After 14 years, a new 120 star TAS is finally complete. This obsoletes the previous run by over 7 minutes.
Objectives
- Collect all 120 stars
- Beat bowser 3
- Heavy luck manipulation
- Heavy glitch abuse
- Uses death to save time
Notably, we don't need to collect all the keys for this run. We skip fighting bowser 1 and collecting the basement key, instead performing MDS to reach the basement as seen in the
1 key TAS.
Additional Contributors
In addition to the authors listed, there were many more contributors to the run. They are listed below:
- Adeal
- Aurumaker
- B1GEY3DPYTH0N
- bad_boot
- Bauru
- Black Mozart
- BlobbyLiu
- bloopiero
- coldsun0630
- dabs
- danebou
- Emilia
- galoomba
- GiBoss
- haribo39
- homerfunky
- Inktest
- IsaacA
- Iwer Sonsch
- Jane
- Jesus
- Kaylee
- kierio04
- L3dry
- lemon
- luigihaxd
- luigimario64128
- Madghostek
- Marbler
- Maria Nicolae
- MKDasher
- Nahoc
- Nim
- Nis
- non5en5e
- nothing693
- pannenkoek2012
- Rush57
- SilentSlayers
- sonicpacker
- speedycube64
- SR
- Tabascoth
- TimeTravelPenguin
- Tomatobird8
- Tyler Kehne
- USTA
- wara
Additionally, I'd like to thank all the developers behind mupen, as well as all the TAS tools we use like STROOP, SM64LuaRedux, libsm64, etc. This TAS would not be possible without all these tools being created and maintained as they are.
Timing
This run was timed on console, in contrast to the previous TAS which was timed on mupen. This creates a difference in timing, as mupen does not emulate lag accurately, in fact on console the previous TAS is slightly slower, at around 1:21:23, compared to the 1:20:41 Mupen time. We chose to time on console for maximum accuracy, as timing is inconsistent between emulators and the settings within those emulators.
Playback on console is inherently non-deterministic, so the exact time of this run can vary slightly. I asked multiple people, including atmpas and rcombs, to run this TAS and report the exact time. atmpas reported times of between 1:14:04.45 and 1:14:04.57 across 5 runs. rcombs reported a time of 1:14:04.43. Ultimately, we settled on a time of 1:14:04.44, as it is within the expected distribution of times, and is exactly 4444.44 seconds.
Timing also depends on the audio mode set on the file select screen. Running the game using mono audio reduces lag slightly throughout the run. Ultimately, we chose the slower stereo time as the "official" time. The times reported from atmpas are tabled below:
| Run | 2012 (mono) | 2012 (stereo) | 2026 (mono) | 2026 (stereo) |
|---|
| 1 | 1:21:21.02 | 1:21:23.23 | 1:14:03.65 | 1:14:04.52 |
| 2 | 1:21:20.89 | 1:21:23.49 | 1:14:03.70 | 1:14:04.49 |
| 3 | - | - | 1:14:03.62 | 1:14:04.45 |
| 4 | - | - | 1:14:03.70 | 1:14:04.57 |
| 5 | - | - | 1:14:03.67 | 1:14:04.45 |
Notably, the N64 console runs at around 59.828fps, resulting in times not normally possible on an emulator running at 60fps.
Finally, we decided to change the frame we end timing on. In the previous submission, timing ended on the last frame with a non-zero input. With this new run, timing ends on the first visible landing frame after collecting the grand star, as this is the effective start of the credits sequence.
Star Times
The star times are listed below. Note these are all lagless timing using 30fps input frames.
