lt;br&amp;gt;&lt;br /&gt;
• Maximum walking speed is 3/5 of maximum running speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you fall under the maximum walking speed during a jump, you cannot go above it again until you touch the ground again.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you touch the ground while holding right and letting go off B, you will be immediately reduced to maximum walking speed. If you need to shoot just as you land, briefly let go off right.&amp;lt;br&amp;gt;&lt;br /&gt;
• Shooting while running on the ground will not slow you down in the slightest, if you repress B quickly enough. If you let go off B for too long, you will be reduced to maximum walking speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• Acceleration in water is the same on the ground as in the water, but the maximum walking speed underwater is 2/3 of the maximum swimming speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• If you touch underwater ground while holding right, you will be immediately reduced to maximum walking speed. If you need to only briefly touch the ground, don't hold right and start holding right just after you press A to leave the ground again. Of course longer stays on the ground will reduce you to below maximum walking speed, so hold right in these cases to stay at maximum walking speed.&amp;lt;br&amp;gt;&lt;br /&gt;
• There is no friction in air or in water, so you can let go off right while swimming or jumping.&lt;br /&gt;
&lt;br /&gt;
====Framerules====&lt;br /&gt;
&lt;br /&gt;
Every time you enter a new level, the game delays for a varying amount of time. The delay actually waits for a counter that loops every 21 frames (~0.35 seconds). &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As an example, this means that if you complete a level in &amp;lt;br&amp;gt;&lt;br /&gt;
• 1 frame, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 15 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 20 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 21 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 22 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 30 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 42 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 43 frames, the level length will be N+63 frames &amp;lt;br&amp;gt;&lt;br /&gt;
And so on, where N is a constant minimum length of the black screen. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The only exception to this rule is the last level and certain events, during which the counter does not run, such as pauses, lag, transformations or entering pipes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flagpole jump====&lt;br /&gt;
If you hit a flagpole at the highest possible position, Mario will enter the castle about 11 frames faster. In most levels this saves a frame rule.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Avoiding fireworks====&lt;br /&gt;
&lt;br /&gt;
The fireworks are set off when a level is completed with the last digit of the timer at 1, 3, or 6.&amp;lt;br&amp;gt;&lt;br /&gt;
Getting them wastes time, so you should slow down instead of hitting a time that yields 3 or 6 fireworks. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Despawning====&lt;br /&gt;
&lt;br /&gt;
There can only be 5 &amp;quot;enemies&amp;quot; at once on the screen. The following count towards this total: living enemies, dead enemies as long as their sprite is still on the screen, all moving platforms, climbing vines&amp;lt;br&amp;gt;&lt;br /&gt;
When there are already 5 enemies on the screen, further enemies will simply not appear. This can be to your advantage, but also to your disadvantage.&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• In 4-2: Hit the vine block to despawn a piranha plant.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 5-3: Stomp (not shoot) either the Koopa or the Goomba before the 2 moving platforms, otherwise one of them will despawn.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 7-3: Shoot the Koopas from up close so that their bodies stay on the screen for as long as possible preventing further Cheep Cheep spawns.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Hit Detection====&lt;br /&gt;
[[File:Hitboxes.png|The visual appearance of an enemy does not perfectly show which part of it is actually lethal.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to stand on the edge of a pipe even when a plant has risen out of it. There are a few pixels of room on both sides of the pipe that you can land on and immediately jump off again. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When a lot of hammers are on the screen, you can sometimes go through a hammer without getting hit, and sometimes you can completely miss a hammer and still get hit. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You don't need to hit the top of an enemy to kill it. As long as you're moving downward as you hit the enemy, you'll kill it. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When entering a pipe with a piranha plant sticking out of it, jump into the middle and start holding down early, this will trigger the pipe transition and allow you to survive some encounters with the plant, which would normally kill you, if you did not hold down.&lt;br /&gt;
&lt;br /&gt;
====Known pseudorandom enemy patterns====&lt;br /&gt;
&lt;br /&gt;
The random number generation in this game is purely frame-based. If you reach an enemy at the same frame from reset, it will behave the same. Due to the 21 frame rule (which also applies to the title screen), it is possible to know what frame rule you are on.&amp;lt;br&amp;gt;&lt;br /&gt;
This can be used in 8-3 to safely avoid the Hammer Bros.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Glitches==&lt;br /&gt;
&lt;br /&gt;
====Wrong Warp====&lt;br /&gt;
&lt;br /&gt;
The Wrong Warp glitch occurs when a pipe takes you somewhere other than its intended destination. &amp;lt;br&amp;gt;&lt;br /&gt;
Theory: The game can have only one &amp;quot;entry point&amp;quot; (a pipe or vine) per screen. The reason lies in how the game is designed: There is just one global variable in the game RAM that determines where pipes or vines in the current screen lead. Once the screen scrolls far enough for the next target label to be loaded from the level data, all entry points in the current screen will lead to that destination instead. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
• If Mario is far on the right side of the screen, the entry point variable will be out of date, so a new entry point will lead to the target of the previous one (Example: In 4-2 of SMB1, if Mario is far enough on the right side of the screen, he can use the pipe to go to the warp room since the destination info of the vine is still valid. Making the vine appear is not required for this glitch. The only thing needed is that the screen hasn't scrolled too far when the pipe is entered.) &amp;lt;br&amp;gt;&lt;br /&gt;
• If the screen is ahead of Mario (Mario is on the left side of screen), the variable will have updated too soon, so you can access a future entry point's target from an earlier entry point. (Example: In 8-4 of SMB1, in the area before the water area, instead of going in the pipe after the lava pit, go a little past the previous pipe, and then turn around and go in that pipe, and it will take you to the water area instead of taking you back to the beginning of the level.) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Methods of getting Mario to the left side of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
• Just move back. &amp;lt;br&amp;gt;&lt;br /&gt;
Methods of getting Mario to the right side of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
• If you enter a wall, the wall will automatically transport Mario towards the right edge of the screen without scrolling. &amp;lt;br&amp;gt;&lt;br /&gt;
• If Mario bumps into the left edge of an obstacle (wall, pipe, coin block etc.) while jumping, the screen scrolling will momentarily stop even if Mario continues to move to the right. Since Mario accelerates faster in the direction he isn't facing, you should use this trick while jumping backwards (with Mario facing left). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Walljump====&lt;br /&gt;
&lt;br /&gt;
A walljump is when you jump towards a wall and somehow Mario's foot catches the wall and allows to jump again, boosting from the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
Walljumps happen because the game does a floor check (a simple &amp;quot;is there a solid block below him?&amp;quot; test) even during a wall-ejection. Wall-ejection is SMB's mechanism for pushing Mario out of a wall he has partially entered.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To perform a walljump, you need two things: &amp;lt;br&amp;gt;&lt;br /&gt;
• Some horizontal speed &amp;lt;br&amp;gt;&lt;br /&gt;
• Mario's feet must hit the wall exactly at a block boundary (every 16 pixels) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• Reach the pipe to the third room of 8-4 more quickly by walljumping off it saving about 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• only as Mario: Skip waiting for the elevator in 1-2 of SMB2j to reach the warp zone by walljumping off the big vertical pipe instead.&amp;lt;br&amp;gt;&lt;br /&gt;
• only as Luigi: Skip hitting the invisible block and climbing up them just before the warp zone in 1-2 of SMB2j by walljumping off the wall instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Full flagpole glitch====&lt;br /&gt;
&lt;br /&gt;
Enter the block below the flagpole and touch the flagpole from inside the block to skip lowering the flag and get ejected to the left side of the block, which then skips the routine of Mario walking to the castle and entering it.&lt;br /&gt;
&lt;br /&gt;
Enemies can be used for this glitch. Stomp a Bullet Bill just as it reaches the flagpole at maximum speed.&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• With a lucky Bullet Bill spawn this trick is possible in 8-2 saving up to 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• Do this trick at the end of -1 in the Minus World to save several seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Going through walls as big Mario====&lt;br /&gt;
&lt;br /&gt;
When Mario is big, he can simply perform a duck-jump into the corner and start walking. This is because his head will be well inside the ceiling, enabling the ejection to the right. (If he ducks again before he is fully inside the wall, he'll be ejected to the left instead.)&lt;br /&gt;
&lt;br /&gt;
Applications in SMB1:&amp;lt;br&amp;gt;&lt;br /&gt;
• In 1-2 this can be done to enter the wall at the end of the level and walk through it to get to the Minus World.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 4-4 this can be used to more quickly bypass the part of the maze, where you need to turn around normally saving up to 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• In -3 of the Minus World this can be done to skip having to turn around or break the ceiling.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Applications in SMB2j:&amp;lt;br&amp;gt;&lt;br /&gt;
''TODO''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Jump in mid-air====&lt;br /&gt;
&lt;br /&gt;
If you grab a mushroom in mid-air, you can jump again. To do this let go of A before you touch the mushroom and then hold A until the transformation is over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ducking while swimming====&lt;br /&gt;
&lt;br /&gt;
Duck on the ground and start swimming, Mario will still look as usual, but his hitbox is as though he was small and he will be unable to shoot fireballs. The optimal way to start this is:&amp;lt;br&amp;gt;&lt;br /&gt;
• accelerate to maximum speed&amp;lt;br&amp;gt;&lt;br /&gt;
• let go off right and hold down (this will not slow you down)&amp;lt;br&amp;gt;&lt;br /&gt;
• briefly touch the ground&amp;lt;br&amp;gt;&lt;br /&gt;
• press A&amp;lt;br&amp;gt;&lt;br /&gt;
• hold right until you are back to maximum speed&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat this each time you have to touch the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
To stop ducking and enable fireballs again simply let go off all directional buttons and touch the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ducking while falling====&lt;br /&gt;
&lt;br /&gt;
Just hold down before sliding off a platform and Mario will have the small hitbox despite looking big.&lt;br /&gt;
&lt;br /&gt;
====The Minus World====&lt;br /&gt;
&lt;br /&gt;
This is a well-known glitch which occurs when Mario glitches behind the wall in 1-2 in SMB1 and enters the first pipe. &amp;lt;br&amp;gt;&lt;br /&gt;
The minus world is basically just a random location of the game ROM, it is not a real world. It wasn't designed that way ― it's just an oversight of the programmers that you can get into the pipe before the correct warp labels are assigned. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the NES version of Super Mario Bros., the &amp;quot;minus world&amp;quot; was a looping, uncompleteable copy of world 2-2. In the FDS version, however, it is an underwater 1-3, 2-3, and an underground 4-4, making it completable. &amp;lt;br&amp;gt;Completing the game this way would give the &amp;quot;in another castle&amp;quot; message, but would return to the title screen as if 8-4 had been beaten; hard mode and the level selection become accessible, as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Off-screen wall climbing====&lt;br /&gt;
&lt;br /&gt;
This trick is trivial to perform. When there is a hole on the left side of the screen, you can cram Mario in between the screen edge and the wall and climb up. Mario will be unable to fall down. It can be used to reach the ceiling of the dungeon in places where there normally is no way to do that.&lt;br /&gt;
&lt;br /&gt;
By jumping repeatedly and steering to the left, the trick can also be used for entering the wall.&lt;br /&gt;
&lt;br /&gt;
Application: In 5-2 of SMB2j enter the pipe before the vine using this glitch and hold down. Mario will enter the pipe in reverse direction and appear in the warp zone to world 8.&lt;br /&gt;
&lt;br /&gt;
==Advanced Techniques==&lt;br /&gt;
&lt;br /&gt;
====Backwards jump acceleration====&lt;br /&gt;
&lt;br /&gt;
When you need to accelerate from zero speed, you can do it faster if you jump a small jump backwards and steer to the opposite direction Mario is facing. This can be used to start a level faster and to accelerate faster after exiting a pipe.&lt;br /&gt;
&lt;br /&gt;
Applications: &amp;lt;br&amp;gt;&lt;br /&gt;
• In the first room of 8-4 this can be used to save a tiny amount of time, which is only relevant for finishing the level with an ingame time of 316.&amp;lt;br&amp;gt;&lt;br /&gt;
• In the third room of 8-4 this can be used to save about 0.03 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• In the fourth room of 8-4 in SMB2j this can be used to save about 0.1 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Half flagpole glitch====&lt;br /&gt;
&lt;br /&gt;
Complete the level without lowering the flag by glitching into the base block of the flagpole and touching the flapole from inside. Doing so is faster than lowering the flag.&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely precise trick, which hasn't been done in realtime yet.&lt;br /&gt;
&lt;br /&gt;
====Going through walls as small Mario====&lt;br /&gt;
&lt;br /&gt;
'''Jump into a solid object below a floor'''&lt;br /&gt;
&lt;br /&gt;
For the purpose of activating this glitch, any solid object (including pipes) counts as a floor.&lt;br /&gt;
It is really difficult to perform (much harder than the walljump), but here are the instructions.&lt;br /&gt;
&lt;br /&gt;
1. You need the right speed. If the object is only 2 blocks tall, such as the pipe in the end of 1-2, you can not jump into it while running. Deaccelerate before jumping. If you have too high speed, you'll just find yourself standing on top of the object instead of inside it. &amp;lt;br&amp;gt;&lt;br /&gt;
2. You need the right position. The right position is: as near as possible. You are too near, if when you jump toward the object, you'll bump into it without getting ejected pixel by pixel.&amp;lt;br&amp;gt; &lt;br /&gt;
3. Immediately before the wall starts ejecting Mario, start steering away from it. This causes the wall to pull you in instead of push you out. &amp;lt;br&amp;gt;&lt;br /&gt;
4. Immediately after your vertical movement stops, start moving to the direction you want to go. If the wall is ejecting you now, you failed some of the previous steps.&lt;br /&gt;
&lt;br /&gt;
