ds273Not a game I normally do glitch hunting for, but some recent videos regarding the A Button Challenge made me think of this and I couldn't help but test it, since it could potentially save an A press. Sorry for the poor commentary.
Summary: Pannen uploaded a video a couple hours ago showing that you could get a squish cancel off the pendulum under the cogs, but then stated that the chance of using this trick to get past the cogs was poor because the pendulum was too low. I decided to try checking the higher pendulum out, since it is much higher up.
It turns out that the tangibility radius of this higher pendulum intersects with the floor below the Roll into the Cage star by about 1 unit. It doesn't *have* to intersect to be sufficient, since ground pounds give some extra height (I realize I was rather wrong about the ground pound height; it looks like 68 is the actual amount. Oops.)
This is made a bit tricky since we need to be clipped through a cieling and have the pendulum's floor cancel out the cieling when necessary. We also might need to move horizontally in addition to vertically to get above the Get a Hand star. Regardless, I think this is a pretty decent shot at cutting an A press off of Stomp on the Thwomp right now.
SM64 - TTC Past Cogs 0x via Squish Cancel Ideads2732018-08-15 | Not a game I normally do glitch hunting for, but some recent videos regarding the A Button Challenge made me think of this and I couldn't help but test it, since it could potentially save an A press. Sorry for the poor commentary.
Summary: Pannen uploaded a video a couple hours ago showing that you could get a squish cancel off the pendulum under the cogs, but then stated that the chance of using this trick to get past the cogs was poor because the pendulum was too low. I decided to try checking the higher pendulum out, since it is much higher up.
It turns out that the tangibility radius of this higher pendulum intersects with the floor below the Roll into the Cage star by about 1 unit. It doesn't *have* to intersect to be sufficient, since ground pounds give some extra height (I realize I was rather wrong about the ground pound height; it looks like 68 is the actual amount. Oops.)
This is made a bit tricky since we need to be clipped through a cieling and have the pendulum's floor cancel out the cieling when necessary. We also might need to move horizontally in addition to vertically to get above the Get a Hand star. Regardless, I think this is a pretty decent shot at cutting an A press off of Stomp on the Thwomp right now.SM64 - [TAS] Metal-Head Mario Can Move! 0xA - 4540ds2732023-08-25 | This is an improvement of 35.5f over the previous record (youtube.com/watch?v=TFFja94O780) by myself and fifdspence. Just as before, the part up to reaching the controllable platform was TASed by fifdspence, and the rest of this TAS is by me.
This is just a more thoroughly optimized version of the new strategy, getting all 3 available wall pushes optimally and performing the clip without DRing and without losing momentum. I also tried to make the elevator ride as interesting as possible this time since it's an autoscroller.
Thanks to ChouxZi for suggesting the C^ slide - punch to get across the bar after pressing the button without getting locked into a slide.[OUTDATED] SM64 - [TAS] Metal-Head Mario Can Move! 0xA - 4659ds2732023-08-08 | See the new, cooler version of this star here: youtube.com/watch?v=dI_vMSjagAY
The first half of this TAS (up to landing on the 4-way platform) is the same as the previous record by fifdspence: youtube.com/watch?v=QSxEhoimzX4
It turns out that the 4-way platform can actually clip slightly past walls if it approaches from a convex corner. Because of this, we can clip inside of the corner platform and then squeeze through a 1 unit wide gap between the outer walls and OoB to fall down into the star room. This TAS saves 59.5f* over the previous record using this strategy, as there is less time spent waiting for the platform to move due to the shorter route, and there is no need to wait for the platform to finish shaking after colliding with a wall.
* I suspect that the lag frame difference is due to my decision to punch the boxes, and the run would be slightly faster had I not done that, but I haven't checked to be sure. There is probably some other time to be saved on the actual clip as well, but saving that sounds like a task for another day (unless we can avoid losing literally all speed when the clip occurs, which would probably save a significant amount of time)SM64 - Invisible Clone via Hands-Free Punch Recoilds2732022-04-30 | This trick will hopefully help with preserving the necessary HOLP for this plan to get onto the thwomp, though the underlying concept is not specific to upper TTC: youtu.be/pxoeaPGezOM
Actually pulling this off in this context is a bit complicated. Mario needs to reach 16 speed in order to soft bonk on the thwomp's ceiling to activate hands-free holding, but I wasn't able to get this by just grinding. So I had to strain into the pedro spot under the thwomp briefly to reach that speed. However, doing this for too long will cause Mario to be falling too fast to land back on the platform.
Once Mario is holding the clone hands-free, he can punch the side wall of the thwomp to trigger punch recoil. This spawns a particle spawner for the little triangles that appear where he punches, and this particle spawner is the desired invisible clone. In order to keep holding it, Mario needs to dive before landing in order to end hands-free holding without dropping the clone.
One complication that will arise for the intended use to get on the thwomp is that the HOLP is on the other corner of the thwomp. Unfortunately, these two strategies cannot be done on the same corner of the thwomp due to its wall geometry, so moving between them and then performing this trick all during BCA will be required.
