PaLiX _Since my last video, Manama found a 1f improvement to the ending movement by landing from the pyramid slope jump dive 1f earlier. Meanwhile me, Xander and Crackhex worked on trying to do the jump dive onto Klepto a frame earlier. After multiple bruteforce attempts we were stuck at half a unit short of landing on the pyramid ledge, until I found that by delaying the slidekick recover onto the pillar, it is possible to conserve enough speed into the jump dive to reach the pyramid, saving 1 frame.
note: the pillar climb strategy was originally proposed by csz.
[TAS] SM64 - In the Talons of the Big Bird - 13.07PaLiX _2021-07-31 | Since my last video, Manama found a 1f improvement to the ending movement by landing from the pyramid slope jump dive 1f earlier. Meanwhile me, Xander and Crackhex worked on trying to do the jump dive onto Klepto a frame earlier. After multiple bruteforce attempts we were stuck at half a unit short of landing on the pyramid ledge, until I found that by delaying the slidekick recover onto the pillar, it is possible to conserve enough speed into the jump dive to reach the pyramid, saving 1 frame.
note: the pillar climb strategy was originally proposed by csz.
previous: 13.10 by Manama youtu.be/ApuT_VCtRnA[TAS] SM64 - Quick Race Through Downtown! - 13.70PaLiX _2024-06-15 | previous: 18.68 by MKDasher/snark/Eru/ChouxZi3/Xander/me (no video, see youtu.be/vz33p1odTSg )[TAS] SM64 - Somewhere Over the Rainbow + 100c - 1:05.42PaLiX _2024-05-17 | Based on a WIP by @EpicRandomGamingChannel, @RSw_Why and @iwersonsch5131
Uses a slower route since we don't have access to the cannon.
previous: 1:09.95 (with sotr) by Nahoc & Kyman youtu.be/xL6VE_5PddM?t=1h16m11s & 1:11.40 (with reds) by CSZ/Bauru/luigimario64128 youtu.be/lxmlmKZOZIk[OUTDATED TAS] SM64 - Swimming Beast in the Cavern 9.63 / Metal-Head Mario Can Move! 13.23PaLiX _2024-04-16 | IMPROVEMENT (mhmcm): youtu.be/QF5MLe1-zI8 Crackhex also saved 1f on swimming beast
previous: 14.27 by snark/Xander/me/Krithalith/Crackhex/Black Mozart/Eru/Manama and 15.73 by Adeal/me/ChouxZi3/RSw/FeijoadaMolhada/Krithalith[TAS] SM64 - Pyramid Puzzle + 100c - 1:11.62PaLiX _2024-03-31 | Thanks to: @RSw_Why @FramePerfection and @EpicRandomGamingChannel for helping with movement inside the pyramid. @TylerKehne for the fast ledge drop strat used for entering the pyramid youtu.be/Hg7sfozz1zI @Krithalith for creating scattershot, which was used for various parts of this TAS.
previous: 1:23.18 by MKDasher/Nahoc/sonicpacker youtu.be/P5Ddns5gLTs[TAS] SM64 - Get a Hand - 4.90PaLiX _2023-11-26 | First sub 5 second singlestar TAS. Made with scattershot, created by @Krithalith
previous: 5.07 by me youtu.be/Gv5P8KFfE1k[TAS] SM64 - Swingin in the Breeze - 10.47PaLiX _2023-09-06 | Thanks to @Krithalith for creating and helping me set up scattershot, and @Crackhex for helping TAS the final run.
I had this idea for crossing the gap to the swinging platform area a while ago but was unable to get enough distance to reach the other side. I ran it through scattershot and it quickly found a straining method that got enough distance. Crackhex then provided the grind setup at the start and optimized the rest of the run.
EDIT: Tabascoth pointed out this strat only works on US as the wall order is different on JP.
previous: 10.90 by me/Manama/snark/dar gos/Superdavo0001 youtu.be/oGSx5leDu5gNo 3 hours of speed building required...PaLiX _2023-09-02 | (follow-up to youtu.be/R-IVI82l6kU) A lot of people asked why you couldn't just collect the 1up normally. Turns out it was actually very close to being possible! At the time the closest I could get was 15 units from the 1up with traditional bruteforce methods, so I chose to use the pedro spot strat instead.
Since then, I tried bruteforcing the collection using scattershot (created by @Krithalith) and it was successfully able to collect the 1up as shown.[TAS] SM64 - Misc ChallengesPaLiX _2023-08-08 | ukikipedia.net/wiki/Unsolved_single-goal_challenges
00:00 - Clip from the red coin area to the wiggler area in the THI cave The solution here was to do a small hyperjump in the corner of the cave, reaching the misalignment at the corner just under the ceiling. Since each next step is OOB, mario does not collide with the ceiling, but retains y movement upward for the clip frame. This is just enough to snap up to the floor above on the bonk frame. The setup required a HSWK spot that didn't gain too much height, and had a wk chain leading to a corner with a close floor underneath.