The easiest way to perform this trick is into 2-block tall obstacles at walking speed.  &amp;lt;br&amp;gt;&lt;br /&gt;
1. Do a minimal height jump (hold A for 1 frame) at the exactly right distance.&amp;lt;br&amp;gt;&lt;br /&gt;
◦ You're too close if you bump into the wall without a chance to counter the ejection. &amp;lt;br&amp;gt;&lt;br /&gt;
◦ You held A for more than 1 frame (or your jumping platform was less than 2 blocks from the floor) if you land on top of the floor.&amp;lt;br&amp;gt;&lt;br /&gt;
2. As the wall-eject is about to start, hold the opposite direction from the obstacle. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Once Mario lands in the wall, start walking normally.&amp;lt;br&amp;gt;&lt;br /&gt;
◦ If the wall just ejects Mario, you were too far from the wall when you jumped.&lt;br /&gt;
&lt;br /&gt;
Application: In 1-2 this can be done to enter the top of the pipe at the end of the level and walk through it to get to the Minus World as fast as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jump into a wall just below a solid ceiling and walk through it'''&lt;br /&gt;
&lt;br /&gt;
To perform the trick, do a walljump at a position right below the ceiling. When you get foothold, jump immediately. When you land, jump again. When you land again, jump again. Each jump embeds you deeper into the wall. Usually three or four jumps are enough for passing through.&lt;br /&gt;
&lt;br /&gt;
During each of the jumps, you need to steer in the direction opposite to where you're traveling. Otherwise Mario gets ejected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jump into a solid wall and walk through it'''&lt;br /&gt;
&lt;br /&gt;
It is possible to perform the wall-entry trick even without a ceiling. However, it requires extremely precise positioning and speed. This is the hardest of all of the tricks.&lt;br /&gt;
&lt;br /&gt;
Instructions: You will need to have the right X-subpixel position for this to work. A subpixel is a position component which is not rendered onscreen. In this game a pixel is made up of 16 subpixels. Try jumping into a wall. You are either pushed out immediately without having entered the wall at all, or otherwise you might have been able to partially enter the wall. The latter is what you want, but there is no way to effectively influence the subpixel value besides holding left for a few frames while running and hoping for the best outcome.&lt;br /&gt;
&lt;br /&gt;
1. Jump towards a wall from a position as close to it as possible (but not touching it).&lt;br /&gt;
2. Before the wall starts ejecting you, immediately start steering away from it. This causes the wall to pull you in instead of pushing you out. &amp;lt;br&amp;gt;&lt;br /&gt;
3. As soon as you land inside the wall, repeatedly jump while moving away from the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
4. After you have entered the wall deep enough, start moving in the direction you want to go as soon as you land. If the wall is ejecting you now, you failed the previous steps.&lt;br /&gt;
&lt;br /&gt;
Application: In 4-2 this can be done on the wall directly after the powerup at the start of the stage. The subpixel value you get by just holding right and B happens to work. The ejection from the wall can be used as an alternative way to get Mario to the right side of the screen to perform the Wrong Warp. However this is still a very hard trick and must also be done in a very optimized manner to match the time from the optimal backwards jumps method instead, so this is likely useless.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.speeddemosarchive.com/post/super_mario_bros.12.html SDA discussion thread]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://tasvideos.org/GameResources/NES/SuperMarioBros.html TAS resource page]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speedrun.com/smb1 SMB1 Leaderboard]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speedrun.com/smbtll SMB2j Leaderboard]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:NES]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros.</id>
		<title>Super Mario Bros.</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros."/>
				<updated>2015-04-26T09:58:05Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* General Game Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sda run|http://speeddemosarchive.com/Mario1.html}}{{contents}}&lt;br /&gt;
DISCLAIMER: This page is referring to the NTSC NES/Famicom original release, [[Super Mario Bros./Versions|not any of the remakes]].&amp;lt;br&amp;gt;&lt;br /&gt;
However many techniques still work in the same or a similiar way in the releases. Almost everything works exactly the same in the sequel [[Super Mario Bros.:The Lost Levels/Any% Strategy|SMB2j (aka Lost Levels)]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
====General Movement Rules====&lt;br /&gt;
&lt;br /&gt;
• You accelerate faster in the direction you are not facing. So if you need to bump into a wall, do a backwards jump into it.&lt;br /&gt;
• Maximum walking speed is 3/5 of maximum running speed.&lt;br /&gt;
• If you fall under the maximum walking speed during a jump, you cannot go above it again until you touch the ground again.&lt;br /&gt;
• If you touch the ground while holding right and letting go off B, you will be immediately reduced to maximum walking speed. If you need to shoot just as you land, briefly let go off right.&lt;br /&gt;
• Shooting while running on the ground will not slow you down in the slightest, if you repress B quickly enough. If you let go off B for too long, you will be reduced to maximum walking speed.&lt;br /&gt;
• Acceleration in water is the same on the ground as in the water, but the maximum walking speed underwater is 2/3 of the maximum swimming speed.&lt;br /&gt;
• If you touch underwater ground while holding right, you will be immediately reduced to maximum walking speed. If you need to only briefly touch the ground, don't hold right and start holding right just after you press A to leave the ground again. Of course longer stays on the ground will reduce you to below maximum walking speed, so hold right in these cases to stay at maximum walking speed.&lt;br /&gt;
• There is no friction in air or in water, so you can let go off right while swimming or jumping.&lt;br /&gt;
&lt;br /&gt;
====Framerules====&lt;br /&gt;
&lt;br /&gt;
Every time you enter a new level, the game delays for a varying amount of time. The delay actually waits for a counter that loops every 21 frames (~0.35 seconds). &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As an example, this means that if you complete a level in &amp;lt;br&amp;gt;&lt;br /&gt;
• 1 frame, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 15 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 20 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 21 frames, the level length will be N+21 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 22 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 30 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 42 frames, the level length will be N+42 frames &amp;lt;br&amp;gt;&lt;br /&gt;
• 43 frames, the level length will be N+63 frames &amp;lt;br&amp;gt;&lt;br /&gt;
And so on, where N is a constant minimum length of the black screen. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The only exception to this rule is the last level and certain events, during which the counter does not run, such as pauses, lag, transformations or entering pipes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flagpole jump====&lt;br /&gt;
If you hit a flagpole at the highest possible position, Mario will enter the castle about 11 frames faster. In most levels this saves a frame rule.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Avoiding fireworks====&lt;br /&gt;
&lt;br /&gt;
The fireworks are set off when a level is completed with the last digit of the timer at 1, 3, or 6.&amp;lt;br&amp;gt;&lt;br /&gt;
Getting them wastes time, so you should slow down instead of hitting a time that yields 3 or 6 fireworks. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Despawning====&lt;br /&gt;
&lt;br /&gt;
There can only be 5 &amp;quot;enemies&amp;quot; at once on the screen. The following count towards this total: living enemies, dead enemies as long as their sprite is still on the screen, all moving platforms, climbing vines&amp;lt;br&amp;gt;&lt;br /&gt;
When there are already 5 enemies on the screen, further enemies will simply not appear. This can be to your advantage, but also to your disadvantage.&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• In 4-2: Hit the vine block to despawn a piranha plant.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 5-3: Stomp (not shoot) either the Koopa or the Goomba before the 2 moving platforms, otherwise one of them will despawn.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 7-3: Shoot the Koopas from up close so that their bodies stay on the screen for as long as possible preventing further Cheep Cheep spawns.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Hit Detection====&lt;br /&gt;
[[File:Hitboxes.png|The visual appearance of an enemy does not perfectly show which part of it is actually lethal.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to stand on the edge of a pipe even when a plant has risen out of it. There are a few pixels of room on both sides of the pipe that you can land on and immediately jump off again. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When a lot of hammers are on the screen, you can sometimes go through a hammer without getting hit, and sometimes you can completely miss a hammer and still get hit. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You don't need to hit the top of an enemy to kill it. As long as you're moving downward as you hit the enemy, you'll kill it. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When entering a pipe with a piranha plant sticking out of it, jump into the middle and start holding down early, this will trigger the pipe transition and allow you to survive some encounters with the plant, which would normally kill you, if you did not hold down.&lt;br /&gt;
&lt;br /&gt;
====Known pseudorandom enemy patterns====&lt;br /&gt;
&lt;br /&gt;
The random number generation in this game is purely frame-based. If you reach an enemy at the same frame from reset, it will behave the same. Due to the 21 frame rule (which also applies to the title screen), it is possible to know what frame rule you are on.&amp;lt;br&amp;gt;&lt;br /&gt;
This can be used in 8-3 to safely avoid the Hammer Bros.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Glitches==&lt;br /&gt;
&lt;br /&gt;
====Wrong Warp====&lt;br /&gt;
&lt;br /&gt;
The Wrong Warp glitch occurs when a pipe takes you somewhere other than its intended destination. &amp;lt;br&amp;gt;&lt;br /&gt;
Theory: The game can have only one &amp;quot;entry point&amp;quot; (a pipe or vine) per screen. The reason lies in how the game is designed: There is just one global variable in the game RAM that determines where pipes or vines in the current screen lead. Once the screen scrolls far enough for the next target label to be loaded from the level data, all entry points in the current screen will lead to that destination instead. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
• If Mario is far on the right side of the screen, the entry point variable will be out of date, so a new entry point will lead to the target of the previous one (Example: In 4-2 of SMB1, if Mario is far enough on the right side of the screen, he can use the pipe to go to the warp room since the destination info of the vine is still valid. Making the vine appear is not required for this glitch. The only thing needed is that the screen hasn't scrolled too far when the pipe is entered.) &amp;lt;br&amp;gt;&lt;br /&gt;
• If the screen is ahead of Mario (Mario is on the left side of screen), the variable will have updated too soon, so you can access a future entry point's target from an earlier entry point. (Example: In 8-4 of SMB1, in the area before the water area, instead of going in the pipe after the lava pit, go a little past the previous pipe, and then turn around and go in that pipe, and it will take you to the water area instead of taking you back to the beginning of the level.) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Methods of getting Mario to the left side of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
• Just move back. &amp;lt;br&amp;gt;&lt;br /&gt;
Methods of getting Mario to the right side of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
• If you enter a wall, the wall will automatically transport Mario towards the right edge of the screen without scrolling. &amp;lt;br&amp;gt;&lt;br /&gt;
• If Mario bumps into the left edge of an obstacle (wall, pipe, coin block etc.) while jumping, the screen scrolling will momentarily stop even if Mario continues to move to the right. Since Mario accelerates faster in the direction he isn't facing, you should use this trick while jumping backwards (with Mario facing left). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Walljump====&lt;br /&gt;
&lt;br /&gt;
A walljump is when you jump towards a wall and somehow Mario's foot catches the wall and allows to jump again, boosting from the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
Walljumps happen because the game does a floor check (a simple &amp;quot;is there a solid block below him?&amp;quot; test) even during a wall-ejection. Wall-ejection is SMB's mechanism for pushing Mario out of a wall he has partially entered.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To perform a walljump, you need two things: &amp;lt;br&amp;gt;&lt;br /&gt;
• Some horizontal speed &amp;lt;br&amp;gt;&lt;br /&gt;
• Mario's feet must hit the wall exactly at a block boundary (every 16 pixels) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• Reach the pipe to the third room of 8-4 more quickly by walljumping off it saving about 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• only as Mario: Skip waiting for the elevator in 1-2 of SMB2j to reach the warp zone by walljumping off the big vertical pipe instead.&amp;lt;br&amp;gt;&lt;br /&gt;
• only as Luigi: Skip hitting the invisible block and climbing up them just before the warp zone in 1-2 of SMB2j by walljumping off the wall instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Full flagpole glitch====&lt;br /&gt;
&lt;br /&gt;
Enter the block below the flagpole and touch the flagpole from inside the block to skip lowering the flag and get ejected to the left side of the block, which then skips the routine of Mario walking to the castle and entering it.&lt;br /&gt;
&lt;br /&gt;
Enemies can be used for this glitch. Stomp a Bullet Bill just as it reaches the flagpole at maximum speed.&lt;br /&gt;
&lt;br /&gt;
Applications:&amp;lt;br&amp;gt;&lt;br /&gt;
• With a lucky Bullet Bill spawn this trick is possible in 8-2 saving up to 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• Do this trick at the end of -1 in the Minus World to save several seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Going through walls as big Mario====&lt;br /&gt;
&lt;br /&gt;
When Mario is big, he can simply perform a duck-jump into the corner and start walking. This is because his head will be well inside the ceiling, enabling the ejection to the right. (If he ducks again before he is fully inside the wall, he'll be ejected to the left instead.)&lt;br /&gt;
&lt;br /&gt;
Applications in SMB1:&amp;lt;br&amp;gt;&lt;br /&gt;
• In 1-2 this can be done to enter the wall at the end of the level and walk through it to get to the Minus World.&amp;lt;br&amp;gt;&lt;br /&gt;
• In 4-4 this can be used to more quickly bypass the part of the maze, where you need to turn around normally saving up to 0.7 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• In -3 of the Minus World this can be done to skip having to turn around or break the ceiling.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Applications in SMB2j:&amp;lt;br&amp;gt;&lt;br /&gt;
''TODO''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Jump in mid-air====&lt;br /&gt;
&lt;br /&gt;
If you grab a mushroom in mid-air, you can jump again. To do this let go of A before you touch the mushroom and then hold A until the transformation is over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ducking while swimming====&lt;br /&gt;
&lt;br /&gt;
Duck on the ground and start swimming, Mario will still look as usual, but his hitbox is as though he was small and he will be unable to shoot fireballs. The optimal way to start this is:&amp;lt;br&amp;gt;&lt;br /&gt;
• accelerate to maximum speed&amp;lt;br&amp;gt;&lt;br /&gt;
