Really_TallThis version of Teleporter Room Early works on any version, but is useful on NTSC-U and PAL as it was previously impossible on these versions. Unfortunately it requires Ms. Mowz who wouldn't usually be obtained in a speedrun, so the trick saves a bit less time than it could, but still over 10 minutes. If it didn't require the Ultra Boots either then you could skip Chapter 6 on these versions. This trick is possible because of the method of Text Storage found yesterday by SolidifiedGaming that uses the Ultra Boots: getting Text Storage in this room was previously impossible.
To do this, first get double Text Storage by getting Timestop (youtube.com/watch?v=rjPdGuohIJ0) twice and then making a third textbox and getting rid of one of the first two, to disable Timestop. Make sure the textboxes stay on separate messages, as they will need to be closed at different times. Switch to Mowz, and press X. Make sure that both of the textboxes are still open at this point, pressing Z if necessary. As the text in Mowz's textbox is appearing, close one of the Goombella textboxes, then press Z. A second Mowz textbox will now appear by itself. As this is appearing, close the first Mowz texbox. You should now be able to move around. While the text in the second Mowz textbox is still appearing, pause and switch to Yoshi. You want to make sure that the other Goombella textbox does not close at this point, so pressing Z before switching to Yoshi (while in the pause menu) is a good idea. You should now have Yoshi out, have a Mowz textbox and a Goombella textbox on screen, and be able to walk around. Walk up the right side of the teleporter room and rub against it, then walk tightly around the corner. You are aiming to get Yoshi stuck on the wall. Now stand on the other side of the teleporter room. This will cause Yoshi to spawn inside the teleporter room, as there is a maximum distance that partners can be from you. Moving to anywhere left of the room will make this happen, but for the next part you should stand against the wall. Now make sure the Goombella textbox still isn't about to close by pressing Z, pause, press A, and unpause. Now press X as the Mowz textbox is closing to do a Yoshi teleport to Yoshi's exact position, not just his Y position. This has a 5 frame window, with the first Yoshi Teleport frame keeping you exactly where Mario is standing but the next 5 frames working as long as you are against the wall. This happens due to using a Mowz textbox instead of a Goombella textbox. You should now be inside the teleporter room, but you will be unable to move. This is because doing a Yoshi Teleport with a Mowz textbox causes a softlock. However, you can get out of this softlock by dismissing the Goombella textbox, and enter the teleporter! On the first 3 frames that the Yoshi Teleport works you will end up in the left seam of the room, so you should always hold right after the Yoshi Teleport.
One additional thing that SolidifiedGaming pointed out shortly after I found this is that you don't have to have Yoshi spawn inside the teleporter room, as you could simply wait a couple of frames when doing the Yoshi Teleport so that Yoshi it halfway through travelling to you, inside the teleporter room. This means you could do the trick at a corner of the room, by having Yoshi touching the left/right side and standing on the front side, which would be slightly faster for a TAS. However doing it this way means there are only 3 frames for the Yoshi Teleport, so for RTA you should always go to the other side of the room.
TTYD - Teleporter Room Early on NTSC-UReally_Tall2017-01-05 | This version of Teleporter Room Early works on any version, but is useful on NTSC-U and PAL as it was previously impossible on these versions. Unfortunately it requires Ms. Mowz who wouldn't usually be obtained in a speedrun, so the trick saves a bit less time than it could, but still over 10 minutes. If it didn't require the Ultra Boots either then you could skip Chapter 6 on these versions. This trick is possible because of the method of Text Storage found yesterday by SolidifiedGaming that uses the Ultra Boots: getting Text Storage in this room was previously impossible.
To do this, first get double Text Storage by getting Timestop (youtube.com/watch?v=rjPdGuohIJ0) twice and then making a third textbox and getting rid of one of the first two, to disable Timestop. Make sure the textboxes stay on separate messages, as they will need to be closed at different times. Switch to Mowz, and press X. Make sure that both of the textboxes are still open at this point, pressing Z if necessary. As the text in Mowz's textbox is appearing, close one of the Goombella textboxes, then press Z. A second Mowz textbox will now appear by itself. As this is appearing, close the first Mowz texbox. You should now be able to move around. While the text in the second Mowz textbox is still appearing, pause and switch to Yoshi. You want to make sure that the other Goombella textbox does not close at this point, so pressing Z before switching to Yoshi (while in the pause menu) is a good idea. You should now have Yoshi out, have a Mowz textbox and a Goombella textbox on screen, and be able to walk around. Walk up the right side of the teleporter room and rub against it, then walk tightly around the corner. You are aiming to get Yoshi stuck on the wall. Now stand on the other side of the teleporter room. This will cause Yoshi to spawn inside the teleporter room, as there is a maximum distance that partners can be from you. Moving to anywhere left of the room will make this happen, but for the next part you should stand against the wall. Now make sure the Goombella textbox still isn't about to close by pressing Z, pause, press A, and unpause. Now press X as the Mowz textbox is closing to do a Yoshi teleport to Yoshi's exact position, not just his Y position. This has a 5 frame window, with the first Yoshi Teleport frame keeping you exactly where Mario is standing but the next 5 frames working as long as you are against the wall. This happens due to using a Mowz textbox instead of a Goombella textbox. You should now be inside the teleporter room, but you will be unable to move. This is because doing a Yoshi Teleport with a Mowz textbox causes a softlock. However, you can get out of this softlock by dismissing the Goombella textbox, and enter the teleporter! On the first 3 frames that the Yoshi Teleport works you will end up in the left seam of the room, so you should always hold right after the Yoshi Teleport.
One additional thing that SolidifiedGaming pointed out shortly after I found this is that you don't have to have Yoshi spawn inside the teleporter room, as you could simply wait a couple of frames when doing the Yoshi Teleport so that Yoshi it halfway through travelling to you, inside the teleporter room. This means you could do the trick at a corner of the room, by having Yoshi touching the left/right side and standing on the front side, which would be slightly faster for a TAS. However doing it this way means there are only 3 frames for the Yoshi Teleport, so for RTA you should always go to the other side of the room.
Also, here's what the trick looks like in real-time: twitter.com/Really_Tall/status/817055803534376960Super Mario 64 DS - The Secret under the Moat Switch Star in 1 B PressReally_Tall2022-10-31 | This TAS collects the switch star of The Secret under the Moat in 1 B press. This is an improvement over the previous strategy by p_yoshi, which used 2 B presses (youtube.com/watch?v=2oXtUYehl24). The improvement is to use a new Heaven's Portal spot that's faster to access, fast enough that we can reach the star before the switch timer ends. This removes the B press that was used to backflip to the star as Luigi from high up the slope.
This improvement lowers the 150 Star B press total for the B Button Challenge to 17 on most versions, and to 20 on U 1.0 (the original release). Adeal's video on the remaining B presses (youtube.com/watch?v=HgAIYd_cgNE) is worth watching to see what's left! The video explains the version differences too, and the improvements since it was published are listed in the description.
My discovery that lead to this improvement relates to performing a Heaven's Portal (HP), an upwarp glitch that is incredibly useful in the B Button Challenge. Josh65536 has a video explaining portals: youtube.com/watch?v=4IVgXx-ZDHc
One of the most important requirements to achieve a portal is that there must be no floor detected below the character, not even a death floor. Conversely, the requirement to transform a Hell's Portal (a guaranteed death) into a Heaven's Portal is to move above a floor after the portal begins. Finally, before you achieve a Heaven's Portal, the character's motion angle cannot be changed. This set of constraints means that, intuitively, Heaven's Portals are only possible to perform if there is some form of gap in the course, such that there is an Out of Bounds (OoB) area with no floor that is between two areas with floors. Using this arrangement, a portal can be started from the first area by using the OoB area in the middle to accomplish the portal, and then moving above the floor on the other side makes it a Heaven's Portal.
However, I found a way to perform a HP without the OoB area being between two floors. It turns out that with TAS precision you can barely turn away from an OoB area while still starting a portal, such that you slowly but surely move back over the course. In this video I turn about 2° back towards the course, an angle which was enough to be considered over a floor after a couple of seconds and achieve a HP!
To begin, I used a pause clip to enter The Secret under the Moat (TSutM) as Luigi. This glitch was shared in 2019 by jraug44, though she discovered it years earlier before joining the community. Pause clipping works because some objects become intangible while far from the camera, and pausing in most courses displays an aerial view, by moving the camera far away. Amusingly, pause clipping trivialises entering TSutM without Wario which makes the complex hyperspeed method (youtube.com/watch?v=BtjFf1cZc6o) fairly unnecessary. That method is still the only way to enter TSutM without Wario if the moat hasn't been drained, but that doesn't serve much purpose. Josh65536 has a video explaining pause clipping in detail: youtube.com/watch?v=rBDJpKpITLM
Inside TSutM, I get OoB using a clip discovered by p_yoshi (youtube.com/watch?v=Af7kAPS42eU) then use a HP at the top of the slope, possible with my new technique, to reach the switch and press it. The B press lasts from when Luigi starts his backflip until he reaches the first corner of the seam. It should be possible to hold B for the entire star with better optimisation, but because my Y run ran out (youtube.com/watch?v=evbmJ06nA-g) I needed to release B to dive. Even with the faster HP spot, making it to star before the 40 second timer expires is very difficult. My first attempt was 16 frames too slow, and it seemed like the TAS might need redone from the switch press, which Migu started working on. However, I managed to save 18 frames at the end section, beating the timer by just 2 frames. I then delayed touching the star by 2 frames on purpose, because that has the fun glitchy properties of playing the star disappearing jingle and messing up the camera.
We don't have any ideas to remove the final B press to travel from the switch area back to the main area. There is one alternate way to cross the gap in 1 B press that Adeal found, which is to let the balloon Mario timer run out and then wall jump up. Even though it's possible with precision to press the switch as balloon Mario, this strat is too slow to get the star in 1 B press overall, considering how tight the timer is.
Note that this star is technically already possible in 0 B presses using the Remote Interaction Glitch (RIG) (youtube.com/watch?v=hn7x-Kuiz1c). However, strategies using RIG are counted separately for the B Button Challenge because each use of the glitch takes hundreds of years, as it requires spawning over 4 billion objects. Josh65536 explains RIG here: youtube.com/watch?v=yk9uoRYLgR4&t=1969sSuper Mario 64 DS - Stop Time for Red Coins (No Buttons Allowed)Really_Tall2022-10-22 | This TAS collects the red coin star in Tick Tock Clock without pressing any buttons! Only the touchscreen is used to move.
In SM64DS, there is one less red coin spinner than in SM64: the lowest one on the left was removed. This makes it impossible to simply run onto the spinners from the ground level, as is performed in SM64 (youtube.com/watch?v=mOqd3-WnZ1o). However, I figured out a way to climb higher and get onto them regardless!
The random setting of TTC (achieved by entering at 6 o'clock) is necessary because in the constant speed settings (3 and 9) the spinners will exclusively rotate anticlockwise, which makes it impossible to reach the two highest red coins.
Opportunites to manipulate the RNG after entering the course are fairly limited, but I found that turning the camera would influence it. I didn't investigate to see why, but my guess it that objects such as the cogs or the pendulums can only call RNG while loaded. RNG manipulation reduced the time spent waiting for the spinners to line up correctly, which made the star faster and easier.
Super Mario 64 DS has been beaten with 0 stars for the first time! This video from Migu explains the new glitch I found, Quantum Tunnelling: youtube.com/watch?v=dFImVnkCLU0
This TAS isn't heavily optimised, and is meant as a demonstration of a 0 star completion. We're going to work on optimisating it further and we hope to get the time under 6 minutes!
