• Emulator used: Mupen 64 Re-recording v8
  • Aims for fastest time
  • Abuses programming errors
  • Manipulates luck

Comments

We started the run with about 1.8 seconds of improvement in mind (A route change at the end of BitFS and a trick at the first elevator in BitS) and we managed to save well over 3 more seconds in the process.

Stage by stage

Before the castle

This was already optimal in the previous run, so the only thing changed here was the camera view.

Inside the castle

First, BLJ'ing on a higher step allowed Mario to start BLJ'ing earlier, because of less air time. This saved 2 frames. Two frames were also saved from optimisation at the BLJ, and 6 more by using a normal jump to glitch through the trapdoor. So overall, 10 frames were saved over the previous run in this section.

Bowser in the Dark World

No frames were saved at the BLJ or BLJ controlling, because it was already optimal in the previous run. At the end of the course, we found out that it was possible to clip the pipe, which saved one frame.
As for the battle, it was already optimal in the previous run.

From BitDW to BitFS

At the BLJ down to the basement, we did three jumps like the previous run, but we did two jumps close together, reducing the delay before Mario can be controlled again, and we did less turning frames. 5 frames were saved at this BLJ.
The DDD skip is 2 frames faster than the one in the previous run, because we managed to do one less BLJ, while still attaining close speeds.
7 frames were saved in this section.

Bowser in the Fire Sea

At the first tier, 3 frames were saved by using a new strat, using a series of dives with three grinds.
At the second tier, 4 frames were saved from different move combinations.
At the third tier, 72 frames were saved by using completely new strats.
At the battle, 1 frame was saved thanks to our positioning while swinging Bowser.
Overall, 80 frames were saved.

From BitFS to BitS

In the lobby, 1 frame was saved by using a base angle that allowed the second dive on the stairs to go further. The seemingly bad starting angle is intended.
In the room with the spiral stairs, 1 frame was saved by using a slide kick to the door instead of the traditional long jump.
In the gallery, one frame was saved by using a jump roll instead of a long jump to the stairs, and 2 more were saved at the long jumps up to the 70 star door. The air time after one of the BLJ's at the 50 star stairs wastes no time, in case you're wondering.
In the endless stairs room, one frame was saved; the strained angle used for the BLJ set up entering the entrance to BitS faster.

Bowser in the Sky

The main improvement here is the trick at the first elevator. This saved quite a number of frames, and the time saved also made the positions of the elevators at the end better, which allowed us to get through them much quicker. A frame was also saved at the end, by clipping the pipe.
At the battle, we did a much better second throw. This unfortunately resulted in a worse setup for the last throw, but still saved 2 frames overall.
41 frames were saved.

Thanks to

BrianRuleZ, for helping out with the run.
Halamantariel, for showing us how to hex edit.
Comicalflop, for giving us Mario's speed address for use with MHS.
Azorae, for support from the start.
Swordless Link. His run served as a good guide for this one.

mmbossman: Accepting as an improvement to the published movie.

Raiscan: Processing. Slowly.