• let go off right and hold down (this will not slow you down)&amp;lt;br&amp;gt;&lt;br /&gt;
• briefly touch the ground&amp;lt;br&amp;gt;&lt;br /&gt;
• press A&amp;lt;br&amp;gt;&lt;br /&gt;
• hold right until you are back to maximum speed&amp;lt;br&amp;gt;&lt;br /&gt;
Repeat this each time you have to touch the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
To stop ducking and enable fireballs again simply let go off all directional buttons and touch the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ducking while falling====&lt;br /&gt;
&lt;br /&gt;
Just hold down before sliding off a platform and Mario will have the small hitbox despite looking big.&lt;br /&gt;
&lt;br /&gt;
====The Minus World====&lt;br /&gt;
&lt;br /&gt;
This is a well-known glitch which occurs when Mario glitches behind the wall in 1-2 in SMB1 and enters the first pipe. &amp;lt;br&amp;gt;&lt;br /&gt;
The minus world is basically just a random location of the game ROM, it is not a real world. It wasn't designed that way ― it's just an oversight of the programmers that you can get into the pipe before the correct warp labels are assigned. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the NES version of Super Mario Bros., the &amp;quot;minus world&amp;quot; was a looping, uncompleteable copy of world 2-2. In the FDS version, however, it is an underwater 1-3, 2-3, and an underground 4-4, making it completable. &amp;lt;br&amp;gt;Completing the game this way would give the &amp;quot;in another castle&amp;quot; message, but would return to the title screen as if 8-4 had been beaten; hard mode and the level selection become accessible, as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Off-screen wall climbing====&lt;br /&gt;
&lt;br /&gt;
This trick is trivial to perform. When there is a hole on the left side of the screen, you can cram Mario in between the screen edge and the wall and climb up. Mario will be unable to fall down. It can be used to reach the ceiling of the dungeon in places where there normally is no way to do that.&lt;br /&gt;
&lt;br /&gt;
By jumping repeatedly and steering to the left, the trick can also be used for entering the wall.&lt;br /&gt;
&lt;br /&gt;
Application: In 5-2 of SMB2j enter the pipe before the vine using this glitch and hold down. Mario will enter the pipe in reverse direction and appear in the warp zone to world 8.&lt;br /&gt;
&lt;br /&gt;
==Advanced Techniques==&lt;br /&gt;
&lt;br /&gt;
====Backwards jump acceleration====&lt;br /&gt;
&lt;br /&gt;
When you need to accelerate from zero speed, you can do it faster if you jump a small jump backwards and steer to the opposite direction Mario is facing. This can be used to start a level faster and to accelerate faster after exiting a pipe.&lt;br /&gt;
&lt;br /&gt;
Applications: &amp;lt;br&amp;gt;&lt;br /&gt;
• In the first room of 8-4 this can be used to save a tiny amount of time, which is only relevant for finishing the level with an ingame time of 316.&amp;lt;br&amp;gt;&lt;br /&gt;
• In the third room of 8-4 this can be used to save about 0.03 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• In the fourth room of 8-4 in SMB2j this can be used to save about 0.1 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Half flagpole glitch====&lt;br /&gt;
&lt;br /&gt;
Complete the level without lowering the flag by glitching into the base block of the flagpole and touching the flapole from inside. Doing so is faster than lowering the flag.&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely precise trick, which hasn't been done in realtime yet.&lt;br /&gt;
&lt;br /&gt;
====Going through walls as small Mario====&lt;br /&gt;
&lt;br /&gt;
'''Jump into a solid object below a floor'''&lt;br /&gt;
&lt;br /&gt;
For the purpose of activating this glitch, any solid object (including pipes) counts as a floor.&lt;br /&gt;
It is really difficult to perform (much harder than the walljump), but here are the instructions.&lt;br /&gt;
&lt;br /&gt;
1. You need the right speed. If the object is only 2 blocks tall, such as the pipe in the end of 1-2, you can not jump into it while running. Deaccelerate before jumping. If you have too high speed, you'll just find yourself standing on top of the object instead of inside it. &amp;lt;br&amp;gt;&lt;br /&gt;
2. You need the right position. The right position is: as near as possible. You are too near, if when you jump toward the object, you'll bump into it without getting ejected pixel by pixel.&amp;lt;br&amp;gt; &lt;br /&gt;
3. Immediately before the wall starts ejecting Mario, start steering away from it. This causes the wall to pull you in instead of push you out. &amp;lt;br&amp;gt;&lt;br /&gt;
4. Immediately after your vertical movement stops, start moving to the direction you want to go. If the wall is ejecting you now, you failed some of the previous steps.&lt;br /&gt;
&lt;br /&gt;
The easiest way to perform this trick is into 2-block tall obstacles at walking speed.  &amp;lt;br&amp;gt;&lt;br /&gt;
1. Do a minimal height jump (hold A for 1 frame) at the exactly right distance.&amp;lt;br&amp;gt;&lt;br /&gt;
◦ You're too close if you bump into the wall without a chance to counter the ejection. &amp;lt;br&amp;gt;&lt;br /&gt;
◦ You held A for more than 1 frame (or your jumping platform was less than 2 blocks from the floor) if you land on top of the floor.&amp;lt;br&amp;gt;&lt;br /&gt;
2. As the wall-eject is about to start, hold the opposite direction from the obstacle. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Once Mario lands in the wall, start walking normally.&amp;lt;br&amp;gt;&lt;br /&gt;
◦ If the wall just ejects Mario, you were too far from the wall when you jumped.&lt;br /&gt;
&lt;br /&gt;
Application: In 1-2 this can be done to enter the top of the pipe at the end of the level and walk through it to get to the Minus World as fast as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jump into a wall just below a solid ceiling and walk through it'''&lt;br /&gt;
&lt;br /&gt;
To perform the trick, do a walljump at a position right below the ceiling. When you get foothold, jump immediately. When you land, jump again. When you land again, jump again. Each jump embeds you deeper into the wall. Usually three or four jumps are enough for passing through.&lt;br /&gt;
&lt;br /&gt;
During each of the jumps, you need to steer in the direction opposite to where you're traveling. Otherwise Mario gets ejected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jump into a solid wall and walk through it'''&lt;br /&gt;
&lt;br /&gt;
It is possible to perform the wall-entry trick even without a ceiling. However, it requires extremely precise positioning and speed. This is the hardest of all of the tricks.&lt;br /&gt;
&lt;br /&gt;
Instructions: You will need to have the right X-subpixel position for this to work. A subpixel is a position component which is not rendered onscreen. In this game a pixel is made up of 16 subpixels. Try jumping into a wall. You are either pushed out immediately without having entered the wall at all, or otherwise you might have been able to partially enter the wall. The latter is what you want, but there is no way to effectively influence the subpixel value besides holding left for a few frames while running and hoping for the best outcome.&lt;br /&gt;
&lt;br /&gt;
1. Jump towards a wall from a position as close to it as possible (but not touching it).&lt;br /&gt;
2. Before the wall starts ejecting you, immediately start steering away from it. This causes the wall to pull you in instead of pushing you out. &amp;lt;br&amp;gt;&lt;br /&gt;
3. As soon as you land inside the wall, repeatedly jump while moving away from the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
4. After you have entered the wall deep enough, start moving in the direction you want to go as soon as you land. If the wall is ejecting you now, you failed the previous steps.&lt;br /&gt;
&lt;br /&gt;
Application: In 4-2 this can be done on the wall directly after the powerup at the start of the stage. The subpixel value you get by just holding right and B happens to work. The ejection from the wall can be used as an alternative way to get Mario to the right side of the screen to perform the Wrong Warp. However this is still a very hard trick and must also be done in a very optimized manner to match the time from the optimal backwards jumps method instead, so this is likely useless.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.speeddemosarchive.com/post/super_mario_bros.12.html SDA discussion thread]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://tasvideos.org/GameResources/NES/SuperMarioBros.html TAS resource page]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speedrun.com/smb1 SMB1 Leaderboard]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speedrun.com/smbtll SMB2j Leaderboard]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:NES]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs</id>
		<title>Super Mario Bros./Notable Runs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs"/>
				<updated>2015-04-26T09:28:01Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* Warpless */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
==Any%==&lt;br /&gt;
===The Twin Galaxies Days===&lt;br /&gt;
The early history of this speedrun was dominated by Twin Galaxies, which started timing from pressing the start button (while today timing is started from control of the character), only tracked full seconds and banned several glitches. The times are given as Twin Galaxies timing with what it would be under current timing in brackets behind it, if it's known.&lt;br /&gt;
===== 6:22 by Rodrigo Lopes =====&lt;br /&gt;
===== 5:28 by Aaron Collins =====&lt;br /&gt;
===== 5:20 by Cam Allen =====&lt;br /&gt;
===== 5:17 by Scott Kessler =====&lt;br /&gt;
Former records on Twin Galaxies as taken from [http://www.twingalaxies.com/content.php/2577-Scott-Kessler-Attains this article].&lt;br /&gt;
===== 5:14 (5:11) by Scott Kessler on February 26 2004 =====&lt;br /&gt;
Former World Record and the first run posted on SDA. The video seems to have disappeared from the internet.&lt;br /&gt;
===== [https://archive.org/details/Mario1_510 5:13 (5:10) by Scott Kessler on April 23 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Scott was unaware that it's faster to hit the top of the flagpole and always hit it in the middle instead. He did not do the Wrong Warp and the Walljump as these were banned. He slows down at some parts.&lt;br /&gt;
===== [https://archive.org/details/Mario1_507 5:10 (5:07) by Trevor Seguin on October 9 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to the previous run by Scott Kessler, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_506 5:09 (5:06) by Trevor Seguin on November 7 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to his previous run, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_505 5:08 (5:05) by Scott Kessler on September 14 2006] =====&lt;br /&gt;
Former World Record and posted on SDA. Was considered a perfect run at the time. Stood as the (later tied) record on Twin Galaxies for over 8 years.&lt;br /&gt;
&lt;br /&gt;
===== [https://www.youtube.com/watch?v=hP4q-B7yNUM 5:07 by andrewg on December 11 2011] =====&lt;br /&gt;
This run was done several years after the last new Twin Galaxies record and the community now mostly follows SDA's rules. Andrewg went back to get a perfect run under Twin Galaxies' ruleset, because the competition started there. Andrewg's timing of the run yielded 5:06.99, which if it was accurate would make it an unbeatable 5:06 under the old standard of always rounding down, but since then Twin Galaxies changed their method to rounding to the nearest second (which would also affect other runs such as Scott Kessler's first 5:08, which would be 5:09 instead, but it does not seem like Twin Galaxies will do retimings). A 5:06 would be possible with a near-perfect run.&lt;br /&gt;
&lt;br /&gt;
===The Hunt For 4:57===&lt;br /&gt;
Since SDA allowed heavy glitches and used to only track full second improvements the focus of runners was to reaching specific second boundaries, which were believed to be perfect, from 5:00 until 4:57, which is currently believed to be the actual limit.&lt;br /&gt;
===== [https://youtu.be/Ie4E3Bmqb5w 5:00.6 by andrewg on April 10 2007] =====&lt;br /&gt;
Former World Record and posted on SDA. The run uses a slow Wrong Warp method, because it was not yet known that the piranha plant can be despawned. Other subtle mistakes such as not hitting every flagpole at the top cost some framerules. There is a notable mistake in 8-4, where he pauses before going down a pipe, but it was believed to be irrelevant as far as reaching 4:59 was concerned.&lt;br /&gt;
===== [https://youtu.be/qTeXhU71fSE 5:00.4 by andrewg on December 23 2010] =====&lt;br /&gt;
Former World Record&lt;br /&gt;
=====  [https://youtu.be/bRyhpxR3l_g 4:59.4 by andrewg on December 24 2010] =====&lt;br /&gt;
Former World Record and posted on SDA. Slight optimizations allowed for 4:59, but the strats are still very similiar to the 5:00 runs.&lt;br /&gt;
===== [https://youtu.be/kcmKPmj9yeE 4:58.89 by andrewg on December 15 2011] =====&lt;br /&gt;
Former World Record and the current run on SDA. Improvements came from the discovery that it is faster to hit the top of the flagpole and that the piranha plant in 4-2 can be despawned by hitting the vine block. Andrewg was already aware that 4:57 was possible with a close-to-perfect run, but doubted it would ever be reached.&lt;br /&gt;
===== [https://youtu.be/Kwl9r6eq10A 4:58.78 by andrewg on January 15 2013] =====&lt;br /&gt;
===== [https://youtu.be/Kf0rYFGRTyU 4:58.56 by andrewg on January 19 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uzdhro7jrkc 4:58.51 by andrewg on March 21 2013] =====&lt;br /&gt;
===== [https://youtu.be/XRnebS1Kb28 4:58.34 by andrewg on May 19 2013] =====&lt;br /&gt;
Former World Records. A year after achieving 4:58 andrewg started going for 4:57 and these are some of his steps towards it.&lt;br /&gt;
===== [https://youtu.be/m_G-ErpZaFU 4:58.15 by andrewg on July 1 2013] =====&lt;br /&gt;
Former World Record and the first run that lost no time until 8-4 besides not doing the bullet bill glitch, which was believed to be impossible at the time. It was on pace for 4:57 until a small mistake during the Wrong Warp in 8-4.&lt;br /&gt;
===== [https://youtu.be/xuXYuUMcxyE 4:58.14 by andrewg on October 7 2013] =====&lt;br /&gt;
Former World Record and a 1 frame improvement over the previous record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=vqiEdTiT6s8 4:58.09 by andrewg on March 25 2014] =====&lt;br /&gt;
Former World Record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l on June 25 2014] =====&lt;br /&gt;
Current World Record. He did not do the fastest possible 4-2 and did the bullet bill glitch in 8-2 instead to achieve the first 4:57.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== 4:57s ====&lt;br /&gt;
4:57 has been achieved by 1 person: i_o_l&lt;br /&gt;
==== 4:58s ====&lt;br /&gt;
4:58 has been achieved by 4 persons: andrewg, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [https://www.youtube.com/watch?v=XM1jEUtr5hQ 4:58.35 by Kosmicd12 on September 25 2013] =====&lt;br /&gt;
The third best time currently and the second best time at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He was trying to achieve the first 4:57 and World Record, but couldn't complete a run before his 2 year break from speedrunning.&lt;br /&gt;
===== [http://www.twitch.tv/darbian/c/5498914 4:58.37 by darbian on November 14 2014] =====&lt;br /&gt;
The fourth best time currently and at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He is currently trying for 4:57/World Record.&lt;br /&gt;
&lt;br /&gt;
==== 4:59s ====&lt;br /&gt;
4:59 has been achieved by at least 8 persons: andrewg, 蛍火 (Hotarubi), オホン (Ohon), ヒダリー (Hidari), Kosmicd12, DoorTK, i_o_l, darbian (in this order)&amp;lt;br&amp;gt;&lt;br /&gt;
It was not common to archive video in the Japanese community at the moment, so the precise time of Hotarubi's, Ohon's and Hidari's runs cannot be determined; it is possible one of them would have been a World Record at the time it happened.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Warpless ==&lt;br /&gt;
===World Record Progression===&lt;br /&gt;
===== 22:42 by Cam Allen =====&lt;br /&gt;
===== 21:33 by Cam Allen on August 6 2004 =====&lt;br /&gt;
Former Twin Galaxies records as taken from [http://www.twingalaxies.com/showthread.php/111200-Super-Mario-Brothers-1-NES-NEW-Fastest-Completion-WR! this article].&lt;br /&gt;
===== [https://archive.org/details/Mario1_2118 21:18 by andrewg on August 27 2005] =====&lt;br /&gt;