More on Quantum Tunnelling:
This video from bobbybob gives a broad overview of its early applications: youtube.com/watch?v=_5vIq-b6KZU A demo from SkicoNow: youtube.com/watch?v=o-DCuO1akQ4 A demo from Sharkey91: youtube.com/watch?v=Teq_oRd1BNQ More videos are in the works, too!TTYD - Teleporter Room Early Before Chapter 2Really_Tall2019-10-18 | This new method of TRE can be done any time after getting Paper Mode, and saves about 10 minutes by skipping Flurrie!
Back in June of this year, SolidifiedGaming (youtube.com/user/SolidifiedGaming) found using his collision viewer TTYDview that there was a tiny gap in the wall of the teleporter room. In Paper Mode your hitbox is small enough to let you through, but your speed isn't high enough, and without Paper Mode you don't fit. By hacking the bandit's position, Solid figured out a push from it while in Paper Mode would be enough to clip in there (cdn.discordapp.com/attachments/331913838305738752/586694604636553217/SG_TRE.gif). The bandit can be manipulated to walk to any part of the room, but won't walk through loading zones or walls. So despite a lot of effort we never managed to find a way to get it to that position and make this work.
However, today I found a way to make the clip work without using the bandit. When you do an unspin jump (jumping the same frame you unspin from paper mode) your hitbox increases gradually, but your speed instantly goes to the regular value. By holding an angle a tiny bit left from up, moving against the door, then doing the unspin jump right as you reach the gap, there are a couple of frames you can jump to make it through!
The new route would reveal the passage to Chapter 2 then do this method of TRE, which opens up The Great Tree. The only point of going there is now to get the Super Boots, so it doesn't matter that this locks you out from getting Flurrie there. This makes sub 2:30 possible RTA, and around 1:50 for TAS![TAS] Super Mario 64 DS - 100 Coins & Find the 8 Red Coins (Yoshi) in 1:02.83Really_Tall2019-09-04 | This is a test for the eventual 150 Star TAS. I developed a massive route improvement which utilises the full potential of shell hyperspeed, saving 27.44 seconds over the previous TAS! Migu made the first 10 seconds of this TAS, up to the koopa, and helped with routing and ideas. His channel: youtube.com/channel/UC26VJmVm9thX3lYzjWYBu8Q
The 100 coin star in Bob-omb Battlefield has gone through many iterations. For a while we did it as Mario and combined it with red coins. In January 2017 I made a decent Yoshi route, and it became faster to do the whole course as Yoshi... probably. There has been uncertainty around the fate of BoB for a long time, and I expected this test to be the final proof that Yoshi was slower. Well, that didn't quite happen: this is nearly 20 seconds faster than the best Mario TAS! It's improvable, but doesn't stand a chance of beating this.
Summaries: 1:54: Non-TAS. 1:38: The first TAS. 1:33: Better coin collection while flying. 1:37: I found a viable Yoshi route. 1:34: The combo is done in a new faster but harder order. 1:30: An optimisation of the previous route. 1:21: I saved 5 seconds, then Sharkey saved 7 on top of that. Better use of slopes on the shell, and an improved route for the sky coins. 1:02: The cannon is skipped, and the full potential of shell hyperspeed is unleashed!
There is still a possibility this won't feature in the 150 Star TAS: if we instead combine 100 coins with Footrace with Koopa the Quick, as Mario. We have a TAS of that by Adeal (youtube.com/channel/UCY8iADy0riTSelCeXsHNwOg) we'd need to cut 15 seconds from, which is unlikely, but could happen. There isn't a shell during that star so we have no way to get hyperspeed, otherwise it would easily be faster.
And now, an explanation of this TAS! I begin by charging Y run, which lets you accelerate in just a couple of frames, and increases your top speed by 20%. It's only depleted while running, so I maintain it on the shell. After licking the koopa I begin a trick called shell hyperspeed: there's no speed cap while riding the shell whatsoever, positive or negative, and you can gain or lose speed using a slope. A big limitation to shell hyperspeed is the shell's turning circle, so the second red coin requires a wide turn. On the big slope after the third red coin I build even more speed. Turning and jumping is the fastest way to reach the the fourth red coin, even though I could get more speed. I build speed yet again after the fourth red, and jump to the lines of coins on the mountain. If the shell's turning circle was much smaller I could collect both lines then jump directly to the island without doing another loop, but unfortunately that isn't possible. After the island red coin I hold right to redirect my momentum, otherwise I'd actually hit the wall before landing... there's a maximum speed to get the bridge coins anyway, so this works well. The large turning circle means I can't get more than four of the five coins. You may think I clip through the gate by moving so fast, but there's actually a small gap between the two halves! You can clip using long jump speed. I then use a slope to reduce my turning circle and collect the ring of coins nicely. Swallowing the koopa from earlier lays an egg that can be thrown, and because koopas produce a blue coin, the egg makes one for each target it hits, up to five. The first bob-omb it hits blows up a brick Yoshi can't break, getting me three coins. The egg only targets enemies on screen so I manipulate the camera to get the correct order, and to make it target a fifth bob-omb by the gate. It hits the ground trying to reach that one. After those coins I use a bob-omb to reveal a mushroom. There's a delay before you can collect it, so I can charge Y run again without wasting time. Now it's time for giant Yoshi. The most important thing here is to conserve Y run using kicks and punches. Even those cost two Y run, so the management is incredibly tight. Crouching also helps to conserve it because you retain your speed, and then kick. I hit the goombas on their right side so that they fly left and drop their coins in better spots. Collecting a red coin to reach 100 coins makes the cutscenes overlap, and I regain movement before the 100 coin star becomes tangible. That means I can collect it as close as possible to the red coin star!TTYD - Super Jump TRE without Bobbery on PALReally_Tall2018-09-24 | This sequence of tricks allows you to do the Super Jump (youtube.com/watch?v=n03xbC1-Mvs) method of Teleporter Room Early (TRE) (youtube.com/watch?v=Idiw9TtZaSs) without Bobbery. Previously Bobbery was needed to blow up the pillar on the right side of the room, as otherwise there was no way (apart from using tube mode, which is even slower) to get next to the teleporter room with Jump Storage (JS). This saves about 8 minutes in the Any% English/PAL category, but only works on the PAL version of the game, for reasons explained later (in the fourth paragraph).
First we need obtain JS. There are a variety of ways to do this: one already used in some RTA runs is to load a save at Flurrie's house, use Koops as you enter the cutscene at her room's door, then game over after leaving her house. I chose to show off new tech found by SolidifiedGaming (youtube.com/user/SolidifiedGaming) that lets you get JS using Yoshi and a spring, very similar to using a switch as shown in my Hooktail Castle Stair Climb video (youtube.com/watch?v=V-KTddurUxI). You need to bounce on the spring twice, because the spring still performing an animation when you hit it gives it slightly different properties, meaning there's a frame you can dismount to get JS. From here I game over and load a file prepared earlier that was saved in the room left of the teleporter room.
This is where things really get interesting. The idea is to get through this room without losing JS, but the loading zone is up a high ledge, and jumping, using Koops, mounting Yoshi, and dismounting Yoshi all make you lose JS. How is it possible? Well, the first step is setting up Text Storage (TS) (youtube.com/watch?v=jkoTsSuuD60). The usual way to get TS is to repeatedly jump while holding no direction (neutral) and then move while in mid-air, so that Goombella stays relatively still. That isn't an option since jumping would get rid of JS, but trapping Goombella behind a wall works too! There's a star piece hidden in this room, which is lucky as otherwise we'd need to get a random item drop from the other battle.
Now the PAL version becomes important. You see, with the language set to English (the sole language available on the NTSC-U version) Goombella only has one textbox in this room, which means it's impossible to get out of the battle while preserving TS. In fact, there are only two languages that have more than one textbox: Italian and French, both only available on the PAL version. Italian is slightly faster throughout the rest of the game according to Zephiles (youtube.com/user/Zephiles), so I used it for this video.
After getting TS I switch to Yoshi, and trap him behind the same wall from earlier. It turns out your partner's movement when they're trapped is... weird. Moving right causes Yoshi to jump about five times his own height to get up on top of the platform he was behind. The weirdness continues as Yoshi can jump onto the moving platforms from here too, though this seems a little inconsistent. Finally, it turns out performing a Yoshi Teleport does NOT remove JS, as you neither mount nor dismount Yoshi, technically. So now Yoshi is above Mario, there is a two frame window to teleport right up to him, making the loading zone accessible! Once inside the next room, the trick proceeds the same as when Bobbery was used (youtube.com/watch?v=Idiw9TtZaSs).TTYD - Faster Hooktail Castle Stair Climb (Super Jump)Really_Tall2018-09-21 | Hooktail Castle Stair Climb (HCSC) was originally performed using some interesting tech with Koops (youtube.com/watch?v=_bg3iPymhWw). The trick has been possible with a Super Jump (youtube.com/watch?v=RlRDkhPPT-E) since they were discovered (youtube.com/watch?v=n03xbC1-Mvs): you could get Jump Storage (JS) elsewhere and use tube mode to preserve it while going to this room, or simply game over and then load a file saved in this room. New tech found by SolidifiedGaming (youtube.com/user/SolidifiedGaming) lets us get JS using springs and switches, under certain conditions. The HCSC method in this video still requires Yoshi and Bobbery, but cuts out the need for tube mode.
First, I hit the switch and stand on the moving block. You can use Koops or Bobbery for this, as usual, but I showed off the TAS method since it's cooler. From here you want to either hover or fall onto the switch, and pause as you land on it. Unpause, and there is one frame where you can dismount Yoshi and obtain JS. Then hit the switch using Bobbery (using Koops would remove JS), ride the block, and hold left at the top to walk up the step and do the Super Jump.
This is the fastest way to do HCSC at the moment, but since it requires Yoshi and Bobbery it's only useful in categories such as 100%. There's still no way to do this on the first trip through Hooktail Castle in Chapter 1.
For consideration in RTA runs: you can also use the spring at the entrance to Hooktail Castle to get JS. You lose time travelling through the castle since you can't use Yoshi, and instead have to use tube mode to keep JS. However, you can make attempts at attaining JS much more quickly, and it's easier too.Super Mario 64 DS 80 Star Speedrun in 1:11:33Really_Tall2018-05-31 | Twitch highlight: twitch.tv/videos/267200356
This was a nice run, and it felt much more satisfying than my last PB because it was deathless. I still have big timesaves in BBH, WDW, and a few other courses: 1:10 next!
Previous PB (1:12:15): youtu.be/ddgVNkCkN7YTTYD - Blimp Ticket Skip (Not Faster)Really_Tall2018-05-19 | We can now skip the Blimp Ticket and reach Glitzville without it... but this doesn't save time. Blimp Ticket Skip wouldn't be possible without SolidifiedGaming's recent discoveries (youtu.be/n03xbC1-Mvs) of Jump Storage and Super Jumps, each used twice.
To begin, you need to play until the Super Boots as they're required for two parts of the skip. You also have to copy your file before this point, so that Jump Storage is readily available. I used the earliest known place to get Jump Storage, a cutscene with Punio in Rogueport Sewers after Chapter 1, though a slightly faster option is a cutscene in Flurrie's house (youtu.be/KOOkMCA-0Ag).
