Mario collects All 1Up Mushrooms in Lethal Lava Land (LLL). There are 8 1-Ups total. This is a Super Mario 64 Tool Assisted Speedrun / Superplay [TAS]
Hyperspeed flying was first proven to be possible in LLL by AruaErueru back in 2012 (youtu.be/sUJyD_foiD4). In 2017, Homerfunky found a new setup which was demonstrated in this freerun (youtu.be/JVpP9yWXkmw?t=77). Both of these freeruns were some of the inspirations for this run.
The movement inside the volcano was referenced from Crackhex's improvement of Snark's 2011 TAS of "Hot Foot It Into the Volcano" (youtu.be/11w6ogb91tA?t=10). Shoutouts to both of them!
Thought this would be a cool upload even though it can be beaten by a lot of time. @whym1010 tagged along and has been helping with brainstorming ideas and routes for the faster run. It'll be finished next! Shoutouts to him and be sure to subscribe to him!
Re-Records: 18,547
Timing starts on first VI of course entry. Timing ends on first VI the final 1-Up is collected. 2,952 VI's / 60 FPS = 49.20 Seconds
49.03 is the fastest time if Mario does a handstand on the pole. I only chose 49.20 so I could exit the course faster.
Mario collects All 1Up Mushrooms in Lethal Lava Land (LLL). There are 8 1-Ups total. This is a Super Mario 64 Tool Assisted Speedrun / Superplay [TAS]
Hyperspeed flying was first proven to be possible in LLL by AruaErueru back in 2012 (youtu.be/sUJyD_foiD4). In 2017, Homerfunky found a new setup which was demonstrated in this freerun (youtu.be/JVpP9yWXkmw?t=77). Both of these freeruns were some of the inspirations for this run.
The movement inside the volcano was referenced from Crackhex's improvement of Snark's 2011 TAS of "Hot Foot It Into the Volcano" (youtu.be/11w6ogb91tA?t=10). Shoutouts to both of them!
Thought this would be a cool upload even though it can be beaten by a lot of time. @whym1010 tagged along and has been helping with brainstorming ideas and routes for the faster run. It'll be finished next! Shoutouts to him and be sure to subscribe to him!
Re-Records: 18,547
Timing starts on first VI of course entry. Timing ends on first VI the final 1-Up is collected. 2,952 VI's / 60 FPS = 49.20 Seconds
49.03 is the fastest time if Mario does a handstand on the pole. I only chose 49.20 so I could exit the course faster.
Learn more about what a TAS is here: youtu.be/R3-ohYvi_fc youtu.be/Ietk1-Wb7oY http://www.tasvideos.org[TAS] Castles 8 Bit Pipe - 2660Bretaigne2021-09-25 | Mario speedruns the Castle's 8 Bit Pipe star in Return to Yoshi's Island 64. This is a Super Mario 64 (ROM Hack) Tool Assisted Speedrun / Superplay.
Re-Records: 2,853 (3 more rr than the last one lol)
Return to Yoshi's Island 64 - Demo & Release by @KazeN64 youtube.com/watch?v=Yw47rfTxh5c[TAS] Sunken 8 Bit Pipe - 2117Bretaigne2021-09-24 | Mario speedruns the Sunken 8 Bit Pipe star in Return to Yoshi's Island 64. Cool SMB3 vibe. This is a Super Mario 64 (ROM Hack) Tool Assisted Speedrun / Superplay.
This star's time is actually 34"017, but getting to the pipe was 10 seconds of boring swimming, so I just cut that part out. No Lua scripts or STROOP again. Probably because of Kaze's custom ASM or something. Re-Records: 2,849
Return to Yoshi's Island 64 - Demo & Release by @KazeN64 youtube.com/watch?v=Yw47rfTxh5c[TAS] Secret 8 Bit Pipe - 1700Bretaigne2021-09-23 | Mario speedruns the Secret 8 Bit Pipe star in Return to Yoshi's Island 64. This is a Super Mario 64 (ROM Hack) Tool Assisted Speedrun / Superplay.
Quick short star. Wanted to TAS a SM64 hack again. STROOP and Lua Scripts were incompatible with this one though so I had to TAS in the stone ages again. Very improvable. Basically a LOTAS.
The low ceiling area where I did the BLJ is weird. Couldn't manage skipping the air frames but it might be possible. Couldn't pipe clip either since I think it's a different shape, and the upper wall hitbox is in the way so I couldn't manage to dive straight in either.
Re-Records: 3,493
Return to Yoshi's Island 64 Demo & Release by @KazeN64: youtube.com/watch?v=Yw47rfTxh5cUriahs Spiky Fort - Yoshis Island [TAS]Bretaigne2021-09-20 | This is a Custom Level in a SNES Super Mario World 2: Yoshi's Island ROM Hack made by Jeorge535. Tool Assisted Speedrun / Superplay. This is a 100% Completion run. All 30 Stars, 20 Red Coins, and 5 Flowers are collected.
This is a continuation of the Hack TAS WIP I'm working on. Jeorge535 never finished this hack, so it's untitled. I decided to call it "Jeorge535's Yoshi's Island" for now. Including this TAS, 4 out of 11 Levels are completed now. Watch the TAS WIP Here: youtu.be/i39IlcstMLU?t=420
There are a few mistakes in the run because of some weird egg planning and RNG on my part, but overall still solid. I learned how to one-shot Sluggy for the first time in this TAS, so this boss fight could probably use some work too. You normally need a few eggs to hit his heart, but by scrolling him off screen a certain way, you can hit the heart with one egg instead.
Level 1-4: "Uriah the Unshaven's Fort" Uriah is just Sluggy which Jeorge535 renamed for this level. Re-Records: ~8,000
Learn more about what a TAS is here: youtu.be/R3-ohYvi_fc youtu.be/Ietk1-Wb7oY http://www.tasvideos.orgSM64 - All 1Ups in Lethal Lava Land (38.60) [TAS]Bretaigne2021-09-16 | Mario collects All 1Up Mushrooms in Lethal Lava Land (LLL). There are 8 1-Ups total. This is a Super Mario 64 Tool Assisted Speedrun / Superplay [TAS]
This is a nearly 11 second improvement of the previous run (youtu.be/1KnyXh68D6g) that uses the Wing Cap. Setting up hyper speed flying takes awhile.
I do a lot of shell jumping since you can accelerate faster in mid-air. I vary jump heights to get the best possible quarter frame landings. I use the same volcano movement as last time, except I do a handstand on the pole to grab the last 1-up quicker by a few frames.
