Sharkey91
[SM64DS] Goomboss Red Coins 7x B Presses
updated
Re-record count : 338856
This TAS was created in collaboration with:
Really_Tall (youtube.com/channel/UC0K4CSDupzyxMDtbTxHrjMQ)
Migu (youtube.com/channel/UC26VJmVm9thX3lYzjWYBu8Q)
Adeal (youtube.com/channel/UCY8iADy0riTSelCeXsHNwOg)
Bobbybob (youtube.com/channel/UCT1C6zZvOrFreSBJyZaUsdg)
This is the first Work In Progress video of the 150 star TAS that's been in the works since July 2019, when after many changes that happened to the TAS route, it was discovered that doing Hazy Maze Cave as the first stage was faster than doing Lethal Lava Land. Since then, a lot of route testing was done along with the slow progression of the TAS. The latest major route update was on September 13th of 2020. Here is the TAS route sheet: docs.google.com/spreadsheets/u/1/d/1ZQYTkPwaL9AXUFAvYo9ulFZ1e8MpDmJwATpNOhXMZas/pubhtml
If you're wondering how the glitches or tricks work, please check out this page: http://tasvideos.org/GameResources/DS/SuperMario64DS.html
Almost all of the work was done collaboratively and everyone helped by routing, offering ideas and solving problems, even for the stars they didn't TAS, but here is a list of who worked on what star:
Moat skip: Migu, Adeal, Sharkey
Basement: Really_Tall, Sharkey, Migu
HMC 5: Sharkey, Really_Tall, Migu
HMC 7: Sharkey, Adeal
HMC 3: Sharkey, Adeal (and bruteforcer)
HMC 1: Sharkey
8 star door skip: Sharkey
Goomboss: Sharkey, Bobbybob, Really_Tall, Migu (Battle: Adeal)
PSS: Migu, Sharkey
JRB 1: Sharkey
JRB 7: Sharkey
JRB 100+5: Sharkey, Migu, Really_Tall, Adeal
JRB 3: Sharkey
JRB 4: Sharkey
2nd key door skip: Sharkey, Adeal
THI 1+2+6: Migu, Sharkey, Really_Tall, Rupa, Adeal, Bobbybob
THI 3+100+5: Bobbybob, Migu, Adeal
THI 7: Migu, Bobbybob, Really_Tall
THI 4: Adeal, Bobbybob
Several months of hell with testing routes: Everyone
Yep, this is real. This glitch was discovered by Really_Tall a few weeks ago, and he decided to name it Quantum Tunelling. Basically, there are many areas in SM64DS where the seams of floor triangles don’t exactly line up, which creates a tiny gap that you can clip through if you have just the right X, Y, and Z coordinates and have the exact required vertical velocity.
The Y coordinate is by far the most precise one needed, since it's a range of only 64 units (the horizontal speed after you start walking for 1 frame is 4096). For now, there are no viable setups to recreate this glitch in real time, so this video is a TAS (tool-assisted speedrun), but even with tools this glitch is pretty hard to do.
Due to the numerous strategies that can be done with that new glitch discovered, we decided to ban its use in the 150 star TAS, as it would completely change the route (meaning we would have to spend months on testing different new routes, along with redoing the full-game TAS from scratch) and we think it's too game-breaking and not as entertaining as the current strategies that don't use this glitch.
The jump I do before entering the cave is a slope jump which means I will instantly be able to move when I land, but the jump is slower to perform than a normal ground jump. The instant dive recover on the switch inside the cave is actually very precise.
Here is the previous TAS of that star : youtube.com/watch?v=FJIE-SGQLXw
The reason why I did another TAS of that star is because it'll actually be done early in the 150 stars TAS, before even getting 30 stars, and while we are still testing some route orders for the upstairs section, I figured that this star didn't require RNG or anything so I could get it done and just copy the inputs later when we come to it in the full TAS.
