Submission #9662: Mikewillplays's Flash Super Mario Star Scramble 3 in 04:12.22

Adobe Flash
Super Mario Star Scramble 3
libTAS version 1.4.6 + ruffle-nightly-2024_01_16
11350
45
6366
PowerOn
starscramble3.swf
Normal
c6793bc64f2211c30e77e0ac98e0cd65
Submitted by Mikewillplays on 4/18/2025 7:13 PM
Submission Comments

Movie information

  • This movie was made with the --no-gui argument
  • MD5 Hash: a175cbaca1d73c0d09cbc15a1aa6e15b

Overview

Super Mario Star Scramble 3 (yeah, the Bros. is gone) is the fourth and final (at least now) in the Flash series of Star Scramble games. It is actually significantly different from it's predecessors, both visually and mechanically. The plot is still the same, Mario has to rescue Princess Peach from Bowser.
This movie aims to defeat Bowser as fast as possible, and it achieves that goal roughly 16 seconds faster than the RTA world record by HooraySR.

Basic mechanics (that are different)

Powerups
This game actually has powerups! And those are the classic Super Mushroom and Fire Flower. However, due to the animation of collecting the powerups, they are useless in this run. Or are they?
Crouching
Crouching is actually useful in this game, mostly because of the fact that you can crouch while jumping without slowing down, allowing you to fit in smaller places.
Running off ledges
Running off ledges slows you down for a bit, so I always try to avoid doing that.
Point coins
If you have over 500 points, you get a coin on the completion screen of the level, which is slower by 5 frames, so I always try to get my score below 500 as much as possible.
Coyote time
Rest in peace, my friend. I will forever miss you.

Tricks and glitches

Unfortunately, with the new mechanics, almost all glitches from the previous games were patched. Still, the new mechanics also brought new glitches!
Corner hits
This is the only glitch that is still possible in this game. If you don't remember what it is, it's when you fall into a corner of a block and hit it, remaining in the air for a little.
Crouch hanging
When uncrouching, if your hitbox overlaps a ceiling, you will remain in the air for a bit, which is occasionally useful.
Wall jump
This glitch is triggered the same way Upwarps were triggered, that is, jumping into the side of a block. Performing this glitch allows you to jump, which is useful. Unfortunately, this glitch only works on non-moving blocks, so it doesn't work on brick blocks and ? blocks.

Level by level commentary

Starting
In the introduction screen, the "start game" button is off screen, so I can press it way, way before you're supposed to.
Stage 1
Collecting the second shine (I'm ordering based on the way they're displayed on the UI) that way was the fastest way I could do it, mostly because not collecting it there would only be like 6 frames faster, so I might as well collect it there.
Stage 2
Regular movement. Collecting the second shine when coming back is faster.
Stage 3
Going to the top shine through the right was the fastest path, though, it's only because you can't wall jump off moving blocks, because then going from the left would be way faster (I think).
Stage 4
This level is slightly different from the encode, since I avoid one of the ledge runs in one of the sections. Aside from that it's simply basic movement.
Moving to stage 5
Ok, I have to talk about this. It's possible to jump from the ground on the leftmost platform, but only on Adobe Flash Player. I think what's happening is that I don't jump as far on Ruffle as I do on Flash Player. This little detail slows this "level" a bit, but not by much.
Stage 5
Collecting the second shine from the left is faster than collecting it from the right.
Stage 6
Regular movement I guess, I couldn't find a way to skip the first ledge running.
Stage 7
Lotta slowing down.
Stage 8
In this stage, we have the only cutscene skip in the run. Even if the route wasn't the fastest, it was still 33 frames faster than the fastest route.
Stage 9
This stage actually features 4 shine, with one of them being on the top of the double platforms. Collecting it would be faster, but the problem is that it's attached to the middle shine slot, so collecting it doesn't do anything if you've already collected the other middle shine (which is faster to collect). Aside from that, there really isn't much to say.
Moving to stage 10
Falling from the right is faster.
Stage 10
Quite possibly the most simple stage in the run, which is pretty funny.
Bowser Jr
This boss is essentially an autoscroller. The only part you can speed up is when exploding the last bomb. Fortunately, I'm able to end inputs really early. I tried pressing the blocks in other ways, but just jumping to it was the only way to do it. Though, having the mushroom technically slowed it down by a frame or two.

Extras

Suggest screenshot
Frame 2737
Thanks
Special thanks to CasualPokePlayer for creating a script that allowed me to see how many units I moved every frame, even if the script wasn't explicitly made for this game. This run (and the run this script was made for) would be way worse if it wasn't for this script.
The future
This is the last TAS of the Star Scramble series, I am going to make. Or is it?
Last Edited by Mikewillplays 3 days ago
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