| Star Name(s) | 2012 Time | 2026 Time |
|---|
| Bob-omb Battlefield |
|---|
| Big Bob-omb on the Summit | 35.73 | 31.10 |
| Footrace with Koopa the Quick + 100c | 1:35.43 | 1:18.63 |
| Shoot to the Island in the Sky | 14.40 | 14.13 |
| Find the 8 Red Coins | 30.53[2] (29.40) | 28.30 |
| Mario Wings to the Sky | 21.83 | 21.27 |
| Behind Chain Chomp's Gate | 9.13 | 11.43[1][2] (10.30) |
| Whomp's Fortress |
|---|
| Chip Off Whomp's Block | 27.63 | 28.73[2] (27.30) |
| To the Top of the Fortress | 10.57 | 10.13 |
| Shoot Into the Wild Blue | 7.87 | 7.37 |
| Red Coins on the Floating Isle + 100c | 53.73 | 47.50 |
| Fall Onto the Caged Island | 9.20 | 8.80 |
| Blast Away the Wall | 8.60[2] (7.17) | 5.37 |
| Jolly Roger Bay |
|---|
| Plunder in the Sunken Ship | 31.10 | 29.37 |
| Can the Eel Come Out to Play? | 24.57 | 24.00 |
| Treasure of the Ocean Cave | 18.43 | 17.53 |
| Red Coins on the Ship Afloat + 100c | 1:20.57 | 1:10.77 |
| Blast to the Stone Pillar | 11.73 | 10.23 |
| Through the Jet Stream | 8.70 | 8.50 |
| Cool, Cool Mountain |
|---|
| Slip Slidin' Away | 24.43 | 22.83[2] (22.30) |
| Li'l Penguin Lost | 16.20 | 16.07 |
| Big Penguin Race + 100c | 1:16.47 | 1:11.73 |
| Frosty Slide for 8 Red Coins | 36.03 | 30.57 |
| Snowman's Lost his Head | 35.37 | 35.13 |
| Wall Kicks Will Work | 6.10[2] (5.57) | 5.43 |
| Big Boo's Haunt |
|---|
| Go on a Ghost Hunt | 39.80[2] (39.27) | 36.50[2] (35.97) |
| Ride Big Boo's Merry-Go-Round + 100c | 1:20.50 | 1:15.90 |
| Secret of the Haunted Books | 10.60 | 10.57 |
| Seek the 8 Red Coins | 29.77 | 28.50 |
| Big Boo's Balcony | 22.33 | 22.00 |
| Eye to Eye in the Secret Room | 25.83 | 25.20 |
| Hazy Maze Cave |
|---|
| Swimming Beast in the Cavern | 14.87 | 9.60 |
| Elevate for 8 Red Coins + 100c | 1:41.37 | 1:23.67 |
| Metal-Head Mario Can Move! | 17.50 | 15.00[1][3] (14.83) |
| Navigating the Toxic Maze | 13.33 | 14.73[1] |
| A-Maze-Ing Emergency Exit | 10.70 | 14.73[1] |
| Watch for Rolling Rocks | 14.10 | 14.73[1] |
| Lethal Lava Land |
|---|
| Boil the Big Bully | 14.37 | 13.70 |
| Bully the Bullies | 18.27 | 17.60 |
| 8-Coin Puzzle with 15 Pieces | 13.27 | 13.40[2] (12.87) |
| Red-Hot Log Rolling | 7.43 | 7.07 |
| Hot-Foot-It Into the Volcano + 100c | 1:02.93 | 1:01.00 |
| Elevator Tour in the Volcano | 17.63[2] (17.10) | 16.13[3] (16.00) |
| Shifting Sand Land |
|---|
| In the Talons of the Big Bird | 13.33 | 13.03 |
| Shining Atop the Pyramid | 6.13 | 5.57 |
| Inside the Ancient Pyramid | 11.83 | 10.60 |
| Stand Tall on the Four Pillars | 47.03 | 45.03 |
| Free Flying for 8 Red Coins | 34.97 | 28.33 |
| Pyramid Puzzle + 100c | 1:22.80 | 1:11.03 |
| Dire Dire Docks |
|---|
| Board Bowser's Sub | 31.73 | 29.30 |
| Chests in the Current | 26.70 | 26.27 |
| Pole-Jumping for Red Coins + 100c | 1:35.60 | 1:26.63[3] (1:26.50) |
| Through the Jet Stream | 34.70 | 32.53 |
| The Manta Ray's Reward | 14.03 | 13.77 |
| Collect the Caps... | 44.90 | 36.30 |
| Snowman's Land |
|---|
| Snowman's Big Head | 7.97 | 7.57 |
| Chill with the Bully | 11.83 | 11.53 |