===== [https://archive.org/details/Mario1_allstages_1957 19:57 by andrewg on February 16 2007] ===== &lt;br /&gt;
Former World Records and both posted on SDA. Played completely as small Mario and with several safety strategies. He did not enter the pipe in 1-1 or do the Wrong Warp in 8-4 as this was banned under Twin Galaxies rules.&lt;br /&gt;
===== [https://youtu.be/gIayBg3g4FI 19:40 by andrewg on March 12 2008] =====&lt;br /&gt;
Former World Record and the current run on SDA. Played completely as small Mario and with several safety strategies.&lt;br /&gt;
===== [https://youtu.be/99Wi1BSaXqQ 19:34 by Kosmicd12 on November 28 2012] =====&lt;br /&gt;
Former World Record. Played completely as small Mario and with several safety strategies. This run was performed on the Wii Virtual Console, which runs at ~99.5% speed, which cost him about 5 seconds overall.&lt;br /&gt;
===== [http://firestorage.com/download/37416f72b2d054bd46ee4f0ce5e4a7ceb57faf8a 19:24 by Hotarubi on January 13 2013] =====&lt;br /&gt;
Former World Record. Andrewg has started doing Warpless runs with the fire power and achieved several runs believed to be World Records until it was pointed out that the Japanese player 蛍火 (Hotarubi) also did runs using the fire power and had achieved a better time previously.&lt;br /&gt;
===== [https://youtu.be/YB9lO_1t_oI 19:20 by andrewg on April 6 2013] =====&lt;br /&gt;
===== [https://youtu.be/zN8H4yEaGuU 19:19 by andrewg on April 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/J_StGobOH_U 19:17 by andrewg on June 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uo0UlzPcxOY 19:16 by andrewg on June 26 2013] =====&lt;br /&gt;
===== [https://youtu.be/s04Qaz2vKqo 19:15 by andrewg on August 24 2013] =====&lt;br /&gt;
Former World Records. All performed using the fire power.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.33 by andrewg on November 11 2013] =====&lt;br /&gt;
Former World Record. The only major mistake is getting hit and losing the fire power in 6-4.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12.20 by i_o_l on April 24 2015] =====&lt;br /&gt;
Current World Record. Major mistakes are getting fireworks in 7-1 and slow Bowser kills in some stages.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== sub 19:10s ====&lt;br /&gt;
sub 19:10 has been achieved by 0 persons.&lt;br /&gt;
==== sub 19:20s ====&lt;br /&gt;
sub 19:20 has been achieved by 2 persons: andrewg, i_o_l (in this order)&lt;br /&gt;
==== sub 19:30s ====&lt;br /&gt;
sub 19:30 has been achieved by at least 6 persons: 蛍火 (Hotarubi), andrewg, aTallSkinnyKid, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
&lt;br /&gt;
== Minus World Ending ==&lt;br /&gt;
===== [https://www.youtube.com/watch?v=SY4X4rEIo2A 2:35.99 by i_o_l on October 30 2013] =====&lt;br /&gt;
The first notable run of this category and current World Record.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs</id>
		<title>Super Mario Bros./Notable Runs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs"/>
				<updated>2015-04-22T19:28:00Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* 5:08 (5:05) by Scott Kessler on September 14 2006 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
==Any%==&lt;br /&gt;
===The Twin Galaxies Days===&lt;br /&gt;
The early history of this speedrun was dominated by Twin Galaxies, which started timing from pressing the start button (while today timing is started from control of the character), only tracked full seconds and banned several glitches. The times are given as Twin Galaxies timing with what it would be under current timing in brackets behind it, if it's known.&lt;br /&gt;
===== 6:22 by Rodrigo Lopes =====&lt;br /&gt;
===== 5:28 by Aaron Collins =====&lt;br /&gt;
===== 5:20 by Cam Allen =====&lt;br /&gt;
===== 5:17 by Scott Kessler =====&lt;br /&gt;
Former records on Twin Galaxies as taken from [http://www.twingalaxies.com/content.php/2577-Scott-Kessler-Attains this article].&lt;br /&gt;
===== 5:14 (5:11) by Scott Kessler on February 26 2004 =====&lt;br /&gt;
Former World Record and the first run posted on SDA. The video seems to have disappeared from the internet.&lt;br /&gt;
===== [https://archive.org/details/Mario1_510 5:13 (5:10) by Scott Kessler on April 23 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Scott was unaware that it's faster to hit the top of the flagpole and always hit it in the middle instead. He did not do the Wrong Warp and the Walljump as these were banned. He slows down at some parts.&lt;br /&gt;
===== [https://archive.org/details/Mario1_507 5:10 (5:07) by Trevor Seguin on October 9 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to the previous run by Scott Kessler, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_506 5:09 (5:06) by Trevor Seguin on November 7 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to his previous run, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_505 5:08 (5:05) by Scott Kessler on September 14 2006] =====&lt;br /&gt;
Former World Record and posted on SDA. Was considered a perfect run at the time. Stood as the (later tied) record on Twin Galaxies for over 8 years.&lt;br /&gt;
&lt;br /&gt;
===== [https://www.youtube.com/watch?v=hP4q-B7yNUM 5:07 by andrewg on December 11 2011] =====&lt;br /&gt;
This run was done several years after the last new Twin Galaxies record and the community now mostly follows SDA's rules. Andrewg went back to get a perfect run under Twin Galaxies' ruleset, because the competition started there. Andrewg's timing of the run yielded 5:06.99, which if it was accurate would make it an unbeatable 5:06 under the old standard of always rounding down, but since then Twin Galaxies changed their method to rounding to the nearest second (which would also affect other runs such as Scott Kessler's first 5:08, which would be 5:09 instead, but it does not seem like Twin Galaxies will do retimings). A 5:06 would be possible with a near-perfect run.&lt;br /&gt;
&lt;br /&gt;
===The Hunt For 4:57===&lt;br /&gt;
Since SDA allowed heavy glitches and used to only track full second improvements the focus of runners was to reaching specific second boundaries, which were believed to be perfect, from 5:00 until 4:57, which is currently believed to be the actual limit.&lt;br /&gt;
===== [https://youtu.be/Ie4E3Bmqb5w 5:00.6 by andrewg on April 10 2007] =====&lt;br /&gt;
Former World Record and posted on SDA. The run uses a slow Wrong Warp method, because it was not yet known that the piranha plant can be despawned. Other subtle mistakes such as not hitting every flagpole at the top cost some framerules. There is a notable mistake in 8-4, where he pauses before going down a pipe, but it was believed to be irrelevant as far as reaching 4:59 was concerned.&lt;br /&gt;
===== [https://youtu.be/qTeXhU71fSE 5:00.4 by andrewg on December 23 2010] =====&lt;br /&gt;
Former World Record&lt;br /&gt;
=====  [https://youtu.be/bRyhpxR3l_g 4:59.4 by andrewg on December 24 2010] =====&lt;br /&gt;
Former World Record and posted on SDA. Slight optimizations allowed for 4:59, but the strats are still very similiar to the 5:00 runs.&lt;br /&gt;
===== [https://youtu.be/kcmKPmj9yeE 4:58.89 by andrewg on December 15 2011] =====&lt;br /&gt;
Former World Record and the current run on SDA. Improvements came from the discovery that it is faster to hit the top of the flagpole and that the piranha plant in 4-2 can be despawned by hitting the vine block. Andrewg was already aware that 4:57 was possible with a close-to-perfect run, but doubted it would ever be reached.&lt;br /&gt;
===== [https://youtu.be/Kwl9r6eq10A 4:58.78 by andrewg on January 15 2013] =====&lt;br /&gt;
===== [https://youtu.be/Kf0rYFGRTyU 4:58.56 by andrewg on January 19 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uzdhro7jrkc 4:58.51 by andrewg on March 21 2013] =====&lt;br /&gt;
===== [https://youtu.be/XRnebS1Kb28 4:58.34 by andrewg on May 19 2013] =====&lt;br /&gt;
Former World Records. A year after achieving 4:58 andrewg started going for 4:57 and these are some of his steps towards it.&lt;br /&gt;
===== [https://youtu.be/m_G-ErpZaFU 4:58.15 by andrewg on July 1 2013] =====&lt;br /&gt;
Former World Record and the first run that lost no time until 8-4 besides not doing the bullet bill glitch, which was believed to be impossible at the time. It was on pace for 4:57 until a small mistake during the Wrong Warp in 8-4.&lt;br /&gt;
===== [https://youtu.be/xuXYuUMcxyE 4:58.14 by andrewg on October 7 2013] =====&lt;br /&gt;
Former World Record and a 1 frame improvement over the previous record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=vqiEdTiT6s8 4:58.09 by andrewg on March 25 2014] =====&lt;br /&gt;
Former World Record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l on June 25 2014] =====&lt;br /&gt;
Current World Record. He did not do the fastest possible 4-2 and did the bullet bill glitch in 8-2 instead to achieve the first 4:57.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== 4:57s ====&lt;br /&gt;
4:57 has been achieved by 1 person: i_o_l&lt;br /&gt;
==== 4:58s ====&lt;br /&gt;
4:58 has been achieved by 4 persons: andrewg, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [https://www.youtube.com/watch?v=XM1jEUtr5hQ 4:58.35 by Kosmicd12 on September 25 2013] =====&lt;br /&gt;
The third best time currently and the second best time at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He was trying to achieve the first 4:57 and World Record, but couldn't complete a run before his 2 year break from speedrunning.&lt;br /&gt;
===== [http://www.twitch.tv/darbian/c/5498914 4:58.37 by darbian on November 14 2014] =====&lt;br /&gt;
The fourth best time currently and at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He is currently trying for 4:57/World Record.&lt;br /&gt;
&lt;br /&gt;
==== 4:59s ====&lt;br /&gt;
4:59 has been achieved by at least 8 persons: andrewg, 蛍火 (Hotarubi), オホン (Ohon), ヒダリー (Hidari), Kosmicd12, DoorTK, i_o_l, darbian (in this order)&amp;lt;br&amp;gt;&lt;br /&gt;
It was not common to archive video in the Japanese community at the moment, so the precise time of Hotarubi's, Ohon's and Hidari's runs cannot be determined; it is possible one of them would have been a World Record at the time it happened.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Warpless ==&lt;br /&gt;
===World Record Progression===&lt;br /&gt;
===== 22:42 by Cam Allen =====&lt;br /&gt;
===== 21:33 by Cam Allen on August 6 2004 =====&lt;br /&gt;
Former Twin Galaxies records as taken from [http://www.twingalaxies.com/showthread.php/111200-Super-Mario-Brothers-1-NES-NEW-Fastest-Completion-WR! this article].&lt;br /&gt;
===== [https://archive.org/details/Mario1_2118 21:18 by andrewg on August 27 2005] =====&lt;br /&gt;
===== [https://archive.org/details/Mario1_allstages_1957 19:57 by andrewg on February 16 2007] ===== &lt;br /&gt;
Former World Records and both posted on SDA. Played completely as small Mario and with several safety strategies. He did not enter the pipe in 1-1 or do the Wrong Warp in 8-4 as this was banned under Twin Galaxies rules.&lt;br /&gt;
===== [https://youtu.be/gIayBg3g4FI 19:40 by andrewg on March 12 2008] =====&lt;br /&gt;
Former World Record and the current run on SDA. Played completely as small Mario and with several safety strategies.&lt;br /&gt;
===== [https://youtu.be/99Wi1BSaXqQ 19:34 by Kosmicd12 on November 28 2012] =====&lt;br /&gt;
Former World Record. Played completely as small Mario and with several safety strategies. This run was performed on the Wii Virtual Console, which runs at ~99.5% speed, which cost him about 5 seconds overall.&lt;br /&gt;
===== [http://firestorage.com/download/37416f72b2d054bd46ee4f0ce5e4a7ceb57faf8a 19:24 by Hotarubi on January 13 2013] =====&lt;br /&gt;
Former World Record. Andrewg has started doing Warpless runs with the fire power and achieved several runs believed to be World Records until it was pointed out that the Japanese player 蛍火 (Hotarubi) also did runs using the fire power and had achieved a better time previously.&lt;br /&gt;
===== [https://youtu.be/YB9lO_1t_oI 19:20 by andrewg on April 6 2013] =====&lt;br /&gt;
===== [https://youtu.be/zN8H4yEaGuU 19:19 by andrewg on April 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/J_StGobOH_U 19:17 by andrewg on June 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uo0UlzPcxOY 19:16 by andrewg on June 26 2013] =====&lt;br /&gt;
===== [https://youtu.be/s04Qaz2vKqo 19:15 by andrewg on August 24 2013] =====&lt;br /&gt;
Former World Records. All performed using the fire power.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12 by andrewg on November 11 2013] =====&lt;br /&gt;
Current World Record. The only major mistake is getting hit and losing the fire power in 6-4.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== sub 19:10s ====&lt;br /&gt;
sub 19:10 has been achieved by 0 persons.&lt;br /&gt;
==== sub 19:20s ====&lt;br /&gt;
sub 19:20 has been achieved by 1 person: andrewg&lt;br /&gt;
==== sub 19:30s ====&lt;br /&gt;
sub 19:30 has been achieved by at least 6 persons: 蛍火 (Hotarubi), andrewg, aTallSkinnyKid, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
&lt;br /&gt;
== Minus World Ending ==&lt;br /&gt;
===== [https://www.youtube.com/watch?v=SY4X4rEIo2A 2:35.99 by i_o_l on October 30 2013] =====&lt;br /&gt;
The first notable run of this category and current World Record.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs</id>
		<title>Super Mario Bros./Notable Runs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs"/>
				<updated>2015-03-01T23:32:58Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* 5:07 by andrewg on December 11 2011 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
==Any%==&lt;br /&gt;
===The Twin Galaxies Days===&lt;br /&gt;
The early history of this speedrun was dominated by Twin Galaxies, which started timing from pressing the start button (while today timing is started from control of the character), only tracked full seconds and banned several glitches. The times are given as Twin Galaxies timing with what it would be under current timing in brackets behind it, if it's known.&lt;br /&gt;
===== 6:22 by Rodrigo Lopes =====&lt;br /&gt;
===== 5:28 by Aaron Collins =====&lt;br /&gt;
===== 5:20 by Cam Allen =====&lt;br /&gt;
===== 5:17 by Scott Kessler =====&lt;br /&gt;
Former records on Twin Galaxies as taken from [http://www.twingalaxies.com/content.php/2577-Scott-Kessler-Attains this article].&lt;br /&gt;
===== 5:14 (5:11) by Scott Kessler on February 26 2004 =====&lt;br /&gt;
Former World Record and the first run posted on SDA. The video seems to have disappeared from the internet.&lt;br /&gt;
===== [https://archive.org/details/Mario1_510 5:13 (5:10) by Scott Kessler on April 23 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Scott was unaware that it's faster to hit the top of the flagpole and always hit it in the middle instead. He did not do the Wrong Warp and the Walljump as these were banned. He slows down at some parts.&lt;br /&gt;
===== [https://archive.org/details/Mario1_507 5:10 (5:07) by Trevor Seguin on October 9 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to the previous run by Scott Kessler, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_506 5:09 (5:06) by Trevor Seguin on November 7 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to his previous run, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_505 5:08 (5:05) by Scott Kessler on September 14 2006] =====&lt;br /&gt;
Former World Record and posted on SDA. Was considered a perfect run at the time. Still stands as a (now tied) record on Twin Galaxies.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=hP4q-B7yNUM 5:07 by andrewg on December 11 2011] =====&lt;br /&gt;
This run was done several years after the last new Twin Galaxies record and the community now mostly follows SDA's rules. Andrewg went back to get a perfect run under Twin Galaxies' ruleset, because the competition started there. Andrewg's timing of the run yielded 5:06.99, which if it was accurate would make it an unbeatable 5:06 under the old standard of always rounding down, but since then Twin Galaxies changed their method to rounding to the nearest second (which would also affect other runs such as Scott Kessler's first 5:08, which would be 5:09 instead, but it does not seem like Twin Galaxies will do retimings). A 5:06 would be possible with a near-perfect run.&lt;br /&gt;
&lt;br /&gt;
===The Hunt For 4:57===&lt;br /&gt;
Since SDA allowed heavy glitches and used to only track full second improvements the focus of runners was to reaching specific second boundaries, which were believed to be perfect, from 5:00 until 4:57, which is currently believed to be the actual limit.&lt;br /&gt;
===== [https://youtu.be/Ie4E3Bmqb5w 5:00.6 by andrewg on April 10 2007] =====&lt;br /&gt;
