Climbing through the Clouds - 21"43 Time Your Jump! - 12"60 (better record by Dennis youtube.com/watch?v=lR6B7FGCOG0 with better thwomp RNG)
Homer had improved the 2nd star by ~30f, but the position of the thwomp was completely on top of the star, so it was impossible. Better rng with level start could make the improvement possible
Players: Homerfunky and 4232nis Course 14: Cloudy Quadrangle Super Mario 64 Hack: SM64 The Green Stars smgs Tool-Assisted
Climbing through the Clouds - 21"43 Time Your Jump! - 12"60 (better record by Dennis youtube.com/watch?v=lR6B7FGCOG0 with better thwomp RNG)
Homer had improved the 2nd star by ~30f, but the position of the thwomp was completely on top of the star, so it was impossible. Better rng with level start could make the improvement possible
Players: Homerfunky and 4232nis Course 14: Cloudy Quadrangle Super Mario 64 Hack: SM64 The Green Stars smgs Tool-AssistedSuper Mario Bros 64 TAS in 1239354232Nis2018-12-31 | Super mario bros crossover rom hack by Kaze Emanuar hack can be found here: youtube.com/watch?v=x5gkw1uQNw8
This is a Tool-assisted Speedrun. For more information, visit http://tasvideos.org
Just something I worked on while on vacation. I hacked the score to track Mario's speed instead (it includes 1 decimal as well, so a score of 529 is speed 52.9)
I used Mario for simplicity. It's possible it's faster with other characters. Perhaps someone with a lower jump height (wario) can do bljs on the slower moving platforms
Also people seem to keep mentioning that it appears piranha plants were hit. The mechanic in SMB is that they have no collision while leaving and entering the pipes. So visually, i am touching them, but there is no active hurtbox. Secondly, this is a tas so if i would have hit them i'd have just redone it until i didn't.
Rerecords: 16484 Tool-Assisted Speedrun by NisStar Bounce Cancel and Reduction demonstration4232Nis2018-10-05 | In this video, I demonstrate the differences in time it takes for a star to completely spawn by hacking a defeated King Bob-Omb to differing heights. The Stars all spawn at the same time, yet there are major differences depending on where the star came from.
This happens because the star's momentum from going to its home lingers for 1 frame more than it should. This lingering momentum has explicit effects on how long the 'bounce' animation (state 2) takes to complete. If the star spawns more than 600 units above its home, it causes the game to skip the bouncing state entirely, saving 41 frames. Similarly, a star spawning above its home but under the 600 unit threshold will cause the bounce animation to end slightly earlier (up to 2f). Furthermore, for every 300 units below its home, the bounce animation will take 1f longer.
Thanks to bad_boot for explanation this phenomenon and SuperDavo0001 for documenting it. This trick has been seen before in romhacks and other one-off videos, but never been taken apart until now.
Possible names for this 'new' tech: Star Bounce Cancel (sbc) Star Bounce Skip (sbs) Star Bounce Reduction (sbr)
Don't forget to use , and . to do frame-by-frame in youtube and see the differences more closely![TAS] Super Mario Star Road - Big Bob-Ombs Sky Fort 27374232Nis2018-08-26 | -170f over the previous record by Gohan and USTA (150 from quick release fight, another 20 from optimizations)
The floor is made of the devil and there aren't invisible walls but rather ENTIRE INVISIBLE FORTRESSES around the ledges of where i have to work with this man. After almost 40k rr, i was finally able to perform 3 pretty optimized quick-releases. Small little spoiler for you guys for the 130 star. I just had to upload this
Players: Nis & Dargos Rerecords: 37000 Course 1: Bob-omb Islands Super Mario 64 star road smsr Tool-AssistedSimpleFlips vod: Super Mario the Green Stars 130 stars TAS4232Nis2018-06-18 | This is a reupload of the twitch vod that had expired, by SimpleFlips. This is a tool-assisted speedrun with reveal reaction by twitch streamer Simpleflips with snapshotted twitchchat.
Super Mario 64 The Green Stars "130 Stars" TAS by 4232nis, homerfunky, & sm64expert.
I had to play with my video editor a lot to get it to take this video.. hopefully the quality didn't turn out too bad.
coolStop Time for Red Coins idea [sloppy]4232Nis2018-05-07 | time here is ~21 seconds, DSG saves ~5 seconds, star record is 12seconds, so would need to save another 4 seconds. maybe possibleWet-Dry World freerun (TAS)4232Nis2018-04-12 | i will not do more freeruns 😡
Super Mario 64 sm64 Tool-assisted speedrun WDW Wet-Dry World Rerecords: 3875[TAS] Whomp Meta 2018 (10f)4232Nis2018-01-31 | plush's idea in full 10f execution
are we ready for the smsr 130 star?[TAS] Super Mario 64 - Go to Town for Red Coins (+100 coins) 106734232Nis2018-01-30 | by me and Timestoppa check out their video at youtu.be/k63Q_C9p7os where they walk you through the PU movement of this route
This video is an improvement of 420 frames over the 2012 120 star tas, as well as a 140 frame improvement over my previous run where I attempted the PU (parallel universe) movement by myself. This version has also been console verified (whereas my previous version failed the console verification).
