[TAS] SM64 ABC Trials 0xA in 17m44slemon2021-04-21 | 0 A Press ABC Trials run. The competition is long over, I did this for fun and ABC TAS practice. Low optimization.
0:00 Trial 1 - 10 0:36 Trial 11 1:36 Trial 12 - 16 2:14 Trial 17 - 18 3:00 Trial 19 - 20 3:36 Trial 21 - 26 4:47 Trial 27 - 31 5:40 Trial 32 - 36 6:37 Trial 37 - 41 7:47 Trial 42 - 50 9:11 Trial 51 - 54 10:19 Trial 55 12:18 Trial 56 - 59 13:12 Trial 60 14:07 Trial 61 15:02 Trial 62 15:50 Trial 63 16:25 Trial 64 17:40 Grand Star[TAS] Into the Igloo 0xA - 2265lemon2023-02-17 | I actually TASed this back in December but forgot to encode it until now. Turns out you can just use a goomba bounce to get to the star and avoid the spindrift entirely.[Outdated TAS] Into the Igloo 0xA - 2575lemon2022-12-23 | Improved: youtube.com/watch?v=6ELrCuByN1U
Optimized the C-Up slide and the grind up the slope, but most of the timesave is from the greatly reduced spindrift luring time.[TAS] Snowmans Big Head 0xA - 33.13lemon2022-12-19 | Shortly after my previous TAS (youtube.com/watch?v=xyjuQtxzpEE), @ystem6836 implemented the C-Up slide as well as some more optimizations to shave off 4 seconds, with a final time of 37"37 (no video). I noticed his movement between the C-Up slide and getting the shell was improvable, but couldn't save time with it due to the fly guy's yvel cycle when moving toward the initial shell hyperspeed spot. After much testing, later that day I had the idea of going the other way with the shell (toward the green slopes area), and after TASing it and optimizing it, it turned out to be much faster, which makes sense since it provides many different altitudes to move between fly guy's zones and it is closer to our destination.
CORRECTION: at 1:33 I say "If fly guy's YVel reaches zero when it's not spinning however, it will stop lunging immediately"; this should be "If fly guy's YVel reaches zero when it's activated however, it will stop lunging immediately"
For this video, I decided to make some rough expository visuals since most of the interesting fly guy manip is happening when it is off-screen. The explanation texts are not 100% accurate since I just went by my empirical understanding of the mechanics involved.
You may have noticed that fly guy in its POV window moves in a different way toward the end compared to the regular view. This is because the camera hack I used causes RNG to desync due to the camera-dependent snow particles, so I had to manually search hundreds of RNG seeds for one that would still sync, and that's the first one I found, even though it has fly guy end up facing a slightly different angle at the end. Fly guy's stats are still reflective of the real TAS's though.[Outdated TAS] Snowmans Big Head 0xA - 41.43lemon2022-12-16 | Improved: youtube.com/watch?v=ruh-2tXqE6E
Previous record was 43.63 by @supermarble94: youtube.com/watch?v=lqKFnhJCXEs The biggest timesave comes from using the other route up the snowman, which skips the textbox.[Outdated TAS] WDW 100 + Secrets + BitS HOLP 0xA - 1:51.13lemon2022-12-11 | Improved youtube.com/watch?v=ab-4s1dLjyc
Recently, @supermarble94 discovered a new trick called Chuckya Wrong Throw (CWT), and applied it to the final Bowser level for a big timesave (youtube.com/watch?v=qgnUnEwyKqc). The HOLP used for the new strat is incompatible with the previous one (youtube.com/watch?v=vdFcP8on6Fs), in particular we cannot set the HOLP and then get onto the plank for the ending of my previous WDW100 TAS, so this uses a different route, which is possible thanks to @iwersonsch5131, who figured out how to go from the warp to the white building. It seems that this route ends up being faster, too. Also, the position for the HOLP is lower than what Marbler got (because I threw chuckya instead of ground pounding) but horizontally around the same position, so I believe it should work too.