Re-Records: 6,039 (+ ~5000 from Inside Volcano Movement)
Timing starts on first VI of course entry. Timing ends on first VI the final 1-Up is collected. 2,316 VI's / 60 FPS = 38.60
Learn more about what a TAS is here: youtu.be/R3-ohYvi_fc youtu.be/Ietk1-Wb7oY http://www.tasvideos.orgSM64 - Princess Secret Slide Beaten Backwards [TAS]Bretaigne2021-08-11 | Mario beats The Princess's Secret Slide in reverse. This is a Super Mario 64 Tool Assisted Speedrun / Superplay [TAS].
I added in these warps with STROOP to give this meme category a more professional feel. I placed the start warp at the location Mario lands when he first enters this stage normally. I placed the end warp directly underneath the box star.
Couldn't think of any other faster ways to beat the second half of the slide. I had some ideas though.
If there was a Pedro Spot somewhere, Mario could probably build speed and jumpdive really high into the slide entrance room. Another idea was to wallkick off those posts with the BLJ speed, and jumpdive off the tops of the orange & yellow pillars into a higher area of the slide. It wasn't possible with the H speed I had, since it doesn't give enough Y speed.
These ideas might not work either. There would be no way to get Mario from a dive slide action into a butt slide action (without cancelling this action on a ledge nearby), so I'd have to slide all the way back down until I reach a ledge. Even the jumpdive idea is limited, since the slide ceilings probably prevent him from falling into those areas.
Timing started at the 1st Frame Mario teleports into the Bottom Slide Area. Timing ended on the 1st Frame Mario lands on the floor of the Slide Entrance Room.
Mario beats the Cool, Cool Mountain Slide in reverse. This is a Super Mario 64 Tool-Assisted Speedrun / Superplay.
This run is a half-serious-but-still-meme improvement of the previous record by TimeTravelPenguin (youtu.be/sMKzUGW6iyE). I improved it by about 2 minutes and 41 seconds, but TTP collects most of the coins on the slide. Guess it was for the meme lol.
Timing Starts on the 1st Frame the Slide Exit Room becomes visible. Timing Ends on the 1st Frame Mario lands on the floor of the top Slide Entrance Room. Total Frames: 3,406
This is a Tool-Assisted Speedrun / Superplay. SM64 Anti Gravity is Super Mario 64 ROM Hack by Arthurtilly. Go check it out and sub to them! youtu.be/SUBGT1UBGL4
Run is improvable (crazy right?). There are lots of ways you can get these red coins. I just did this for fun. I turned on Anti Gravity after passing the rotating platforms because: 1) Mario will just fall into the sky and die. 2) Those platforms have ceilings underneath them (when the gravity is flipped), which Mario bonks on. So, it was either go on them normally, or under them.
This is probably the only mildly entertaining star that can be beaten without just falling into everything. Lua Scripts & STROOP were both incompatible with this hack btw. Pain.
Re-Records: 1,500 Time: 23.37
Learn more about what a TAS is here: youtu.be/R3-ohYvi_fc youtu.be/Ietk1-Wb7oY http://www.tasvideos.orgSM64 - All 1Ups in Hazy Maze Cave (54.40) [TAS]Bretaigne2021-07-30 | Mario collects All 1Up Mushrooms in Hazy Maze Cave (HMC). There are 4 1-Ups total. This is a Super Mario 64 Tool-Assisted Speedrun / Superplay [TAS]
Only major improvements I could think of involve better Monty Mole manipulation. I got the 2 Monty's for the final 1-Up to load several frames earlier when testing, but that required me to skip the 3rd 1-Up. No idea how they work. I'm assuming it's cycle/timer based, and also needing to be within a certain distance of them. They would consistently appear at certain times. I also found that the hole that groups of Monty's appear in is dependent of the game's RNG Index Mod 4 value. But that could just be a coincidence.
Re-Records: 11,417
Timing starts on first VI of course entry. Timing ends on first VI the final 1-Up is collected. 3264 VI's / 60 FPS = 54.40 Seconds
Learn more about what a TAS is here: youtu.be/R3-ohYvi_fc youtu.be/Ietk1-Wb7oY http://www.tasvideos.orgSM64 - All 1Ups in Big Boos Haunt (17.03) [TAS]Bretaigne2021-07-20 | Mario collects All 1Up Mushrooms in Big Boo's Haunt (BBH). There are 2 1-Ups total. This is a Super Mario 64 Tool-Assisted Speedrun / Superplay [TAS]
Timing starts on first VI of course entry. Timing ends on first VI the final 1-Up is collected. 1022 VI's / 60 FPS = 17.03 Seconds
Learn more about what a TAS is here: youtu.be/R3-ohYvi_fc youtu.be/Ietk1-Wb7oY http://www.tasvideos.orgSM64 - All 1Ups in Jolly Roger Bay (20.23) [TAS]Bretaigne2021-07-17 | Mario collects All 1Up Mushrooms in Jolly Roger Bay (JRB). There are 2 1-Ups total. This is a Super Mario 64 Tool-Assisted Speedrun / Superplay [TAS]
Timing starts on first visible VI of course entrance. Timing ends on first VI the last 1-Up is collected. 1214 VI's / 60 FPS = 20.23 Seconds
Learn more about what a TAS is here: youtu.be/R3-ohYvi_fc youtu.be/Ietk1-Wb7oY http://www.tasvideos.orgSM64 - All 1Ups in Cool Cool Mountain - 1:20.42 [TAS]Bretaigne2021-05-02 | Mario collects All 1Up Mushrooms in Cool, Cool Mountain (CCM). There are 6 1-Ups total. This is a Super Mario 64 Tool-Assisted Speedrun/Superplay [TAS]
Re-Records: 20,345 Timing starts on first visible VI of course entrance. Timing ends on first VI the last 1-Up is collected. 4825 VI's / 60 FPS = 80.4167 Seconds
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TAS & Video Commentary: I sacrificed time for entertainment.
The chimney entrance was improved by Plush in 2016, then by Manama a few days ago. I had already made the run by then and didn't feel like redoing it so yes, mine is 1 frame slower now lol. • Plush's TAS: youtu.be/qDcI44WSq-8 • Manama's TAS: youtu.be/Dk1a1kVvAHY
Movement was inspired from all over. The New 120 TAS, ABC TAS, and even the 2018 SM64 TAS Competition inspired me to make this route. • fifdspence's 0xA Wallkicks Will Work TAS inspired some slope movement (youtu.be/Y9joJcRfL4w), which since was improved by tesserakt123 (youtu.be/3p2LyD83Aqw). • tesserakt123's Task 11 run in the 2018 SM64 TAS Competition inspired re-entering the chimney (youtu.be/ypSLtHF-40A?t=206) combined with bridge movement from Plush's CCM Red Coins & 100 Coins TAS for 120 (youtu.be/nEXTMukz0XY?t=9). • Finally, toyuru2 figured out how to get the "Impossible" 1-Up Mushroom in the slide (youtu.be/KmrHxhCFOH4) way back in 2013.