The major improvements over my last run are: -Activating the elevator before breaking the coin box. This was intuitively obvious and would cause mario to land on the elevator earlier as it would be higher up -This maneuver also allows me to land on the elevator with a longjump without taking fall damage. Normally, i would have to land with a dive-recover, but since the elevator was much higher, this restriction was removed. -The very much faster PU movement routed and done by Timestoppa. -This run also saves an entire second (30f) over the 120 star tas in the red coin collection. This is due to some more-optimal movements in general, but mostly due to a far more superior skeeter coin collection. This coin collection is more reliable RNG-wise and is generally faster, but with diminishing returns as it will land 3-4 frames later since we can't groundpound at the top like the 120 star can.
There are 3 known frames that can be saved in this run. 2 in the very beginning because i did a silly mistake and didn't realize until i had long finished this run, and another at the very end to have a different facing angle during star collection of the 100c star with more precise camera movement. My ultimate decision to not seek these 2 frames comes down to the fact that this run will need to be re-TASed when the in-progress 120 run reaches WDW, as the RNG of the coins in both ! boxes, as well as the skeeter, will not sync with this run.
The video quality and timers are slightly off due to my rendering software. I'll try to optimize them in future uploads!
Players: 4232nis and Timestoppa Rerecords: 13521+ Course 11: Wet-dry World wdw, Go to Town for Red Coins Super Mario 64 sm64 Tool-AssistedTwisted Metal 2 & Bizhawk test (TAS)4232Nis2017-10-11 | EDIT: i have improved this stage by over a minute, i will upload in the future
tool assist test of TM2 using bizhawks psx core. Really just playing around and getting a feel for the game (and tasing in something other than mupen..). I think the land mines are OP, will try to spam those next time and not waste all my spec on a minion blast..
used Mr. Grimm[TAS] Super Mario Star Road - Climb the Ruins 9634232Nis2017-08-24 | UPDATE! Dargos has beaten this by 11f!! youtube.com/watch?v=jSIPaSZDwtw
beats usta2877's run (10.07) by 13 frames
300 subs!
a new 130 star tas has begun!! I'll try to keep future videos in the same full-course format
*edit: I achieved a 2f faster run on this star by doing 1 less blj with improvements. time on that is 9"57
Player: Nis Rerecords: ~3500 Course 3: Piranha Plant Pond Super Mario 64 star road smsr Tool-Assisted130 STARS PROMO4232Nis2017-07-24 | EDIT: It is here! youtube.com/watch?v=cM4Ic0QZVjQ
Tyler Kehne suggested i try to hit the crystal tap from out of my PU movement, which would be ideal since it would snap me up to the top of the water. This is a difficult task since it requires 2 OJs while in PUs, something that doesn't normally happen. The first OJ snaps mario to the loading zone, since we need to load the town first, the second OJ snaps mario to the height of the crystal tap. After i'm at the proper height, i adjust what speed i have left to QPU speed and perform a couple zigzags of movement to position myself at the topleft corner of the map (this is good since i don't need to be as precise since there are OOB barriers surrounding my destination). When i do PU movement to the main map, I appear at the crystal tap at the bottom of the town for 1f and activate it. After that, sm64's water properties detect i'm underneath water so it snaps me to the water's surface. This method both activates the tap faster than my last one as well as lets me get to the first red coin faster, since i don't have to swim towards nor away from the tap for activation.
Possible big improvements: -i had a BLJ route where i blj between the ceiling and the gate that i appear at after activating the tap. Unforunately, the skeeter needs to be loaded quickly, and the gate area is too far, so the blj setup needs to be about 15f faster or else he won't get stuck in the spot required to do the star animation cancel. BLJing towards the 6th red coin works, but i was not able to create a faster route going in this direction -the PU movement is a bit clunky. i actually move further from my destination first before moving towards it to set up my spacing. with a speed of +-1000 of my current speed, this may be able to be omitted and save about 30f -it may be possible to do PU movement into the town, activate the tap, and then escape into a PU afterwards. This would enable us to do PU movement to (any) the first red coin. We don't need to OJ here because the water will snap us to the height of the coin no matter where we show up, so all we need is positioning. I achieved this scenario many times, but for the 1f we snap into the town to activate the tap, the game tries to put us in water and we lose 75% of our speed. This would mean all the OJs need recalculating so that we still have QPU speed after the fact, which could be slower depending how just how much more speed we need to perform the precise OJs again.
