(Link to video)
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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
  • Uses game-breaking glitches

Comments

This TAS began when Kyman found a 1 frame improvement in the spiral stairs room. After that was found, Nahoc managed to save 2 frames on the final Bowser battle. We then started to work on the run and Kyman found a completely new BLJless route for Bowser in the Fire Sea, which ended up saving 7 frames (and also removed 2 BLJs from the run). While redoing the spiral/endless stairs section, Kyman found a way to get 20~ more speed while still being able to C^ off of the wall. sonicpacker applied this and in the end saved another 3 frames. Instead of simply hex editing parts of our old run, we redid them for entertainment purposes. After submitting, snark found a 1 frame improvement in the DDD skip, and Nothing/Mickey found 3 frames of improvement in BitFS. Kyman had an idea for the DDD skip which saved 1 frame. Jesus found a new strategy for the beginning of BitFS which ended up another frame. Then Kyman redid the pillar wallkicks which saved the final frame.

Tricks Used 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.
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.
Hyper-Speed Wall Kicking (HSWK)
Mario's speed increases infinitely while airborne with the analog held forward. If he wallkicks on the first possible frame, he doesn't lose any speed.

Improvement Table

SectionFrames SavedFrames Saved Overall
Lakitu Skip00
BLJ to BitDW00
BitDW00
B100
BLJ to Basement00
DDD Skip22
BitFS1214
B2014
To 2nd Key Door014
Spiral Stairs to BitS418
BitS018
B3220

Special Thanks

We would like to thank snark, Mickey, Nothing and Jesus for their improvements and work to make this run ever more perfect than before. :)

Suggested Screenshot

Enjoy the run! Thanks! :)

sgrunt: Replaced the submission file with this five-frame improvement.
Baxter: Mario 64 completed even faster, with (generally considered) better camera angles. Accepting as an improvement to the published movie.
Nahoc: Processing!
Baxter: Delayed, awaiting improved version.
Baxter: Submission file replaced with a faster version. Setting the submission back to 'accepted' again.
Aktan: Processing in place of Nahoc.

