Super Mario 64, the classic platformer from 1996, stars that Italian red plumber dude, named Mario. So he gets an invitation to have a one night stand eat a cake that Princess Peach has baked for him. So, like any fat Italian man would, he jumps in a green tube and heads to the castle - and so the journey begins. Once Mario arrives, he realizes that there is no cake and there will be no cake. The princess wants him to lose some weight, and she has hired Bowser to be a fitness trainer for Mario. The plan is to motivate him with cake and make him to run around the castle for "power stars," But Mario, just as any fat Italian would, skips all of that, loses no weight, and demands cake.

Game objectives

  • Emulator used: Mupen64 0.5 Re-Recording v8
  • Aims for fastest time
  • Takes damage to save time
  • Uses game-breaking glitches
  • Only opens the front door and the key doors
  • Makes you cry at night
Our initial thoughts for a completion time were approximately 5:23, but it kept getting lower and lower until we achieved our current result. This run is an improvement of 24.4 seconds to the previously published movie.

Comments

This submission is the biggest improvement to any previous 0 star run. The majority of the improvements are found in the Bowser in the Fire Sea and Spiral Stairs to Bowser in the Sky sections. In our opinion, this 0 Star run is different from all of the others. We strongly recommend watching the previous movie(s) before this one, to really notice all of the differences.

New tricks in this run

0-Input BLJ
When you have no input on the analog in between the "A" button presses for a BLJ, your speed will not decrease, thus exponentially increasing the speed at the end result of the BLJs. This saves time in a few places.
Pause BLJ
Normally, you can only press the "A" button fifteen times per second because the game runs at thirty frames per second. If you had thirty continuous "A" frames, you'd just be holding "A" down, not tapping it. However, if you pause while pressing the "A" button, you are given an opportunity on the next frame to release the "A" button. You can follow that by repressing it when it's not paused (therefore letting you BLJ the equivalent of thirty times "per second"). This is useful when you need more speed to travel a long distance. It isn't as helpful as it seems as it takes three extra frames to do a Pause BLJ. In order to save time you need the extra speed to save at least 3 frames.
Forward Jump Kick Trick
While Mario is recovering after a forward movement (dive, long jump, etc.), you can hold the "A" button prior to landing, and on the frame you land, press the "B" button with the analog stick at ^54 or less (on the TAS Input Plugin), you will do a jump kick. The trick is that it maintains all of the same speed from before the landing. You can also apply this when moving backwards (such as after a BLJ), by holding "A" before you are in the running animation, and then pressing "B." This causes Mario to do a jump kick and retain the same speed. This is useful for crossing long gaps and covering large distances.
Slide Kicking
This has been found to be the best method of forward movement over a long distance, because unlike the jump kick, you can do it repeatedly without losing speed.
Punch Trick
Instead of running for one frame when accelerating from a stop, you press the "B" button with no analog input, which gives you a starting speed of 10 instead of roughly 8.
Forward Speed Conversion
After triggering text, Mario is in a frozen state with his speed stuck at what it was while activating the text. When the text is read, you have the ability to do many things. One trick we can do with this is to press "C^" (upper C button) and "Z" at the same frame and hold a specific direction to get forward speed (as opposed to backwards speed which we originally used to activate the text). This is useful because forward speed can be used for things like getting to high places, such as the endless stair case. If you don‘t use Z with C^, your options are limited, because you only move forwards or backwards in a state that will not let Mario jump.
Instant Jump Kick Trick
This trick allows you to jump kick on the very first frame that Mario has input. This also is enables you to choose an angle for Mario to travel. You do this by holding A for at least one frame before Mario can move, then push B and the direction you want to go on the first frame of input.

Improvement Table

SectionFrames SavedFrames Saved Overall
Lakitu Skip99
BLJ to BitDW2029
BitDW5281
B1182
BLJ to Basement587
DDD Skip66153
BitFS224377
B20377
To Tower2379
Spiral Stairs to BitS251630
BitS83713
B38721

Sections Described

Lakitu Skip

The Lakitu Skip went through many iterations before we got this result. There was the first one (frame 1812) which tied the previous run. Then we managed 1810 with the forward jump kick trick. Shortly after uploading our WIP, Moltov had a brilliant idea to use the slope in the manner you see in our current run. That achieved 1807 the first time through. Days later, we tried a bit more and figured out long jumping into the slope would be slightly faster. Thus came 1805. Then the final version came about days before the run finalization. Somehow we managed to get more speed off of the slope and recover a frame sooner giving us 1803 (a total of 9 frames over the previous run).

