PaLiX _
[OUTDATED] SMSR - The Lone Tree - 2x A Presses
updated
Uses a slower route since we don't have access to the cannon.
previous: 1:09.95 (with sotr) by Nahoc & Kyman youtu.be/xL6VE_5PddM?t=1h16m11s & 1:11.40 (with reds) by CSZ/Bauru/luigimario64128 youtu.be/lxmlmKZOZIk
Crackhex also saved 1f on swimming beast
previous: 14.27 by snark/Xander/me/Krithalith/Crackhex/Black Mozart/Eru/Manama and 15.73 by Adeal/me/ChouxZi3/RSw/FeijoadaMolhada/Krithalith
@RSw_Why @FramePerfection and @EpicRandomGamingChannel for helping with movement inside the pyramid.
@TylerKehne for the fast ledge drop strat used for entering the pyramid youtu.be/Hg7sfozz1zI
@Krithalith for creating scattershot, which was used for various parts of this TAS.
previous: 1:23.18 by MKDasher/Nahoc/sonicpacker youtu.be/P5Ddns5gLTs
Made with scattershot, created by @Krithalith
previous: 5.07 by me youtu.be/Gv5P8KFfE1k
I had this idea for crossing the gap to the swinging platform area a while ago but was unable to get enough distance to reach the other side. I ran it through scattershot and it quickly found a straining method that got enough distance. Crackhex then provided the grind setup at the start and optimized the rest of the run.
EDIT: Tabascoth pointed out this strat only works on US as the wall order is different on JP.
previous: 10.90 by me/Manama/snark/dar gos/Superdavo0001 youtu.be/oGSx5leDu5g
A lot of people asked why you couldn't just collect the 1up normally. Turns out it was actually very close to being possible! At the time the closest I could get was 15 units from the 1up with traditional bruteforce methods, so I chose to use the pedro spot strat instead.
Since then, I tried bruteforcing the collection using scattershot (created by @Krithalith) and it was successfully able to collect the 1up as shown.
00:00 - Clip from the red coin area to the wiggler area in the THI cave
The solution here was to do a small hyperjump in the corner of the cave, reaching the misalignment at the corner just under the ceiling. Since each next step is OOB, mario does not collide with the ceiling, but retains y movement upward for the clip frame. This is just enough to snap up to the floor above on the bonk frame. The setup required a HSWK spot that didn't gain too much height, and had a wk chain leading to a corner with a close floor underneath.
00:30 - Reach a PU from inside the SSL pyramid
Normally you cannot reach PU speed with the grindel BLJ as there is a floor behind the wall that causes mario to exit the BLJ spot. You can use the ceilings to the side to stay in place long enough such that the intended next position is OOB, however normally the grindel rises too fast, and the space to get the BLJ with a viable angle is too small. Starting the BLJ from the 1up area resolves both issues.
00:45 - Ground-pound the blue coin switch in SSL without pressing A
We can use two goomba bounces paired with hyperspeed to reach the blue coin switch in freefall and ground-pound it. To get the hyperspeed, there is a large railing on the far side of the map that can generate sufficient speed with c^ sliding. We can lure the first goomba into the quicksand area and a second halfway to the switch, however the second goomba must go further from its home than it normally patrols. The goomba can be forced to walk to this spot using a goomba escort. We cannot use the triplet goombas on the ground level for this, as they reset when mario goes to the c^ spot. Instead, we can use the singleton goombas above which do not reset.
2:16 - HSWK between the pillars in TotWC
To generate enough forward speed to wallkick between the towers, we can use the exposed ceiling on the edges of the tower to BLJ. We can then perform a flying triple jump against the tower walls to redirect towards the switch, and land on it with a misalignment. After the textbox closes, we convert the negative speed to positive speed by sliding, and then cancel the double jump with the exposed ceiling to start flying with hyperspeed.
Thanks to @AruaErueru for finding this strat, and @Crackhex for help bruteforcing.
previous: 19.43 by me/fifdspence/Plush/Crackhex
main to ccm (-4f)
ccm to pss (-5f)
secret to pss (-2f)
secret to wf (-4f)
wf to bob (-6f)
bob to courtyard (-12f, collab with @Crackhex )
ccm to pss in particular still feels very improvable
previous: 8.90 by me/CSZ/dar gos youtu.be/ko_DmuUmV1w
(also sorry the video randomly freezes)
The current Shindou any% TAS youtu.be/Dl2Ww6q9EXA collects 1 star since it does not skip DDD. While it was known 0 star would be slower than 1 star, it was still unclear how a 0 star method would work, as there was no clear HSWK setup to get enough speed to clear DDD without bonking. This strategy lets you skip DDD with 0 stars, and therefore beat Shindou edition with 0 stars.