Active player (301)
Joined: 9/2/2006
Posts: 504
Loved it, easy yes vote.
Editor, Active player (428)
Joined: 9/29/2008
Posts: 706
Location: Canada
Nahoc wrote:
stootab wrote:
The japanese version has a shorter cutscene at the start (peach doesn't say her little dialouge). I think that's the next step to sub 5 minutes. Does anyone know about the glitches in the japanese version? Oh, and obviously, voted yes
For a 0 star run, other than the shorter intro, there is no other timesaver. I doubt the TASvideos.org community would accept an improvement using the Japanese rom, sadly.
To add on to this, if we could use the Virtual Console version of the game, I think it would be sub 5 minutes, due to the faster loading times.
Joined: 2/7/2006
Posts: 55
Kyman wrote:
To add on to this, if we could use the Virtual Console version of the game, I think it would be sub 5 minutes, due to the faster loading times.
Emulating an emulator? My mind!
ALAKTORN
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Joined: 10/19/2009
Posts: 2527
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Nahoc wrote:
I doubt the TASvideos.org community would accept an improvement using the Japanese rom, sadly.
why? I thought the reason US version is normally preferred is due to text, but in this game there’s almost no text, so who cares?
mklip2001
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Joined: 6/23/2009
Posts: 2224
Location: Georgia, USA
The US version is more well-known, though. Also, a time improvement which isn't due to player skill isn't particularly appealing. To echo the crowd, nice work guys! It's really impressive how much new technique you develop to save just half a second of movie time. One comment, though: can you put some thanks / acknowledgements in the submission text? Even if we weren't crazy about the camera in the published run, the previous runners did a darn good job and deserve credit.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Experienced player (599)
Joined: 2/8/2009
Posts: 656
Kyman wrote:
MrGrunz wrote:
wow, nice improvement. No need to say, what I will vote. I happen to have had the same idea a few weeks back, but due to not having much experience in sm64 TASing I wasn't able to pull it off. I planned to do it slightly differently, though. I executed a BLJ using the spot shown here: Afterwards my goal was to grab the pole and get forward speed. Sadly, I've never got that far because I always lost the speed when I grabbed the pole. Using the forwards speed I would have jumped up to the elevator and then did the wallkicks the same way you guys did it. This is just a theory, no idea if it really can work. I decided to share it, because I could never pull it off any way ;) btw, sry for the big picture.
Trust me, I tried this to no end, but it doesn't save any time. Maybe today I'll upload all of my alternate BitFS route ideas, they really are quite interesting. :)
yeah, would be cool to see those. 2 question about my idea: - is there any special input for keeping the speed when grabbing the pole? - In all of my attempts the highest speed allowing me to grab it was 160 or something like that. mario just moved through the pole whenever I had more speed. so is there any trick to grab the pole using higher speed? best way to answer both question would probably be to give me a m64 in which somebody does a similar trick, using a tree for example. I'd really like to learn a bit more about sm64, so I can test the ideas that sometimes come to my mind myself.
Editor, Active player (428)
Joined: 9/29/2008
Posts: 706
Location: Canada
MrGrunz wrote:
Kyman wrote:
MrGrunz wrote:
wow, nice improvement. No need to say, what I will vote. I happen to have had the same idea a few weeks back, but due to not having much experience in sm64 TASing I wasn't able to pull it off. I planned to do it slightly differently, though. I executed a BLJ using the spot shown here: Afterwards my goal was to grab the pole and get forward speed. Sadly, I've never got that far because I always lost the speed when I grabbed the pole. Using the forwards speed I would have jumped up to the elevator and then did the wallkicks the same way you guys did it. This is just a theory, no idea if it really can work. I decided to share it, because I could never pull it off any way ;) btw, sry for the big picture.
Trust me, I tried this to no end, but it doesn't save any time. Maybe today I'll upload all of my alternate BitFS route ideas, they really are quite interesting. :)
yeah, would be cool to see those. 2 question about my idea: - is there any special input for keeping the speed when grabbing the pole? - In all of my attempts the highest speed allowing me to grab it was 160 or something like that. mario just moved through the pole whenever I had more speed. so is there any trick to grab the pole using higher speed? best way to answer both question would probably be to give me a m64 in which somebody does a similar trick, using a tree for example. I'd really like to learn a bit more about sm64, so I can test the ideas that sometimes come to my mind myself.
Basically the only way to get this to work, is you have to C^ and pause jump off the wall to get forwards speed. Anyways, here is a .m64 and .st so you can mess with it. :)
Joined: 9/20/2010
Posts: 80
new bowser in the fire sea strat is epic xD yes vote! (:
Current Projects: SPW3 any% (World 1 Finished 8/29), SMW 100% Glitched (Making a Path), SMW any% (Glitched?) (Testing)
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I want to see a new 100% run myself.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Active player (490)
Joined: 1/12/2007
Posts: 682
Wasn't the J/U ROM thing compared some months ago? I'm pretty sure the conclusion was that U was faster anyway, due to Bowser having less text boxes in the battles or something.
Joined: 5/8/2010
Posts: 177
Location: Entropy
This new run keeps amassing me who would had though that frames could still be saved! Big Yes, no thoughts needed about it!
Joined: 5/29/2004
Posts: 757
Slightly faster? Yawn New route? Hmm Vastly Improved Camera Angles that make the run actually entertaining to watch? Definitely Yes! Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Joined: 2/20/2010
Posts: 209
Location: I'm in space
Poor Mario works so hard to rescue that ungrateful ho, and what does he get? A pack of insensitive TASers taking away his BLJ, that's what. Not cool, guys. "Hey Princess, I rescued your ass again, how about some BLJ?" "Nah, sorry Mario, I have a headache, but here, have some cake." omgwut? I mean, awesome job, yes, obviously <3
Oh, play it cool. Play it cool. Here come the space cops.
ALAKTORN
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LOL goldfish, that made me laugh
Joined: 5/2/2010
Posts: 41
Location: the Netherlands
Faster, a new route, and it's actually watchable? YES!
Joined: 6/26/2011
Posts: 167
Huge improvement on the camera angles, and I found the new route through BitFS rather interesting. Hard to really appreciate frame differences, but the reasons I can see get it an obvious Yes from me.
First a movie gets submitted, and ends up accepted despite breaking rules other runs have been rejected for. And when I vote less than spectacularly on this movie, I become the victim of harassment and threats. Yay, favoritism.
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Location: U.S.
New camera angles? Meh.
Demon_Lord
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Nice job on the camera, guys! Definitely adds to the entertainment value! A big virtual "Yes!" (me = lurker) on that one. Edit: And I'm now a Newbie! You get a real "Yes!" from me too!
Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
This run is boring, tedious, sloppy, and an embarrassment to the site. I can't believe all the praise this is getting! Yes vote
Post subject: improvement...oh come on who didn't see it coming ;)
Editor, Active player (428)
Joined: 9/29/2008
Posts: 706
Location: Canada
There has been 4 frames of improvement found, (1 on the DDD skip, and 3 in BitFS) we are working to include these in our run now.
Post subject: Re: improvement...oh come on who didn't see it coming ;)
Joined: 5/29/2004
Posts: 757
Kyman wrote:
There has been 4 frames of improvement found, (1 on the DDD skip, and 3 in BitFS) we are working to include these in our run now.
How did I know there'd be another improvement coming.. x.x;; I swear.. there should be a fortnight moratorium when ready to submit a SM64 run, and intense testing during that fortnight.. and if no additional frames saved.. THEN submit! :) Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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Post subject: Re: improvement...oh come on who didn't see it coming ;)
ALAKTORN
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Joined: 10/19/2009
Posts: 2527
Location: Italy
Kyman wrote:
There has been 4 frames of improvement found, (1 on the DDD skip, and 3 in BitFS) we are working to include these in our run now.
oh shut up ;_; who found them? and where in BitFS?
Post subject: Re: improvement...oh come on who didn't see it coming ;)
Editor, Active player (428)
Joined: 9/29/2008
Posts: 706
Location: Canada
ALAKTORN wrote:
Kyman wrote:
There has been 4 frames of improvement found, (1 on the DDD skip, and 3 in BitFS) we are working to include these in our run now.
oh shut up ;_; who found them? and where in BitFS?
Snark found the 1 frame on the DDD skip, and I'm not sure who actually found the 3 frames, I believe it was either Nothing or Mickey, but it is at the ending grab into the pipe.
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Will I be able to notice the improvements? I just want to know if I have to watch another Mario run or if I can just vote yes on it.