After getting the Super Boots, you need to complete a certain trouble. This is technically faster to do immediately after Chapter 1, but BTS is a lot slower than the current speedrun route regardless. The reason the trouble is required (and the trick is so slow) is that some troubles result in an email being sent to Mario... two hours after completion. Credit to PistonMiner (twitter.com/PistonMiner) for confirming that sadly, this timer is the same for all six of the applicable emails. This email is necessary much later for the very final part of Blimp Ticket Skip. Even if waiting two hours for this email wasn't necessary, the skip would barely be faster (and might not be faster at all) in its current state. The trouble I use is Koopook's trouble "Try to find me!", though Pine T. Jr.'s trouble "Help my Daddy!" or Eve's trouble "Tell that person..." could alternatively be used if you first advanced the game to a Chapter 6 state by reading the note on Poshley Sanctum's door.
Once the trouble is complete, next go to Poshley Heights. This can be done early using Hazard Respawn Glitch (youtu.be/W6ShTBcR2zk) to access the blue pipes in Rogueport Sewers. The large blue switch can only be hit using the Super Boots, so this is the first place they're necessary. Save in Poshley and reset the console. Now the second file can be used to get Jump Storage (youtu.be/n03xbC1-Mvs) by shooting Koops at the same time as touching the Punio cutscene trigger. You can't simply reset at this point because that would clear Jump Storage, so from here you need to game over without jumping. I let a Spinia first strike me to do just that. Now go back into the first save file, and walk to Poshley Sanctum (don't jump). Inside the Sanctum a Super Jump is used to get up the blue switch that makes the pipe accessible. This is what Jump Storage was needed for, and the Super Jump only works if you walk up a step first, which is important later. Chapter 6 can be completed, and the intermission sequence happens as usual.
After the intermission is when the crucial part of Blimp Ticket Skip occurs. Beating Chapter 6 was necessary because there's an email after you get off the Excess Express. This is an email from Peach, which is different from Koopook's because it has a cutscene that comes with it where your partner talks. This means you can get Text Storage (youtu.be/F8sWFKeFZsw) using the nearby star piece inside a floor panel, the second use of the Super Boots. Two hours must have elapsed between completing the trouble and now, or the email from Koopook won't be available. You don't recieve the email instantly, rather there are set locations you can receive it, in multiple rooms. Luckily, one of these rooms is the blimp room, and the trigger is based on Mario's X coordinate, meaning the email can be obtained while Out of Bounds on the train tracks (youtu.be/9R9hAcEnzkE). The train tracks are vital because as stated earlier, a step is required to initiate a Super Jump. There are no other steps in this room. Unlike the Punio cutscene, using Koops while moving into an email trigger does not give you Jump Storage straight away. The email only cancels the first jump of the two you do when using Koops, hence Text Storage is required to cancel the second one, by closing the text box. Having Jump Storage while on the train tracks means you can Super Jump straight to the blimp in the background (faster), or to the pipe in the foreground behind the cheep cheep (much easier). And thus, the Blimp Ticket has been skipped!
Although this doesn't save time, it does mean you can beat the game without the Emerald Star. The minimum number of Crystal Stars is still three though, because you have to get the Garnet Star instead, to perform Blimp Ticket Skip. And since the Blimp Ticket is never obtained, the minimum number of key items required to beat the game is lowered by one if you use the email from Eve's trouble, which doesn't reward you with a key item. We are also a single jump away from making Blimp Ticket Skip faster, since we could get Jump Storage on the second file then load the first file at the end of the intermission, coming off the train... all we need to do is reach the train tracks from there without jumping.Super Mario 64 - TAS Comp 2018 - Task 5 in 553 (1st place)Really_Tall2018-03-18 | This was really fun. First task I entered, but managed to win regardless. I'm happy that my strat of using the heave ho was unique, especially since it got me the win! The best I got without it was 5"63, which would have tied for 2nd. I'll probably do more tasks, but unlikely I'll do all of them. Task 6 seems interesting, so I'll consider it. To manipulate the heave ho, I had to use a trick that pannenkoek discovered in 2015 (youtube.com/watch?v=Ivr78SUDpl8). He also has another video that looks at it in a bit more detail (youtube.com/watch?v=ocMLVw_JY08). This trick was necessary because the position I needed the heave ho outside its normal area to get the perfect boost from its hitbox.
Jump from any pole or tree and then in any order: collect two different colored coins, collect a 1up, and break any colored [!] box. Finish by killing Mario.
- Time starts the first frame Mario is in the air from jumping off the tree/pole and ends on screen becoming completely black - Mario must lose a life to be considered killing Mario - Must start with Max HP and Mario's cap on - JRB pillars count as poles because they are functionally poles - No grabbing any grabbable objects prior to time starting - No breaking [!] boxes with caps in them before time starts or wearing power-up caps before time starts - No activating 1ups before time starts - No interacting with any killable enemies in any way both before time starts and before time ends. Accidentally triggering a bob-omb's fuse or making an enemy run towards you is OK if you don't collect its coin or get pushed by its hit box or gain any advantage from it This is an optional co-op task. You may co-operate with just one other person.
DQ: ErikCR - Revealed his time in DMs with the comp account - effectively strat-talking with the person running it DQ: Peter Griffin - does not complete any task objectives, just falls in lava & dies DQ: ThatTA5ER - does not finish the run by dying DQ: JJplaysgames - falls from the pole, rather than jumping DQ: LeddaZ - interacts with a killable enemy & collects its coin DQ: OJJ - Revealed his time in DMs with the comp account - effectively strat-talking with the person running it DQ: LukeSawardSRL - Did not finish the run by dyingSuper Mario 64 DS - The Secret under the Moat without WarioReally_Tall2018-01-17 | This glitch allows you to enter The Secret under the Moat not only as any character, but also while the moat hasn't been drained. This wouldn't have been possible without both the discovery of a hyperspeed running spot in the castle grounds by Yoshi Fan 2800 (youtu.be/7yVhWOevWQQ), and the subsequent testing by Nico Skow (youtube.com/channel/UCewNHVERHCuyYDwah3DYSYg), who managed to get Out of Bounds. Josh65536 (youtube.com/channel/UCg_BpkqF9ANYYcXQ8FZXGhA) also helped out with info, and having text on screen. Please check out their channels! This glitch also reduces the B Button Challenge total with the Remote Interaction Glitch (youtu.be/hn7x-Kuiz1c) from 7 B presses to 2 B presses, and the total without RIG from 33 to 31. The entry can be done in 0 instead of 2, as pounding the pillars to lower the moat is no longer necessary, and the switch star can be done in 0 instead of 3 if RIG is used.
There are two obstacles to entering the TSutM loading zone. These are the black brick, and the grate underneath. This grate has no reason to exist in normal gameplay, as you shouldn't be able to break the brick without first lowering the moat, which makes the grate disappear. It's an overlooked leftover from before the brick was added, but it makes entering this level early more difficult: with no grate you could simply do the first part of moat skip as Wario and then break the brick to get in without lowering the moat. Now, if the grate was the *only* obstacle, then bypassing it would also be fairly easy. It is possible to get OoB in the castle grounds as Mario or Luigi using a tree clip (youtu.be/9uUw6eBan2Y). However the brick covers the entire loading zone, so you can't get in. The only ways to break a brick are using Wario, who can't get OoB to get past the grate, or with a giant mushroom, a power-up not in the castle grounds. So is entering The Secret under the Moat without lowering the moat and using Wario impossible?
First, I get to the hyperspeed running spot on the bridge. Curiously, I couldn't manage to build speed on the U 1.0 version of the game, but after switching to U 1.1 I got the trick straight away. I haven't confirmed it's impossible on 1.0 though. You gain speed here due to running slightly downhill on this type of slope, just like in my original discovery of hyperspeed running (youtu.be/Dv6gnBky2Y0). Doing it on the spot was something first found inside the Shifting Sand Land pyramid though, by Nico. There are now a few spots like this known in the game (youtu.be/1itB39rKYMI). After building speed I break free and then do a weird thing found by Nico in his testing: with enough speed you can run onto one of the walls at the edge of the stage. I've not seen this before: ALAKTORN did a similar thing while riding the shell (youtu.be/Kbyszw8VOOw) but doing so while in the running state is new. Although you lose speed rapidly as you go up a hill, on the outer walls you gain speed even faster than before! I now have a speed around 5400. Somehow, when you have speeds at this level, moving around up here can clip you past the outer walls. SM64DS has an oddity that comes into play here: if your Y coordinate is above 0, and there is nothing below you, then you are able to run in air. The position where the Y coordinate is equal to 0 is barely above the water level, so I need to run around as Yoshi slowly loses height. I hit the water near the TSutM entrance, remaining just slightly OoB. I then swim under the grate, and into TSutM.
But wait! What happened to the black brick, covering the loading zone? Well, not all objects in the game are always loaded. Some depend on the position of the character, others the camera. Josh65536 informed me of the conditions for a brick to be loaded: 1. The block's true center must be 1536 units away from the player, or less. 2. It must be on screen, where "on screen" is defined as an imaginary sphere with its center at the block's true center, and a radius of 300 touching the camera's range. There is no way to prevent the first condition from being fulfilled. But by reaching such obscene speeds, the camera becomes far away from Yoshi. It follows at a constant speed, but when hitting the water it stays in a far away position and only slowly catches up. By landing as close to the loading zone as possible while staying OoB I can swim under the grate, just before the camera catches up enough for condition 2 to be fulfilled and for the brick to load!
Now after collecting the star, another glitch occurs. There should be a celebration animation, then options, and then the 1 star text. However, these are skipped due to hitting the water. One final thing to mention is that choosing exit course from inside TSutM is a new way to get into the main area of the castle early, though obviously a lot slower than the method used in the TAS and many speedrun categories (youtu.be/ZOkbDUo-biA?t=2m10s).Super Mario 64 DS - Chief Chilly Challenge Red Coins in 55sReally_Tall2017-11-12 | This is an IL (individual level) speedrun of the red coin star in the stage Chief Chilly Challenge, with a time of 55.83 seconds. The previous record was 1:04 by Fox (youtu.be/Ii5bTNgNl5Y). By developing a new route of about the same difficulty, I managed to get my time down to 1:01.47 (youtu.be/e3B1CFX-p8o). I then found an even faster, much harder route, seen in this video.
The main difference over Fox's route is that I don't hang around for several seconds at the part with the giant moving blocks. I instead triple jump and dive to grab the 6th red coin and then barely make it over the gap, the hardest part of the IL by far. Jumping too late means you won't grab the coin (twitter.com/Really_Tall/status/929773465162403840), and too early means you won't clear the distance, both because the block is rising. Getting here quickly enough to even attempt this jump is thanks to using the no input trick during the start. If you don't hold a direction then you'll lose speed at a much lower rate, so I get out of the wind much sooner. The exact movement I do after this isn't too important though, as I'd just be early for the precise triple jump. These strats also lead to the block cycles being favourable when leaving the island, so I don't have to delay as Fox does.
