Epic Random Gaming Channel
[TAS][SMG] - Flipswitch V2 (36.35)
updated
TAS by Xander & PurpleSun
Time: 1m 0.73s (3644f)
Rerecords: 33111
Any% TAS WIP. Playlist of ILs completed so far: youtube.com/playlist?list=PLX-UHl4lUQzuLyU9SC6AolZW4odODr5Wf
This is without a doubt the most optimized TAS I have ever contributed to, and it would not have been possible without the help of @PurpleSunTAS (he is a GOD at slope movement). If you're somehow watching this and not subscribed to him, go fix that.
Special thanks to @usernameispassword4023 for being the first person to prove that it's possible to escape the saucer's gravity while facing backwards.
I will make an explanation video in a few months so instead of a big description I will say please share this video if you enjoyed.
Super Mario Galaxy Tool-Assisted Speedrunning Discord: discord.gg/h2YSCZm
#SuperMarioGalaxy #TAS #OutOfBounds
For the latest info on SMG TASing (and competitions), join here: discord.gg/h2YSCZm
I'm so happy with how successful this competition was, thank you to everyone that made it possible - those who helped set it up, those who entered, and even those who wanted to enter but couldn't because of unfortunate timing. There will be another competition near the end of the year.
-------------------------------------------------------------
Task: In Gold Leaf Galaxy, start by launching from the dandelion, spin into 4 of the 7 custom placed dead leaves, and finish by grabbing the vine. The spring to get onto the tower has been removed.
• The lower spring has been removed
• The bee mushroom has been moved (you are still allowed to collect it)
-------------------------------------------------------------
Place. Name Time [Rerecords] - YouTube Channel
1. dendonodon 15"47 [766] - @dendonodon2858
2. PurpleSun 15"82 [1286] - @PurpleSunTAS
2. ERGC | Xander 15"82 [2224] - @EpicRandomGamingChannel (me!)
4. usernameispassword 16"35 [2767] - @usernameispassword4023
5. FeijoadaMolhada 16"57 [9751] - @FeijoadaMolhada
6. BillyWAR 18"32 [1023] - @billywar1507
7. Mizumaririn 18"45 [2830] - @Mizumaririn
8. ToogsX 23"47 [438] - @toogsx6980
9. LRFLEW 26"07 [467] - @LRFLEW
10. RSw/Why 28"23 [872] - @RSw_Why
DQ: Qr1pt1k [incomplete run] - @qr1pt1k
-------------------------------------------------------------
Music: Toccata by OVERWERK - youtu.be/ycfM6XGBE30
#SuperMarioGalaxy #TAS
TAS by Xander
Time: 2:05.52 (7531f)
Rerecords: 7362
This is the Random Star TAS 2: in an effort to give every star in #SuperMarioGalaxy a #TAS, I once again gathered the GREATEST TASers and we spun a big wheel with the level names (this was actually back in April but I procrastinated whoops). Check out the other runs:
PurpleSun - Dusty Dune 3 in 1:50.65 youtu.be/Li3h86R_SQk
BillyWAR - Beach Bowl P in 2:30.92 youtu.be/ohfUCNhEykw
Shadow64 - Melty Molten P in 2:00.52 youtu.be/nrrY7yJuA1s
ToogsX - Freezeflame P in 3:13.30 (youtu.be/8HazanSjJ-A?si=mFWJ-NXNYztj1W7N)
Join the Super Mario Galaxy TASing Server here: discord.gg/h2YSCZm
Couple of miscellaneous notes:
- I decided to get the tree's silver star first because the shore launch setup was right there. This route might be faster, not sure. I believe the shore launch is RTA viable with this simple setup
- I use buffered crouch acceleration MANY times, it saved anywhere from 1-3f each time
- Best way to maintain height and speed while using the bee suit was to press A on every 3rd frame
- pressing Z when entering the water helped setup the surface swims. The setups can probably be improved
- after taking the sling star it was faster to long jump to the left and start surface swimming ASAP compared to long jumping forwards
- Although I'm TASing this level in isolation, I feed the hungry luma as if it were a part of a 120 star route
- For once, spinning into the star at the end is slower!
Special thanks to Mizu for chatting while I finished the final segment and to Moosh for picking this choice. BR1 soon guys I swear.
I made this to practice video editing since it's been a while (don't worry about the scuffed video quality). I've never been good at effects so I stuck with simple cuts and transforms syncing to the beat.
Song: Audiostalkers - Let Me Hit It
Shoutouts to the goat commentators Brisket + Casull and to UWaterloo Esports for running this stream (normally I run it on my channel but it was nice to take a break and focus on competing)
Checkout the other TASes:
- Toogs: Gusty Garden 3 (youtu.be/HZbwMH7MKgY)
- BillyWAR: Melty Molten S (youtu.be/-lpnaCX_Rpw)
- PurpleSun: Gusty Garden Secret (youtu.be/yt_IGkf4QRI)
- Shadow64: Sand Spiral (youtu.be/VDaQDqlj46I)
Space Junk Secret - Yoshi's Unexpected Appearance
Time: 46.35s (2781 frames)
Rerecords: 4007
Author: Xander
The start follows SJ3. I didnt spend much time on the bubble pop before the launch star so it's probably improvable.
Leading up to the Yoshi planet, I reposition two goombas on the left, and also shoot the one on the right so I can do a goomba cancel (the kick animation skips the landing lag which was faster than a DPAD cancel here).
I defeat all the goombas using a few techniques:
- spin cancel jumps/long jumps to knock them down while maintaining speed
- shoot them with starbits to knock them down and move them closer to Mario
- Freeze them with P2 so Mario can instantly jump off them without being hit
When you spin into or shoot a goomba the game freezes for 3f, so I tried to overlap a few hits at once. There's room for improvement by combining more but I forced myself to move on since LOTADs shouldn't be perfect. If/when this TAS is redone, there's one goomba that notices Mario as he lands on the planet which should be frozen with P2. The bugger runs *away* from the goomba cluster at the end smh
Overall, this TAS is about 25s faster than the RTA record. The majority of the timesave comes from not jumping on all the goombas because jumping on them puts Mario in the air for an awkward amount of time.
Side note: in a full-game run we would likely feed the hungry luma for this star in SJ3 which is why the launch star was already unlocked.
This entire TAS was made in one, 9 and a half hour live stream on my twitch: twitch.tv/mike_xander. Shoutouts to BillyWAR, Toogs, and Jongyon for keeping me sane in voice chat, and to Neural for the stay hydrated assist.
Join the Super Mario Galaxy TASing server here: discord.gg/h2YSCZm
The strategy to use a slidekick at the start was ToT's idea, and executed by Snark. Then, Crackhex was able to improve it by 1f with brutefocing tools.
I TASed inside the pyramid. I tried many variations of jumping down and this was the fastest. I use an Eru drop into triple dive grind (this part is likely applicable to SSL 100c)
Authors: Xander (myself), @Crackhex, ToT (@user-xw3pr1wd7b), Snark (@snark122)
rerecord: 4594 (only counting my own for inside the pyramid)
TASed on: 2021-02-28
Participants had 2 weeks to make a TAS, this was my live reaction/reveal of the results! Join the TAS Competition here: discord.gg/yTnEgvY
--
TAS Competition 2022 Task 4
In the mandatory savestate in Shifting Sand Land Pyramid, start by entering the warp and end by collecting the custom placed star.
Collect 2 red coins and 2 1-Up mushrooms. You MUST alternate between red coins and 1-Up mushrooms. (e.g. Red, 1-Up, Red, 1-Up OR 1-Up, Red, 1-Up, Red)
You may NOT BLJ.
You may NOT press L (spawns red coins).
Timing starts when Mario is first able to move and ends when you see Mario celebrate after collecting the star.