Chapters, just to clarify what's actually going on in the video: 0:02 - Obtaining the Invisible Clone 0:09 - Proof of HOLP PreservationSM64 - TTC Thwomp 0x without SDC Conceptds2732022-04-30 | Some credit for helping with this goes to Marbler, who has been coming up with a bunch of crazy stuff trying to get my plan for eliminating the pole A press to bring *all* TTC stars to 0x. His channel is here: youtube.com/channel/UCkkl8jzlB6sJDSqCXAR3pcw
The premise here is that a fire bounce from ~139 or so units up from the thwomp platform theoretically reaches high enough to snap up onto the lowest points on top of the thwomp. To get a fire bounce at this height, Mario activates VSC off the treadmill and then ground pounds into the under side of the thwomp as it descends, freezing his height at ~6329. Once the thwomp lands, a squish push is triggered and Mario is pushed out by the outer wall of the thwomp, completing the squish cancel and also putting him into the perfect position for the fire bounce. This is quite important, as Mario's trajectory during the fire bounce cannot be influenced by controller inputs. Without this wall push, there is no way for Mario to avoid overshooting or hitting a ceiling before he can reach the floor above.
The question now is whether or not the HOLP can be left in the correct location so that a flame clone can be placed there, and if Mario can get the necessary VSC. The HOLP needed is unfortunately a few units higher than we have been able to obtain so far by simply walking on the platform, so it will itself likely have to be placed mid-VSC.SM64 - Onto Pendulum Box With Held Bob-omb (Hacked Conditions)ds2732021-11-22 | I believe this should definitely be possible with a supersaturated bob-omb, but whether or not this can be done with the normal bob-omb timer is yet to be determined (TASing this with the bob-omb snap and actual moving pendulums is really really annoying).
The premise here is as such: Mario is holding a bloated bobomb, and dismounts the high pendulum at a height between around 60 to 80 units exclusive below the ceiling as he enters the area under the ceiling due to the bobomb pushing him. Since he is over 60 units down, the walls above do not push him out in his walking state. His quarter steps are cancelled on the ceiling, initiating the midair walking glitch. The bobomb continues to push him backwards, allowing him to midair walk towards the other pendulum.
When he reaches the other pendulum, he snaps up onto its floor, which is above the ceiling where he snaps to it. It needs to be above the ceiling for Mario to complete his quarter steps again so he can snap up, and also so he isn't squished. Then he can dismount the pendulum back into midair walking again, and make his way to the pendulum box.
Since we know that Mario can be pushed off the box by the pendulum shaft with good positioning, this means that with more precise movement we can get into the pendulum box pedro spot this way, assuming this can be pulled off in practice.
Here's the unrealistic hacked conditions, for completeness: Pendulum angles locked in place (moving pendulums makes TASing this more difficult and time consuming), bobomb timer extended (assuming we don't want to supersaturate the bobomb, we would have only around 5 seconds of total time with the bobomb maximum before it blows up)SM64 - Behind Camera Anywhere (HOLP Preservation Method)ds2732021-05-01 | Also known as Behind the Scenes (BTS). It's worth noting that this doesn't replace PBH, since it can't be used in all the ways PBH can. It has its own set of characteristic limitations.
Back in 2016, pannenkoek2012 made a video exploring multiple new methods to preserve the HOLP, including the very useful Pause Buffered Hitstun method: youtube.com/watch?v=pHihyGlYfSw
PBH is quite versatile, but it usually comes with a very tight timing limitation and requires a suitable damage source. But that video also offered another potential method: if Mario gets sufficiently far behind the camera, the HOLP will stop updating. Pannen was unable to get this to work at the time, but it turns out that it is in fact possible.
Simply put, when Mario is close to the camera and at roughly the same height, he can sometimes end up behind the camera when he's facing roughly towards it. The camera wants to look where Mario is looking, and depending on where the two are relative to both each other and the course, the angles that Mario can face and remain unrendered will change. Unfortunately, not all positions relative to the camera can work for this, which means this isn't always going to allow Mario to remotely throw objects at any desired angle. Still, this new technique is likely to be quite powerful.
Unfortunately, this has probably trivialized some of my plans for further TTC improvements, obsoleting a REALLY cool strategy I was super excited to see in the final result. It should still be pretty wild, but it might not be as absolutely bonkers as I was hoping it would be :/
Oh, and please excuse my LOTAD TTC climbing, I was lazy.SM64 - 90%+ Faster BBH Merry-Go-Round 0x Stratds2732021-03-18 | It's fast now!
Okay, so here's the premise: Before entering BBH, the HOLP is set so it will be between the walls of the mansion in BBH, but above the carousel room. The hacked 1-Up shows the HOLP that I used here. We have access to hat-in-hand, so we can drop the crazy box at this location laterally. But to put it high enough so that we can re-activate and grab it in the carousel room, Mario needs to drop it during the third crazy box bounce. In order to drop it that high, it is necessary to raise a scuttlebug in advance so that Mario can hit it from below.
Fortunately, this scuttlebug can simply be raised onto the roof of the shed and then left there. Normally it could just fall down, but the small floor outside the shed's door doesn't let the scuttlebug move over it. This greatly reduces the distance it needs to be raised.
