Joined: 11/24/2005
Posts: 87
If anybody is interested, here is some more of the coinless tas: http://rapidshare.de/files/10078692/coinless.m64.html I think its still under an hour, getting 60 something stars. Will finish it in the next week I hope.
Joined: 1/11/2006
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Sorry if this is out of dicussion, but I just wanted to know if it is possible to get Luigi on Super Mario 64...? http://video.google.com/videoplay?docid=-1531148774953443944&q=Mario+64 This video has seem to have caught me off gaurd. - RemieGino14 -
Joined: 11/15/2004
Posts: 804
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Notice that the video doesn't show Luigi being unlocked or provide any instructions to unlock him. Nintendo.com's answer on the subject is: Q: Is Luigi in Super Mario 64? A: Nope, not at all. Any screenshots you see from the original Nintendo 64 version are fake. He is, however, available as a playable character in Super Mario 64 DS. (http://forums.nintendo.com/nintendo/board/message?board.id=mario&message.id=77) Ask Dan has repeatedly denied the existence of Luigi, as well as Ninja Mario. The video may be Photoshopped, the ROM may have been hacked, or it may be Luigi from Super Mario 64 DS (I wouldn't be able to tell because I don't own a DS). I have screwed around with that star many times and never found Luigi, and I just screwed around with it a lot to be sure. I also Googled for more information, the assumption being that there would be a lot of buzz if that video was real, but I found nothing but people talking about hoaxes and reinforcing the fact that he does not appear in SM64. It would be pretty hard for something like that to remain a secret for 10 years, and even harder now that there are re-recording emulators to allow us to search the code, hack, cheat, and pull off any trick or glitch imaginable.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
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Joined: 9/27/2004
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Well, it says right in the video description "Patch design.: Marc", and the site that it links to is all filled with level editors and strange hacks. I think it's pretty clearly labeled as a hack.
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*mentions the fact that the lives icon clearly shows Mario*
Joined: 11/15/2004
Posts: 804
Location: Canada
That doesn't necessarily mean anything. It could stay Mario after a playable Luigi player is unlocked.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Joined: 2/16/2005
Posts: 462
The face and nose are not consistant with luigi even circa 1996. It is clearly a slightly squished mario head with a hacked texture. It's not a bad hack but its not exactly a work of art either.
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Joined: 10/23/2004
Posts: 706
Cool glitches, could the bobomb thing be used to obtain additional coins? About the coinless run, I'd much rather see you doing a capless, cannonless run -- that would be much more interesting. Would you consider doing this next?
Current Project: - Mario Kart 64
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Joined: 5/29/2004
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Whoa, slow down, I don't know if we can have seven runs for the same game.
put yourself in my rocketpack if that poochie is one outrageous dude
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Joined: 10/23/2004
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Capless, cannonless is truely an interesting challenge. The techniques and tricks used for many of the stars are unusual. A coinless run is something I don't think needs to be kept track of though. I guess the main challenge with capless, cannonless is knowing whether one has truely obtained every star they could possibly get. Though 113 (if you use the chuckya glitch) seems pretty reasonable. But, I agree the important Mario 64 runs are: Minimum (16 Star) Run and Maximum (120 (or 121 star if you want to be picky about the final large star) run)
Current Project: - Mario Kart 64
Joined: 4/29/2005
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I like going through the game Capless myself, well, as soon as I can lose my cap in the Pyramid Level. I feel a Capless run will be truely interesting, since Mario would take double damage from everything, thus forcing the player to optimize their movements and actions. ;3
Joined: 12/1/2005
Posts: 107
Weatherton wrote:
But, I agree the important Mario 64 runs are: Minimum (16 Star) Run and Maximum (120 (or 121 star if you want to be picky about the final large star) run)
The real challenge are the 70 stars though... You have to plan your route exactly and time your choices. For the 120 stars, there are not many alternatives.
nesrocks
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Kitsune wrote:
I like going through the game Capless myself, well, as soon as I can lose my cap in the Pyramid Level. I feel a Capless run will be truely interesting, since Mario would take double damage from everything, thus forcing the player to optimize their movements and actions. ;3
In a TAS, damage makes no difference. The 70 star run will have to wait untill the 120 one is finished, i think...
Joined: 10/31/2005
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Location: The Netherlands
so not for a very long time ;) I haven't seen an update on the 120 star run progress in.. months? anyway hope you'll finish it
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I will, i'm just busy with work, and with university and a certain dream team tas contest we're having here heh.
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Kitsune wrote:
I like going through the game Capless myself, well, as soon as I can lose my cap in the Pyramid Level. I feel a Capless run will be truely interesting, since Mario would take double damage from everything, thus forcing the player to optimize their movements and actions. ;3
...Wait a minute, is that what "capless" means? I thought it just meant not using any special caps to power you up to win. I don't see the regular cap making a huge difference in difficulty. And how are you supposed to make a continuous run of it? Play as fast as you can until Shifting Sand Land to lose your cap, then go back and replay the stars you already got to prove you could get them with no cap?