BLJ to Bowser in the Dark World

The BLJ to BitDW went through 3 different changes. All methods are completely different from the previous runs' route. In the original WIP, we used a weird BLJ that made Mario "clip" the stair railing and repeatedly BLJ. Shortly after that, the P-BLJ was found. We instantly knew that this needed to be tested for these stairs. It turned out that only 1 pause was needed to achieve the correct speed because there is a limit on the wall that you hit while going backwards. This stood as the current record until we felt that it looked like you could BLJ a frame sooner. In the end we were correct and managed to save a total of 20 frames over the previous run.

Bowser in the Dark World

We found a way to get to the elevator one cycle earlier in "Bowser in the Dark World," by doing a triple jump instead of a wall kick. This is faster because the wall kick goes past the elevator and then comes back. This saves about a second in itself, and doesn't hurt the BLJ at all. In the previous run, 0 input BLJs and pause BLJs were unavailable, but this time around, we utilize both on the elevator for max speed. 1 P-BLJ is the optimal amount because we BLJ once on the bridge. Anymore BLJs and Mario flies off of the bridge. From here, we use the same route as the previous run, but with much more optimization.

Bowser 1 Fight

For the first Bowser fight we managed to save one frame through a slight change of method. The previous runs' route was a single jump, followed by a double jump + dive over Bowser. The new route consists of an instant jump kick, then a double jump + dive over Bowser. The throw was basically the same as in the previous run.

BLJ to Basement

For the BLJ to the basement, we used a new strategy that utilizes the forward jump kick trick to gain distance. On the BLJ, we landed with -15.999 speed which is the maximum amount possible. This allowed for less BLJs to gain a high amount of speed. The rest is basically the same as the previous run.

Dire, Dire Docks Skip

The Dire, Dire Docks Skip went through a bit of change too. In the current version, we used the punch trick at the start which saved about a frame. We also get as little speed as possible for the long jump by using small inputs so that we can turn it into backwards speed easier and strain much less towards the stairs. This in itself saves quite a few frames. The P-BLJ gave us a completely new strategy. Using it at the end of the side BLJs gave us the opportunity to ignore the use of even one air BLJ. ReneBalow and DennisBalow found that you can skim the railing as you go towards the star door (which gets Mario into his butt-sliding animation). That allows us to hit the entrance of BitFS directly, and fall straight in. Previously, we would need to cancel Mario's long jump animation on the entrance, followed by a ground pound to stop momentum.

Bowser in the Fire Sea

In the original WIP, we had the same beginning strategy as in the previous run for "Bowser in the Fire Sea," but then Gsus016 found a better starting strategy which saved some frames up to the pole. When we do the pole glitch, we don't grab the pole unlike before. We wall kick off of the gap that the pole penetrates. This is faster because we avoid the delay of grabbing the pole. Afterwards, we do a BLJ like in the previous run, except we purposely hit the lava to boost up to the higher level of the elevator. Once at the top, we do a new BLJ. This BLJ is very low in relation to the ending pipe. Luckily, we can be below the pipe on an invisible wall and wall kick into the ending warp. All in all, this new BLJ saves nearly seven and a half seconds.

Bowser 2 Fight

We tried hard to save frames on this from the previous run, but we didn't succeed. The only parts that are different are pre-grab and after the throw.

To the Second Key Door

Entering/exiting DDD went as expected. As far as we know, you cannot save in that area. However, with the combination of the punch and the forward jump kick trick we saved a frame in the lobby.

Spiral Stairs and Endless Stairs

Moltov is a genius. He deserves every bit of credit for coming up with this amazing theory. There were many versions of this section of the run. It started out with the simple idea to side BLJ on the spiral staircase stairs and do the old "long jump up to the door" method. From there, it kept evolving into what we have now, which is, in our opinions, the coolest looking and most innovative part of the run.