--
Task 4 Results:
1st. Alexpalix1 12"20
2nd. Frame 12"70
3rd. SilentSlayers 12"77
4th. Nis 13"50
5th. Rush57 13"70
6th. galoomba 13"73
7th. Krithalith 13"80
8th. Fritzafella 14"07
9th. Dyllon Stejakoski 14"67
10th. ERGC | Xander 14"87
11th. tjk 15"20
11th. FireBreather 15"20
13th. Jonarn 15"30
14th. TheAmazingAladdin 15"77
15th. SR 16"67
16th. slither 17"47
17th. fifdspence 17"53
18th. bagel 18"87
18th. Noci27 18"87
20th. Komali 21"43
20th. LRFLEW 21"43
22nd. Niknoc 22"07
23rd. emoyosh 30"23
24th. Windows X 35"77
25th. PastaGuy27 35"83
DQ: Windows Vista 2.0 & Kirbs 15"87 [co-op run] (updated after reveal)
Rerecords: 3858
Subscribe to Crackhex: youtube.com/channel/UC_9O61Cu6DpvjDVMLWdUGCQ
The ghost is MKDasher's run from the old 120 star TAS. Subscribe to him here: youtube.com/c/mkdasher
Timesaves
• Crackhex adapted ToT's BLJ setup to work for this star (-2f)
• I was able to knock off all the bullies faster (-1f)
The ghost comparison only shows the BLJ setup to avoid confusion: it doesn't account for pause buffers so it would look faster in the second half.
Sometimes it looks like the inputs don't line up, that's because I was using my custom camera script: github.com/MikeXander/SM64Scripts
I think I spent more time optimizing the dive grind quarter frames at the end than I did saving the frame.....
If you had a laugh, don't forget to leave a nice comment, or share this video :)
Normally, I pair a regular camera with a custom camera, in this video I used two custom cams so here's an unlisted encode without them: youtu.be/vsDod_3sYVw
This TAS has been improved by Krithalith by 4f! Find that here: youtu.be/bLrmpZbjb20
I got 3rd place in the Minecraft TAS Competition, check out the results video by Scribble here: youtu.be/Qrn2p_dWtRk
Start a Bakery% - craft a cake, a cookie, bread, and a pumpkin pie without the use of villagers on 1.12.2. The seed was provided and we were only allowed to dupe buckets.
TAS by ERGC Xander
Time: 1:18.07
Rerecords: Unknown, but I have over 12 hours of recorded footage.
I may be new to TASing this game but that won't stop me from writing an excessive explanation as to what I did:
In sections where I'm jumping and repeatedly turning my head that's me bhopping / 45 strafing. It reduces drag in the air by 2% which speeds me up by a miniscule amount. It's mostly noticeable over long distances but even for short segments I could see the increase in speed and I'm all for maximizing speed in places if I can.
I tried to get creepers to blow up the enderman in order to kill them 1 hit sooner but it didn't quite work out. Dealing with the pathing RNG was such a pain so I took what I could get.
You might notice zombies randomly stand still. This is because loading savestates resets the mob behaviour. The only thing I could do about this would be to record longer segments but that becomes extremely difficult. If anything, I think this slowed me down since it also resets the hit cooldown on my axe.
While waiting for the ender pearls to land I included the footage of the world reloading when loading the savestates. Although it seems like I'm adding time to my run it actually lines up the teleport at the right time.
As for the route, I didn't have enough time to test multiple routes so I went with what I thought would be fast. After some very brief testing ender pearl strats seemed to be slightly faster than scaling the terrain that I skipped.
Most of my TASing was done with a tickrate of 2 or 5 (it's normally 20) except at the end where I used a tickrate of 1. In two ticks I go from looking at the crafting table to looking at the cow to looking at the glass. I did this with some autohotkey scripts to move the mouse instantly. The crafting at the end is easily improvable so don't slow it down and watch what I did lol
Mods used:
• Optifine
• TASTools
• Tickrate Changer
• Squeedometer
• MiniHUD (MaLiLib)
• TNTUtils
• Better Chat
TNTUtils was added to force logs to drop when the creeper blew up the tree at the beginning. I added Better Chat about half way through to reposition the chat. Fast math was turned off in Optifine.
The quality of this video is low because my computer is getting old and it was struggling to screen record and play the game at the same time. I hope the gameplay makes up for that.
Unrelated music that I like: Arkona by MiddleIsland
Special thanks to my dude speedycube64
These are some of my favourite clips from the New 120 Star Tool-Assisted Speedrun that's in the works. It's a long ways away from being finished, but we can still get hype about some of the insane improvements!
Subscribe to the TASers featured in this video:
• Plush youtube.com/channel/UCn9ap86j8S93_3lxpj10Z1Q
• SuperDavo0001 youtube.com/user/Superdavo0001
Follow ERGC Xander (me) on twitter: twitter.com/Mike___X
SM64 TASing discord: discord.gg/ECskvyF
Custom Free-Camera Lua Script: github.com/MikeXander/SM64Scripts
Software Used: Sony Vegas Pro 14 with BCC and Sapphire Plugins
Music: With a Billion Worldful of [Love] (feat. DÉ DÉ MOUSE) by Mili
Who knows, maybe I can make some more edits featuring other TASers in the future?
#TAS #SuperMario64
Time: 25"23 (757 frames)
Authors: Alexpalix1, ERGC Xander
Rerecords: 13127
I TASed the first room, Alexpalix did everything else. Subscribe to him here: youtube.com/channel/UCb5SHl7VoezPuAlFveJjVvg
Improvement breakdown:
• -3f in the 1st room
• -1f in the 2nd room
• -3f in the 3rd room
Various Explanations:
In the first room I use a worse angle (more towards the wall) with better straining to land and triple jump 1 frame earlier. The second frame save comes from reducing a landing frame on the railing. And the third is from better speed conservation at the box.
The railing's maximum height is y = 922 and the floor height under the box is y = 819. Since it's sloped upwards (the side closest to the box is higher) and Mario can walk down a difference of 100 units (it counts as stairs), if we land slightly back from the edge, and have enough speed to move past the rest of the railing on the next quarter step, we can snap down to the floor instantly. Interestingly enough, it's important that we don't pass it on the final quarter step, because the collision execution order on the first quarter step is different, which would result in pushing Mario backwards out of the railing.
In order to get the right position and speed, it required a precise height on the double jump landing, so that during the frames where Mario moves over the wall he moves just the right distance (the frames with 30% speed efficiency). I also need to be as close to the wall as possible to reduce straining during the gwk to maximize speed. I was able to save this frame by an astounding margin of 0.008 units - this is by far the most precise trick I have ever TASed.
On the vanish cap box, Mario gets push backwards in both the x and z directions. This might seem counter productive but it's necessary to slow down in order to collect the vanish cap, and by increasing the distance we have to travel, we can slow down less - which speeds us up.
For the second room, Blobby Liu came up with a completely different strategy which palix was able to optimize to save a frame. It requires a specific height to be able to get a wall push off the ceiling (which you can see in the slow down). The angle looks really weird when you see Mario curve around while he's walking but it's necessary to get enough horizontal movement while maintaining speed to get out from underneath the ceiling. To save more time here someone would need a new setup.
In the third room palix saved the 3 frames by getting the eye's attention earlier with a different setup. The dive was faster than the speedkick approach and then he needed to slide on the ground in order to slow down enough to make the jump circle possible.
The eye can turn a maximum of 2048 units per frame and for it to get dizzy it needs to turn more than 65536 units, so the optimal kill is in 33 frames which both this run and the old run achieve.
Special Thanks:
• Blobby Liu for getting me to take a look at this star
• pannenkoek for his help in explaining what was happening on the railing
• galoomba for reminding me how arctan straining works
• LRFLEW for suggesting constant dyaw straining
Music: Spooktune (Ultraspooky Mix)
I made my own lua script for the custom camera angle: github.com/MikeXander/SM64Scripts
TAS files: cdn.discordapp.com/attachments/320388896859095041/746050344970092685/Eye_to_Eye_in_the_Secret_Room_25s23ms.zip
#TAS #SuperMario64
Time: 10"87 (326 frames)
Authors: ERGC Xander, CeeSZee
Rerecords: 12310 (~93876 including the RNG bruteforcing)
CeeSZee TASed everything up to the wk on the cog. Subscribe to him here: youtube.com/channel/UCrmbllPtODE3dQ_aFLGr5sg
I have an explanation video in the works... it will be a while before I'm finished it tho
m64 + st: cdn.discordapp.com/attachments/196442189604192256/739588144747511908/Timed_Jumps_on_Moving_Bars_10s87ms.zip
#TAS #SquishCancel #TTC #SM64
TAS by ERGC | Xander
IL Time: 35.42 (2005 frames)
Rerecords: 5667
Special thanks to April for making an initial TAS of this level (youtu.be/B0LoBSU7pKY), to Toogs for in-level route testing, and PurpleSun for finding an improvement on the final launch.