Testing movement options after the 4th mushroom was where most of the sacrifice came from. I could save about 20 frames with a different chimney entrance (involves wallkicking to the chimney area via the ice pillar by the 4th 1-Up), and also I didn't even test Plush's low-ceiling BLJ strat either. That probably saves a ton of time too.
I have a couple runs with different ordering of the 1-Ups after exiting the slide the 1st time. Using the broken bridge warp at the bottom of the course was just a little bit slower.
Finally, I can grab the last 1-Up much faster now. I delayed it so I could death warp faster (because I was timing based off of stage exit).
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Why an "All 1-Ups" Category? (I never answered exactly what the end goal of these runs are, so here.) - At first, I started doing these runs to see if any routes I came up with could compete with the 100 Unique Lives TAS by pastatsh. I've thought about making a new one for about a year, but it's a lot of work. If it does happen, of course it shouldn't be a solo project... 👀
But, the 100 Unique Lives category is hard. 100 Lives can be with 1-Up Mushrooms, Coins, and Yoshi after you beat the game with all 120 stars (lol). Mainly, it's a combo of 1-Up Mushrooms and Coins in every stage, which would take eons of planning, routing, and effort.
The other "Lives" Categories I could think of were: - 100 Lives: Get 100 Lives from 1-Up Mushrooms or Coins as many times as you like. - 100 Unique Lives: Get 100 Lives from 1-Up Mushrooms or Coins only once. - All 1-Ups: Get Every 1-Up Mushroom in every stage. - All Coin Lives: Get 50/100/150 Coins in every stage possible. - All Lives: Get Every Life in the entire game from 1-Up Mushrooms and Coins.
4 out of 5 of those categories sounded bad... So, that's where I got this "All 1-Ups" category from and why. Even though it's still a meme category, it's been fun making these.
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What is the "All 1-Ups" category? - Get Every 1-Up Mushroom and exit the stage as fast as possible. That's it.
But, I just realized that timing based on stage exits are pointless for individual stage runs like this. Stage exiting would only be useful in a full game All 1-Ups TAS. Which I don't think I plan on doing...
So, timing will be changed from here on out. It will end on the frame/VI the final 1-Up mushroom is collected.
These runs should be treated in isolation from a full game "All 1-Ups" TAS. Full Game routes might have faster ways to exit a stage. (Star Celebration vs. Pause Exit vs. Death Barrier vs. Warp) This applies with entering the castle too. Think of how many ways there are to enter certain rooms in the castle. I guess timing would start from whichever warp placed him in there, and the most advantageous warp wins.
Textboxes, star spawns, and star-specific items (shells, caps) all affect the time of these "All 1-Ups" runs. These factors are also affected by game save progress. Having everything unlocked and completed speeds up these runs by skipping through textboxes, animations, etc. Maybe even having Special Triple Jump would be useful for some runs.
So again, these runs would probably look different in a full game All 1-Ups TAS.
Explanation (No need to read if you already know SM64 TASing): I collected the 8 Red Coin star to position Mario closer to the Yellow 1-Up Box, and also closer to the warp, which allows for this new movement sequence.
First, right after the star dance animation is over, I get Mario to punch then long jump toward the Yellow 1-Up Box. (A punch before moving lets Mario start with slightly more speed.) I land on the box by getting into a misalignment, which is a 1x1 Unit-wide gap that Mario can get into without being affected by the box's wall hitboxes. This allowed Mario to snap upward, and land on top of the box. I then have Mario grind on the box, perform a rollout, and then land near the falling bridge.
With an earlier landing, I speedkick, then C^ (Camera Up) jumpdive. Jumpdiving earlier (compared to the 120 TAS movement) makes Mario fall and reach his terminal velocity faster, and enters the warp quicker. Pressing C^ a frame before jumping makes Mario single jump, instead of double jump. Single jumps have less vertical speed. This made Mario jumpdive a little lower, and also fall faster. All of this, saved 2 frames.
The 3rd frame is saved with more Vertical Speed manipulation, making him touch the warp's hitbox even earlier. Mario's Jump, and Vertical Speed are directly proportional to and determined by his Horizontal Speed. When Mario jumps, Lower H Speed = Lower V Speed. So, I pulled the joystick back during the speedkick to do just that, which made Mario's jumpdive have even less vertical speed, resulting in him falling even faster.
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This TAS is an extension of @snark122's & @mickeysony9193's TAS of the 8 Red Coin star in this course. Snark got the 8 Red Coin star in a time of 45"68 in 2015. • youtu.be/NamWHywBEBY?t=250 Mickey optimized it and saved a lag frame (VI) getting a time of 45"67 in 2020. • youtube.com/watch?v=aR4qOU3Kb_k
Since Mickey saved a lag frame (VI), I'm not sure if this run affects it. I counted the frames & VIs between both our star grabs, and they tied, but still not entirely sure. I don't know where Mickey saved the lag from, so this is probably just a proof of concept run for now.
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Huge shoutout to Xander @EpicRandomGamingChannel for showing and teaching me how to use his SM64 "Custom Camera" Lua Script. This was used with Mupen64's Lua integrated version to make the replay of this run at 0:22. As you can tell, I had fun with the camerawork.
The transparent, pixelated, blocky Mario is a Ghost Race version of the SM64 120 TAS. This Mario shows the 120 TAS movement used in this course. It's actually a lot farther behind than I wanted it to be. The ghost is referencing the entire star, rather than this section by itself. So, in total, there are about 6 frames saved in this course from the 120 TAS. Wasn't sure how to fix that.
wow thats a lotta links.... 17 to be exact This is my first 4k upload btw. And also my last. Enjoy.SM64 - All 1Ups in Whomps Fortress - 31.85 [TAS]Bretaigne2021-04-14 | [Tool Assisted Speedrun] Mario collects All 1-Ups in Whomp's Fortress. There are 4 1-Ups total.
Re-Records: 7,419 Timing starts on first visible VI of course entrance. Timing ends on first VI start menu disappears. 1911 VI's / 60 FPS = 31.85
This run will most likely not be used in the 100 Lives TAS. Getting the fortress 1-Up requires beating King Whomp first. The good news is, that route is similar to this one, so all I'd have to do is just exit the course on the 3rd 1-Up.
This run needs lag reduction. Badly. Also, I gotta try a BLJ route. Maybe there can be an even faster route with one, but I doubt it, but also idk.
Also, this run is 3 frames slower than my fastest time. But I like this one more.
Didn't include a comparison this time with @pastatsh's run. I think I'll do that with the original route later.SM64 - All 1Ups in Lethal Lava Land (Outside Volcano) - 23.63 [TAS]Bretaigne2021-04-01 | [Tool Assisted Speedrun] Mario collects All 1-Ups in Lethal Lava Land outside the volcano. There are 7 1-Ups outside the volcano, and 1 1-Up inside the volcano.
