SM64 Land - 131 Star LOTAD Fix (Edit #4)FrostyZako2020-03-18 | StarrlightSims made this very important and recommendable 131 Star LOTAD back in December: youtube.com/watch?v=tgz88t4t5lU
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.Super Mario 64 Land – 131 Star LOTAD in 1:11:09 (by StarrlightSims & FrostyZako)FrostyZako2024-04-01 | I had already uploaded this run before but this video has a higher (hopefully decent-ish) resolution. This run is a TAS and based on an older TAS made by StarrlightSims, which was almost three minutes slower. Most optimizations to that have been discovered and recorded by myself, and now spliced together with the old TAS to create this new one. As the gameplay of this run aims to demonstrate human perfection, I refrain from calling it a TAS and instead label it a LOTAD (low-optimized tool-assisted demonstration).
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.[Theory TAS] Marios Vacation Course (v1.1) in 4:44FrostyZako2021-04-28 | ...[Theory TAS] Marios Vacation Course in 5:42FrostyZako2021-04-18 | ...Super Mario 64 Land - 131 Star Speedrun in 2:32:20FrostyZako2020-04-30 | This was a very solid run. Of course the time could be lowered to a sub 2 hour time, theoretically, but I had to find a balance between consistent and fast strats. This game is incredibly punishing and because you need an S rank for every level, which is also based on how fast each level is completed, any mistake can mean that you have to redo the entire level. I often got way more points than I needed to get S rank simply because I wanted to have a leeway for mistakes, which occasionally paid off, because redoing a level can lose multiple minutes at once. It never matters if you just finish a level, only the rank matters, and my goal was to have as few deaths as possible.
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.[Theory TAS] Super Mario 64 Land - 45 Star Power in 41:51FrostyZako2020-01-26 | ...SR6.25 - 75 Star Door Skip (Read Desc. for Setup)FrostyZako2019-12-19 | (1) Wallkick up to where the star is but make sure to get up on the opposite site of the star so the camera angle is slightly different (otherwise you will have to perform this semi-blindly when doing the setup). (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.[Theory TAS] Super Mario 64 Land - 131 Star Speedrun in 1:35:08FrostyZako2019-11-23 | I've done a real speedrun of this now: youtube.com/watch?v=KiYJ9dauKOg
Find this and many more hacks here: sm64romhacks.com[Theory TAS] Portal 3 - 0 Star in 1:59FrostyZako2019-06-29 | ...[Theory TAS] Super Mario & The Cursed Castles - 1 Star in 2:27FrostyZako2019-06-29 | Done on June 20, 2019.[Theory TAS] SM64 The Mushroom Cup - 1 Star in 4:44FrostyZako2019-06-29 | Done on April 22, 2019.New Stars in 2019 Star Revenge UpdatesFrostyZako2019-06-27 | The first three stars of SR0.5 were done with save states.
The star in SR3 is NOT contained in a version currently available within an SR3 release/update trailer on YouTube.[Segmented] Castles Top - Star Revenge 0.5 v1.1FrostyZako2019-06-21 | This is one of 3 new stars that BroDute added in his update of Star Revenge 0.5. The other 2 stars can be seen in this video: youtu.be/f-kgHNCFl4k
View a show-off of this star with better and more doable strats: youtube.com/watch?v=B_U1QBPq1S8[Segmented] Flying in the Lagoon - Super Mario StarFrostyZako2019-04-10 | I never would have thought this was possible. I considered this star to be impossible since there was no bob-omb buddy to open the cannon that was needed to get this star.Dein SM64 Hack Best of 1.3 - Impossible StarsFrostyZako2019-02-03 | I accidently confounded course 10 and course 9, the first level shown is course 9. I've done all except the first star savestateless. This hack was intended to have 75 stars but due to some mistakes in the creation, only 55 stars of them were considered possible later on. Overall I've been able to get 68 stars in this hack, only 7 stars are truly impossible because the level that contains them crashes the game.