I've been working on SM64DS ILs on and off for the past few months. This IL marks me hitting 10% completion: 62 out of 615. There are a lot! I have videos of all the others, but some were from before I got my capture card. They're unlisted, but you can find them in this public playlist: http://www.youtube.com/playlist?list=PL_hXCr8GXhATSL0JBasz-yRgxcrgJLYU_. You can also find them on my profile here: speedrun.com/user/Really_Tall/individual_levels. The final place is Twitter, where I have been directly uploading many of them. Here's this one, with a Streets 1:12 reference included: twitter.com/Really_Tall/status/929785779064328193. I'll continue to keep the majority unlisted, but will occasionally upload them publicly on YouTube if particularly impressive, like this one.A Hat in Time - The Mailroom Early (No Ice Hat)Really_Tall2017-10-15 | This skip makes it possible to access the time rift The Mailroom without the ice hat. The only thing required to do this skip is the scooter badge, and of course the sprint hat, as the scooter badge does nothing without it. Update: there is now a way to do this with only the hookshot: youtube.com/watch?v=wZ2JG0nLeFs
First, empulent (twitter.com/Empulents) found that you could bypass the barrier at the bottom of the slide that pushes you back using the brewing hat, by jumping and throwing a potion as you go through it. After doing this you could do a second jump, but it wasn't close to reaching the top. Next I found a way to the top, but it actually required the ice hat: you can use the ice hat, release the button after hitting the slide floor, and then jump out of that, and repeat this up the slide. Of course, as you are usually supposed to use the ice hat, this was useless. After that I found a way to get up using the scooter, but it was harder than the method shown in the video. I still threw a potion to get past the barrier, and then got on the scooter and got off again by mashing LT as fast as possible, all the way up the slide. When you dismount the scooter this way you get a small height boost, and you can repeatedly do this to get all the way up. However, with the amount of height you get, it's very difficult to even climb up and not just go back down: I barely managed the trick this way, even when using cheats to play the game at half the regular speed. The next major breakthrough was when I remembered that after you dismount the scooter by pressing LT, you are able to jump once you start descending. This means instead of just spamming LT as fast as possible, you can get on the scooter, immediately get off, but then jump and hold forwards to get a lot more height. This makes the skip actually doable at full speed. The final detail I figured out to actually achieve this myself was that you can bypass the invisible barrier at the bottom of the slide by dismounting the scooter and then going through it, rather than throwing a potion. This made the trick a good bit easier as you don't have to worry about switching hats halfway through.
While doing this trick, I release the analogue stick with a rhythm, the same way the scooter mount and dismount and the jump have a rhythm. I release it just just before/as I get on the scooter, and start holding forwards again a moment after getting off the scooter. This ensures I don't hit the slide floor before doing the jump.
This trick may end up useful in the 100% (All Time Pieces) category, as I believe it would allow entirely skipping the ice hat, so the 8 yarn required to create it no longer need to be collected. It seems like collecting the 200 pons to buy the scooter badge will be slower for Any% though, compared to collecting those yarn. However, nothing is certain yet as the trick was only just discovered. Even with the improvements to the skip it is still very hard, and it took me a couple of hours of testing and practicing to finally get it. However I then got it again a few minutes later (the attempt shown in this video), so I think if it is useful then top runners should be able to get it down fairly consistently, eventually.Superstar Saga (3DS) - Text StorageReally_Tall2017-10-08 | This glitch makes it possible to walk around with a textbox on screen, and take it to unintended screens. I first found this trick in the area shown in the video, and then SolidifiedGaming (youtube.com/user/SolidifiedGaming) found that it can also be performed using the guards in Beanbean Castle a couple of days later.
To do this, first find something that displays text on screen when you interact with it, such as a sign or NPC. It will need to be very close to a loading zone, which is the limitation to this trick that causes it to only work in a couple of places. In this game it is possible to interact with objects while airborne, so in this case you can jump, read the sign while moving upwards (and also move over the loading zone), then fall onto the loading zone while the text is coming up. Reading the text while coming down from a jump does not work, because it does not have enough time to start appearing before you take the loading zone.
There are three known ways to cancel the text, which are all shown in this video. These are: 1. Pressing a button that normally advances text: A, B, X, Y, or R. 2. Pausing and unpausing. If you pause, save and reload then the text will also have disappeared. 3. Starting a battle and then ending it.
This trick currently has no uses, as closing the text doesn't allow you to do anything wacky, such as doing a double jump or cancelling an animation.Partners in Time - Baby Spin SkipReally_Tall2017-08-31 | This skip, in conjuction with Gate Skip found today by SolidifiedGaming (youtube.com/watch?v=xNLtC1URKsw), makes it possible to go straight from getting the ball ability to the final bosses of the game. Gate Skip saved about an hour on its own, skipping Thwomp Volcano, Thwomp Caverns, Mothership, Toad Town, Star Hill and Star Shrine. However, Gritzy Desert, the Koopaseum and Gritzy Caves still needed to be completed to get both the baby spin and baby cake abilities. This skip cuts out the need for those abilities, allowing Gritzy Desert, the Koopaseum and Gritzy Caves to also be skipped.
Both this skip and Gate Skip use a new trick called ball clipping, also found by SolidifiedGaming. This works by facing away from a wall, either to the left or the right, and then entering ball form. There are very few places this actually works, as the type of corner needed is weird and not quite understood, but the clip is first shown at 0:25 when I do Gate Skip. The next part of the video is pretty standard, until taking the blue pipe into the main castle area. The fastest route here uses baby cakes and baby spin twice (youtube.com/watch?v=6J6KXv-ZDhY). Even with the new glitch, there is no way to get past the platform that the 2nd baby spin is used to overcome. However, the previous route for this area only used them each once, to get up a single ledge (youtube.com/watch?v=E26Sdel9-Y0). I essentially follow this slightly slower route, but use a ball clip in place of a baby spin at 2:04 in my video. By then picking up the babies from Out of Bounds they can access the high ledge, and from there take a path to the button that allows Mario & Luigi to access one of the two pairs of blocks that needs to be hit. From here the route is pretty much the same as the 1 baby spin route.
Gate Skip was originally estimated to save an hour, and this additional skip should about 35 minutes. However, the final boss will be unbelievably difficult, along with being a lot slower, due to extreme under-levelling. The time save will still be over an hour by a good margin, but some detours may be required to get good gear and/or items. The TAS will also lose time on the final boss but less detours should be required, if any, and it will hopefully be a little under the 2 hour mark!Super Mario 64 DS - New 50 Star Door SkipReally_Tall2017-08-23 | This skip makes it possible to get past the 50 star door as someone other than Mario for the first time ever, specifically as Luigi. If it can be done as Mario (still awaiting confirmation) then the game can now be beaten with 0 rabbit clips in an Any% TAS, likely saving time and requiring a new TAS to be created! Not only would the lengthy time of catching the rabbit be skipped, we would no longer need to talk to Toad to spawn the rabbits in the first place. This may also affect the 150 Star TAS but implications are currently uncertain.
To start off I make my way to the mirror room as Luigi. Once there I do a glitch found just today by J_duude: getting Out of Bounds using the Wario painting (youtu.be/zT-YBK1NrA8). He did it by diving into the painting, and discovered it completely by accident. However, I do it using a sideflip, which means I can do a dive reset (youtu.be/LYE3pbvhlcE) once I clip through. I backflip after this dive reset to land on the seam of the room. It's easier than in most rooms as the actual floor is rectangular and thus stretches past the walls next to the mirror, meaning there is a large OoB space where I can walk. The exact details of how the clip works are still not fully understood, but we believe it is the painting frame that allows this clip to happen. Also unknown is whether this clip could occur with any other painting.
Once OoB, all it takes is a triple jump with Y run to make it up to past the 50 star door. The textures for all the rooms outside the mirror room would not usually be loaded here, but I have some cheats on that make the textures visible. I actually stay OoB by landing inside one of the steps, which means that my method of endless stairs skip (youtu.be/uF2mOEEDm4w) could be done extremely fast directly afterwards in a TAS. However, I just dive into Over the Rainbows from underneath for fun.Super Mario 64 DS Any% TAS Released!Really_Tall2017-03-19 | The TAS: youtube.com/watch?v=ZOkbDUo-biA
This is what I've been working on for the last 3 months or so along with Sharkey91 and ALAKTORN. It's nice to have it finally done! Will hopefully be uploading more regularly now, but I'm still quite busy with school, so we'll see.
Song: Bob-omb Battlefield: Big Bob-omb on the Summit by Sharkey91Super Mario 64 DS - Walk Underwater Using a ShellReally_Tall2017-01-23 | This glitch makes it possible to walk underwater using Yoshi and a shell. This theoretically works in any course with both water you can enter and a shell, so CCM, JRB, SSL, DDD, SL, and THI. It is only useful in JRB and DDD though. I collect Through the Jet Stream BCCless using this glitch to show it off, a lot faster than my previous video when I discovered the first BCCless strat for the star (youtu.be/70F5DqmbSDI).
To do this, you have to do a trick with a shell so that you can ride it again after spitting it out. I showed this off in a recent video (youtu.be/VKtARldfd5Q). Essentially the shell has to be touching the ground the first frame after you spit it out, which causes it to remain stationary instead of travelling forwards in a straight line. This glitch can also be done by having it touching the surface of the water the first frame after being spat out. There are a couple of different but similar things that can occur if you start riding a shell near water, which I will explain. The first is when you start riding the shell, you will be far enough below the surface of the water that you will stay beneath it, and will now be riding the shell underwater. However, Yoshi was not swimming when he started riding the shell, and Water Storage (youtu.be/mSaHtiD2keM) does not occur. Going deep enough into the water does not cause you to start swimming and you can stay under the water for as long as you like, as long as you don't go close enough to the surface to clip onto it. The second is the one done in the video, though for the purpose of the video it makes no difference. When Yoshi starts riding the shell he is swimming, meaning that Water Storage happens, as Yoshi has left the water without going to the surface as intended. This has a variety of effects that are fairly interesting such as being able to start swimming again by creating an egg. Nico Skow made a video on doing this in SL: youtu.be/b0Ejgehkm0w. The final thing that can occur is that Yoshi is swimming when he starts riding the shell, so Water Storage occurs, but he is too close to the surface so that he clips onto the surface immediately after starting riding the shell. Despite being above the surface, because you have Water Storage you can just break the shell and fall straight through the water to walk underwater.
This glitch will be very useful for the 150 Star TAS. Just the star shown saves about 9 seconds over the old strat (linked in first paragraph) when both this strat and the old one are optimised. This also saves time for the stars which require going to the cave area of JRB, making it worth it to do two trips to JRB, one as Luigi and one as Yoshi. The Secret Aquarium is a lot faster as Luigi and 2nd Key Door Skip can be done straight after JRB as Luigi (youtu.be/sLW1lRJKKwk, youtu.be/UfVZu-PkMck), so the stars faster as him may as well be done as him to save the time it takes to put on a cap if they were to be done as Yoshi. Visiting JRB as Yoshi also means a slightly faster strat can be used for Blast to the Stone Pillar (youtu.be/Atak8BsxKQ0).
Walking underwater should also save some time on Chests in the Current in DDD. If there was a way to walk underwater and also get a cap, by having it at the start, losing it, then putting it on while underwater, then that would potentially save time on other stars, but sadly it doesn't seem to be possible. The problem is that putting on a cap with Water Storage active will make you start swimming again, so Water Storage needs to be cancelled. This can be done by walking on the ground underwater, but the ground near to the shell is too close to the surface for you to be able to walk on it without instantly starting swimming again. So you would have to use the lower ground, which is very far from the box with the shell. This means that if you get hit by a skeeter to lose the Mario cap and have it travel towards that ground then it will disappear before it gets there. Thus I don't think it's possible to do it, and if it was the setup would be so crazy that it wouldn't even save time.
One final note: though Nico's video was uploaded before this one, I discovered the glitch: this video was just unlisted for a few days.TTYD - Teleporter Room Early on NTSC-U without MowzReally_Tall2017-01-06 | This method of Teleporter Room Early does not require Ms. Mowz, while the method I found yesterday (youtube.com/watch?v=9HV1Q6Xb9gA) does. Skipping Mowz saves about 8 minutes, however this trick is incredibly difficult so it will likely never be used in RTA, and the version with Mowz will be used. This would save about 8 minutes in a NTSC-U/PAL TAS though. This version still requires the Ultra Boots as Text Storage is a large part of it, so sadly Chapter 6 still can't be skipped.
