• Aims for fastest time
  • Abuses programming errors
  • Takes Damage to save time
  • Ignores semi-important goals
Video Plugin glN64 v0.4.1 Sound Plugin Jabo's DirectSound 1.6 Input Plugin TAS Input Plugin 0.6 RSP emulation Plugin
This run is 3 seconds faster than the previous submission. All the time comes through frame shaving. I have decided to do Whompas Fortress at first. There are many parts which where difficult to make like the star behind the gate, Dire Dire Docks (I hate the levels where you can swim) and other.
Thanks to all and a BIG THX to AKA

Bisqwit: Game is "Super Mario 64", "USA version"; not "USA Super Mario 64", "any version". Changed submission headers as such.
Also, accepting.
Also, processing.

Experienced player (601)
Joined: 10/23/2004
Posts: 706
Voted "Yes," I really enjoyed the improvements. However, I saw some spots that could be improved: 1. As you probably know, a faster strat is known for bringing the penguin to his mother in CCM: Silent_Slayers wrote: I've been working on a new strategy for lost penguin http://www.youtube.com/watch?v=j9AVTyiAFGI 2. Also, when getting MIPS, why not catch him one step later so you have a shorter distance to run to the door? Also, after getting through the second star door with MIPS, you should have gone straight rather than angling across the entire room. 3. I still am not sure that you should begin to blj as soon as you exit the door to the second floor. It seems it would be faster to run to the stairs and then begin that... Similar thing with the endless stairs, why do a long jump rather than just run to the stairs or do a forward dive? It took you a while to turn around due to the momentum. PS. I loved the dive maneuvers in Bowser 3 to get up the near-vertical ramps :) I never new about those. Lastly, what codec was used to encode that video? It ran poorly for me.
Current Project: - Mario Kart 64
Joined: 2/11/2007
Posts: 45
Location: Iowa
Is anyone else having a horrible time with this .avi? The sound is okay, but there is constant visual stuttering and it never stays at a fluid 60 fps. The video hangs up on transitions, too. I've got a powerful system, and I've never had any problems with the other published Mario 64 movies. Maybe a re-encode is in order. EDIT: In a nutshell...
Weatherton wrote:
Lastly, what codec was used to encode that video? It ran poorly for me.
I'm only seeing something like every 20th frame from Dire, Dire Docks and onward.
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Wait, 512x384? o_0
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Banned User, Former player
Joined: 12/23/2004
Posts: 1850
I'm having the same problem. The video stutters and catches up extremely often (but doesn't really lag behind or desync, just kind of slows down and speeds up over and over). It's annoying and ruins the watchability of the movie. :/
Perma-banned
Joined: 7/28/2005
Posts: 339
Yeah. I am having the same problem as Xkeeper. It feels like the emulator was jumping randomly from 30 to 120 FPS while it was recording. Can we get a re-encode?
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
It doesn't stutter for me... but it does use 30--60 % of the CPU power (1.6 GHz athlonxp). It was encoded on higher resolution than our usual movies, and H.264 is somewhat demanding on resources.
Joined: 7/28/2005
Posts: 339
For the record, I have a 2.66 GHz P4 (an older one) on 768 MB of RAM. Perhaps we should just use the default resolution. For the record, I've seen anime at 800x600 on pretty damn decent codecs that didn't stutter. Is H.264 really necessary?
Banned User, Former player
Joined: 12/23/2004
Posts: 1850
Also note that the other runs (even the 1:20 conglomorun, or however long it was) don't lag at all and play fine. Personally, I'd rather have a lower-quality movie everyone can enjoy than a high-quality one that lags and stutters in places... my computer isn't even that old (half a year), and I know a lot of people have ones that are much worse.
Perma-banned
Joined: 7/28/2005
Posts: 339
Oh, and another note: I've had a hell of a time with Quicktime/Apple related stuff on my computer. Maybe that's it?
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Oh, and I used b-frames in this encode. I eschewed them for a long time because people had reported problems with them, but after seeing how Saturn's Super Metroid encode (which used them) received no complaints from anyone, I was encouraged.
Banned User, Former player
Joined: 12/23/2004
Posts: 1850
Kles wrote:
Oh, and another note: I've had a hell of a time with Quicktime/Apple related stuff on my computer. Maybe that's it?
I don't use Quicktime at all (I refuse to install that crap), and... well. I doubt it.