00:30 - Reach a PU from inside the SSL pyramid Normally you cannot reach PU speed with the grindel BLJ as there is a floor behind the wall that causes mario to exit the BLJ spot. You can use the ceilings to the side to stay in place long enough such that the intended next position is OOB, however normally the grindel rises too fast, and the space to get the BLJ with a viable angle is too small. Starting the BLJ from the 1up area resolves both issues.
00:45 - Ground-pound the blue coin switch in SSL without pressing A We can use two goomba bounces paired with hyperspeed to reach the blue coin switch in freefall and ground-pound it. To get the hyperspeed, there is a large railing on the far side of the map that can generate sufficient speed with c^ sliding. We can lure the first goomba into the quicksand area and a second halfway to the switch, however the second goomba must go further from its home than it normally patrols. The goomba can be forced to walk to this spot using a goomba escort. We cannot use the triplet goombas on the ground level for this, as they reset when mario goes to the c^ spot. Instead, we can use the singleton goombas above which do not reset.
2:16 - HSWK between the pillars in TotWC To generate enough forward speed to wallkick between the towers, we can use the exposed ceiling on the edges of the tower to BLJ. We can then perform a flying triple jump against the tower walls to redirect towards the switch, and land on it with a misalignment. After the textbox closes, we convert the negative speed to positive speed by sliding, and then cancel the double jump with the exposed ceiling to start flying with hyperspeed.[OUTDATED TAS] SM64 - Tower of the Wing Cap - 19.30PaLiX _2023-07-31 | IMPROVEMENT: youtu.be/sCn9_V35xX8
Thanks to @AruaErueru for finding this strat, and @Crackhex for help bruteforcing.
previous: 19.43 by me/fifdspence/Plush/Crackhex[TAS] SM64 - Castle Lobby MovementPaLiX _2023-06-12 | Collection of castle lobby movement improvements over the WIP from early 2022. main to ccm (-4f) ccm to pss (-5f) secret to pss (-2f) secret to wf (-4f) wf to bob (-6f) bob to courtyard (-12f, collab with @Crackhex )
ccm to pss in particular still feels very improvable[OUTDATED TAS] SM64 - Tricky Triangles! - 8.40PaLiX _2023-05-19 | IMPROVEMENT: youtu.be/y3h8etV0ne0
previous: 8.90 by me/CSZ/dar gos youtu.be/ko_DmuUmV1w[TAS] SM64 - Shindou 0 Star (DDD Skip BLJless)PaLiX _2023-04-26 | (3 minutes slower than 1 star) (also sorry the video randomly freezes)
The current Shindou any% TAS youtu.be/Dl2Ww6q9EXA collects 1 star since it does not skip DDD. While it was known 0 star would be slower than 1 star, it was still unclear how a 0 star method would work, as there was no clear HSWK setup to get enough speed to clear DDD without bonking. This strategy lets you skip DDD with 0 stars, and therefore beat Shindou edition with 0 stars.
This method first gets into the centre of the 30 star door by conserving sliding speed from forwards into backwards hspd using water. If you jump out of water with between 15 and 16 hspd, you can conserve and re-activate stored sliding speed.
Inside the 30 star door there is a roughly 2 unit wide stable region where mario can HSWK. Inputlua was not sufficient for TASing this, so I automated it with a python script using WAFEL. This HSWK setup lets me build enough hspd to clear DDD while being low enough to not bonk on the ceiling.[TAS] SM64 - Escaping Both JRB Fish Tanks Via HSWKPaLiX _2023-04-24 | Escaping both fish tanks in the JRB painting room in the castle, a previously unsolved problem.
Normally just HSWKing isn't sufficient as it forces mario to the top of the tank, where the window ceiling/neighbouring OOB blocks being able to clip through the wall.
The first method I show uses an unreferenced wall in a diagonal corner to fall to the bottom of the tank with ~280hspd, and then clip through the tank window which has a thinner wall.
The second method only works for the right tank and uses a diagonal wall outside the tank which projects towards it, which pushes mario all the way out of the tank. The wall projects on the wrong axis on the left tank.[TAS] SM64 - CCM 2nd Slide 1up Without DyingPaLiX _2023-03-06 | There's a 1up in the CCM shortcut which clips out of the tunnel before mario can reach it (different from the first 1up in the shortcut which is trivial to get). The only way to get this 1up involved dying immediately after youtu.be/KmrHxhCFOH4
This method lets you live after collecting the 1up, as long as you have 3 hours to spare.