Bowser in the Sky

For "Bowser in the Sky," the start, as you will notice, is similar to the previous run, aside from the fact that we utilize a punch + the jump kick trick before the yellow slope. Just before the elevator, we set up for a jump kick + double jump + dive onto the elevator. We then side flip + dive towards the big slope with the "!" switch. This saves a lot of time because we get to the elevator a cycle earlier and sets up for good slope-jump-dives. Next, we just get to the final elevator somewhat optimally. It's not important to fully optimize this because we get to the elevator too early for our final improvement – the final improvement being a BLJ on the elevator directly into the pipe (found by Nahoc10). Our BLJ saved 1"53 over the first discovery of this route. Overall this saves well over two seconds because you go in a straight line towards the pipe and are able to clip through it.

Bowser 3 Fight

Trying to find improvements with this part is hell. Only two strategies were successful (tied each other) in the end. We narrowed it down to using the same strategy as the previous run because it looked cleaner and provided a more entertaining ending. The previous run consisted of a ground pound directly under the final star. This is because the speed conservation tricks were not known at the time. You don't need to position Bowser in a specific spot since ground pounding is not a necessity now. This makes it so you can have Bowser hit the ground sooner, therefore triggering the text faster, and finally, ending input earlier.

Author's Personal Comments

SilentSlayers

To start off, I'd just like to say we all had a lot of fun with this, even during the frustrating parts. Having a team of 5 people is so advantageous. Sometimes it brings out laziness, since you can just say "one of the other four will do it," but once you get past that and have five people working on one thing, the run starts to get done very fast. SM64 has also had tons of discoveries because it's so complex. Having five creative people on the job, you are bound to find many time-savers. Our team didn't start like it is now. It originated with just myself and Johannes. Then we got extremely lazy, so we got a hold of our first slave co-author, Kyman. We had been talking strategy and time-savers for quite a while before hand and I noticed that he was becoming a very strong TASer. Naturally, I asked him to join the team, which he gladly accepted. Kyman revolutionized the whole run by finding the 2nd Bowser stage's strategy, involving the BLJ that brings you to that invisible floor below the ending pipe. After a while, we stopped TASing, so the run somewhat died again. After this, I begin to notice another person with potential in TASing. Moltov, one of the five authors of our 0 star, became a very strong TASer in the span of a few short months. Since I was friends with him, I noticed his skill increasingly rising, so I invited him to join our team. After his addition, he almost instantly became helpful. He spent a lot of time working on the first Bowser stage, and inspired me to find how to BLJ an elevator earlier in the first Bowser stage. That was only the beginning for him. He found one of the biggest time-savers in the whole run, and in my eyes, the most entertaining and mind-blowing. That's all good, but again, somehow we lost interest and just got lazy. Thankfully, Johannes and I always have a good solution for this. Get another slave co-author! sonicpacker joined our team. Just like the other co-authors, he was useful, and never stopped being useful. He is our hex slave, and is pretty much, in my opinion, the least lazy TASer on the team. We felt five authors was enough, and due to our “on and off motivation” for the project, we knew it would eventually finish with this combination of players. We slowly, but surely, optimized and re-did things when new strategies were found. After submitting our 5:04'80, Mickey/VIS, a well known Japanese TASer cleaned up our run by fixing errors we had, and found a different strategy to scale the endless stairs. We acknowledged the fact that he put a lot of work into it, so instead of just hex editing in his work, we added him as a co-author with his permission. We kept pushing forward and now here we are; we finally finished up this project that took well over a year. Our total re-records doesn't accurately show the struggle and devotion we have put into this project, but hopefully, the result itself does. We hope you enjoy our TAS!

sonicpacker

Even though I was added to the run fairly late compared to the 4 before me, I was still around for the excitement of most of the run – discoveries, etc. It was always great to wake up, then sign into MSN, only to be welcomed by new theories and ideas that the team had. Surprisingly, they were successful most of the time. This led to huge improvements and route overhauls. Even though I wasn’t around for the longest time, I was here for every part of what we currently have in our TAS. A lot of the old material (from when the 0 Star was first announced) got outdated pretty fast. This called for TASing taking up full weeks of our time. I hope that when you watch it, you can see how much effort really was put in by our whole team.

