Bobby Bob
I've had the idea for this strat for quite awhile, pretty much ever since the 80 star tas started, but never tried it until now when I randomly got motivated to. The best tas of this star using the normal pole strat (As yoshi, though it barely matters) took 24.16, which would seem to indicate that this would be faster, but the old strat was last done a long time ago, when tases of this game were much less optimized and there are obviously changes to doing it as Mario, but it mostly just looks really cool and won't be applicable in the 150 star tas at all no matter what, and wouldn't be applicable to the 80 star tas for quite awhile so I decided to release it publicly now. This could also be improved by quite a bit if I was able to cut out the dive reset backflip, which is quite a slow method of gaining height, so I'd be a bit surprised if it isn't faster in the end.
updated 3 years ago
I am moving back to school very soon so I wanted to make one more somewhat higher quality video before I go, but unfortunately that means I probably won't be uploading much/at all until December, unless I somehow have the time and energy to make more TASes during the semester. This is my first more edited video in awhile so it should hopefully be a bit higher quality than my older ones, but let me know if you have any feedback on the editing since I'm still really bad.
Disclaimer: in addition to being Tool Assisted this video uses a few hacks to improve the visuals (most notably changing camera position and making it so the stars can be seen from a further distance) but these hacks have no impact on the gameplay and the original TAS was made without any of them enabled
If you read this far you are pretty cool, unfortunately for you this description is a bit shorter than usual so I have no money for description readers
Rupa and I also improved the Fortress star from 10.94 (youtube.com/shorts/6pKayZDVIvc) to 10.61, but I decided not to upload it since it isn't that different in appearance from the previous version. Both stars combined took about 10,000 rerecords, which is more than I usually use, so hopefully both stars will be good to go when the 150 star TAS reaches Whomp's in a few stars.
If you read this far you have an iq of at least 108 and I will give you 5 dollars
This TAS is an improvement of .53 on the previous record by Adeal (youtube.com/watch?v=_o6iHnrsb4s). The main improvement is the clip through the cage at the end of the TAS, which I found in 2021. The fence on the island has no collision on top, so you can fall into it. Because the fence is so close to the cage, when you try to exit the fence and the wall pushes you slightly out, that push actually pushes you far enough into the wall of the cage that you can just go through to the star. I first used this clip later that year to do the star faster as Yoshi for the 80 star TAS, which you can watch here (youtu.be/wzYXBXdsedQ?t=354), but I wasn't sure if it could be faster as Mario, since Mario has to dive to the island to make the jump, which would risk bonking. I figured out that you can triple jump with a far enough left angle so that Mario won't bonk on the cage, then dive into the fence to perform the clip mid-dive, and bonk into the star, which is a little bit faster. Another less obvious improvement over Adeal's run is that this TAS avoid grabbing the line of 5 coins at the start, which saves 1 frame per coin after the star is collected, as the game counts up all coins collected in the star in the castle. Though this timesave is not reflected in the time of the TAS as an individual level, it will save time when this is used in the 150 star TAS.
2975 Rerecords
Unfortunately I ran out of money after last video so if you read this far you are a part of the top 10% smartest people in the world, and if you meet me in real life I will give you ten dollars
Also, the SM64DS 0 star TAS that I and others have been working on for a few years is finally done, and is viewable here: youtube.com/watch?v=usqxR6ZmTUk
It's the first full game TAS that I've put significant work into that has actually been completed, and I think it's pretty cool so you should watch it and subscribe to SM64DS TASing god Adeal's TASes as well as all other contributors to the TAS.
