summunkid
[RTABC WR] 140 Coins in Cool Cool Mountain 0xA
updated
m64 info:
Length: 4 minutes 38 seconds
Frames: 16664 (8245 input)
Re-records: 1366
More Details:
This TAS is low optimization. I spent a few hours making it, and I believe that some of the movement could be optimized further. The trick used, Hyper Speed Wall Kicking, works by gaining speed by holding forward while in the air, and preserving speed by doing first-frame wall kicks (firsties) between two walls. Observant viewers might notice that the TAS is for version 0.7 and not the most recent version, 1.0.2. This is because ever version 0.9 and after crash on Mupen after file select due to the emulator's lack of support for the N64DD system time. Version 0.8 can be TASed on, however it is a leaked version and I wanted to do the TAS on a version thats more well-known and popular (plus, I don't know that much about the game past v0.7).
Attempts: 2699
Worst Fail: 96%x2, 98%
Enjoyment Rating: 7/10
Attempts: 578
Worst Fail: 94%
Enjoyment Rating: 8/10
SoB: 5:08
SoB: 3:35.72
Length: 10.6 seconds
Frames: 638 (319 input0
Re-records: 46
Starts From: Savestate
Star Time: 6"80
Length: 43.8 seconds
Frames: 2626 (1313 input)
Re-records: 216
Starts From: Savestate
Star Time: 43"73
Length: 49.2 seconds
Frames: 2954 (1469 input)
Re-records: 213
Starts From: Savestate
Star Time: 40"60
.m64 Info:
Length: 1 minute and 32 seconds
Frames: 5508 (2746 input)
Re-records: 1141
Starts From: Savestate
Star Time: 1'23"17 (1'17"50 for 80 coin star)
This saves 3 A presses bringing the A press count from 475 to 472.
.m64 Info:
Length: 1 minute and 4 seconds
Frames: 3825 (1906 input)
Re-records: 304
Star Time: 55"20
There are currently 6 A presses in this area, all for entering Giant Overgrown Garden because the painting is too high. Unfortunately, getting here does not seem to help us save these A presses in anyway. However, because these slopes are slippery, you can do hyperspeed punching on them, which could be used to get PU speed, and then if you had some magical PU route you could enter GOG in 0.5 A presses, which would save 6 A presses total. Unfortunately, this technique only lets us get positive speed, which makes doing PU movement way harder. Plus, the room that contains GOG is below the whole course, so it's not like we could just fall down there or anything. It is technically possible to do a negative jump, because we can do a steep jump dive on these slopes with the B button, but in order to do a negative jump we need negative speed.
This area also gives us access to Bowser's face, which could have pedro spots, but those also wouldn't save any A presses.
The most likely solution is to bypass the big wall. On one side is the garden in Peach's Floor, and on the other is the pipe to Peach's Cell in Bowser's Floor. Unfortunately, none of the BLJ spots I found could do it. They couldn't get enough speed before breaking out, or my speed got killed. The big wall is also too tall to do any clever movement on in order to get over. However, if I build enough speed, I can jump over the wall because Mario's jump height is proportional to his speed.
My plan was too do hyperspeed wall kicks (HSWK), which involves holding precise joystick inputs to gain speed in the air and doing first-frame wall kicks to preserve speed. (Side note, this ROM hack gives you one extra frame to wall kick and not lose all of your speed.) With about 240 speed, I can do a double jump and then dive to bring my speed back down to 48 as to not bonk on the wall. From there the pipe is on the other side.
Unfortunately, while this strat to get over the big wall is cool and skips a whole area, it ended up being 20 seconds slower than going through the Bowser Room. While there could be time to save on both, I don't think it would be enough to make the skip work.
With skip: 1'08"57
Without skip: 48"20
.m64 info:
Length: 41.3 seconds
Frames: 2476 (1230 input)
Re-records: 246
Starts From: Savestate
Star Time: 32"43
The problem with this star is that it's too high up off it's platform to rollout into. However, this hack has a tweak that lets you rollout from a slidekick with B. However, this tweak has an oversight. Whenever you rollout from a slidekick on a slope facing towards it, you will do a steep jump instead of a rollout. Because this tweak lets you do it with B, you can do a steep jump with the B button (given the right circumstances). So, I framewalk up the slope and do a steep jump dive to the star.
.m64 info:
Length: 27.5 seconds
Frames: 1649 (817 input)
Re-records: 919
Starts From: Savestate
Star Time: 18"83
This pack features 5 levels and 1 map based on the theme of the competition. My interpretation of the the theme was to flip the script on the rules. They didn't allow me to name my levelpack "Flip The Script" so I named it "Script The Flip". They also wanted 3-10 levels, so instead of making 10 levels, I made "levels 10". So all of the levels are themed around the number 10 in some way.