| In the Deep Freeze | 5.33 | 5.23 |
| Whirl from the Freezing Pond | 12.57 | 11.97 |
| Shell Shreddin' for Red Coins + 100c | 1:11.03 | 41.83 |
| Into the Igloo | 13.23 | 10.27 |
| Wet-Dry World |
|---|
| Shocking Arrow Lifts! | 11.63 | 11.50 |
| Top o' the Town | 12.20 | 12.03 |
| Secrets in the Shallows & Sky | 27.77 | 25.37 |
| Express Elevator - Hurry Up! | 7.10 | 7.10 |
| Go to Town for Red Coins + 100c | 1:20.67 | 55.97 |
| Quick Race Through Downtown! | 31.80 | 13.03[3] (12.87) |
| Tall, Tall Mountain |
|---|
| Scale the Mountain | 11.50 | 10.27 |
| Mystery of the Monkey Cage | 31.17[1] | 28.87[1] |
| Scary 'Shrooms, Red Coins + 100c | 1:29.13 | 1:21.20 |
| Mysterious Mountainside | 6.90 | 5.30 |
| Breathtaking View from Bridge | 10.43 | 9.20 |
| Blast to the Lonely Mushroom | 5.43 | 5.17 |
| Tiny-Huge Island |
|---|
| Pluck the Piranha Flower | 23.27 | 23.23 |
| The Tip Top of the Huge Island | 16.13 | 12.10[5] |
| Five Itty Bitty Secrets | 17.00 | 16.27 |
| Make Wiggler Squirm | 40.70 | 40.27 |
Wiggler's Red Coins (+100c 2012) Rematch with Koopa the Quick (+100c 2026) | 1:08.63[4] 42.17 | 23.47 1:10.27[4][5] |
| Tick Tock Clock |
|---|
| Roll into the Cage | 6.57 | 5.47 |
| The Pit and the Pendulums | 7.87 | 5.90 |
| Get a Hand | 5.20 | 5.13 |
| Timed Jumps on Moving Bars | 11.53 | 6.87 |
Stomp on the Thwomp (+100c 2012) Stop Time for Red Coins (+100c 2026) | 49.50[4] 12.23 | 9.60 43.77[4] |
| Rainbow Ride |
|---|
| Cruiser Crossing the Rainbow | 15.13 | 14.33[3] (14.20) |
| The Big House in the Sky | 39.43 | 20.90 |
| Coins Amassed in a Maze | 19.47 | 18.70 |
| Swingin' in the Breeze | 11.17 | 10.47 |
| Tricky Triangles! | 9.00 | 8.23 |
| Somewhere Over the Rainbow + 100c | 1:09.93 | 1:05.20 |
| Secret Stars |
|---|
| Tower of the Wing Cap | 20.43 | 18.97 |
| Cavern of the Metal Cap | 20.47 | 19.60 |
| Vanish Cap Under the Moat | 26.13 | 23.93 |
| The Princess' Secret Slide | 24.47 | 24.13 |
| The Princess' Secret Slide Under 21"0 | 20.43 | 19.93 |
| The Secret Aquarium | 40.10 | 39.57 |
| Wing Mario Over the Rainbow | 51.93 | 37.07 |
| Bowser Stages |
|---|
| Bowser in the Dark World Reds (+entry) | 33.17 (37.90) | 31.67 (-)[6] |
| Bowser 1 | 24.77 | -[6] |
| Bowser in the Fire Sea Reds (+entry) | 45.77 (54.10) | 44.70 (52.93) |
| Bowser 2 | 31.77 | 31.40 |
| Bowser in the Sky Reds (+entry) | 49.77 (54.97) | 43.00 (48.17) |
| Bowser 3 | 37.37 | 36.90 |
[
1] DSG timing
[
2] Has level entry textbox
[
3] Has camera mode change
[
4] Different 100c pairing
[
5] Enters huge island instead of tiny island
[
6] Bowser 1 is skipped
Timing typically starts on the first frame the level is visible during the fade in, and ends when Mario faces the camera on the first frame of star dance. DSG timing is used for stars where Mario dies upon exiting the level to skip the level exit cutscene. These times may appear higher than the old times, but are faster overall because of the cutscene skip. Timing for these ends on the first visible frame of the death fadeout.