Thanks again to Timestoppa for further teaching me about regular PU movement
Player: 4232nis Rerecords: 19259+ Course 11: Wet-dry World wdw, Go to Town for Red Coins Super Mario 64 sm64 Tool-Assisted[TAS] Super Mario 64 - Go to Town for Red Coins (+100 coins) 116374232Nis2017-05-06 | EDIT2: This star has been improved by 5 seconds (by me): youtube.com/watch?v=dl6WIT8rpGQ
-130f
EDIT: according to a discussion with tyler kehne, it may be possible to do a double OJ such that Mario touches the water tap for 1f, and then gets thrown into the water (warping to the top of the stage). This would save almost 10 whole seconds if it could be done.
100c is 1'11"47
I had a PU map and speed indicators but my Sony Vegas wasn't being cooperative so i had to exclude it
I'm still pretty new to PU. The movement into the second part of the town might be improvable (appear closer to the water switch), but it's difficult because you need a very precise speed to hit the loading zone before you jump back into the town.
shoutout to Timestoppa and Pannenkoek2012 for answering some questions and lending me the tools to calculate PU positions
Player: 4232nis Rerecords: 11748 Course 11: Wet-dry World wdw Super Mario 64 sm64 Tool-Assisted[TAS] SM64: Last Impact - Colossal Circuits (BLJless)4232Nis2016-11-07 | BLJless! I think most Last Impact tases are just: find a blj spot in the beginning and then do all 6 stars from there. I'll still do a mix of both, but i'll try to stick towards bljless for Last Impact.
Turn Off the Cooler - 26"67 Climb the Cables - 22"10 Clean the Pipeline - 30"50 Spring Mario's Parkour - 31"73 [springless!]
Only 4 this time. Not bljlessing reds on this stage. Star 6 is mission-only and is a simple boss fight, but would require reds to select and i don't like video editing. Also, widescreen test. Camera seems shaky..
Player: 4232nis Rerecords: 6380 Course 13: Colossal Circuits Super Mario 64 Hack: SM64: Last Impact by Kaze Emanuar Tool-Assisted[TAS] SM64: Last Impact - Wildlife Valley4232Nis2016-10-01 | edit: these stars are actually crap lol
fuck 100c. Don't know why my nose is gone during star collection, might be the same reason my momoki is headless
Touch Fuzzy Get Dizzy - 11"53 (have 11"20 run) Li'l Rabbit Lost* - 33"03 Go Up The Giant Tree - 18"92 Find The Lonely Momoki - 23"73 Floaty 8 Coins - 29"57 Float Through The Sky* - 13"27 (have 11"93 run)
*these stars are particularly trash
maybe next time i'll get to utilize some of the new tech
Player: 4232nis Rerecords: 3994 Course 1: Wildlife Valley Super Mario 64 Hack: SM64: Last Impact by Kaze Emanuar Tool-Assisted[TAS] Super Mario the Green Stars - Blazing Thwomp Tower Clear4232Nis2015-11-10 | edit: the 130 star tas is here! youtube.com/watch?v=cM4Ic0QZVjQ
another preview of homerfunky and i's 130 star tas of super mario the green stars. This may be the last preview before the finished product! (or maybe homer might do 1 more)
Star 1 - 12"20 Star 2 - 14"53 Star 3 - 4"00 Star 4 - 46"63 Entrance - 53"03
Players: Homerfunky and 4232nis Bowser Course 2: Blazing Thwomp Tower Super Mario 64 Hack: SM64 The Green Stars smgs Tool-Assisted[TAS] Captain Toad 64 in 41204232Nis2015-10-23 | lol
(inside wall) Star 1 - 15"10 (longjump) Star 2 - 21"67 (red coins) Star 3 - 51"27
another segment of homerfunky and i's 130 star tas of super mario the green stars
Players: Homerfunky and 4232nis Bowser Course 1: Fearful Fortress Super Mario 64 Hack: SM64 The Green Stars smgs Tool-Assisted[TAS] Super Mario Star Road - Airborne Red Coins 53404232Nis2015-07-22 | blj city
Originally intended to be 100 coin but just couldn't find spots to collect coins optimally. Might be able to omit coin 3 and hyperspeed straight to coin 4.. maybe
Might be able to add a blj right after coin 7 on those weird floating whomp things, nab the 8th coin, and use the remaining speed to get to the star rather than doing another blj
Player: 4232nis (Ghostoo666) Course 12: Cloudrail Station Super Mario 64 Hack: Super Mario Star Road by Skelux Tool-AssistedDK 64 TAS?4232Nis2015-07-06 | EDIT: if anyone somehow is finding this old relic, what you might be searching for can be found here: youtube.com/watch?v=8nIfy8LO054
video for a friend. Kept public for reasons
No this is not faster than simply rolling to the barrels normally ;_;