Moltov

This was a good run, I'm glad I could contribute to the zero star team. Not only did we kick some major butt but we had a good time doing it. From Butt Sexing Mammals To Being Fresh And. I know I sat several times just thinking through the entire run on where frames could be saved, and with that mind set, I was able to save a lot of frames in this run. Overall, good jobs guys. If we TAS anything in the future, I'm sure we’ll rape it.

Kyman

I love this game. Sometimes it might be challenging, or just plain annoying to deal with, but I still love it. I think this TAS shows how much all of us love it. This is the best project I have ever been a part of, and I think this run has shown me a lot of things. I cannot say how much I respect and love working with the other authors, and I hope we remain friends for a very long time. Good job all around.

Mickey/VIS

Todo

Johannes

I wasn't very active in the run due to losing interest in SM64 TASing and the ever-decreasing need for me as the team got bigger. Most of my work is obsolete, but I did do the "victory dance" after the final Bowser battle in the original submission. I've followed the run's progress and really enjoyed watching the improvements. I had no idea 25 seconds could be saved.

Suggested Screenshot

Other Notable Screenshots

Special Thanks

Here is a list of people we would like to thank for helping out our run (in alphabetical order):

Final Thoughts

We really had a great experience doing this, and we all hope you enjoy our TAS.

sgrunt: Replaced the movie file with one 9 frames faster at the request of sonicpacker.
mmbossman: Despite the *gasp* 3 no votes, this is one of those "duh, accepting" runs. Good work guys, on continuing to raise the bar on optimization.
Aktan: Processing... May take a while due to multiple encodes...
adelikat: Replacing the movie file with one that is 2 frames faster as requested by sonicpacker
Aktan: Processing yet again...
Aktan: Waiting for possible input update before encoding..
sgrunt: Replaced the submission file again(!) with one that is a few frames faster. Now get this run published!
Aktan: Third time's the charm?
Flygon: *gasp* Removed outdated YouTube module. Will attempt to reencode myself.