This is probably still too slow for 70abc, but at least there's one less super boringly long star for 120.SM64 - Final Step for WDW Bobomb Buddy 0x A (No Downtown)ds2732021-02-25 | So far, unlocking the cannons 0x takes around half an hour. This is unfortunate, since we know we can save up to half an hour on the star Quick Race Through Downtown if the cannons are already unlocked (youtube.com/watch?v=nwr3kjYHIc0). For this reason, I looked into finding a fast way to get to the Bobomb Buddy platform without the A button.
This is the most promising method I've found so far. It's not totally confirmed, but it's pretty close to it. The skeeter needs to be deactivated very far from its home and at the very bottom of the level, so it is only reactivated once we are partway through the 1-up tunnel. It will then float up to the surface and turn around before lunging back towards its home, so being quick while working with the Chuckya after this point is vital.
I've left out the process of getting to the tunnel with Chuckya while the water is raised, but those steps shouldn't be too difficult. Also, Mario gets thrown off the platform at the end because I got bad RNG, I've confirmed it's possible to stay on the platform if Chuckya lands on it given good RNG.SM64 - GLG to BBH 2nd Floor (0x A)ds2732021-02-19 | For a long time, the fastest way to get to the second level of Big Boo's Haunt has been to start by selecting mission 1, Go on a Ghost Hunt, and then kill all the ground floor boos in order to store 26 VS on the top step as it is rising. It's been known for a long time that you can reach the top step on other missions using misalignments, but only now is there finally a way to climb up from the top step when the stairs are already raised.
This blueprint starts off just after getting onto the final step. Mario will have -2 VS stored from the DR, which is vital for the rest of the plan. From there, he falls off for 1 frame before landing with C^ in order to lower his VS to -6. At this point, by falling 3 frames he can hit both of the walls on the back corner of the step from above at their highest point (-6 + -10 + -14 = -30, which is how far down the walls start pushing Mario out). I don't know why, but this lets him ledge grab the floor above even though the wall pushes should initially put him in a ceiling, which should in turn prevent him from ledge grabbing.
Also, i should clarify - Mario hits one wall triangle on the back and one wall triangle on the side. I tested hitting both of the back wall triangles at the vertex, it doesn't work because the ceiling cancels Mario's movement.
Anyway I genuinely don't understand why this works but hitting the vertex doesn't right now, does anyone knowSM64 - Fall onto JRB Jet Stream Stards2732020-09-10 | BillyWAR recently showed with the ABC community that it is possible to clip through the floating ship with a ground pound, suggesting that it might allow Mario to fall directly onto the Jet Stream star 0x and avoid having to wait for the metal cap to run out. After some experimentation I was eventually able to achieve exactly that. While I wouldn't say that this is all that RTA-friendly, hopefully it can at least save time in the TAS.
The clip strategy I'm using requires a frame-perfect ground pound slightly above the floor and within a lateral range of only a couple units in total area. Mario ends up less than a unit away from missing the star on the way down.SM64 - 0xA Express Elevator Clip Demods2732020-08-04 | Apologies for the choppiness, I'm not entirely sure why it's like that.
Anyway, this trick should save a significant amount of time off this star for the any% ABC run that's in the works. We aren't anywhere near needing to TAS this yet, but a similar idea came up in another context today and inspired me to investigate this again.
The premise here is that the cork box has a wall facing into the cage, but normally it's not wide enough to actually do anything. But when Mario is swimming, it becomes able to push him through into the cage. The movement with the box is done in order to put Mario in a trajectory that can actually reach this wall and thus get pushed into the cage.
I'd elaborate more on the difficulties of this, but I'm not actually convinced that this is the only way to perform this clip. It's probably the one that will be used in the full TAS, though.SM64 - Elevator Tour HSLB Demods2732020-07-08 | Starting conditions are hacked. I don't know if the bully can be configured in a usable way, and it's possible we may need to use a different squish cancel spot, but the point is: if we can do bully battery + squish cancel at a sufficient height and get anywhere from 800 to 1500 speed, then it should be possible to collect the star 0x.
The goal is to charge up one of the bullies to high speed via bully battery, raise it with the elevators (and maybe level geometry) to around y=1000~1100 range and get it positioned and angled just right, and then use it to get Mario to high speed using a vertically independent squish cancel spot. Then Mario can fly towards the lava wall, and begin moving around the level in lava boost state to activate the heart and then boost up to the star. Of course, the bully manipulation is the hardest part of all of this, so it's still uncertain if this whole thing is possible or feasible to TAS.
Mario got into the state he is at the beginning by punching off the platform with 80.8 VS, so I think it's *relatively* reasonable.SM64 - [TAS] Stand Tall on the Four Pillars 0xA - 1:06.83ds2732020-06-21 | The first part of this TAS was created by fifdspence. His channel can be found here: youtube.com/channel/UCXubFNfZaMVLsTZzKcgnHOQ
This star has a lot going on. fifdspence managed to get the pillar clip with just a regular goomba bounce instead of a knockback bounce, which I imagine probably a few seconds alone. I'm quite pleased with it, since the knockback was only ever a crutch to make the clip easier to TAS. I'd say more about this, but since fifd is the one who did this part I don't know what kinds of troubles it gave him while TASing.
