• Aims for fastest time
  • Manipulates luck
  • Abuses programming errors
Our initial estimate was just under 5:30, and in progress we managed to get the time even lower.

Comments

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.


1 2
5 6
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15580
Location: 127.0.0.1
jaysmad
Other
Experienced player (932)
Joined: 12/1/2006
Posts: 629
Location: Mom's
you gotta be kidding me!! 5:28?? thats crazy! How low can you go!?!
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
Absolutely awesome. Huge yes vote. BitFS was really, really, cool.
Has never colored a dinosaur.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Nice submission. I will watch this when I get back from work, in about 12 hours. Cheers.
Former player
Joined: 6/3/2008
Posts: 136
Location: US
Hahhahahaha Oh the irony.. can't wait to see what argument this stirs up. Kriole will hate this.. luckily for you, I am against my good buddy here and I think an improvement is.. an improvement. Liked the camera angles slightly better, good messin with it. =)
Trained by Cpadolf. Mission: To Perfect. Hero says: Yeah bro, I almost went super saiyan once My SM-RBO Current Project(s): 1)I don't TAS anymore! Pay me!
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
Oh, now that's just rude. (will comment later)
Joined: 5/17/2008
Posts: 212
Location: Virginia
Yes. Very nice improvements. I have to admit, I thought it was a joke when I first saw the topic... then I watched it. How long till we get a sub 5 minute run?
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced player (828)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
mr_roberts_z wrote:
Oh, now that's just rude.
I found this incredibly funny, for some reason :)
Living Well Is The Best Revenge My Personal Page
Player (79)
Joined: 7/7/2008
Posts: 873
Location: Utah
Holy crap! I knew it all along. I just knew this was going to be improved again. We simply must publish this.
Former player
Joined: 12/5/2007
Posts: 716
I will be happy to watch it later today.
Joined: 7/16/2006
Posts: 635
It's all good. Good camera angles, good entertainment, but most importantly, good improvement. Obvious yes.
petrie911 wrote:
sub 5:30, here we come!
Hmm... Sub 5:00, here we come!
jaysmad
Other
Experienced player (932)
Joined: 12/1/2006
Posts: 629
Location: Mom's
Now, all that is going to be left to do, is skipping those lame videos :P WE DONT GIVE A CRAP, ABOUT YOUR DAMN CAKE!!!
Joined: 3/14/2008
Posts: 152
Location: United Kingdom
Now I understand Z0mge's comments on the other run. I thought it was proven that bljing was slower.. oh well. Anyway, if there isn't one already by this afternoon, i'll do an encode.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
I find this submission somewhat worthy/hardly worth submitting due to the very low amount of improvement.
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
Joined: 9/20/2008
Posts: 41
Sounds like some great improvements here. This might be the right place to ask this and get a quick response: I'm trying for the first time to replay an .m64 file, but the Mupen Rerecorder v8 crashes with no error message every time I open the Mario 64 rom (and some other games). Some games seem to open fine, and both Mupen 0.5 and MupenPlus work fine for me. I've tried changing around all of the plugins several times and adjust every configuration setting I could, but it always crashes right when the game would normally load. I can't find any information on what might cause this...is this a known error?
Joined: 9/20/2008
Posts: 41
Okay, ignore that last post. I was able to get it working after installing what was apparently a different copy of Mupen64 Rerecording v8. I just watched the run a couple of times and it was pretty cool seeing this played out in "real time" on my own system after just having the encodes for so long. Here are my thoughts: I like the improvement to the BLJ in the BitDW. That always seemed to really be the only sluggish moment in his movement during that level. The solution you found demonstrates some creative problem-solving and some advanced knowledge of the game's workings. The BitFS improvements were pretty cool, and I bet that 1-up can sleep soundly tonight after finally catching Mario! Although I liked the old moves on the zig zag ramp thing (can we come up with a name for this?), the new solution seems very efficient. I'm also sad to see those quick little hops on the falling bridge blocks go, but I've grown accustomed to seeing entertainment value sacrified for better times in these runs (remember how much people whined about the drop in entertainment value from the 16-star runs to the 1-star ones?). I have a feeling that BitFS still has a lot of a potential for improvement, and I bet there will be some interesting speed-up found in here soon. Mario dropping into the lava without getting burned was neat. I forget if that been in any other runs, but could you explain what's going on there? The shortcut past the elevators at the end of BitS was easily my favorite new trick, and just goes to show that a lot of time a quicker route is staring you right in the face. The improvements to the final Bowser fight were also pretty good, and I have to wonder if that might not finally be optimized... Overall, I think this definitely deserves to be published and (once again) makes me wonder where else people could possibly find places to improve. It seems like a lot of the biggest time savers have been unexpected glitches and chance discoveries, so I'd encourage all of you who are working on this game to keep thinking outside the box and experimenting as much as possible. I'd really love to see another huge game-changer come along, and it doesn't seem like it'd be an obvious one. As far as superficial details, the camera work was pretty standard, though the last submission that was just put up showed there's a lot that can be with the camera to keep things fresh (even if it doesn't always come out perfectly). If I had to to rate this run I'd give it an 8 for entertainment and a 9 for quality.
Player (73)
Joined: 12/20/2006
Posts: 154
I thought the camera angles were for once actually interesting and good. I liked this one better than the last one.
Former player
Joined: 11/20/2006
Posts: 86
Like this run. Very well done. Congratulation SilentSlayers and z0MG. If I could vote then it would be a yes vote.
upthorn
He/Him
Emulator Coder, Active player (391)
Joined: 3/24/2006
Posts: 1802
Wow. The camera angles really do make a difference! I went into this one expecting to be bored (I mean, there've been, what, 100 0 star runs already, none significantly different looking than the prior) but instead this completely rekindled my interest in Mario 64 TASes. I'd vote yes if I could. PS: It's worth mentioning that I didn't even manage to watch the previous submission which had an unprecedented number of camera angle complaints, I'm just compariing this one to the last one that got published. PPS: Damn. Rikku beat me to the "if I could vote" joke.
How fleeting are all human passions compared with the massive continuity of ducks.
Active player (253)
Joined: 7/30/2006
Posts: 208
Location: Alefgard, USA
Very impressive -- I like it. However, I'm still waiting for the day when someone completes this game faster than the original SMB (4:58). That would be amazing.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Now we're talking. Yes vote.
Homepage ☣ Retired
Former player
Joined: 12/5/2007
Posts: 716
Very impressive it was indeed. The improvements were really nice. Camera angles were a charm to look at, this run almost felt like a breath of fresh air in comparison to the ones before. Not that I didn't like them, it's just that this one showed off improvements and changes that were clearly spottable and just... different - in a good way. I also really liked how Mario played along the jumping sound of the keys in the first two Bowser battles. Definite yes vote from me.
Joined: 4/30/2007
Posts: 150
this is me wrote:
i feel that given the frequency of submitted improvements to mario 64 and how much time it would take to clean up the angles why not pass on this one in favor of the next?
man everything here is so predictable so just as entertaining as the published version with a noticeable drop in time what more is there to say
Joined: 8/23/2008
Posts: 417
Everything I'd say has been said already. Well-done, no camera complaints, nothing jumps out as being less than optimal to me. Definitely should be published. I hate saying so little, but the run said so much.
I will not use self-reference in my signature.
Joined: 4/29/2008
Posts: 71
If you guys had this in the making during the voting for Robertz's submission, why were you being so defensive in that thread? Anyways, great job. Being obsoleted then creating another run that's more optimal than the previous is true skill and I applaud you for it.
1 2
5 6