150 stars TAS route : docs.google.com/spreadsheets/u/1/d/1ZQYTkPwaL9AXUFAvYo9ulFZ1e8MpDmJwATpNOhXMZas/pubhtml
After succesfully comparing both Wario late and Wario early routes, it turned out that the Wario early route saves more than 10 seconds, which means that the 150 stars TAS route sheet got changed (docs.google.com/spreadsheets/u/1/d/1ZQYTkPwaL9AXUFAvYo9ulFZ1e8MpDmJwATpNOhXMZas/pubhtml). The amazing thing about this new route is that we will collect many stars on the 2nd floor while not even having 30 stars. Also, skipping the 12 star text box is now possible thanks to a convenient star cancel, which wasn't possible in the old route because we were doing Whomp's Fortress at that point.
As for the star itself in this video, you normally need to be Wario to be able to punch the black brick and reveal the "!" switch, but with a precise camera glitch and a jump followed by a ground pound, it's possible to unload the brick for a few frames and go right through (getting inside the brick instead of being clipped out right away was found by PolishedGrain). Since the "!" switch is already inside, the star appears. After that, I get Out of Bounds by running into the wall corner with a precise angle, and redirect myself to be able to kick and get on the seam. Then, I need to run for a bit before I can make a long jump without bonking on the wall. Surprisingly, the merry-go-round area is already loaded, which is usually never the case for rooms you haven't entered by their doors.
About the 150 stars TAS, since this new route unlocking Wario early in the game is confirmed to be much faster, and that there aren't any other route ideas right now, the progress of the 150 stars TAS can resume, but slowly for now since I'm having exams this year, and the other people in the team also have other stuff to do, which means the progress won't be too fast right now. But apart from that, I'm really happy that the route only got crazier and crazier over the time, which will only make the TAS more entertaining.
Thanks for watching
Those stars had been TASed a while ago when we were progressing on the full 150 stars TAS, but a new glitch has been found by Jordan Raugutt (I believe he discovered it since he's apparently the first one to mention it) called "Pause clip" which essentially allows you to go through objects in specific stages and places such as the black brick in the moat. It needs to be somewhere where the camera unloads the object you want to clip in when pausing because of being too far away from it (youtube.com/watch?v=Fe3sPD1Jh0o)
Therefore, the 150 stars TAS will now be doing both The Secret under the Moat stars as either Yoshi or Mario to be faster, meaning that this TAS as Wario is never gonna be seen again so I thought it would be cool to upload it to YouTube.
As for the 150 stars TAS itself... I'm still doing hard studies and can't really help the progression of it much right now. But we have our team of TASers working on re-routing the TAS due to that Pause clip glitch but also due to a new glitch that I found that lets you cancel any star in any loading zone with Yoshi (changing SL and TTM routes for instance). The re-routing process is important and will last for a certain period. But once the route is completely fixed we will be able make progression again on the TAS and it will be amazing. No matter how long this whole project will take I'm happy it will eventually be a thing.
TAS made by Sharkey91 (me)
Shoutouts to Waluigi Pinball
The route planning for the 150 stars TAS is final unless doing BOB as Yoshi instead of Mario turns out to be faster so here is the link to the route : docs.google.com/spreadsheets/u/1/d/1ZQYTkPwaL9AXUFAvYo9ulFZ1e8MpDmJwATpNOhXMZas/pubhtml
The strat with Luigi and his invisible ability has a time of 12"78, and 14"22 if we include having to put on Luigi's cap from being Yoshi (which is what a BOB Yoshi route would do)
TAS made by Sharkey91 (me)
By building negative hyperspeed speed on the shell, I can get off it while keeping the speed, and triple jump really quickly to fly. The speed is automatically put to absolute by the game when you start flying, which is what allows me to fly really fast. For fun, I touched the 4 pillar triggers without actually having to stop flying and grabbed some coins on the way.
We quickly got to the conclusion that it was faster to use that strat for the Jet Stream star, but Adeal also thought that it could be faster for 100 coins since we can get back up to the submarine with a dive reset.
Within a little more than a week of both me and Adeal working on this TAS, we found that this strat is about 3-4 seconds faster than the regular Luigi swimming strat. Adeal TASed everything until the series of 7 wall jumps, and I TASed everything from there. It might be possible to get the skeeter to the land in one less move, making this strat about 5-8 seconds even faster than it already is.