Former World Record and posted on SDA. The run uses a slow Wrong Warp method, because it was not yet known that the piranha plant can be despawned. Other subtle mistakes such as not hitting every flagpole at the top cost some framerules. There is a notable mistake in 8-4, where he pauses before going down a pipe, but it was believed to be irrelevant as far as reaching 4:59 was concerned.&lt;br /&gt;
===== [https://youtu.be/qTeXhU71fSE 5:00.4 by andrewg on December 23 2010] =====&lt;br /&gt;
Former World Record&lt;br /&gt;
=====  [https://youtu.be/bRyhpxR3l_g 4:59.4 by andrewg on December 24 2010] =====&lt;br /&gt;
Former World Record and posted on SDA. Slight optimizations allowed for 4:59, but the strats are still very similiar to the 5:00 runs.&lt;br /&gt;
===== [https://youtu.be/kcmKPmj9yeE 4:58.89 by andrewg on December 15 2011] =====&lt;br /&gt;
Former World Record and the current run on SDA. Improvements came from the discovery that it is faster to hit the top of the flagpole and that the piranha plant in 4-2 can be despawned by hitting the vine block. Andrewg was already aware that 4:57 was possible with a close-to-perfect run, but doubted it would ever be reached.&lt;br /&gt;
===== [https://youtu.be/Kwl9r6eq10A 4:58.78 by andrewg on January 15 2013] =====&lt;br /&gt;
===== [https://youtu.be/Kf0rYFGRTyU 4:58.56 by andrewg on January 19 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uzdhro7jrkc 4:58.51 by andrewg on March 21 2013] =====&lt;br /&gt;
===== [https://youtu.be/XRnebS1Kb28 4:58.34 by andrewg on May 19 2013] =====&lt;br /&gt;
Former World Records. A year after achieving 4:58 andrewg started going for 4:57 and these are some of his steps towards it.&lt;br /&gt;
===== [https://youtu.be/m_G-ErpZaFU 4:58.15 by andrewg on July 1 2013] =====&lt;br /&gt;
Former World Record and the first run that lost no time until 8-4 besides not doing the bullet bill glitch, which was believed to be impossible at the time. It was on pace for 4:57 until a small mistake during the Wrong Warp in 8-4.&lt;br /&gt;
===== [https://youtu.be/xuXYuUMcxyE 4:58.14 by andrewg on October 7 2013] =====&lt;br /&gt;
Former World Record and a 1 frame improvement over the previous record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=vqiEdTiT6s8 4:58.09 by andrewg on March 25 2014] =====&lt;br /&gt;
Former World Record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l on June 25 2014] =====&lt;br /&gt;
Current World Record. He did not do the fastest possible 4-2 and did the bullet bill glitch in 8-2 instead to achieve the first 4:57.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== 4:57s ====&lt;br /&gt;
4:57 has been achieved by 1 person: i_o_l&lt;br /&gt;
==== 4:58s ====&lt;br /&gt;
4:58 has been achieved by 4 persons: andrewg, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [https://www.youtube.com/watch?v=XM1jEUtr5hQ 4:58.35 by Kosmicd12 on September 25 2013] =====&lt;br /&gt;
The third best time currently and the second best time at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He was trying to achieve the first 4:57 and World Record, but couldn't complete a run before his 2 year break from speedrunning.&lt;br /&gt;
===== [http://www.twitch.tv/darbian/c/5498914 4:58.37 by darbian on November 14 2014] =====&lt;br /&gt;
The fourth best time currently and at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He is currently trying for 4:57/World Record.&lt;br /&gt;
&lt;br /&gt;
==== 4:59s ====&lt;br /&gt;
4:59 has been achieved by at least 8 persons: andrewg, 蛍火 (Hotarubi), オホン (Ohon), ヒダリー (Hidari), Kosmicd12, DoorTK, i_o_l, darbian (in this order)&amp;lt;br&amp;gt;&lt;br /&gt;
It was not common to archive video in the Japanese community at the moment, so the precise time of Hotarubi's, Ohon's and Hidari's runs cannot be determined; it is possible one of them would have been a World Record at the time it happened.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Warpless ==&lt;br /&gt;
===World Record Progression===&lt;br /&gt;
===== 22:42 by Cam Allen =====&lt;br /&gt;
===== 21:33 by Cam Allen on August 6 2004 =====&lt;br /&gt;
Former Twin Galaxies records as taken from [http://www.twingalaxies.com/showthread.php/111200-Super-Mario-Brothers-1-NES-NEW-Fastest-Completion-WR! this article].&lt;br /&gt;
===== [https://archive.org/details/Mario1_2118 21:18 by andrewg on August 27 2005] =====&lt;br /&gt;
===== [https://archive.org/details/Mario1_allstages_1957 19:57 by andrewg on February 16 2007] ===== &lt;br /&gt;
Former World Records and both posted on SDA. Played completely as small Mario and with several safety strategies. He did not enter the pipe in 1-1 or do the Wrong Warp in 8-4 as this was banned under Twin Galaxies rules.&lt;br /&gt;
===== [https://youtu.be/gIayBg3g4FI 19:40 by andrewg on March 12 2008] =====&lt;br /&gt;
Former World Record and the current run on SDA. Played completely as small Mario and with several safety strategies.&lt;br /&gt;
===== [https://youtu.be/99Wi1BSaXqQ 19:34 by Kosmicd12 on November 28 2012] =====&lt;br /&gt;
Former World Record. Played completely as small Mario and with several safety strategies. This run was performed on the Wii Virtual Console, which runs at ~99.5% speed, which cost him about 5 seconds overall.&lt;br /&gt;
===== [http://firestorage.com/download/37416f72b2d054bd46ee4f0ce5e4a7ceb57faf8a 19:24 by Hotarubi on January 13 2013] =====&lt;br /&gt;
Former World Record. Andrewg has started doing Warpless runs with the fire power and achieved several runs believed to be World Records until it was pointed out that the Japanese player 蛍火 (Hotarubi) also did runs using the fire power and had achieved a better time previously.&lt;br /&gt;
===== [https://youtu.be/YB9lO_1t_oI 19:20 by andrewg on April 6 2013] =====&lt;br /&gt;
===== [https://youtu.be/zN8H4yEaGuU 19:19 by andrewg on April 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/J_StGobOH_U 19:17 by andrewg on June 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uo0UlzPcxOY 19:16 by andrewg on June 26 2013] =====&lt;br /&gt;
===== [https://youtu.be/s04Qaz2vKqo 19:15 by andrewg on August 24 2013] =====&lt;br /&gt;
Former World Records. All performed using the fire power.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12 by andrewg on November 11 2013] =====&lt;br /&gt;
Current World Record. The only major mistake is getting hit and losing the fire power in 6-4.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== sub 19:10s ====&lt;br /&gt;
sub 19:10 has been achieved by 0 persons.&lt;br /&gt;
==== sub 19:20s ====&lt;br /&gt;
sub 19:20 has been achieved by 1 person: andrewg&lt;br /&gt;
==== sub 19:30s ====&lt;br /&gt;
sub 19:30 has been achieved by at least 6 persons: 蛍火 (Hotarubi), andrewg, aTallSkinnyKid, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
&lt;br /&gt;
== Minus World Ending ==&lt;br /&gt;
===== [https://www.youtube.com/watch?v=SY4X4rEIo2A 2:35.99 by i_o_l on October 30 2013] =====&lt;br /&gt;
The first notable run of this category and current World Record.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs</id>
		<title>Super Mario Bros./Notable Runs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs"/>
				<updated>2015-03-01T23:31:28Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
==Any%==&lt;br /&gt;
===The Twin Galaxies Days===&lt;br /&gt;
The early history of this speedrun was dominated by Twin Galaxies, which started timing from pressing the start button (while today timing is started from control of the character), only tracked full seconds and banned several glitches. The times are given as Twin Galaxies timing with what it would be under current timing in brackets behind it, if it's known.&lt;br /&gt;
===== 6:22 by Rodrigo Lopes =====&lt;br /&gt;
===== 5:28 by Aaron Collins =====&lt;br /&gt;
===== 5:20 by Cam Allen =====&lt;br /&gt;
===== 5:17 by Scott Kessler =====&lt;br /&gt;
Former records on Twin Galaxies as taken from [http://www.twingalaxies.com/content.php/2577-Scott-Kessler-Attains this article].&lt;br /&gt;
===== 5:14 (5:11) by Scott Kessler on February 26 2004 =====&lt;br /&gt;
Former World Record and the first run posted on SDA. The video seems to have disappeared from the internet.&lt;br /&gt;
===== [https://archive.org/details/Mario1_510 5:13 (5:10) by Scott Kessler on April 23 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Scott was unaware that it's faster to hit the top of the flagpole and always hit it in the middle instead. He did not do the Wrong Warp and the Walljump as these were banned. He slows down at some parts.&lt;br /&gt;
===== [https://archive.org/details/Mario1_507 5:10 (5:07) by Trevor Seguin on October 9 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to the previous run by Scott Kessler, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_506 5:09 (5:06) by Trevor Seguin on November 7 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to his previous run, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_505 5:08 (5:05) by Scott Kessler on September 14 2006] =====&lt;br /&gt;
Former World Record and posted on SDA. Was considered a perfect run at the time. Still stands as a (now tied) record on Twin Galaxies.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=hP4q-B7yNUM 5:07 by andrewg on December 11 2011] =====&lt;br /&gt;
This run was done several years after the last new Twin Galaxies record and the community now mostly follows SDA's rules. Andrewg went back to get a perfect run under Twin Galaxies' ruleset, because the competition started there. Andrewg's timing of the run yielded 5:06.99, which if it was accurate would make it a 5:06 under the old standard of always rounding down, but since then Twin Galaxies changed their method to rounding to the nearest second (which would also affect other runs such as Scott Kessler's first 5:08, which would be 5:09 instead, but it does not seem like Twin Galaxies will do retimings). A 5:06 would be possible with a near-perfect run.&lt;br /&gt;
&lt;br /&gt;
===The Hunt For 4:57===&lt;br /&gt;
Since SDA allowed heavy glitches and used to only track full second improvements the focus of runners was to reaching specific second boundaries, which were believed to be perfect, from 5:00 until 4:57, which is currently believed to be the actual limit.&lt;br /&gt;
===== [https://youtu.be/Ie4E3Bmqb5w 5:00.6 by andrewg on April 10 2007] =====&lt;br /&gt;
Former World Record and posted on SDA. The run uses a slow Wrong Warp method, because it was not yet known that the piranha plant can be despawned. Other subtle mistakes such as not hitting every flagpole at the top cost some framerules. There is a notable mistake in 8-4, where he pauses before going down a pipe, but it was believed to be irrelevant as far as reaching 4:59 was concerned.&lt;br /&gt;
===== [https://youtu.be/qTeXhU71fSE 5:00.4 by andrewg on December 23 2010] =====&lt;br /&gt;
Former World Record&lt;br /&gt;
=====  [https://youtu.be/bRyhpxR3l_g 4:59.4 by andrewg on December 24 2010] =====&lt;br /&gt;
Former World Record and posted on SDA. Slight optimizations allowed for 4:59, but the strats are still very similiar to the 5:00 runs.&lt;br /&gt;
===== [https://youtu.be/kcmKPmj9yeE 4:58.89 by andrewg on December 15 2011] =====&lt;br /&gt;
Former World Record and the current run on SDA. Improvements came from the discovery that it is faster to hit the top of the flagpole and that the piranha plant in 4-2 can be despawned by hitting the vine block. Andrewg was already aware that 4:57 was possible with a close-to-perfect run, but doubted it would ever be reached.&lt;br /&gt;
===== [https://youtu.be/Kwl9r6eq10A 4:58.78 by andrewg on January 15 2013] =====&lt;br /&gt;
===== [https://youtu.be/Kf0rYFGRTyU 4:58.56 by andrewg on January 19 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uzdhro7jrkc 4:58.51 by andrewg on March 21 2013] =====&lt;br /&gt;
===== [https://youtu.be/XRnebS1Kb28 4:58.34 by andrewg on May 19 2013] =====&lt;br /&gt;
Former World Records. A year after achieving 4:58 andrewg started going for 4:57 and these are some of his steps towards it.&lt;br /&gt;
===== [https://youtu.be/m_G-ErpZaFU 4:58.15 by andrewg on July 1 2013] =====&lt;br /&gt;
Former World Record and the first run that lost no time until 8-4 besides not doing the bullet bill glitch, which was believed to be impossible at the time. It was on pace for 4:57 until a small mistake during the Wrong Warp in 8-4.&lt;br /&gt;
===== [https://youtu.be/xuXYuUMcxyE 4:58.14 by andrewg on October 7 2013] =====&lt;br /&gt;
Former World Record and a 1 frame improvement over the previous record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=vqiEdTiT6s8 4:58.09 by andrewg on March 25 2014] =====&lt;br /&gt;
Former World Record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l on June 25 2014] =====&lt;br /&gt;
Current World Record. He did not do the fastest possible 4-2 and did the bullet bill glitch in 8-2 instead to achieve the first 4:57.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== 4:57s ====&lt;br /&gt;
4:57 has been achieved by 1 person: i_o_l&lt;br /&gt;
==== 4:58s ====&lt;br /&gt;
4:58 has been achieved by 4 persons: andrewg, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [https://www.youtube.com/watch?v=XM1jEUtr5hQ 4:58.35 by Kosmicd12 on September 25 2013] =====&lt;br /&gt;
The third best time currently and the second best time at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He was trying to achieve the first 4:57 and World Record, but couldn't complete a run before his 2 year break from speedrunning.&lt;br /&gt;
===== [http://www.twitch.tv/darbian/c/5498914 4:58.37 by darbian on November 14 2014] =====&lt;br /&gt;
The fourth best time currently and at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He is currently trying for 4:57/World Record.&lt;br /&gt;
&lt;br /&gt;
==== 4:59s ====&lt;br /&gt;
4:59 has been achieved by at least 8 persons: andrewg, 蛍火 (Hotarubi), オホン (Ohon), ヒダリー (Hidari), Kosmicd12, DoorTK, i_o_l, darbian (in this order)&amp;lt;br&amp;gt;&lt;br /&gt;
It was not common to archive video in the Japanese community at the moment, so the precise time of Hotarubi's, Ohon's and Hidari's runs cannot be determined; it is possible one of them would have been a World Record at the time it happened.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Warpless ==&lt;br /&gt;
===World Record Progression===&lt;br /&gt;
===== 22:42 by Cam Allen =====&lt;br /&gt;
===== 21:33 by Cam Allen on August 6 2004 =====&lt;br /&gt;
Former Twin Galaxies records as taken from [http://www.twingalaxies.com/showthread.php/111200-Super-Mario-Brothers-1-NES-NEW-Fastest-Completion-WR! this article].&lt;br /&gt;
===== [https://archive.org/details/Mario1_2118 21:18 by andrewg on August 27 2005] =====&lt;br /&gt;
===== [https://archive.org/details/Mario1_allstages_1957 19:57 by andrewg on February 16 2007] ===== &lt;br /&gt;
Former World Records and both posted on SDA. Played completely as small Mario and with several safety strategies. He did not enter the pipe in 1-1 or do the Wrong Warp in 8-4 as this was banned under Twin Galaxies rules.&lt;br /&gt;
===== [https://youtu.be/gIayBg3g4FI 19:40 by andrewg on March 12 2008] =====&lt;br /&gt;
Former World Record and the current run on SDA. Played completely as small Mario and with several safety strategies.&lt;br /&gt;
===== [https://youtu.be/99Wi1BSaXqQ 19:34 by Kosmicd12 on November 28 2012] =====&lt;br /&gt;
Former World Record. Played completely as small Mario and with several safety strategies. This run was performed on the Wii Virtual Console, which runs at ~99.5% speed, which cost him about 5 seconds overall.&lt;br /&gt;
===== [http://firestorage.com/download/37416f72b2d054bd46ee4f0ce5e4a7ceb57faf8a 19:24 by Hotarubi on January 13 2013] =====&lt;br /&gt;
Former World Record. Andrewg has started doing Warpless runs with the fire power and achieved several runs believed to be World Records until it was pointed out that the Japanese player 蛍火 (Hotarubi) also did runs using the fire power and had achieved a better time previously.&lt;br /&gt;
===== [https://youtu.be/YB9lO_1t_oI 19:20 by andrewg on April 6 2013] =====&lt;br /&gt;
===== [https://youtu.be/zN8H4yEaGuU 19:19 by andrewg on April 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/J_StGobOH_U 19:17 by andrewg on June 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uo0UlzPcxOY 19:16 by andrewg on June 26 2013] =====&lt;br /&gt;
===== [https://youtu.be/s04Qaz2vKqo 19:15 by andrewg on August 24 2013] =====&lt;br /&gt;
Former World Records. All performed using the fire power.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12 by andrewg on November 11 2013] =====&lt;br /&gt;