[Segmented] SM64 The Lava Hell - 100 CoinsFrostyZako2018-10-03 | IMPORTANT NOTE: This ROM had a very slight edit done by me and is therefore not quite the equal to the original. The spinning heart at 8:10 was added by me to make this star possible in the first place. From how it seems, there is no way to collect this star without this edit. If this spinning heart wasn't there, you would have to take two lava bounces to enter the tower (as you can see at the beginning of this star), and even with two bounces it's already somewhat tight to make. Eventually, this will make you have 2 HP at the top of the tower but you need 5 HP to survive the fall onto the coin box, which I see no other way to achieve besides adding a spinning heart or even more coins, which would be counterproductive concerning the challenge of collecting 100 coins and the idea of only having exactly 100 coins in the level. I don't think this change is very advantageous in any way, of course it allows for easier health management but the hack is generally so hard that the spinning heart hardly does anything to the difficulty, it's only a real difference for the red coin star anyway. Better have a slightly easier possible star than a slighty harder but entirely impossible star.Glitch Explanation: Reverse Hat Adventure (SM64: Ocarina of Time)FrostyZako2018-07-08 | Also sorry to JARP who intentionally planned to make a video about this first. He ended up being unable to make such a video for a longer timespan now so I prevented it getting delayed even further. You should check out his channel anyways: youtube.com/channel/UClV3w8MVjmd561Rwb6h6QRw
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.[Theory TAS] SM64: Ocarina of Time - Escape% in 4:26FrostyZako2018-06-21 | Improved by nearly 2.5 minutes thanks to new strats.[Theory TAS] Jumping over it with Nathanial Bandy in 2:11FrostyZako2018-06-11 | Huge thanks to Eddio0141 for providing a fixed version.[Theory TAS] SM64: Ocarina of Time - Escape% in 6:50FrostyZako2018-06-08 | ...Footrace with Koopa the Quick - 1093FrostyZako2018-06-06 | 2 frame improvementFootrace with Koopa the Quick - 1100FrostyZako2018-06-06 | Non-TAS, previous WR was 11.6 by SilentSlayersRematch with Koopa the Quick - 546FrostyZako2018-05-30 | another 5 frames savedTHI Koopa Race - 5.63FrostyZako2018-05-30 | Saved 0.53 over yesterday's time2.60FrostyZako2018-05-29 | ...THI Koopa Race - 6.16FrostyZako2018-05-29 | EMU, Non-TAS
Previous WR was 8.4 by ParadoxKarl (there have never been real rules though, dunno what can count as WR)Skip in C12FrostyZako2018-05-18 | ...[Theory TAS] Super Mario Rainbow Road 1 Star - 3:11FrostyZako2018-04-29 | Final time is 3:11"75(SM64OoT) Cannon License SkipFrostyZako2018-03-29 | ...[Savestates] SM64 Ocarina of Time - The 40 Trials (Unlock the BLJ Powerup)FrostyZako2018-03-27 | Insanely hard to do.SM64 1 Star - 9:37 (EMU)FrostyZako2018-03-18 | could have been better but oh well, none of the mistakes were too bad, i'll take the sub 10[Theory TAS] TD Reds - 10:57.3FrostyZako2018-03-17 | ...Snowmans Land 100 Coins in 1:0123 IGT (Emu, Non-TAS)FrostyZako2018-02-06 | legendary, n64 record is 1:23 in IGT[Segmented] Discolored Distored Madness - 1:082 [SR5.5]FrostyZako2018-02-04 | Strat found by JARP. Saved 70 seconds over the previous one, nearly twice as fast.[Segmented] Discolored Distored Madness - 2:185 [SR5.5]FrostyZako2018-01-28 | Note: Savestates were used.Dethrone the Bullies - 3030FrostyZako2018-01-12 | harm[Segmented] Cancer Design Castle - 594FrostyZako2018-01-09 | Note: Savestates were used.[Segmented] SR2 Act 1: TTM - Bowser 2 Reds - 596FrostyZako2018-01-08 | Note: Savestates used[Segmented] Ztar Attack - Star 172 (Pre-set HOLP)FrostyZako2017-12-28 | Huge thanks to sm64expert for finding all methods needed to make this star possible!
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.Moving Target - 1560FrostyZako2017-12-23 | 7 second improvement over the old wr lmaoSM64 Sapphire 0 Star in 1:31.26FrostyZako2017-12-21 | pretty bad but didn't spend much more than an hour running thisSapphire Slide in 1676FrostyZako2017-12-20 | ...Theory TAS Compilation #1FrostyZako2017-11-27 | The hacks:
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 64Dargos Glitchies 2 [Savestateless]FrostyZako2017-11-22 | Wasn't too easy, took around 45 minutes of attemptsDargos Glitchies [Savestateless]FrostyZako2017-11-17 | Apparently the first wallkick was found by Ethan White but it seems the second one was found by me, didn't even think i found it[Segmented Walkthrough] Super Mario 64 2: Bowsers RevengeFrostyZako2017-11-04 | This is a segmented walkthrough, aka it uses savestates so unnecessary mistakes/deaths are not included.
Note: This is a reupload because I actually discovered 2 more stars to be possible after I uploaded the playthrough initiallySuper Mario Rainbow Road - Ending Star in 740FrostyZako2017-10-21 | beats nita but 2 frames can be saved, stillAlternate Switch Skip - SR7FrostyZako2017-10-17 | Saves a few minutes in 61 star, shoutouts to tayyip and sigo for the strat ideas.[Theory TAS] Star Revenge 4.5 - 0 Star - 1:5370FrostyZako2017-10-01 | ...Secret of The Door Forests - 2113 [SRR2.0]FrostyZako2017-09-02 | i suck