While doing the underwater glitch, since we cancel the cap animation by riding the shell right after, Mario's hat stays at his feet forever.
TAS made by Sharkey91 (me) and Adeal
About the 1-1 level, the first egg shot is honestly worth it to try in runs as :
1) It's the very beginning of the game
2) You will always take some red coins even if you miss the right angle to make the egg touch the text box, so it's faster than doing the previous way
Re-record count : 38181
Encode by me
Movie file : http://tasvideos.org/userfiles/info/46976069059670651
If you have any questions about anything in the TAS, feel free to ask it in the comments section ! And let me know which stage did you find the most entertaining !
This is a WIP of the Yoshi's Island DS Any% TAS currently being made. I did this from scratch, saving 1 minute and 12 seconds over Taechuk's work. The biggest time saves are not having to switch to Baby Peach in 2-2, using the ball mid-air teleportation glitch in 2-4, going over the stage off-screen in 2-6, and entering the yellow ball pipe in an unintended way in 2-8; but also in general, optimization saved a lot of time.
I also figured out you could take the 2nd medal after getting the camera to snap to you the first time, and do the rest of the ship blind.
I messed up the ending a bit by going down and having to recover back up, but this is still the fastest strat.
Taking these 2 star medals should be faster for the category any% warpless, and is definitely faster for the category 100%.
Re-record count : 14798
Encode by me
Movie file : http://tasvideos.org/userfiles/info/46132310916096863
If you have any questions about anything in the TAS, feel free to ask it in the comments section !
This is a WIP of the Yoshi's Island DS Any% TAS currently being made. I did this from scratch, saving 24 seconds over Taechuk's work. The biggest time saves are doing 1-5 with Mario, and also then doing 1-6 without having to switch to Mario manually ; but also in general, optimization saved a lot of time.
I TASed everything apart from the chomp rock clip in 1-3 (done by Taechuk) because I couldn't figure out how to actually clip, and the first half of the boss fight in 1-8 (done by Hartmann).
Commentated run : youtu.be/L-9_WHX63F0
Leaderboard run : speedrun.com/sm64ds/run/mekpev0m
Commentated run : youtu.be/42tmhMBj0BY
The B Button is being held from the beginning to the end of the level.
This is an improvement compared to the previous video where I completed this level in 1.5x B Presses. Arne easily figured out it could be possible to get up without an additionnal flutter by using the little hill.
Twitter : http://twitter.com/Sharkey91_
TAS made by Sharkey91 (me)
Since the description for this video is too long to fit in YouTube, I've made a pastebin with the explanation of the strats here (make sure to read it before asking questions !) : pastebin.com/Kq7Ge0hp
All the kicks done in this video (except the ones at 0:38) are done without using the B Button, by simply pressing A at the same time as running off an edge with low enough speed.
Credit to Really_Tall for finding the glitch to get out of bounds :
youtube.com/watch?v=Uj5oF_q0d3s&t=23s
Quick list of the required B Presses in case you don't want to read the description :
(#1) Sideflip done at 0:37
(#2) Backflip done at 1:17
Note : Thanks to the Remote Interaction Glitch, these stars are already theoretically doable in 0.5x B Presses, but the strat takes multiple centuries to do, so it's better to explore for more reasonable strats even though they might need more B Presses, to prove that they are possible in such number of B Presses.
Twitter : http://twitter.com/Sharkey91_
TAS made by Sharkey91 (me)
This WR might last for a while. It's really sad that I missed a Bowser throw and that some parts of the run were a bit sloppy, but the important part is that I got all the major skips first tries.
Commentated run : youtube.com/watch?v=UXNBjWxpxTg
This run was world record for a day until ZeldaCubed beat it with a time of 12:33. I'm going to try and keep improving to get a better time.
This level is pretty hard to do the fastest. In case you ever fail egg shots, I recommend going to get 3 or 4 eggs with the egg block underground after getting the flower when the water is being lowered.
The egg shot done to get the flower through the gate is actually a bit precise, and requires practice to get it consistently. You need to tap A and a few frames later (from 3 to a few more) you need to press B. You obviously need to do it while being against the left wall so that the egg goes into the flower.