Of the 5 levels, 3 of them contain actual puzzles, all of which are themed around the "Flip" text which flips any objects you apply it to. The last level is a portion of a video from SimpleFlips titled "King Of The Idiots" in which the phrase "sen teconds" is said. I'm not sure if people will get the joke, but I don't really care since I personally find it funny. I spent about an hour manually importing the video into the game, with a bit of optimization and sprite editing. To explain briefly, I took the frames on each half second of the video. The clip is 48 seconds long, which came out to 96 frames. I can't put 96 objects into a level (only around 60), so I instead put 4 frames into each object for 24 objects. each of the 4 frames is a different direction the object is facing. So, it starts with frame 1, then rotates, and then turns into the next object for the next 4 frames. After the clip is over, the level turns into a flag, and winning the map crashes the game. What actually happens is the game is trying to send you to a level with level data that it can't read because it's missing a character.
Unfortunately, due to my inability to create anything I want I wasn't able to put some ideas in here that I wanted to. I wanted to have the first level include pushable blocks that were made up of the rules, but I figured it would take too much time to make all of those textures and put them into the game. There was also an unused level that had cheese so bad I didn't want to bother fixing it and decided the whole idea of the level was bad anyway.
I also wanted to make the text itself rotate visually to add some comedic difficulty to the levels, and so that writing the rule "Script Is Flip" would make all of the text in the level flip upside down.
The final count is 1 / 4 / 0.
Attempts: 3620
Worst Fail: 95%, 98%
Enjoyment Rating: 8/10
Attempts: 2294
Worst Fail: 82%
Enjoyment Rating: 3/10
Attempts: 12
Worst Fail: 48%
Enjoyment Rating: 9284759827345/908723459872345
Unfortunately I had to restart my computer because I was being stupid so I'm not sure how accurate my attempt count is.
Attempts: 929
Worst Fail: 66%
Enjoyment Rating: 6.5/10
Full Recording: youtu.be/6x4Jh13xjyA
Attempts: 1154
Worst Fail: 79%
Enjoyment Rating: 8/10
Full Recording: youtu.be/iJrUKuX19co
I didn't have that bad of a time with this level, a few of the games don't play that well tho. The ship physics in Crazy Traker feels really really heavy due to the whole level being a dual, Tower of Heaven being a mini robot feels weird, and the spewing mechanic in Spewer feels a bit too sensitive. That's not to say the level isn't fun. Many of the games are very cool and trying to figure out how to beat each one without watching a video is pretty rewarding.
I didn't really like Pwong when I started playing, but after I had slept and woke back up it was no longer that hard so I can't really say I HATE Pwong anymore.
Attempts: 749
Worst Fail: 99%
Enjoyment Rating: 8/10
ID: 109200852
Attempts: 4079
Imagine this level as a regular server but 22-39% is a lottery, and so is the blue orb click at 61%. That entire 22-39 part is the worst part of this level for me. Every single ball portal sucks because they stay in the middle of the corridor and you touch the portal from below it, which means my entire judgement for when I can click in the ball is completely ruined and I either click too late or I jump into the ball portal. I instead opted for the strategy of jumping into it which made it more consistent.
Unfortunately 2.2 ruined the slopes part at 60% because of physics changes. The intended route didn't seem possible to me, and if it was it seemed like the most BS inconsistent jank ever so I did a different strat where I click the blue orb as late as possible and the yellow orb as late as possible so I can skip the two blue orbs. That click also felt very random.
This level is pretty fun, I love the decoration and it's one of what feels like few levels that don't feel like it's trying to deceive me or lie to me for the sake of looking interesting. It's just too bad that there are parts in here that kind of ruin it.
Attempts: 5411
Worst Fail: 78%
Enjoyment Rating: 7/10
Full Recording: youtu.be/s2xyOYjL3zQ
i dont know why but i am very drawn to memory levels. i think this one sparked my interest because of the decoration, i like how the blocks glow and how the spider part reverses, but also because routing this level (even if i did have to go look at a video) was quite fun. i ended up learning a different route for the ending of the level because the jump i was doing to get on to the double speed portal was way tighter than it needed to be. thanks heather for making a cool ass level (you can mentally put the hyphen wherever you want)
Attempts: 2525 (1062 Normal)
Worst Fail: 88%
Full Recording: youtu.be/FOkGZCH2wSs
i finally got around to doing this run again. i went into learning this with the mindset of, "for every map route in late game, dont remember the actual route just remember what you're supposed to do." it worked pretty well besides the one to get from just no to hidden path, and i saved time over the last run where i spent several seconds (few minutes total) just trying to remember what the first few moves i needed to do were when all i needed to do was just a simple task.
the difficult part about this run for me isnt actually remembering what to do but getting past the first lake split. i cannot get myself to continue a run after doing a mistake within the first few minutes. my mind forces me to reset, and unfortunately lake is one of the harder parts of any baba speedrun.