Current World Record. The only major mistake is getting hit and losing the fire power in 6-4.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== sub 19:10s ====&lt;br /&gt;
sub 19:10 has been achieved by 0 persons.&lt;br /&gt;
==== sub 19:20s ====&lt;br /&gt;
sub 19:20 has been achieved by 1 person: andrewg&lt;br /&gt;
==== sub 19:30s ====&lt;br /&gt;
sub 19:30 has been achieved by at least 6 persons: 蛍火 (Hotarubi), andrewg, aTallSkinnyKid, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
&lt;br /&gt;
== Minus World Ending ==&lt;br /&gt;
===== [https://www.youtube.com/watch?v=SY4X4rEIo2A 2:35.99 by i_o_l on October 30 2013] =====&lt;br /&gt;
The first notable run of this category and current World Record.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros.:The_Lost_Levels/Version_Differences</id>
		<title>Super Mario Bros.:The Lost Levels/Version Differences</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros.:The_Lost_Levels/Version_Differences"/>
				<updated>2015-02-26T22:46:53Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* Differences from the NES version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
&lt;br /&gt;
[[Super Mario Bros.:The Lost Levels]] was initially released for the Famicom Disk System. Due to its similiarity with [[Super Mario Bros.]] and high difficulty it was not released outside Japan in its original form until the Wii Virtual Console release, but a remake of it made it into the SNES [[Super Mario All-Stars]] game collection.&amp;lt;br&amp;gt;&lt;br /&gt;
The framerate of the Famicom is 39375000/655171 ~= 60.09881387708959.&lt;br /&gt;
&lt;br /&gt;
==Super Mario All-Stars==&lt;br /&gt;
Framerate: 39375000/655171 ~= 60.09881387708959 (SNES NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ~59.824 (Wii VC NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros. has been remade for the SNES and bundled with other games in the series. The graphics have been updated and some glitches are fixed.&amp;lt;br&amp;gt;&lt;br /&gt;
There is also a version which contains Super Mario World too.&amp;lt;br&amp;gt;&lt;br /&gt;
=====Differences from the NES version=====&lt;br /&gt;
* The hitboxes are less forgiving, especially notable with the Piranha Plants.&lt;br /&gt;
* Luigi still accelerates less quickly than Mario, but the difference is less.&lt;br /&gt;
* World 9 does not loop anymore and you retain your life count instead of having it set to 1. You go to World A after finishing 9-4 instead.&lt;br /&gt;
* The bonus world A-D come directly after 8-4 (or world 9-4, if you play without warps) instead of having to beat the game 8 times and having to use a code on the title screen to play them as in the original.&lt;br /&gt;
* You start with 5 instead of 3 lives.&lt;br /&gt;
* Losing all lives makes you restart from the start of the level instead of the start of the world.&lt;br /&gt;
* As big Mario/Luigi, you can get your head stuck in the ceiling when breaking a brick. This brings you to a stop in the air and you lose your speed.&lt;br /&gt;
* There are new level transitions screen, which you have to skip (or wait out and lose time).&lt;br /&gt;
* There is a sound clue in maze levels to tell you, if you are on the right path or not.&lt;br /&gt;
* There are no checkpoints in the bonus worlds.&lt;br /&gt;
* The Hammer Brothers in the bonus worlds now always charge at you.&lt;br /&gt;
* The Bowsers in the bonus worlds now throw hammers.&lt;br /&gt;
* In the bonus worlds, the enemies move quickly if you beat 8-4 without using warps. If you beat 8-4 using warps, the enemies will move at normal speed. If you save and quit and return to your game, enemies will move quickly.&lt;br /&gt;
* The springs in world B are less powerful.&lt;br /&gt;
* It does not happen anymore in C-2 that 2 Bullet Bills fire in rapid succession.&lt;br /&gt;
* You can finish the ending sequence of a level faster by touching the flagpole backwards (facing left).&lt;br /&gt;
* There is one less seaweed blocking your path in 3-2.&lt;br /&gt;
* The Wrong Warp in 5-2 is no longer possible.&lt;br /&gt;
* Despawning happens way less frequently.&lt;br /&gt;
&lt;br /&gt;
==Super Mario Bros. Deluxe==&lt;br /&gt;
Framerate: ~61.17045102596282958984 (Super Game Boy 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ~59.7275005696058 (GB/GBC/GBA/SGB2)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ? (Game Boy Player)&amp;lt;br&amp;gt;&lt;br /&gt;
This is a remake for the GameBoy Color with both the prequel and this game. You need to beat the first game to unlock Lost Levels. It has a different engine and many glitches fixed. The graphics resemble the original [[Super Mario Bros.]] more and new elements such as the wind have been removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other rereleases, which stay close to the original==&lt;br /&gt;
====GBA rerelease====&lt;br /&gt;
Framerate: 262144 / 4389 ~= 59.72750056960583 (GBA)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ? (Game Boy Player)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros.:The Lost Levels has been part of the ''Famicom Minis Collection''.&lt;br /&gt;
&lt;br /&gt;
====3DS rerelease====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
====Wii Virtual Console rerelease====&lt;br /&gt;
Framerate (NTSC): ~59.824&amp;lt;br&amp;gt;&lt;br /&gt;
This version stays very faithful to the original, but the framerate it's a bit slower and loading times are much shorter.&amp;lt;br&amp;gt;&lt;br /&gt;
If you do no conversion to adjust for these differences, this version is faster for the Any% 8-4 category and slower for the Warpless category.&lt;br /&gt;
====Wii U Virtual Console rerelease====&lt;br /&gt;
Framerate: ?&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs</id>
		<title>Super Mario Bros./Notable Runs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs"/>
				<updated>2015-02-26T22:26:12Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* 5:06/5:07 by andrewg on December 11 2011 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
==Any%==&lt;br /&gt;
===The Twin Galaxies Days===&lt;br /&gt;
The early history of this speedrun was dominated by Twin Galaxies, which started timing from pressing the start button (while today timing is started from control of the character), only tracked full seconds and banned several glitches. The times are given as Twin Galaxies timing with what it would be under current timing in brackets behind it, if it's known.&lt;br /&gt;
===== 6:22 by Rodrigo Lopes =====&lt;br /&gt;
===== 5:28 by Aaron Collins =====&lt;br /&gt;
===== 5:20 by Cam Allen =====&lt;br /&gt;
===== 5:17 by Scott Kessler =====&lt;br /&gt;
Former records on Twin Galaxies as taken from [http://www.twingalaxies.com/content.php/2577-Scott-Kessler-Attains this article].&lt;br /&gt;
===== 5:14 (5:11) by Scott Kessler on February 26 2004 =====&lt;br /&gt;
Former World Record and the first run posted on SDA. The video seems to have disappeared from the internet.&lt;br /&gt;
===== [https://archive.org/details/Mario1_510 5:13 (5:10) by Scott Kessler on April 23 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Scott was unaware that it's faster to hit the top of the flagpole and always hit it in the middle instead. He did not do the Wrong Warp and the Walljump as these were banned. He slows down at some parts.&lt;br /&gt;
===== [https://archive.org/details/Mario1_507 5:10 (5:07) by Trevor Seguin on October 9 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to the previous run by Scott Kessler, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_506 5:09 (5:06) by Trevor Seguin on November 7 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to his previous run, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_505 5:08 (5:05) by Scott Kessler on September 14 2006] =====&lt;br /&gt;
Former World Record and posted on SDA. Was considered a perfect run at the time. Still stands as a (now tied) record on Twin Galaxies.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=hP4q-B7yNUM 5:06/5:07 by andrewg on December 11 2011] =====&lt;br /&gt;
This run was done several years after the last new Twin Galaxies record and the community now mostly follows SDA's rules. Andrewg went back to get a perfect run under Twin Galaxies' ruleset, because the competition started there. Andrewg's timing yields 5:06.99. Since Twin Galaxies uses stop watches to time runs and has no clear policy, if times are rounded to the nearest seconds or always rounded down, it is unclear, if this run would be accepted as a 5:06 or 5:07, if it was submitted. If times are rounded down and the timing is exactly accurate, this run is 5:06 and perfect. If times are rounded to the nearest second, this run is 5:07 and 5:06 may be possible with a perfect run and a bribe to the referee who uses a stopwatch to time it.&lt;br /&gt;
&lt;br /&gt;
===The Hunt For 4:57===&lt;br /&gt;
Since SDA allowed heavy glitches and used to only track full second improvements the focus of runners was to reaching specific second boundaries, which were believed to be perfect, from 5:00 until 4:57, which is currently believed to be the actual limit.&lt;br /&gt;
===== [https://youtu.be/Ie4E3Bmqb5w 5:00.6 by andrewg on April 10 2007] =====&lt;br /&gt;
Former World Record and posted on SDA. The run uses a slow Wrong Warp method, because it was not yet known that the piranha plant can be despawned. Other subtle mistakes such as not hitting every flagpole at the top cost some framerules. There is a notable mistake in 8-4, where he pauses before going down a pipe, but it was believed to be irrelevant as far as reaching 4:59 was concerned.&lt;br /&gt;
===== [https://youtu.be/qTeXhU71fSE 5:00.4 by andrewg on December 23 2010] =====&lt;br /&gt;
Former World Record&lt;br /&gt;
=====  [https://youtu.be/bRyhpxR3l_g 4:59.4 by andrewg on December 24 2010] =====&lt;br /&gt;
Former World Record and posted on SDA. Slight optimizations allowed for 4:59, but the strats are still very similiar to the 5:00 runs.&lt;br /&gt;
===== [https://youtu.be/kcmKPmj9yeE 4:58.89 by andrewg on December 15 2011] =====&lt;br /&gt;
Former World Record and the current run on SDA. Improvements came from the discovery that it is faster to hit the top of the flagpole and that the piranha plant in 4-2 can be despawned by hitting the vine block. Andrewg was already aware that 4:57 was possible with a close-to-perfect run, but doubted it would ever be reached.&lt;br /&gt;
===== [https://youtu.be/Kwl9r6eq10A 4:58.78 by andrewg on January 15 2013] =====&lt;br /&gt;
===== [https://youtu.be/Kf0rYFGRTyU 4:58.56 by andrewg on January 19 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uzdhro7jrkc 4:58.51 by andrewg on March 21 2013] =====&lt;br /&gt;
===== [https://youtu.be/XRnebS1Kb28 4:58.34 by andrewg on May 19 2013] =====&lt;br /&gt;
Former World Records. A year after achieving 4:58 andrewg started going for 4:57 and these are some of his steps towards it.&lt;br /&gt;
===== [https://youtu.be/m_G-ErpZaFU 4:58.15 by andrewg on July 1 2013] =====&lt;br /&gt;
Former World Record and the first run that lost no time until 8-4 besides not doing the bullet bill glitch, which was believed to be impossible at the time. It was on pace for 4:57 until a small mistake during the Wrong Warp in 8-4.&lt;br /&gt;
===== [https://youtu.be/xuXYuUMcxyE 4:58.14 by andrewg on October 7 2013] =====&lt;br /&gt;
Former World Record and a 1 frame improvement over the previous record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=vqiEdTiT6s8 4:58.09 by andrewg on March 25 2014] =====&lt;br /&gt;
Former World Record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l on June 25 2014] =====&lt;br /&gt;
Current World Record. He did not do the fastest possible 4-2 and did the bullet bill glitch in 8-2 instead to achieve the first 4:57.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== 4:57s ====&lt;br /&gt;
4:57 has been achieved by 1 person: i_o_l&lt;br /&gt;
==== 4:58s ====&lt;br /&gt;
4:58 has been achieved by 4 persons: andrewg, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [https://www.youtube.com/watch?v=XM1jEUtr5hQ 4:58.35 by Kosmicd12 on September 25 2013] =====&lt;br /&gt;
The third best time currently and the second best time at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He was trying to achieve the first 4:57 and World Record, but couldn't complete a run before his 2 year break from speedrunning.&lt;br /&gt;
===== [http://www.twitch.tv/darbian/c/5498914 4:58.37 by darbian on November 14 2014] =====&lt;br /&gt;
The fourth best time currently and at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He is currently trying for 4:57/World Record.&lt;br /&gt;
&lt;br /&gt;
==== 4:59s ====&lt;br /&gt;
4:59 has been achieved by at least 8 persons: andrewg, 蛍火 (Hotarubi), オホン (Ohon), ヒダリー (Hidari), Kosmicd12, DoorTK, i_o_l, darbian (in this order)&amp;lt;br&amp;gt;&lt;br /&gt;
It was not common to archive video in the Japanese community at the moment, so the precise time of Hotarubi's, Ohon's and Hidari's runs cannot be determined; it is possible one of them would have been a World Record at the time it happened.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Warpless ==&lt;br /&gt;
===World Record Progression===&lt;br /&gt;
===== 22:42 by Cam Allen =====&lt;br /&gt;
===== 21:33 by Cam Allen on August 6 2004 =====&lt;br /&gt;
Former Twin Galaxies records as taken from [http://www.twingalaxies.com/showthread.php/111200-Super-Mario-Brothers-1-NES-NEW-Fastest-Completion-WR! this article].&lt;br /&gt;
===== [https://archive.org/details/Mario1_2118 21:18 by andrewg on August 27 2005] =====&lt;br /&gt;
===== [https://archive.org/details/Mario1_allstages_1957 19:57 by andrewg on February 16 2007] ===== &lt;br /&gt;
Former World Records and both posted on SDA. Played completely as small Mario and with several safety strategies. He did not enter the pipe in 1-1 or do the Wrong Warp in 8-4 as this was banned under Twin Galaxies rules.&lt;br /&gt;
===== [https://youtu.be/gIayBg3g4FI 19:40 by andrewg on March 12 2008] =====&lt;br /&gt;
Former World Record and the current run on SDA. Played completely as small Mario and with several safety strategies.&lt;br /&gt;
===== [https://youtu.be/99Wi1BSaXqQ 19:34 by Kosmicd12 on November 28 2012] =====&lt;br /&gt;
Former World Record. Played completely as small Mario and with several safety strategies. This run was performed on the Wii Virtual Console, which runs at ~99.5% speed, which cost him about 5 seconds overall.&lt;br /&gt;
===== [http://firestorage.com/download/37416f72b2d054bd46ee4f0ce5e4a7ceb57faf8a 19:24 by Hotarubi on January 13 2013] =====&lt;br /&gt;
Former World Record. Andrewg has started doing Warpless runs with the fire power and achieved several runs believed to be World Records until it was pointed out that the Japanese player 蛍火 (Hotarubi) also did runs using the fire power and had achieved a better time previously.&lt;br /&gt;
===== [https://youtu.be/YB9lO_1t_oI 19:20 by andrewg on April 6 2013] =====&lt;br /&gt;
===== [https://youtu.be/zN8H4yEaGuU 19:19 by andrewg on April 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/J_StGobOH_U 19:17 by andrewg on June 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uo0UlzPcxOY 19:16 by andrewg on June 26 2013] =====&lt;br /&gt;
===== [https://youtu.be/s04Qaz2vKqo 19:15 by andrewg on August 24 2013] =====&lt;br /&gt;
Former World Records. All performed using the fire power.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12 by andrewg on November 11 2013] =====&lt;br /&gt;
Current World Record. The only major mistake is getting hit and losing the fire power in 6-4.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== sub 19:10s ====&lt;br /&gt;
sub 19:10 has been achieved by 0 persons.&lt;br /&gt;
==== sub 19:20s ====&lt;br /&gt;
sub 19:20 has been achieved by 1 person: andrewg&lt;br /&gt;
==== sub 19:30s ====&lt;br /&gt;
sub 19:30 has been achieved by at least 6 persons: 蛍火 (Hotarubi), andrewg, aTallSkinnyKid, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
&lt;br /&gt;
== Minus World Ending ==&lt;br /&gt;
===== [https://www.youtube.com/watch?v=SY4X4rEIo2A 2:35.99 by i_o_l on October 30 2013] =====&lt;br /&gt;
The first notable run of this category and current World Record.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs</id>
		<title>Super Mario Bros./Notable Runs</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros./Notable_Runs"/>
				<updated>2015-02-26T22:24:19Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
==Any%==&lt;br /&gt;
===The Twin Galaxies Days===&lt;br /&gt;
The early history of this speedrun was dominated by Twin Galaxies, which started timing from pressing the start button (while today timing is started from control of the character), only tracked full seconds and banned several glitches. The times are given as Twin Galaxies timing with what it would be under current timing in brackets behind it, if it's known.&lt;br /&gt;