And Bizhawk's recording feature looks as clean as ever![TAS] Super Mario the Green Stars - Fiery Factory (optimized)4232Nis2015-03-29 | edit: the 130 star tas is here! youtube.com/watch?v=cM4Ic0QZVjQ
a sneak peak into the SMGS "130 stars" TAS wip by Homerfunky and I. His channel: youtube.com/homerfunky
Star times: Burn the Big Bully - 24"70 Climb the Factory - 12"83 Cogs and Conveyor Belts - 11"97 Collect the Red Coins - 1'10"30 Inside the Rusty Pipe - 11"83 the Factory's Secret Star - 11"40
Of all the re-done levels we've been editing from the ones i originally TAS'd, this one has easily gotten the most optimization. Hats off to Homerfunky for a lot of these new ideas! Our 130 star TAS is only 21/130 stars complete. We're still in the process of hexing in my old runs while optimizing where needed (almost everywhere!). No ETA for the full TAS yet :)
Players: Homerfunky and 4232nis Course 5: Fiery Factory Super Mario 64 Hack: SM64 The Green Stars smgs Tool-Assisted[TAS] Super Mario 64 - Stand Tall on the Four Pillars 47174232Nis2015-02-20 | New route! Previous WR youtube.com/watch?v=zoefs2nHbbQ (by 47"37MKDasher)
Sub-47 is possible using this route
Also, I'm bad at waiting entertainment :(
Player: 4232nis (Ghostoo666) Course 8: Shifting Sand Land Super Mario 64 Tool-Assisted[TAS] Super Mario The Green Stars - Snow Storm Peaks4232Nis2014-11-12 | edit: the 130 star tas is here! youtube.com/watch?v=cM4Ic0QZVjQ
Underwater Trap - 11"37 [10"77 no-glitch] Secrets in the Cave - 29"33 King of the Mountain - 14"07 Spin to the Lonesome Island - 6"97 [6"77 non-tas timing] Find the Baby Penguin - 30"47 Icy Red Coins - 1'22"03
Rerecords: 5443
I dislike this level.
"Underwater trap" without the death star-grab is faster as a single-star run, but slower overall (star collection animation+save screen a lot longer). I included the non-TAS timing for "Spin to the Lonesome Island" because the TAS-timing is almost slower than a non-tas video, so just clarifying for them.
The "King of the Mountain" star you might ask why I even needed to go into the water, why not just blj straight to the penguin? When changing your blj-speed forward, you can only turn ~90 degrees in both directions. The turn i did to get up the mountain was greater than 90 degrees. So i first made my speed go forward with leaving the water and turning ~ 40 degrees, then spoke to the penguin and turned it ~80 degrees, resulting in a ~120 degree blj direction change. :)
Player: 4232nis (Ghostoo666) Course 4: Snow Storm Peaks Super Mario 64 Hack: SM64 The Green Stars smgs Tool-Assisted~WIP Super Mario New Star - a few stars (TAS)4232Nis2014-11-10 | I've had this saved for a month or so but gave up for a number of reasons. 1.) I hate the sonic level 2.) this was originally supposed to be an 80-star and homerfunky told me 80 stars usually don't use blj so i said "Oh" and planned on hexing in the other stars. Then i continued my smgs tas-ing so this project is kind of dead.
Mainly uploaded to give SMBeater12 some ideas for his runs.
star times:
Flying Can Help.. - 21"20 King Whomp on the Cube - 31"20 On Top of the Tower - 21"00 Bullying with the Bully - 14"70 Stakes of the Valley - 12"57 The Genuine Star Warp - 8"77 Into the Temple - 10"13 Behind the Hill - 7"87 It's Invisible Time! - 6"53
Player: 4232nis (Ghostoo666) Super Mario 64 Hack: SM64 New Star Tool-Assisted[TAS] Super Mario The Green Stars - Calignous Cove4232Nis2014-10-29 | edit: the 130 star tas is here! youtube.com/watch?v=cM4Ic0QZVjQ
Dive Down to Great Depths - 10"00 Hidden in the Coral - 21"37 Metal Mario in the Hidden Room - 9"83 At the Top of the Cave - 8"37 Underwater Hunt for Red Coins - 2'22"67 Purple Switchin' Boxes - 29"43
A couple firsts in this one for me. My first swimming-intensive level (or single star) which i went a grabbed some sm64 wr .m64's TASes to find out the proper way to swim. Secondly, the skip in the "Hidden in the Coral" star i found while doing a rough sketch of my 8-red coins run with my controller. I had went to go down near the first star to get the red coin and ended up in the passageway for the hidden coral star! Thus, instead of redoing all the subsequent stars, I did the hidden coral star by itself and then (for the first time) hexed the run into my full run .m64 :) Gave me problems at first but I figured it out.
