Superdavo0001 | [TAS] Releasio 64: Slip Slidin' Away In 18"42 [WR] @Superdavo0001 | Uploaded 7 years ago | Updated 12 hours ago
19"45 by Ethan White: youtube.com/watch?v=m_0llSTVSko
↓
18"92 by me: youtube.com/watch?v=4MQWG9vGkfI
↓
18"42 by me.
15 frames saved on my previous TAS, as I found a faster way to enter the chimney. I do this by jumping and gaining super-speed to move away from it, then press B to gain -4000 speed, moving me to the chimney's warp in a single frame.
This manoeuvre is quite interesting. I suspect that the warp detection is performed 4 times per frame, and since I move at 4,000 speed, this gives 4 possible points where I can launch to the warp, at 1000, 2000, 3000 and 4000 units away from the warp respectively.
I tested this quite a lot, and found the method used in this run, which I think hits it on the second qframe from 2,000 units away.
If I could hit it on the first qframe (i.e. 1,000 units away), I wouldn't have to travel so far to reach the correct location, saving a few frames (~2-5). However, I couldn't make this work. Basically, at the super-speed, I move 200 units per frame, and there's room in the igloo for 50-100 ish, so only some trajectories line up close enough. After extensive testing, I couldn't find one that would work for the first qframe, so this one on the second was the best I could do.
Note that at the start of the run, I press B to momentarily gain super-speed and move to a different location. This was necessary here, as this was the only way to make everything sync up so I could aim accurately at the chimney and enter the warp. The usual location just wouldn't work for me, unfortunately. However, because this location is further away, it's actually quicker to reach 2,000 units away from here than the other spot!
As well as this, I attempted to improve the slide area, by using vertical displacement (like in my Tiny Evil Penguin TAS) to fall faster. Unfortunately, I couldn't find a setup which allowed this glitch to be performed, and which allowed me to fall to the correct location, plus any setups I found to do it at all had a 14-frame cost to begin with, so I had to use the tried-and-true punch-straight-away strategy.
I'm not explaining the rest of this TAS fully here, as I explained it in my previous version of it, and nothing has changed.
Rerecords: 429
Don't forget to subscribe - I have a non-SM64-related video in the works!
19"45 by Ethan White: youtube.com/watch?v=m_0llSTVSko
↓
18"92 by me: youtube.com/watch?v=4MQWG9vGkfI
↓
18"42 by me.
15 frames saved on my previous TAS, as I found a faster way to enter the chimney. I do this by jumping and gaining super-speed to move away from it, then press B to gain -4000 speed, moving me to the chimney's warp in a single frame.
This manoeuvre is quite interesting. I suspect that the warp detection is performed 4 times per frame, and since I move at 4,000 speed, this gives 4 possible points where I can launch to the warp, at 1000, 2000, 3000 and 4000 units away from the warp respectively.
I tested this quite a lot, and found the method used in this run, which I think hits it on the second qframe from 2,000 units away.
If I could hit it on the first qframe (i.e. 1,000 units away), I wouldn't have to travel so far to reach the correct location, saving a few frames (~2-5). However, I couldn't make this work. Basically, at the super-speed, I move 200 units per frame, and there's room in the igloo for 50-100 ish, so only some trajectories line up close enough. After extensive testing, I couldn't find one that would work for the first qframe, so this one on the second was the best I could do.
Note that at the start of the run, I press B to momentarily gain super-speed and move to a different location. This was necessary here, as this was the only way to make everything sync up so I could aim accurately at the chimney and enter the warp. The usual location just wouldn't work for me, unfortunately. However, because this location is further away, it's actually quicker to reach 2,000 units away from here than the other spot!
As well as this, I attempted to improve the slide area, by using vertical displacement (like in my Tiny Evil Penguin TAS) to fall faster. Unfortunately, I couldn't find a setup which allowed this glitch to be performed, and which allowed me to fall to the correct location, plus any setups I found to do it at all had a 14-frame cost to begin with, so I had to use the tried-and-true punch-straight-away strategy.
I'm not explaining the rest of this TAS fully here, as I explained it in my previous version of it, and nothing has changed.
Rerecords: 429
Don't forget to subscribe - I have a non-SM64-related video in the works!