Any% TAS WIP. Playlist of ILs completed so far: youtube.com/playlist?list=PLX-UHl4lUQzuLyU9SC6AolZW4odODr5Wf
Super Mario Galaxy TASing Server: discord.gg/nvEGsZF
I had to include the luma feeding freerun in the video. Super cool showcase of spin cancel tech imo. There's also some camera manipulation going on to reduce the text startup/cutscene time. Credit to PurpleSun for TASing the walk up to the luma.
I tested a bunch of different routes for sling pods in the first section, and pull stars in the second. These were the fastest combinations that I came up with.
The main optimization here is swinging the sling pods back and forth with the cursor. This brought them closer to Mario, letting him grab them sooner. Sometimes it required 2 swings, sometimes 3. This consistently saved 2 frames on every sling pod grab except the 2nd last - it was too far off screen so I couldn't manipulate it early enough, so it only saved 1f there. The last one was very precise but I got that 2f. On the first sling pod after the pull star section, I move P2 on a wide angle on the last swing - this is to help line up the launch angle sooner.
I just barely missed the 3rd canon cycle (1 or 2f) which lost 20f. This might not matter in the grand scheme of things because of the firebar cycle at the end. I couldn't use P2 to hold another canon back and break the one that spawns because Mario would just hit the one I'm holding instead.
I missed the final cage cycle by around 13f or so. Because I'm sitting there pulling back the sling pod for so long, I move the cursor up just before the launch so that it brings Mario further forward while I'm waiting which saved 1f. This is the shot where ro_money suggested we take a wide angle and PurpleSun proved that it could be done and was faster so shoutouts to them!
Apparently nobody thought of launching a sling pod past the mine field until now, turns out it's pretty fast. And I have no idea why Mario slips past the cannon launcher but hey I'll take it.
Getting back into TASing this game is proving difficult for me. Thanks for the continued support - don't forget to like, comment, subscribe, and share the video if you enjoyed :D
Also check out this amazing alternate thumbnail by THE DyllonStej cdn.discordapp.com/attachments/302599698500550659/729540836668342432/Untitled.00_00_00_00.Still001.png
Edit: i have been blackmailed to use the meme thumbnail send help, here's the original thumbnail: cdn.discordapp.com/attachments/196442189604192256/729545024903053322/13_SP.png
Edit 2: i refuse to be blackmailed. Let's hope it didn't cache for too many people lmfao
#TAS #SuperMarioGalaxy
There are 5 frames to press Z, and 14 frames to press A with P2 after that. P2 must press A after the ground pound input (can't be on the same frame). If P1 is holding Z when P2 presses A, Mario will do a long jump. If P1 is not, then Mario will do a 2P jump instead.
This can happen anytime Mario is shot out of a sling pod.
Flygonman was the first person to accidentally do this youtu.be/lGCKgFCV99U?t=140
The first clip shows the long jump when delayed as long as possible (Z on the 5th frame, P2 A on the 14th frame after that). And it shows that you don't need to be holding Z the whole time - only pressing it on the same frame that P2 presses A.
The second clip shows the 2P jump (no Z press after ground pound).
The third clip is the long jump done as fast as possible (Z on the 1st frame, P2 A on the 1st frame after that).
Both the long jump and the 2P jump "use up" the spin - shown in clips 2 & 3 with the weak air spins.
This tech is whack and pretty useless. Made a video because the strat didn't make it into the final IL for the TAS.
This video is Tool-Assisted. Subscribe for more. #TAS #SuperMarioGalaxy
Rerecords: 1670
Superdavo0001: youtube.com/channel/UCbL7CuKdBNttkn31jCMRVDQ
This is an improvement of 7 frames from the previous record by Bloopiero and Mickey/VIS: youtu.be/CNJVtgFWGas
The improvements are as follows:
• Entering the water a frame later, in order to travel further before losing 75% of Mario's speed to the water entry (saving 2 frames, found by davo)
• Changing the walking angles to move down the slope more quickly, and move downwards on the same frame that Mario leaves the ground (saving 2 frames)
• Adjusting the jump positioning and hitting the star at the right time so it's bouncing animation takes less time (saving 3 frames)
I also had some fun with the leftover backwards speed while I wait for the eel to come out and play ;)
I think the ending can be improved with some more star bounce reduction - I got incredibly lucky that the final jump setup happened to be faster and I didn't really want to mess with it any more.
Special thanks to MKDasher for sending me his WIP code for lua 4.0 which can independently control the camera (It was a bit broken so I actually had to manually program one of the panning animations in the comparison lol)
Subscribe for more TASing. And check out my SM64 playlist (there's not much but the recent additions to it are pretty good): youtube.com/playlist?list=PLX-UHl4lUQztxccLRwPDOe1RedoEjBKfU
The music is a generic water theme made by Neural_Pathway
TAS files: cdn.discordapp.com/attachments/320388896859095041/721121728780304384/Can_the_Eel_Come_Out_to_Play_2430.zip
Rerecords: 7670
speedycube64: youtube.com/channel/UCZ_PjKRDIuMnzHgkFdsexTg
MKDasher: youtube.com/channel/UCmtiFB_wyn1cNPhgLrhh4iA
This is an improvement of 3f from the previous record by MKDasher youtu.be/qAyUK_lCzqo
1. Changed the gwk angle at the start so we could long jump 1f earlier. This results in a slightly worse LJ angle but a lot more straining makes up for that. I spent a long time trying to save another frame here. It seems possible but the straining is super weird since you need enough speed but you still need to hit the 1st secret.
2. Fixed a qf landing on the slope and stayed on it for 1 more frame to get more height so we could dive recover earlier after the 2nd secret.
3. Better positioning in the clip and a better turn at the top of the level gave more speed on the slope.
This has been on my to-do list for over a year at this point since it's one of the last TASes from the old 2012 TAS that hasn't been improved. After both speedy and I got knocked out of the TAS Tournament I figured this would be a great time to team up again and become WR TASers ;)
Huge shoutouts to MKDasher for helping us get the clip
Tier 5 btw
m64 + st: cdn.discordapp.com/attachments/320388896859095041/712090421454438500/THI_Secrets_16_90.zip
Update: this has been improved by 2f. Check out ToT's video to see the inputs too youtu.be/l9FNcFV0DKQ
IL Time: 6063 Frames (1:41.05)
Rerecords: 9393
Any% TAS WIP by Xander. Playlist of ILs I've completed so far: youtube.com/playlist?list=PLX-UHl4lUQzuLyU9SC6AolZW4odODr5Wf
I think of this level in 3 distinct sections:
First, the pull star section. At the very beginning, I do a landing cancel into an instant backflip. This backflip is 1 frame slower than a long jump but it sets up a much better angle when using the pull star - it allows me to fall back around the planet and bounce off a spider to conserve momentum.
I tried many, many pull star routes. There are 2 main options at each pull star: grab the next one as soon as possible, or grab it when you’re at maximum speed. What you see here is the best combination of those that still avoids coins. The 2p jump at the start of the pull star path saves 1 frame. At the end, I use P1’s cursor to turn Mario around inside the bubble. That way, when the bubble breaks he can land directly on top of the launch star instead of needing to turn around and walk (he travels farther when facing backwards). To break through the glass, Mario does an un-crouching spin which shifts his hitbox down (spin while letting go of Z). By this point I saved 101f.
The next section is some classic movement. I paid close attention to Mario’s speed throughout this whole part and tried to maximize it. The 3rd long jump lands on the small lip of the platform which lets me do the next long jump 1 frame sooner. The biggest movement change from PurpleSun’s run is the single jump I do which is fast because of the slope-like path and it gives me good positioning, allowing me to land on top of the next sling pod (SP). .
On the rocketship I strain onto the fin more which lets me land and jump sooner. On the L-block I land as close to the corner as I can, and do a 2P jump as soon as I walk over it. The momentum here is a great abuse of the weird gravity. This section saved an additional 121f.