Another thing of note is that past ABC TASes have simply fallen down and ledge grabbed the tunnel, which costs quite a bit of time. Iwer Sonsch (youtube.com/channel/UCnJKlalNQWIco1DS0Uw_XXw) helped with brainstorming the optimal strategy here. Mario needs to slow down to around 17.1 to 17.4 speed when he starts skidding, so that he can use the residual speed to Eru drop a frame early. The low magnitude inputs needed over such a short time period forced the drop angle to be exactly 45 degrees to the wall, which in turn meant the camera needed to be manipulated to ensure Mario's angle while skidding would be exactly 16384. Basically everything about this maneuver is as optimal as possible, and I don't think there's any more time that can be cut off it.
The Eyerok fight that follows is effectively cycle based: each hand only becomes vulnerable after a certain amount of time since the last hit was dealt, and so as long as Mario deals damage on that first frame, no time is lost. However, the final hit is a bit different in a 0xA run. In order to collect the star as quickly as possible, Mario needs to bounce on the hand before and after hitting it and then land on the top part of the altar. Unfortunately, hitting the hand on the first possible frame leaves it extremely in the way of most approaches that are able to reach it in time. The dive here needed to be at quite an angle to avoid bonking on the hand, but it also couldn't stray too far to the right of the hand, or else it wouldn't get the two bounces needed to reach the top of the altar.
This TAS beats the previous record (1:16.07 by Blooperio, ds273, and pannenkoek2012) by 9.24 seconds. However, that record was performed on the US version, which has a couple more textboxes and so it loses a second or so just as a result of version differences. Unfortunately there's no video of that record, but there is a video of an earlier version of the star before Blooperio's contribution, with a time of 1:19.23: youtube.com/watch?v=0nnOsGgliJcWotW - Willows End Skipds2732020-03-18 | This trick is the result of a collaborative effort, involving work from MilsTailsPrower, yoburg, and myself to not only make this trick possible, but to make it viable with a fixed 60fps rather than requiring large changes in framerate mid-gameplay. Using a sequence of 3 different clips, this trick allows skipping every Corrupted Heart except one, which must be removed because it is in the way. This also means the final obstacle to skipping Burrow is gone, and runs can progress from Silent Woods to Weeping Ridge immediately.
The first clip was found by MilsTailsPrower, who showed it to me, stating that it might allow skipping to the final boss. He also managed to perform the second clip once by essentially mashing buttons, but other than that the strategy was at a dead end.
The method for the third clip (I am going by discovery order for the clips here) was found by me, and allows Ori to get above an out of bounds wall that blocks further progress towards the final boss room. Unfortunately, Ori needs to reach this position from the right, but starts out on the left.
The method for the second clip was explained to me by yoburg, who was watching me stream attempts at figuring this out and determined that a crouch dash from a specific (but easily replicable) position followed rapidly by a sword slash would allow Ori to reach the right side of the point that we intend to stand on with the third clip.
The reason all of this is necessary is to allow Ori to get close enough to the Spirit Well in the boss room to activate it, allowing it to be teleported to from the map menu, a strategy which I eventually devised after deciding to investigate ways to utilize Mils's clip.
The first clip involves wedging Ori into an acute angle to the left of the elemental, and attempting to repeatedly jump until Ori phases through the collision. Launch over to the top, being careful not to go too high (or Ori will void out) or too low (or Ori will get blocked by a one-way wall, requiring some time to get back on the other side of it). Go as far right as possible.
From here, crouch and slash right once, and then stand up. Crouch again, then while crouching, dash and immediately slash the sword and Ori should clip to the right.
Then, walk left normally (jumping once if Ori gets stuck on part of the floor) until Ori can't walk any further due to the low ceiling. Then crouch and aim a launch upleftish (Still not sure on the best angle for this) and release crouch shortly afterwards. If the aim and timing were right, Ori will have moved upleft to a higher position and can jump upwards freely.
Finally, launch directly upwards and double jump at the peak to activate the Spirit Well. Assuming that the Glades spirit well has been repaired, you can now warp to the boss room without doing almost any of Willow's End.WotW - 8hp Silent Swim Tutorialds2732020-03-15 | Previously the reliable setups for Silent Swim have necessitated going in with 9hp, but this setup works even if you only 8hp. I should note that Silent Swim itself was found by Luukie13, and this setup takes some inspiration from work on setups done by both Luukie and shedd.
Instructions for the middle swim: 1. Jump into the right edge of the water in the air pocket and swim straight down-right, counting each time Ori gets damaged by the water. Continue to hold jump in the water the whole time. 2. On the 3rd damage tick immediately switch to holding straight down. 3. Slightly after the 6th damage tick, switch to holding up-left and press bash simultaneously. Position the mouse cursor around where the 13th(?) energy cell would be. Ori should quickly curve around with the bash momentum. Continue to swim up-left. 4. When returning to the healing point, make sure not to get caught on a tiny nook underwater. It is okay to hit the thorns while returning.
