Super Mario 64 DS is a remake of the original Super Mario 64. It features 30 new stars, redesigned courses, 4 unlockable characters and a complete visual overhaul.
There are a few parts in the run where we had to TAS out of bounds, and there are no textures loaded. Technically we do not need them, as we have a RAM watch, but it still helps to see what we are doing, so cheating in the textures means we can TAS those sections more easily. To enhance the entertainment of out of bounds sections, we have provided an additional encode with cheated textures.
Really_Tall found a new way to do Moat Skip. This consists of slidekicking from the waterfall, instead of on the hill, and then bouncing to land on the hill and leaving it with enough speed to still be able to warp down. Sharkey91 figured out that the best thing to do after the downwarp is to do a glitchy long jump and two jumps. He TASed Moat Skip and 24 frames were saved over the published run.
ALAKTORN found a new strat that he TASed: do a tiny jump from the water and land to the side so that you can run for a longer time, as running is faster than swimming. This is 12 frames faster than the previous strat. Then, Sharkey91 redid the glitchy long jumps, improving them by 2 frames.
Lethal Lava Land:
Sharkey91 redid the star 8-Coin Puzzle with better angles and earlier actions, improving the star time by 8 frames.
Shifting Sand Land (star 1):
Really_Tall figured out a new path to reach the star. This consists of long jumping at the edge of the slope leading to the pyramid entrance, slidekicking to slide down the pyramid slope and then recovering at the bottom of it to reach the star quicker, instead of using a long jump. Sharkey91 also got the idea of using glitchy long jumps to reach Klepto faster, and also to be aligned with the top of the slope we want to slide on. All of this improved the star time by 40 frames over the previous run. Sharkey91 TASed it and ALAKTORN TASed the ending more optimally but didn't save any frame.
Shifting Sand Land (star 2):
This is one of the biggest timesaves of the whole run. The strat was imagined by Really_Tall and TASed by Sharkey91: it is to cancel one of the 2 stars we collect in SSL using the star cancel glitch. This is done by licking a star and then bouncing on a fly guy, indefinitely delaying the animation for collecting the star until certain actions are performed such as walking/running, standing still until the landing animation finishes, swimming, etc. The star is then spat out and eaten again at the same time as entering the loading zone for the inside of the pyramid, skipping the celebration for the star, and the forced exit from the course. It turned out that cancelling Shining Atop the Pyramid was faster than cancelling In the Talons of the Big Bird, plus there was really good RNG for the fly guy's position, meaning the star cancel could be done in a near perfect time. Once inside the pyramid, we exit the course. This strat is 559 frames faster than collecting the star normally, getting the celebration of the star and entering the course again to exit it, as done in the previous run. Though, to get an RNG in order to have to the fly guy ram instead of spit fire, we needed to lose 3 frames on the star select screen and trigger the fly guy that is near the bob-ombs to get the fly guy we use to cancel the star ram.
8 Star Door Skip:
Sharkey91 found that by getting on the seam of the Mario painting room, it was possible to long jump straight into the side of the painting instead of having to enter it conventionally from the front, which takes more time. Sharkey91 TASed that strat and saved 4 frames.
Goomboss Battle (stage):
After ALAKTORN discovered the grate upwarp glitch, he figured out that it would be beneficial to use it since we jump for less time, making us lose less speed. Sharkey91 TASed that and it saves 4 frames over the previous strat. ALAKTORN discovered that it's faster to make Yoshi jump off the pole once in order to get up a bit faster, improving that part by 8 frames. Additionally, after messing around with pole jumps, he found that by manipulating Yoshi's speed in order to make it bypass 0, thus getting negative speed, it's possible to do a faster pole grab. Yoshi has to be below 40961 speed for the faster grab to occur, but can be travelling faster than this (e.g. -108108) as long as the speed is negative. Sharkey91 TASed this up until the goomba licking part, and ALAKTORN TASed from there to the end. These strategies improved the stage by 12 frames overall.
Goomboss Battle (fight):
Really_Tall found out that hitting Goomboss in the back makes him start his next animation of growing, and then becoming vulnerable, 28 frames earlier than hitting him in the front. This doesn't save time on the first hit as it takes too long to get behind Goomboss, and was already used on the final hit without realising it saved time, but was not previously used on the second hit. Really_Tall TASed up to the second hit. He also suggested the idea of a new ending to the fight. With Yoshi, if you lick an enemy and spit it out, make an egg, or throw an egg after making one, the game will treat you as being on the ground for 2 frames when the animation ends. So after the 3rd hit, Really_Tall suggested licking a goomba, jumping backwards and then spitting out the goomba so that at the earliest possible moment. This means Goomboss' dialogue will be triggered while you are in the air, as spitting the goomba tricks the game into thinking you are on the ground, allowing the dialogue to start. Then after talking to Goomboss we would just lick the key while falling, saving time over doing a small jump as we can start descending more quickly. Sharkey91 TASed that part and it turned out that it saves 4 frames. It would have been more but Yoshi's head tilting upwards and downwards to look at Goomboss before and after the dialogue sadly lost some frames. These strats improved the fight by 32 frames overall.