Finally, the bossfight. I tried a handful of routes here. The main things to keep in mind are that you can’t hit any boulders (lose about 10f to hitlag) and you want to land as close to the next SP as possible (on top of boulders after cutscenes)
There are a lot of micro-optimizations here: after launching from any SP, there’s a set amount of time before Mario can use another (if he leaves the ground before this he won’t grab it until he lands). During that recovery time, I use both P1 and P2 to move the SPs to pick up Mario. This consistently saved time by letting me make each shot sooner. In addition to this, pushing the SP back this far will make it already wound up, so you only need to grab the SP for 1 frame to launch from it. This means that I need to line up the angle I want Mario to launch at before I even grab the SP. And on top of that, we want Mario to hit the SP’s hitbox from as far away as possible so that he has less distance to travel forwards. (I hope that makes sense because I struggled to explain it on stream. It’s something that’s best demonstrated)
On the last hit before phase 2 I needed to delay the shot so that the screen would zoom out far enough to put toad on screen.
Throughout the fight there are a few 2P jumps for the times that I can’t move the SPs far enough. On the final shot I use P2 to do a single jump with Mario so I can grab the SP on the next frame. In total, I saved 81f on the bossfight.
I was planning on making an analysis video of this TAS but it's probably for the better that I just get to work on TASing Sling Pod Galaxy. Maybe in the future I'll do one. Anyways, a lot of effort went into this level. Nearly hit 10k rerecords, the most I’ve ever done. If you enjoyed, do consider subscribing :D
Also I have an SMG TASing discord (1 & 2) join up: discord.gg/nvEGsZF
Participants had 1 hour and 30 minutes to make a TAS.
Task 7 Results:
1. galoomba 13"27 [1693]
2. Alexpalix1 14"27 [859]
3. brqm 14"80 [426]
4. Tabascoth 15"10 [445]
5. fifdspence 15"13 [551]
6. Rush57 16"30 [520]
7. kierio04 17"77 [561]
8. LRFLEW 18"47 [403]
9. Komali 20"63 [227]
10. FireBreather 21"13 [558]
11. MrPyt1001 22"60 [459]
12. PurpleJuiceBox 30"07 [292]
DQ: Madghostek 13"40 [1792] (Late submission)
DQ: Nis 11"90 [1080] (Doesn't collect the vanish cap)
Nis' run had the same route as Rush except with an optimized BLJ
Download their TAS files here: mediafire.com/file/jrj0g76cs9b1jiq/Task_7_2020.zip/file
This was an Easter themed task. Couldn't find any good Easter Bunny Trap Remixes so I went with a classic: youtu.be/Dboi1bja6M8
TAS by Xander
Time: 21:39.87 (77992 frames)
Rerecords: 21723
This is a Tool-Assisted Speedrun. For more information, visit http://TASVideos.org and/or read by submission text: http://tasvideos.org/6697S.html
I tried to use ffmpeg for a lossless encode... Didn't work out so well so I'll go back to my other method to get 1080p in my future videos. Subscribe for more, and come hang out in my SMG TASing server to discuss all things optimal about the SMG series discord.gg/nvEGsZF
The video ends abruptly because on the next frame dolphin crashes (I've been made aware of how to potentially fix this tho)
Currently it's a 3 step process:
1. Export the ram info using a lua script in dolphin
2. Create a video of the inputs using a python script
3. Put the frame dump and input video together to get the final video
I plan on working on a "live input display" that doesn't require post-processing the data to make the video.
You can find the code on my github here:
github.com/MikeXander/WiimoteInputVisualizer
This video is Tool-Assisted - it's my TAS of HH2. I chose this level because it's short, it presses a lot of buttons, and has some surprising inputs that people might not expect (like the down left for the slope long jumps, or the inputs for instant backflips/sideflips)
Huge thanks to Yoshifan for letting me use his footage. You can see the original video here (and check out the description for his detailed loading time tests) youtu.be/Mk2PvmfAnkQ
The use of Neogamma is banned for speedruns because it gives an unfair advantage by reducing loading times. Dolphin quite clearly reduces the loading times even more so unfortunately the ban on emulators for SMG speedruns is here to stay - I really hoped that wouldn't be the case.
I only tested Dolphin 5.0, it's possible that later versions have more accurate load times but I'll leave those tests for someone else or a later date (maybe when 6.0 comes out)
Hardware: GTX 1060 (6GB), i7-7700hq, 16GB DDR4 RAM.
Dolphin: 5.0 (HLE audio engine)
Hawk (Mii Brawler) vs Limewire/UDon/Fake Ian (ZSS, Lucas) played on Dec 28th at the HABBY Birthday Tournament
Stat tuned for the SALTY runback in a few months
I might upload some more SSBU content. I've been grinding out the game getting better and making some upsets
Playlist of ILs I've completed so far: youtube.com/playlist?list=PLX-UHl4lUQzuLyU9SC6AolZW4odODr5Wf
IL Time: 1:31.67 (5500 frames)
Rerecords: ~7000
Time Spent TASing: 20+ hours
In this level Mario takes on Kamella in an epic shell sniping battle at RECORD SPEEDS!
A HUGE thanks goes to PurpleSun who did a TAS of this level before me. He generously provided me with many TASfiles to look at his inputs and helped to TAS the octorock bounce and reverse bridge skip which are super precise. He also sinlge handely developed all of these TAS boss fight strats. The rest of this description compares time saves to his run which you can find here:
youtu.be/zaKa3mN_xoo
Now... for the explanation:
On the first Starshrooms, I perfectly angle and space a landing cancel into an instant backflip so that I can land right inside the launch stars hitbox. I saved 8f here by cutting out the air spin.
On the fist airship, it's also possible to do a jump cancel but a dpad cancel is faster. The next 4 long jumps are perfectly spaced to go around the box, make the gap, and go straight to the sling star.
If you look closely you can see Mario's hand clipping into the first box he passes. I spent on average 1 hour per long jump here and managed to save 5f
On the airship with the locked launch star I essentially needed to copy PurpleSun's inputs because the shell grab and throw are really precise - it ever so slightly clips into the ground to allow for
a throw ever so slightly sooner than normal. I couldn't save any frames here
On the final airship leading to Kamella, I saved a total of 22 frames from 2 main tricks: First, I did a spin out of the jump cancel (instead of landing and doing another jump to get down).
Second, after bouncing on the koopa and landing I did a better turn which kept running speed.
It was really difficult to get the best momentum off of the octorock bounce. In the time it takes to land in the cutscene trigger PurpleSun moved Mario in such a way to manipulate which way Kamella would move during the fight (which is essential to line up the snipe). Throwing the shell as you enter the cutscene saves time by cutting out the throwing animation. (Side note I have NO IDEA why Mario slowly rotates during the cutscene??)
For the actual fight, we go back to the other ship because it's faster to get the koopa shell there than wait for Kamella to throw one. It was recently discovered that Kamella's shell cycles can be manipulated but not from game power-on so we can't use that here. The long jump + 2P jump back to the other ship goes under and around an invisible wall. And then for the actual throw we needed to get far enough left to avoid 2 different invisible walls (one on each ship) and high enough to clear the railing. For some reason getting the bounce on the shell again after the 2P jump was also precise - it required that Mario actually does the 2P jump animation instead of cancelling it with a weak air spin which can sometimes happen for optimal midairs. After that we get another shell to instantly throw it on the 3rd phase.
I collect the starbits at the end so that they wouldn't be in my way for the long jump but then I shoot them all away because they would lose a second in the post-level notifications (the counter doesn't keep up with how fast I shoot them)
As a final note: it is not faster to spin into the star.
So that's that, again HUGE thanks to PurpleSun go subscribe to him - together we saved 236 frames off his IL TAS. The Any% TAS now officially has 2 authors! :D
#SuperMarioGalaxy #TAS
These were originally meant for some compilation. Maybe Hack3900 and I will finally get around to that...
Join the Smash Bros. TASing server to keep up to date on the latest Smash TASes: discord.gg/czczs2a
Special Thanks to my homie Frogs
No Audio
Playlist of ILs I've completed so far: youtube.com/playlist?list=PLX-UHl4lUQzuLyU9SC6AolZW4odODr5Wf
Rerecords: ~9000
A quick note about starbit routing: I was supposed to get 18 but mario moves so far after the final pull star section that none of the starbits had time to spawn (they need to 'sparkle' before you can collect them). The starbit routing is super tight so I might need to make up for that somewhere.
Explanation time :)
To start things off, I grab the first pull star before the landing cancel input and I make the jump as small as possible. This lined him up nicely so that I could carry his momentum around the planet.