Re-Records: 6,203Yoshis Island (ROM Hack by Jeorge535) - Gameplay & TAS (WIP)Bretaigne2021-03-06 | The TAS starts at 7:00.
This SNES Super Mario World 2: Yoshi Island ROM Hack Mod features 11 Custom Levels in the game. I show 100% Completion / Gameplay and Tool Assisted Speedruns of the first 3 Levels, including the Intro Level.
0:00 - Casual Gameplay 7:00 - TAS
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The format for this video is a little different than most of my other ones. I decided to include very casual gameplay along with the TAS of these levels. This was a new idea I had because of how rare this hack is. (Read more on this in the Hack Details section.)
So, I figured it'd be nice to show the game (layout, design, etc...) before showing the TAS of it. I don't think many people watch speedruns of a game they've never played or looked at before, but maybe that's just me.
I tried to show as much of the game as possible, at a reasonable pace. The goals were: 1) To show the location of all the important stuff like winged clouds, flowers, and red coins. 2) To show the entire level. Even stuff that can be skipped.
I edited in the Flower & Red Coins HUD myself. It's not a part of the hack.
The Score Menu editing was done to decrease transition time between levels. I owe my inspiration for doing that to Brooklyn's awesome Yoshi's Island Speedrun Montage: youtube.com/watch?v=0iDHlndB3oc
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This TAS is a Work in Progress (WIP). I plan to TAS all 11 Custom Levels. Progress has been pretty slow though, that's why I released this WIP. It's been pretty fun to relearn TASing Yoshi's Island again. This was a fun de-rusting exercise.
It's not the most optimized run, but I don't mind. There are several improvements that could've been made throughout each level, and possibly better egg management, but I'm just having fun with it for now.
Re-Records: 31,970 Emulator: BizHawk Tools & Resources: Yoshi's Island Lua Script by BrunoValads (Seriously an incredible Lua script by him. I probably wouldn't be TASing Yoshi again if it wasn't for this.)
This hack was made by @Jeorge535 Unfortunately, it is unfinished and untitled. I wasn't sure what to name it on his behalf so sorry for the pretty generic title.
All 9 Levels in World 1 are finished. 2-1, and 2-2 are finished. From 2-3 onward are levels from vanilla Yoshi's Island.
Because it's unfinished, the hack doesn't play completely as intended. Some red coins, and flowers often despawn, making a few levels impossible to 100%.
So, I used Golden Egg (a Yoshi's Island Level Editor) to fix that as best as I could. I moved the location of a few red coins and flowers, until they no longer despawned and I got consistent results. I tried to stay as faithfully to Jeorge's original design as I could. It only happens in 2 or 3 levels iirc, both of which I haven't even TASed yet.
Jeorge535 started working on this hack back in September 2010, and made his last update on it in May 2011, where it was posted to Raocow's Talkhaus Forums. Originally, and usually, Yoshi's Island Hacks get posted to either SMWCentral or YouTube, but he never posted this hack on either. It's only posted on Raocow's Forums, and the link to download the demo of it is dead...
This hack is pretty much non-existent. No gameplay of it exists. It can't be found online anywhere as far as I know. Even Jeorge535 hasn't had any activity on any of these sites in apparently almost 8 years.
I would provide a link to download this hack, but I'm not entirely sure if I can. I only managed to keep a copy of the patched ROM, rather than the patch file (IPS or BPS) for this hack. And I think we all know how Nintendo feels about sharing ROMs. If anyone knows a way to somehow provide a download to the hack, let me know.
Mario gets 1 Star from Dire Dire Docks with No Water / Swimming. Super Mario 64: Tool-Assisted Speedrun / Superplay [TAS]SM64 Shyrate Desert - 7 Star TAS in 4:59.60Bretaigne2021-02-13 | Yoooooo. I'm back with another 7 Star TAS in another Super Mario 64 ROM Hack. This one is Shyrate Desert made by @dorrieal released in March of 2019. Simple, fun, and cool.
There are just 7 Stars. No Bowser fight. This is an All Stars, 100%, Full Game, Tool-Assisted Speedrun. Finally, although timing usually ends on last input, I stopped timing once Mario lands from the last star grab.
My Comments (Spoilers): - Collision is a little weird in some areas. Certain terrain and objects appear to have a specific shape, but are actually disguised as walls or out of bounds. So you'll see me avoiding some terrain because of this. - I couldn't HSWK into the anchor's pole. Angle from C^ Sliding wasn't good enough. Seems possible though. - Fly To The Tall Pillar actually has a wing-cap route. But the route I used was about 10 seconds faster. I was going to add "Extras" like I've previously done for other small SM64 ROM Hack TASes I've done, but this was the only route that was different enough from the rest. And, it even borrows half its movement from the "Board The Shyrate Ship" star. So, not worth it. - Reds & 100 Coins route movement looks so bad lol. The red coin rocks have hitboxes that sit above them which you can jumpkick and break. You can avoid this by ground-pounding them on the edges. I do both of these options depending on which one provides the fastest movement to the next area. Sometimes they even tied. There's better movement I'm sure but I just wanted to get these stars over with.
(Star)(Time)(Re-Records): Inside The Big Pyramid - (47"90)(4,155) Board The Shyrate Ship - (45"70)(9,672) Fly To The Tall Pillar - (19"97)(1,264) Box Puzzle In The Little Pyramid - (18"83)(2,511) Vanish Cap Atop The Pyramid - (19"77)(2,686) 8 Red Coin Rocks & 100 Coin Star - (1'14"10)(14,771) (Timing starts from 1st VI the course is loaded. Timing ends on the 1st VI Mario performs the star celebration.)
Effective Re-Records (Used in 7 Star TAS): 27,733 Total Re-Records Overall: 39,047
SM64 Shyrate Desert (Release & Download): youtube.com/watch?v=vIMNPUGUKhMSM64 Temple Explorer - 7 Star TAS ExtrasBretaigne2021-02-04 | For the Super Mario 64 / TAS stuff, I'm using "Extras" to describe additional strats, routes, runs, methods, movement, etc. for any TAS related content. Everything here are extras from the SM64 Temple Explorer "7 Stars" TAS - a community project that 8 other people and myself worked on about a year ago.
These are mostly different extras from the 7 Star TAS, so you get an idea of how much the final route changed. I didn't include every change though, as that would include different movement options, optimizations, etc. So these are just general routes that were significantly improved.