Start GWK was done by @sm64expert39[TAS] SM64 - BitDW Start Red Switchless (and without dying)PaLiX _2023-03-02 | was unsolved. now it's solved.[TAS] SM64 (U) - Snowmans Lost His Head - 35.17PaLiX _2023-02-28 | UPDATE: Crackhex improved the starting movement by 1 frame.
Starting movement to the first textbox was done by @manama314 @Crackhex and I figured out a way to get enough speed conserved into the final textbox to jump to the star in only a single frame using the BLJ spot @CeeSZee used for the reds star.
previous: 35.30 by snark/Manama youtu.be/PIehvX1vTx4[TAS] SM64 - Wall Kicks Will Work - 5.43PaLiX _2023-01-29 | Normally you can't just dive straight into the star since mario cannot enter the region directly above the ceiling, and clipping through the side wall is usually too low. Fortunately, there is a seam with overlaps in just the right spot such that you can perform a double push as you clip through the side wall to reach the star.
There is a slight complication to this plan. Wall checks at each quarter step are performed at two heights relative to mario's position: 150 units above first and 30 units above second. If we clip through normally we would have to have mario's position be 150 units below the seam to double push, which is too low to collect the star, so we need the first wall check to fail so we can double push using the second wall check, giving an extra 120 vertical units. Luckily, the upper wall happens to be slightly sloped such that if we are at the very edge of the wall, we can have the first check be just outside the wall hitbox and the second one be just inside it at the seam, which lets this strategy work.
previous: 5.53 by Plush youtu.be/ZKCXptOS4nU[TAS] SM64 (U) - Vanish Cap Under the Moat - 24.03PaLiX _2023-01-26 | Note: Mario not appearing to have the vanish cap is just a visual effect from the ghost hack.
SilentSlayers had saved 2 frames from Plush at the start, but could not keep the time save throughout the run due to the elevator cycle. youtu.be/N7Mj1GPu7KY
previous: 24.40 (U timing) by Plush youtu.be/15b3fwRfb4g[TAS] SM64 - Boil the Big Bully - 13.70PaLiX _2023-01-06 | Made in collaboration with @Crackhex
Originally, Crackhex remade this with the new start and the original ending, however the bridge ends up being too low for the blj to reach the bully, so this only saved 3 frames. This is the ghost in the video.
I then figured out we can use the slope to extend the lower blj far enough to reach the bully. This also allows us to hit the bully from the other side, placing us closer to the star platform. This allowed us to simply long jump and clip onto the highest part of the bridge as it loads in after the bully dies.
Finally, we make sure the bully is pushed towards the star platform as it is killed. This is because when the star spawns, it slightly overshoots its target position, so having the bully be thrown towards that platform means the star spawns closer to mario, saving a frame.
previous: 14.10 by me/dar gos/SilentSlayers/ToT youtu.be/KSsIpRomQBA[TAS] SM64 - Red-Hot Log Rolling - 7.07PaLiX _2022-12-29 | sign
previous: 7.37 by me youtu.be/p7K9IXWGR3s[TAS] SM64 - Free Flying for 8 Red Coins - 28.33PaLiX _2022-12-25 | -120f previous: 32.33 by DyllonStej/Crackhex/fifdspence/dar gos/ToT[TAS] SM64 - Hot-Foot-It into the Volcano + 100c - 1:01.23PaLiX _2022-12-18 | Most boring star in 120
previous: 1:03.20 by MKDasher/Nahoc/sonicpacker youtu.be/xL6VE_5PddM?t=2337[TAS] SM64 - Cruiser Crossing the Rainbow - 14.20PaLiX _2022-10-30 | -2f by using a better starting yaw to remove a frame before landing on the slope and a turning frame on the slope -1f by getting a better yaw on the pole to land on the upper platform a frame earlier
Found this route up the snowman which is slightly faster. There may still be some more optimization frames here. Also Crackhex helped youtube.com/c/Crackhex
-14f on movement up to the elevator blj. -3f inside CotMC. Note: Mario not appearing to have the metal cap inside CotMC is just a result of the ghost hack.
Tyler Kehne suggested using a floating point overlap between two wall triangles to get double the wall push during the initial swim to the misalignment. This allows us to reach the misa 5 frames earlier, however since there is less speed from the swimming, an extra grind had to be performed costing 2 frames. Luckily, the extra grind allows for a much more versatile long jump + slidekick setup into the water re-entry, which Crackhex used to save another frame. With Manama's 2 frame improvement of the SBLJ, this means a total of 9 frames have been saved in the basement over the previous 1 key TAS.
It is also worth noting Manama found a different grind strategy which ties this run.