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Skilled player (1651)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
I disagree with mz's reasons for voting no, and voted yes myself, (I enjoyed this improvement). However, it is his vote; he can do what he wants with it, and he stood up for himself with a post, as opposed to a quiet no vote. The real reason for my post is that I see too much of this crap:
IRC wrote:
[11:39] < > and WHO VOTED NO. I WILL KILL THEM
and
Can we remove this idiot's voting privileges? Some people just shouldn't have them.
Really people, really? Its now 109 to 1. Most TASes get 20 yes votes AT MOST. Do you really think that is going to affect whether or not this movie gets published?
Judge wrote:
This one no vote really changed the way I saw this movie, that the audience of 109 yes votes really all miss-clicked, and meant to vote no. I am rejecting this movie that is clearly an improvement to the published movie for these reasons. Better luck next time.
One no vote does this run no grand injustice, much enough to warrant action. Get over yourselves. [/quote]
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Joined: 7/16/2006
Posts: 635
BrainStormer wrote:
Games like sm64 and OoT (and probably soon after grunz's MM run is published) are being degraded to such an extent nowadays that they don't even feel like the games we once knew them to be. All we see is animation and that is not what we want to see; no; animation won't make any tool-assisted run entertaining. Instead we want to see crazy gameplay that won't repeat itself over and over (as Cardboard mentioned above with ass bouncing, boss fighting and key door opening) and much less animation.
The problem is that 3D games are really, really time consuming to TAS. Your standard N64 game is also significantly longer than, say, a SNES game. As such, "non-glitched" or 100% runs take a very long time to make, and you'll need someone with the dedication to do it. Not to mention the fact that Mupen64 is...not the best emulator. Of course, the other problem is the site's obsession with absolute perfection. The 120-star TAS has been held up for who knows how long because people keep finding small improvements to stars. The MM TAS has been held up because I keep finding improvements and Grunz goes back to fix them. A small concession about absolute frame perfection could go a long way towards runs being made.
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
petrie911 wrote:
Of course, the other problem is the site's obsession with absolute perfection. The 120-star TAS has been held up for who knows how long because people keep finding small improvements to stars. The MM TAS has been held up because I keep finding improvements and Grunz goes back to fix them. A small concession about absolute frame perfection could go a long way towards runs being made.
I'm pretty certain that it's not the "site's obsession" with absolute perfection, rather than a handful of purists among some of the popular games' respective communities who keep insisting the runs be redone at every possible opportunity. In case with short runs like this, most of us, let alone the general public, quite honestly don't give a shit if there is 1 frame saved at a certain moment in a run, or 3. As long as the general approach doesn't change and there isn't anything obvious missing, it's going to look the same every time. But SM64 is lucky enough to have a camera which can by itself provide the much-needed variety, otherwise you'd see more complaints about any% being improved over and over and over. Personally, I stopped caring about pretty much every whored-out run out there because there is only so much excitement for me to be had looking at some 10 seconds' (in some cases a lot less) worth of actual changes spread over several minutes of otherwise well-known stuff (really makes me want to have some kind of a diff generator for TASes to skip old content). I do agree, however, that this particular submission is by far not the best example. After all, it saved more time over the published run than the published run saved over the first 0-star submission. Even in absolute count, it is indeed a very good improvement.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Player (121)
Joined: 2/11/2007
Posts: 1522
Voted no because youtube video was tagged with the word "rape" Real classy guys
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
Player (79)
Joined: 7/7/2008
Posts: 873
Location: Utah
Voted no because alden said so.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
I stopped voting MEH when I realized that showing indifference doesn't help or hurt anyone. Voting no, because MEH doesn't exist in my brain. I abstained on voting on the last OOT topic, and I don't feel like abstaining this time. my thought in IRC a few months ago: Aug 09 20:43:36 <agill> well I've said why I would vote no on the previous jap run Aug 09 20:43:39 <agill> but i abstained Aug 09 20:43:47 <iDeign> why are you voting no on this one? Aug 09 20:43:51 <agill> in short: poor game choice Aug 09 20:43:52 <agill> oh Aug 09 20:44:03 <agill> because I think a no vote will have more power in this Aug 09 20:44:13 <iDeign> poor game choice? lol Aug 09 20:44:13 <agill> the other run had too much controversy Aug 09 20:44:18 <agill> yes Aug 09 20:44:21 <agill> do an all temples run Aug 09 20:44:24 <agill> i'll vote yes Aug 09 20:44:34 <agill> but fucking chicken egg sidequest? Yeah I take the same stance on this game. Nicely done, but I'd prefer to see at 120 star run or a 16 star run (reiterated in this topic: http://tasvideos.org/forum/viewtopic.php?p=169676#169676) So my no vote is not because this run was done badly, but rather... it's just not my cup of tea.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
There is fastest completion AND other categories of the same game for a reason. The fastest completion might not always be the most entertaining one, but it's cool to see what the limits of the game end up becoming. Really though, has it lost entertainment value? Not really, I mean had you never watched a TAS of Mario64 before, I think you'd be entertained by this run. You guys have just watched too many iterations of essentially the same thing. The funny thing is that this TAS brought a bunch of new tactics all together. The improvement wasn't even a small improvement either. Back 2 years ago, people thought SM64 wouldn't be improved by another second either.