Some courses have a textbox when entering for the first time. This can cause times to differ as we may collect a different star first. Additionally, some stars have camera changes between Mario cam and fixed cam depending on if we need to perform PU movement or reduce lag, but these changes may be done in different stars than where they're needed. For fair comparison between these stars, the times without these effects are bracketed.
In some courses, we use a different pairing for the 100 coins star. Both times are listed with their corresponding pairing.
In THI, we enter the huge island for some stars where the tiny island was used in the previous run. Entering the huge island has an additional time cost of a couple of seconds.
Strategy
For a full breakdown of the entire run,
Bismuth will be doing a full 120 star TAS explained video series.
Here are some of the main strategies used in the run:
| Name | Explanation |
|---|
| Moat Door Skip (MDS) | To avoid fighting bowser 1, we save+quit, then re-enter VCutM to reach the elevators and build PU speed. We then use platform displacement to reach the floor at the bottom of the level, which lets Mario exit into the moat with stored sliding hyperspeed. We swim out of the moat and re-activate this speed to travel to parallel universes. We then walk into the moat door from a parallel universe, which works since PUs don't have water, and the door interaction check happens before checking if Mario is in water. This trick is most notably used in the 1 key TAS.
|
| WMotR Cannonless | Normally to reach the top platform in WMotR you need to speak to the pink bob-omb to unlock the cannons. Instead we build speed by flying into the cloud and then triple jumping back into flying off the box, which builds just enough speed to fly to the top cloud without using the cannons. |
| Carpetlessless | "The Big House in the Sky" is a star that involves riding a very slow carpet through the stage to the star. This is skipped in RTA runs using a trick called "carpetless", which involves warping to the big house and using precise GWKs to climb to the top where the star is. We instead use a BLJ and PU movement to reach the star much faster. Since the BLJ is on the carpet, we call the trick "carpetlessless". |
| Lag Reduction | The game lags in a lot of places on console, which can lose a lot of time. This is usually avoided by changing the camera to avoid showing things like explosion particles or Bowser's sub in DDD, but sometimes additional strategies like movement changes are also used. Lag reduction was performed over the entire run, including castle movement, by atmpas and circumark. |
Here are some of the main tricks used in this run:
| Name | Explanation |
|---|
| Backwards Long Jump (BLJ) | Long jumps multiply speed by 1.5, this has an upper bound of 48hspd, but no lower bound, so repeated backwards long jumps build speed exponentially. Mario does slow down in the air, so we need to do many long jumps quickly to overcome this: usually this means BLJing on a rising platform so each long jump lands instantly, or long jumping against a ceiling or slope to land quickly. BLJs that appear to be off of nothing are usually done against exposed ceiling, where ceiling collision leaks through gaps in the level geometry, cancelling Mario's vertical speed. |
| Glitchy Wall Kick (GWK) | Performing a wallkick where you normally wouldn't be able to. These can be triggered in lots of different ways, but usually involve bonking on something (usually a different wall or ceiling), then forcing the wall reference to be a wall you wouldn't normally bonk on, causing the wallkick to be off of that wall instead. |
| RNG Manipulation | RNG in this game cycles through 65114 values. We can manipulate this to control things like coin spawning and enemy behaviour to our advantage. This is typically done through dusting: when walking with under 16hspd, a dust particle spawns which increments RNG by 4 indices, however only if the joystick is at a high magnitude. We can therefore choose when to advance RNG without changing our movement in a lot of areas, letting us manipulate better RNG. |
| Death Star Glitch (DSG) | Grabbing a star while dying. This saves time as it lets you exit the level while skipping the star dance and level exit cutscenes. This is done in BoB for the chain chomp star using a bob-omb to briefly end up out of bounds, triggering a death fail-safe that doesn't make Mario intangible, letting the star still be grabbed. In TTM, we do this for the monkey cage star by falling towards the death barrier, then using water to upwarp to the star during the death fadeout. In HMC, we do this multiple times by using a BLJ to go to a death barrier in a PU, then navigating back to a star during the fadeout. |
| Water Upwarp | When entering water, the game snaps you to the surface, as it expects you to enter from the surface. Since water regions are rectangular with no lower bound, if you enter water from the side you snap up to the surface. This is most notable in TTM, using the water higher up to climb the mountain faster. |