This method first gets into the centre of the 30 star door by conserving sliding speed from forwards into backwards hspd using water. If you jump out of water with between 15 and 16 hspd, you can conserve and re-activate stored sliding speed.
Inside the 30 star door there is a roughly 2 unit wide stable region where mario can HSWK. Inputlua was not sufficient for TASing this, so I automated it with a python script using WAFEL. This HSWK setup lets me build enough hspd to clear DDD while being low enough to not bonk on the ceiling.
Normally just HSWKing isn't sufficient as it forces mario to the top of the tank, where the window ceiling/neighbouring OOB blocks being able to clip through the wall.
The first method I show uses an unreferenced wall in a diagonal corner to fall to the bottom of the tank with ~280hspd, and then clip through the tank window which has a thinner wall.
The second method only works for the right tank and uses a diagonal wall outside the tank which projects towards it, which pushes mario all the way out of the tank. The wall projects on the wrong axis on the left tank.
This method lets you live after collecting the 1up, as long as you have 3 hours to spare.
Start GWK was done by @sm64expert39
Starting movement to the first textbox was done by @manama314
@Crackhex and I figured out a way to get enough speed conserved into the final textbox to jump to the star in only a single frame using the BLJ spot @CeeSZee used for the reds star.
previous: 35.30 by snark/Manama youtu.be/PIehvX1vTx4
There is a slight complication to this plan. Wall checks at each quarter step are performed at two heights relative to mario's position: 150 units above first and 30 units above second. If we clip through normally we would have to have mario's position be 150 units below the seam to double push, which is too low to collect the star, so we need the first wall check to fail so we can double push using the second wall check, giving an extra 120 vertical units. Luckily, the upper wall happens to be slightly sloped such that if we are at the very edge of the wall, we can have the first check be just outside the wall hitbox and the second one be just inside it at the seam, which lets this strategy work.
previous: 5.53 by Plush youtu.be/ZKCXptOS4nU
SilentSlayers had saved 2 frames from Plush at the start, but could not keep the time save throughout the run due to the elevator cycle. youtu.be/N7Mj1GPu7KY
previous: 24.40 (U timing) by Plush youtu.be/15b3fwRfb4g
Originally, Crackhex remade this with the new start and the original ending, however the bridge ends up being too low for the blj to reach the bully, so this only saved 3 frames. This is the ghost in the video.
I then figured out we can use the slope to extend the lower blj far enough to reach the bully. This also allows us to hit the bully from the other side, placing us closer to the star platform. This allowed us to simply long jump and clip onto the highest part of the bridge as it loads in after the bully dies.
Finally, we make sure the bully is pushed towards the star platform as it is killed. This is because when the star spawns, it slightly overshoots its target position, so having the bully be thrown towards that platform means the star spawns closer to mario, saving a frame.
All the stars in LLL have now been redone with the new starting method. You can find the others here:
bully the bullies: 17.60 from 18.03 youtu.be/S4BqhwZwd-c
8-coin puzzle: 12.87 from 13.07 youtu.be/hdbHxTfYjvQ
red-hot log: 7.07 from 7.37 youtu.be/bQH_gw63A2E
elevator tour: 16.25 from 16.78 youtu.be/qqt43cazOTI
previous: 14.10 by me/dar gos/SilentSlayers/ToT youtu.be/KSsIpRomQBA
previous: 7.37 by me youtu.be/p7K9IXWGR3s
previous: 32.33 by DyllonStej/Crackhex/fifdspence/dar gos/ToT
previous: 1:03.20 by MKDasher/Nahoc/sonicpacker youtu.be/xL6VE_5PddM?t=2337
-1f by getting a better yaw on the pole to land on the upper platform a frame earlier
previous: 14.30 by Crackhex/me youtu.be/Y0MY2o7V5WQ
Found this route up the snowman which is slightly faster. There may still be some more optimization frames here.
Also Crackhex helped youtube.com/c/Crackhex
previous: 7.83 by me & Madghostek youtu.be/rJrEJ4_zYIs
-14f on movement up to the elevator blj. -3f inside CotMC.
Note: Mario not appearing to have the metal cap inside CotMC is just a result of the ghost hack.
Contributors:
FeijoadaMolhada: youtube.com/c/FeijoadaMolhada
RSw: youtube.com/c/RSw_Why
ChouxZi3: youtube.com/channel/UC2BRYSlctEGCRT6iKdk9kEA
Crackhex: youtube.com/c/Crackhex
previous:
16.30/19.78 by Plush/Black Mozart/adeal/dar gos youtu.be/_URPbcLSz4c
CotMC entry blj improvement by FeijoadaMolhada: youtu.be/A72cPOIVBIk
Over 4 seconds faster than 2012.
