If only that were possible. Imagine how amazing the fastest TAS possible would look.
Anyway, only 2 stars left! I cannot wait to watch this in its entirety.
Neverball
Sorta like super monkey ball. It is hard at first but once you get the hang of it, it can be quite addicting. I finished all but the last level before I began to lose interest. Oh well.
Sounds like a good justification.
I'm assuming he'd be getting 2 stars per level, plus board bowser's sub because it's necessary to fight bowser 2, totaling 31 stars. He would be able to obtain more than 15 stars before needing to go upstairs.
Edit: And the link works fine when I click it.
Now that the flow of the run makes sense to me, I am much more interested in seeing this. Why limit yourself to only the coins in the 15 levels rather than getting all coins, which, according to http://db.gamefaqs.com/console/n64/file/super_mario_64_coins.txt , totals 2672.
Would you also be collecting stars along the way? Either that or you'd have to start from a save file to be able to enter all 15 levels. The moment you collect that 2092th coin could mark the end of the movie, or you could beat the 3rd Bowser. I don't know if it would be accepted at this site though.
That said, yeah I'd probably be interested in seeing it. I always liked the coin collection stars in the 120-star run.
Could the trick that was used at the beginning of the slide (that I think involves pressing the C up button) be used anywhere else in the run to save time?
Didn't desync for me. Looked awesome! Did you have to redo Tall Tall Mountain again from scratch? I noticed you are even further ahead in time then you had said earlier.
FODA went around the opposite side of the island also. Rikku was slower than FODA (by 2.2 seconds) but it was probably just for entertainment's sake. Either way, as long as you get to the flag pole before Koopa does, it won't affect the length of the run.
Anyway...Tiny Huge island was amazing in my opinion. Keep up the good work! *watches again*
I re-read the past few pages of this thread and I suppose that no one directly stated that Rikku was sacrificing entertainment for speed. I just don't see why people are saying Rikku's run is going for speed to justify camera angle problems when camera angles don't affect speed (at least for the level of optimization that can be achieved for a 3D game like this.)
Oh yes, I know about the lag issues in Dire Dire Docks but forgot mention it in my previous post. To be clear, I was wondering whether or not camera angles can affect speed when lag is not an issue. People have said that Rikku has sacrificed entertainment for speed. Since it seems to me that camera angles only affect entertainment and not speed (with the exception of lag), I was wondering what Rikku has actually done to increase speed that has also reduced entertainment. Of course, I realize that entertainment is highly subjective. I for one have been thoroughly entertained from what I have seen thus far.
I am confused as to whether or not people see non-camera problems with this run in terms of entertainment. What has Rikku done so far in which he has sacrificed entertainment for speed? I guess to me, the faster a star is done, the more entertaining it is. I am assuming here that camera angles have no effect on speed. Correct me if I am wrong.
I think you forgot to choose not to save when you got the star from toad outside the entrance to Hazy Maze Cave.
That said, I am in awe after what I have just seen. I especially liked the 8 red coins route.
Yes, this is also another reason why. although at the end it shows the CPU times, which make no sense. How could the game know what Luigi's final time is? when I finish, he hasn't even completed one lap! no CPU finishes their second lap when I fade out and go to MMF. what gives?
I think the game just looks at the positions of all the computer players behind you when you finish a race and calculates an estimate for what their times would have been based on their distances to the finish line. Not 100% sure one this though. I suppose it could be feasible for the game to simulate the entire rest of the race extremely fast (since it wouldn't have to render any graphics) and give exact times, but I doubt this is the case.
It appears that x and y velocity remain unaffected when the jiggy on the top of the anthill in Mumbo's Mountain is collected. Maybe there is a way to achieve this for all jiggies?