Instructions for the final swim: 1. Start the swim the same way again. 2. On the 3rd damage tick, switch to holding straight right. 3. A bit after, closer to where tick 4 would be, bash the plant, aiming and holding right. 4. Very slightly after releasing the bash, switch to swimming directly up-right. 5. The next part of the swim shouldn't be too hard since you can see things, but make sure to bash upwards off the plant and don't get caught on the underwater thorns.
I performed and commentated this unscripted while broadcasting live on twitch at www.twitch.tv/tetradecimal14 if you're interested in how this came to be.WotW - Early Opherds2732020-03-13 | This skips a lot, but I don't actually remember what it skips. All I know is that it's quite an amount of stuff, which could either be very fast or very not worth it. I don't know yet.
What I do know is that initial jump is rather precise. You need to land on the tip of the platform, jump instantly (before the platform can sink) and then spam upswings beginning at the jump's apex.
EDIT: Currently, it isn't viable to do this since it skips both sword and double jump, and the torch gets eaten super easily. Maybe it'll be useful some day? I dunno.SM64 - Deceleration Preserves Vertical Speed (sloppy demo)ds2732019-11-05 | Here's something I haven't seen before, so I figured I'd make a short video to document it for future reference. It turns out that it's possible to conserve VS onto land from the water in certain circumstances, putting Mario into either his idle action or his low speed neutral deceleration action after briefly skipping through the normal walking action. The former isn't all that new or different, but the latter is extremely interesting. Previously, the only way to move with stored VS has been stationary punching, which is very slow. But the deceleration action has no speed cap and can be entered with very high speeds, allowing Mario to move extremely rapidly across the ground before his vertical speed is activated.
The method used to achieve this here involves falling into water, and getting pushed onto land by a wall or an object on the frame he enters a swimming state, before he has a chance to move. The water shell is just used here as a hitbox to provide this push.
For anyone who can't tell what's going on here: Notice how quickly Mario falls after leaving the hacked blue coin block. He falls down without taking any time to accelerate like normal. This is due to having a stored vertical speed that is already about half of his terminal velocity, and that's what this video is supposed to demonstrate.SM64 - TTC Cogs to Walkway via Glitchy Ledge Grabds2732019-08-27 | Just like cog misa, this is stupid precise. In this situation, Mario touches a Z-axis projecting wall that's facing away from him in order to activate the ledge grab. It might be possible to perform this with a different setup, but this is the first one that I got to work. This corner of the walkway also has both of its walls projecting on the X-axis, making it possible to get very close to it in order to pull this off.
Note that the cog's angle has been hacked with the clock set to still in this video to make the demonstration easier.SM64 - Midair Walking via Turnaround (Quicksand Demo)ds2732019-08-16 | Edit: The behavior shown here has already been known and/or demonstrated before, but there's no video dedicated to it showing its behavior in closer detail, so I think this video is still worth keeping around for that purpose.
The double turnaround technique has been known for a long time, but it turns out that there's a bug in the behavior of the relevant actions that allows for Mario to end up walking in the air for not one but TWO frames before he starts falling, without needing to rely on the standard midair walking glitch (which cancels all of Mario's quarter steps). He does actually move laterally each of these frames, but since he only advances a single quarter step each time, it's almost impossible to notice this midair weirdness visually (especially with his sudden direction change).
In this video I demonstrate this midair behavior by using it to activate quicksand death from well above the actual quicksand floor - a convenient test for midair ground actions. The same inputs are repeated each time, but a hacked cork box is used to change the frame when Mario moves over quicksand each time. If you move frame by frame using , and . around the points where he falls off, it's even clearer, and you can see from the variables on the right that he is in fact entering a walking state in midair for up to 2 frames.SM64 - SSL Pyramid Teleporter 0x (No Star Dance Clip)ds2732019-08-10 | Another sloppy proof of concept video, but I figured recording something was necessary because this has some pretty big implications. This strategy saves a huge amount of time off the star Stand Tall on the Four Pillars (since collecting 100 coins takes quite a while), and also allows for an alternate 1x method of obtaining the Secrets star (the existing method being to simply jump from the elevator).
The concept here is fairly simple, but it took me many hours of looking around to realize the pillar filled all the criteria I was looking for. Bouncing off the goomba gives sufficient height to reach the lowest floor above, but the surrounding walls and ceiling below normally keep Mario from being able to reach it. However, the walls on opposite sides of the pillar are so close that when he enters the corner, he can touch both walls of the opposite corner. This allows him to snap to the opposite side instantly, allowing him to reach the low floor.
The reason I use a knockback-bounce here is not actually for the purpose of gaining extra height- it's done because it allows Mario to move at the correct angle after the bounce.Ori DE - [TAS] Obtain Dash Before Wall Jump (starting from Dash room)ds2732019-08-03 | Starting from the room where the Dash tree is located, this TAS performs a number of glitches in order to obtain the skills Light Burst and Dash, without having obtained Wall Jump. This restriction leaves only the attack 'skill' Spirit Flame (i.e. your companion Sein) available to start with, since it is normally the only other skill that can be obtained this early. I actually originally did this around a year ago or earlier, but only now have I gotten around to preparing a video of it (which required making some modifications to my original TAS).