Contributors:
Nim: youtube.com/c/nim64
Xander: youtube.com/c/EpicRandomGamingChannel
tjk: youtube.com/c/SuperMario142MC
Crackhex: youtube.com/c/Crackhex
previous: 1:18.00
Tyler Kehne suggested using a floating point overlap between two wall triangles to get double the wall push during the initial swim to the misalignment. This allows us to reach the misa 5 frames earlier, however since there is less speed from the swimming, an extra grind had to be performed costing 2 frames. Luckily, the extra grind allows for a much more versatile long jump + slidekick setup into the water re-entry, which Crackhex used to save another frame. With Manama's 2 frame improvement of the SBLJ, this means a total of 9 frames have been saved in the basement over the previous 1 key TAS.
It is also worth noting Manama found a different grind strategy which ties this run.
(recorded on US for ghost comparison)
Tyler Kehne: youtube.com/c/TylerKehne
Crackhex: youtube.com/channel/UC_9O61Cu6DpvjDVMLWdUGCQ
Manama: youtube.com/channel/UC6XhYbIMQ1CBUOQRpXQmeQA
Manama's 2f improvement: youtu.be/ZH9-ARHla08
previous: youtu.be/052HqQTOYpc
(recorded on us for ghost comparison)
-1f by using a better wall push to reach the misa earlier
-1f by using new movement which enters the water with less yspd, letting me start swimming sooner
-6f
The first gwk is extremely hspd dependent. Krithalith discovered that there was a hspd region around 39.7 where the quarter steps barely allowed the gwk to work. The slow looking starting movement is actually to setup the double jump with enough air frames to build just enough speed for the gwk to work.
Krithalith: youtube.com/channel/UCNnKV72wRZZTmW1xn37M3HA
previous: 5.63 by Krithalith youtu.be/JSOigPkii_w
Eel:
-3f by using the new start blj
-4f by downwarping to the eel
-1f by better star grab optimization
previous: 24.30 by Mickey/Xander/Superdavo0001 youtu.be/cPj-bbvW_Nc
Jet Stream:
-1f by better slope walk optimization
previous: 8.57 by me/Crackhex/tjk/Mickey youtu.be/abmSXAXGkJI
-3f
oops it turns out this strat was faster after all
previous: 5.17 by snark youtu.be/n7E2g0v8LUA
-25f
This is my first TAS using a floating point precise strategy. Normally to perform the second glitchy wall kick you cannot be hugging the wall as it becomes impossible for the quarter steps to line up on the correct walls, however I found that by getting a precise wall push at the intersection of the two walls on the second quarter frame, and taking advantage of floating point rounding errors, it is possible to perform the gwk. This allows me to do two gwks which give enough height such that I can avoid ground pounding to reach the top platform.
The start movement may be improvable, but I'm happy with this for now.
previous: 6.50 by snark/ToT/FeijoadaMolhada youtu.be/W4X6yFcJOc0
-2f using new start movement
-1f by climbing down the slope faster
After finding the faster starting movement, the original plan was to save another frame by using the slope launch strategy instead of the jump. With help from Crackhex for bruteforcing, we were less than 0.1 units short of grabbing the star, however I was able to find a faster slope climb to reach the star earlier with the jump strategy.
Crackhex: youtube.com/channel/UC_9O61Cu6DpvjDVMLWdUGCQ
previous: 8.67 by me/tjk/Crackhex youtu.be/xzVdyLwbYGk
By me, tjk and Crackhex.
-1f by using davo's late water entrance strat. Normally this would mean we'd end up with too much hspd to collect the star, however by crouch sliding before entering the water I could get the hspd to a point where the star could be collected.
So far bruteforce attempts to collect the star with better hspd have failed. If they succeed up to another 2f could be saved on this star.
tjk: youtube.com/c/SuperMario142MC
Crackhex: youtube.com/channel/UC_9O61Cu6DpvjDVMLWdUGCQ
Superdavo0001: youtube.com/channel/UCbL7CuKdBNttkn31jCMRVDQ
Previous: 8.70 by Mickey youtu.be/xL6VE_5PddM&t=2700s
-3f (both) by using different starting movement
-1f (pendulums) by wallkicking earlier
-1f (pendulums) by doing a better jump to the star
previous: 6.43 by ToT/SilentSlayers/CSZ youtu.be/tFUoWDlgBxo and 7.53 by Mickey/sonicpacker/CSZ youtu.be/e0zs-wY2Mh0
-1f by doing the final jump dive earlier
previous: 8.93 by CSZ/dargos youtu.be/wu9Lg0fVceA
-1f by using a better wallkick angle to ledgegrab earlier
previous: 5.53 by Plush/snark youtu.be/8WCdtGT6CF4
-1f by landing on the bridge ealier using the earlier bridge cycle
-2f by using different ending movement
previous: 14.20 by Crackhex/ToT youtu.be/aJu94Dnsi7o
-1f by using different movement + earlier bridge rise to land from the bridge blj earlier.
