JARP
Was in theory possible to do a very long time ago ( youtube.com/watch?v=aNg9XhVB71k ), but this version is less complicated. Still hard tho.
updated 1 year ago
Notes:
1 - Dpad is pressed slightly due to your angle changing a tiny bit while sliding down.
2 - The speed leaving the slope ranges from 87-92. That changes how long you need to hold A for the 3rd firsty.
3 - Hold towards the 2nd wall after the 5th firsty, to build as much speed as you can.
4 - Eyes can rotate in 2 different directions, which way it goes changes how you do the QSLGs at the end.
5 - It's possible to skip 2 firsties if everything goes exceptionally well (speed, height and flicks), making the minimum required amount to 11 firsties.
Skips half the level by not going through the door in upside down house. Going through the door forces you to step on an invisible red switch that later blocks your access to the noteblock in the middle of the level.
This is not the only way to break the level however. After the 4th checkpoint, you can go to the upside down tower that normally has the last blue switch and do a LJWK to get an ledgegrab. Because the red blocks don't cover either bottom or sides of the entrance, you can let go of the ledge and do an squish cancel jump to go around the blocks and enter the tower. You can see it in action here - drive.google.com/file/d/1CnVYZA222XQOWpvI7OgkTXj7qRJJQLhF/view?usp=drive_link
Combine that with Pause BLJ from the first twhomp into the spring, and you can get an faster completion.
The only reason this is possible is due to the spinning blades at the bottom moving so quickly that it misses the edges of the big platform for most of it's spin cycles. This means you can set up movement or position during those spins, but you can't just stay there since it eventually reaches that portion and kills you.
For crossing the blades, while in theory you can go past them with multiple blade positions, each one requires it's own timing of jumps to cross safely, and memorizing and processing each one is difficult, so I just went for the cycles that needed a frame 2 jump out of a pause.
Secrets at the top mostly come down to timing when to run off for secret 4, and when to go for the wk for secret 5, but it's not very lenient window to grab those without dying.
The time to beat is 2 minutes, and you would lose at least 2 of those seconds in a full attempt if you went for this (if you pretend the skip for it doesn't exist), because the starting line has inv walls everywhere and the ways to avoid them takes some time.
As a test, a run without most of the risky movement clocked around 1:50-1:55 (no speedkicks, no hard ledgegrab skips, other stuff), so you have some leniency, but not much.
Edit: here's an race that goes a bit too much on the safe side, ending at 1:58. You won't get an 100% risk free victory no matter what, so it's better to pick which risks you're willing to take as a buffer for potential mistakes later - drive.google.com/file/d/123fMXwhs-xy1AVnm6jojYWiHaRfJTmPy/view?usp=drive_link
Oh well, not having to detour for a HOLP setup and removing IR is always nice, but I honestly found it comfier. I guess I'm just weird. Though you could do this as a backup if you failed that method, which is kinda funny to think about.
Strat exclusive to Any% Warpless. Saves around 40 seconds.
Chuckya grab in 1-1 sets the HOLP. Don't grab anything else until 3-4.
Instant Release either bomb post noteblock.
A good visual for where the bomb spawns near the red wall is the top coin of the ring of 8.
Stand close to the center of the wall when throwing the bomb. Too much left and the bomb doesn't bounce back, too much right and it goes above Mario's head.
The bomb clip works with 3 sizes if you do it diagonally, so you pretty much only need the regrab to successfully do it.
This wall in particular is thin enough to clip you before the usual 400 speed requirement (around 300 here), but thankfully you don't need that much to get to the other side, I cross here with 200. Really the angle you kick off is the hardest part, it needs minimum 2 frames of sliding to get the correct angle.
Annoying to do, has RNG, and has 0 benefit of doing it. The best kind of skip.
This is the only stage in the 100% run that uses the cannon, and due to the placement of the switch, it didn't gave any options for routing. With this you can skip the entire process of climbing to the switch + the cannon opening cutscene, and allows the stage to be done backwards, which saves some time.
