Chamale
He/Him
Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
I agree with the idea. I once proposed something similar for River City Ransom, which has superficial similarity to SM64 for reasons I'll explain later. SM64 has a lot more people willing to TAS it, though, than RCR. A NES fighter seems quite different from a N64 platformer, but I'll explain. Both involve running from one area to the next, often stopping for fights or stars. Fights and star can both have various routes, only one of which is fastest. Sometimes, there are so many possible routes, one person cannot possibly test them. This is why I believe the collaborative TAS idea would work for SM64.
Active player (308)
Joined: 8/25/2006
Posts: 287
Wrong. I was just going by what Mr_Roberts_Z told me. <_<
Joined: 7/25/2008
Posts: 8
Location: hehe ...
I see more and more people playing SM64 on Youtube ^^
Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
AQwertyZ wrote:
Silent_Slayers wrote:
I would be really cool if a bunch of different people TASed the crap out of specific stars www.YouTube.com/SilentSlayers I have alot on there, but most are old and not maxed, still some good watches, and alot more coming in the future.
I mentioned before that I think that this would be a great collaborative way to make a 120 star TAS. The .m64 WIP is distributed to all the best Super Mario 64 TASers. They compete intensely to see who can collect a specific star in the least number of frames. After the mini frame-war ends, the new .m64 is redistributed and the process it repeated for the next star. The main advantage to this would be that a person that doesn't want to commit his or herself to the entire 120-star run could still contribute on and off. The more contributors, the better each star could be optimized. Normally on this site, a single author produces a TAS A of game X. Then, someone else produces a faster TAS B for the same game X. So on and so forth for TASes C and D, etc. I'm proposing a (theoretical) way to jump straight to TAS D in one go. This would probably be applicable to any game, not just SM64. SM64 just happens to be long and difficult to optimize (since it is 3D). Again, the main advantage would be that a lot of people could contribute with no central author. I guess I am saying this would be a way of making a TAS analogous to the way Wikipedia is written. Anyway, it is just an idea and I put it up for what it is worth. I know mr_roberts_z and others are currently working on a run (I eagerly await) and wouldn't suggest they change the way they are currently making it.
Thank you for explaining this much better than I felt like doing! I'm glad other people had the same ideas. 120 stars has always been one of my favorite TASes to watch
Former player
Joined: 12/1/2007
Posts: 425
While not being any useful given the fact that you can BLJ on the elevators, this is something that has been competed for a while. It's getting close to perfect, and it's a good watch. http://www.youtube.com/watch?v=6G9tKGJEzDw
Joined: 5/17/2008
Posts: 212
Location: Virginia
I have a question: Does grabbing coins waste any time at the end of a level? Like when the game shows how many coins you got, it takes 2 frames per coin. If you could adjust your level routes slightly to get the same end time, yet not grab any coins, would it save those frames? Sorry if I'm wrong on this.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Apo123 wrote:
I have a question: Does grabbing coins waste any time at the end of a level? Like when the game shows how many coins you got, it takes 2 frames per coin. If you could adjust your level routes slightly to get the same end time, yet not grab any coins, would it save those frames? Sorry if I'm wrong on this.
Unless there's a frame rule regarding the displaying of the coins, then it should theoretically save time. The main problem is that it would probably always take more than 2 frames to avoid coins in the level.
Joined: 7/26/2006
Posts: 1215
ElectroSpecter wrote:
Apo123 wrote:
collecting
coins
Anywhere up to like 70 coins does NOT waste time. When the level ends he has to take off his hat and brush his mustache. I don't know the exact number of frames it takes for that to happen but whatever that is multiplied by 2 is the number of coins it is safe to get in-level without wasting any time at all in the castle.
Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
bkDJ wrote:
ElectroSpecter wrote:
Apo123 wrote:
collecting
coins
Anywhere up to like 70 coins does NOT waste time. When the level ends he has to take off his hat and brush his mustache. I don't know the exact number of frames it takes for that to happen but whatever that is multiplied by 2 is the number of coins it is safe to get in-level without wasting any time at all in the castle.
Basically a frame rule (buffer would be a better word), as I surmised.