Back underground, you don't specifically need to hurry, just follow the video. You can grab 5 stars with the cloud as I did to save a tiny bit of time for the middle ring later.
The next egg shot is quite a bit precise. You need to wait for the water to be completely low before throwing the egg, but you can't actually see anything, and you can't lower the map either. So a good visual cue is right when the rotating spike ball is coming onto the screen, tap A for a bit (about a quarter of a second) and release it.
After hearing the red coin, you need to instantly go to the left to get the other red coin, because the water is rising pretty fast. In the next part, it's important to pound the first square in the middle so that it breaks it entirely.
So this part is the hardest : jumping on the walls without falling needs practice. Then, go down to take the flower. Then, go back up with an egg jump, and throw an egg up in the middle to get the first red coin. For the second one, it's safer to just stand at the left and throw the egg a bit to the right. Go to the other side to jump out of that part. You're now free and can do the end of the level outside easily. Thanks for reading and watching !
Twitter : http://twitter.com/Sharkey91_
TAS made by Sharkey91 (me)
Thanks for reading and watching :D
Twitter : http://twitter.com/Sharkey91_
Thanks for reading and watching :D
Twitter : http://twitter.com/Sharkey91_
TAS made by Sharkey91 (me)
Thanks for reading and watching :D
Twitter : http://twitter.com/Sharkey91_
Explanation :
At first, J_duude found that you could stay on a floor when the autorscroller goes down, and then fall back down when it scrolls to the left. He theorized that it could be probably possible to skip one of the triggers but staying high with precise jumps (such as over gaps and lava pools). Then I took the challenge to try to perform this and see if it could let us to skip the last trigger. It turns out that it's possible, and saves 1 minute and 40 seconds over triggering the last autoscroller if done correctly. I will be making another video soon to explain the cues.
Thanks for reading and watching :D
Twitter : http://twitter.com/Sharkey91_
TAS made by Sharkey91 (me)
Credit to Really_Tall for finding the glitch to get out of bounds : youtube.com/watch?v=Uj5oF_q0d3s&t=23s
Side note : The kick at 0:50 is not done by pressing B, it happens because I pressed A in the air with slow enough speed, so it does a kick instead of a punch.
Side note 2 : Thanks to the Remote Interaction Glitch, this star is already theoretically doable in 0x B Presses, but the strat takes multiple centuries to do, so it's better to explore for more reasonable strats even though they might need more B Presses, to prove that they are possible in such number of B Presses.
Previously, this star was done in 3x B Presses by doing 2 jumps to climb up the level normally.
Due to the description being too long to fit in YouTube, I've made a pastebin with the explanation of the strat there (make sure to read it before asking questions !) : pastebin.com/rpsFQ9Q3
Thanks for reading and watching :D
Twitter : http://twitter.com/Sharkey91_
TAS made by Sharkey91 (me)
Previously, this star was already possible in 0x B Presses but it was needed to use Luigi and his flower power, or else the star could only be done in 1x B Press if any other character was used. Now, this video proves that this star is doable in 0x B Presses as ANY character (even Wario and Yoshi).
Side note : The reason why I took Mario is just because he is the fastest in the game, and also because it's faster to get into the rolling rocks room with him, as his power flower can let him enter that room a lot faster by going over the gap.
So here is the detailed explanation of what I do in this video :
First, I take the flower power and go to the rolling rocks room. From there, I perform a glitch that requires the black brick and that allows me to go out of bounds, and I carefully land on the seam. I move on the seam for several seconds to then open the door from the room with the star to enter the rolling rocks room again. Why is that important ? Well, that's because to save space in the memory and prevent lag, the developers made a room loading system so that only the room where you are in is loaded. But if you go to another room without going through a door, the room will stay unloaded, which means that there are only floors, walls and doors. There is not any object loaded when a room is unloaded, and this includes stars.
So when I go into the room with the star, I perform the Permanently Loaded Room Glitch : if you exit a room that was unloaded, it will load and stay loaded until you enter it and exit it again. That means I can safely stay in the rolling rocks room, and the room with the star will still be loaded, therefore the star too.