| Parallel Universe (PU) Movement | The game truncates Mario’s position when doing floor and ceiling collision checks. This means positions far outside the main map will still detect floor/ceiling from the main map as the collision location wraps round to the main map. We can reach PUs by building millions of speed with BLJs, then travelling to a PU and back again to navigate levels extremely quickly. Note there aren't any walls or objects in PUs, so to do something like grab a star we must still return to the main map. |
| Hyperjump | Mario's jump height is proportional to his horizontal speed. This means if we have lots of forwards speed, Mario jumps very high. We can use something like a dive immediately after the jump to cap the horizontal speed while preserving the vertical speed, letting us shoot up in place. This is most clearly shown in "Shoot to the Island in the Sky" in BoB. |
| Speed Conservation | BLJs build up lots of negative speed. Negative speed is good for moving around on the ground quickly, but is difficult to use for vertical movement. We often need to convert that negative speed into positive speed, which gives us better vertical mobility at the cost of reduced control of Mario’s angle. This can be done in many ways, including using a pole/tree, water, or cancelling a bonk before speed is lost. |
| Negative Jump | As Mario's jump height is proportional to his horizontal speed, having lots of negative speed causes Mario to jump downward. This only lasts one frame, as afterwards Mario's y velocity is capped at -75, but it can be used to travel downwards quickly. It's most notably used to enter VCutM without draining the moat by jumping into the warp in one step. |
| Overflow Jump | With PU hyperspeed, Mario's jump height becomes low enough to underflow certain floor collision checks, as the value is stored as a signed short when searching for a floor, which checks for which floor Mario is above. It then uses the true value to check if Mario is under the floor, which for these extremely low values will always be true. The game then considers Mario inside the floor and snaps him vertically to it at the normal y level. This lets us traverse large vertical distances during PU movement. |
| Double Star Spawn (DSS) | When spawning multiple stars, we normally have to watch each star spawn cutscene separately. In certain situations (e.g. carefully timing getting 100 coins and an 8th red), we can trigger both cutscenes at the same time to avoid waiting through both separately. This is done in most 100c stars, pairing with either the reds star, secrets star, or other star spawns like koopa the quick or the merry-go-round big boo. |
| Cloning | If you grab a bob-omb the same frame it explodes, Mario holds the object at the same time it unloads. This means if a new object loads into that object slot, Mario will hold that instead. We do this in TTM 100c and TTC 100c to load the red coins star into Mario’s hand so that we don't have to navigate to the star's original position afterwards. We then grab the 100c star, causing Mario to drop the reds star where he currently is, so we grab it immediately afterwards. |
| Moneybag Duplication | In Snowman's Land, repeatedly entering and exiting the moneybag's radius at certain frames causes it to duplicate. We use this to spawn ~30 moneybags to quickly get 100 coins, though we have to be careful not to overflow the gfx pool and crash the game. |
| Floating Point Double Wall Push | When Mario is inside multiple wall triangles, the game computes the intended push of each wall Mario is in at that current spot, then applies the sum of all pushes. If the position used for wall detection happens to be exactly on the edge of two wall triangles, the game can often consider Mario inside both walls at once. This lets us get pushed out from the wall twice the distance than intended. When entering from the back of a wall triangle, this can result in very large pushes. The most notable example is sign clip in HMC, which uses this effect to get pushed through the tunnel wall by the sign. This is float precise as all wall collision checks use floats, as opposed to floor and ceiling collisions which round to signed shorts. |
Additional information regarding TAS tricks can be found on
Ukikipedia, a technical knowledge SM64 wiki.
Memory: Updated with file with updated meta data per request.
Memory: It's nice seeing the result of 10 years of collaboration! Yall put a ton of effort in and it shows!
Accepting to Standard and noting that it shall inherit its predecessor's Star.
Note to the publisher, while the submitter, Alexpalix1 didn't have too much preference, publishing Mario 64 TASes to TVC has resulted in tensions between our communities so I'm going to just suggest we forego that this time and just use the author's encode as the yt link. Just make sure to add it to the Stars playlist.
Memory: Apparently the file with updated metadata was broken, uploading fixed.
Memory: Except for real this time