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 11/24/2005
Posts: 87
Well, the coinless TAS certainly isnt going to be submitted to this site, its done using only 8 directions. I have thought about doing cappless and cannonless, but wouldn't it be slightly more fun to do capless, cannonless, and coinless? Can you even get 70 stars like that? Regardless, I can always just blj up the endless stairs at the end to finish up, but it would be cool if there are at least 70 of them. I'll probably do that this summer. First I gotta find the time to finish up the coinless one. Which reminds me, where I stopped, I was trying to find a way to glitch up through the grating on the Elevator star in WDW, because I heard long ago that it was possible. Does anybody know anything about that? I'd hate to do that star normally...Btw in that coinless one I do some slightly irregular ways of doing the stars at the top of THI that people might find interesting, like entering the warp to Wiggler's area from below instead of going around the top. Wait...can you do that without lowering the water? Did I? I don't even remember, if so some good time could be saved there. Certainly a good amount of time could be taken off my finished product with the use an analog input device. So, this summer, a rough (ie 8 direction) capless/cannonless 113 (or maybe more??) or CCCless...but I'm not sure what the number would be on that one. I'm also thinking about putting a lot of time into making a really awesome glitch TAS that starts outside the castle and shows all kinds of cool glitches, kindof like the smb3 one, except it wont be as good. It will be like the on i already did, except going through a lot more levels and with much less downtime, for example, I will manipulate the hell out of the bob-omb glitch to get a couple of the craziest results possible, instead of showing all of the results. That movie i made wasnt supposed to be entertaining, but to document the glitch. This one will be supposed to be entertaining. I will probably do this while sitting in the back of a car for 40 hours to and from wisconsin this summer, as well as the cccless of ccless run.
nesrocks
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Ok ok, 8 stars, all of joly roger bay done, i don't ever wanna see this level again! http://www.angelfire.com/ex/uobt/mario64-foda-120starstaswip-v18.zip It's 1:15 minutes faster than the testrun, and it's 992 frames faster than my previous "final" wip... Next stop: princess secret slide.
Joined: 2/16/2005
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WOOO! 8 down 112 to go! I've been anticipating a 120 star run for so long :) Glad you found the time to start it. (:
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Joined: 5/27/2005
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1min 15sec!? That's quite much. I expect this to become a extremely fantasticly fabulous run. :)
Which run should I encode next? :)
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Joined: 10/23/2004
Posts: 706
Jammer01 wrote:
Well, the coinless TAS certainly isnt going to be submitted to this site, its done using only 8 directions. I have thought about doing cappless and cannonless, but wouldn't it be slightly more fun to do capless, cannonless, and coinless? Can you even get 70 stars like that? Regardless, I can always just blj up the endless stairs at the end to finish up, but it would be cool if there are at least 70 of them. I'll probably do that this summer.
I doubt CCCless would be as great.... I mean, the best part of a CCless run would be some of the zany out-of-the-way methods you would need to get some of the stars (which may not be the fastest stars and may require coins...)
Current Project: - Mario Kart 64
Joined: 12/13/2004
Posts: 103
FODA wrote:
Ok ok, 8 stars, all of joly roger bay done, i don't ever wanna see this level again! http://www.angelfire.com/ex/uobt/mario64-foda-120starstaswip-v18.zip It's 1:15 minutes faster than the testrun, and it's 992 frames faster than my previous "final" wip... Next stop: princess secret slide.
It looks very good so far. Jolly Roger Bay is the course i like the least of all courses in this game, still you make it look like it's not that boring.
Joined: 11/15/2004
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Awesome job, FODA!
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
I have 2 questions Isn't it faster to backflip from 2nd to 3rd treasure? When you begin running forwards, can't it be sped up by doing a Z+A jump? Because the running in the start looks slow to me, but maybe it deceives me.
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Wouter Jansen wrote:
Isn't it faster to backflip from 2nd to 3rd treasure?
I did a backflip + B button and it was slower because mario has to do a little hop later, so i figured it'd be faster to stop and turn, but maybe a simple backflip would have been faster (big maybe).
Wouter Jansen wrote:
When you begin running forwards, can't it be sped up by doing a Z+A jump? Because the running in the start looks slow to me, but maybe it deceives me.
I didn't do that because i thought i'd fall in the water, and i tested now, in fact i do, but still in time to do another longjump.. I measured how much faster it is to do with longjump and it's 10 frames faster, so, remaking everything would make it a little more than 1 second faster, which i just don't plan to do. That's an example of something i could have easily done, but there are many more ways to improve this that are very hard to do like more direct swimming... But it's too hard for me to make a perfect play of an analog stick. I try to make it the best i can, with the time i've got. But the reason i'm not gonna remake is because i had already released a "final" version and nobody pointed out anything, so i thought it was ok. I plan to release optimized wips and remake them only once, this is gonna be a very long movie and i don't have so much free time..