For the last step, I come back to the black brick and do the same glitch to get out of bounds again. Then, I make my way to the star since I can bypass the grate that normally prevents me from getting the star.
Thanks for reading and watching :D
Twitter : http://twitter.com/Sharkey91_
TAS made by Sharkey91 (me)
Thanks for reading and watching :D
Twitter : http://twitter.com/Sharkey91_
TAS made by Sharkey91 (me)
Previously, this star was done in 0.5x B Presses (on 1.1/PAL) by doing a method involving the scuttlebug respawn glitch, and in 1x B Press (on 1.0) by backflipping as Luigi to get to the star platform.
The reason why I pointed out "BOTH VERSIONS" in the title is because this star previously had 2 different strats to get on both 1.0 and 1.1/PAL, and now the strat can be done on both versions.
Side note : The reason why I took Luigi is to swim faster for the second time i need to swim, and it does save quite a lot of time.
So here is the detailed explanation of what I do in this video :
First, I take the Wario cap and go all the way to the Nessie room. From there, I get the Wario power flower which turns him into Metal Wario, to then go to step over the switch to open the gate.
After that, I make my way to the huge room with the red coins. Then I perform a glitch that requires the black brick and that allows me to go out of bounds, and I carefully land on the seam. I move on the seam for a few seconds to then fall and open the door from the room with the star to enter the Nessie room. Why is that important ? Well, that's because to save space in the memory and prevent lag, the developers made a room loading system so that only the room where you are in is loaded. But if you go to another room without going through a door, the room will stay unloaded, which means that there are only floors, walls and doors. There is not any object loaded when a room is unloaded, and this includes stars. Due to the camera not showing much, you can't see that the room with the star is completely dark, but it is.
So when I go into the room with the star, I perform the Permanently Loaded Room Glitch : if you exit a room that was unloaded, it will load and stay loaded until you enter it and exit it again. That means I can safely go back to the red coins room, and the room with the star will still be loaded, therefore the star too.
For the last step, I come back to the red coin room with the black brick ang go out of bounds again. This time, I go to the left since it's a faster way to go and fall down to get the star.
Thanks for reading and watching :D
Twitter : http://twitter.com/Sharkey91_
TAS made by Sharkey91 (me)
Before realizing that I could get a heaven's portal with the slope, my intentional way was to do it with the door oob space since it's a large floor you can stand on with a slidekick for a few frames. Plus, I didn't expect the heaven's portal to be that high in this course, so that door would help me get the heaven's portal while facing the rolling rocks room.
Thanks for reading and watching :D
Twitter : http://twitter.com/Sharkey91_
TAS made by Sharkey91 (me)
EDIT : The ledge climbs at 0:25 and 1:05 are fast, but I did NOT press B. In fact, this happens because i'm grabbing the ledge a tiny bit inside the wall, so a failsafe happens, making Mario automatically climb up the ledge fast.
Also, the kick at 0:50 is not done by pressing B either, it happens because I pressed A in the air with slow enough speed, so it does a kick instead of a punch.
Previously, this star was done in 0.5x B Presses by doing a longer method involving scuttlebugs bounces.
The reason why I pointed out "BOTH VERSIONS" in the title is because this star previously had 2 different strats to get on both 1.0 and 1.1/PAL, and now the strat can be done on both versions.
So here is the detailed explanation of what I do in this video :
First, I go into the huge room with the red coins. Then I perform a glitch that requires the black brick and that allows me to go out of bounds, and I carefully land on the seam. Then I make my way to the rolling rocks room and open the door to enter the red coin room again. Why is that important ? Well, that's because to save space in the memory and prevent lag, the developers made a room loading system so that only the room where you are in is loaded. But if you go to another room without going through a door, the room will stay unloaded, which means that there are only floors, walls and doors. There is not any object loaded when a room is unloaded, and this includes stars. Due to the camera not showing much, you can't see that the rolling rocks is completely dark, but it is.