This TAS is not highly optimized, some possible improvements are: better RNG manip and movement for coins in general, better positioning for a faster eru drop at the first secret, not losing time to Chuckya throw RNG manip, using Chuckya to turn hard knockback into soft knockback after heave ho throw, not pause buffering light chuckya, manipulating skeeter to be in a good position next to the blue coin switch, and more optimized movement in general.[Outdated TAS] Bowsers Rainbow Rumble 1xA (Star Road)lemon2022-10-22 | Improved (0xA) by Marbler: youtube.com/watch?v=hOF0fDg47Kc
By bringing Chuckya to the tower, it can be used to throw Mario through the wall and onto the platform on the other side, saving an A press. Getting Chuckya onto the in-out moving platform was very difficult, I had to hold him heavy to initiate a throw followed immediately by a dive recover onto the misalignment of the platform, which due to jankiness arising from the fact that the platform's tangibility radius does not fully cover its geometry, can only be reached when the platform is moving back. Then the platform moves out from under Mario due to the aforementioned tangibility radius jank, which we abuse to be able to land again far enough from the edge that Mario barely doesn't fall back off, allowing to me to grab Chuckya light using the edge. This whole sequence was extremely precise taking into account the position and angle of both Mario and Chuckya as well as Mario's speed. After this, there's not actually enough time to complete the dive grab get-up animation before the platform moves out from under Mario, which puts him in handsfree holding state, from which we can ground pound to get back on the platform. Then I wait for the ground pound land animation to finish (which maintains handsfree holding) and then I can change my angle and have the automatically thrown Chuckya push me off the block, so I can quickly do a DR and grab him light again, except this time I DO have enough time to get up before the platform moves out, so I can throw Chuckya such that he instantly grabs Mario and throws him to the other side. Phew! This saves one A press from the any% 80 star run (now 3x) and brings 130 star down to 100x A. Previous record: youtube.com/watch?v=1axXJfuIISg
Playlist: youtube.com/playlist?list=PLrQtcX0snX2cmJAKeiQ3-ncnQpc_SzCex Spreadsheet: docs.google.com/spreadsheets/d/1dJkV2fn_4xq8VYr_aGyI1NuWXP4MwOeI_j_yRAWvyng/view[TAS] In the Deep Freeze 0xA - 10.43lemon2022-08-09 | pannenkoek2012 found the strat of bouncing on the spindrift after sliding on the green slope: youtube.com/watch?v=1-I52XQeFPk. I figured out how to skip luring the spindrift as well as optimize it to get enough speed to make directly onto the ice structure without having to divegrind on the other edge. It is important to land on the green slope with an angle almost perpendicular to downhill (but slightly downhill to slide forward and not backward), otherwise Mario will turn too much away from the spindrift and overshoot it. This angle depends on the twirl yaw variable, which increases at a constant rate as you twirl and is not reset between levels.
Note that this is not suitable to be added to 70ABC right now because of twirl yaw sync[Outdated TAS] Mysterious Mountainside 0xA - 913lemon2021-10-24 | Improved by fifdspence: youtube.com/watch?v=vl-ArcdCCTM
Saved 1 frame over previous record by Iwer Sonsch (youtube.com/watch?v=6K1av4WlynQ) by getting to the wind earlier thanks to more optimized movement.
I decided to try going with an input display for this one, I hope you like it ^.^[Outdated TAS] WDW Secrets in the Shallows & Sky + 100 Coins 0xA (+ BitS HOLP) - 1:58.10lemon2021-06-21 | Improved for a different HOLP: youtube.com/watch?v=z467o8NUJ0A
A low-optimization TAS of this star pairing. Unlike the previous TAS by fifdspence (youtube.com/watch?v=JFPwa8gvBc0), this TAS does not attempt to preserve the HOLP, as new potential routes for the 70-star 0xA TAS can use a different setup for BitS that doesn't require preserving the HOLP during the entire upstairs section. In fact, this TAS actually sets the HOLP for that strat. (see youtube.com/watch?v=BMwzx6NCUOs)
I show three screens in the video: the regular view seen in the emulator, a 2D map view and a 3D map view for easier following. The red sphere in the map views is the bob-ombs draw distance radius. Please excuse my poor video editing skills.