Then we get into the first pull star section... I tried many, many combinations of pull stars and this was the fastest I could do. Before reaching the first pull star I do a 2p jump which gives Mario a little extra distance before his speed is reset. In general, to keep the most speed when using pull stars you want to grab the next pull star shortly before you reach the current one you're holding onto and you always want to be holding onto some pull star. This is a bit hard to explain so just try to look at where Mario is when I grab consecutive pull stars. Something very important: I managed to do this section coinless which saves around 1 second outside of the level.
I found out that the space junk gravity skip is dependent on the way Mario is facing. If he's facing to the left you want to hold down. If he's facing the camera you want to hold right. To do it here I needed to hold all the way right and about halfway down.
Next, I start the 2nd pull star section with an instant side flip into a 2p jump which brings Mario closer to the pull star and lines him up to avoid the coins. A common RTA strat to get around the rocks is to come into the foreground. I wasn't able to set that up and avoid coins from where I landed the skip. Though if I were to revisit this level I would try manipulating Mario's direction with an instant backflip instead of side flip.
For the next planet, I tried letting go of the pull stars earlier to try and launch Mario directly to the top of the planet but it was either slower to I didn't make it. What ends up happening is I carry some of the momentum from the bubble, then long jump to get some distance and temporarily stun the spider so Mario doesn't get hit. Following that I do a backflip into a 2p jump which perfectly launches Mario around the planet to land on the little step setting up for another backflip 2p jump to skip freeing the toads.
The final silver star section is a little wild.
Normally there isn't enough space to long jump on the first platform so I held back to be able to land it. I tried different angles and combinations to be able to make it to the first silver star as fast as I could. I also turn as soon as I can while still popping the bubble.
Leading up to the 3rd silver star I do a double jump on the very edge of the platform. This gives Mario a horizontal boost which made it faster than a long jump + spin. This was super strange and really precise - I'm not sure how I did it
For a possible improvement: I was able to get the long jump leading up to the 2nd silver star 1f earlier but I was not able to carry that frame save all the way through to the end because of the aforementioned ledge boost.
Going to the 4th, it's possible to land, and consequently long jump off of the red pizza block before you get in range of the platform assembling, making it a straight line from 3 to 4.
Going to the 5th, instead of doing a long jump + spin it was faster to long jump down and jump over to it because Mario maintained his speed and ends up with a better position.
And a final note: it was not faster to extend Mario's hitbox into the star with a spin
After 7 streams over 10 months totaling to over 18 recorded hours of TASing, I finished SJ1. Normally I'm quite busy throughout the school year but I really didn't expect to be THAT busy. Fun Fact: the first pull star section (including the skip iirc) was TASed from a hospital bed lmao.
I hope you enjoyed, subscribe for more. Yay for almost 420 subs!
P.S. here's an alternate thumbnail which also looked epic: cdn.discordapp.com/attachments/196442189604192256/605903070815191050/SJ1_v1.png
youtube.com/channel/UCG_b-lywDked3HfbZQXU8Gw
This video showcases that it's possible to clip right into the area with Luigi using the setup for key skip. For a long time I thought this was possible but nobody had ever pulled it off up until Nim TASed it. The amount of things that are simply possible by attempting a TAS of a level is quite astounding lol
He also managed to pull it off RTA here:
youtu.be/4F9hLAeET_M
This skip also makes it possible to collect the star without the boo mushroom which will extend the amount of stars that are possible in an itemless run.
The ram watch/input display is Yoshifan's script. Nim requested that I show it off and I quite like the idea of doing that.
All of my clickbait is semi ironic... I don't even know at this point, I'm so tired
If you want to talk about Super Mario Galaxy in general, the A Button Challenge, my Any% TAS, or just hangout and have a good time, join the SMG ABC Discord server here: discord.gg/qWVzVF6
This is my first time uploading an ABC video, let me know if you want more of this! (Since there will probably be more opportunities to save some A presses by simply TASing levels)
This is a 2xA press improvement from the previous record listed on the spreadsheet and counts for Space Junk Comet, and SJ1/C for Luigi as well. Im not sure exactly where the saves are, likely there was 1 in each pull star section since those were hard to pull off with tools.
So let's describe what happens:
A Press #1: Uses the first pull star to get off the first platform. There's no way around this. A player by the name Annoying found that if you wait in the starting area for long enough the platform will rotate bringing Mario slightly closer to the pull star but there's still no way off and it's still too far away from the next platforms gravity field.
A Presses #2 & 3: Used to setup the classic SJ1 skip. I long jump at the same time I grab the pull star to setup a favourable angle. Mario makes a jump sound slightly before this but I didn't press A - it must have something to do with the weird corners on the crystal platform. It took some time to get the skip to work with such little speed but hey some how I did it lol.
A Presses #4 & 5: Using just 2 pull stars I just barely manage to complete the entire next pull star section. This took a lot of trial and error of different initial launch angles. Here, Mario starts with a jump moving backwards and up so the first pull star will launch him into the foreground (to avoid the first rock) and downwards. It was important that he goes down far enough to be level with the next pull star otherwise that one would launch him into the 2nd rock.
To get onto blue toad, there's a small lip that you can walk off of which puts Mario in the air. From there I spin and hold back to bounce off the toad. This happens pretty quickly after the cutscene.
There's nothing too special about the final spacewalk section. It's the most optimized part of the TAS since it's quite a simple walking section. It's still not perfect tho.
A Press #6: Used to collect the star. It's too far away from the ledge so there's no way to spin into it.
Unless a new major gravity skip is found this might be the minimum A press it takes to beat this level. (Feel free to prove me wrong ;)
I collect coins throughout the level which will cost an extra A press due to the notification afterwards. Normally I like to avoid this but I wasn't going to spend an eternity trying here. If it's possible coinless while minimizing A presses, it's extremely difficult.
If you've made it this far here's a little treat (potentially a sneak peak at the SJ1 TAS): youtu.be/8VV6XrjBuBc
This intense pirate battle theme was made by my brother for a video game school project I made back in January. I might release the game at some point but I need to make a few changes.
This song was so good I just had to make a video for it. I also learned how to use After Effects for this. (I used the CC 2019 trial version)
Any% TAS WIP by ERGC Xander
Playlist of ILs I've completed so far: goo.gl/5ffyFL
First of all, shoutouts to Oknem for making a comparison video between the terrace segments of myself, Hime, and Vallu's current Luigi WR. It's a really cool video go check it out: youtu.be/lAbnqHfBVd8
Also, according to HardcoreGaming07 my terrace segment here has an rta time of 28:24.37
The level starts off with a quick landing cancel into a backflip + 2P jump followed by a ground pound as soon as I hit the gravity field. Of course, I found the optimal frame to do the 2P jump. Going up right allowed me to long jump a frame sooner after I landed.
Once on the main planet I do 2 perfect long jumps to land in the cutscene trigger. I also buffer a jump which makes Mario move up and down as he normally would however he gets locked in a different animation. You can hear the audio for it but can't really see it because Mario is out of the shot when the cutscene begins.
After the cutscene, it may seem like I'm closer to the left foot but megaleg immediately picks it up and moves it away before you can reach it. To get onto the right foot I delayed the 2nd long jump by 1 frame so that megaleg would pick it up. This does some funky stuff with the gravity which makes scaling the leg a lot faster.
The crazy sideflip into wall jump I do is surprisingly fast - It would take slightly longer to get over the foot if you followed its path and trying to backflip around it causes Mario to fall back into the gravity of the planet. After the wall jump, I do a long jump which lets me get to the right side of the leg and setup for a single jump. You always appear to drift to the right here because the leg is moving out from underneath Mario to the left. One thing to note is that if you go too far to the right side the gravity goes back to the planet and the leg turns into a slope. I tried doing a slope jump up but that was slower than the single jump. I also had to run for a little bit to wait for the leg to begin to move down which gave Mario a relative forward boost.
Long jumping off of the sideways spike gives a more direct route than walking over and around the top part of the leg before the cogs. The next best strategy I tested to climb the leg was a triple jump going up in combination with the weird gravity. This ended Mario at the first yellow cog on the same frame I made it to the second one in this video (which could be about a 100f difference or something like that)
Just before spawning the first bullet bill, I land on the rightmost edge which lets Mario do a slope jump with a lot of momentum. This was the fastest way to get into its spawning radius. Doing a 2P jump off the slope lost the super fast momentum. Once spawned, I did a triple jump to get in line with with the bill so then I can lead it straight to the first hit.