To do this first get Timestop (youtube.com/watch?v=rjPdGuohIJ0) four times. Each textbox should be on a different message. Now go into paper mode, walk through the loading zone (possible because of Timestop) and fall OoB. As you are falling release R. This gives you Hitbox Glitch, which decreases the size of your hitbox, and will be needed later. Now press X to get rid of one of the textboxes and make a new one, cancelling Timestop.Walk to where I walk to, press Z and then immediately pause, and switch to Yoshi. Quickly walk around to the top edge of the fence so that Yoshi gets trapped, and then stand next to the teleporter room. If Yoshi doesn't get stuck behind the fence you can try pushing him behind it by walking into him, or switch partners twice, pressing Z before each switch. Now next to the teleporter room, wait until Yoshi is falling from his jumps he does on the spot, or until he has just landed. Pause, press A and then unpause. Now press X on the correct frame to do a Yoshi Teleport. To get the correct height you need to Yoshi Teleport on one of the last frames, to get as low a height as possible. This is either a 1 or 2 frame trick, I'll update this when I know for sure. The next part is very precise. This is also where Hitbox Glitch comes in: by standing extra close to the wall due to the smaller hitbox, it is possible to get directly under the seam on the first Yoshi hover. (Without Hitbox Glitch you would be pushed out to the right by the wall at that height, and would have to lose height with the first hover, making a extra textbox necessary. You can only get four textboxes as there are four messages, so Hitbox Glitch is needed for the trick to be possible.) You need to hold left, then start holding right at the right time, and then possibly switch between left and right a bit more, so that Mario is directly below the right seam of the teleporter room. While doing this press A or B so that the second textbox closes at the peak of the Yoshi hover. Now close the third and fourth textboxes at the peaks of the next two hovers: closing a textbox starts another hover that allows you to gain a little bit of height. If done correctly you should get enough height to land on the seam, with no textboxes remaining. The reason you need to be on the seam here is you are now in a way softlocked. You can slide around very slowly, holding onto the floor, but cannot open doors, hit the teleporter room switch, jump, hammer, etc. To cancel this softlock, hold up to slide onto the bottles. Now hold left and you will fall off the bottles. Falling off something is one of the only ways to cancel the softlock, along with taking a loading zone or starting a battle. Now you can just hit the switch and take the teleporter!Super Mario 64 DS - Sign ClippingReally_Tall2017-01-03 | This glitch makes it possible to get Out of Bounds by reading a sign. Sadly there is only one place I know of that this works, which is the sign near the top of Wet-Dry World, as the glitch is dependent on course geometry.
The reason this glitch works is because when you read a sign, you are forced to move in front of it. During this movement there is no collision detection, and your Y coordinate is locked. You don't necessarily have to read the sign while at its height though, and with (probably) every sign in the game you can land on it, slide off, and then read it while at the height you would be while standing on it, floating in the air during all text boxes. The more interesting thing though is reading a sign while lower than it, or more specifically lower than the height of the ground you are moved to when reading it. SM64DS has some snapping when very slightly above or below the ground. Otherwise it would be possible to fall below the ground when reading a sign on even the slightest slope. This means that sign clipping requires either a gap next to the sign, or a fairly steep slope. The sign nearest the cannon in Snowman's Land is almost usable for this glitch, as it is on a slope. When snapped you move upwards a maximum of around 210,000 units, meaning that if you are over 210,000 units below the ground you will not be snapped, and fall below. In SL I could get less than 2,000 units away from being able to fall OoB, tantalisingly close. Getting OoB there would mean you could just jump into the cannon without talking to the bob-omb to open it, which would have the possibility of being faster for the TAS, but sadly it seems to be impossible. One more important detail is that the address that controls your Y coordinate when reading a sign is always 2 frames (1 change) behind your regular Y coordinate. This means if you read the sign while moving up a slope, you can read it from a slightly lower position. Even with this I wasn't able to get OoB in SL though: there is a maximum speed at which you can read a sign, and you would need to find a way to read a sign while travelling faster than this to be able to get OoB. I know this video features WDW, but as this SL strat doesn't work I have nowhere else to put this info.
To do this in WDW, first get to the top next to the sign. Performing this on the highest water level is fastest, but most difficult as you have to land on the seam of the course. At a lower level you can just fall into the water after the clip, then swim to the loading point. However, as the jump after reading the sign is pretty precise, the trick is likely TAS-only regardless. Jump towards the sign, and also towards the edge of the platform, in such as way so that you slide off. This results in you being in a landing state, while falling off the ledge. This means that it is still possible to read the sign, as usually you can't read a sign in mid-air. Now press a direction, and 2 frames (at 60fps) later press A or B. You will now walk through the wall to read the sign. The height I read it at is the lowest possible, as the area you can read the sign is limited vertically as well as laterally. After reading it, do the smallest possible jump on the last frame where you are able to jump, after turning towards the wall. The jump here is definitely possible as Yoshi and Luigi, and should be possible with Mario or Wario at a lower water level by doing a kick to land in the water. At the highest water level with Luigi or Yoshi you will now have to land on the seam, then jump down towards the loading point. When the town is loaded you can instantly start swimming if you are high enough. The loading point is in the middle of the pipe. On any other water level just land in the water and then swim to the loading point. From here just swim to the Quick Race Through Downtown! star by going around the town as I do, or over it, which may be slightly faster.
Using sign clipping should hopefully be faster than the block clip technique that can also be used to get OoB in WDW. Sign clipping is used nowhere else, while block clipping is used multiple times in HMC, so it would be cool if it featured in the 150 Star TAS!Super Mario 64 DS - Star Cancel Glitch in LLLReally_Tall2016-12-28 | With a new glitch I found, it is now possible to do a star cancel in LLL. This was previously impossible because there was no way to spit out a shell and then ride it again: usually it will fly off in a straight line, damaging you and killing enemies, and will be destroyed when it hits a wall. This glitch works on all versions as far as I know.
To start off, I eat the shell and then make my way over to where the Boil the Bully star appears. Executing a star cancel should now be doable with any of the stars outside the volcano (possibly with the exception of star 7, the silver stars) but this is the star it's fastest on, and may be faster than doing the two stars separately for the 150 Star TAS. To prevent swallowing the shell I have to continuously jump, as running on the ground would force it to be swallowed. After knocking the big bully into the lava, I perform the new glitch. The way this works is that if something is spat out so that it is touching a floor on the first frame after appearing, it doesn't behave as usual. For example, scuttlebugs will not roll and will instead be able to instantly damage you again, fly guys will start behaving normally again (this usually happens: twitter.com/Really_Tall/status/729036027587899394), etc. I had noticed that you can sometimes instantly ride a shell after spitting it out on a steep slope, and after more investigation it turns out this glitch is why: doing this first frame ground spit with a shell puts it into a state where you can ride it, and it is stationary. By understanding how this worked I figured out it would be doable on ledges, not just steep slopes. To prevent Yoshi riding the shell straight after spitting it out, he has to be travelling backwards and downwards fairly fast, and this is a little precise. From there I just eat the star and slide onto the shell, and go to the volcano.
To collect the star at the same time as entering the loading zone, I don't actually spit it out and eat it again as I've done for the other star cancels. I instead slide off the ledge, by landing right next to it and then holding no direction. This means that Yoshi is still in a ground state as he falls into the loading zone. Then I press a direction the frame he hits the loading zone to instantly eat the star. This works the same way as spitting out the star and eating it again but it's a bit faster, and also cooler.
This new glitch has one other application other than transporting shells which is very interesting. If you do this with a goomba, then it will be put into its walking state. This means that the maximum coin total in Whomp's Fortress can be improved, by positioning goombas so that egg combos of more than three coins can be achieved. Expect to see this in a future video!TTYD - Text Storage Using EmailsReally_Tall2016-11-22 | This should work with any email where a partner talks. By doing a delayed Goombella Buffer into an item and an email trigger at the same time, Goombella's text will appear at the same time as the email text, and by pressing Z at the right times you can keep the text up until the email is finished. This appears to also work with cutscenes where a partner talks: I specifically tested the cutscene where Hooktail flies overhead after entering Chapter 1.
We can now get Text Storage in a lot more places...Super Mario 64 DS - Metal-Head Wario Can Move BCClessReally_Tall2016-11-20 | I show off two different strats in this TAS: make sure you don't stop watching early!
BCCless stands for Blockless, Coinless, Cannonless. This is the SM64DS equivalent of the Capless, Coinless, Cannonless challenge in SM64. This challenge aims to collect as many stars as possible without hitting any ? Blocks, collecting any coins, or entering any cannons.
The first strat I show off was recently discovered by me, and is only possible on the PAL version and 1.1 revision. This is because of how bouncing on enemies works: on v1.0 you will continue doing the action you were already doing after a bounce, e.g long jumping onto an enemy means you will stay in the long jump animation after bouncing. On v1.1 and PAL, you will always be set to a state as if you had just done a regular jump. This means that you can do a glitch called the Star Carrying Glitch on v1.1 and PAL using basically anything that causes you to bounce, due to your action being reset (youtu.be/45ahej0bE9k). This doesn't just let you carry stars in Yoshi's mouth, it allows anything that will usually be instantly swallowed to be carried, but it was originally discovered with stars and "Anything-That-Can't-Usually-Be-Carried-In-Yoshi's-Mouth Carrying Glitch" doesn't have quite the same ring to it. After entering HMC as Yoshi with Wario's cap, I go to the next room and break the Wario brick. I then lose the cap and quickly eat and spit out the scuttlebug towards the mushroom. By doing the Star Carrying Glitch and then jumping repeatedly, I can take the mushroom all the way over to the door. Now I do a glitch I found that makes this strat possible: by touching the mushroom and the door on the same frame, you can turn big after going through the door, which is obviously not meant to be possible. When Yoshi is big it's possible for him to walk underwater, and interestingly the sound effects he makes are the same as when Wario has the metal ability. With good movement, it's possible to make it to the ! switch just before the mushroom runs out, and Yoshi can actually press it while big. From there the rest is simple.
The second strat I show off has been known for a very long time. By going into first-person while on top of the Wario brick and against the wall, it's possible to clip OoB. This works because the brick is unloaded when far from the camera, and using first-person in just the right way puts the camera far enough away for long enough so that you can fall through. From there you can just swim OoB and jump back inbounds next to the door to enter the room with the star. Note that you can't just go directly to the star, as you have to open the door for it to be loaded. This strat is the faster of the two, and the video wouldn't be complete without including both.Super Mario 64 DS - Bob-omb Coin Duplication via Power FlowerReally_Tall2016-10-25 | The original method of Bob-Omb Coin Duplication: youtu.be/YlXINkZs1PE Note that I later found out this was also possible on the PAL version and 1.1 revision of the game by bouncing on a goomba, allowing 255 coins in Bob-Omb Battlefield: youtu.be/pMhRNbr_2A0
This glitch allows you to get infinite coins from a bob-omb using Yoshi and a power flower. The only course this is possible in is Bob-Omb Battlefield, where it can be done with 2 different bob-ombs. Getting 255 coins in Bob-Omb Battlefield was already possible, but this is extremely significant as it not only works on all versions of the game, but is doable in real-time. I have already managed to get 255 coins in BoB on console using this strategy (twitter.com/Really_Tall/status/787079033712472064).