This part of the TAS shows an interesting use of Y run, a feature of SM64DS that SM64 didn't have. Y run can be charged by holding Y while standing still, and then gives you insane acceleration and a higher maximum speed for a limited time. Really_Tall figured out that by charging Y run after entering the room we can get to the mini-game room faster, but losing time after factoring in the time it takes to charge Y run. However, as it's possible to keep Y run through doors, it is faster overall as you can immediately run fast after going through the door. ALAKTORN figured out that by doing a jump after talking to Toad (which is obviously a bit slower than just running) it's possible to keep a minimal amount of Y run after unlocking Mario, thus running fast with him once he is able to move. Sharkey91 found out that frame sliding can be used in order to do a fast delayed long jump going through the first room, but still keep barely enough Y run up to saving Mario because the trick allows the Y run timer to be locked for 2 frames when running. He TASed the whole section and saved 112 frames over the published run. At first, ALAKTORN TAS’d this section improving 102 frames, then Sharkey91 redid it after frame sliding was discovered to save 10 additional frames, he also re-optimized Mario’s movement with a delayed long jump, but didn’t save any frames there.
2nd Key Door Skip:
This is the biggest improvement over the published run. After remembering about an old clip in the Jolly Roger Bay room that lets you go out of bounds and then into the fishtank, Sparsite thought that it would be possible to skip the 2nd key door with that clip by staying on the seam of the room. After a lot of experimentation about the out of bounds area here, Sharkey91 ended up figuring out a strategy to make it to the 2nd key door in the fastest way, hoping that it would be faster than the rabbit clip done in the previous run. And it turned out that it was faster by more than anyone could have imagined, saving 780 frames!
Endless Stairs Skip:
Really_Tall showed us that it was possible to skip the endless stairs teleporter (that stops you going up the stairs if you have less than 80 stars) by going out of bounds and jumping around it. The original idea was to get out of the 50 star room with a very high triple jump and dive from next to the 80 star door, going over the wall and then landing on the seam of the endless stairs room. After Sharkey91 experimented out of bounds, it turned out that it's possible to reach the endless stairs room out of bounds directly from the rabbit clip spot with a triple jump. Additionally, Really_Tall found that it was possible to catch the rabbit earlier at the right-hand side of the stairs, which saved 4 frames. Due to the fact that Y run was needed for much of the out of bounds path, the best method was to charge Y run just before clipping. Because of that, it was faster to catch the rabbit closer to the wall and use the old clipping method which consists of running into the rabbit and talking to him at the perfect moment, instead of the more recent method of jumping and landing behind him. Also, instead of going back in bounds after skipping the teleporter, it is better to stay out of bounds and long jump underneath the floor to reach the loading zone directly, as staying in bounds would require falling after reaching where the loading zone is. Sharkey91 TASed with this path and it saved 604 frames over the heaven's portal strategy.
Bowser in the Sky (stage):
This stage TASed by Sharkey91 and the help of ALAKTORN provides new strats. First, instead of doing a triple jump that needs to be followed by a dive to reach the stairs, Really_Tall found that it is faster to charge Y run, allowing for a higher triple jump that can land there without a dive. That triple jump section only was TASed by ALAKTORN. Anyway, it was already faster to go up the slope without triggering the steps, so it was even better to do it with this new strategy since we land just next to the stairs. The reason why kicks are used on the slope is that they keep enough Y run for the end of the stage, though they are slightly slower than frame sliding. After going up the slope, Sharkey91 found that it was possible (and faster) to do a triple jump between the moving platform and the adjacent platform and then wall jump to get up. At the end, ALAKTORN thought of a new strat to get up to the wind platform. By doing a triple jump with the highest running speed possible (only reachable using Y run) it was barely possible to reach the higher wall and wall jump from it. Then everything is the same as in the previous TAS where long jumps are used to reach the pipe. To add entertainment, a punch was done at the end, which doesn't make us lose any frames. Sharkey91 TASed the whole stage apart from the first triple jump segment that was TASed by ALAKTORN and 170 frames were saved.
Bowser in the Sky (fight):
Really_Tall found a new strategy that was used in order to end the movie earlier. Instead of triggering the dialogue conventionally on ground, and then backflipping during the 4 frame input window (after the text box disappears but before the star appears), the dialogue is instead triggered in the air thanks to a dive reset done with the perfect height, position and timing. Really_Tall TASed after the fight. Even though the dialogue is triggered a few frames later due to Mario having to look down at Bowser, we can end input on the press to dismiss the last text box, instead of when doing a backflip after it, saving 20 frames overall.