Post subject: My first TAS ever - Mario 64 16 Star speedrun
Joined: 7/31/2008
Posts: 2
This is the first TAS video I've ever made. It only took me like 4 hours to do it, because it was just a 'test' to find out if I could do that stuff too :) The time as 19:33 (yea that's poor compared to others), so please give me suggestions what to do do, and what not to do The video can be found here: http://video.google.com/videoplay?docid=-8623856021814206803&hl=en I uploaded it on google, because I can't upload more than 10 minutes on youtube. I'll probably upload some videos soon on my new youtube account, PeterSpliidN64 Peter
Former player
Joined: 4/6/2006
Posts: 462
You know what? Good for you. I mean it. This place has become so less newbie-friendly that any newbie attempting to make a speedrun of anything and doesn't live up to the incredibly high expectations of its viewer will be hounded for their efforts. Just watch. Criticism is imminent. Something about not being of standard or that you should some bull**** FAQ page. Someone will probably point out that you're not supposed to create this topic on this board. So just read the FAQ and suck less and you'll be lucky if you fit in. I don't mean that, I'm just giving you a taste of what to expect.
Joined: 12/29/2006
Posts: 119
Location: Japan, Anjo
peterspliid: You video has been obsolated by published movie.
DiffCalc .NET Frameworks 3.5 required.
Post subject: Re: My first TAS ever - Mario 64 16 Star speedrun
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
peterspliid wrote:
so please give me suggestions what to do do, and what not to do
Use more rerecords, test things when in doubt. Works for any run.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 7/25/2008
Posts: 8
Location: hehe ...
Nice first TAS :p I would like to make a new TAS to ^^
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
I watched some of the run. It seems you do a lot of "Get from Point A to point B quickly.", whereas the goal should be to get there as fast as possible. Many notable spots would be highly unacceptable in a run. - Lining up the Bob-Omb for the Chain Chomp. - Lining up the jump onto the top of Whomp's Fortress. - Sliding far past the star in Peach's Secret Slide the second time. - Going up the slope in Bowser in the Dark World. If you were looking to do a high quality run, there shouldn't be these visible mishaps. Also, you absolutely need to play in frame advance if you want a serious TAS. If I had to guess you either rarely used it or didn't. Other than that, just strive to make sure every bit is as fast as you are feasibly able to do it. All that being said, congratulations, you have accomplished more than I have using Mupen64.
Experienced player (822)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
I agree with erokky that everyone should be more encouraging to newbies (at least those who actually try to TAS, not just dick around), but I don't agree with starting a new thread. This would have fit in well in the SM64 thread, and I hope a mod moves it there. He also seems to think that pointing new members to the FAQs is a bad thing, which I really don't understand (that's what they were made for, isn't it?). With that said, if you enjoyed making your first TAS, keep at it. The only way you get better is with practice and learning from others, so don't be afraid to ask questions (but please do so in the appropriate thread).
Living Well Is The Best Revenge My Personal Page
Joined: 7/31/2008
Posts: 2
Thank you all for the warm welcome! First of all, I've heard that there is a TAS input. What exactly is it, and where can I get it? Second of all, Sorry for posting it in the wrong place. Where is the sm64 thread you talked about?
Former player
Joined: 12/5/2007
Posts: 716
It's an input plugin. Usually you control Mario with your joypad or keyboard. With this plugin, you don't need a controller, because you can set your control stick and buttons for every frame manually. This way much more precise movement is possible. You can get it from here Don't believe a single word, I have never used it and always found it annoying to have even when watching a run :x Super Mario 64 thread
Joined: 12/1/2005
Posts: 107
This is even slower than the non-TAS run from Myles.
Former player
Joined: 12/1/2007
Posts: 425
FILIM0NAS wrote:
This is even slower than the non-TAS run from Myles.
By 1 minute :P (with the different timing) TAS input plugin is absolutely required for this game. Also, do some research to find which strats to use
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
FILIM0NAS wrote:
This is even slower than the non-TAS run from Myles.
Your point being? Myles probably did craploads of planning and practicing to get that time. peterspliid is merely doing the same, only with TASing. You don't get good times if you don't practice.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Active player (308)
Joined: 8/25/2006
Posts: 287
His point was a TAS should at least be faster than a non-TAS I think. :P
Active player (432)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
mmbossman wrote:
but I don't agree with starting a new thread.
Agreed. peterspliid, please use this thread for any relevant Super Mario 64 questions/WIPs etc. Also, welcome to TASvideos.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Former player
Joined: 12/1/2007
Posts: 425
Tricky Triangles TAS: http://www.youtube.com/watch?v=cvxiTRLfg1Y 18 frame improvement over 64TAS' vid.
Experienced player (576)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
if further optimized, could this blj be a faster method in bitfs? http://www.youtube.com/watch?v=GgoWp4AmQ1U