===== 6:22 by Rodrigo Lopes =====&lt;br /&gt;
===== 5:28 by Aaron Collins =====&lt;br /&gt;
===== 5:20 by Cam Allen =====&lt;br /&gt;
===== 5:17 by Scott Kessler =====&lt;br /&gt;
Former records on Twin Galaxies as taken from [http://www.twingalaxies.com/content.php/2577-Scott-Kessler-Attains this article].&lt;br /&gt;
===== 5:14 (5:11) by Scott Kessler on February 26 2004 =====&lt;br /&gt;
Former World Record and the first run posted on SDA. The video seems to have disappeared from the internet.&lt;br /&gt;
===== [https://archive.org/details/Mario1_510 5:13 (5:10) by Scott Kessler on April 23 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Scott was unaware that it's faster to hit the top of the flagpole and always hit it in the middle instead. He did not do the Wrong Warp and the Walljump as these were banned. He slows down at some parts.&lt;br /&gt;
===== [https://archive.org/details/Mario1_507 5:10 (5:07) by Trevor Seguin on October 9 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to the previous run by Scott Kessler, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_506 5:09 (5:06) by Trevor Seguin on November 7 2004] =====&lt;br /&gt;
Former World Record and posted on SDA. Similiar to his previous run, but better executed.&lt;br /&gt;
===== [https://archive.org/details/Mario1_505 5:08 (5:05) by Scott Kessler on September 14 2006] =====&lt;br /&gt;
Former World Record and posted on SDA. Was considered a perfect run at the time. Still stands as a (now tied) record on Twin Galaxies.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=hP4q-B7yNUM 5:06/5:07 by andrewg on December 11 2011] =====&lt;br /&gt;
This run was done several years after the last new Twin Galaxies record and the community now mostly follows SDA's rules. Andrewg went back to get a perfect run under Twin Galaxies' ruleset, because the competition started there. The exact time is 5:06.99. Since Twin Galaxies uses stop watches to time runs and has no clear policy, if times are rounded to the nearest seconds or always rounded down, it is unclear, if this run would be accepted as a 5:06 or 5:07, if it was submitted. If times are rounded down and the timing is exactly accurate, this run is 5:06 and perfect. If times are rounded to the nearest second, this run is 5:07 and 5:06 may be possible with a perfect run and a bribe to the referee who uses a stopwatch to time it.&lt;br /&gt;
&lt;br /&gt;
===The Hunt For 4:57===&lt;br /&gt;
Since SDA allowed heavy glitches and used to only track full second improvements the focus of runners was to reaching specific second boundaries, which were believed to be perfect, from 5:00 until 4:57, which is currently believed to be the actual limit.&lt;br /&gt;
===== [https://youtu.be/Ie4E3Bmqb5w 5:00.6 by andrewg on April 10 2007] =====&lt;br /&gt;
Former World Record and posted on SDA. The run uses a slow Wrong Warp method, because it was not yet known that the piranha plant can be despawned. Other subtle mistakes such as not hitting every flagpole at the top cost some framerules. There is a notable mistake in 8-4, where he pauses before going down a pipe, but it was believed to be irrelevant as far as reaching 4:59 was concerned.&lt;br /&gt;
===== [https://youtu.be/qTeXhU71fSE 5:00.4 by andrewg on December 23 2010] =====&lt;br /&gt;
Former World Record&lt;br /&gt;
=====  [https://youtu.be/bRyhpxR3l_g 4:59.4 by andrewg on December 24 2010] =====&lt;br /&gt;
Former World Record and posted on SDA. Slight optimizations allowed for 4:59, but the strats are still very similiar to the 5:00 runs.&lt;br /&gt;
===== [https://youtu.be/kcmKPmj9yeE 4:58.89 by andrewg on December 15 2011] =====&lt;br /&gt;
Former World Record and the current run on SDA. Improvements came from the discovery that it is faster to hit the top of the flagpole and that the piranha plant in 4-2 can be despawned by hitting the vine block. Andrewg was already aware that 4:57 was possible with a close-to-perfect run, but doubted it would ever be reached.&lt;br /&gt;
===== [https://youtu.be/Kwl9r6eq10A 4:58.78 by andrewg on January 15 2013] =====&lt;br /&gt;
===== [https://youtu.be/Kf0rYFGRTyU 4:58.56 by andrewg on January 19 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uzdhro7jrkc 4:58.51 by andrewg on March 21 2013] =====&lt;br /&gt;
===== [https://youtu.be/XRnebS1Kb28 4:58.34 by andrewg on May 19 2013] =====&lt;br /&gt;
Former World Records. A year after achieving 4:58 andrewg started going for 4:57 and these are some of his steps towards it.&lt;br /&gt;
===== [https://youtu.be/m_G-ErpZaFU 4:58.15 by andrewg on July 1 2013] =====&lt;br /&gt;
Former World Record and the first run that lost no time until 8-4 besides not doing the bullet bill glitch, which was believed to be impossible at the time. It was on pace for 4:57 until a small mistake during the Wrong Warp in 8-4.&lt;br /&gt;
===== [https://youtu.be/xuXYuUMcxyE 4:58.14 by andrewg on October 7 2013] =====&lt;br /&gt;
Former World Record and a 1 frame improvement over the previous record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=vqiEdTiT6s8 4:58.09 by andrewg on March 25 2014] =====&lt;br /&gt;
Former World Record. As the previous run it was on pace for 4:57 entering 8-4, but small mistakes such as hitting the pipe at the end of the swimming section too high cost it him again.&lt;br /&gt;
===== [https://www.youtube.com/watch?v=JQ24UHbhFM8 4:57.69 by i_o_l on June 25 2014] =====&lt;br /&gt;
Current World Record. He did not do the fastest possible 4-2 and did the bullet bill glitch in 8-2 instead to achieve the first 4:57.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== 4:57s ====&lt;br /&gt;
4:57 has been achieved by 1 person: i_o_l&lt;br /&gt;
==== 4:58s ====&lt;br /&gt;
4:58 has been achieved by 4 persons: andrewg, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
===== [https://www.youtube.com/watch?v=XM1jEUtr5hQ 4:58.35 by Kosmicd12 on September 25 2013] =====&lt;br /&gt;
The third best time currently and the second best time at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He was trying to achieve the first 4:57 and World Record, but couldn't complete a run before his 2 year break from speedrunning.&lt;br /&gt;
===== [http://www.twitch.tv/darbian/c/5498914 4:58.37 by darbian on November 14 2014] =====&lt;br /&gt;
The fourth best time currently and at the time it happened. A perfect run besides the 2 jump 4-2 and the bullet bill glitch. He is currently trying for 4:57/World Record.&lt;br /&gt;
&lt;br /&gt;
==== 4:59s ====&lt;br /&gt;
4:59 has been achieved by at least 8 persons: andrewg, 蛍火 (Hotarubi), オホン (Ohon), ヒダリー (Hidari), Kosmicd12, DoorTK, i_o_l, darbian (in this order)&amp;lt;br&amp;gt;&lt;br /&gt;
It was not common to archive video in the Japanese community at the moment, so the precise time of Hotarubi's, Ohon's and Hidari's runs cannot be determined; it is possible one of them would have been a World Record at the time it happened.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Warpless ==&lt;br /&gt;
===World Record Progression===&lt;br /&gt;
===== 22:42 by Cam Allen =====&lt;br /&gt;
===== 21:33 by Cam Allen on August 6 2004 =====&lt;br /&gt;
Former Twin Galaxies records as taken from [http://www.twingalaxies.com/showthread.php/111200-Super-Mario-Brothers-1-NES-NEW-Fastest-Completion-WR! this article].&lt;br /&gt;
===== [https://archive.org/details/Mario1_2118 21:18 by andrewg on August 27 2005] =====&lt;br /&gt;
===== [https://archive.org/details/Mario1_allstages_1957 19:57 by andrewg on February 16 2007] ===== &lt;br /&gt;
Former World Records and both posted on SDA. Played completely as small Mario and with several safety strategies. He did not enter the pipe in 1-1 or do the Wrong Warp in 8-4 as this was banned under Twin Galaxies rules.&lt;br /&gt;
===== [https://youtu.be/gIayBg3g4FI 19:40 by andrewg on March 12 2008] =====&lt;br /&gt;
Former World Record and the current run on SDA. Played completely as small Mario and with several safety strategies.&lt;br /&gt;
===== [https://youtu.be/99Wi1BSaXqQ 19:34 by Kosmicd12 on November 28 2012] =====&lt;br /&gt;
Former World Record. Played completely as small Mario and with several safety strategies. This run was performed on the Wii Virtual Console, which runs at ~99.5% speed, which cost him about 5 seconds overall.&lt;br /&gt;
===== [http://firestorage.com/download/37416f72b2d054bd46ee4f0ce5e4a7ceb57faf8a 19:24 by Hotarubi on January 13 2013] =====&lt;br /&gt;
Former World Record. Andrewg has started doing Warpless runs with the fire power and achieved several runs believed to be World Records until it was pointed out that the Japanese player 蛍火 (Hotarubi) also did runs using the fire power and had achieved a better time previously.&lt;br /&gt;
===== [https://youtu.be/YB9lO_1t_oI 19:20 by andrewg on April 6 2013] =====&lt;br /&gt;
===== [https://youtu.be/zN8H4yEaGuU 19:19 by andrewg on April 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/J_StGobOH_U 19:17 by andrewg on June 22 2013] =====&lt;br /&gt;
===== [https://youtu.be/Uo0UlzPcxOY 19:16 by andrewg on June 26 2013] =====&lt;br /&gt;
===== [https://youtu.be/s04Qaz2vKqo 19:15 by andrewg on August 24 2013] =====&lt;br /&gt;
Former World Records. All performed using the fire power.&lt;br /&gt;
===== [https://youtu.be/OElKnBYoQxo 19:12 by andrewg on November 11 2013] =====&lt;br /&gt;
Current World Record. The only major mistake is getting hit and losing the fire power in 6-4.&lt;br /&gt;
&lt;br /&gt;
===Notable Personal Bests===&lt;br /&gt;
==== sub 19:10s ====&lt;br /&gt;
sub 19:10 has been achieved by 0 persons.&lt;br /&gt;
==== sub 19:20s ====&lt;br /&gt;
sub 19:20 has been achieved by 1 person: andrewg&lt;br /&gt;
==== sub 19:30s ====&lt;br /&gt;
sub 19:30 has been achieved by at least 6 persons: 蛍火 (Hotarubi), andrewg, aTallSkinnyKid, Kosmicd12, i_o_l, darbian (in this order)&lt;br /&gt;
&lt;br /&gt;
== Minus World Ending ==&lt;br /&gt;
===== [https://www.youtube.com/watch?v=SY4X4rEIo2A 2:35.99 by i_o_l on October 30 2013] =====&lt;br /&gt;
The first notable run of this category and current World Record.&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros.:The_Lost_Levels/Version_Differences</id>
		<title>Super Mario Bros.:The Lost Levels/Version Differences</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros.:The_Lost_Levels/Version_Differences"/>
				<updated>2015-02-25T14:36:00Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: /* GBA rereleases */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
&lt;br /&gt;
[[Super Mario Bros.:The Lost Levels]] was initially released for the Famicom Disk System. Due to its similiarity with [[Super Mario Bros.]] and high difficulty it was not released outside Japan in its original form until the Wii Virtual Console release, but a remake of it made it into the SNES [[Super Mario All-Stars]] game collection.&amp;lt;br&amp;gt;&lt;br /&gt;
The framerate of the Famicom is 39375000/655171 ~= 60.09881387708959.&lt;br /&gt;
&lt;br /&gt;
==Super Mario All-Stars==&lt;br /&gt;
Framerate: 39375000/655171 ~= 60.09881387708959 (SNES NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ~59.824 (Wii VC NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros. has been remade for the SNES and bundled with other games in the series. The graphics have been updated and some glitches are fixed.&amp;lt;br&amp;gt;&lt;br /&gt;
There is also a version which contains Super Mario World too.&amp;lt;br&amp;gt;&lt;br /&gt;
=====Differences from the NES version=====&lt;br /&gt;
* The hitboxes are less forgiving, especially notable with the Piranha Plants.&lt;br /&gt;
* Luigi still accelerates less quickly than Mario, but the difference is less.&lt;br /&gt;
* World 9 does not loop anymore and you retain your life count instead of having it set to 1. You go to World A after finishing 9-4 instead.&lt;br /&gt;
* The bonus world A-D come directly after 8-4 (or world 9-4, if you play without warps) instead of having to beat the game 8 times andh aving to use a code on the title screen to play them as in the original.&lt;br /&gt;
* You start with 5 instead of 3 lives.&lt;br /&gt;
* Losing all lives makes you restart from the start of the level instead of the start of the world.&lt;br /&gt;
* As big Mario/Luigi, you can get your head stuck in the ceiling when breaking a brick due to the slightly changed physics of the characters. This brings you to a stop in the air and you lose your speed.&lt;br /&gt;
* There are new level transitions screen, which you have to skip (or wait out and lose time).&lt;br /&gt;
* There is a sound clue in maze levels to tell you, if you are on the right path or not.&lt;br /&gt;
* There are no checkpoints in the bonus worlds.&lt;br /&gt;
* The Hammer Brothers in the bonus worlds now always charge at you.&lt;br /&gt;
* The Bowsers in the bonus worlds now throw hammers.&lt;br /&gt;
* In the bonus worlds, the enemies move quickly if you beat 8-4 without using warps. If you beat 8-4 using warps, the enemies will move at normal speed. If you save and quit and return to your game, enemies will move quickly.&lt;br /&gt;
* The springs in world B are less powerful.&lt;br /&gt;
* It does not happen anymore in C-2 that 2 Bullet Bills fire in rap succession.&lt;br /&gt;
* You can finish the ending sequence of a level by touching the flagpole backwards (facing left).&lt;br /&gt;
* There is one less seaweed blocking your path in 3-2.&lt;br /&gt;
* The Wrong Warp in 5-2 is no longer possible.&lt;br /&gt;
* Despawning happens way less frequently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Mario Bros. Deluxe==&lt;br /&gt;
Framerate: ~61.17045102596282958984 (Super Game Boy 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ~59.7275005696058 (GB/GBC/GBA/SGB2)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ? (Game Boy Player)&amp;lt;br&amp;gt;&lt;br /&gt;
This is a remake for the GameBoy Color with both the prequel and this game. You need to beat the first game to unlock Lost Levels. It has a different engine and many glitches fixed. The graphics resemble the original [[Super Mario Bros.]] more and new elements such as the wind have been removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other rereleases, which stay close to the original==&lt;br /&gt;
====GBA rerelease====&lt;br /&gt;
Framerate: 262144 / 4389 ~= 59.72750056960583 (GBA)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ? (Game Boy Player)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros.:The Lost Levels has been part of the ''Famicom Minis Collection''.&lt;br /&gt;
&lt;br /&gt;
====3DS rerelease====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
====Wii Virtual Console rerelease====&lt;br /&gt;
Framerate (NTSC): ~59.824&amp;lt;br&amp;gt;&lt;br /&gt;
This version stays very faithful to the original, but the framerate it's a bit slower and loading times are much shorter.&amp;lt;br&amp;gt;&lt;br /&gt;
If you do no conversion to adjust for these differences, this version is faster for the Any% 8-4 category and slower for the Warpless category.&lt;br /&gt;
====Wii U Virtual Console rerelease====&lt;br /&gt;
Framerate: ?&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros.:The_Lost_Levels/Version_Differences</id>
		<title>Super Mario Bros.:The Lost Levels/Version Differences</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros.:The_Lost_Levels/Version_Differences"/>
				<updated>2015-02-25T14:35:19Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
&lt;br /&gt;
[[Super Mario Bros.:The Lost Levels]] was initially released for the Famicom Disk System. Due to its similiarity with [[Super Mario Bros.]] and high difficulty it was not released outside Japan in its original form until the Wii Virtual Console release, but a remake of it made it into the SNES [[Super Mario All-Stars]] game collection.&amp;lt;br&amp;gt;&lt;br /&gt;
The framerate of the Famicom is 39375000/655171 ~= 60.09881387708959.&lt;br /&gt;
&lt;br /&gt;
==Super Mario All-Stars==&lt;br /&gt;
Framerate: 39375000/655171 ~= 60.09881387708959 (SNES NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ~59.824 (Wii VC NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros. has been remade for the SNES and bundled with other games in the series. The graphics have been updated and some glitches are fixed.&amp;lt;br&amp;gt;&lt;br /&gt;
There is also a version which contains Super Mario World too.&amp;lt;br&amp;gt;&lt;br /&gt;
=====Differences from the NES version=====&lt;br /&gt;
* The hitboxes are less forgiving, especially notable with the Piranha Plants.&lt;br /&gt;
* Luigi still accelerates less quickly than Mario, but the difference is less.&lt;br /&gt;