Expert player (3584)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Very nice! Now I await a run that skips to BitS directly:)
feos wrote:
Only Aglar can improve this now.
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
Just out of curiosity, who voted meh and why?
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Emulator Coder
Joined: 1/12/2007
Posts: 95
The improvements are getting harder to spot at this point, with such micro-management going on, but I thought the major route change in BitFS was a nice sign that more time could be saved by trying things that are counter-intuitive. This 0-Star frame war still maintains my interest, given how much effort has gone into it. All the different tactics that have been used to make the 70-star strats, the 50-star strats, the 16-star strats, and the 1-star strat have all had the cumulative effect of leading to the micro-optimizations I'm seeing now. If you didn't follow the progression, it would be hard to see where some people got their ideas from.
Joined: 4/3/2006
Posts: 269
The new route to the second bowser is a nice change and the change of different camera gives different perspective. Voting YES!
Joined: 7/16/2006
Posts: 635
Call me crazy, but this run feels slower than the previous one. Oh, well, it's frames that count, and I certainly enjoyed watching it, so Yes vote.
Editor, Emulator Coder, Expert player (2106)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Strangely, most of the time during watching I was missing the old camero positioning. What's making me feeling that way? EDIT: Maybe it was the low frame rate of the game combining with no interframe motion-blur. I even felt slightly a bit dizzy(really?).
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Active player (308)
Joined: 8/25/2006
Posts: 287
Call me crazy, but this run feels slower than the previous one. Oh, well, it's frames that count, and I certainly enjoyed watching it, so Yes vote. You're crazy! Hehe, just kidding. Maybe the new route in Bowser 2 will take some time to getting use to. Ironic how avoiding a "Timesaver" was a timesaver itself. Thanks for the vote. ;)
Joined: 5/17/2007
Posts: 393
Location: Sweden
Yes vote
"No love for the game gear"
Joined: 11/15/2004
Posts: 804
Location: Canada
klmz wrote:
Strangely, most of the time during watching I was missing the old camero positioning. What's making me feeling that way? EDIT: Maybe it was the low frame rate of the game combining with no interframe motion-blur. I even felt slightly a bit dizzy(really?).
I tend to not like it when the camera is zoomed in too close to Mario, which gives me a headache, but that didn't happen long enough in this run to give me a headache. I didn't care for the zoom level/camera choices for a few seconds near the beginning of Bowser1, but I've generally felt that none of the runs have had camera work as good as FODA's original 120 star run. I don't have a problem with the camera work in this run. I don't really care for Mario taking unnecessary damage in BitFS, and I have no idea what he was doing after he tossed Bowser. It looked like he was having a seizure for a few seconds there. I really like the new route in BitFS, though. That time saver more than makes up for Mario's strange behavior. Yes vote.
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Active player (308)
Joined: 8/25/2006
Posts: 287
I tend to not like it when the camera is zoomed in too close to Mario Me neither, I usually don't do it unless it looks good or it makes the task of TAS'ing easier; like being able to see Mario. In some cases it isn't too bad and only lasts a few seconds. And other times if we don't use it you won't see Mario, you'll be staring at walls, such as in enclosed areas in the castle and such. Thanks for the constructive criticism.
Joined: 12/25/2007
Posts: 86
Location: Muhos, Finland
RattleMan wrote:
Very awesome; yes vote.
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Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
hopper wrote:
I don't really care for Mario taking unnecessary damage in BitFS, and I have no idea what he was doing after he tossed Bowser. It looked like he was having a seizure for a few seconds there.
I, for one, wouldn't have minded more seizuring. I tend to like wobbles and seizures of all types
Skilled player (1637)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
petrie911 wrote:
Call me crazy, but this run feels slower than the previous one. Oh, well, it's frames that count, and I certainly enjoyed watching it, so Yes vote.
Shirley you can't be serious?
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Experienced player (822)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
DarkKobold wrote:
petrie911 wrote:
Call me crazy, but this run feels slower than the previous one. Oh, well, it's frames that count, and I certainly enjoyed watching it, so Yes vote.
Shirley you can't be serious?
I am serious... and don't call me Shirley. Watched it, liked it, although I'm not the biggest fan of wobbling. Yes vote. Looks like I picked the wrong week to quit sniffing glue.
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Editor, Expert player (2460)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
mmbossman wrote:
Looks like I picked the wrong week to quit sniffing glue.
Me too.
Active player (308)
Joined: 8/25/2006
Posts: 287
Two youtube videos (Uploaded by myself and z0MG) are up of our TAS. http://youtube.com/watch?v=Y7klWQhiutc http://youtube.com/watch?v=-yOKy659p_k
upthorn
He/Him
Emulator Coder, Active player (388)
Joined: 3/24/2006
Posts: 1802
Just watched it on youtube and... can't actually tell the difference between it and the previous run. Meh.
How fleeting are all human passions compared with the massive continuity of ducks.
Skilled player (1432)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Noticed some of the timesavers, most obviously BitFS, liked the camera angels and "idle time acting" better than the last run, yes vote. I wonder if it will go below 5:30 next time :)
Agare Bagare Kopparslagare
Active player (308)
Joined: 8/25/2006
Posts: 287
Just watched it on youtube and... can't actually tell the difference between it and the previous run. Meh. Read the improvement submission text, then watch the video again. Then afterwards, watch SL's video. If you still are having problems seeing the improvements, I honestly do feel bad. Countless others have seen and appreciated the improvements, clearly it's there and viewable to others, give it a chance.
Joined: 7/26/2006
Posts: 1215
Cpadolf wrote:
camera angels
Is that what the lakitu bros. are? :P
Skilled player (1432)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
bkDJ wrote:
Is that what the lakitu bros. are? :P
Yes, yes they are.
Agare Bagare Kopparslagare
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Silent_Slayers wrote:
Read the improvement submission text, then watch the video again. Then afterwards, watch SL's video. If you still are having problems seeing the improvements, I honestly do feel bad. Countless others have seen and appreciated the improvements, clearly it's there and viewable to others, give it a chance.
There's really no need to be so defensive, it makes you seem like an asshole. He was just stating how he experienced your movie, deal with it. It's not like the publishing of this movie is dependent on voters anyway.
Active player (308)
Joined: 8/25/2006
Posts: 287
There's really no need to be so defensive, it makes you seem like an asshole. He was just stating how he experienced your movie, deal with it. It's not like the publishing of this movie is dependent on voters anyway. Sorry, things like that just tick me off, i'm a grumpy person like that. :(
Sir_VG
He/Him
Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
Well, I have to agree that while the improvement is small, you should be able to see that changes were obviously made. Like BitFS, for one. I mean, come on. The different route taken is OBVIOUS. The new run follows more along the "normal" route while the other one takes the edge of the map. But, whatever.
Taking over the world, one game at a time. Currently TASing: Nothing
Active player (308)
Joined: 8/25/2006
Posts: 287
Well, I have to agree that while the improvement is small, you should be able to see that changes were obviously made. Like BitFS, for one. I mean, come on. The different route taken is OBVIOUS. The new run follows more along the "normal" route while the other one takes the edge of the map. Pretty much what I was saying, I was just ruder (more rude?). :P