To do this, you will first want to have only Yoshi and Mario unlocked, and then select star 4 in Bob-Omb Battlefield. This is not necessary, but means that when aiming for 255 coins you can get the most coins possible if you mess up the glitch. Now position yourself underneath the ? block as Yoshi, facing towards the nearest bob-omb. When the bob-omb is facing you, jump to hit the block and run forwards. As you pass the bob-omb on the right stop running, and change the camera using the touchscreen. If you don't manage to efficiently turn it towards where the power flower is appearing then quickly get out of the bob-omb's radius and try again. If you do manage to position the camera correctly, start running again, towards the bob-omb. Eat it and then long jump into the power flower. Be careful not to long jump while on the slope of the rock, as this means your long jump will not work, and you will simply jump in place. Also make sure not to long jump too late and overshoot the power flower. Touching the power flower before the bob-omb explodes will cause you to automatically swallow it, giving you a coin, but when the bob-omb respawns it will still have its coin. This can be repeated as many times as you like for infinite coins. However as soon as the bob-omb explodes from a careless or unfortunate attempt, you will have to quit the stage if you want to try again. With a bit of practice this glitch isn't too hard: after a couple of hours using this setup I managed to do it 100 times in a row, more than enough for reaching 255 coins. It is slightly tedious though as you have to wait for the power flower timer to run out each time, but this can't be helped.
After showing off the bob-omb that the glitch is easy to do with, I also showed it was possible to do with a far away bob-omb. This is very tricky, but if you are a few coins short when attempting to get 255 in real-time you may as well attempt it. Due to the way bob-omb timers work it is actually better to have it run towards you for about two seconds before eating it: a bob-omb will explode after about 5 seconds under normal circumstances, but when eaten this timer is brought down to about 3 seconds. So eating the bob-omb straight away would lose you two seconds when you could have it running towards the power flower, and getting the trick with this bob-omb is precise enough that this makes all the difference.
The reason this glitch works is that touching a power flower will always force Yoshi to swallow whatever is in his mouth. This is expected to be a swallowable enemy such as a goomba usually, but can also be a coin, star, bob-omb, or even Ukiki the monkey. Swallowing Ukiki will make him permanently disappear from TTM until you reenter the course. It may also be possible to swallow a rabbit in the castle grounds... expect more info soon!Super Mario 64 DS - 2nd Key Door Skip as YoshiReally_Tall2016-10-04 | This trick skips the need to fight Bowser in Bowser in the Fire Sea in the 150 Star TAS. After collecting the red coin star and switch star we will just exit course. Overall the recent route changes will save about 50 seconds, and make the route way cooler! We need to go upstairs 3 times in the TAS: once as Yoshi, once as Mario, and once as Luigi. This video shows how it will be done as Yoshi. For Mario and Luigi this same method could theoretically be used, but it will definitely be slower for Luigi and probably slower for Mario. For Luigi, we will use a clip in the JRB room (youtu.be/sLW1lRJKKwk), straight after doing JRB. With Mario we have three options: using the same clip as Yoshi, the same clip as Luigi, or the rabbit clip which is used in the most recent Any% TAS. The same clip as Luigi will probably be fastest, and would also be beneficial in a future Any% TAS instead of using the rabbit clip.
How this works is by jumping at the trapdoor in a certain fashion, it's possible to bypass the loading zone and land inside a small box-like area. It's also possible to just fall to your death. I jump before becoming trapped in the box and land on the seam, and then go along it all the way to the end of the room. Then a precise jump makes it into the loading zone behind the key door.
Yoshi can't triple jump high enough to do the clip that's done as Luigi, so that's why this trick is required.Super Mario 64 DS - Star Cancel Glitch in HMCReally_Tall2016-09-26 | This glitch is only possible on the PAL version, and the 1.1 revision, and it does not work on 1.0. This is because of how bouncing on enemies works: on v1.0 you will continue doing the action you were already doing after a bounce, e.g long jumping onto an enemy means you will stay in the long jump animation after bouncing. On v1.1 and PAL, you will always be set to a state as if you had just done a regular jump. This means that the Star Carrying Glitch is possible on PAL and 1.1 by bouncing on any enemy (youtu.be/45ahej0bE9k), while on 1.0 it is only possible using an owl, fly guy, spindrift, or shell.
To start off I enter HMC as Yoshi, wearing Mario's cap. The red coin route isn't important for the glitch but I show off a fun route I made up utilising the Dive Reset glitch (youtu.be/7AAHTJUriRY, youtu.be/LYE3pbvhlcE). After getting the 8th red coin I get hurt to lose the Mario cap and then position the scuttlebugs as I want them. The Star Cancel Glitch is done by collecting a star as you enter a loading zone. You can get from the red coin room to the entrance to Behind the Waterfall directly (youtu.be/xY0F0vcOJdk), but it's slightly more complicated than that. Trying to do the block clip would force Yoshi to eat the star when he goes into first-person mode. So to get down to the loading zone with the star, I use the first scuttlebug to do the Star Carrying Glitch, spit the star out, do the clip, and then do the Star Carrying Glitch again with the second scuttlebug. From here I can just flutter down to the room with the loading zone. To collect the star at the same time as entering the loading zone, I don't actually spit it out and eat it again as I've done for the other star cancels. I instead slide off the ledge, by landing right next to it and then holding no direction. This means that Yoshi is still in a ground state as he falls into the loading zone. Then I press a direction the frame he hits the loading zone to instantly eat the star. This works the same way as spitting out the star and eating it again but it's a bit faster, and also cooler.Super Mario 64 DS - Faster PillarlessReally_Tall2016-09-18 | Original method of doing Pillarless: youtu.be/dMcpuKPTxAE Second method of Pillarless, using Timestop: youtu.be/j18vTo2vF1A
I was looking through an old list of glitches for SM64DS (http://web.archive.org/web/20070705193126/http://www.gamefaqs.com/portable/ds/file/920758/41610), and I read that it was possible to clip OoB in SSL in the corner of the map while flying, originally found by Nicholas471. I had the idea of using this clip to do Pillarless, and it actually worked! The flying is more precise than it looks, and you have to get the clip efficiently to keep enough speed. You could start flying from a higher point to do it more easily, but that would be slow.
This is now the third method of Pillarless, and also the fastest by far. I'm fairly confident this method is faster than standing on the pillars as intended, and I think it's also faster then entering the bottom entrance and climbing up with Luigi, but I'm not sure. However, this strat still won't be used in the 150 Star TAS as this star will be paired with In the Talons of the Big Bird using the Star Cancel Glitch.TTYD - Pit and TTYD Room EarlyReally_Tall2016-09-04 | This works using the new Hazard Respawn Glitch found by SolidifiedGaming. Now the Pit of 100 Trials can be accessed before even getting the Plane Curse! Additionally entering TTYD room will do nothing even if you've never been there before.
To do this use the Hazard Respawn Glitch to get through the big block rooms, and then use a Goombella Buffer to get OoB in the next room and go along the seam to the pipe. HRG is done by jumping on the first frame you enter a room and then hitting a hazard, which sends you to the origin (middle) of the room.
This is essentially useless apart from allowing the Pit to be accessed earlier, but it's still a cool application of the new glitch :PTTYD - Bridge SkipReally_Tall2016-09-04 | This works using a new trick found by SolidifiedGaming called the Hazard Respawn Glitch. This application of it was found by me. HRG is the trick used in Blooper Skip.
Basically how the trick works is that by doing frame-perfect jumps, the game does not update where to send you if you hit a hazard. By starting jumping the first frame after entering the room, or in this case the first frame after the cutscene, the respawn area is not set and just stays at (0, 0), the origin, which is the middle of the room. By continually doing frame-perfect jumps you can keep the respawn location at the origin until you hit a hazard. If the origin of the room is on water, then you actually have 1 frame to jump before hitting the water. This can be used to skip the bridge, saving roughly 22 seconds in a TAS.
There are 3 uses of HRG so far: Blooper Skip (youtu.be/W6ShTBcR2zk, youtu.be/iM72tG9iqko), skipping Ms. Mowz on NTSC-U and PAL (youtu.be/tqMAC_b3yTw), and Bridge Skip (this video). Blooper Skip and Mowz Skip are both RTA-viable but this trick is definitely TAS-only as it's 10+ frame-perfect inputs at 60fps.
There are also two tricks possible with HRG that are currently useless: a faster and easier method of West Rogueport Early (youtu.be/rS1yAdtFoPw), and a way to reach TTYD room early (youtu.be/KLYkJ-IfKck).[TAS] Super Mario 64 DS - The Secret of Battle Fort - 145 CoinsReally_Tall2016-08-28 | In this video I collect 145 coins in The Secret of Battle Fort. This is the maximum amount of coins possible.
Previously, 97 coins was the thought to be the maximum possible, and had stood as the record since 2009 (http://cyberscore.me.uk/chart/54441). That chart was only added in 2009 though, and 97 will have been the record since the game's release as there are no tricks or anything. Then on 27/08/16, I discovered red block coin duplication (twitter.com/Really_Tall/status/769525511240478720, twitter.com/Really_Tall/status/769531823420473344). This works by destroying a block with a punch, kick, ground pound, etc, on the same frame it's blown up by a bob-omb. The trick also works if two bob-ombs blow up a block on the same frame, but that isn't useful in Battle Fort. There are 19 blocks each containing 3 coins in Battle Fort, and the glitch gets you an extra 3 coins from each of them. However 3 of the blocks are too far away for bob-ombs to reach them. So that's 16 blocks, so 48 extra coins, bringing the total from 97 to 145.
Most of the video should be self-explanatory: I collect the coins and use the duplication glitch on the 16 blocks it's possible on. There are 3 bob-ombs in the course and they each respawn infinitely.
If the bob-ombs' fuses lasted longer an additional 9 coins would be obtainable, bringing the total up to 154. Being able to enter Battle Fort as Yoshi would previously have increased the coin total by turning the goombas into eggs and doing some combos, but now with the duplication glitch Yoshi wouldn't even be close to improving it, since he can't be used for the glitch.
This glitch can be done on any version, so 145 is the max on all versions.
Getting 145 coins will probably never be done in real-time, as each duplication is frame-prefect (at 30fps) and there are 16 of them. However the trick is possible, and with only 1 attempt at the stage I managed to get 100 coins on console. I'll try to improve this more and see what I can get.Super Mario 64 DS - SuperslidingReally_Tall2016-08-25 | This glitch allows you to superslide, with your speed value locked. It's only possible in the castle and castle grounds, because it requires a rabbit.
I'll start by explaining the effects of this glitch. There are two variants to this: if you have 1 or 2 health the more interesting variant occurs, and with any other amount of health (apart from 0 obviously) you get the other one. The way the version requiring 3-8 health works is that you will slide infinitely in one direction with your speed locked. You can't jump, eat, etc, all you can do is turn the camera. This superslide can be stopped if you slide into water, onto a steep slope, or take damage so you are at 1 or 2 health (triggering the other variant). You can also delay the superslide using neutral jumps. If you fall off a ledge then the game will still treat you as being on the ground. You can also go through doors if you slide into them while facing them.
The version of this glitch that occurs when you have 1 or 2 health is a lot less restrictive. You can turn, for a start. You can also jump, long jump, slidekick, etc, but only when not holding a direction. However, holding no direction for a couple of seconds will cause your superslide to function in the same way as the first version. The effect of being treated as on ground while in the air also applies for this version, and can be abused. By releasing a direction while in mid-air you can perform a frame-perfect jump. Another cool effect is that you can't go into first-person while supersliding. This means that by pressing X and then going off a ledge, you can activate first-person mode in mid-air. It is automatically cancelled, but you not before setting Yoshi's Y velocity to 0. You can then hold a direction to start supersliding in mid-air with 0 speed, press X twice, and release the direction again, to continually set your Y velocity to 0 and slow the rate of your fall dramatically by repeating this. I show this off at 1:01.