So when I go into the rolling rocks room, I perform the Permanently Loaded Room Glitch : if you exit a room that was unloaded, it will load and stay loaded until you enter it and exit it again. That means I can safely go back to the red coins room, and the rolling rocks room will still be loaded, therefore the star too.
For the last step, I come back to the black brick ang go out of bounds again. Then I make my way to a slope that will allow me to get a heaven's portal.
Quick Reminder : The conditions for a Heaven's portal to happen are as follows :
- You need to be in a state such as : dive, slidekick, butt sliding or slipping
- You must have touched the ground during your movement
- There needs not to be a floor below you (or else the 1st overflow cannot happen)
- Your vertical position needs to be greater than 0 (or else the 1st overflow doesn't happen)
- Your vertical velocity needs to be negative (or else the 2nd overflow doesn't happen and a deathwarps happens)
(A slidekick here is a required to be able to fall down after being teleported high)
If you want to know more about Overflow portals, Josh made a video about it : youtube.com/watch?v=4IVgXx-ZDHc
The reason why I had to make my way to this slope to be able to do a heaven's portal is simple : you cannot get a heaven's portal by slidekicking onto a flat seam, because seams are very particular. See, seams are called seams because they are edges of floors. When you are running onto a seam by using precise touchscreen inputs, you will be running on the floor, so the floor that is "below" you is the one you are walking on. Though, when jumping, slidekicking, diving, or doing any air movement over a seam, the game will treat it as if you're NOT over that ground, and will think you're over the ground below it. When doing a slidekick, you will bounce once for a few frames to then get back onto the ground and slide. So when slidekicking onto a flat seam that is not over a floor, an overflow portal will happen after the bounce. Though, that portal will also happen while your vertical velocity is POSITIVE, resulting in the 2nd overflow not happening, thus resulting in a death warp. When doing a slidekick over a seam that is sloped enough, the bounce will be low enough to make the game think you stayed over the ground (which is true), so then you can just hold a direction that goes out of the ground to get over no floor, resulting in a heaven's portal to happen since that time your vertical velocity will be negative.
Side note : Thanks to the Remote Interaction Glitch, this star is already theoretically doable in 0x B Presses on both versions, but the strat takes multiple centuries to do, so it's better to do this strat since it proves that it's possible without hacks.
Side note 2 : Before realizing that I could get a heaven's portal with the slope, my intentional way was to do it with the door oob space since it's a large floor you can stand on with a slidekick for a few frames. Plus, I didn't expect the heaven's portal to be that high in this course, so that door would help me get the heaven's portal while facing the rolling rocks room : youtube.com/watch?v=j_jLgDIMq-M
Thanks for reading and watching :D
Twitter : http://twitter.com/Sharkey91_
TAS made by Sharkey91 (me)
Twitter : http://twitter.com/Sharkey91_
TAS made by Sharkey91 (me)
Thanks for reading and watching :D
Twitter : http://twitter.com/Sharkey91_
TAS made by Sharkey91 (me)
You cannot simply lick a scuttlebug and go through a door with it. The game will automatically make you swallow it because otherwise you would have an unloaded object into your mouth since the objects are always specific to the room they belong to.
So here is the detailed explanation of what I do in this video :
First, I go into the huge room with the red coins, and spit out a scuttlebug next to the wall. Then I perform a glitch that requires the black brick and that allows me to go out of bounds, and I carefully land on the seam with a slidekick. Then I bring the scuttlebug all the way to an invisible room. Why is it invisible, and why am I in the dark ? Well, that's because to save space in the memory and prevent lag, the developers made a room loading system so that only the room where you are in is loaded. But if you go to another room without going through a door, the room will stay unloaded, which means that there are only floors, walls and doors. There is not any object loaded when a room is unloaded. That takes in account the elevators.
So when I fall into a dark room (which is the room the developers want you to go through to take the star, with an elevator inside), I'm able to do 2 things at the same time : I release the scuttlebug, but I also perform the Permanently Loaded Room Glitch : if you exit a room that was unloaded, it will load and stay loaded until you enter it and exit it again. That means I can safely go back to the red coins room, and the elevator room will still be loaded if I open an unrelated door.