Super Mario Bros. console speedrunner - Andrew Gardikis
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
People don't realize that essentially, a 16 star run would be the same. I understand why that is thought because people on this site don't necessarily follow SM64 TASing. But my point is, most of the run would be Mario flying around at high speeds and then jumping out of levels and pressing "Continue, Don't Save." You can try and convince yourself that more stars would be more entertaining, but I can guarantee you that if you don't like this run, you won't like a 16 star run either. A 120 star run MIGHT be a different story since not every star involves hyperspeed, but when given the choice to collect 16 specific stars, it's obviously going to be the 16 fastest (which would in-turn involve hyperspeed).
Joined: 9/28/2009
Posts: 32
Introduction Here at TASVideos, we strive to push games to their limits. The emulators we use allow for undoing mistakes, slow-motion gameplay, and even in some cases utilizing robots to do our bidding. Using these tools, we overcome human limitations to complete games with extremely high precision, entertaining our viewers as our players tear through games at seemingly impossible speeds. The end result of this process is simply a series of key-presses which could theoretically be performed on the original hardware.
In other words, not using such tricks would be going against the site. If you really wanna see gameplay without these sort of things, then there's always Youtube.
Joined: 7/2/2007
Posts: 3960
Axel Ryman wrote:
In other words, not using such tricks would be going against the site. If you really wanna see gameplay without these sort of things, then there's always Youtube.
Nahhh, there's plenty of room for runs that don't use tricks that break the game. See e.g. the Harmony of Dissonance runs without wallsinking, the Super Metroid runs without X-Ray Climb, the Adventure of Link runs without L+R, etc. The reasonable corollary for SM64 would be a run that doesn't make use of techniques that break the normal speed limits (BLJ, chained wallkicks, etc.). Awhile back there seemed to be decent support for a 70-star run made under those conditions, but I don't remember if anyone actually started working on it. Of course, most people who have enough skill to make a top-quality SM64 TAS are not interested in making one that purposefully doesn't take advantage of all of the possible speed techniques.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Kaylee
She/Her
Editor, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
Derakon wrote:
Awhile back there seemed to be decent support for a 70-star run made under those conditions, but I don't remember if anyone actually started working on it. Of course, most people who have enough skill to make a top-quality SM64 TAS are not interested in making one that purposefully doesn't take advantage of all of the possible speed techniques.
I started to make one back in early 09, I think..? Anyways, the problem was I had to keep redoing it because it kept being obsoleted and it wasn't very fun to make because of all of the hill sliding.
Joined: 9/28/2009
Posts: 32
Bah need to not be half asleep when I post. I always forget something I should know.
Nahhh, there's plenty of room for runs that don't use tricks that break the game. See e.g. the Harmony of Dissonance runs without wallsinking, the Super Metroid runs without X-Ray Climb, the Adventure of Link runs without L+R, etc.
They're still technically pushing the game to it's limits though, just with a few restrictions. SM64 can do the same, but on a 0 star run, these tricks are really the only way to do them. If someone wants to try a 16 Star run TAS without such tricks, then by all means do it, but push the game to it's limits. Saying this TAS shouldn't be accepted just cause it uses the same tricks as the previous submission with some minor differences even though it's better is the same as saying a different TAS shouldn't be accepted cause it uses the same tricks as the previous submission with some minor differences even though it's better. The previous and new submissions both have their merits, but the new one pushes the game further towards the limit. Megaman Zero and of course Rockman 2 are a few more examples of this. Should those have not been accepted cause it's very much the same only faster with some differences? Submissions like these will just get further and further improved till it can't be done anymore. More game breaking tricks and glitches will be found and used. Should we just deny these submissions to make room for other games/categories? Obviously not, because people want to see the game broken even further.[/quote]
Skilled player (1604)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
I am not by any means against this run being published, that's not my point. My point is that it is so much like the previous TAS that I can not spot the differences, as I did not have the runs run side by side. I watched the previous one about a year ago, and this looks the same to me. Of course it's a good improvement, and of course it should be published. I think that legit improvements should be published. I'm just finding it strange that a certain group of people who a while back opposed publishing an improvement to a N64-TAS now are for an improvement of a N64-TAS. The point I'm trying to make is probably that the average viewer won't notice the difference between this TAS and the five before it. I honestly find it hard to believe that all 100 yes-voters noticed every difference between this one and the previous one, but yeah it's all about the amount of minutes of the TAS which we vote by I guess.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced player (520)
Joined: 4/14/2009
Posts: 116
I agree, I can't tell the difference between this run and the recent sonic run. Honestly, they are both characters moving fast, doing their respective moves, etc etc. I'd rather people focus on something different completely then this "go really fast" stuff that always looks the same. Voted no because I want to make a statement.
