Tool-assisted game movies
When human skills are just not enough

Submission #2029: SilentSlayers & Johannes's N64 Super Mario 64 "0 star" in 05:33.85

Console: Nintendo 64
Game name: Super Mario 64
Game version: USA v1.0
ROM filename: Super Mario 64 (U) [!].z64
Branch: 0 star
Emulator: (unknown)
Movie length: 05:33.85
FrameCount: 20031
Re-record count: 41950
Author's real name: Conor S. & Johannes L.
Author's nickname: SilentSlayers & Johannes
Submitter: Johannes
Submitted at: 2008-07-12 16:51:49
Text last edited at: 2011-03-22 00:27:44
Text last edited by: Nahoc
Download: Download (6523 bytes)
Status: published
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Author's comments and explanations:


We started the run with about 1.8 seconds of improvement in mind (A route change at the end of BitFS and a trick at the first elevator in BitS) and we managed to save well over 3 more seconds in the process.

Stage by stage

Before the castle

This was already optimal in the previous run, so the only thing changed here was the camera view.

Inside the castle

First, BLJ'ing on a higher step allowed Mario to start BLJ'ing earlier, because of less air time. This saved 2 frames. Two frames were also saved from optimisation at the BLJ, and 6 more by using a normal jump to glitch through the trapdoor. So overall, 10 frames were saved over the previous run in this section.

Bowser in the Dark World

No frames were saved at the BLJ or BLJ controlling, because it was already optimal in the previous run. At the end of the course, we found out that it was possible to clip the pipe, which saved one frame.

As for the battle, it was already optimal in the previous run.

From BitDW to BitFS

At the BLJ down to the basement, we did three jumps like the previous run, but we did two jumps close together, reducing the delay before Mario can be controlled again, and we did less turning frames. 5 frames were saved at this BLJ.

The DDD skip is 2 frames faster than the one in the previous run, because we managed to do one less BLJ, while still attaining close speeds.

7 frames were saved in this section.

Bowser in the Fire Sea

At the first tier, 3 frames were saved by using a new strat, using a series of dives with three grinds.

At the second tier, 4 frames were saved from different move combinations.

At the third tier, 72 frames were saved by using completely new strats.

At the battle, 1 frame was saved thanks to our positioning while swinging Bowser.

Overall, 80 frames were saved.

From BitFS to BitS

In the lobby, 1 frame was saved by using a base angle that allowed the second dive on the stairs to go further. The seemingly bad starting angle is intended.

In the room with the spiral stairs, 1 frame was saved by using a slide kick to the door instead of the traditional long jump.

In the gallery, one frame was saved by using a jump roll instead of a long jump to the stairs, and 2 more were saved at the long jumps up to the 70 star door. The air time after one of the BLJ's at the 50 star stairs wastes no time, in case you're wondering.

In the endless stairs room, one frame was saved; the strained angle used for the BLJ set up entering the entrance to BitS faster.

Bowser in the Sky

The main improvement here is the trick at the first elevator. This saved quite a number of frames, and the time saved also made the positions of the elevators at the end better, which allowed us to get through them much quicker. A frame was also saved at the end, by clipping the pipe.

At the battle, we did a much better second throw. This unfortunately resulted in a worse setup for the last throw, but still saved 2 frames overall.

41 frames were saved.

Thanks to

BrianRuleZ, for helping out with the run.

Halamantariel, for showing us how to hex edit.

Comicalflop, for giving us Mario's speed address for use with MHS.

Azorae, for support from the start.

Swordless Link. His run served as a good guide for this one.

mmbossman: Accepting as an improvement to the published movie.

Raiscan: Processing. Slowly.

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