It is possible to enter Black Root Burrows and reach the starting point of this video using Save Anywhere, a glitch used at the beginning of this TAS to save in situations where doing so is normally impossible. At some point I'll probably get around to TASing that at some point, but at the moment I still have an old version of the TAS tool which isn't compatible with one of the tricks used in that method.
The movement in the initial Save Anywhere section in this TAS is a bit difficult to see due to the old version of the tools I used here, but I've got another recording on youtube which shows this section without any visibility issues: youtube.com/watch?v=gxapfZYwYso The clip through the ceiling is actually fairly precise - if you're slightly off from the right position, it won't work and Ori will get crushed.
I don't currently have a recording of the Teleport Anywhere sections that can see what's going on rather than just a static view of the map. I might get around to that at some point, but it's not as high of a priority for me unless a version of the tools is made that solves that issue.SM64 - WDW Return from Town 0xAds2732019-07-28 | Quick demonstration of a repeatable method to load the underground section of Wet Dry World in 0 A presses that I found a while back. As shown in the video, Chuckya does not die and so the method can be repeated multiple times. This might possibly be useful for fast 0x cloning strategies, allowing the slots of objects to be re-arranged beforehand.
Aside from that, I can't think of any other point to doing this besides showing that it's possible - the other area is only loaded for one frame.SM64 - Super star dance clipds2732019-07-05 | Mario ledge grabs the spinner 17 times over the course of a full second before finally landing on it and entering the star dance animation. good grief
found this particular set of conditions while testing stuff for Get a Hand 0.5xSM64 - Pendulum Push Demo for Get a Hand Re-Entryds2732019-07-01 | The only thing hacked here is the starting conditions. The pendulum swing used is legit and obtainable in real gameplay. The remaining steps to make this trick real are to make sure that Mario actually star dance clips onto the spinners (the trajectory here does NOT suffice) and to set up the initial conditions in the first place.
A hack is used here to make collision of various things in the game visible, hence why everything is red, blue, and green.SM64 - Levitating Bobomb?ds2732019-06-27 | The conditions here are hacked in to start with, but there is genuinely something odd going on with the bobomb here. It's in a thrown/kicked state, which should blow up upon touching the ground. In the air, it should fall down due to gravity rather than not moving at all. However, here it does neither, and continues to hover in place for some reason.
does anybody have a clue as to why it does this?sm64 - console bitfs 0x progress update - upwards displacementds2732019-06-05 | after fixing a mistake in my displacement calculator, i found a working displacement that puts mario above the pole. mario goes from being around y=-3000ish on the platform to around y=2880SM64 - Loading Zone Teleport Crashds2732019-05-06 | When you go through a teleporter, it will try to determine things like what music should be played upon arriving from the current area's list of warps. However, passing through a loading zone changes the area to one with no warps, which means that the pointer to the area's list of warps is null. The game then tries to dereference this null pointer, causing the game to crash.
My previous setup for this crash only worked on the Virtual Console releases and other emulators, due to requiring the camera to travel to PUs. This setup avoids any such high speed strategies at all and thus is compatible with the N64 console.
Console verification (temporary link, branches off from the US 0 star TAS): twitch.tv/videos/421008593?t=00h18m35sOri DE - Energy Shard Tumblewarp Demods2732019-02-06 | Just another quick demo showing that energy shards (as well as health/xp) can be used for this trick. Energy shards and health drops in particular behave similarly to green frog shots - the first time one appears, that's where tumblewarping with them will go. Since these are plentiful across the map (unlike green frogs), this might be rather powerful...Ori DE - Non-Origin Spider Tumblewarp Demods2732019-02-06 | The details aren't fully worked out yet, but today I made some further progress in understanding what is going on with the tumblewarp glitch. For now, I just wanted to show a simple demonstration of a previously unexplained phenomenon: non-origin warps with projectiles other than those of green frogs.
Normally, almost all projectiles used for tumblewarp will cause the tumbleweed to warp to almost exactly the origin of the map (which is on the path to Mount Horu), except those from green frogs - those tend to take the tumbleweed to roughly the location of another green frog. However, there have been a few times in which other types of projectiles have exhibited this same behavior, and it's not been clear why.
It turns out that when there's 3 or more live projectiles already and a new one is spawned, the location it will warp tumbleweeds to will be different and more similar to that of green frog projectiles.
I'm oversimplifying a lot here because I want to have a better grasp of how this works and how to control it reliably before giving a detailed explanation. It's taken a while to piece things together for this glitch because it can be influenced by events hours beforehand, and with it being potentially quite powerful too, I want my explanation to do it justice.Mekazoo - Outside the Box - Improved Box Clipds2732018-12-24 | Previously, it was known that if you kept the Pelican/Armadillo combination to this section of the level, you could hug the right wall and just dash downwards repeatedly to clip through the breakable boxes, saving time over waiting to use the moth bombs to break them.