Special Thanks to Maha Maha whose RTA run of this game was used for our inspiration, and routing. Go subscribe to them as well. Maha Maha's Channel: youtube.com/channel/UCDjbw9CqHlbblR-fwvRkR1g
Temple Explorer is an SM64 ROM Hack by Brodute. 10/10 would subscribe. Brodute's Channel: youtube.com/user/BroDute
Woah lotta links (did you click them all though?)
oh wait no one reads theseSM64 - All 1Ups in Bob-omb Battlefield - 18.93 [TAS]Bretaigne2021-01-31 | [Tool Assisted Speedrun] Mario collects All 1-Ups in Bob-omb Battlefield. There are 3 1-Ups total.
*All 1-Up Mushrooms. Not 1-Ups from coins. Wasn't too sure about exact time save since Pastatsh's encode looks like it dropped a few frames in some sections. Still improvable. Re-Records: 10,327
0:00 - Run 0:20 - Comparison
Timing Starts at Course Entry. Timing Ends at 1st Frame Start Menu disappears after "Exit Course" is pressed. 1136 VI's / 60 FPS = 18.93
SM64 100 Lives (All 1-Ups Only Once) TAS by @pastatsh youtube.com/watch?v=JKAKfkKbzEUSM64 Seaside Village - 7 Star BLJLess TAS in 3:06.27Bretaigne2021-01-11 | Seaside Village is an awesome Super Mario 64 ROM Hack by @64Modder (formerly 64Modder I believe). Short and well designed hacks like these are my favorite kind.
There are just 7 Stars. No Bowser fight. This is an All Stars, 100%, Full Game, Tool-Assisted Speedrun. Decided to do a BLJLess run. Allowing BLJs took away some entertainment value in my opinion. Watch till the end and you'll see. Finally, although timing usually ends on last input, I stopped timing once Mario lands from the last star grab.
Chapters: 0:00 - 7 Star TAS 3:17 - Extras
(Star)(Time)(Re-Records): Shining Atop The Mountain - (5"47)(2,329) Barrel Bouncing - (8"10)(3,327) Above The Ocean - (11"57)(2,172) Mystery Of The Mushrooms - (21"70)(2,973) Running For Red Coins & 100 Coins - (1'00"97)(10,918) Toad's Gift - (5"93)(287)
Total Effective Re-Records (Used In 7 Star Run): 22,206 Total Re-Records Overall: 40,182
SM64 Seaside Village (Release & Download): youtube.com/watch?v=bqog9VUqmRY smwcentral.net/?p=section&a=details&id=21705Huge Mario 64 - TAS CompilationBretaigne2020-12-24 | Spoilers & Details about this Super Mario 64 ROM Hack TAS are partially here in the description, but the rest is in the pinned comment below. Description got too long. Have some chill holidays!
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This video shows Tool-Assisted Speedruns of Tiny Huge Mario 64. After playing around with this hack again awhile ago, I found some interesting strategies for collecting stars in several courses, which inspired me to make these Tool-Assisted Speedruns of them.
Anyway, not much else to say until after you watch the video. So the rest of that is going in the pinned comment.
Tiny Huge Mario 64 has 7 sizes for Mario, excluding his default vanilla size. This is the largest size the ROM can be set to. This size is 8x his original size. This means all of the values for his movements are multiplied by 8. The only thing Kaze changed was Mario's gravity (terminal vertical velocity) which was slowed down to reduce fall damage. Finally, Mario's hitbox isn't the same size as his default. It was extended horizontally, I'm guessing by 8x his original hitbox's radius, but vertically his hitbox appears to be the same size.
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Chapter Timestamps: 0:00 - Bob-Omb Battlefield 3:23 - Jolly Roger Bay 3:34 - Whomp's Fortress 5:04 - Cool, Cool Mountain 7:29 - Big Boo's Haunt 8:35 - Castle's Secret Stars (The Princess's Secret Slide) 8:53 - Bowser In The Dark World 9:11 - Hazy Maze Cave 10:07 - Lethal Lava Land 11:54 - Shifting Sand Land 12:59 - Bowser In The Fire Sea 13:21 - Wet-Dry World 14:04 - Tall, Tall Mountain 14:47 - Tiny-Huge Island 15:13 - Snowman's Land 16:07 - Rainbow Ride 17:21 - Tick Tock Clock 17:29 - Castle's Secret Stars (Wing Mario Over The Rainbow) 17:52 - Bowser In The Sky (8 Red Coins) 18:14 - Bowser In The Sky (Final Fight - Grand Star)
I've been wanting to TAS Yoshi's Island again for a long time. Severely underrated game. So I made this.
This "All Coins" category was something I thought would be fun, but I don't think it's a real thing done by the Yoshi's Island Speedrunning community. There are different types of coins that make this category kinda stupid lol. Item Balloon Coins will respawn if you re-enter a room with them. Yellow Eggs produce coins if they hit an enemy or cloud, making it hard to keep track of how many coins are in a level. Enemies and Items at the Goal will turn into coins if Yoshi finishes the level. And if Yoshi has All 30 Stars, Winged Clouds & other enemies will drop coins instead of stars.
To make this "All Coins" category work, I decided to collect every respawn-able coin only once. I ignored coins that would be substituted for stars. Finally, I don't count coins from Yellow Eggs, or coins produced at the Goal when a level is finished. If I can count right, there should be 74 Coins in this level.
I just decided to merge this category with 100% since Red Coins are a part of it as well. Maybe next time I'll do an All Coins category by itself.
I have a tiny Yoshi's Island ROM Hack TAS I'm also working on. Hopefully I can finish it before the end of the year.
Enjoy!
Timing: Start Frame: 3884 (When Star Counter "10" Appears) End Frame: 6619 (1st Frame Yoshi throws Baby Mario at Goal) 6619 - 3384 = 2735 Frames 2735 / 60 (FPS) = 45.583
SNES Super Mario World 2 - Yoshi's Island Re-Records: 10,679Super Mario 64 - Courtyard Freerun [TAS]Bretaigne2020-11-21 | lol
And yeah, I have no idea how the BLJ route is faster than the slide. It ended up being 7 frames faster. It could also be much faster if I can avoid doing an air-BLJ just before I clip through the fence, and with enough speed. In one of my older runs, I was able to break through the fence with 1 less BLJ, but Mario's speed wasn't enough to reach the mushroom platform / slide area in time, which ended up being several seconds slower.
Maybe there's a cool slope speed trick on the slide that can be done. Maybe there's another route I missed too lol.
If that wasn't enough, check out the official forums and webpage for TAS Videos: http://www.tasvideos.org[TAS] SM64 Land: (1-1) Tilting Bridges - All Stars in 12627Bretaigne2020-06-25 | Sup. Here's another Super Mario 64 Land TAS.
Pretty much a LOTAS (Low-Optimized Tool-Assisted Speedrun/Superplay).
For now, I think this level of effort is good enough for base runs like this. Not too much thought went into routing, so I mostly focused on getting clean and efficient movement (even though there's tons of improvements).
I'm not sure just yet, but I am leaning towards doing more runs with SM64 Land. Maybe I'll work on "World Runs" rather than a full game run. We'll see.