Here's an explanation of what I do:
- First, I instant-release (IR) a bob-omb after setting off its fuse. This bob-omb will appear at the HOLP laterally but at Mario's current height, so it will fall down to the lower level because the rotating platforms aren't tangible when Mario is far from them. I lure said bob-omb and manipulate it to make sure I can reach its draw distance radius when I need to, and leave it at a certain point.
- Then, I set off the other bob-omb's fuse and activate the IR'd bob-omb at a specific time. While the bob-omb pushes me to the ledge, I use C-Up to fix the camera in a position to do BCA later. Then, I wait for the bob-omb to blow up and grab it fake. Normally, this would make Mario hold a vacant object slot that would update the HOLP, but I planned it in such a way that I have the other bob-omb blow up right at that time, and through VS# manipulation with dust I am able to instantly clone the sound effect spawner that the IR'd bob-omb creates. This object is special: it doesn't have any graphics associated with it, so essentially it functions as an invisible clone, and since it doesn't render, it doesn't update the HOLP. This trick has been known for a long time (youtube.com/watch?v=pHihyGlYfSw), but it had never proven to be useful. (Alternatively, I could have also cloned the bob-omb's respawner (and it is what I did at first), but that would have been slower as I would have had to walk to the far rotating platform in order to despawn it). Anyway, after a couple frames the sound effect spawner unloads so I transition to holding VS#1, but because vacant slots keep the graphics of the last object that occupied said slot, the HOLP still doesn't update.
- Then, I wait to come around to the other side of the rotating platform (while manipulating the camera focus in the meantime), activate the firespitter, and get behind the camera right as the flame loads into Mario's hands. The reduced usefulness of invisible clones is due to the fact that the frame order does not allow for throwing an object on the same frame it loads; if you try to do it, you'll get that on one frame you throw the vacant slot too early and don't clone anything, and on the next frame the object loads before you throw it so the HOLP updates. But by quickly making use of BCA, you can overcome that limitation by having Mario be off-camera right as the object loads into his hands. Then, I can just throw it and have it appear at the HOLP.
- Finally, I climb up and do a fire bounce on the goomba to get past the pole.
Side note: the HOLP setup in BitFS that pannenkoek2012 demonstrated in his video is actually too far south, since we're throwing the flame clone in the south direction, it ends too far from the pole. Instead, I took that HOLP but laterally displaced to be slightly further north so it would work. I haven't actually checked whether it's possible to obtain such a HOLP in practice, but I think it should be (alternatively, with a different camera setup you could probably throw the clone towards the north instead). Either way, this strat would also work for the Rainbow Ride HOLP for the 120 Star run (youtube.com/watch?v=Zuc528e6AuY), though it may not be faster than this: youtube.com/watch?v=BMwzx6NCUOs.BitFS Setting the HOLP for BitS 0xA Faster Strat (BCA)lemon2021-05-04 | An improvement over this strat youtube.com/watch?v=acCtVq4QW2Y using the trick shown here youtube.com/watch?v=C38He-OUAYk[TAS] Secret of the Haunted Books 0xA - 3147lemon2021-04-22 | Most of this TAS was executed by fifdspence (youtube.com/channel/UCXubFNfZaMVLsTZzKcgnHOQ), minus a few improvements by me.
This run wouldn't be possible without the contribution of ds273 (youtube.com/user/Th3DekuScrub), who found the strat used to get to the second floor with the stairs raised: youtube.com/watch?v=CqlN_0S1ESY. It had been known for a long time that it was possible to climb up the raised stairs using misalignments, but there was no way to progress past the last step. ds273 found that it is possible to perform a glitchy ledge-grab by taking advantage of negative VSC to make Mario hit the walls at exactly 30 units down. ds's video description explains it better than I can, though admittedly there are some details about this specific GLG that aren't fully understood. The C^ landing is part of the negative VSC setup, to get -6VS.