For flyguy, unfortunately it's one of those that can shoot fire, so 3 things can happen:
1 - It turns then flies directly at mario (good ending).
2 - It turns a bit then flies to the side, which is annoying but can be saved by moving to the other side of the platform, but height can be screwed.
3 - It turns then shoots fire than can't even hit you like an idiot for who knows how long, then flies towards mario (maybe reset).
Run is very solid, got good RNG and the only movement mistake was doing a LJ 1f too early at 54 secs, resulting in a bad angle and having to stop for a bit.
This version abuses messed up collision on the right side of the gate blocking the switch that spawns cork boxes. Hacktice's collision view showed that it's set as a floor triangle (the other side is set as a ceiling), and after moon jumping around that place for like 15 minutes Mario clipped through. From there it just needed a setup, which thankfully is very easy to do and didn't took long to find.
The skip is usable in 1 and potentially 61 Star. v1.1 changed the layout of the stage to make it easier/less confusing, and one of those changes was properly aligning the geometry with the gate instead of having those open corners, so this doesn't work in that version.
Timesave wise, it's around 1:30 minutes faster, since this skips more than half of B3 and you no longer need to climb to the top of green switch palace anymore. However, it's not all good news. No green switch means the blocks to open shortcut door in the castle isn't solid, meaning you have to do early switch palace a 2nd time, and that's because once you clip into B2, the only way to leave is to exit course, which places you in the castle.
Have fun Andrew :)
Unlike the one in Azure Abyss, this retry abuse isn't doable in fullgame runs due to relying on the act 6 wing cap (there's a non act specific wing cap in the level, but it's too far out of the way).
However it's still possible to do some without WC, namely for bubbles and red coins star. By touching the emerald and the first path crystal, then falling into the lava, you'll respawn next to the cannon, then you can shoot to the star you wish to grab. Techinally possible with frozen house too, but it's a lot harder to perform.
That being said, the angle you get launched is still a bit of a mystery to me, so this is probably not super optimal.
Don't have the best specs so this hack randomly lag spiked in some places.
The BLJ is very specific, as you need to launch off with an speed of either 860 or 880 (840 looks the same but you clip through the whole thing). My whole strategy was doing 4 air BLJs after the SBLJ. If Mario did a 5th one then my speed was off anyways and wouldn't work, and even if he doesn't you might have too much and clip inside the glass cube instead.
The main thing required to make it work is having close to minimal speed for Mario to start BLJing off the ceiling of the glass cube instead of the wall (more specifially, the edges of the cube). Ideally the closer to 405 the better, since you can just mash quickly after, but in my tests i ended up with around 425 speed most of the time, and with an fast mash it would fail, but you can delay your BLJs on purpose to bring your speed down to that range on landing frames (0 input BLJs avoids this speed loss, but that's not important here).
Run overall is alright. This was more a quick project since i saw Sev playing this, and at some point they started mentioning speedrunning and skips. I noticed that the geometry allowed for SBLJs, but wasn't sure where it would be the most useful. Other SBLJs I found was launching yourself to the rainbow spiral slide from the beginning, and one that launches you to the very end from post lava letters, which skips the maze and the switches part, but it's too far to run to, would need some caps to reach and the SBLJ itself is very precise. ( drive.google.com/file/d/19cb94g4ifbUX7mTz4lHD2lf5hMpo_gzp/view?usp=drive_link )
Some Notes:
1 - For the cloning, if the bob-omb coin doesn't land on mario, get one of the coins in the line of 5, then do what's shown in the video. However, you might need to do it very quickly since if the coin lands on the water it'll mess the whole VS manip. As for the manip itself, all you need to do a backwards jump and keep holding that direction after landing to make dust (don't do this with holding down, or you'll exit course when pausing). On the first frame the bomb disappears from Mario's hand, let go of the stick and you'll have the correct VS.