(recorded on us for ghost comparison) -1f by using a better wall push to reach the misa earlier -1f by using new movement which enters the water with less yspd, letting me start swimming sooner[OUTDATED TAS] SM64 - Mysterious Mountainside - 5.43PaLiX _2022-04-15 | IMPROVEMENT: youtu.be/cpyeRUV5VW4
-6f
The first gwk is extremely hspd dependent. Krithalith discovered that there was a hspd region around 39.7 where the quarter steps barely allowed the gwk to work. The slow looking starting movement is actually to setup the double jump with enough air frames to build just enough speed for the gwk to work.
Eel: -3f by using the new start blj -4f by downwarping to the eel -1f by better star grab optimization previous: 24.30 by Mickey/Xander/Superdavo0001 youtu.be/cPj-bbvW_Nc
Jet Stream: -1f by better slope walk optimization previous: 8.57 by me/Crackhex/tjk/Mickey youtu.be/abmSXAXGkJI[OUTDATED TAS] SM64 - Get a Hand - 5.07PaLiX _2021-09-12 | IMPROVEMENT: youtu.be/fbP5U_uYuMc
This is my first TAS using a floating point precise strategy. Normally to perform the second glitchy wall kick you cannot be hugging the wall as it becomes impossible for the quarter steps to line up on the correct walls, however I found that by getting a precise wall push at the intersection of the two walls on the second quarter frame, and taking advantage of floating point rounding errors, it is possible to perform the gwk. This allows me to do two gwks which give enough height such that I can avoid ground pounding to reach the top platform.
The start movement may be improvable, but I'm happy with this for now.
-2f using new start movement -1f by climbing down the slope faster
After finding the faster starting movement, the original plan was to save another frame by using the slope launch strategy instead of the jump. With help from Crackhex for bruteforcing, we were less than 0.1 units short of grabbing the star, however I was able to find a faster slope climb to reach the star earlier with the jump strategy.
-1f by using davo's late water entrance strat. Normally this would mean we'd end up with too much hspd to collect the star, however by crouch sliding before entering the water I could get the hspd to a point where the star could be collected.
So far bruteforce attempts to collect the star with better hspd have failed. If they succeed up to another 2f could be saved on this star.
-1f by lowering hspd before the last jump dive, letting me land earlier. This actually requires good fire rng as the fire needs to be further forwards than average in order to get the required distance. Using bruteforcing I've gotten this up to working with 1 in 3 rng values.
As an added optimisation, I found that doing the long jump 1f later gives an extra frame of straining to land on the very edge of the platform in order to start grinding sooner. This doesn't save a frame, but removes the need for precise grinding to reach the swing.
previous: 11.03 by Superdavo0001/dargos/Snark youtu.be/f8xM5fbwUsU[OUTDATED TAS] SM64 - In the Talons of the Big Bird - 13.13PaLiX _2021-07-30 | update: improvement by manama youtu.be/ApuT_VCtRnA
-1f on the starting slope -2f using the new pillar climb strategy
previous: 13.23 by DyllonStej/Xander youtu.be/K8tcecQYenQ[TAS] SM64 - In the Deep Freeze - 5.23PaLiX _2021-07-18 | By me, ERGCXander, Krithalith, Crackhex and Manama
Over the past few days lots of TASers have been working together finding optimizations and writing bruteforcers to improve this star. The first improvement was getting a better yaw on the starting slidekick which allows mario to face more to the right at the dive recover after the slope. This allowed us to reach the ice sculpture 1f earlier by simply doing the dive recover 1f earlier, however the angle still wasn't good enough to get into the star hole without overshooting the star hole instead of bonking. Using a variety of bruteforcers we were able to save enough units such that there was a small y window where we could successfully bonk on the side of the star hole without overshooting to save the frame.
For this I rewrote the bruteforcer for CUDA to improve performance. I also improved the stitching between the last red and the switch press. Perhaps this could still go lower with a more accurate performance evaluation algorithm or stitching method, but I'm pretty happy with this for now.
Note that this run is actually 19.57 on J due to differences with the text box. Using a combination of fifdspence's bruteforcer for the flying of the red coins, with a bruteforcer I wrote for optimising the switch press, I was able to get another 2 frames off this star. This could still be improvable, so this star is definitely worth looking at if you have good ideas for bruteforcing strategies.
-2f on igloo entrance -1f using faster route to reach the spindrift -29f by using an open corner to clip directly into the star cage previous: 11.58 by me/Tomatobird8 (youtu.be/q8yXknGWwn8)[OUTDATED TAS] SM64 - Whirl from the Freezing Pond - 12.00PaLiX _2021-05-07 | improvement: youtu.be/Gkw-g_MLCKs
previous: 12.07 by ToT/Manama/Eru/Plush[TAS] SM64 - Eye to Eye in the Secret Room - 25.20PaLiX _2021-05-02 | -1f with slidekick strat previous (25.23 by me/ERGCXander): youtu.be/D3xzvLATPtM