Amusingly, this means that there are two ways to climb up to the 2nd floor: one of them using negative VSC, and the other one using positive VSC (as seen in the Ghost Hunt TAS: youtube.com/watch?v=YjY5K65Yi44).
fifdspence found the movement in the library room to activate the haunted books quickly and to get to the door as fast as possible as the bookshelf moves away, which was an improvement over brqm's TAS of that room from a LOTAD of this star that he made before the GLG was found (no video). brqm's channel: youtube.com/channel/UCTzULS5sXbp04fuGMpGlOpg. fifdspence also was able to save a couple frames in the last room.
The improvements I made over fifdspence's TAS were in the movement to get to the door after the glitchy ledge-grab, and in the Eru drop strat to get past the step behind the haunted books bookshelf. 4 frames were saved in total.[TAS] Express Elevator Hurry Up! 0xA - 4660lemon2021-02-24 | Featuring a really cool box clip that ds273 found: youtube.com/watch?v=ZJDF7kqti0Q. This trick saves a lot of time over the previous route.
This star is heavily cycle-based. You have the heave-hos, the elevator, and the oscillating water level (which matters because the clip only works when the water level is high enough). Note that shortly before I perform said trick it looks like I'm just stalling on top of the block, but I'm actually waiting for the water level to be high enough for the clip to work. I did it in the last possible frame I could, so if you could activate the elevator a few frames earlier it would probably be possible to clip in earlier in the water cycle anyway, but there's a limit to how many frames you could in theory save before the elevator is too high to clip through even in the first possible frame you could clip, though I don't know what that limit is, haha. I got grabbed by the heave-hos and by chuckya as early as I possibly could, but it might be possible to do it earlier, you never know. Improving the divegrinding also wouldn't save a frame as far as I know because you have to slow down afterwards anyway to avoid overshooting the spinning platform with the DR and hitting its ceiling instead of snapping onto its floor.[TAS] Big Boos Haunt 100% No Doorslemon2021-02-16 | In which Mario phases through walls and Parallel Universes in order to collect every star in Big Boo's Haunt without opening a single door.
Shoutouts to: - dar gos for showing the entrance SBLJ spot: youtube.com/watch?v=gTXM8dOsmq0 - nim for his Ghost Hunt TAS, whose hyperspeed section I replicated: youtube.com/watch?v=pDJfIRXCIdA - Luigihaxd & Timestoppa for the PU route used with the overflow jumps: youtube.com/watch?v=RqrnZ4i0PE8. I originally had come up with my own PU route before finding their video, but it required 2 minutes of punching.
The PU routes for red coins and 100 coins are the same as the one for Eye to Eye, just changing the final angle when returning to the main map. Sorry for some sloppy parts in the TAS, especially during the 100 coin star, I just wanted to finish it at that point 😅.
.m64+.st: drive.google.com/file/d/199GusTO8FqxUi-4Kv5TAFs7rIDgHVSMn/view[Outdated TAS] Secrets in the Shallows & Sky 0xA - 1:1410lemon2021-01-28 | Compared to my previous TAS (youtube.com/watch?v=3F8K-L2fyMU), I save +3 seconds by going with the no-swimming route and cutting both heave-ho cycles (through deliberate heave-ho manipulation), and swapping the 4th and 5th secrets (thanks Iwer Sonsch for the suggestion). Thus the no-swimming route is faster than swimming. Except I haven't tried swimming with extra speed by sliding from the curvy slope, so IDK whether that will end up being faster.
.m64+.st: drive.google.com/file/d/1y0N26NciRCWidy5VeQf0PUHxmR2K6bHZ/view[TAS] Blast to the Stone Pillar 0xA - 2550lemon2021-01-23 | This TAS is part of the WIP 70-star A Button Challenge TAS. The first part of the TAS (until 00:17) was executed by fifdspence (youtube.com/channel/UCXubFNfZaMVLsTZzKcgnHOQ). He managed to store 56 sliding speed and 13 speed for b-swimming, which I think was quite difficult due to the spacing on the rock, though I don't know the details. After that, Mario swims to the pillar, where he repeatedly reactivates his sliding speed and slides for 1 or 2 frames to increase it (youtube.com/watch?v=nIRsVOQ_4ho). Once I've built up enough speed, I swim to the other side of the pillar, reactivate the stored speed with Z+C-Up and punch, wait a bit, then dive to the platform and rollout to get the star.
