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Game objectives

This run was built in less than a week and mainly made from hex editing. I asked some SM64 TASers if they would let me use their optimized single star runs and they gladly accepted, which led to this masterpiece. I really hope you enjoy this run!
This run is an improvement of 2 minutes and 58 seconds to the first "16 stars" TAS by Spezzafer and an improvement of 30.6 seconds to the last "16 stars" TAS made by DennisBalow and ReneBalow.

New tricks in this run (pasted from the "0 stars" submission text)

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.

Star times (excluding text messages)

StarTime
Bowser in the Dark World Red Coins34"87
Blast Away the Wall7"17
Fall onto the Caged Island9"20
Shoot into the Wild Blue9"23
Inside the Ancient Pyramid16"95
Shining Atop the Pyramid6"13
In the Talons of the Big Bird13"67
Hot-Foot-It into the Volcano16"07
8-Coin Puzzle with 15 Pieces13"90
Red-Hot Log Rolling7"50
Boil the Big Bully14"37
Swimming Beast in the Cavern14"90
Watch for Rolling Rocks14"13
A-Maze-ing Emergency Exit10"77
Board Bowser's Sub33"48
Bowser in the Fire Sea22"27
Bowser in the Sky29"30

Authors

Eru

He did Boil the Big Bully (which was a pain to hex, along with Watch for Rolling Rocks).

Mickey/VIS

He did Bowser in the Dark World Red Coins, 8-Coin Puzzle with 15 Pieces, Watch for Rolling Rocks and Bowser in the Sky entry. Huge thanks to him, since I was struggling with that last part.

snark

He did Hot-Foot-It into the Volcano, Shining Atop the Pyramid and Inside the Ancient Pyramid.

The "0 stars" team

They let me use their Lakitu skip, Bowser in the Dark World entry, Bowser in the Fire Sea and Bowser in the Sky.

The Japanese SM64 community

They did Fall onto the Caged Island and Shoot into the Wild Blue.

Special thanks

sonicpacker

He supported me and helped hexing the rerecords.

Efrain and Jesus

They let me take a look at their "16 stars" WIP which helped me saving 1 frame from the second key door to Shifting Sand Land.

DennisBalow and ReneBalow

Their "16 stars" TAS helped me for comparison.

The SM64.org community

For keeping SM64 speedrunning, hacking and TASing alive!

Suggested Screenshots

[dead links removed]

DarkKobold: Claimed for judging
DarkKobold: I'd like to first start by saying that this run was extremely well done, and no one is questioning that.
However, in reality, the original 16 star, followed by the 1 star, and finally 0 star are technically mislabeled, and should all be labeled as "any%," for purposes of site standardization. (Why Super Mario 64 got special treatment is beyond me). Originally, that wasn't a problem, as no one was clamoring for a 1 star run over a 0 star run. Now, it has to be dealt with as a separate category.
That said, a precedent for this has been set, in #2136: Saturn's SNES Super Metroid "glitchless low%" in 42:37.13. I'll quote mmbossman:
"Quoting the Judge Guidelines: ‘’Keep the number of different branches per a game minimal.’’ This run is an attempt to resurrect a movie branch that is now obsolete, ..., and I see no need to resurrect a dead category."
The majority of the audience has stated things in agreement with that last sentiment. As there is no major reason to revive this category, I am rejecting for goal choice.