The death animation from lava is unique from most others, as you keep control over the character throughout the entire fadeout. As a failsafe, the developers made it so that you couldn't interact with stars during the fadeout (which starts the frame the health bar visibly reaches 0), to try to prevent shenanigans such as these. However, they failed, as for some reason, once the fadeout starts, if you then bounce on lava again, after that point any star you touch will actually be collected during the fadeout. This mechanic has been known about for several years, however SM64DS only has a few stars in close proximity to lava, and none of them seemed to be positioned in a way that made it grabbable during the very short fadeout animation. A few days ago, I realized that because the fadeout only starts once your health visibly reaches 0, regardless of how much damage you have actually taken, you can go underneath the bridge at the end of the star to quickly take a lot of damage, which lets you set things up to land on the lava almost immediately after your health reaches 0 to maximize the time you have to reach the star. Using this, and taking advantage of the fact that Luigi accelerates faster in the air than all other characters, it is possible to reach this star with only a few frames to spare before you are respawned in the castle. As shown in the video, this is an entirely valid way of collecting the star which is counted by the game, but skips the collection animation. This TAS regains control in the castle about half a second faster than our best TAS of this star as Mario, so it may be used in the 150 star TAS, but we aren't sure yet until we optimize various strats better in the future. Unless new information is discovered, this is probably the only star in the game that can be cancelled with this method in a way that isn't incredibly impractical and slow, but it happens to work quite well on this star.
If you made it this far in my description you are in the top 1% smartest people in the world and are a true fan of my channel, if I ever meet you in real life I will give you $35
4785 rerecords
946 rerecords
As for the TAS itself, we cannot just jump up to the eye's room immidiately, because it is unloaded. To load it, we must enter the upstairs room from out of bounds, then leave it through a door. Once this is done, we can clip out of bounds again to re-enter the now loaded eye room and complete the star. Rupa (youtube.com/@Keiki-cv2im) contributed to this TAS through several small optimizations in the first two rooms and the bobomb clip.
5902 Rerecords
Rerecords: 5650 (includes the slower TAS that this was improved off of, probably around 2k for just this version)
After a measly 2 years, I am finally getting close to finishing the optimized 0 star TAS!!!! The only tunneling segment I have left is endless stairs skip, which will need another wall tunnel to get out of bounds, which shouldn't be much harder than this one theoretically. After that, we will have to optimize the BITS stage and Bowser fight, since those both have known improvements since the last any% tas, but then this project might actually be done.
Found by Migu awhile ago, this skip is useful for the 0 star TAS because the 1 star door is still locked, even from the inside, and saves a few seconds over going into the slide and exiting course. This is the first segment I've done which uses a wall tunnel, which is much more difficult (I think) to do, since you need an extremely precise position on the X and Z axis, instead of the Y axis, and precisely controlling position while long jumping is not easy. I tried for awhile to come up with some kind of brute-forcer that would allow me to long jump twice in a row without stopping at all and still get the correct position, but I couldn't think of anything that wouldn't require reverse engineering a lot of the game's code, so I went with a slightly slower but overwhelmingly simpler solution of calculating the position needed to clip with horrible graphing stuff, then find a position I could stand at on the floor to run forwards and long jump to hit that exact position. Getting an extremely precise floor position is much simpler to do, but requires the small single jump to adjust my position, so is technically slightly sub-optimal.
Rerecords: 1167 (though I'd say 2/3 of my work on this segment was just me theorizing stuff and doing math)
The OOB clip in the electricity room was found by lordmagecar: youtube.com/watch?v=DS6eJ9Gxq-w
This video uses an already known glitch called an NPC clip, in which an npc can push you through sloped walls by jumping or spin jumping in a certain way. There were several known NPC clip locations, but none in this room. I found earlier today that you can clip with this toad through a wall in the top right corner of this room, however I then noticed something even more useful. When you enter Toad Town for the first time, toad walks outside his normal walking area to talk to Mario and Luigi, and you can intercept him on his way back. For some reason, this can cause him to walk infinitely to the left even though he would never go there ordinarily, which allows this toad to walk basically anywhere in this room. By bringing him towards the sloped wall near the gate, I can clip through it, and enter the next room of Toad Town.