But that's not the only room I need to keep loaded. I also need the Rolling Rocks room to stay loaded, or otherwise I can't take the star since it would be unloaded as it's an object that belongs to that room. Remember that if I simply spat out the scuttlebug into the Rolling Rocks room and opened the door to load that room, the red coins room would unload, which means that the scuttlebug would unload too. So I take the Mario cap since it's a lot easier to do seam walking with him. I perform the same glitch for the Rolling Rocks rooms, so that it stays loaded too.
For the last step I need to be as Yoshi, since it's near impossible to lose a cap and stay on a seam. I make it all the way to the elevator room, but I need to make sure to land on the seam. That part was very difficult because landing on a seam is not as easy as you might think. First, even seam walking itself is extremely precise. But when you are falling fast, you will not be able to land half between a floor triangle and its edge. Luckily, I figured out that corners have a larger seam area where you can be fully over a floor triangle. After landing into the corner, I go to see the scuttlebug because I want to get up with him.
I get up the elevator with the scuttlebug. When I'm at the highest point, I run onto the seam and go into the Rolling Rocks room without going through the door, which means that the red coin room (therefore the scuttlebug too) stays loaded. From there I simply spit out the scuttlebug, I do a slidekick recover and bounce on him while making sure he jumps to me so that i get the necessary height to get to the grate. From there I simply travel to the star.
Side note : You may have noticed that I released the B Button at the end to get out of the grate to take the star, but it's also possible to take the star without releasing the button. All I need to do is continue holding the grate and go over the star, and ground pound to get out of the grate.
Side note 2 : Thanks to the Remote Interaction Glitch, this star is already theoretically doable in 0x B Presses on both versions, but the strat takes multiple centuries to do, so it's better to do this 0.5x strat in a full BBC run anyway.
Thanks for reading and watching :D
Twitter : http://twitter.com/Sharkey91_
TAS made by Sharkey91 (me)
This method uses the old rabbit grab, and is 4 frames slower than the method used in the current any% TAS. We were originally doing this method at first. Then Really_Tall found that it was possible to grab the rabbit earlier to the right side, and that leads to the result in the current any% TAS. I uploaded it because I personally find it as cool as the fastest method.
Twitter : http://twitter.com/Sharkey91_
TAS made by Sharkey91 (me)
8% to 15%
25% to 47%
60% to 75%
79% to 100%
Attempts : 748
Thanks for reading and watching :D
Twitter : http://twitter.com/Sharkey91_
TAS made by Sharkey91 (me)
For details, visit http://tasvideos.org
Encode by Sharkey91
Re-record count : 111666
This TAS is made by Sharkey91, Really_Tall and ALAKTORN.
Submission : http://tasvideos.org/5417S.html
Publication : http://tasvideos.org/3370M.html
You can find our YouTube channels at :
Sharkey91: youtube.com/Sharkey91
Really_Tall: youtube.com/Really_Tall
ALAKTORN: youtube.com/abcdefghilihgfedcba
If you want to see the textured version of this TAS (which shows the invisible textures in the out of bounds sections), you can go to this video : youtu.be/ZOkbDUo-biA
This is a tool-assisted speedrun.
For details, visit http://tasvideos.org
Encode by Sharkey91
Re-record count : 111666
This TAS is made by Sharkey91, Really_Tall and ALAKTORN.
Submission : http://tasvideos.org/5417S.html
Publication : http://tasvideos.org/3370M.html
You can find our YouTube channels at :
Sharkey91: youtube.com/Sharkey91
Really_Tall: youtube.com/Really_Tall
ALAKTORN: youtube.com/abcdefghilihgfedcba
Thanks for reading and watching :D
Twitter : http://twitter.com/Sharkey91_
TAS made by Sharkey91 (me)
SIDE NOTE : Computers of nowadays aren't strong enough to fast forward the game enough, so I had to hack the value in order to make this video.
Thanks for reading and watching :D
Twitter : http://twitter.com/Sharkey91_
TAS made by Sharkey91 (me)
Thanks for watching !
Twitter : http://twitter.com/Sharkey91_
TAS made by Sharkey91 (me)