If that wasn't enough, check out the official forums and webpage for TAS Videos: http://www.tasvideos.org[TAS] Super Mario Odyssey 64 - 80 Moons (WIP.... Maybe)Bretaigne2020-04-22 | Maybe..... because when I was almost finished with this TAS of the first course, I found some improvements. Spoilers below. This is a Super Mario 64 ROM Hack by Kaze Emanuar.
Feels bad man. I ran into the star skip with Cappy by accident on the last star. I went and redid everything again except the first star in this course. Before the first star, I did some RNG Manipulation for the coin boxes, and blue coin posts on the ground. That was painful. Not worth the headache to redo it.
That also means the stars in the overworld can be improved too... And I'm pretty sure I found an even faster method for star collection in the overworld, which I won't spoil atm. (Not an improved route, but the ordering of grabbing stars. Kinda difficult to explain.)
Also, I'm pretty sure the 100 Coin route is improvable. There has to be a better route with the Blue Coin Switch, but I don't care anymore lol.
Also, the Lua Scripts are useless for this game since galaxy brain Kaze added in the ability to change your facing angle in mid-air. So, maintaining speed and angles are kinda difficult.
Also, you can infinite jump with Cappy, which is something I found out like an hour ago, so even more routes to test.
Also, yo Kaze? What's the name of this game man? Is it Mario Odyssey 64? Super Mario Odyssey 64? Mario 64 Odyssey? Cause this is the exact same title as the Odyssey Mod you made for vanilla. Little confused here lol.
Ok I'm done whining. Enjoy. Re-Records: 18,475[TAS] SM64 Land: (2-1) Mushroom Trampolines - All Stars in 15747Bretaigne2020-04-11 | One more Super Mario 64 Land TAS.
Saved nearly 20 seconds using the route for this level by FrostyZako. It takes advantage of skipping the 4 mushroom trampoline platform pillars, and using the checkpoint warp after dying. This route also is RNG friendly for now since the 100 Coin Star doesn't require collecting coins from enemies. Finally, I was able to get a slightly better platform cycle just before the last star. This allowed me to reach the platform top for the final star area much faster.
Other relevant improvements come from using Cat Mario's dive mechanics when on relatively flat ground. A dive with Cat Mario sets his H Speed to 60. This is much higher than other movements available. (48 Units is the max for the 2 Frame Dive Mechanic). The trade-off for using this requires 4-6 frames of a regular jump's air time, but you start gaining units back after around 16 frames.
Still improvable but I'm calling it done for now lol.
If that wasn't enough, check out the official forums and webpage for TAS Videos: http://www.tasvideos.org[TAS] Tiny Huge Mario 64 - 1 Star BLJLess in 45653Bretaigne2020-04-01 | Mario beats the game with 1 Star, and without BLJs. Tiny Huge Mario 64: Tool-Assisted Speedrun / Superplay [TAS]
During April Fools of 2020, this video's title was originally written to pose as a new TAS WR for Super Mario 64's 1 Star BLJless category. After April 1st was over, I changed the title to what you currently see now, so I didn't give anyone the wrong impression.
Just quickly threw this run together. This run is very improvable..... like everywhere lol. Pretty sure all Bowser fights can be improved. You can grab Bowser's tail with a jump-dive in midair like normal, but the speed of Mario's hitbox (due to his large size) makes it harder to grab onto. There likely is a way to skip Dire Dire Docks as well. The 70 Star Door can also be skipped, but I was just lazy lol. I went with the cleanest looking movements I could come up with for the rest of the run. When Mario is this large, the camera is a nightmare to work with, especially in Dire Dire Docks. Never want to do anything with this hack again...... for now.
Tiny Huge Mario 64 has 7 default sizes for Mario, excluding his normal vanilla size. This is the largest size the ROM can be set to. This size is 8x his original size. This means all of the values for his movements are multiplied by 8. The only thing Kaze changed was Mario's gravity (terminal vertical velocity) which was slowed down to reduce fall damage. Finally, Mario's hitbox isn't the same size as his default. Neither is his model.
More videos hopefully coming soon. That's it. Hope you enjoy.
This is a Tool-Assisted Speedrun/Superplay. Don't know what that is? Check out these videos explaining what a TAS is. I highly recommend both of them!
Introduction to TAS: Tool-Assisted Speedrunning (What, How, Why?) - by Sonicpacker youtu.be/R3-ohYvi_fc
Tool-Assisted Speed-Running Explained - by Bismuth https://www.youtube.com/watch?v=Ietk1...
If that wasn't enough, check out the official forums and webpage for TAS Videos: http://www.tasvideos.orgDeath in 350 (Full HP) - Lethal Lava Land [TAS]Bretaigne2020-03-24 | The action-packed sequel has arrived!
Here I'm just TASing Super Mario 64 with the exact same goal as before. Initiate the Bowser Death Screen transition as fast as possible, but this time with Full HP. I decided to show the HP Value (in Decimal Form) so you would know it's at the maximum value obtainable.
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(If you're already familiar with SM64 TASing, you don't need to read this lol.)
Now, here's a breakdown of the run. First I jump kick the sign in order to build a decent amount of negative speed, and then walk backwards to the corner of the platform. This corner of the platform happens to have a Misalignment in it. A Misalignment is a 1x1 Unit Wide area of space that Mario can fit into. This allows Mario to get near the platform a bit closer than normal.
Just before falling off the edge of the platform, I punch to reduce some speed, dive within the misalignment, get burned by the lava, and then Mario begins his action and animation of lava boosting. Since Mario is currently within the misalignment, Mario's horizontal position is much closer to the floor hitbox of the platform. This makes it much easier to utilize the game mechanic of Mario vertically "snapping" to the nearest floor by him. Since Mario is in a misalignment, he can vertically snap up onto floors that are no more than 78 units higher than his vertical position. That's exactly what occurs here.
Once Mario lands, I perform an Eru Drop instantly. An Eru Drop is a trick that exploits Mario's movement when tilting the joystick as little as possible. During this joystick movement, Mario's speed fluctuates between positive and negative values. Within the first couple of frames of this movement, his total net gain of speed actually turns out to be negative, meaning he will move backwards. Since Mario's positioned near the edge of the platform, the Eru Drop can be performed, allowing him to move backwards off of the platform, allowing him to fall into the lava again.
For entertainment value, I jumped after the second lava boost. Landing in the lava immediately again would not have initiated the Bowser Death Screen transition any earlier due to the limited decrement speed of Mario's HP. If I had landed a frame earlier after the final lava boost (which was possible), Mario would perform a standing death action & animation, which would initiate the death screen transition several frames slower.