Perma-banned
Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
When using VLC, the video would be almost totally unwatchable. Stutters and everything, as mentioned by other people. So I tried watching it with Windows Media Player 10 with FFDshow codec installed, and it worked fine, except for the sound which sometimes is too loud (mainly on star selection screens) and then comes back to normal volume. Weird... at least I got to watch it completely.
Joined: 7/28/2005
Posts: 339
If I play the video in anything but VLC, the video almost seems to run at around 200-300% speed, with the sound running at normal speed (obviously getting horribly desynched). If I seek, it goes to the right spot in the video, but the sound once again is way off and obviously just gets much worse as the video goes on. (for the record, in the sound, Mario isn't even in the castle yet, but in terms of video, Mario just got the "Blast Away The Wall" star in Whomp's Fortress.)
Joined: 11/15/2004
Posts: 804
Location: Canada
I was away for a while, so I was a bit late with my vote. The camera work in BOB is greatly improved and caused no motion sickness whatsoever. I didn't care for the camera work in Blast Away The Wall. The camera swings around, and you can't really see what Mario is doing, which is a shame for such an amazing glitch. Mario is grabbing a star through a seam in the wall! The camera swung around too wildly for me to see what Mario was doing in this run. It would have been nice if the camera had been left behind during Boil The Big Bully to avoid having to stare at the ground during the star's appearance animation. Generally the camera work doesn't seem up to the standard of FODA's 120 star run, but it's perfectly watchable on its own merit. I loved the camera angle on the final Bowser toss in Bowser 3! That was the highlight of the movie for me. It's fast, it's watchable, and it gets a Yes vote.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
Wow, how was this published so fast when the previous submission took weeks?
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Active player (432)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
laughing_gas wrote:
Wow, how was this published so fast when the previous submission took weeks?
If Im not mistaken, one point AKA requested to delay his submission for a while to whether hex-edit a part in to his run or redo som stuff.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
Oh, okay. But then that means Rikku would have had to hex-edit in the improvement in Bowser 2 as well because he submitted this not long after it was discovered.
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
laughing_gas wrote:
Oh, okay. But then that means Rikku would have had to hex-edit in the improvement in Bowser 2 as well because he submitted this not long after it was discovered.
There were a lot of other minor improvements other than the warping up the pole glitch. I can't see Rikku hex editing them all in. And what does hex-editing have to do with anything? You think Rikku took AKA's run, hex editted the pole glitch, and submitted? Where did all the camera angle changes come from, then?
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
I assumed it took more than 19 days (since the pole glitch was first discovered) to complete the part between the pole glitch and the end of Bowser 3. Or maybe I'm wrong and it doesn't take that long. And where did I say he took AKA's run?
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
You didn't say that, but you seem bitter that this run was published so fast, in comparison to AKA's. Then you realize that AKA's run was delayed, and then start talking about some hex-editing stuff, seemingly related to your previous post, hence your using the term "But, then." Or I could be reading too much into this.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Former player
Joined: 6/15/2005
Posts: 1711
DK64_MASTER wrote:
You didn't say that, but you seem bitter that this run was published so fast, in comparison to AKA's. Then you realize that AKA's run was delayed, and then start talking about some hex-editing stuff, seemingly related to your previous post, hence your using the term "But, then." Or I could be reading too much into this.
If you did, so did I too.
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 11/20/2006
Posts: 86
I am to stupid to hex edit. I have start this run a while after AKA had submit his run. This run was done after about 3 or 4 weeks or so.
Joined: 11/15/2004
Posts: 804
Location: Canada
It's nice to see you and AKA still working on this. You guys have made some big improvements over the original published run.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
Then maybe I'm overestimating the time it takes to complete a N64 tas, since I'm bad at making them.
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Joined: 11/5/2005
Posts: 23
Kles wrote:
If I play the video in anything but VLC, the video almost seems to run at around 200-300% speed,
Wow, this is a poorly encoded video. I loaded this into VirtualDubMod and saw that every second frame (sometimes more) is a dropped frame. This means that the video isn't really 60 fps anymore since you'll only get maybe 30 unique frames in a 60 frame window. edit- Maybe it's not the encoder, but the game itself doing this, but you still have to question why it's published in 60 fps at all. Kles, your media player probably skips these dropped frames, so it plays at double the speed or even faster. Has tasvideos ever considered using x264/neroaacenc in mp4/aac format? It puzzles me why you still use H.264 in the avi container.