This run requires a costume verification movie, which can be found here.
Commentaryless encode:

Introduction

Castlevania, usually referred to as Castlevania 64, is 1999 debut of the series in 3D. Severely cut down from its original vision, which was partially restored with the "Legacy of Darkness" rerelease, no full TAS has been finished for this version with Carrie. Until now.

Mechanics and Glitches

Jumping
Velocity in this game is a bit quirky, in that the further you fall the faster both your horizontal and vertical speed becomes. This means that jumping is the fastest form of regular movement, and since Carrie jumps higher she by default moves faster then Reinhardt.
Ledge Jumps
When checking to see if the character will grab a ledge or not, the game primarily checks if you're holding the A button down within a certain range next to one. Due to a bug, you can let go of jump right before you actually grab a ledge, and if you immediately repress a frame after you will perform a jump because the character's state was reset. This has a lot of movement applications through the run, heavily reducing the need to climb up ledges with slow grabs and leading to some very fast movement in the right circumstances.
Slope Slides
Earlier versions of the game have a quirk where you are able to jump in mid-air after sliding off a slope. This leads to some small skips and interesting movement optimization potential.
Slide Jumps
If you press A shortly after you begin sliding with Z, your character will automatically jump at the end of the slide. With a precise alignment going off a ledge, this also leads to the ability to jump in mid-air.
Movement Stalling
Mashing C-Right will freeze a character's state, the most useful application being the ability to stall on slopes to regain the ability to jump and ignore collisions with moving objects. Small applications everywhere.
Seam Clips
Certain intersections of walls and floors can create small gaps that are possible to clip through. These usually require a precise position and a high speed to be useful, but overall save minutes.
Door Glitch
The animation of the character walking through a door can be interrupted either by interacting with certain doors at a very precise position, or being pushed by an enemy at the right time. This lets you unload the previous room while still being in it, which leads to some skips.
Nitro Glitch
If you jump and interact with the nitro shelf while holding onto nitro within a 1 frame window, you will survive the subsequent explosion and trick the game into not checking for nitro until you reload the area. This has the added bonus of making you invulnerable to all damage temporarily as well.
Day & Night
This game features a day and night cycle, which affects the presence of certain events, whether certain doors are open, how many enemies spawn, and the damage you do with your attacks. This means that time management is required to help minimize long waits and maximize damage during bosses.
Orb Charge
Carrie's main attack is her magic orb, which can be released in different stages for varying amounts of damage. It normally takes about 40 frames to reach it's max damage, however a small glitch when transitioning from stage 1 to 2 allows a max damage orb to be released roughly 13/14 frames after you begin charging. The orb will slowly track enemies if it's not released at point blank range, which is avoided whenever possible.

Level-by-level comments

Forest of Silence
-RNG is manipulated early for two PowerUps for the main weapon. -The werewolf miniboss is killed by luring it off the ledge, warping it the water below. -A slope jump is used to get to the second switch faster which skips a much longer trek around. -The second skeleton boss is killed earlier by precisely positioning it so it goes off the ledge and dies in the water.
Castle Wall
-The Left Tower is skipped with a precise seam clip after the skeleton dragon boss, which saves about a minute.
Villa
-The second part of the Cerberus fight is skipped by jumping on one of the dog's heads after becoming immune to its bite due to a quirk in how the game handles hitboxes, letting me get over the gate. -30 seconds of waiting are required for the Rosa cutscene to start, since you have to speak with her to get the key from Vincent that leads to the key to the garden. -Once in the garden, a precise clip is done with the Gardener to skip the Malus chase.
Underground Waterway
-A few precise jumps are done to skip a miniboss and two waterfalls, letting me beeline to the end without taking any detours for buttons.
Castle Center
-The lizards fight is skipped by moving far enough way so they deload. -Early Library is done by carefully manipulating the Lizardman so he interrupts the door animation at the right time, which saves over 4 minutes. -Nitro glitch is done shortly after disabling the magic seal, which skips a much longer trek around and saves several minutes. -Cog skip saves about 40 seconds of waiting by popping the character onto to the top of it after interacting with its collision at the right time. It was done here with Movement Stalling, but it also works by just running into it as it intersects with the wall.
Duel Tower
Yeahhh, so the biggest surprise of this TAS is the fact that you can actually get into Duel Tower/Tower of Execution as Carrie by using a precisely controlled slide + jump to just barely get over the bridge to the loading zone. This saves 2 minutes due to how much faster this levelset is compared to doing Tower of Science/Tower of Sorcery.
-A fall after the first fight skips two bosses.
Tower of Execution
-Ledge jumps the stage.
Room of Clocks
-A clip out of bounds lets me navigate to the loading zone for Clock Tower, skipping the Actrise boss fight.
Clock Tower
-Precise jumps are done to minimize platforming as much as possible.
Castle Keep
-Dracula 1 is manipulated to only teleport once after each hit. -You can just barely hit Malus 3 times per cycle with precise positioning and optimal charging. -Input is ended slightly earlier on Dracula 2 with two holy water throws.