As you can tell, I tried my hardest to implement a viable purple-switch blj. And no, the last star isn't faster using the blj method (~ 40 frames slower).
Expect the whole SMGS game by me eventually (in parts). Doing the levels in chronological order (now) so expect the snow level next.
Player: 4232nis (Ghostoo666) Course 3: Calignous Cove Super Mario 64 Hack: SM64 The Green Stars smgs Tool-Assisted[TAS] Super Mario 74 Extreme Edition - Bloody Scream of Rage 35797 (+ 100 coins)4232Nis2014-10-17 | Rerecords: 12438
Improved my last one by almost a minute. I believe this one can be improved as well, but not as sure as last time. Thinking about collecting the last red coin i get a little earlier. If so, i could opt out of bouncey box and instead collect the eye near the last chuckya i kill to claim my 100th coin. I couldn't do that here because my final red coin would have also been my 100th coin and that's not a good spot to collect it. 20 red coins
Player: 4232nis (Ghostoo666) Course 15: Crudelo Sphere Super Mario 64 Hack: SM74EE (Extreme Edition) Tool-Assisted~WIP Hot Wheels: Turbo Racing (TAS sample)4232Nis2014-10-05 | Thoughts? (i apologize for not even finishing the first race lol) (wtf is 6 full sized laps though, seriously)
I don't think doing a cup would be a worthy TAS, once you've done the first or second lap, you've done all the laps. TAS-ing that is both mundane and just grinding the same route. I think a better way to TAS these would be a "fastest lap" for each track, which would be focused heavily on the first lap. Not sure whether or not to allow locked cars. In this run i use the fastest of the default cars. ** Would you guys be interested in more HWTR TAS? If yes, would you rather see entire cups or single "best time" laps from other tracks? Also, should i use locked cars or continue to use "Power Pipes"? ** Some things i picked up about this game: -of all the default cars, it seems "Power Pipes" is the only car whose top speed is the same as what turbo brings you to (180), making him most ideal -the minimum c-stick that gets detected for rolling is 20, i didn't think steering would be different but one time i think it was reading a 15, not entirely sure -you can turn with the c-stick up to about a 28 without losing speed (these are all on "Power Pipes") -if you mesh into the side of a track cleanly, it's almost always more ideal than turning 28+ because the speed loss is significantly less -you can cancel the momentum of flipping/spinning by spining for 1 frame in a different axis (rolls/flips/spins) -the momentum for all 3 axis' are independent. Canceling speed in one direction does not cancel speed in all directions. It's a bit strange but if you cancel flipping momentum and try to roll, sometimes you have a rolling momentum that you must also cancel with a spin frame before actually trying to roll Each flip has its own niche: -spins are the fastest to complete a full circle -rolls take the longest to complete full circle -front flips are very versatile because most of the time you can bounce off of the ground with front-flip momentum and do some more flips. Front flips are best for larger jumps -rolls take less space and can land prematurely with success (flips you'd be upside-down and spins you'd be facing in a bad direction). This is good for smaller jumps that a spin or a flip couldn't be slipped in, but a roll can go in and land on the side and still gain a turbo. -backflips have only 1 niche. If you go off of a jump and there are obstacles in the air, you MIGHT be able to hit one to hasten your backwards momentum. Otherwise, backlfips are trash. -the best powerup is the Gyro. Makes mini-jump rotations possible and best for racking up turbos -the control stick (idk what it's called, it's the only other powerup i get on this run other than gyro) makes your turning window wider, meaning you can turn farther than 28 without losing max speed -i haven't read why i never get the 4x4 powerup but i can't seem to get it. I think it might be car-specific -it's not worth it to get an extra roll for an extra turbo by tumbling on the ground like i often tried to do on the big jump
A full cup run of this game would probably be best done with TAS editing. Just do the second lap and make sure you finish with the same amount of turbos you started with, and then copy and paste the next 5 laps.. even then it might not work out well!