I then found the right trade off of when to switch to walking back - if you walk back down too soon it will take too long to get the first hit, if you walk back down too late (which gets the fastest first hit) then the 2nd bullet bill will spawn a lot later. This is what I improved from my first run (youtu.be/K-9ejjcaFHI). lol thanks to FireBreather for reminding me to do this I totally forgot.
Finally, to get the 2nd hit optimally you intuitively want the bullet bill to take a straight path. When Hime does the triple jump here you can see the bill curve up and down which lost some time. You can barely see the same thing when I do the jump and spin to get the bill over the gate. This was as fast as I could make it. It was surprisingly difficult to match the pace of my first run at this part.
Kann had suggested that we try clipping into the glass containing the star. With the help of Yoshifan I hacked Mario's position and it turns out that it is not collectible until after the cutscene. You can see a screenshot of that here: cdn.discordapp.com/attachments/302602573586890754/498225075368099900/RMGE01-58.png
Side note I collect the starbits and shoot them away so that they aren't lying around the star at the very end.
As always, spinning into the star sames some frames, thanks for reading and watching, and if you have any suggestions for improvements or any questions let me know in the comments!
I'm so happy with this 2nd place out of 23 entrants next to only the legendary Plush. This is my best placement in any SM64 TAS Competition yet.
Task: In Whomp's Fortress, start by warping from the Shoot to the Wild Blue area to the Metal Cap area, collect 25 coins, then end by entering the cannon. No reentering the warp or using the blue coin switch.
If you want to join the competition and see full results check out the top 5 compilation right here:
youtu.be/pUrmsp8oLhQ
You can watch the reveal stream here:
youtu.be/9exNq3PDdUc
Song is Anibus by EnV
Sony Vegas crapped on my video quality again :/
Join the competition here: discord.gg/yqvZUjK
Broadcasted live on Twitch -- Watch live at twitch.tv/mike_xander
Task:
In Whomp's Fortress, start by warping from the Shoot to the Wild Blue area to the Metal Cap area, collect 25 coins, then end by entering the cannon. No reentering the warp or using the blue coin switch. You have 1 Hour.
Task 1 Results:
1. Plush 13"10 [274]
2. ERGC | Xander 13"53 [572]
3. SilentSlayers 13"67 [1401]
4. IwerSonsch 14"03 [140]
5. Alexpalix1 14"13 [292]
6. Sylwer 15"20 [174]
7. Eddio0141 16"36 [25213?]
8. fifdspence 16"80 [79]
9. SpeedyCube 17"93 [282]
10. ds273 18"10 [90]
11. MrPyt1001 18"76 [226]
12. Nis 19"10 [1022]
13. YO_WUZ_UP 19"53 [145]
14. Jongyon 19"73 [690]
15. shadoxfm 20"17 [162]
16. dargos 21"18 [1596]
17. egaSyeliR 21"90 [123]
18. Sk3p3x 22"17[421]
19. taechuk 22"80 [241]
20. Faustas 24"53 [34]
21. MMMMMMMMMMMMM 28"93 [425]
DQ: Non5en5e (doesn't collect 25 coins)
DQ: Sunksimp (warps the wrong way)
Playlist of ILs I've completed so far: goo.gl/5ffyFL
This is a 13 frame improvement from my last run. Just after I land on the left side I do a long jump that is much faster than a normal jump. I didn't use this before because it gave me worse positioning for the triple jump ending but I didn't try it with this double jump strat until now.
For a more in-depth explanation go read the description of my old run: youtu.be/1MmPQzWwS74
If you check the times, you might think that this is only a 10 frame improvement but I actually realized I was timing things wrong. I rewatched Yoshifan's video on level timing and it said that the SMG2 timer stops 13 frames before the star cutscene begins. I was subtracting 16 for whatever reason. I still need to go back and retime the other levels - I'll do that at some point.
Another note about timing, from first input (the landing cancel) to touching the star (cutscene - 13) it is a grand total of 18.87 (Which is near 4 seconds faster than Halo/USTA's run)
Special thanks to aekobn for his suggestion which led me to go back and find this improvement.
Any% TAS WIP by ERGC Xander
Playlist of ILs I've completed so far: goo.gl/5ffyFL
BIG shoutout to April who originally theorized that a death warp could save time!
Before asking any questions please check out my explanation video:
youtu.be/DB_FZVRUugo
For an RTA viable version of this skip checkout my other explanation video here: youtu.be/mXU4nWKIVHU
IL Time: 2:08.43
IGT: 55:03
Previous TAS WR 55:31 by HIME
youtu.be/cdY8lrTmePw?t=4m30s
RTA WR 55:46 by klar
youtube.com/watch?v=LZNI3GMyEGo
Okay so for the first minute of this video I pull off a double death warp that completely skips the tutorial. The rest of the description here will just be comments on the race itself since I have a whole video dedicated to explaining the skip.
One thing that I have not mentioned anywhere else is that it is impossible to swim out to the loading zone after getting out of bounds. It actually triggers when the mantaray passes through it and will only teleport the mantaray to the start of the race if Mario is not mounted on it.
The first thing to note is that I used the IGT of when certain flags disappeared to compare myself to HIME. At the start of the 2nd turn (just after the yellow rings) I appeared to be slightly behind his pace. However, the jump I did at 26s kept the manta-ray in a state as if it were in the air. I suspect this increased his speed because by the top of the turn I was a few frames ahead.
Next, just before the red rings, I drop off to the water down below and jump back up. This gives Mario a huge vertical boost which adds entertainment value (imo) and it also gives him a horizontal boost which saved 3 frames. (I arrived at the start of the 3rd turn 3f earlier and it helped me avoid coins)
This strat was originally discovered by Flygonman but was never put to use:
youtu.be/NGafyLpvCaw?t=2m26s
On the final turn, I jump as soon as I can while being able to have maximum tilt when I land. This is so I can cut the corner as tight as possible. This is where HIME lost most of his time since I was only about 7 frames ahead by the start of the turn.
By the end of the race I am 3 DAMN FRAMES away from sub 55s. Is it possible? Maybe. Like I said, I seemed to be a bit behind by the 2nd turn and there's a chance 1 more frame could be squeezed out of the final turn but, after over 20 hours and 8000+ rerecords on this 1 level I just have to move on at this point :P
All-in-all, TASing with motion controls wasn't actually that bad. Pretty much the whole race was just a matter of tilting the controller for a certain amount of time to get the angles I needed. I think rolling green will be more difficult.
In other news I'm super hyped that I finally figured out how to encode properly so now I've got that crisp HD 1080p 60fps! Shoutouts to Fog, a Dolphin developer, who recommended that I use Avidemux to convert the Xvid frame dumps to mp4s.
A big thanks also goes out to April who pointed out Flygon's strat back in January of 2017 lmao and for originally theorizing that a death warp could save time.
And as always thanks to you for making this far (or if you just scrolled to the bottom hi lmao)! Every like and comment is greatly appreciated, thanks for showing your support :)
(Also yes this video was uploaded a while ago but I didnt want to make it public until I had the explanation video out)
This video is tool-assisted.
Check out the IL here:
youtu.be/k5obPiVauOg
If you couldn't tell by the title and thumbnail I'm not taking this kind of content too seriously lmfao. Some subtitles appear on screen for too long, some are too short but whatever I just want to get back to actually working on the TAS. I hope this answers some questions you may have had about the level.
Something I forgot to cover: if you finish the tutorial while offscreen, the camera will snap back to Mario and the level will continue as normal. This takes about 14s though which makes it far slower.
I'm sure you can guess where I got some inspiration lol (I have some mad respect for what pannenkoek does, this video was a pain to make and it's super short)
Also shoutouts to bloop for the original title: STORY TIME: How I DESTROYED Super Mario Galaxy! (NOT CLICKBAIT)
Deathwarp with input display: youtu.be/WLBJixMOvSo
Some of this footage is tool-assisted.
Thanks to Vallu111 for letting me use his clip.
Something to note about the 3.5s timesave, this saved 220 frames (3.67s) done TAS verses a coinless intro on the English version. Against a non-coinless intro it might save a bit less and on other versions where the last 2 textboxes that you skip are shorter, it will save a bit less but I would still estimate around 3 seconds of timesave.
I don't explain any backup in the video itself so I'll put it here:
If you don't cancel the last textbox you'll need to go through the tutorial again except when you start it, you'll be teleported to the start of the race. Don't be alarmed by this, you'll still have plenty of time to finish the race.