Both versions of the glitch can be cancelled using a reset, dying, or entering a loading zone. Until then Yoshi will always start a superlside when on solid ground. When supersliding forwards, Yoshi's speed is capped at 131040 (his max running speed). When supersliding backwards it is capped at -57344.
Now for how the glitch is actually brought about... some stuff will need to be explained for this to make sense. There are 3 methods to do this, all found on quick succession. Another very related glitch I discovered today is what makes methods 2 and 3 possible: if you have 1 or 2 health, then you can move after eating a rabbit. You see, the reason supersliding works is that you're abusing the mechanic put in to keep you at 0 speed after catching a rabbit: it only locks your speed and doesn't set it to 0. So every time you catch a rabbit you are doing a superslide with a speed of 0, in a way. This means that by having 1 or 2 health when you catch a rabbit, the variant of a superslide that allows you to jump occurs, and you can move. Additionally, it is possible to move after eating a rabbit with any health, by catching it on a steep slope, which will start you sliding. And lastly, you can eat a rabbit and jump at the same time to keep it in your mouth, similar to the Star Cancel Glitch, which means you can spit it out anywhere. This means you can position yourself next to a steep slope or something else useful before spitting it out.
Method 1: This is the method shown in the video. Catch a rabbit, and then enter water through either having 1 or 2 health, by catching the rabbit on a steep slope, or carrying it to a steep slope then spitting it out. After collecting the key while in water, select either Save and continue or Save and play mini-games. Pause right as the selection textbox closes and now unpause. This will skip saving and keep Yoshi in the state he's in while the key travels to him, where his speed is locked and he can superslide.
Method 2: Start by having 1 or 2 health. Catch a rabbit within the castle, and then run to anything that brings up text: a sign, Toad or already caught rabbit will work. On the frame that you collect the key press A or B to interact with the object, and the key will never be properly collected, like with the original Phantom Key Glitch (youtu.be/Y1-AAk-NJqU). You can do this with 3-8 health, but you are essentially softlocked as you are stuck with 0 speed.
Method 3: Start by having 1 or 2 health. Catch a rabbit within the castle and then go through a door. You can now superslide, but the key will try and get to you again if you go back to the room you caught the rabbit in.
Method 3.5: Go through the door the same frame you collect the key. This will stop the key from ever being properly collected, and you don't have to worry about it.Super Mario 64 DS - Behind the Waterfall Faster EntranceReally_Tall2016-08-19 | The previous strat was to start with the Luigi cap, and use the other Wario brick to clip OoB. From there you'd fall into the water, swim to the island, backflip to the door, and then take the path to the loading zone.
This strat works because loading zones are always loaded, even when a room isn't loaded. I clip OoB in the red coin room and then fall straight to the loading zone. Because of the positions of the two rooms it's necessary to move along the seam for a bit before falling.
This strat saves about 5 seconds, and there are two stars in Behind the Waterfall, so that's 10 seconds saved for the 150 Star TAS!
This strat should be RTA-viable by doing a backflip with Luigi after clipping with the block, but I'm not sure if it's still faster that way.Super Mario 64 DS - Blast to the Stone Pillar Faster StratReally_Tall2016-08-15 | The previous fastest strat was taking the shell to the ship as Luigi, and then doing a backflip to the star. This strat is a couple of seconds faster, but unfortunately can't be used in the 150 Star TAS because JRB is done in 1 trip as Luigi, the strat requires Mario, and taking 2 trips would negate the time saved and lose some more.
First I take the shell up to the wall, then break it by pressing R. This puts Mario in an airborne state and means a wall kick is possible. After the wall kick I use the Dive Reset glitch (youtu.be/7AAHTJUriRY) to then do a backflip. Another wall kick from here gives me just enough height to ledge grab, and get the star.
This strat may be doable in real-time in an IL, but would take a lot of tries to get the Dive Reset to work, and to then do the frame perfect backflip. Good luck to anyone who tries it!Super Mario 64 DS - Pillarless (Timestop)Really_Tall2016-08-13 | Original method of doing Pillarless: youtu.be/dMcpuKPTxAE
This is a neat thing that can be done using Timestop in SSL (youtu.be/Bh6S42sGXuI). For some reason when you cancel Timestop, you will immediately enter any loading zone below you. I have previously used this trick to enter the CCM slide BCCless (youtu.be/WUKS3dGp3Bg). In SSL this can be abused to enter the top entrance of the pyramid without standing on the pillars, by standing directly above it when Timestop is cancelled.
This method is slower than the original method of Pillarless, and both are slower than just standing on the pillars normally, or entering the bottom entrance and climbing all the way up.Super Mario 64 DS - Endless Stairs Skip via Seam MovementReally_Tall2016-08-12 | After sharkey91 discovered the Dive Reset (youtu.be/7AAHTJUriRY), I thought of using it to get over the wall in the top room of the castle, and do the Endless Stairs Skip without using a heaven's portal. I hoped that it would then be possible to jump around the trigger to warp you back down the stairs by staying OoB. As it turns out, the Dive Reset wasn't even necessary! By charging Y-speed and triple jumping then diving, Mario gets barely enough height to clear the wall. And the trigger to warp back down the stairs doesn't extend past the walls at all, so it's easy to avoid.
This might save a second or two over the usual method of Endless Stairs Skip in a TAS, but I'm not 100% sure that it's faster.
When doing this normally, the staircase room wouldn't be loaded. Even if it was loaded this is most certainly TAS-only, as seam-walking is extremely precise in this game.Super Mario 64 DS - Timestop in SSLReally_Tall2016-08-11 | I originally discovered timestop in CCM. The trick is explained in the description of that video: youtu.be/Ouhg5mxNC7A
In addition to all the objects I already knew could be frozen with timestop, there is now: - tox boxes - ? blocks - boxes - crazy boxes - tornadoes - Klepto
While timestop is active, standing on the fourth pillar will not cause the pyramid to open.
One other oddity shown in this video is that the two goombas with caps and the box are completely invisible when timestop is active. I think this is because I was so far away from them when timestop started that they weren't loaded. If you cancel timestop then they will reappear instantly.Super Mario 64 DS - Bowser in the Sky Red Coins in 0 B PressesReally_Tall2016-08-05 | This strat takes 0.5 B presses on the second revision of SM64DS, v1.1, and the PAL version. This is because of how bouncing on enemies works: on v1.0 you will continue doing the action you were already doing after a bounce, e.g long jumping onto an enemy means you will stay in the long jump animation after bouncing. On v1.1 and PAL, you will always be set to a state as if you had just done a regular jump. This means that to get any significant height on v1.1 and PAL you have to hold B, while on v1.0 you get a decent amount of height from bouncing after a slidekick recover, enough for this strat to work with 0 B presses. Super Mario 64 DS BBC made a video of the 0.5x strat: youtu.be/HXZIVS8h0pw
For an explanation of what happens up until I enter the pipe, see my video of beating Bowser in the Sky in 0 B presses without red coins: youtu.be/4vaKIx2GwNw After entering the pipe, I die and reappear outside. This is necessary as it means the goomba used to get off the pole respawns. I can't just collect all the coins on the way up because there is no way to get the coin on the wooden platform in 0 B presses without falling down from somewhere past the pole. Previously the star took 1 B press by either jumping up to the coin on the wooden platform, or using a press to jump off the pole the second time around, but my realisation that you could respawn the goomba brought it down to 0. Getting the red coins from here is pretty simple for the most part, and I use the same trick as before to get past the rotating platforms. The last red coin is the only notable one: I need to bounce on a goomba to get back up the ledge. To get a goomba in Yoshi's mouth while next to the red coin I have to first eat it from the ledge, and the only goomba that comes close enough to be eaten is the one that I used to get into the pipe in my previous video. However it it possible to get into the pipe using a precise slidekick recover, so you can get the red coins and beat the game at the same time. Instead of doing that I just get the star though. Dying after eating it still counts the star as collected: as you can see, the counter has already increased.
For anyone wondering, the current 150 Star B Press Total (allowing any version to be used for each star) is 39 B presses. The total only sticking to one version is 40 B presses, on the PAL version and also on the 1.1 revision.TTYD - Invisible Item GlitchReally_Tall2016-07-20 | This is a small glitch I happened to find. In some locations, it is possible to get an item right next to a building, and then collect it from inside using paper mode. If you do this with a full inventory then when you throw an item, it will be invisible, apart from a shadow. Some buildings will also cause the item to despawn as soon as you leave: the Pianta Parlor does this in the video, and it also happens with Westside Goods. However, the two houses to the right do not give this effect: you can exit and re-enter and the invisible item will still be there. The Parlor is also interesting as collecting the item will change the music back to the normal Rogueport music instead of the Parlor music.
One thing to note is that this doesn't work when taking an item outside a building, for example the Peachy Peach you get for sleeping at the Twilight Town inn. The item will display normally.Super Mario 64 DS - Bowser in the Sky in 0 B PressesReally_Tall2016-07-10 | With this improvement, an Any% (50 Star) B Button Challenge run can be completed in 0 B presses! Credit to the strat to pass the rotating platforms goes to the channel Super Mario 64 DS BBC (youtube.com/channel/UCg_BpkqF9ANYYcXQ8FZXGhA).
This strat takes 0.5 B presses on the second revision of SM64DS, v1.1, and the PAL version. This is because of how bouncing on enemies works: on v1.0 you will continue doing the action you were already doing after a bounce, e.g long jumping onto an enemy means you will stay in the long jump animation after bouncing. On v1.1 and PAL, you will always be set to a state as if you had just done a regular jump. This means that to get any significant height on v1.1 and PAL you have to hold B, while on v1.0 you get a decent amount of height from bouncing after a slidekick recover, enough for this strat to work with 0 B presses.
Beating the game with Yoshi has some weird side-effects: firstly the cutscene after beating Bowser will be completely broken, and secondly you will die during the credits when they get to Rainbow Ride. This means that the "The End" screen is not reached, however the credits are reached so the game has been beaten, at least in my opinion. Deciding when a game is actually beaten is a complicated issue, but as there is nothing unlocked by beating SM64DS, I think reaching the credits suffices.
Completing this stage in 0 B presses is self-explanatory for the most part, but there are a couple of notable points. Firstly, the trick used to pass the first set of rotating platforms. This works by transporting a goomba from earlier in the course to the platforms, and bouncing on it to reach the platform above and grab on. This is difficult to do as the goomba will die if it stays out of your mouth for too long, and will pass through many platforms if you are too far away from it due to them becoming intangible when you're far away. To get up the slope I use frame sliding (youtu.be/EqLPOwfAkes). The usual method of going up slopes where you slidekick and recover repeatedly also works, but I wanted to show this off as it's quite new. To get past the pole, I have to lure a goomba nearby. This is done by staying low down on the pole until the goomba walks towards it, and then moving up. Staying at the top of the pole will mean that the goomba notices you, jumps, and walks off in a different direction. After getting the goomba nearby you can be knocked off the pole by it, or drop onto it and bounce off as I do in the video. To get past the next pole I use a frame-perfect release from the pole, though the nearby goomba can also be used. To get into the pipe I use another goomba. It's also possible to enter the pipe using a precise slidekick recover, but the goomba method is faster and easier. When fighting Bowser, I stand near him so he spits fire, allowing me to get either a Mario, Luigi or Wario cap at random. After that the fight goes by as expected, with some added showing off.