2 - The underwater throw was annoying to figure out, but it's honestly not too bad if you practice it enough. The main thing you need to look out for is the angle, as too little angle pushes Mario in the wrong direction. As for when to throw you can use the wall texture as a visual cue (I aim for the center of that circle in the texture)
3 - The double jump to SNES Rainbow Road is not as easy as it looks, there's a small piece of ground on that rail that doesn't reset the checkpoint near the corner, but you can't just go for it with an straight line. That's why that awkward movement is needed to make it work.
If you want a more clear visualization, open quad and place a checkpoint in OW3 to have an better idea of what to do.
DNVIC put an estimate of 1 minute for it to save time, so this would save like 15 seconds at most (with the good RNG of bob-omb coin landing on Mario).
I love this trick
For those who care, this one run took 6:30 hrs of attempts to get.
For practice, I don't keep track, but it was a good amount, maybe 3-4 hrs.
Either way enjoy Unfinished Project 54.3
Music:
1 - youtube.com/watch?v=X64-ZnEGakg
2 - youtube.com/watch?v=eEFH-sOlYNg
3 - youtube.com/watch?v=sjokyHDb2Xk
4 - youtube.com/watch?v=Xwt149ces6U
Enjoy Unfinished Project 54
Music:
1 - youtube.com/watch?v=IPXWbvhfu6o
2 - youtube.com/watch?v=WrhfVG8ykVs
3 - youtube.com/watch?v=c_tY9ZhCFRM
Ever since this time, I had planned to improve some things as well as cleanup some mistakes, but as time went on, I felt very not willing to do anything in mario at all, to the point of not wanting to open up the emulator.
So this is yet another thing I started that I didn't fully went through with everything I wanted to do. I'm very sick with this pattern and disappointed about myself always doing this, so might as well not do runs of anything.
At this point it just feels like my SM64 days are over. It takes a ungodly amount of effort for me to start something, and when I do, I feel like stopping not much long after. Sucks that my best and most passionate days were when i didn't had good equipment to record runs/strategies, so I have this huge amount of stuff i had plans for that's gonna be wasted, but I can hope someone else will rediscover them, and if not, then who cares really.
IRL isn't helping either, as i'm dealing with severe mental issues and a sense of purpose. There isn't a single day where I don't think about everything I did in my life that amounted to nothing, nor I have any reason to believe it'll get better since that's how it's always been. I'm not even that old and it feels like I wasted my entire life already.
An easy visual cue is to aim to the corner. You have close to a 500 unit leniency, so missing it by a bit won't make it fail. Also the later you dive to reclaim the stored bomb, the bigger the amount of time to catch chuckya, but it's also not super strict.
...tho there is a solution to that issue. If the dev is reading this, you can change the type of spawner from "Warp (Mario Start 1)" to "Warp (Mario Start 5)". That way, mario grabs the checkpoint and doesn't fall to his death.
All you need to do is clone a star then ledgegrab a noteblock.
For the old method, you can watch it here, done by ChrisLink ( youtube.com/watch?v=0sRXr4pLnBg ). Has cool movement and you can actually see the unused section.
0:00 - HOLP Setup
1:15 - Star 172
Which is why i discovered an alternative insanely annoying method, which is to use a Pedro Spot to Hyperjump to the coin. There's a lot of ways to fail this, but the most common are butt sliding which doesn't allow an instant jump, or a straight up softlock... Which is why I'm so glad I had to do this twice, because i forgot to unmute the game.
To top it all, i ended up softlocking when closing the save box, which i didn't know it could happen. A quick researched showed that for whatever reason the cursor that shows up when selecting "yes" or "no" to save doesn't appear sometimes, and closing it in that state makes you permanently stuck, and the star also doesn't save.
If for whatever reason you decide to get this and care enough to save, make sure the cursor is on the screen. If it's not there, keep pressing down and hope it appears.
Watch the full 0 Star LOTAD here: youtube.com/watch?v=Gix_aN-8zrc