However, it turns out that by switching forms after dashing into the corner, you end up teleporting to the right and skipping not just the boxes but also the U turn afterwards, saving some additional seconds.SM64 - Cloning with a Boiling Bobomb Concept (Wii VC Only)ds2732018-11-17 | Thanks to the round-to-zero bug affecting the up-and-down platforms in Bowser in the Fire Sea in the Wii VC release of the game, it may now be possible to grab a boiling bobomb using a punch rather than a dive. This naturally would mean that it's possible to grab boiling bobombs fake, and use them to clone objects (in this case a coin). Here, I hacked in ideal conditions in order to demonstrate this strategy and show that it should work in principle.
Unfortunately, the main potential use of this (increasing the BitFS maximum coin score by making more coin clones) is not likely to benefit from this, because the flame shooters' active regions seem to entirely encompass every location we could perform this trick. This doesn't immediately mean we can't collect a 251st coin (though it does become incredibly unlikely), but it does mean the game will almost certainly crash soon afterwards due to the flames surpassing the object limit.
It is important to note that I hacked certain values before the video, so this isn't total confirmation - only theoretical evidence in favor of this being possible legitimately. However, this is still likely doable with a proper setup.SM64 - Timed Jumps on Moving Bars (No Joystick)ds2732018-11-13 | Decided to take a shot at some upper TTC stars without using the joystick, since they seemed doable but no videos of collecting them this way exist.
Reaching this star required exploiting the fact that Mario tends to align to the 8 compass directions while belly sliding on flat ground. I'm not sure why this happens, but it's extremely fortunate as otherwise I do not believe it would be possible to reach the elevator before the pole.SM64 - Roll into the Cage (No Joystick)ds2732018-11-13 | Decided to take a shot at some upper TTC stars without using the joystick, since they seemed doable but no videos of collecting them this way exist.SM64 - Thwomp Star Dance Clipds2732018-11-01 | Hacked initial conditions, but this demonstrates that in theory this trick should be doable. Not currently useful, but it might be if we ever manage to get to the top section 1x or 2x without the 100 coin star and don't have the option of just using leftover vertical speed.
This star dance clip is rather non-trivial since the height Mario needs to ascend is much greater than what can be obtained by grabbing the star with a dive recover. There's currently no way to store VS onto the platform below the thwomp either, but even if there were, doing this with 26 VS and ground pounding into the star still wouldn't be enough.
The solution is to use the corners of the thwomp to perform a squish cancel. I went through a number of different strategies trying to exploit this, and this was one of the last ideas I had left. The bobomb is critical for pushing Mario from the squish cancel spot to the wall, where the star dance clip has to occur. The amount of time Mario is able to fall here is only a couple frames, which is not enough time for him to move into position unaided.
The weird camera is unfortunately required in order to make mario face inwards towards the thwomp after the star dance clip, so that he won't fall off. If you're having a hard time seeing what's going on, I suggest frame advancing the video (, and . buttons) or slowing it down.SM64 - Grounded Angle Drift (aka VSC Conservation)ds2732018-10-16 | Normally, it is impossible to adjust Mario's angle relative to the floor he is standing on while VSC is active. However, by punching off of the edge of a rotating platform as it advances (so that the floor is under Mario again the next frame), it is possible to skip one frame of angle change being applied to him. As a result, his angle will slowly turn to face away from the center of the rotation.
The two names for this describe different aspects of this trick: VSCC (Vertical Speed Conservation Conservation) - We are able to maintain our already-conserved vertical speed, despite leaving the ground for a frame. GAD (Grounded Angle Drift) - By falling off and immediately re-landing on the platform without ever leaving a ground action, Mario's angle drifts relative to that of the platform.
Note that I originally uploaded this video with the title "Edge Grind Angle Drift", but that name is inaccurate. It turns out that this trick works specifically because Mario does *not* perform a grind, as doing so would activate VS immediately. My apologies for any confusion this may have caused.SM64 - Mystery of the Monkey Cage Without Updating HOLP*ds2732018-10-03 | Unoptimized demonstration proving that this particular star (Mystery of the Monkey Cage) can be collected without causing the HOLP to be updated from whatever it was previously. The bobomb throw is just to show that the HOLP is still high up in the air.
*This only works if the HOLP is above the mountain and within a certain lateral region, as Ukiki will spawn on the floor directly below it when he is freed. This restriction greatly reduces the usefulness of this strategy, but the point here is simply to prove that it can be done.
Major credit to pannenkoek2012 for demonstrating how to get the painting camera glitch, and originally proposing the idea of trying to preserve the HOLP while collecting this star in the first place.SM64 - TTC Pendulum Box Pedro Spotds2732018-09-26 | Mario still has a ton of VS by the time he reaches the top platform here (see 4:00), so maybe we can get past the thwomp by preserving that onto the clock hand and save an additional A press.SM64 - Squish Cancel to High Moving Bards2732018-09-19 | If this can be pulled off without forcing conditions to be suitable as I have here, this should save up to around 8 minutes from Timed Jumps on Moving Bars, and free up the HOLP and a bob-omb for potential improvements in the future.Ori DE - One-Life Plusds2732018-07-31 | Instructions: Make a dead one-life file. Make a second file (any difficulty), move away from the starting area, and perform game storage. Open the dead one-life file.
