• Emulator used: Mupen 64 Re-recording v8
  • Aims for fastest time
  • Abuses programming errors
  • Manipulates luck

Comments

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.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15628
Location: 127.0.0.1
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
It gives me great joy to see such a run exist. That doesn't desync. Bowser in the Fire Sea is SOO much better in my opinion. Yes vote.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Experienced player (584)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
amazing run!! very entertaining with all the cool camera angles
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Why does the submission text say that the run is done in 5:34:70 when the actual submission says 5:33:85? And where where the 4 frames from canceled run gained?
Agare Bagare Kopparslagare
Joined: 2/16/2005
Posts: 462
Solid improvement, great job.
This signature is much better than its previous version.
Former player
Joined: 12/1/2007
Posts: 425
Cpadolf wrote:
Why does the submission text say that the run is done in 5:34:70 when the actual submission says 5:33:85?
That was a mistake. Fixed.
Cpadolf wrote:
And where where the 4 frames from canceled run gained?
the hex that was supposed to save 3 frames made it desynch instead, and I errounously kept using a savestate from a later point for reviewing the run, and never checked it. so the 3 frames were saved by fixing the m64.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Okay. Anyway, nice improvement, more than I expected. I'm eagerly awaiting it's publication (or a youtube encode).
Agare Bagare Kopparslagare
Joined: 2/1/2008
Posts: 347
Despite being another SM64 submission, this run was still very entertaining! The modified route in BitFW was interesting and the little "goof" made with that Bowser level was really unexpected! Yes vote!
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Active player (253)
Joined: 7/30/2006
Posts: 208
Location: Alefgard, USA
Great new strategy in the Fire Sea level. Yes Vote!
Former player
Joined: 4/6/2006
Posts: 462
Seems like you had better luck this time.
Tompa
Any
Editor, Expert player (2224)
Joined: 8/15/2005
Posts: 1943
Location: Mullsjö, Sweden
Another nice SM64 run. I can't wait until it's faster than the SMB one :).
Former player
Joined: 11/20/2006
Posts: 86
Congratulation Silent Slayer and zOMG. Like the new route in bowser2. Yes vote.
Player (68)
Joined: 5/5/2007
Posts: 65
Very awesome; yes vote.
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
Nice improvement! Props for finding so many small timesavers. However I didn't like the camera angles in BitDW and BitS, where you don't let the viewer know where you're going. In such a fast paced game that SM64 evidently is, the viewers want to know what's going to happen next. Yes vote for huge improvement anyway.
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Former player
Joined: 12/1/2007
Posts: 425
Soulrivers wrote:
Nice improvement! Props for finding so many small timesavers. However I didn't like the camera angles in BitDW and BitS, where you don't let the viewer know where you're going. In such a fast paced game that SM64 evidently is, the viewers want to know what's going to happen next. Yes vote for huge improvement anyway.
Many people like this kind of camera angles better. Thanks anyway.
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Stylistically perfect, what I've always desired in a Mario 64 run, including camera angles and spastic Mario. Now if this can be applied to a new 120 star run, I will be extra happy. Yes.
Joined: 11/29/2007
Posts: 12
Very well done, loved camera angles. I really didn't think so many frames could be taken off the last one. I wonder how much more can be shaved off.
Joined: 8/10/2007
Posts: 14
Location: Louisiana
very nice improvement, especially on BitFS I would vote yes if I could.
Active player (315)
Joined: 8/25/2006
Posts: 287
very nice improvement, especially on BitFS I would vote yes if I could. Thanks. You are no longer a lurker; you can vote "yes" now. :)
Former player
Joined: 12/5/2007
Posts: 716
Nice improvements! Clear yes vote.
Joined: 11/20/2004
Posts: 236
Location: United States
Like I'm gonna say "No" to an improved run like this which retains the entertainment of the run before it while improving on the time. :3
I'm not that hard to find... if you know where to look. -=( http://jolikmc.tumblr.com )=-
Former player
Joined: 10/6/2007
Posts: 330
Location: B.C Canada
Could we get a youtube link? My computer can't make mupen function properly. :(
Joined: 12/29/2006
Posts: 119
Location: Japan, Anjo
Yes.
DiffCalc .NET Frameworks 3.5 required.
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 402
Location: Japan, Nagoya
Nice new strategy in BitFS btw, voted yes. Also
Pekopon wrote:
Could we get a youtube link?
voting yes on it ;)
I am usually available on Discord server or Twitter.
Former player
Joined: 12/1/2007
Posts: 425
Pekopon wrote:
Could we get a youtube link? My computer can't make mupen function properly. :(
I'll upload when the encode is up.