Player: Ghostoo666 (4232nis) Game: Hotwheels: Turbo Racing Track 1: Dawn Encounter Tool-assisted[TAS] Super Mario 74 Extreme Edition - Bloody Scream of Rage (Red Coins + 100 coins stars) 440434232Nis2014-09-24 | EDIT: faster run with a time of 3'57"97 here: youtube.com/watch?v=c7tD_RP7168
Total time: 4'40"43. [100th coin star is 4'34"87]
I only planned the route of the red coins out, not the 100 coins. So i was just winging-it for the 100 coins and have some parts that could be improvable.
Some things i would do different if i re-did this star would be: - the last eye i kill i could've instead killed it during my collection of the 3rd red coin so that i didn't have to wait there for it to die -maybe killed the 2 chukyas and/or laiku on the top of the stage to opt out of the bouncy box+chukya at the end. -at 1:30 instead of going around the back to line-up for the jump to the cylindric platforms area, i instead go to the other side of the wall, collecting the topside red-coin on my way there, and then turn around and go straight for the platform area after turning around -at 3:08 i didn't collect any of the coins from the bouncy box and probably could've done those 2 red coins backwards and avoided going for the box (or actually collect some of the coins) -at 4:15 i kill a chuckya i've passed once and could optimally collect the coins in my jump on my way up to the top. If i had planned on killing that guy i would've done that from the start
These fixes would save at least 30 seconds. Yes, 30 entire seconds.
You MUST go up to the red-coin star-spawn area at least twice, so essentially anything that needs to be collected on the route that's higher up than that point must be done so on the first time up. Then collect the 2 coins that require you to fall all the way down. Then get any additional things on the bottom level (coins, the 2 red coins after the bouncy box area), then go back up. I messed up a little on that part by killing the chuckya i had already passed once on my first time up.
This star without the 100 coins would be maybe half the time.
I did the other 5 stars as well but will upload them later when i optimize them a bit more.
Player: 4232nis (Ghostoo666) Course 15: Crudelo Sphere Super Mario 64 Hack: SM74EE (Extreme Edition) Tool-Assisted[TAS] Super Mario The Green Stars - Whomps Forest4232Nis2014-09-04 | edit: the 130 star tas is here! youtube.com/watch?v=cM4Ic0QZVjQ
The Whomp King's Revenge 33"33 Inside the Giant Tree 8"57 Explore Deep into the Forest 11"33 The Forest's Red Coins 1'33"57 (1'22"57 100th coin) Climb the Forest Mushrooms 15"50 Upon the Not-so Waterfall 13"33 (rip gohanie-senpai)
Shamelessly stole gohanie's start to use on 4 other stars. Didn't expect to beat him though :o I actually dislike blj-heavy courses.
Going to do all smgs courses in order now so i don't have trouble deciding which course to do next.
Player: 4232nis (Ghostoo666) Course 2: Whomp's Forest Super Mario 64 Hack: SM64 The Green Stars smgs Tool-Assisted[TAS] Super Mario The Green Stars - Fiery Factory4232Nis2014-08-20 | edit: the 130 star tas is here! youtube.com/watch?v=cM4Ic0QZVjQ
Burn the Big Bully - 28"17 Climb the Factory - 13"77 Cogs and Conveyor Belts - 24"03 Collect the Red Coins - 1'20"23 // [1'12"50 100 coin] Inside the Rusty Pipe - 12"60 The Factory's Secret Star - 11"63
No, i didn't check if cogs and conveyors was faster normally, who wants to watch that? I did the last 3(4) stars in one go and legit didn't catch my mistake around the box smashing of the red-coin star. Those blj's had -40k speed swag
Player: 4232nis (Ghostoo666) Course 5: Fiery Factory Super Mario 64 Hack: SM64 The Green Stars smgs Tool-Assisted[TAS] Super Mario The Green Stars - Bob-Omb Plains4232Nis2014-08-02 | edit: the 130 star tas is here! youtube.com/watch?v=cM4Ic0QZVjQ
Defeat King Bob-omb... Again! - 36"87 On Top of the Windmill - 10"80 (tie with Dennis-senpai Kappa) Behind Bars - 8"60 Find the 8 Red Coins - 1'43"90 (1'38"76 100 coin) Upon a Hill - 7"47 Discover 5 Hidden Secrets - 38"30
So this most disappointing thing i had about this entire TAS was that Skazzy3 had a time for "Upon a hill" that was a little bit faster. This was my very first king bob-omb type TAS and i have no clue if i did the most optimal killing time on him. I ~think~ i did, but again this was my first one so there might be some sort of trick i was missing.
EDIT: just thought of a better route for the red coin. Instead of in the beginning kill the 3 goombas and bob-omb i instead go straight for the part i did right after those. In compensation, I'll kill the chuckya on top of the barn-house. Killing the chuckya instead isn't necessarily faster than the goomba+bob-ombs, but the chuckya will give me 1 more coin (5) than the 3 goomba+bob-bomb will (4). This will allow me to collect the 100th coin on the coins behind the barn and possibly do the animation-cancel of collecting the 8th red coin.