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TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15544
Location: 127.0.0.1
Noxxa
They/Them
Moderator, Expert player (4108)
Joined: 8/14/2009
Posts: 4089
Location: The Netherlands
Deprecated goal is deprecated. Still a nice run though. I vote meh.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Former player
Joined: 11/13/2005
Posts: 1587
Voting no, this category is pretty much pointless. The 120 star run covers everything that the 0 star run doesn't, so why have this?
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
Brushy wrote:
Voting no, this category is pretty much pointless. The 120 star run covers everything that the 0 star run doesn't, so why have this?
agreed
Tompa
Any
Editor, Expert player (2214)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
While the run is very nice looking, I can't see any reasons to have this run published. 16 stars existed in the past because there were no faster way to beat the game, why go back to slower tactics when there are faster ones? This goal would be the same even if it was 21, 63, 32, 79 stars, and we don't need one category/star.
sgrunt
He/Him
Emulator Coder, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
I have to agree with the above comments - what's the point in a 16 star run at this point? It is, these days, a relatively arbitrary cutoff. If you're going to go through the effort of hexing a run together, hex together a 120 star run.
Player (146)
Joined: 7/16/2009
Posts: 686
Nice run, but completely pointless. I agree with all above posts in that 0-star and 120-star categories suffice.
Editor, Skilled player (1438)
Joined: 3/31/2010
Posts: 2107
I really don't know about this one. Technically, it was entertaining, but like so many other runs, it gets sammiched by the 0 and the 120 star runs, and there really doesn't remain any room for this, especially considering that the 0 star is more or less an evolution of this one. If anything, I'd be all over a new 120 run. Still, the run was exciting enough for me to vote yes, though really it's more because seeing a new 120 in my lifetime will be more than unlikely, so this has to suffice.
Player (79)
Joined: 7/7/2008
Posts: 873
Location: Utah
A 16-star run. Based on the 0-star run that has been improved many times? Sorry, but I'm going to say that this run is pointless. Seeing how everybody wants to see a 120-star run anyways, this run just shows some of the stars that can be easily added in. Voting no.
Editor, Experienced player (859)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Of course I'm also willing to see a new "120 stars" run, but it's really not for now. "16 stars" uses MIPS the rabbit and avoids side-BLJs which changes the strat of some stars and lobby deplacement. It's pretty much the same thing as a BLJless 70 stars run; much of it looks like the "120 stars" run, but it still deserves it's own category. Edit: And for all of you who are saying that SM64 is "hex-friendly" and that a new "120 stars" run could easily be made... hexing stuff in this run wasn't fun at all (just thinking about Watch for Rolling Rocks manipulation gives me nightmares) and many many things needed to be re-done many many times (you can judge from the rerecord count). Collecting the Japanese .m64s + .sts wasn't a piece of cake either. I personally think that this run provides its load of entertainment and is different enough from the "120 stars" and "0 stars" run to be accepted. (This post isn't meant to be mean or anything, I'm just trying to prove my point. ^_^)
GabCM
He/Him
Joined: 5/5/2009
Posts: 901
Location: QC, Canada
I'm sorry Nahoc, but I have to go with these other people. However, for your nice effort, I'll vote Meh.
Editor
Joined: 3/10/2010
Posts: 899
Location: Sweden
No, this goal just isn't needed.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Voting NO because of deprecated goal. Sorry.
Skilled player (1737)
Joined: 9/17/2009
Posts: 4979
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Since this run will most likely be rejected, can it be at least mentioned in the current "0 star" run submission text?
Post subject: Re: #2976: Eru & Kyman & Mickey/VIS & Moltov & Nahoc & SilentSlayers & snark & sonicpacker's N64 Super Mario 64 "16 stars" in 13:28.4
Skilled player (1325)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
TASVideoAgent wrote:
  • Uses game-breaking glitches
  • Avoids side-BLJing
So, You ban one type of blj but keep the rest? Voting no for inconsistent and pointless goals. I dont understand how banning one glitch and collecting 16 stars instead of 0 really warrants it a new category. However, It is nicely done I gotta admit.
Post subject: Re: #2976: Eru & Kyman & Mickey/VIS & Moltov & Nahoc & SilentSlayers & snark & sonicpacker's N64 Super Mario 64 "16 stars" in 13:28.4
Editor, Experienced player (859)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Sonikkustar wrote:
TASVideoAgent wrote:
  • Uses game-breaking glitches
  • Avoids side-BLJing
So, You ban one type of blj but keep the rest? Voting no for inconsistent and pointless goals. I dont understand how banning one glitch and collecting 16 stars instead of 0 really warrants it a new category. However, It is nicely done I gotta admit.
Side-BLJing allows to bypass the 30-stars door and DDD which would be pointless since you could beat the game with 0 star.
Post subject: Re: #2976: Eru & Kyman & Mickey/VIS & Moltov & Nahoc & SilentSlayers & snark & sonicpacker's N64 Super Mario 64 "16 stars" in 13:28.4
Former player
Joined: 11/13/2005
Posts: 1587
Nahoc wrote:
Side-BLJing allows to bypass the 30-stars door and DDD which would be pointless since you could beat the game with 0 star.
You said it yourself, this run is pointless.
Joined: 5/13/2009
Posts: 141
Someone encode this so I can watch this "pointless" run which is the best we're going to get since the 120-star TAS will never be made, ever. And then I will vote yes for that reason, I'm sure. EDIT: Pointless bitching. The run is great. It should be published.
Experienced player (828)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
*Still patiently waiting for a 70 star run with a well defined list of disallowed glitches...*
Living Well Is The Best Revenge My Personal Page
Editor, Experienced player (859)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
miseiler wrote:
Someone encode this so I can watch this "pointless" run which is the best we're going to get since the 120-star TAS will never be made, ever. And then I will vote yes for that reason, I'm sure.
I am currently re-encoding everything.
Active player (499)
Joined: 1/12/2007
Posts: 682
Screw the haters. 16 star is and always will be the best category for this game. No one cares that it's arbitrary, it's still awesome. Voted yes, and really hope it gets published.
Experienced player (828)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Swordless Link wrote:
Screw the haters. 16 star is and always will be the best category for this game. No one cares that it's arbitrary, it's still awesome. Voted yes, and really hope it gets published.
Any run that forces a viewer to endure DDD can't be considered the greatest category :-P
Living Well Is The Best Revenge My Personal Page
Reviewer, Active player (286)
Joined: 12/14/2006
Posts: 717
But I really do believe 70 star will be the greatest category.
Joined: 1/8/2011
Posts: 74
Location: Saturn Valley Medical Center
16-star runs are always nice to watch. I like watching zero and one star runs also but this video is nice to watch every now and then, and I believe this needs its own category.
Samus plays the SA-Xaphone
Joined: 1/10/2010
Posts: 59
I'll wait for the encode, but I'm honestly not sure how I feel about this. Isn't this route the fastest feasible on a console? Should we allow this for the same reason that games can have separate "any%" and "glitched" categories (I'm specifically thinking of stuff like Super Metroid with memory corruption)? The rules for this aren't any more arbitrary than those for the Legend of Zelda "Swordless" run (it's a classic category, as well as pretty well-defined). I really like the idea of SMB64 having a run less broken than the 0 Star run, but not as long as the 120 Star run. I'm not sure whether a 16 or 70 star run would be better for that. SMB64 can still afford 1 or even 2 more run categories, in my opinion. For comparison, between hacks and different goals, I counted a total of 6 SMB1 run categories on the site.
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