For anyone wondering, the current 150 Star B Press Total (allowing any version to be used for each star) is 62 B presses. The total only sticking to one version is 63 B presses, on the PAL version and also on the 1.1 revision.Super Mario 64 DS - Hyperspeed RunningReally_Tall2016-07-08 | I have no idea why this works here, or if it works anywhere else. This works on all versions and with all characters. In the video Yoshi peaks at 361,876 speed before falling off. Yoshi's maximum running speed is 131,040 normally, and 157,242 with Y speed charged up.
I used a motion angle and model angle of 16,320 when running.[TAS] Super Mario 64 DS - Bob-omb Battlefield - 255 CoinsReally_Tall2016-07-06 | In this video I collect 255 coins in Bob-omb Battlefield. This is the maximum amount of coins possible.
Previously, 229 coins was the thought to be the maximum possible, and had stood as the record since 2005 (http://cyberscore.me.uk/chart/12812). Then on 2016-05-23, I discovered bob-omb coin duplication (youtu.be/YlXINkZs1PE). This required a shell, owl, fly guy, or spindrift. As there is only one shell in BoB, this raised the total by a single coin, up to 230. And then yesterday, 06/06/16, I discovered that on the E and U 1.1 versions, goombas can be used to cancel eating an object (youtu.be/45ahej0bE9k). This means that the infinitely respawning goombas with caps can be used to perform bob-omb coin duplication, allowing for infinite coins!
To start off, I set-up my file by unlocking Mario and Wario, but not Luigi. It isn't necessary to not unlock Luigi, but it means that I can get 4 more coins without using bob-omb coin duplication. Wario can be unlocked without Luigi by doing a glitch called Mirror Clip (youtu.be/t4OV8sLUAJA). Wario needs to be unlocked so that I can use the goombas with Wario caps to perform bob-omb coin duplication. I also select Star 4, Big Bob-omb's Revenge, as this star allows the most coins to be collected. This is because it has the koopa, a couple of blocks with coins, and an extra bob-omb that falls from the sky which is used for a 5 combo with eggs.
I enter BoB as Yoshi with Mario's cap, and begin to collect coins normally.
At 2:26 I reach 86 coins and begin to do egg combos. This is an intended mechanic: Yoshi's egg can hit up to 5 enemies, and produces coins for each one. If the egg contains a goomba then you get 1 coin for each thing you hit, if it contains a koopa you get 5 coins. This is in addition to any coins usually given by the enemies you hit, so I get more coins the first time I do this. It is possible to hit more than 5 enemies, but coins are only produced for 5. I lure the bob-ombs in a specific way so that the egg hits 4 bob-ombs, and then attempts to travel to the bob-omb at the lower section and hits the ledge, producing a 5th coin. This maneuver will be repeated for every goomba without a cap, and the koopa.
At 3:50 I reach 111 coins, and perform bob-omb coin duplication for the first time. This works by landing on the goomba as I eat the bob-omb, which confuses the game. I can then move on the ground to swallow the bob-omb, giving me a coin. However when the bob-omb respawns it still has its coin: this can be repeated due to the goombas with caps respawning infinitely, allowing for infinite coins.
At 4:28 I reach 120 coins, and perform bob-omb coin duplication with the other goomba the Wario cap appears on. The Wario cap alternates between these two goombas, and they are both near enough to bob-ombs for bob-omb coin duplication to work, so it's most efficient to use both of them.
At 10:08 I reach 190 coins, and perform bob-omb coin duplication using the shell, the only method that works on all versions. This is very similar to using a goomba.
At 11:40 I reach 223 coins, having collected nearly every regular coin available. Despite having been doing bob-omb coin duplication frequently while collecting the other coins, I still need to do it 23 more times, to be able to reach 255 coins.
At 15:46 I reach 246 coins, having done bob-omb coin duplication for the last time. I now collect the two coins from the bob-ombs I have been using to duplicate coins, 6 coins from two blocks that I needed the bob-omb I was using for bob-omb coin duplication to destroy, and finally the 255th coin from a lone goomba near the top of the hill, which I couldn't do an egg combo with due to it wearing a cap. I use a heaven's portal to get up to it just for fun.
A few things to note: - The pole that the chain chomp is tethered to does not produce any coins, unlike in SM64. - Bob-omb coin duplication is used 36 times in total. - Collecting any more than 255 coins will just keep the counter at 255: the counter is a single byte. You can collect infinite coins with this strategy if you want to though. - This strategy only works on the PAL and 1.1 versions, and not on the 1.0 version. I don't know if it works on the Japanese version, Korean version, or any other versions. - On the 1.0 version, and any other versions where a goomba can't be used to do bob-omb coin duplication, the maximum coin score possible is still 230 coins.
This was played on the PAL version, and was tool-assisted. 3616 re-records were used.Super Mario 64 DS - Breathtaking View from the Bridge without WarioReally_Tall2016-07-05 | This doesn't really serve a purpose, but it's cool that it's now possible. Just getting the mushroom normally doesn't work to break the block, as the size of the gap causes you to instantly go back to normal size, before you can break it. However, I discovered today that the Star Cancel Glitch could be done on the PAL version and 1.1 revision using a goomba (youtube.com/watch?v=45ahej0bE9k). Using this I am able to carry the mushroom all the way over to the block with the star in it, and break the block right before the mushroom is cancelled.
This star was probably already possible without Wario by luring the fly guy next to the mushroom, but the discovery that goombas can be used as well made this a lot simpler. Using the fly guy would also work on any version.Super Mario 64 DS - Star Carrying Glitch Using a GoombaReally_Tall2016-07-05 | This is massive, this might mean the 150 Star TAS has to be restarted on PAL.
It seems that simply bouncing on a goomba works for the Star Cancel Glitch on the PAL version and the 1.1 revision, whereas on the 1.0 revision only spindrifts, fly guys, owls and shells work. I'll update the description as I test stuff, but I'd guess that any enemy will work.Super Mario 64 DS - Metal-Head Wario Can Move in 0.5 B PressesReally_Tall2016-07-02 | This strat is only possible on the second revision of SM64DS, v1.1, and the PAL version. This is because of how bouncing on enemies works: on v1.0 you will continue doing the action you were already doing after a bounce, e.g long jumping onto an enemy means you will stay in the long jump animation after bouncing. On v1.1 and PAL, you will always be set to a state as if you had just done a regular jump. This state is necessary to do this star in 0.5 B presses.
To do this I begin by entering the stage as Luigi, and holding B. I collect the Wario cap and make my way down to the room where the star is. This is all fairly self-explanatory. Then after entering the room I take damage from the scuttlebug so I am now Luigi.
The next part of this route is possible thanks to a new glitch I found today, which I am naming the Enemy Respawn Glitch. If you kill the scuttlebug right after it spawns, then a weird glitch happens. When it next respawns, its hitbox will also be present at your current position. If you are travelling downwards as this happens then you are able to bounce on the scuttlebug, but otherwise you will be hit by it. Unfortunately I have not found a way to chain this glitch to allow you to bounce upwards infinitely, and it is limited to one bounce at a different location.
I kill the scuttlebug that has already spawned using a slidekick, and then time my recover so that I land on the next scuttlebug right as it spawns. Now I have to get as far as possible while making sure I am moving downwards when the next scuttlebug spawns, and without releasing B. Luigi is necessary to do this: his flutter means that I can delay my kick so that I don't quite hit the ground before the scuttlebug respawns. As any other character there is no way to get to the middle platform or further and then bounce on the scuttlebug. After bouncing on the scuttlebug I flutter for a little bit and then release B to dive to the platform with the star.
The previous record for this star was 1 B press, using Luigi's backflip to clear both gaps.
For anyone wondering, the current 150 Star B Press Total (allowing any version to be used for each star) is 68 B presses. The total only sticking to one version is 69 B presses, on the PAL version and also on the 1.1 revision.TTYD - Plane Game 601.49 (TAS WR)Really_Tall2016-06-26 | Skip to 1:54 for the end of the repetitive section.
So it turns out that by going along the bottom seam, you can get a little past the back wall. 601.49 is the highest score it's possible to get without falling off, and therefore have saved, but by doing a jump to the right you can get as high as 623.28 (and likely higher) before respawning at the origin and having your score set back to 260.00. I initially thought the highest score possible was 599.99, which is the highest possible staying on the bottom seam, but by jumping inside the back wall you can get just a little further.
The glitch I use to navigate off the left edge and along the bottom seam is done by pausing and pressing A as you hit the ground, and was found by mugg1991.TTYD - Plane Game FreerunReally_Tall2016-06-25 | This is just something I decided to make for fun, a "freerun" showing off some weird stuff in the Plane Game.
First I show off activating the plane panel a second time. Then I do a glitch which is done by pausing just before you land and then jumping, and use it to jump all the way to the left and fall down. Then I do a cutscene walk to the left as my score comes up, by holding R and start and pausing the frame that I land. This allows me to walk all the way off the edge of the stage, respawning in the middle. This is particularly weird as usually when you fall Out of Bounds you will appear where you spawned. On the second run I end it very quickly and do another cutscene walk, this time to the right. For some reason, walking in this direction will carry over to the next shot, but walking to the left does not. Then on the third run, the game decides to make me travel backwards due to the unconventional start, and I show that it's actually possible to hammer during the game.
The Plane Game glitch was found by mugg1991: youtube.com/watch?v=J8GnbvRqc-sTTYD - Don Pianta TAS TimesaverReally_Tall2016-06-25 | This was already possible on US/PAL using a Flurrie Superslide, but this method works on JP as well. This can be done after both times you talk to Don Pianta, which saves time from movement and also skips an email, saving around 10 seconds overall.
To do this, first jump towards the door. Keep holding down, then on the first frame of landing press R, A, START (or a direction on the dpad), and right on the stick. Unpause and you should walk to the right while in paper mode as the door opens, like in the video. The ! mark has to appear right before you pause for this to work: you may have to hold slightly down from right to make it appear.
This high quality video was made possible thanks to @Rainchus (Hi Rain!!1!1), who has bugged me to dump frames since forever.Super Mario 64 DS - Phantom Star GlitchReally_Tall2016-06-20 | If you don't want to watch me get to 100 coins, skip to 1:45.
This is a weird glitch I came across recently. Grabbing the 100 coin star and the owl at exactly the same time will result in a softlock. However, if the switch star timer also runs out at exactly the same time then it is not a softlock and you can walk around with the 100 coin star floating in the air, skipping the text. The game treats you as still holding an object (the owl), so you cannot fly with the owl, climb trees, etc, until you throw it, crouch, or get rid of it some other way.
The glitch does not work with a regular star: you will just exit the course normally, with or without the switch star timer running out. This works with any character.Super Mario 64 DS - Luigi in the Cage BCClessReally_Tall2016-06-19 | BCCless stands for Blockless, Coinless, Cannonless. This is the SM64DS equivalent of the Capless, Coinless, Cannonless challenge in SM64. This challenge aims to collect as many stars as possible without hitting any ? Blocks, collecting any coins, or entering any cannons.
I was messing around in TTC today, and randomly managed to get OoB thanks to the rotating block. By doing a slidekick recover as the block pushes Yoshi downwards he will be pushed out through the wall. This makes it possible to jump around the level and land inside the cage, instead of using Luigi's invisibility.
I used Yoshi to make the jump around the level easy, but it should be possible with any character by landing on the seam again after jumping, or just walking along it.
I don't think this strat will be faster for the 150 Star TAS, but now this star can be collected in a 50 Star TAS or in an 80 Star TAS that doesn't rescue Luigi.