Now for the actual point of this. Normally you are supposed to walk up, where you will watch a long cutscene of the barriers rising outside of Peach's castle, then the gates will be gone when you return, and you can progress further. By clipping past the gates early, we can proceed to the next part of the route without watching that cutscene, saving 43.18 seconds over the current any% TAS. Though this skips the cutscene, this does not allow skipping the barriers themselves, since the cutscene will play normally any time you enter UNLESS you have already collected the miracle cure (much later in the run) in which case the cutscene of destroying the barrier will play instead, allowing this cutscene to be fully skipped.
This is what this section looked like without this skip: youtu.be/edecILyLhck?t=7957
The clip through the tunnel is quantum tunneling, but it is an extra precise version that is explained well here: youtu.be/eZTXjn23XDs?t=361
While most tunnels are precise to about 1000 units on the x and z axis, this tunnel is precise to 64 units on all 3 axis. I also must already be moving as I clip through the ground, in order to barely make it to the ground below. The most difficult part of this was actually getting the correct Y position, which required me to stop at the perfect height on the slope. However, this slope acts strangely because it is a "sticky" slope, which allows it to be walked on at very steep angles, such as the pillars in Shifting Sand Land. I don't know why, but these types of slopes prevent you from standing at certain Y positions while running, which actually made it impossible to sideflip at the correct Y position to tunnel, which would've been a second or 2 faster. However, once you stop moving, Y positions act normally, so the best option here was to backflip. You still needed a very precise Y position for that, so I eventually decided to use a brute force script to try many combinations of touch screen inputs to stop at the perfect location. From there, a much simpler technique is used to triangulate the X and Z positions while in midair to a very high level of precision, and luckily got me to the right position with 6 frames to spare, which was enough to build a small amount of backwards speed and return to the same position, to tunnel with a bit of speed.
We have known that this clip could speed up this segment in theory for a very long time (pretty much as long as tunneling has existed) but also knew it would be very hard to tas, so no one tried it until now. A slightly improved version of this (not shown in the video) saves 7.88 seconds over Really_Tall's original strategy in the 0 star tas.
This took 7246 rerecords, though that only includes things after the heaven's portal upwarp, since the things before that were tased earlier. A bit of those were done by Really_Tall, who made a small improvement in the ending movement of this TAS.
There are now only 2 other uses of quantum tunneling to be TASed, which are both wall tunnels, so may take more time.
You may be confused by this video if you saw this video (youtube.com/watch?v=TxUQgIJvHrs) that I posted a few months ago. Though this is functionally the same skip, with the same strats as in that video, we need 2 versions of this skip, due to routing of the 0 star TAS. It must be done at the beginning of the run, from the castle front doors, to initially enter the 1 star door and unlock Mario. After collecting the Mario key, however, the 1 star door is still locked, so it must be skipped again. However, this time, the segment begins at the center of the room, immediately after exiting course in Goomboss Battle. Though it appears very similar to my previous TAS, spawning in a different location means that the full TAS must be redone, which was very concerning to me, as the original TAS took me over 12,000 rerecords (12+ hours of work for 5 seconds of gameplay). Luckily, my experience from the first TAS allowed me to complete this version in a significantly lower 851 rerecords, and actually only took about 2 hours.
This is the 3rd of 6 segments in the 0 star TAS which require the use of quantum tunneling to be optimized. The 3 remaining segments are entering the castle at the start of the game, clipping through the 1 star door from inside to return to the lobby, and clipping out of bounds upstairs to skip the endless stairs. Though you could say this means the TAS is "halfway done", I wouldn't say this at all, since the remaining segments have increasingly complicated forms of tunneling, which we don't even know exactly how to optimize yet. We also still need to optimize the BITS stage and fight, as there are many improvements that we can add there from the previous any% TAS. I hope to work on these later segments more frequently, now that I have some motivation to TAS again.