To perform game storage, click as soon as possible after clicking OK to back out to main menu - it's really tight timing. If it worked, you should be able to pause on the main menu.
Game storage found by... well, we've observed it's effects for a while, but nominally I'd say it was discovered by Terra (posted the finding that lead to the craziness regarding this glitch today) and sigma (figured out how exactly it's done and some aspects of how it happens).Rifter - Switch - 8.683s IGT (Former WR)ds2732018-07-28 | WR as of 27 July 2018 (~9pm PST). Far from perfect, but still pretty decent overall.
The skip used here (and in other times below ~14s) was found by horheristo; the strategy for it seen here is my own.A Hat in Time - Alpine Intro Statue Collisionds2732018-07-26 | apparently the goats in the background pillars *do* have collision, and you can bounce on them lolOri DE - Long Range Respawn Snapds2732018-04-18 | After Jitaenow figured out that snapping could also potentially happen with skill trees, I went and tried to brainstorm some more ideas for achieving snaps from across the map (rather than within a single scene).
I realized that, since the problem with snapping across scenes is that the well/tree is unloaded before arriving, it might be doable if we somehow delayed the unloading. Remembering how some cutscenes can lock the camera and stay loaded even when Ori has gone far away, I tried combining the two to see if it would work. Turns out it does!Ori DE - One Life Infinite Wisp Farming (reupload)ds2732018-04-09 | Original date of publication: 3 January 2017. Reuploaded in order to improve the quality of documentation and make it more audience-friendly.
Instructions: If you want to try this out, go to the room I show in this video and approach the right ledge. Gently nudge Ori rightwards (simply jumping without holding any directions works well) until Ori does the "standing on a ledge" animation. When this happens, hold down and while doing so, press left. Then while only holding down, press jump to do a backflip. Ori should die to the spikes and go through the portal at the same time. You now have a live 0 health Ori running around in the background of the game over screen.
To prevent losing your file, make sure to always jump with Z. Only a few cutscenes can undo the fact that the file is marked as dead. This includes the cutscene in front of the Spirit Tree, and *probably* includes other cutscenes with the same type of cinematic. However, I've only tested with that one cutscene. I previously thought saving at a spirit well when hitting the button would clear the dead state, but that is in fact false. My apologies for claiming that in the description in the past.
More formal glitch description: Using the 'half-death' glitch (dying at the same time as going through one of the Ginso Tree's portals), you can create wisps and collect them to get 'free' levels. The game over screens will build up, making visibility progressively worse. The only way to clear the dead state is by watching certain cutscenes, but not all cutscenes will work. For example, the entering BRB cutscene will not clear the dead file flag, but the Spirit Tree cutscene will.Ori DE - Remote Spirit Save / Respawn Well Snapds2732018-03-22 | Turns out that if you die on a spirit well, you can use it at the moment you respawn and do cool stuff like clipping out of bounds and getting your old save renewed with full health/energy :o
No idea why it lagged so hard there, but I tried recording it again and had it happen the second time as well. It didn't happen in my unrecorded attempts. Anyway, it turns out this glitch concept came true, so that's pretty awesome.Ori DE - Lost Grove Water Cell Damageless (no clean water)ds2732018-03-13 | Also possible on the way in to the cell, though the dash patterns are different. Possibly useful for the All Cells categories.
The poison water effect is tied to swimming, so if you avoid swimming by running across the bottom you don't have to worry about it :)Ori DE - Horizontal Position Snap (concept)ds2732018-03-05 | When you save at spirit wells, they will snap your horizontal position to line up with them while leaving your vertical position unaltered. There's a small window where becoming this will still happen even if teleported elsewhere - and if the save and teleport are done on the same frame, the save occurs at the destination, too.
I don't know if there's any way to pull this off in practice other than kuro rocks CS or possibly tumblewarp.Ori DE - Escaping with the Forlorn Orb (No OoB No TA)ds2732018-03-02 | apparently i can't get even a single recording of this with even ten times as many attempts now so this will have to do. it's basically doorwarp but it's possible it might be the frame later? i dunno, it might also depend on if the orb loads in too fast or somethingOri DE - Rekindle Airswimds2732018-02-28 | If it weren't for needing clean water to survive, we'd be able to do walljumpless now lol
of course i had to find this immediately after uploading a video with more complex and costly methods... Anyway, this method involves rekindling a save out of water while submerged in water and touching the ground. The last requirement of touching the ground makes this a bit less flexible in regards to location as the TA method, but this method should be used if it's an option for the situation.
Airswimming found by JitaenowOri DE - Clean Water Airswimming [outdated, read description]ds2732018-02-28 | Watch this instead, it's a much better method: youtu.be/G6339NUABKo
Airswimming was found by Jitaenow, but in a form requiring poison water and TA. So, here's two methods for doing airswimming that work with clean water.
The first requires OoB or reverse gravity - it involves saving while swimming such that Ori save drops to a location that is not in water. The second one uses free teleport, and could be done using Terra's new "TAless" method for it, but TA was faster and easier. The main problem with it is just that it's inherently ridiculously slow.