previous: 7.40 by CSZ/2012 120 team youtu.be/u9wkD9K19Ls
-1f by lowering hspd before the last jump dive, letting me land earlier. This actually requires good fire rng as the fire needs to be further forwards than average in order to get the required distance. Using bruteforcing I've gotten this up to working with 1 in 3 rng values.
As an added optimisation, I found that doing the long jump 1f later gives an extra frame of straining to land on the very edge of the platform in order to start grinding sooner. This doesn't save a frame, but removes the need for precise grinding to reach the swing.
previous: 11.03 by Superdavo0001/dargos/Snark youtu.be/f8xM5fbwUsU
note: the pillar climb strategy was originally proposed by csz.
CSZ: youtube.com/channel/UCrmbllPtODE3dQ_aFLGr5sg
Manama: youtube.com/channel/UCqweAVPadUxg4OLRNjLZt2g
Xander: youtube.com/EpicRandomGamingChannel
Crackhex: youtube.com/channel/UC_9O61Cu6DpvjDVMLWdUGCQ
previous: 13.10 by Manama youtu.be/ApuT_VCtRnA
note: the pillar climb strategy was originally proposed by csz (youtube.com/channel/UCrmbllPtODE3dQ_aFLGr5sg).
-1f on the starting slope
-2f using the new pillar climb strategy
previous: 13.23 by DyllonStej/Xander youtu.be/K8tcecQYenQ
Over the past few days lots of TASers have been working together finding optimizations and writing bruteforcers to improve this star. The first improvement was getting a better yaw on the starting slidekick which allows mario to face more to the right at the dive recover after the slope. This allowed us to reach the ice sculpture 1f earlier by simply doing the dive recover 1f earlier, however the angle still wasn't good enough to get into the star hole without overshooting the star hole instead of bonking. Using a variety of bruteforcers we were able to save enough units such that there was a small y window where we could successfully bonk on the side of the star hole without overshooting to save the frame.
Xander: youtube.com/EpicRandomGamingChannel
Krithalith: youtube.com/user/Kiefertje
Crackhex: youtube.com/channel/UC_9O61Cu6DpvjDVMLWdUGCQ
Manama: youtube.com/channel/UCqweAVPadUxg4OLRNjLZt2g
Previous: 5.27 by me youtu.be/j5mfIQIHzf8
maybe improvable idk i just had to post this asap
previous: 5.30 by SilentSlayers youtu.be/tTI9Pr9I5bg
Huge thanks to fifdspence for creating the bruteforcer I used as reference for this: youtube.com/channel/UCXubFNfZaMVLsTZzKcgnHOQ
For this I rewrote the bruteforcer for CUDA to improve performance. I also improved the stitching between the last red and the switch press. Perhaps this could still go lower with a more accurate performance evaluation algorithm or stitching method, but I'm pretty happy with this for now.
Previous: 19.73 by me/fifdspence/Plush: youtu.be/YfhODIxHtoM
-1f using old start strat
previous: 7.87 by Madghostek/me/Mickey (youtu.be/-JZV3OK2I_g)
used xander's camera script since the normal camera on this star is really bad
github.com/MikeXander/SM64Scripts
Huge thanks to fifdspence for helping with this! youtube.com/channel/UCXubFNfZaMVLsTZzKcgnHOQ
Note that this run is actually 19.57 on J due to differences with the text box.
Using a combination of fifdspence's bruteforcer for the flying of the red coins, with a bruteforcer I wrote for optimising the switch press, I was able to get another 2 frames off this star. This could still be improvable, so this star is definitely worth looking at if you have good ideas for bruteforcing strategies.
Previous: 19.80(U)/19.63(J) by fifdspence/Plush: youtu.be/qbEYG9o_298
-2f on igloo entrance
-1f using faster route to reach the spindrift
-29f by using an open corner to clip directly into the star cage
previous: 11.58 by me/Tomatobird8 (youtu.be/q8yXknGWwn8)
previous: 12.07 by ToT/Manama/Eru/Plush
previous (25.23 by me/ERGCXander): youtu.be/D3xzvLATPtM
correction: this strategy does work on J