This star was very challenging for me: the trick used to build up speed is very awkward, it can give you either 1f or 2f (better) of sliding, but whether you are able to set up for a 2f slide depends on spacing, and after each iteration of the trick the spacing is different, and especially when you have high speed it's quite difficult to get 2f slides, so it's probably not feasible to avoid all 1f slides, but there's probably at least a few frames of timesave here. I end up just building up to 97.18 speed for the pillar, which is as low as I managed to take it. Saving 1 more speed cycle would mean you would have to do it with 96.5, which I couldn't manage even with ideal starting position and angle (I was about 10 units short vertically, so it MIGHT be possible). When landing on the platform, I have to slide for about 10 frames so I can get far enough to roll out to the star. It's actually possible to dive from the pole one frame sooner, but that forces you to use a worse angle, so even then I couldn't save that one frame, but it might be doable with extremely optimized straining + sliding and a perfect initial setup (the initial position for the pillar speed reactivation was already tight, like a 2-3 unit margin of error).
This strategy has a fun story. Up until this week, we assumed that 100.x speed was strictly necessary to be able to get to the platform (youtube.com/watch?v=9dkwHlDC1LY), which meant that we would need to use Hyperspeed Punching to achieve the minimum speed, since the sliding trick can't generate more than 100.0. But, once that assumption was brought into question, I decided to look into whether 100.0 was possible, and I was able to do it once I figured out that after the punch on the pillar, having neutral joystick input conserves speed better without reducing the amount you move (in the end, I was able to take the necessary speed down to 97.18, which cuts out a significant amount of speed building cycles). Then, fifdspence timed the strats and confirmed that using just the sliding trick would be faster than doing an HSP and then the sliding trick, because although the HSP builds up speed quicker, it makes you have to swim around to do anything after it, which is slower than just staying in the same place and repeatedly doing the sliding trick.
Note that the SPD value on the top left corner of the screen shows the sliding speed taken as the hypotenuse of the sliding velocity's components, rounded down to the nearest integer. I decided to put that there because it might make the speed building process more insightful.
Huge thanks for fifdspence for entrusting me with optimizing this star, it's the first time I've TASed anything for a project with such a high level of optimization, and I feel happy for being able to contribute to the 70 ABC TAS.[TAS] Secrets in the Shallows & Sky (0xA) - 1:1770lemon2021-01-18 | At the end of the video I show a comparison between the fastest route and two other interesting routes that do not swim to the star.
Not polished, but you are bound by Heave-Ho cycles anyway so it doesn't matter too much until Chuckya... However, it may be possible to manipulate the last Heave-Ho before getting the 5th secret in order to save a cycle later, which could make the alternative no-swimming route faster. Unfortunately, I wasn't able to achieve this.
Fun fact: I end up 1 unit short of not falling off the edge at 0:42[Outdated TAS] Into the Igloo (0xA) - 3295lemon2020-12-28 | Improved: youtube.com/watch?v=5Ty9qu9aCnQ
Proof of concept, very improvable.
.m64 + .st: drive.google.com/file/d/1-Fc16SF2wluWUm1bIzEe8MGc9q1Q6OEF/viewDDD 100 Coins - 0.5x A Presses (no coin cloning)lemon2020-11-22 | In this TAS I collect the 100-coins star in Dire Dire Docks using "0.5" A presses, which means I start the level with the A button already held.
[Please excuse the terribly low video resolution; mupen's AVI recording does not work on my computer and my pc is not powerful enough to screen-capture both Mupen64 and STROOP at the same time at a decent resolution without introducing ~1 minute worth of slowdown (I tried)]
The A press is to swim while holding the shell in order to clone a pole.