Subscribe to Migu: youtube.com/c/Migu6
1035 rerecords
913 rerecords
If you don't know what quantum tunneling is: youtube.com/watch?v=dFImVnkCLU0&t=0s
A few weeks ago, I completed a segment of the in progress 0 star tas (youtube.com/watch?v=qdrrSXQ07s8), and I finally finished another section. The 0 star tas route can be split into 7 main sections to show how much is left.
1. Castle entry
2. 1 star door skip (This video)
3. 8 star door skip, goomboss battle and unlocking Mario (Already done for 150 star tas)
4. 1 star door skip again to actually switch to Mario
5. Reverse 1 star door skip to get back into the lobby faster than exiting the slide
6. 2nd key door skip (Completed in my other 0 star tas video)
7. Endless Stairs skip
8. Bowser in the Sky
The most difficult remaining sections are likely castle entry and endless stairs skip, as they use quantum tunnels more complicated than we have ever tried to optimize, so those will probably take awhile, but hopefully the full project will be done in a few months.
As for this video, though it may look like a similar strategy to my 2nd key door skip tas, this section is actually significantly more complicated. To optimally clip out of bounds, we must tunnel through the floor on the same seam as for 2nd key door skip, then land in between the lobby and Whomp's Fortress rooms. However, it is very difficult to not land inside the Whomp's Fortress room, while also not bumping into the railing very near to the tunneling location. I ended up needing to add to some scripts used to make tunneling easier, but it was still incredibly difficult. Unlike my 2nd key door skip tas, this section is the exact same sequence as in the original 0 star tas (youtube.com/watch?v=KwLCxGTTk5M) so we can tell that this saves exactly 4 seconds on the 1 star door skip in that tas.
Shoutouts to Migu for helping a lot on this TAS, especially on certain parts of the 100 coin star youtube.com/c/Migu6
In the end, Migu and I ended up doing most of the work for this tas, however it began as a large group project with many runners interested in tasing and some tasers. Most of them quit after like a week because tasing sounds a lot more fun than it actually is, but a lot of them made some contributions to the beginning of the creation of this tas, especially the castle entry sequence and routing. Shoutouts to Adeal, p_yoshi, Sharkey91, WildGeffe64, VTMagno, SkicoNow (I think), and Emily The Koopa (I think)
Further shoutouts to Rupa and PolishedGrain for being god gamers at 80 star without cheating
youtube.com/watch?v=5aPnPnMUyoQ
Additional shoutouts to ThePianoEnthusiast for getting wr in 150 star a year ago with a bathroom break during the run, that has very little to do with this TAS but is quite funny.
I am unsure about the future of this tas, but there will likely either be more updates soon or none ever ever again. Many of the early segments of this tas are likely improvable because of being made when I was much newer to tasing this game, as well as me generally only working on this TAS to escape the high optimization of the 150 star tas. Because of this, I partially don't see much reason to continue the production of this tas, but I also may decide to continue this as a slightly less optimized project than the 150 star tas (Though the optimization that takes the most time is rarely actually noticeable to viewers and lower optimization would make this tas progress much faster than other sm64ds tases)
A few months ago, we unveiled quantum tunneling and a low optimization 0 star tas to demonstrate that it was possible (youtu.be/KwLCxGTTk5M) , with the promise of a well optimized tas coming soon. That didn't happen quite as fast as we expected it to, but I decided to work on it a bit and made the 2nd key door skip segment much more optimized. In the original 0 star tas, 2nd key door skip is done starting from the exit course sun thing, because the 1 star door stays locked from behind, so we had to enter the secret slide and exit course to get back into the lobby. However, since then Migu found that we can use quantum tunneling to clip through the door to go directly back to the lobby (youtube.com/watch?v=rQjTbhTd2DM) , which is much faster and results in this segment beginning from the 1 star door instead. As for the actual video, it may look like a very simple sequence, however the out of bounds environment in this room is very difficult, with lots of rooms with not much out of bounds space between them and a very awkward entry into the 2nd key door itself, having to avoid the ceiling of the hallway room as well as the walls surrounding the door to dive in. Though it's hard to say how much time this saves over the old 0 star tas because of the slight routing change, I don't think there is much room for improvement in this section and this should pretty much complete a small section of the surprisingly little gameplay in the 0 star run.