Would you take the dinner?
GDDL Rating: 21/35
Enjoyment Rating: 9.5/10
Attempts: 1844
Raw: youtu.be/Fh-XKMBiN7E
Star Time: 1'22"57
Enjoyment Rating: 9/10
Full Recording: youtu.be/NAIM-bDxeWk
Minigame 1 starts the level off easy, with 5 block jumps that aren't really hard. The last jump is sort of an intro as to what the rest of the level is going to be like. I like to call them "Hole Jumps", where you have to land in a 1 block tall hole. It's not the hardest thing ever, but it's pretty awkward to do.
In minigame 2, I tried recreating hook jumps which were also a trope of every Everybody Edits minigame world. I felt that using full blocks was too easy for cube, so I opted for half blocks because they made it so that you actually had to do the hook movement. It also contains a tighter hole jump.
Minigame 3 I remember being really dumb. But it wasn't the dumbest thing I had created. It's a variation of a hole jump where you have to fall into it instead. I put a block in the air so you could set it up easier, and I made it a half block to make the jump easier.
Minigame 4 isn't interesting.
Minigame 5 is the first to introduce slopes. Originally, I had that last slope structure 1 block to the right, and I remember getting it a couple times, but it was also extremely hard so I might be fabricating thoughts.
Minigame 6 used to be way easier before I added that final hole jump in (it sucks). The big difficulty here is getting into the holes while having air physics have you slide on the ground.
Minigame 7 is one of the easiest minigames in the level. It used to be one of the hardest minigames in the level. When I was making this, there was no coyote time implemented into the game, so all 3 of those jumps were frame perfect. If you were too early, you got to do it again, but if you were too late, you had to do it all over again. And you had to get the hook movement right. But now it's trivial, and the physics changed demotivated me a bit.
Minigame 8 used to be completely different. It was like a minecraft dropper except all the obstacles were force blocks that pushed you up. You had to dodge them in a certain way where the force blocks wouldn't push you up enough to send you into other force blocks. It was a pretty cool idea but one of my friends told me it was too random whether or not you would get it or not, or something, so I got rid of it and replaced it with a minigame that might be dumber. You have to space it so that the force blocks move you into the ground and not into the air.
Minigame 9 is really, really annoying. It took me a few minutes to get but you have to get enough momentum from the arrow blocks to make it to the other platform while not missing the ground (which is made easier with coyote timing). After that, I tried making it so that you could bonk your head on the wall to align yourself with the hole. But you hit the ceiling that you're supposed to avoid (and I didn't get rid of it because I felt it was too easy) and you have to just somehow weave yourself in, which is way more likely to happen on accident than doing it intended.
Minigame 10 is a pretty cool gimmick, You have to hold against the wall so you aren't being affected by the arrows, and then you have to stop so you get a big launch.
Minigame 10.5 is not a real minigame but the intro to the next one, which was kind of annoying to get. Minigame 11 on the other hand introduces the ice block, with the hole jump from minigame 8 and also a jump where you have to not jump from the ice block so you can accelerate faster.
Minigame 12 is the first minigame to have the most annoying thing I've ever had to do. It's a hook jump but you have such low acceleration that you miss the hole most of the time. Pure luck.
Minigame 13 is quite fun, even if it is easy, I love the concept of it.
Minigame 14 is quite annoying. You can't jump off of ice slopes. and when you're on the flat part, you still have ice physics. I'm pretty sure I didn't even confirm it was possible when playtesting it originally.
Minigame 15 has 2 ice hook jumps and there used to be more.
Minigame 16 is pretty fun to pull off and smooth looking.
Minigame 17 is pretty tight, you can get a higher jump off slopes with speed.
Minigame 18 has something interesting in it where you have to preform a hook jump while being pushed back. But while in the hole, the arrow block still moves pushes you unless you're moving towards the wall.
Minigame 19 was ruined by the new physics having better friction I think, you were supposed to have to stop at just the right time so you dont slip off.
See pinned comment for rest of description.
Enjoyment Rating: 10/10
Unfortunately I made the game louder than myself so you can't really hear my clicks well.
Full Recording: youtu.be/NJKeu8WhrvI
Star Time: 19"57
Star Time: 1'14"27
Star Time: 36"07
Star Time: 42"30
unfortunately you cant clear bowser for obvious reasons
1055rr
2222 input frames
1'14"07 length of tas
would you rather have 500,000 dinners or jay-z
footage taken from 2012 120 tas
This brings the A Press count from 568 to 562.
Star Time: 55"90
This brings the A press count from 582 to 581.


