FrostyZako
Castles Top with Better Strats (Segmented)
updated
There are many known possible improvements to this run, which I now list along with their estimated timesaves:
1-1
- Skip the ledgegrab on the way to the blue coins (1-2s)
1-2
- BLJ to the red coin section (2s)
2-1
- Glitchy speed boost from the 4th bounce pad of the 1st bounce section to the ending mountain (8s)
2-2
- Better point management to skip the coin ring at the end (1s)
3-1
- Skip the 8 coin ring before the reds (2s)
- Immediately dive hover towards star 2 after the reds star (3s)
3-2
- Avoid the spin on Yoshi's nose (1s)
- Spin onto the railway at the end to skip the lavabounce, then GP dive into the star (1s)
3-3
- Get more speed on the first moving soap (1s)
- Go straight towards star 1 from the water draining wheel (3s)
3-4
- Do 3 firsties at 90° at red #7 to keep moving at reasonable speed (1-2s)
4-2
- Replace the Goomba after the 2nd kart (1s)
4-3
- Don't bonk the wall on the throw to star 2 (1s)
- Get grabbed pointing to the right for faster throw at 063 (1s)
W4 Boss
- Severel seconds can be saved but it probably relies on RNG. Part of the timesave relies on spawning the star lower (6s)
5-1
- Longjump into firsty near the beginning (1s)
- Better reds, notably from red #6 to star grab with different reds order (2s)
5-3
- Skip the lavabounce at the end by doing a GP dive onto the platform, then slide off on the side and do a GP dive towards the star (1s)
5-4
- Skip the lavabounces after star 1 and before star 2 (1-2s)
- Get the 1up near the start and 8 out of the 15 spare coins in this level to skip the Chuckya (1s)
6-2
- Do red #3 before the 8 coin ring (1s)
- Grab the coins from the coin ring at 075 instead of those on the rocking platform later on (2-3s)
OW6
- Ground pound the star (1s)
7-1
- Get one more blue coin on the conveyor line, then get hit by the electric obstacle while spawning the 100c star for an animation cancel (3-4s)
8-3
- Faster movement at the 5th red coin, then skip the coins from the last scuttlebug (2s)
8-4
- Get all 3 Goombas at the start on the early cycle, then get the big Goomba in a triple jump with high speed, skip both 1ups and get two more coins on the rail. Finish with 134 end time (4s)
8-C, Section 4
- A bit of Yoshi hyperspeed (0-2s?)
Toad Houses
- W8, then cannon to W7, then cannon to W1, then W2, W3, W4, then cannon to W6, then cannon to W5 (5-10s?)
All of these timesaves combined, a final time of roughly 1:10:10 seems possible. With a bunch of small improvements along the way, a 1:09:xx is very much in reach.
A lot of the levels went really well and I barely died considering this was my first real attempt to speedrun this. The only levels that went really badly were 2-2, 3-1, 5-2, 7-2 and 8-4 to some extent. In 7-2 I actually crashed the game and had to reset, then selected the wrong file lol.
I don't really consider myself a great runner and knew this run was gonna be a wild ride for me (it actually was quite fun). Nobody ever did a run of this category before but I really expected that someone would do it eventually, but since nobody ended up doing it I decided I had to be the first one to make a move on this.
I personally think this run is also a good guide on how to get S ranks quite easily. A lot of stuff that people come up with is a lot harder and more inefficient than what I do, and so they assume certain levels are a lot harder than they really are.
This video is demonstrating a collection of all noteworthy timesaves that were discovered since then.
The timesave roughly adds up to 151 seconds, which lowers the final time of the run to a 1:11:25.
(2) Change the camera to point the direction it did in this video and stay in zoomed out Lakitu cam the entire time. Ledgegrab the left side of the platform you're standing on, then walk down and ledgegrab the bottom side.
(3) Do 10 punches.
(4) Longjump to the right and keep holding right the entire time until you are inside the shaft.