If that wasn't enough, check out the official forums and webpage for TAS Videos: http://www.tasvideos.orgDeath in 193 (Low HP) - Lethal Lava Land [TAS]Bretaigne2020-03-24 | This run is unbeatable. Anyone who claims to beat this run or uploads an "improvement" is a liar and a FRAUD. You'll be hearing from my lawyers buddy!
In Super Mario 64, it's possible to die immediately when entering Lethal Lava Land by jumping into the painting just before Mario's HP Value decrements to 255. That's why I titled the video with "(Low HP)." The reason I went for an HP Value of 256 is because it is the lowest value possible that is obtainable which doesn't kill Mario. Due to how HP works, the health bar in the HUD is not a direct representation of how much health Mario really has. If I were to touch lava with a value above 256 (in increments of 10), it would require an extra frame (or several more) before activating the Bowser Death Screen transition. So, in order to load that faster, a lower HP value was required. See Pannenkoek's video on HP for more information. Pretty cool stuff!
You might not notice it but I actually use some wonky sign hitboxes in order to touch the lava as fast as I could. I have no idea how it works, but it ended up saving 4 frames from my first initial run.
Entering courses with "No HP" is possible, but not all of them as far as I know. I opted not to do any "No HP" runs because they're all similar. Enter the course, then die immediately. That's boring and lame. These extra thrilling action-packed 2 seconds are way more exciting. I might make more death speedruns in other courses for the meme lol.
More low effort videos coming soon so be sure to hit that unsubscribe button!
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Re-Records: 1,614
Timing: 1st VI & Frame of Course Loading: - VI: 1122 - Frame: 537
1st VI & Frame of Bowser Death Transition: - VI: 1238 - Frame: 595
If that wasn't enough, check out the official forums and webpage for TAS Videos: http://www.tasvideos.org[TAS] SM64 Land: (1-4) Rolling Chomps - All Stars (Superstar Rank)Bretaigne2020-03-18 | My first Super Mario 64 Land TAS. Pretty fun.
Re-Records: 11,946
(Star - Time): Red Coins - 26"13 Final Star (BLJLess) - 47"17 Final Star - 35"87
The times for the final star includes the time for the red coins star.
Today was a good day for this ROM Hack because FrostyZako also coincidentally released a more fine-tuned theory TAS of SM64Land that you can watch here! youtube.com/watch?v=EdFSA7a2__M
If that wasn't enough, check out the official forums and webpage for TAS Videos: http://www.tasvideos.org[TAS] Star Revenge 3 - Carraig Beach Stars CompilationBretaigne2020-01-23 | Star Revenge 3 is a Super Mario 64 ROM Hack by BroDute. Wanted to TAS these stars, so I did. All of these runs are most likely improvable, but I think these are a pretty good start.
In the context of a full game run, these runs would look a little bit different. In this game, after collecting coins, killing enemies, or acquiring any other collectables, once you collect a star afterwards, you are warped back into the course, maintaining your progress. This results in the course not refreshing the enemies, objects, or collectable items within the game.
In a 100% run, these runs would be combined with a red coins star, # of "secrets" star, or 100 coin star, in order to complete the course in the fastest time possible. However, these runs may be useful in an "Any%" speedrun category of some sort.
Enjoy!
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"Star Revenge 3: Mario on an Saoire" was made by Brodute: Brodute's Channel: youtube.com/user/BroDute
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This is a Tool-Assisted Speedrun/Superplay. Don't know what that is? Check out these videos explaining what a TAS is. I highly recommend both of them!
Introduction to TAS: Tool-Assisted Speedrunning (What, How, Why?) - by Sonicpacker youtu.be/R3-ohYvi_fc
If that wasn't enough, check out the official forums and webpage for TAS Videos: http://www.tasvideos.org[TAS] SM64 Last Impact - Underground Depths StarsBretaigne2020-01-19 | Last Impact is a Super Mario 64 ROM Hack by Kaze Emanuar.
EDIT: Luigihaxd has had a much faster "Light The Braziers" run of 5"20 that you can watch here. youtu.be/lxShtNnwGyQ
I also didn't know about Last Impact having a stationary dive-roll recover that can be performed in a frame, meaning both of the BLJ routes can be improved even more. (Roughly 5 frame improvements.)
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I started a few LOTAS' (Low-Optimized Tool Assisted Speedruns) of these runs back in October of 2018. Naturally, I never finished them because I was lazy. Decided to give them a try again and here are the results. I actually like this course a lot despite barely being able to see anything lol.
Stars - Times - Re-Records: "Beat The Bully" - 11"93 (Re-Records: 668) "Beat The Bully" (BLJ-Less) - 13"53 (Re-Records: 2,851) "Light The Braziers" - 7"37 (Re-Records: 1,413) "Light The Braziers" (BLJ-Less) - 29"57 (Re-Records: 11,908)
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Last Impact is by Kaze Emanuar. Go subscribe to him before Nintendo DMCA's him to shreds. Kaze's Channel: youtube.com/user/KazeBG0
Oh wait he has like a million more subs than I do. Sub to me instead please! (95% of my subs don't watch my videos. Shout out to the 7 of you that do. Here's my channel: youtube.com/Bretaigne
All of these TAS's were done on Version 1.1 of Last Impact. Version 1.1 patched a few bugs, but is relatively the same compared to Version 1.0. Version 1.2 removed fall damage, and patched the BLJ, preventing it from being performed. Version 1.2 likely has new BLJLess routes for both these stars, due to removing the restriction of potentially taking fall damage. I planned to do them, but realized that they would most likely have similar movement.
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This is a Tool-Assisted Speedrun/Superplay. Don't know what that is? Check out these videos explaining what a TAS is. I highly recommend both of them!
Introduction to TAS: Tool-Assisted Speedrunning (What, How, Why?) - by Sonicpacker youtu.be/R3-ohYvi_fc
If that wasn't enough, check out the official forums and webpage for TASVideos: http://www.tasvideos.orgSM64 Temple Explorer - 7 Stars TAS in 34680Bretaigne2020-01-11 | Temple Explorer is a Super Mario 64 ROM Hack made by BroDute. This is a Full Game, 100%, All Stars, TAS.
Re-Records: 141,490 (~150,000 Used Overall) Authors: Dar Gos, Black Mozart, Non5en5e, Fifdspence, and myself.
Special Thanks to Maha Maha whose run of this game was used for our inspiration, and routing. Go subscribe to them as well. Maha Maha's Channel: youtube.com/channel/UCDjbw9CqHlbblR-fwvRkR1g
Temple Explorer was created by Brodute. Go subscribe! Brodute makes amazing SM64 ROM Hacks. Seriously! Brodute: youtube.com/user/BroDute
Overview of This Project: Finally... After a year, this project is finally over. Back in January of 2018, Dar Gos & Black Mozart released a small TAS of this hack featuring the first star. I released my own TAS of another star in this game some months later in order to practice micro-optimization techniques that have become prevalent in SM64 TASing today. A year later (Summer 2019), I decided to bring this project back again since I thought it would be fun, and got a few other SM64 TASers involved.
