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

Submission #2102: SilentSlayers & Johannes's N64 Super Mario 64 "0 star" in 05:28.97

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: 05:28.97
FrameCount: 19738
Re-record count: 22395
Author's real name: Conor S. & Johannes L.
Author's nickname: SilentSlayers & Johannes
Submitter: Johannes
Submitted at: 2008-10-01 03:26:23
Text last edited at: 2011-03-22 00:28:04
Text last edited by: Nahoc
Download: Download (15077 bytes)
Status: published
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Author's comments and explanations:

Our initial estimate was just under 5:30, and in progress we managed to get the time even lower.


For the BLJ into BitDW, we used the JRB stairs instead of the BoB stairs, because we discovered a new technique that can bounce off walls from backwards momentum, and if you press A and B together on one frame, you jump kick backwards in a certain direction.

In BitDW, instead of waiting for the elevator we land on at first to get to the top, we just ran to the very edge and BLJed off right away, and then BLJed on an earlier elevator, saving a lot of time. In the movement, we used a new strategy, utilizing the new technique to bounce off the wall. We didn't have to jump kick this time, because when you fall off an edge after bouncing, you gain control again. We then dove like normal onto the next platform, and then dove on the pyramid shaped platform, but not to roll; we slid along the edge until we got close to the wall and jumped to cancel the speed very close to the wall. This saves some time as well. We then finished with the slope jump dives, followed by a new strat for getting to the pipe.

In BitFS, BLJing is way faster. This allowed us to save quite a number of frames. It resulted in worse positions for all moving things at the third tier, but we still got through it quickly enough.

At the end of BitS, we used a different way to get past the elevators, and a different strat before the pipe. The slope jump dives are also improved.

The final Bowser battle is also improved, due to optimisation and a different third throw.

Frame improvements

  • BLJ to BitDW: 10
  • BitDW: 62
  • BitFS: 59
  • BitS: 13
  • Final Bowser battle: 12

Thanks to:

  • bobmario511, for telling us that BLJing in BitFS is definitely faster.
  • rikku and mr_roberts_z - their m64 helped us improve the final Bowser battle.

mmbossman: Accepting as an improvement to the published movie. The current submission file truncates the ending of the movie, resulting in a pause screen. This movie file seems to fix the problem, and should be used for encoding purposes.

Johannes: The submission file does not truncate the ending of the movie. It's a bug in Mupen 64, which causes garbage input when M64 playback ends. I worked around the bug by jumping into the star, which hits the star earlier, making the garbage input happen too late to make a difference.

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