(I have more on this coming soon :tm: )
TAS by ERGC Xander
Any% WIP
Playlist of ILs I've completed so far: youtube.com/playlist?list=PLX-UHl4lUQzuLyU9SC6AolZW4odODr5Wf
Alright so to start off I just showed the 2P jump I do after the save prompt. This saves 1f over a backflip.
The first half of this level is just a whole bunch of LJs and it was annoying doing them while changing the camera to get all of those starbits. The main part that bugged me (haha no pun intended) was that any change in placement of a LJ at the start would have a ripple effect all the way to the end of that section. I tried my best to compare and I decided that bouncing off of the bee at the start was slower than what I did. I compared this directly frame by frame with HIME's TAS starting from when we both did the first long jump (because he didn't get the landing cancel) and I appeared to be 3f ahead (probably closer to 6f because yt brought the video down to 30fps). This could also just be because I hold the boulder out of the way with P2 giving me a more direct path.
Either way, I believe this first section can be done slightly faster because in my test runs I was able to land farther into the area under the waterfall on the same frame and I think I was slowed down here because of the camera angle changes.
After some text, the fun part begins!
Following the dpad cancel I do a spin cancelled long jump. This bounces mario downwards off the crystal shortening the length of the long jump. Normally a long jump would take him off the ledge so I just ran but this turned out to be faster.
Then with a precise long jump and a very late 2P jump mario can reach both the 2nd platform and the boss area. Getting to the boss area mario does a ledge grab that must shift his hitbox into the cutscene trigger.
Since mario doesn't have the bee suit he can long jump which is a lot faster. For the first hit I cancel it with a mid air 2P jump and cancel that into a ground pound as soon as I can. The 2nd and 3rd hit's are more the same, long jump to get around the corners then 2P jump up and ground pound.
On the 2nd hit I appear to get him while he's turning around which leaves him tilted for the duration of the cutscene, pretty funny.
A weird thing I noticed: during the 1 frame where mario can do an action before the cutscene (after hitting the boss) depending on which way he is facing or starts moving, he can long jump a couple of frames sooner at the start of the next section.
Thanks again to everyone for watching! As always if you have any critiques or suggestions for improvements let me know! You can easily reach me on discord in the SMG Speedrunning server. I'll be gone on vacation for a little bit but stay tuned, I can't wait to learn how to TAS tilt controls for loopdeloop lol
TAS by ERGC Xander
Any% WIP
Playlist of the levels I've completed: youtube.com/playlist?list=PLX-UHl4lUQzuLyU9SC6AolZW4odODr5Wf
If you enjoyed please leave a like, share the video, subscribe for more, etc. etc. :)
The first half of this level, up until the tree, is almost the exact same as HH1 so no explanation there.
Once I reach the wooden structure with the launch star, I had a different camera angle than that of HH1. However, magically I ended up back flipping off the tree 5 frames faster than in HH1 and with a great position. And for whatever reason I couldn't adjust my angle but it worked out.
From there I spin up to the checkered platform, here I do a jump instead of a back flip because when back flipping, there's a certain wait time before you're able to spin and consequently 2P jump. The earliest possible 2P jump from a back flip put Mario higher than needed to reach the next platform which made it slower. From here it's another back flip and 2P jump to get to the next level.
Next I had some options to get up the windmill here. It's important to note that a back flip + 2P jump doesn't go high enough to land halfway up. I tested landing further back and triple jumping + 2P up, also back flip spin wall jump spin, both of which were slower.
Somehow I was able to almost instantly long jump before I was even facing my intended direction. Weird.
Once I landed halfway up the windmill I did an instant side flip. Not entirely sure how this works yet but I think you need to hold Z and the opposite direction to what you're facing and on the first frame you land press A to jump.
Once on top of the tower I run a little bit then instant ground pound. I also tested long jumping as soon as possible but then I needed to stall in the air with a homing ground pound which was slower.
And finally for the 2nd hit I long jump as soon as possible and instant ground pound. From here I jump back right into where the star is going to end up.
At the end I throw away all the starbits because it isn't optimal with the current route. I simply collected as many as I could (77) to show that it would've been optimal to get starbits in this level instead of the grand star rescue.
Shoutouts to everyone for their continued support, encouragement, and motivation to work on this TAS :)
This was actually the 2nd level in the series that I started back in October 2016 but it took me over a year (until November 2017) to beat it. Unfortunately, I recently found out that it got removed by Nintendo for "not gaining enough popularity within a certain time period." To prevent this from happening again please help me out by playing the level :)
So that's why there's an original version and a nerfed version. I Thankfully had a backup so I quickly remade the level then spent 4 and a half hours trying to reupload it but I gave in and nerfed it and then beat it within half an hour.
The changes include:
-- No more super tight spin jump into a bomb slide
-- Because of this I needed to add the piranha and muncher so that the bomb would consistently explode
-- the final jump in the over world was reduced by 1 block
-- Only 2 spins instead of 3 after the pipe walljump
Try the level out yourself: 10AC-0000-038B-4D1B
supermariomakerbookmark.nintendo.net/courses/10AC-0000-038B-4D1B
Clickbait thumbnail lol
It looks off by one frame at the start but they actually land on the planet at the same time.
I tried my best to do waterfall skip as fast as i could from the right side but I don't think I'll be able to do any better. My calculated difference using the frame of the first long jump was about 120 frames.
Also to note I think that going off of the right side of the wooden structure might be faster but I don't think it will be enough to make up the difference between these two routes.
Also Also, a bit late but happy holidays everyone! And have a happy new year!
TAS by ERGC Xander
Any% WIP
Playlist of the levels I've completed: youtube.com/playlist?list=PLX-UHl4lUQzuLyU9SC6AolZW4odODr5Wf
I have to give thanks to April for asking if long jumping would be faster to climb the first slope and it is! At first I thought one LJ wouldn't be faster than the 2P jump but i found out you can actually long jump 3 times and get straight up the slope.
Positioning was different for waterfall skip, this somehow saved frames. The backflip then 2p jump was much faster than spin-wall jump-spin.
The last tree climb was also slightly improved, this time I jumped immediately as opposed to waiting a few frames to try and get a better angle.
I also collected 5 more starbits, this might actually save frames later on which is good.
Here's the route for anyone wondering:
docs.google.com/spreadsheets/d/1Y63ioxUaAc2eu8zPUxNGFUFOX-E6dxbhXl2-njftZkM/edit?usp=drive_web
I was going to make a timelapse of me making this but it wasn't too interesting so Im not going to post it, the making of this part of the TAS was streamed in its entirety on my twitch at: www.twitch.tv/mike_xander
Unfortunately I no longer trust the number of rerecords that the program I use is giving me, it seems way too low imo
Someone made this in the SM64 tas comp server and Alexander changed the text lol
░░░░░░░░░░░░▄▐░░░░░░
░░░░░░▄▄▄░░▄██▄░░░░░
░░░░░▐▀█▀▌░░░░▀█▄░░░
░░░░░▐█▄█▌░░░░░░▀█▄░ U HAVE BEEN
░░░░░░▀▄▀░░░▄▄▄▄▄▀▀░ CLICK -
░░░░▄▄▄██▀▀▀▀░░░░░░░ BAITED BY
░░░█▀▄▄▄█░▀▀░░░░░░░░ SKLEUX
░░░▌░▄▄▄▐▌▀▀▀░░░░░░░
▄░▐░░░▄▄░█░▀▀░░░░░░░ SEND THIS
▀█▌░░░▄░▀█▀░▀░░░░░░░ TO 4 PPL OR
░░░░░░░▄▄▐▌▄▄░░░░░░░ XANDER
░░░░░░░▀███▀█░▄░░░░░ WILL NEVER
░░░░░░▐▌▀▄▀▄▀▐▄░░░░░ FINISH
░░░░░▐▀░░░░░░▐▌░░░░░ THE TAS
░░░░░░█░░░░░░░░█░░░░
░░░░░▐▌░░░░░░░░░█░░░
░░░░░█░░░░░░░░░░▐▌░░
I got 3rd place, pretty good. Looking back I could improve my run by BLJing less and talking to yoshi a little sooner. I'm a lil salty I got beat by 1 frame lol
Objective: Start by talking to yoshi at the top of the castle. Then enter VCutM and open two item boxes (any color). Finish by dying from being electrocuted.