I took on the role of coordinating this game's run after TASing several other stars. However, the project eventually died down due to all contributors becoming busy, and we all finally reached the extremely overwhelming task of TASing the 100 Coin Star. These are usually the hardest stars SM64 TASers are tasked with completing, due to the abundance of RNG manipulation needed for optimizing coin trajectories, numerous amounts of routes to be tested, and patience required so you don't lose your sanity.
During the next couple of months, finalizing the general routing for star selection and individual stars was completed. This game features a checkpoint area, where after interacting with it, Mario will spawn from that area onward for the rest of the game until it's completed. This doubled the amount of routes to test for all 7 stars. The project ended up dying for several months again since we all got busy, and I was the only one left working on it.
I finally finished the rest of it during some free time I had over the months. Glad this project is finally over. Never again will I do this to myself. This project could've easily been finished months earlier, but I wanted to go through with optimizing this as much as possible. I learned a ton of new game mechanics and information along the way, and I think other community members did as well, so... worth it.
Star Times: On The Hidden Pillar - 9"30 Flood The Temple - 8"50 Switches In The Temple - 13"43 Hidden In The Ceiling - 9"33 100 Coin Star - 54"27 + Drain The Water - 5"47 (Total - 59"73) The Ancient Guardian (Checkpoint) - 30"00 Final Star (Game End) - 15"10
Other unused routes for stars aren't included within this list.
This is a Tool-Assisted Speedrun/Superplay. Don't know what that is? Check out these videos explaining what a TAS is. I highly recommend both of them!
Introduction to TAS: Tool-Assisted Speedrunning (What, How, Why?) - by Sonicpacker youtu.be/R3-ohYvi_fc
Bowser and his minions were traveling through dire dire docks when suddenly all the water disappeared. This caused bowsers submarine to plummet to the ground killing him and everyone on board instantly. You are witnessing Mario freerunning over their dead bodies as celebration.
This meme freerun was started back around January 2018 by Non5en5e and Dar Gos as a joke, but the freerun actually turned out pretty interesting imo, so Tomatobird8 and myself challenged ourselves with finishing it 2 years later. Here's the final result.
This run uses a custom SM64 ROM. Objects and Enemies were added into the course to make things more interesting. That was done by Dar Gos. Funnily enough, he had some issues loading textures for the objects, so some things are invisible, such as the poles and trees. This freerun is also extremely laggy, hence the awful framerate whenever the extra submarine is in the camera's focus.
This is a Tool-Assisted Speedrun/Superplay. For more info, visit http://www.tasvideos.orgSM64 Temple Explorer - Flood the Temple - 883 [TAS]Bretaigne2018-07-31 | This TAS features a star from Temple Explorer - a Super Mario 64 ROM Hack made by Brodute. Re-Records: 16,978
I did this to practice some micro-optimization techniques. My first result was around 11 or so seconds, so I'm pretty happy with this final result. Made a total of 2 Routes, and 9 Methods (different movements) to do these routes.
It's probably still improvable by a few frames, but I couldn't manage to save them. In one of the previous methods, I use the opposite side and end up wallkicking 1 frame earlier than this one. Although it looks like it, I'm not sure the the map geometry is exactly symmetrical, because if it was, I'm assuming I'd be able to wallkick at the same time, regardless of which side I do it on. I tied the first 2 wallkicks, and even managed to get similar coordinate values. I'm unsure if the grinding can be improved as well. I'm not sure if I can land a frame sooner after ground-pounding under the star.
This is the most effort I've ever put into anything SM64 related. My previous record was 11,838 Re-Records for my Bob-omb Battlefield Freerun lol.
This is a Tool-Assisted Superplay of Super Mario 64 in "Tower of the Wing Cap" (TotWC). For more info, visit http://www.tasvideos.orgMari0 64 - (BLJless) In 2 Portals [TAS]Bretaigne2018-01-25 | Mari0 64 is a Super Mario 64 ROM Hack made by Kaze Emanuar. It blends the elements of Portal and SM64.
Re-Records: 4,529 Super Mario 64 Last Impact is a SM64 ROM Hack by Kaze Emanuar. Tool Assisted Superplay [TAS]Uhhh.... Kaze????Bretaigne2017-09-29 | pls send help
Game: Tiny Huge Mario 64 (Created by Kaze Emanuar)
This is a Tool-Assisted Superplay. For more info, visit http://tasvideos.org Super Smash Bros. Melee: Falco vs. Mr. Game & WatchNew Super Mario Bros. Wii: 1-3 [TAS]Bretaigne2016-03-26 | My first TAS with the Dolphin Emulator.
I did this run focusing more on entertainment value, since single level runs aren't too entertaining. So I decided to throw in Yoshi in this run, as well as do some tricks facing forwards and backwards which is always cool in my opinion. This by no means, is the fastest way to beat this level.
Peace.
Re-Records: I don't even know how to check on Dolphin, but I'm guessing around 500.
This was encoded with Nintemod's Super Mario 64 Texture Pack. I utilized Mudlord's Rice Video Build plugin on Mupen64 in order to load this texture pack. I also forced the aspect ratio into a 16:9 (widescreen) format, even though the source encode was 4:3. Never doing that again lol, though it doesn't look that bad.
I just recently made this freerun in order to test out some SM64 texture packs. It lags in some certain areas. I don't know if that has anything to do with the texture packs, or my graphics card, or any other factor. There's even a tiny white bar on the side too. Must be a resolution error. Sometimes the sprites and the HUD glitch out, and there's so many settings to work with using Rice's Video Plugin.
This freerun was nothing special. I just made stuff, and went along with what I did, if that makes any sense. There was no plan to do this or that, except the sideblj at the end.
Edit (4/2/2020): Video no longer exists. Special thanks to Tomatobird8 for his Hi-Res Textures tutorial, otherwise I wouldn't have been able to figure it out. Link to Tutorial for HD Texture: (Read Description) youtube.com/watch?v=C_Z7Hg4k8_8
Recently found AnavrinSM64's channel a few days ago, and instantly thought of this Super Mario 64 Freerun we made in Shifting Sand Land sometime back. It was around 2009/2010, which was the time I first started TASing this game. I was a rookie. Anavrin was cool enough to teach me hyperspeed flying in this course, as well as introduce me to Mario's grinding tricks and mechanics. He was a beast, and probably still is, but he's done TASing forever, as far as I know.
I'm just uploading this to continue his legacy. It's the only m64 I have with him, and seeing that he deleted all his videos (scrub), I'd just upload this. My parts are terrible, so focus on AnavrinSM64's parts of the run instead.