Hey, if there's a bunch of folks are introducing new systems for the site, why not one more?
Introduction
The Mario Artist series of games are creative art programs for the ill fated Nintendo 64 Disk Drive add-on. Mario Artist: Polygon Studio, released on 29 August 2000, is the one where players can used prefab parts, including unlockable ones, to create their own machinations to use in the various game modes and also other Mario Artist games. This game has three game modes that aren't just modelling objects and sets: the Experimental World mode where the player can use their models to explore and collect new parts, the Sound Bomber mode where the player's model is put into 8 microgames and whose concept was later expanded with WarioWare, and Go-Go-Park where the player's goal is to wind up their model to reach the goal area without going over. This TAS plays though the 3 stages of Go-Go-Park and reaches that game's credits as fast as possible.
A small note about the branch name, Go-Go-Park. The fan translation names it Chicken Race to match the WarioWare minigame with the same concept. The Super Mario Wiki names the mode Go-Go-Pack as it matches how the Japanese name of the mode can be romanized: Go-Go-Pa-Ku. I went with Go-Go-Park as it both closely matches the Japanese name and conveys the goal of the game of stopping at the right place.
Run notes
- Emulator used: BizHawk 2.9.1
- Ares core
- Aims for fastest time rather than best score
Game hashes since this matches the trusted dump according to the No-Intro data set:
Game: Mario Artist - Polygon Studio (Japan).ndd
CRC32: AC304109
MD5: DA23EE561578B7DAD77ED72728B46D30
SHA-1: 4E4F267D2D063286BF4C1302386DAB8B1AB0D4C6
Mechanics and techniques
Winding up the model in Go-Go-Park involves having to quickly waggle the joystick left and right. However, one of the alternating inputs must also have an up input to count. See below for what I mean:
left -> up+right -> left -> up+right -> ...
OR
right -> up+left -> right -> up+left -> ...
Holding down quickly lowers the wind up to near zero. I say near zero as releasing down does give a small rev-up. Waiting gradually lowers the wind up which can be used for potentially more precise wind ups.
The main note for speed is to just barely reach the goal area with the minimal amount of winding. Winding up as fast as possible for the minimal amount usually gets just enough. However, there are cases where waiting some frames after the final input before pressing the A button. This can be used to get to the goal faster by going a little less farther than rapidly winding up and immediately pressing the A button. This is used for Stage 1 since when I tried that for the other stages I ended up too short for waiting to be beneficial compared to just getting the minimal wind up necessary via rapid inputs.
That's really about it as far as I can tell. It's a pretty simple game, especially compared to the Experimental World. Experimental World requires changing out models to reach different places.
ViGadeomes: The movie is well optimized & the ROM is the best known so everything is good.
It's an honor for me to be the judge of the first N64DD published TAS !
Accepting.