Player: 4232nis (Ghostoo666) Course 1: Bomb-omb Plains Super Mario 64 Hack: SM64 The Green Stars smgs Tool-Assisted[TAS] Super Mario The Green Stars - Misty Mine4232Nis2014-06-28 | edit: the 130 star tas is here! youtube.com/watch?v=cM4Ic0QZVjQ
Unoptimized would be an understatement. Really sad that doing "The Lava-Pool Hideout" normally was significantly faster than the blj way. I almost got the speed needed to warp into there from a cart blj, but the only wall you can get to using that gives a max speed of -7000 and you need at least -8500 to warp (make sure you watch the very end for the other way i blj'd into there :o).
Climbin' the Rails - 19"63 Elevator Ride for Red Coins - 1'07"17 Search the Mine for Secrets - 2'05"70 [(100 coin - 1'58"43)] The Lava-Pool Hideout - 25"53 Misty Mine's Treacherous Slide - 30"67 Down the Secret Tunnel - 18"6
Idk what happened to video from like 4:25 - 4:33, even in vegas it shows up. Nothing i can do there.
Player: 4232nis (Ghostoo666) Course 13: Misty Mine Super Mario 64 Hack: SM64 The Green Stars smgs Tool-Assisted[TAS] Super Mario The Green Stars - At the Top of the Cave 8374232Nis2014-05-30 | don't know why i didn't try this before. I don't know why i settled on swimming last time. Massive improvement ~1.5 seconds!
Player: 4232nis ( Ghostoo666 ) Super Mario 64 Hack: SM64 The Green Stars Course 3 - Calignous Cove Tool-AssistedTask 5 19704232Nis2014-05-27 | This is a few months old but thought i'd make public (it was unlisted)
This submission landed in first place for this task! (..and also last place) -Collect toxic ride In any order: -kill 1 Mr. I -kill 2 Boo's -Wallkicking is illegal[TAS] Super Mario Star Road - 8 Rocky Red Coins + 100 coins 143734232Nis2014-05-20 | For once, I like all of it!
I'm going to try and do all the red coins for SMSR and for 2 main reasons: 1.) Almost all of the stages have no record down for 8 red coins + 100 2.) Very good practice! Route planning + basic-movement tas-ing + long distance travel tas-ing + etc! Eventually I'll be a godly tas-er! :D
Player: 4232nis ( Ghostoo666 ) Super Mario 64 Hack: SM64 Star Road Course 7 - Koopa Canyon Tool-Assisted[TAS] Super Mario The Green Stars - Scorching Desert4232Nis2014-05-15 | edit: The 130 star tas is here! youtube.com/watch?v=cM4Ic0QZVjQ
My first full level run. Star times are:
Climb the Pillars - 10"23 (including welcome text) Inside the Temple - 23"83 On top of the Giant Cactus - 17"13 Find the Ancient Secrets - 52"70 The Sandy Red Coins - 1'59"67 Spinning Dizzy Mario - 5"23 Full Level Time - 5'18"23
Rerecords - 5388 (idk how accurate this number is..)
I'm very happy with the Climb the Pillars and the Ancient Secrets stars. The red coins and giant cactus are meh, not sure if they're the best way to go about it, especially since you should probably have the wing cap for the red coins ^^. Inside the temple is disappointing because it wasn't until later i devised a better way into the temple, yet considered myself too far along to go back (it would have been my 5th time redoing 3 stars). Spinning Dizzy Mario i actually miscalculated the time when i was doing it; i wanted to make sure i beat Phantom28's 5"00 and Foulc0's 4"46 [non-tas] and somehow i thought the time was a second earlier than it is. While that's probably the easiest star to redo, i'm not too concerned about having it on here since it's a very basic star.
Player: 4232nis (Ghostoo666) Course 8: Scorching Desert Super Mario 64 Hack: SM64 The Green Stars smgs Tool-Assisted[TAS] Super Mario New Star - Rotor Round-up Routine 28974232Nis2014-05-04 | . I didn't even know where a star was when i started recording. Also, it turns out using the left side and then curving into bob-omb is actually faster by about 1 second and also gets more speed.. but it is very possible to get more speed on the right side, i'll have to experiment a bit
The forward blj has potential for other stars obviously, i'll see what i can do!
Tool-Assisted Player: Ghostoo666 (4232nis) Course 15: Toxic Factory Super Mario 64 hack: New Star[TAS] Super Mario Star Road - Find the 8 Red Coins + 100 Coins 152434232Nis2014-04-06 | edit 2018: this star has been improved by over 43 seconds! stay tuned for the 130 star tas
My second red coin tas attempt.