(5) Go neutral once you are in the shaft, then press C-Left and turn the camera that way. Then press up until you hit the lava again and immediately go neutral once you do.
(6) After hitting the lava, do not do anything until you're out of the shaft.
StarrlightSims made an improved Theory TAS: youtube.com/watch?v=tgz88t4t5lU
These are some improvements to StarrlightSims's Theory TAS: youtube.com/watch?v=EdFSA7a2__M
Find this and many more hacks here: sm64romhacks.com
The star in SR3 is NOT contained in a version currently available within an SR3 release/update trailer on YouTube.
View a show-off of this star with better and more doable strats: youtube.com/watch?v=B_U1QBPq1S8
Edit: At 13:40 I meant to say: "You only need to make sure that the way in which you enter and move in this radius is the same every time by doing an easily replicatable sequence of simple inputs."
At 10:40 I mentioned that you would lose all your progress if you had to game over or reset the game to escape a softlock/crash whatsoever, which could be misunderstood. Failing this glitch wil not corrupt save files or anything, of course you will only lose the progress made since you last saved the game, which mostly refers to the items/coins gotten from the RHA.
Updates (as InfiniteVoid316 and aglab2 pointed out):
- The origin of this glitch is apparently that the hat position is written back to the memory after the hat is thrown off of Mario's head
- The coins are only not being added because the initial maximum coin count is 500 and because 769 exceeds this, no more coins are being added to the score. However, the coin count can be increased to a higher maximum later in the game, allowing the coin system to be fully normalized
- The glitched state is caused by the collision map of the game being rewritten after the RHA is triggered, therefore the entrance area becomes out of bounds for the most part and undergoes general collision changes. A death therefore spawns Mario out of bounds and triggeres the infinite-death softlock as well as the majority of the entrance area is blocked from being accessible.
Previous WR was 8.4 by ParadoxKarl (there have never been real rules though, dunno what can count as WR)
Note: Savestates were used.
For this, you need to first set the HOLP (Held object's last position) to these coordinates:
X=-12839.89
Y=4591.96
Z=-4111.30
You wanna do this in course 10. I didn't include this for this video because it is very difficult to do, instead I manually set the HOLP to these coordinates using STROOP. I don't exactly know how lenient the coordinates are but you definitely need to be VERY close to those.
After you set the HOLP you need to go to Valley of Dreams (the wing cap stage), there you need to press the switch to activate the wing cap, then you need to perform the hat in hand glitch, for that you go the wing cap box that I went to and have the second wing cap hit Mario while the animation of collecting the first one is happening.
Next you need to go to a bob-omb and grab it, make sure to face the direction that I faced when releasing the bob-omb, facing this direction is very easy due to parallel lakitu camera. You also have to release the bob-omb while the fuse timer is at an odd number, not an even, so since you cannot know the fuse timer without tools you will have a 50% chance of it working.
Next you need to enter the cave, the bob-omb will be there now, grab it as soon as it is about to explode and you will be pushed into the warp, simply warp back and hold forward, as soon as you hit the ground you need to press Z to avoid warping back (if you fail just warp back once more and try again).
Go onto the hill and make sure to manage your speed correctly to avoid clipping through the hill too early to die to the quicksand. While being at the part of the hill that I have been at you can jump and groundpound to eventually clip through the level border and fall into the wall down below, you should now be in the actual area of the level! Note that it can happen that after hitting the wall you will be pushed into the wrong direction and die, it should not happen too often though.
At last simply press B to make the bob-omb you stored become held normally again and throw it away, then you can finish the level just normally.
0:05 Mari0 64
1:03 Super SimpleFlips64
1:25 The Other Entrance 64
2:47 Dargos' Glitchies
3:16 Dargos' Glitchies 2
4:00 Plants vs. Zombies 64
8:52 Samsung 64
10:20 SM64 Green Hills
14:11 SM64 Star Quest
15:21 Super Mario Switch 64
Note: This is a reupload because I actually discovered 2 more stars to be possible after I uploaded the playthrough initially