* World 9 does not loop anymore and you retain your life count instead of having it set to 1. You go to World A after finishing 9-4 instead.&lt;br /&gt;
* The bonus world A-D come directly after 8-4 (or world 9-4, if you play without warps) instead of having to beat the game 8 times andh aving to use a code on the title screen to play them as in the original.&lt;br /&gt;
* You start with 5 instead of 3 lives.&lt;br /&gt;
* Losing all lives makes you restart from the start of the level instead of the start of the world.&lt;br /&gt;
* As big Mario/Luigi, you can get your head stuck in the ceiling when breaking a brick due to the slightly changed physics of the characters. This brings you to a stop in the air and you lose your speed.&lt;br /&gt;
* There are new level transitions screen, which you have to skip (or wait out and lose time).&lt;br /&gt;
* There is a sound clue in maze levels to tell you, if you are on the right path or not.&lt;br /&gt;
* There are no checkpoints in the bonus worlds.&lt;br /&gt;
* The Hammer Brothers in the bonus worlds now always charge at you.&lt;br /&gt;
* The Bowsers in the bonus worlds now throw hammers.&lt;br /&gt;
* In the bonus worlds, the enemies move quickly if you beat 8-4 without using warps. If you beat 8-4 using warps, the enemies will move at normal speed. If you save and quit and return to your game, enemies will move quickly.&lt;br /&gt;
* The springs in world B are less powerful.&lt;br /&gt;
* It does not happen anymore in C-2 that 2 Bullet Bills fire in rap succession.&lt;br /&gt;
* You can finish the ending sequence of a level by touching the flagpole backwards (facing left).&lt;br /&gt;
* There is one less seaweed blocking your path in 3-2.&lt;br /&gt;
* The Wrong Warp in 5-2 is no longer possible.&lt;br /&gt;
* Despawning happens way less frequently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Mario Bros. Deluxe==&lt;br /&gt;
Framerate: ~61.17045102596282958984 (Super Game Boy 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ~59.7275005696058 (GB/GBC/GBA/SGB2)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ? (Game Boy Player)&amp;lt;br&amp;gt;&lt;br /&gt;
This is a remake for the GameBoy Color with both the prequel and this game. You need to beat the first game to unlock Lost Levels. It has a different engine and many glitches fixed. The graphics resemble the original [[Super Mario Bros.]] more and new elements such as the wind have been removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other rereleases, which stay close to the original==&lt;br /&gt;
====GBA rereleases====&lt;br /&gt;
Framerate: 262144 / 4389 ~= 59.72750056960583 (GBA)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ? (Game Boy Player)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros.:The Lost Levels has been part of the ''Famicom Minis Collection''.&lt;br /&gt;
====3DS rerelease====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
====Wii Virtual Console rerelease====&lt;br /&gt;
Framerate (NTSC): ~59.824&amp;lt;br&amp;gt;&lt;br /&gt;
This version stays very faithful to the original, but the framerate it's a bit slower and loading times are much shorter.&amp;lt;br&amp;gt;&lt;br /&gt;
If you do no conversion to adjust for these differences, this version is faster for the Any% 8-4 category and slower for the Warpless category.&lt;br /&gt;
====Wii U Virtual Console rerelease====&lt;br /&gt;
Framerate: ?&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros.:The_Lost_Levels/Version_Differences</id>
		<title>Super Mario Bros.:The Lost Levels/Version Differences</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros.:The_Lost_Levels/Version_Differences"/>
				<updated>2015-02-25T14:34:06Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
&lt;br /&gt;
[[Super Mario Bros.:The Lost Levels]] was initially released for the Famicom Disk System. Due to its similiarity with [[Super Mario Bros.]] and high difficulty it was not released outside Japan in its original form until the Wii Virtual Console release, but a remake of it made it into the SNES [[Super Mario All-Stars]] game collection.&amp;lt;br&amp;gt;&lt;br /&gt;
The framerate of the Famicom is 39375000/655171 ~= 60.09881387708959.&lt;br /&gt;
&lt;br /&gt;
==Super Mario All-Stars==&lt;br /&gt;
Framerate: 39375000/655171 ~= 60.09881387708959 (SNES NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ~59.824 (Wii VC NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros. has been remade for the SNES and bundled with other games in the series. The graphics have been updated and some glitches are fixed.&amp;lt;br&amp;gt;&lt;br /&gt;
There is also a version which contains Super Mario World too.&amp;lt;br&amp;gt;&lt;br /&gt;
=====Differences from the NES version=====&lt;br /&gt;
* Luigi still accelerates less quickly than Mario, but the difference is less.&lt;br /&gt;
* World 9 does not loop anymore and you retain your life count instead of having it set to 1. You go to World A after finishing 9-4 instead.&lt;br /&gt;
* The bonus world A-D come directly after 8-4 (or world 9-4, if you play without warps) instead of having to beat the game 8 times andh aving to use a code on the title screen to play them as in the original.&lt;br /&gt;
* You start with 5 instead of 3 lives.&lt;br /&gt;
* Losing all lives makes you restart from the start of the level instead of the start of the world.&lt;br /&gt;
* As big Mario/Luigi, you can get your head stuck in the ceiling when breaking a brick due to the slightly changed physics of the characters. This brings you to a stop in the air and you lose your speed.&lt;br /&gt;
* There are new level transitions screen, which you have to skip (or wait out and lose time).&lt;br /&gt;
* There is a sound clue in maze levels to tell you, if you are on the right path or not.&lt;br /&gt;
* There are no checkpoints in the bonus worlds.&lt;br /&gt;
* The Hammer Brothers in the bonus worlds now always charge at you.&lt;br /&gt;
* The Bowsers in the bonus worlds now throw hammers.&lt;br /&gt;
* In the bonus worlds, the enemies move quickly if you beat 8-4 without using warps. If you beat 8-4 using warps, the enemies will move at normal speed. If you save and quit and return to your game, enemies will move quickly.&lt;br /&gt;
* The springs in world B are less powerful.&lt;br /&gt;
* It does not happen anymore in C-2 that 2 Bullet Bills fire in rap succession.&lt;br /&gt;
* You can finish the ending sequence of a level by touching the flagpole backwards (facing left).&lt;br /&gt;
* There is one less seaweed blocking your path in 3-2.&lt;br /&gt;
* The Wrong Warp in 5-2 is no longer possible.&lt;br /&gt;
* Despawning happens way less frequently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Mario Bros. Deluxe==&lt;br /&gt;
Framerate: ~61.17045102596282958984 (Super Game Boy 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ~59.7275005696058 (GB/GBC/GBA/SGB2)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ? (Game Boy Player)&amp;lt;br&amp;gt;&lt;br /&gt;
This is a remake for the GameBoy Color with both the prequel and this game. You need to beat the first game to unlock Lost Levels. It has a different engine and many glitches fixed. The graphics resemble the original [[Super Mario Bros.]] more and new elements such as the wind have been removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other rereleases, which stay close to the original==&lt;br /&gt;
====GBA rereleases====&lt;br /&gt;
Framerate: 262144 / 4389 ~= 59.72750056960583 (GBA)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ? (Game Boy Player)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros.:The Lost Levels has been part of the ''Famicom Minis Collection''.&lt;br /&gt;
====3DS rerelease====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
====Wii Virtual Console rerelease====&lt;br /&gt;
Framerate (NTSC): ~59.824&amp;lt;br&amp;gt;&lt;br /&gt;
This version stays very faithful to the original, but the framerate it's a bit slower and loading times are much shorter.&amp;lt;br&amp;gt;&lt;br /&gt;
If you do no conversion to adjust for these differences, this version is faster for the Any% 8-4 category and slower for the Warpless category.&lt;br /&gt;
====Wii U Virtual Console rerelease====&lt;br /&gt;
Framerate: ?&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros.:The_Lost_Levels/Version_Differences</id>
		<title>Super Mario Bros.:The Lost Levels/Version Differences</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros.:The_Lost_Levels/Version_Differences"/>
				<updated>2015-02-25T14:33:16Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: Created page with &amp;quot;{{contents}}  Super Mario Bros.:The Lost Levels was initially released for the Famicom Disk System. Due to its similiarity with Super Mario Bros. and high difficulty i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{contents}}&lt;br /&gt;
&lt;br /&gt;
[[Super Mario Bros.:The Lost Levels]] was initially released for the Famicom Disk System. Due to its similiarity with [[Super Mario Bros.]] and high difficulty it was not released outside Japan in its original form until the Wii Virtual Console release, but a remake of it made it into the SNES [[Super Mario All-Stars]] game collection.&amp;lt;br&amp;gt;&lt;br /&gt;
The framerate of the Famicom is 39375000/655171 ~= 60.09881387708959.&lt;br /&gt;
&lt;br /&gt;
==Super Mario All-Stars==&lt;br /&gt;
Framerate: 39375000/655171 ~= 60.09881387708959 (SNES NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ~59.824 (Wii VC NTSC)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros. has been remade for the SNES and bundled with other games in the series. The graphics have been updated and some glitches are fixed.&amp;lt;br&amp;gt;&lt;br /&gt;
There is also a version which contains Super Mario World too.&amp;lt;br&amp;gt;&lt;br /&gt;
=====Differences from the NES version=====&lt;br /&gt;
* World 9 does not loop anymore and you retain your life count instead of having it set to 1. You go to World A after finishing 9-4 instead.&lt;br /&gt;
* The bonus world A-D come directly after 8-4 (or world 9-4, if you play without warps) instead of having to beat the game 8 times andh aving to use a code on the title screen to play them as in the original.&lt;br /&gt;
* You start with 5 instead of 3 lives.&lt;br /&gt;
* Losing all lives makes you restart from the start of the level instead of the start of the world.&lt;br /&gt;
* As big Mario/Luigi, you can get your head stuck in the ceiling when breaking a brick due to the slightly changed physics of the characters. This brings you to a stop in the air and you lose your speed.&lt;br /&gt;
* There are new level transitions screen, which you have to skip (or wait out and lose time).&lt;br /&gt;
* There is a sound clue in maze levels to tell you, if you are on the right path or not.&lt;br /&gt;
* There are no checkpoints in the bonus worlds.&lt;br /&gt;
* The Hammer Brothers in the bonus worlds now always charge at you.&lt;br /&gt;
* The Bowsers in the bonus worlds now throw hammers.&lt;br /&gt;
* In the bonus worlds, the enemies move quickly if you beat 8-4 without using warps. If you beat 8-4 using warps, the enemies will move at normal speed. If you save and quit and return to your game, enemies will move quickly.&lt;br /&gt;
* The springs in world B are less powerful.&lt;br /&gt;
* It does not happen anymore in C-2 that 2 Bullet Bills fire in rap succession.&lt;br /&gt;
* You can finish the ending sequence of a level by touching the flagpole backwards (facing left).&lt;br /&gt;
* There is one less seaweed blocking your path in 3-2.&lt;br /&gt;
* The Wrong Warp in 5-2 is no longer possible.&lt;br /&gt;
* Despawning happens way less frequently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Mario Bros. Deluxe==&lt;br /&gt;
Framerate: ~61.17045102596282958984 (Super Game Boy 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ~59.7275005696058 (GB/GBC/GBA/SGB2)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ? (Game Boy Player)&amp;lt;br&amp;gt;&lt;br /&gt;
This is a remake for the GameBoy Color with both the prequel and this game. You need to beat the first game to unlock Lost Levels. It has a different engine and many glitches fixed. The graphics resemble the original [[Super Mario Bros.]] more and new elements such as the wind have been removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other rereleases, which stay close to the original==&lt;br /&gt;
====GBA rereleases====&lt;br /&gt;
Framerate: 262144 / 4389 ~= 59.72750056960583 (GBA)&amp;lt;br&amp;gt;&lt;br /&gt;
Framerate: ? (Game Boy Player)&amp;lt;br&amp;gt;&lt;br /&gt;
Super Mario Bros.:The Lost Levels has been part of the ''Famicom Minis Collection''.&lt;br /&gt;
====3DS rerelease====&lt;br /&gt;
Framerate: ?&amp;lt;br&amp;gt;&lt;br /&gt;
====Wii Virtual Console rerelease====&lt;br /&gt;
Framerate (NTSC): ~59.824&amp;lt;br&amp;gt;&lt;br /&gt;
This version stays very faithful to the original, but the framerate it's a bit slower and loading times are much shorter.&amp;lt;br&amp;gt;&lt;br /&gt;
If you do no conversion to adjust for these differences, this version is faster for the Any% 8-4 category and slower for the Warpless category.&lt;br /&gt;
====Wii U Virtual Console rerelease====&lt;br /&gt;
Framerate: ?&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros.:The_Lost_Levels</id>
		<title>Super Mario Bros.:The Lost Levels</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros.:The_Lost_Levels"/>
				<updated>2015-02-25T13:58:01Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: Redirected page to Super Mario Bros.:The Lost Levels/Any% 8-4 Strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Super Mario Bros.:The Lost Levels/Any% 8-4 Strategy]]&lt;br /&gt;
[[Category:NES]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros.:The_Lost_Levels/Any%25_8-4_Strategy</id>
		<title>Super Mario Bros.:The Lost Levels/Any% 8-4 Strategy</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros.:The_Lost_Levels/Any%25_8-4_Strategy"/>
				<updated>2015-02-25T13:57:26Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: Blubbler moved page Super Mario Bros.:The Lost Levels/Any% Strategy to Super Mario Bros.:The Lost Levels/Any% 8-4 Strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sda run|http://speeddemosarchive.com/MarioLostLevels.html}}{{contents}}&lt;br /&gt;
DISCLAIMER: This page is referring to the Famicom original release, not any of the remakes.&amp;lt;br&amp;gt;&lt;br /&gt;
However many techniques still work in the same or a similiar way in the releases. Almost everything works exactly the same as in the prequel [[Super Mario Bros.]], go to this page for information on general game mechanics.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mario=&lt;br /&gt;
&lt;br /&gt;
==Level by level explanations==&lt;br /&gt;
See [https://www.youtube.com/watch?v=wDr4Fx4zdgc i_o_l's WR video] for the general strategy. This only goes into detail on the non-obvious things going on.&lt;br /&gt;
====World 1-1====&lt;br /&gt;
====World 1-2 (Warp to 4-1)====&lt;br /&gt;
====World 4-1====&lt;br /&gt;
====World 4-2====&lt;br /&gt;
====World 4-3====&lt;br /&gt;
====World 4-4====&lt;br /&gt;
====World 5-1====&lt;br /&gt;
====World 5-2 (Warp to 8-1)====&lt;br /&gt;
====World 8-1====&lt;br /&gt;
====World 8-2====&lt;br /&gt;
====World 8-3====&lt;br /&gt;
====World 8-4====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==RTA WR and TAS comparison==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Luigi=&lt;br /&gt;
&lt;br /&gt;
==Level by level explanations==&lt;br /&gt;
See [http://www.twitch.tv/gamej06/c/4217360 BigJon's WR video] for the general strategy. This only goes into detail on the non-obvious things going on.&lt;br /&gt;
====World 1-1====&lt;br /&gt;
====World 1-2 (Warp to 4-1)====&lt;br /&gt;
====World 4-1====&lt;br /&gt;
====World 4-2====&lt;br /&gt;
====World 4-3====&lt;br /&gt;
====World 4-4====&lt;br /&gt;
====World 5-1====&lt;br /&gt;
====World 5-2 (Warp to 8-1)====&lt;br /&gt;
====World 8-1====&lt;br /&gt;
====World 8-2====&lt;br /&gt;
====World 8-3====&lt;br /&gt;
====World 8-4====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==RTA WR and TAS comparison==&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros.:The_Lost_Levels/Any%25_Strategy</id>
		<title>Super Mario Bros.:The Lost Levels/Any% Strategy</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros.:The_Lost_Levels/Any%25_Strategy"/>
				<updated>2015-02-25T13:57:26Z</updated>
		
		<summary type="html">&lt;p&gt;Blubbler: Blubbler moved page Super Mario Bros.:The Lost Levels/Any% Strategy to Super Mario Bros.:The Lost Levels/Any% 8-4 Strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Super Mario Bros.:The Lost Levels/Any% 8-4 Strategy]]&lt;/div&gt;</summary>
		<author><name>Blubbler</name></author>	</entry>

	</feed>