Potential Improvements

-Fighting Dracula during the day rather then midnight would save several seconds, barring timeloss from a card animation. -First skeleton boss can be skipped with precise slope jumps, or by getting pushed by one of its attacks. This saves 15 seconds but forces the camera to be locked to its position until you reach the second skeleton boss, which severely hinders visibility. -Weretiger fight can be skipped with a careful interaction with a slope and his attacks to fly over to the other ledge, which wouldn't save time due to the Rosa timer but without it saves at least 10. -Being able to skip Rosa would save at least 80 seconds from a combination of not having to wait for her cutscene along with cutting out most of the interior Villa section. This is possible on PAL, but is currently not possible on NTSC. PAL patched being pushed during door animations, which makes it slower overall. -Being able to get into Castle Center's elevator early would completely skip the level and save over 8 minutes, but there's no known useful clips in that room not to mention a lack of height to actually touch the loading zone. -Skipping Clock Tower entirely using the Renon cutscene in Castle Keep to warp there from the Actrise boss fight. This doesn't work without his boss fight being active since parts of the staircase are not loaded properly. Being able to gain a small amount of height or a way to get enough gold to trigger his fight quickly would theoretically save a minute, but in practice would probably be a lot less.

Thanks

Thank you to the Castlevania 64 & LOD speedrun discord for help with routing and information on technical details.

Suggested Screenshot

Frame 53075

nymx: Claiming for judging.
nymx: Finally was able to sit down and confirm the speedrun, against the SRAM verification provided. Run looks really good. with about 4+ minutes of advantage over the existing Carrie WR speedrun. Congratulations!
Accepting to Standard.

EZGames69: Processing...


TASVideoAgent
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This topic is for the purpose of discussing #9879: arandomgameTASer's N64 Castlevania in 30:14.27
Editor, Skilled player (1742)
Joined: 3/31/2010
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Watched the plain encode first and then the commentary encode. This was excellent. I loved the skips and the momentum stuff. Yes vote, and thank you for taking the effort to make the commentary.
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Location: Alefgard, USA
Good to see this game again. Is some of this brand new tech? I don't remember seeing it in the previous TAS, if I recall. I absolutely loved the super long jumps down the stairs between Dracula #1 and #2.
Editor, Reviewer, Expert player (2222)
Joined: 8/25/2013
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dave_dfwm wrote:
Good to see this game again. Is some of this brand new tech? I don't remember seeing it in the previous TAS, if I recall. I absolutely loved the super long jumps down the stairs between Dracula #1 and #2.
Most of this stuff has been known for a while, but I was the one who worked out getting to Duel Tower/Tower of Execution as Carrie, along with using Movement Stalling for the Castle Keep escape to skip the elevator.
effort on the first draft means less effort on any draft thereafter - some loser
Skilled player (1656)
🇨🇳 China
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Yes vote, this run is impressive. So many interesting tricks, glitch fall, super jump, and the most surprising one Duel tower. I am also interested in your potential improvements, is there any video of them? Will you do a Reinhardt version? I think he cannot glitch to Science tower, is it?
CoolHandMike
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Editor, Skilled player (1947)
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That was really good! I was really feeling those ridiculous jumps off the side of the objects to move really fast.
discord: CoolHandMike#0352
Editor, Reviewer, Expert player (2222)
Joined: 8/25/2013
Posts: 1211
zggzdydp wrote:
Yes vote, this run is impressive. So many interesting tricks, glitch fall, super jump, and the most surprising one Duel tower. I am also interested in your potential improvements, is there any video of them? Will you do a Reinhardt version? I think he cannot glitch to Science tower, is it?
Some of the theoretical stuff you can find in this playlist here: https://www.youtube.com/watch?v=O0SLxmMI-_4&list=PLRmRJfQuBSLXHPzsFeConpmliHM7qJD5C I wasn't planning to do a Reinhardt version, AFAIK he can't glitch to Science tower since his jump is a lot lower but you never know.
effort on the first draft means less effort on any draft thereafter - some loser
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [6722] N64 Castlevania by arandomgameTASer in 30:14.27