I did a mock-run but wasn't really counting 100%. I was like "oh i guess that's like 8 coins now". With that being said, the entire tas i was just winging it and hoping i'd get 100 towards the end. Well.. i was missing 2 coins and I shamefully see there was at least 3 in the beginning that i purposely neglected that would definitely save me the time of killing those 2 bob-ombs at the end which would be around 5-10 seconds less. Now that i look back, killing those bob-ombs is probably the worst way i could have acquired 2 more coins.. Ah well, just getting this star on the board. Other than that plus collecting pole-coins, i'm kind of happy with it :D
Tool-Assisted Course 1, Bob-omb Islands Find the 8 Red coins + 100 coins Player: 4232nis (Ghostoo666)[TAS] Super Mario Star Road - Mouth of the Giant Flute 11874232Nis2014-04-05 | I did it, Dennis-senpai!
The ledge near the star is considered a "stair" so i can't slide off that to preform a groundpound :\
Also... I did a search for this star AFTER i made this (as i usually do, regrets ++), and it seems people have already thought of this route AND have done better than me :) WOOHOO!
Mad Musical Mess Mouth of the Giant Flute Player: 4232nis (Ghostoo666)Super Mario New Star - 15-Star Door skip (TAS)4232Nis2014-03-29 | thanks to Homerfunky's video for idea and motivation. His blj theorization is here youtube.com/watch?v=-ZchSSVjZPM
It might be possible to go straight from the tree into the level. The max speed i was able to get off the tree was ~320 while the speed needed to go into the level is something greater than 360 or so. There might be a possible way to get the speed just right, but for now i just want to get this out there.
There might be a 0 star run of this very soon! (Not from me, however XD)[TAS] SM74EE - Artistic Coin Search 45204232Nis2014-03-29 | This was one of my first tas attempts and for those of you that have seen the other video, it was terrible. While this run shaved over 15 seconds (holy crap) off the first tas, i still feel there's bits and pieces that can be improved for ~1-4 seconds.
I doubt I'll be uploading any more sm74(ee) videos, I just felt obligated to redo this star specifically.[TAS] SMNS - To The Great Wall 28904232Nis2014-03-24 | Rerecords: 1725
Searched high and low for blj spots.. none that are really "good".
-during the elevator ride to green pipe -at the "To the great wall" star on the ramps can do slide-blj thingy but it's really difficult to
get a speed greater than 120
I've actually get to be underneath the level, so i can't say if there's any spots down there. If there is, i can't imagine them being useful (maybe not however).
Unless, of course, i find a broken piece in the wall to either phase through to the underground or just blj on invisible wall :|[TAS] SMNS - Flying Can Help... 22874232Nis2014-03-21 | capless!!
I decided this star about 15 minutes into me playing this hack. there's almost 200 coins in this stage! This took me very little rerecords.. is that good or bad?
I can nab the other tower star with this route as well, i'll see if i can improve the path to the blj spot
flying can help[TAS] SMTGS - The Red Hot Hidden Boxes 11604232Nis2014-03-17 | meh. I'll try to do all the stars on this stage.[TAS] SMTGS - Burn the Big Bully Again! 26234232Nis2014-03-15 | Just made this really quick :v
i haven't even seen speedruns of this stage, let alone tas
I might have a plan to get ~ 450 speed down one of these slopes.. then we can jump-dive all the stars
also, anyone know the mhs address for my hat :(? My mhs is broken so i can't do data searches anymore.[TAS] SMSR - The 8 Musical Red Coins 40174232Nis2014-03-15 | no 100 coin. I had actually done this before i did the 100 coin as a guideline to my 100 coin route. Improved it a little and uploaded. Although, i figure this is pretty impractical considering the other 5 stars are very quick and this is the only logical star to get the 100 coin on.
It might be possible to make it to the whomp a bit earlier to blj a bit earlier. if possible ~4 seconds shave[TAS] SMTGS - The Factorys Secret Star 15734232Nis2014-03-13 | i'm practically drawing stars out of a hat :L
i tried so many beginnings and etc to get this time faster, but couldn't. I just need the right combination.
made for sm64.org's "Room for Improvement" thread by Luigi2012SM64DS
his 11"23 run: http://www.youtube.com/watch?v=qyJJ3-rl8LI~WIP SMSR - 8 Musical Red Coins + 100 coins 11667 (TAS)4232Nis2014-03-01 | **my first 100 coin tas** edit: changed to wip since i'm so disappointed in it
Can shave ~7 seconds off this (5 from getting to the thwomp a few tens of frames faster so i don't have to wait for him, 2 from other general optimization)