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
RingRush wrote:
Voted no because I want to make a statement.
Do you understand that what you are doing is akin to vandalism? You don't have any actual objections to this submission in particular, but instead you are abusing the voting process of this submission to make a generic "protest" against a trend you don't like. You are boycotting this submission in particular, without any fault of the author of the run, because of dogmatic reasons that have nothing to do with it. What did the author of this run do to deserve such boycotting? If you want to express your opinion, why don't you write an article on a group which is more on-topic for that subject matter?
Former player
Joined: 2/19/2007
Posts: 424
Location: UK
Wow, what a huge improvement! I've grown used to improvements of tens to hundreds of frames with well-run games like this, and suddenly this comes along! Very impressive! I vote yes. Looking at the justification people give the no votes, I have to say: *Is this movie faster than the movie it would obsolete? Definitely - a large improvement. *Is this movie more entertaining than its predecessor? I think so, it has new impressive tricks, and is faster, which is entertaining in its own right. *Would we want a viewer who has never seen a SM64 any% TAS to see this movie or its predecessor? This one of course. These are the questions that are relevant to the judgement of this movie. Here are some that are not relevant: *Would you rather have seen a submission for another category (non-glitched, 100%, etc)? *Would you rather have seen a submission for another game? *Would you rather have seen a traditional speedrun? *Has this game been improved too many times? But the no votes seem to be justified by pointing at the the sort of irrelevant criteria below. At least they are in minority; imagine an impressive improvement like this actually being rejected due to reasoning like this!
Former player
Joined: 12/1/2007
Posts: 425
I'm encoding this for (hopefully) publication. Posting tomorrow.
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Posts: 4979
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
To mz, please put on your glasses before watching this run, as you clearly can't seem to notice the 25 second or so difference. And to BrainStormer, who cares about your childhood games not looking how they used to be? It's a speedrunning site, so players are supposed to find ways to break the game. You shouldn't be blaming the players that were "degrading" your childhood, you should blame game developers for allowing such childhood-destroying glitches slip past them.
Joined: 5/14/2007
Posts: 525
Location: Pisces-Cetus filament
Warp wrote:
RingRush wrote:
Voted no because I want to make a statement.
Do you understand that what you are doing is akin to vandalism? You don't have any actual objections to this submission in particular, but instead you are abusing the voting process of this submission to make a generic "protest" against a trend you don't like. You are boycotting this submission in particular, without any fault of the author of the run, because of dogmatic reasons that have nothing to do with it. What did the author of this run do to deserve such boycotting? If you want to express your opinion, why don't you write an article on a group which is more on-topic for that subject matter?
RingRush was joking. I am surprised that you didn't notice it...
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3 xxNKxx wrote: ok thanks handsome feos :D Help improving TASVideos!
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
Zeupar wrote:
RingRush was joking. I am surprised that you didn't notice it...
If that's the case, I have to apologize for jumping to conclusions. (Maybe I am taking this whole thing a bit too seriously...)
Former player
Joined: 12/1/2007
Posts: 425
Here are my encodes: 640x448, 72 MB 320x224, 34 MB SM64 updates graphics at 30 hz, but runs at 60 fps nevertheless, so I used ChangeFPS(30). No information seems to be missing from the video, but file size and playback stress are decreased. Another way to do this is to use Direct264 with deldup, but that makes the video VFR, which some players don't handle well. If this is unacceptable, I can redo the encodes with 60 fps or deldup. Edit: replaced encodes; better subtitle times
Joined: 11/15/2004
Posts: 804
Location: Canada
Dude. That was just... amazing. I love the camera angles when Mario launches incredible distances. Seeing him in a room while the camera is outside of the room is just brilliant. Not only is this an incredible technical achievement, but also one of the most artistic N64 runs yet. I vote that this run gets the award for Best Camera Work in an N64 TAS. Obvious Yes vote.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Joined: 10/15/2010
Posts: 9
I just had to register so I could comment on this video. I've been following this game since before getting 16 stars was thought to be an impossible yet awesome to achieve goal. After seeing this video all I can say is: Epic. It had been a while since the last run of this game and even so I still could see most (if not all) the differences. About the only thing I would say is that perhaps someone could do a 1080p encode using one of the high-res texture packs available, :), because that would be great.
As Is: SMB (04:57.31), SM64 (05:02.25), SMB2 (07:41.16), SMB2:LL (08:05.28), SMW (09:57.82), SMB3 (10:25.6) Some Day: SM64, SMB, SMB2, SMB2:LL, SMW, SMB3
Editor, Skilled player (1535)
Joined: 7/9/2010
Posts: 1319
of course YES
Favorite animal: STOCK Gt(ROSA)26Sortm1.1(rtTA,EGFP)Nagy Grm7Tg(SMN2)89Ahmb Smn1tm1Msd Tg(SMN2*delta7)4299Ahmb Tg(tetO-SMN2,-luc)#aAhmb/J YouTube Twitch
Publisher
Joined: 4/23/2009
Posts: 1283
DaFees wrote:
About the only thing I would say is that perhaps someone could do a 1080p encode using one of the high-res texture packs available, :), because that would be great.
Would you happen to know where is a high-res texture pack?
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