3936 rerecords
This star used to take more B presses than the entire current RIGless total of 19 (youtube.com/watch?v=QQTXNSBzy5o&list=PL0TeYaSr_hNcXr3_XGl7s_K38XgrkiIqB&index=34), but is now finally adds no B presses to the total!
The total amount of B presses for 1.1 RIGless is now 19! (watch out og abc people)
Migu helped with this by tasing the very precise horizontal positioning for the tunnel, though I came up with the strat myself.
The previous record (youtube.com/watch?v=iSYi8s2-Bcg) used 1 b press to get enough height to perform a quantum tunnel through the floor, which requires an extremely precise y position as well as large downwards velocity. I avoid this press here by bringing over the goomba, and bouncing on it to perform the tunnel. This strategy only works on version 1.1 because of the difference in how bouncing on enemies works between the versions making fluttering after the bounce only possible on 1.1. The fluttering is also what requires the 0.5 B press, which is important to get over from the spot I bounce off of the goomba to the seam where I perform the tunnel. I perform the slide kick recover off of a slight slope on the ground to allow me to very precisely determine my y position. This is also why this strat requires releasing B, to give me more control over yoshi's height to reach the precise position (This could very likely be avoided with more effort, but removing the release would accomplish basically nothing for the challenge, as B press releases only affect the total count if there are more required B releases than there are actual B presses.).
If you are unfamiliar with the rest of this strategy, we need to get out of bounds to perform a heaven's portal, upwarping us to the top of the map to fall down onto the star.
Quantum Tunneling Explanation: youtube.com/watch?v=dFImVnkCLU0
Heaven's portal explanation: youtu.be/4IVgXx-ZDHc?list=PL0TeYaSr_hNedZtktHufaFNO1usnQOuom
Explanation of what a 0.5 B press is, general info on the B Button Challenge, and list of remaining B presses (as of before this video): youtube.com/watch?v=HgAIYd_cgNE
Our 150 Star TAS wip that I can never promote too much and you should watch/watch again because it's cool: youtube.com/watch?v=P5QEAyyfw0w
Other thing: The 150 star tas, which I am a part of, recently had the first wip (work in progress) released for it in 5 years! It is very good and cool and you should watch it and subscribe to sharkey youtube.com/watch?v=P5QEAyyfw0w
Other thing (part 2): I've been doing hd recordings for my videos for awhile, but for this video I improved it further by using a layout for the screens to make the top screen much bigger
Though this strat is slightly slower than a strat using the wing cap to fly to the star (youtube.com/watch?v=myjISyO6flM), this would be faster to do in the 80 star tas, because the first time you collect a wing cap, a 3 second long text box appears, so this strat would skip that text box. I actually tased this strat several months ago, and was planning to keep it private to be used in the 80 star tas, but then that project kind of died, so I decided to release it now because it is cool.
2395 Rerecords
3474 Rerecords
A single star tas by SkicoNow: youtube.com/watch?v=o-DCuO1akQ4
Inside the Cage BCCless by Sharkey91: youtube.com/watch?v=Teq_oRd1BNQ
As for the actual tas, this is one of my coolest looking yet. I first proved this star possible without yoshi a few months ago (youtube.com/watch?v=wL8pjXB82NE), but it turns out I significantly underestimated the power of forward shell hyperspeed. Forward shell hyperspeed allows you to build speed at a much faster rate, and allows you to quickly fly around the map and collect other coins as you do it, making it much better for a fast tas than backwards. As I planned the route, there were many, many places where I was sure the route would fail, but I tried it anyways to see what would happen and it surprisingly went very well! My goal for this was to beat the fastest tas of this star as yoshi (47 seconds) to make this strat optimal for the 150 star tas, and though this tas is still a few seconds, short, I wouldn't be surprised if it can be faster. The main way this could be made faster is by getting a bit more speed to the top red coin inside the ice, which would allow it to be collected at a 45 degree angle and without dismounting the shell, like how the lower ice red was collected, however I wasn't able to get quite enough speed. If that were possible, I could then use shell hyperspeed to get the bottom 3 coins and get back to the star much faster than without, which might alone make the route faster. I don't plan on working on this any more right now, though I'm sure it will be looked into further when the 150 star tas reaches this star.