- First I set the HOLP in SSL. - I cut to DDD, and collect all the coins in the starting area. - Then, I make my way to the poles area where I collect the 5 coins on the plank + 4 red coins and then I perform the Hat in Hand glitch. I use misalignments to climb the boxes. - With the Hat in Hand glitch, I grab the shell and by taking it out of and back into the water I am able to carry it without it ever expiring. I get 4 yellow coins in the process. - I swim over to the loading plane that separates both sub-areas of the level in order to unload the shell and load a pole in its place (cloning). Thanks to the Hat in Hand glitch, I can carry these objects without updating my HOLP. - I swim back to the water shell and release the pole I cloned, placing it at the HOLP. Then, I grab the water shell again and get the last 4 + 5 yellow coins. In order to collect the coins near the suck-hole without getting sucked away, I conserve 16 speed from the shell using B-swimming. I couldn't get these coins before because 12 speed is not sufficient to escape the hole's suction. - I swim back up and make my way over to the blue-coin switch platform. It may be possible to get a faster cycle on the pole with more optimized movement, but I couldn't make it in time. The part where Mario crosses the two poles to the blue-coin switch platform (6:01 - 6:07) was TASed by Sjmhrp, I hexed it in. That is way more precise than it looks like (see below). - Then I ground pound the blue-coin switch using the pole I cloned earlier, and collect the blue coins and the last red coin for the 100-Coin star.
Backstory: On October 16 of this year, Sjmhrp posted in the SM64 TASing Discord server an .m64 where she used the poles to cross to the blue coin switch platform without pressing A. This was previously thought to be impossible, and the only way to get there before this discovery was using a whirlpool clone [youtube.com/watch?v=gvQMNQlgu3s]. This new trick is very precise. Sjmhrp explained that in order to get it, the key was to drop off the poles when they were moving and not still, as this allowed Mario to dive a frame earlier. This find made it possible to use a pre-set HOLP to clone a pole on top of the blue coin switch, in order to collect the blue coins and avoid having to clone many coins, like in the previous routes (youtube.com/watch?v=vkHU_IFmvoQ), so I thought it would be fun to TAS this theory route.
Note that on a full game run this particular IL TAS wouldn't necessarily be useful, as it cannot be paired with the red coin star (because it requires a conflicting HOLP) and requires extra movement to set the HOLP. It would probably end up being faster to get 100coins + reds using a different route in which you would need to clone 3 coin rings, than to pair 100coins with another star.
00:00 HOLP 00:22 Starting area 02:05 4 red coins + Hat in Hand 03:29 Pole cloning 04:49 Suck-hole coins 05:35 Blue coins + red coinLLL faster route for 100c (0xA + damageless)lemon2020-11-15 | In this video I obtain the 100-coin star in Lethal Lava Land without ever pressing A or taking damage. This is a better route than the one seen in this video youtube.com/watch?v=2bScIZP37Ns, which doesn't go into the volcano for extra coins.
Out of the 107 coins that exist outside of the volcano, 102 are obtainable (all but the 5 coins under the bridge). I chose to skip one of the red coins in order to avoid watching the star spawning cutscene. The last 5 coins that are obtained put you in a platform from where you cannot reach any other platform without taking damage (as far as I know), so they must be collected last. If it were possible to escape that platform under these conditions, the 100-coin star could be collected jointly with another star instead of having to get it solo.LLL 5 Stars 0xA + damagelesslemon2020-11-08 | In this video I obtain 5 stars in Lethal Lava Land without ever pressing A or taking damage. The stars I obtain are Boil the Big Bully, Bully the Bullies, the 100 coin star, Red-Hot Log Rolling, and 8-coin Puzzle with 15 Pieces. This video is TAS.
00:00 Boil the Big Bully 00:42 Bully the Bullies 01:50 100 coin star 05:06 Red-Hot Log Rolling 05:56 8-coin Puzzle with 15 Pieces
Notes: - To get to the bullies platform from the moving mesh platform (1:11), Mario needs to initiate a dive recover such that he only lands on the platform for one frame (otherwise the platform sinks too low) and the platform must be at its peak height at that point. - Here are my notes for the plank VSC (4:04): pastebin.com/XMaRZay4
I also don't use the shell (I don't know if you can even get it without lava boosting).
Thanks to dabs from the TASing server for helping with the mesh platform DR in Bully the Bullies and the plank VSC for the 100 coin star and pannenkoek for demonstrating how to get to the Boil the Big Bully star platform without lava boosting: youtu.be/vim1c0p3gU0?t=253