Full Results: youtu.be/28QlDmRVnyw
1. Non5en5e - 26"78
2. Eddio0141 - 27"12
3. ERGC | Xander - 27"15 [Me]
4. YoshiEgg12 / A Toad With a Mario Cap On - 56"08
To join Ethan's TAS comp join here:
discord.gg/kUcKy3N
youtu.be/-p_EYrxLry8
Any% TAS WIP
# of re-records so far: 11,166
We finally chose a route for more info open up the description!
Thankfully we have the route fully planned now and this includes starbit collection so those 2 starbits aren't that important. We are using a new route made by April (aka TheMilkGirl47) that I am calling "FF3 No TT." The route completely skips Toy Time and uses Freezeflame 3 instead of Sand Spiral (even with TAS I'm doubtful that we can collect enough starbits so I don't want to risk it).
Shoutouts to April and Trustfall (He was trying to improve the route too).
Breakdown of this level:
0:27 When Mario first lands I mash the A button so he jump cancels his animation. There is no specific frame to press A I literally had to play at 30% speed and mash the A button and hope... weird.
During that landing animation I collect 8 starbits in the top right that you probably didn't notice. I then turn the camera so I can collect the M of starbits behind where mario spawns.
0:32 When I accidentally loaded a wrong savestate I discovered that if I hold Up Left while on the first slope Mario is actually able to jump. I then made that a 2P jump because the extra height helps him climb faster. Although the 2P jump wasn't quite enough to reach the top so I needed to spin one more time and I cancel that into a long jump as soon as I can.
0:33 While in that long jump I change the angle of the camera so I can snipe 3 little blue enemies. By shooting them they give 3 starbits each which is a net gain of 6.
0:34 I do another long jump and a midair 2P jump out of it. This was very precise and the ledge was very jank but I somehow must clip into it because he actually does 2 ledge grabs to pull himself up. The first one went automatically and gave Mario just enough extra height to reach the actual ledge and pull himself up all the way.
0:36 this is just a long jump as late as possible so Mario could make it across. It looks like he's walking on air for a split second because he is. This game can be broken.
0:37 I have to adjust my positioning so I don't hit the bug. If I jump off of the bug it's initially faster but it prohibits me from doing an instant backflip which is an overall net loss.
0:39 During this next long jump I adjust the camera so I can collect the starbits that the blue guys dropped. I then instant backflip out into a 2P jump which gets me just enough hight to reach the ledge. This is faster than a triple jump up.
0:42 there's a known skip called the waterfall skip. This is my take on it
0:46 When climbing the first tree, the 2P jump gives mario enough height to be able to land on the tree which allows him to do a backflip. The backflip is obviously the fastest way to climb because it gives great height and immediate backwards momentum unlike slope jumps.
0:48 For the only upwards slope jump on the first tree I didn't use a 2P jump because the extra height wasn't needed to setup the skip.
0:49 I hold just slightly above left (0,130 instead of 0,128) which allows me to instantly hit full sliding speed. After this, I slide down the tree which is ~15 frames faster than jumping. Because of those frames I'm very confident that the 2P strat is equal to or faster than the double jump strat that the Japanese TASer used.
0:52 a precisely timed 2P jump and spin is enough to get across instead of climbing all the way up the tree and belly slidding down. I tried to land on top of the 2nd tree so I could get another backflip but I just barely wasn't able to. It might be possible but not worth me wasting hours and hours trying to get.
0:54 2P jumps and spinning as early as possible is the quickest way to climb the tree. I also tested 1P slope jumps and 1P ground pound jumps - these let Mario get instant backwards momentum but the ground pound animation wastes so much time. Spinning later will get Mario slightly more height at the expense of ~12 frames. I believe this might be able to cut out one of the slope jumps but because of the loss I believe it might be ever so slightly slower. Also, while climbing up the tree I spend a few frames sliding down to adjust my angle. This lets Mario climb faster overall. (The earliest option isn't always the quickest)
Finally, at 1:00 I wall jump spin and walk toward Captian Toad. I tested jumping off of the blue toad's head which got the text box faster but then put Mario in a terrible position to collect the star. I also tested jumping towards Captain Toad because Mario's airspeed is slightly faster than his walking speed but it's actually slower in this scenario.
Shoutouts to Alexander. I'm glad to see you're OK too.
Wow if you read all that props to you. So much happens so fast in this level. I think that it really shows off Galaxy's potential for TASing.
Any% WIP
This is an improvement of 40 frames from my last attempt at the level. Shoutouts to Alexander for pointing out some improvements.
I'm unsure of how many rerecords this took, I didn't take note.
Here's a breakdown of the improvements:
On the planet that the hungry luma creates Mario now spins to land on the first elevated part then 2P jumps up. This saved 38 frames over the midair 2P jump to the first elevated part then another 2P jump up.
On the pill planet, the backwards jump Mario does before the crusher saves approximately 10 frames over spinning. Mario then long jumps a whopping 62 frames earlier than the previous iteration but has a different cycle. Surprisingly enough the crusher actually allowed me to clip into the wall previously but because I did everything faster Mario was unable to do this with a different cycle. After the midair 2P jump Mario ground pounds 42 frames earlier but comes out with a net of -40. I suspect the 2 frame loss comes from poor positioning. Overall I managed to save 2 frames on this planet. No idea how that happened but we take those.
If you calculate it, you would think that time is actually 45 frames faster than the previous version but it's not. This is because I more accurately timed the level. Timing is from when I select the star to the frame Mario touches the star. I calculate this by taking the frame the screen transitions and subtracting 16. Shoutouts to Yoshifan.
If you enjoyed the video stay tuned! I work slowly but effectively.
Don't forget to subscribe :D
These are all very old. Also I've been gone a long time so I figured I should post these together in a sort of compilation. Not much but still.
These were done in Brawl Minus 4.0BC. 4.1 is awesome.
The audio for fox's match was lost so I put music over it. I was then obligated to put music over the other matches.
Song links:
Do a Barrel Roll Remix by Pianosketcher:
http://www.newgrounds.com/audio/listen/247272
Meta Knights Revenge Famitracker Remix:
youtube.com/watch?v=BPnfajxnFSk
Trainer Red Epic Remix (very generic yes I know):
youtube.com/watch?v=buifCKc9RNU
Gourmet Race Remix by DJ-Jo:
youtube.com/watch?v=o0nDT9_mOkA
Scribe currently has the contested solo WR (he's aiming for sub 1hr atm) and so for jokes i did a co-op run with him to get another world record OpieOP
This is uncontested because no one runs co-op.
This isn't the only uncontester WR I have, the other one I want to optimize more before I upload tho
This speedrun primarily uses a trick called fang jumping. To do it you need to jump towards an invisible wall then switch to fang. Then, with the right timing and control stick in neutral, you can just mash jump and go over barriers and out of bounds skipping a ton of slow puzzles.
Note that P2 drops out for 1 level. This is because we consistently run into a glitch that renders our controllers useless when doing fang jumps in that level. We would have to restart the game to regain control.
This probably isn't the content you subscribed to me before but random is my middle name ;)
Don't forget to like, comment, follow, and/or subscribe for more hype content!
twitch.tv/thewritingscribe
twitch.tv/mike_xander
The ending is so clutch you have no idea.
This level taught me just how much I hate/suck at bomb ladders :^) lol
Funny story with my capture card... it was freaking out and I didnt have it set to record when I beat this level but thank god for flashback recording. It actually didnt get all of the level tho so this video is spliced in the middle of the first double jump. the cut is smoother than some of the recording
Level ID: 7E0D-0000-02E6-29A4
supermariomakerbookmark.nintendo.net/courses/7E0D-0000-02E6-29A4
Watch the prequel to this level: youtu.be/edbFQ5DcKQ8
I found a little bit of cheese by air twirling before the skewers it slows me down just enough that a bomb explodes before it's supposed to. This messed up the saw cycles which is why I slowed down and didn't use the 2 springs that bounce you back and forth. Also I normally use the dpad but at the end I switch to the circle pad because it makes the air stalls easier.
Level ID: F877-0000-0296-CED4
supermariomakerbookmark.nintendo.net/courses/F877-0000-0296-CED4
Watch the sequel to this level here: youtu.be/N6vj98608lA
Megaman (Hawk) + Mario (Xander)
up throw - footstool - up smash - fair
Made it into EMG Plays of the Week 2017 #2 :D