I got 13:26 3 seperate times despite my sob being 13:12
Skipping any individual mistake in this run would have gotten me wr
Then, rupa started runs, and beat wr by 13 seconds in 17 attempts
Even though my hopes and dreams are now completely destroyed, this run isn't that bad but I want 13:1x probably
Side Note: You may also have noticed that I finally got a profile picture! It was made by c_yoshi for me as a semi-meme a few months ago, but I never put it on until now.
Though I put very little effort into optimizing the ending of this tas, the time is 12.98, which beats even the intended strat with Luigi by 7 seconds, while beating out of bounds methods by even more.
Also yes, I'm aware of the really low video quality. It seems almost like it's extra bad on this video, but I'm going to try to improve it for future tases.
Rerecords: 852
Original IL of this strat: youtube.com/watch?v=aCYIMWOnCO0
VTMagno's channel: youtube.com/channel/UCI6HqkhUpDBgRSclhudmibw
Previous 2 A press record video: youtube.com/watch?v=AIRfYOkYFwM
This TAS in its pure, unedited form: youtube.com/watch?v=u1Rw_61lUac
This was the first star collected in the 80 star tas, and is obviously much more optimized than the previously public version, but was recently completely obsoleted by a new discovery by Really_Tall in which you can collect the star through the gate by spitting a Bobomb into it (youtube.com/watch?v=YYnVsIEcgHw), which beats this tas by several seconds. This tas took a very long time to optimize, and is a very cool strat, and since it will no longer be in the final tas I decided to release it publically.
1423 rerecords
By the way in case anyone was wondering the tas isn't actually anywhere near ssl yet, I just thought of a strat here and tested it before going any further in the tas.
The jump from the rabbit clip to the out of bounds pocket is quite precise, and the movement to land in the door after the hp is very precise, but this is infinitely more viable than any before seen method. I did this with savestates, but entirely in real time, so if someone could pull it off without savestates this might be big for any%
To start, you just go to the four pillars to open the top of the pyramid. Then, fly guy manipulation starts once you ledge grab up onto the pyramid. You have to go close enough to the fly guy to get its attention, but not close enough to trigger it to shoot fire or charge. Then, you want to keep a good distance away from it and lure it a bit closer to the star. Once it is around where it is in the video, you need to long jump to the lower side of the pyramid. Then, turn around, zoom out the camera and jump to be able to see the fly guy. What you want is for the fly guy to go into the corner where the star is and turn to its left. To do this, make sure that the star is between you and the fly guy, and stand somewhat to the right of it, so that it turns right instead of left. Once it is in the corner, you can go back up to the top of the pyramid and lick the star onto the fly guy. Then, you have to fall in the landing animation into the hole. You do this by landing with momentum on the edge of it, so that you can hold neutral and have your momentum carry you into the hole. This is usually easier the further away from the hole you are. Then, you must press any direction frame perfectly to eat the star right as you enter the hole, cancelling it. When this video here is compared against Rupa il records, this cancel can save 4 seconds in 8 star, a similar amount in bbitfs/dw and 50 star, and about 6 seconds in 150 star or 100% ils. This video is obviously very improvable, so it likely saves a few seconds more. The estimates for catagories other than 8 star also do not account for text skips and so could save more time from that. This cancel is quite hard, but I think it is definitely viable to save time in 8 star, and maybe bbitfs/dw and 50 star.