Adeals TASesThis is an improvement of 1.2s over the previous record, held once again by sharkey91.
I use a new route which consists of longjumping towards the slope and the falling bridge, to be able to triple jump on the sign, allowing me to avoid having to ledge grab. The other improvement comes from grabbing the star directly with the walljump.
(SM64DS) To the Top of the Fortress TAS in 11.93Adeals TASes2020-05-22 | This is an improvement of 1.2s over the previous record, held once again by sharkey91.
I use a new route which consists of longjumping towards the slope and the falling bridge, to be able to triple jump on the sign, allowing me to avoid having to ledge grab. The other improvement comes from grabbing the star directly with the walljump.
Frames: 714 re-records: 858SM64DS any% TAS in 5:42.55 by Sharkey91, Really_Tall, Migu, bobbybob, Adeal and RupaAdeals TASes2024-06-20 | This TAS is brought to you by all these cool people that you should subscribe to: @Sharkey91 @Really_Tall @Migu6 @bobbybobsm64ds @Keiki-cv2im
This TAS is the result of multiple years of on-and-off work, due to the sheer complexity of Quantum Tunneling (the glitch that lets you clip through floors). All the people in the title put a ton of effort into this TAS, and I wouldn't say that I am the biggest contributor. So I would really like to thank all of these people, Sharkey91, Really_Tall, Migu, bobbybob and Rupa for letting me upload this TAS here !
If you want to see a detailled explanation, you can check out our TASvideos submission: tasvideos.org/9126S
My main contribution to this TAS was writing a bruteforcer to help find good solutions to the different Quantum Tunnels that we perform in this TAS. To give you an idea of how precise this glitch is, we need to hit a spot in the collision that is about 1/1000th the size of Mario (1/64th of a unit), while moving at 50 units per frame (at least).
So I decided that I would write a discrete optimization solver to find ways to reach these spots at fast speeds. The way it works is that it finds a basic solution at first, then slightly modifies it and checks if the final position is closer to the goal. The optimizer finds better and better solutions, and eventually one that works ! I did a ton of small optimizations as well, for example, it finds a solution that is close to improving the best run, it tries to tweak just the ending and sees if it can find a better solution.
This was really fun to make, and I used it in three of the clips you see in this TAS. I will probably use it again to help save a B press in THI, so that might come soon ;)
Love you all ! Thanks for tuning by ! ❤️(SM64DS) Behind the Waterfall Balloon Star 0xB pressesAdeals TASes2024-03-17 | Hey, it's been a while !
In this video, I collect the Balloon star in Behind the Waterfall in 0xB presses. This is an improvement in every category ! For RIG categories, it is a thousand-year-timesave, and for non-RIG categories, this saves half a B press for 1.1 and 1 B press for 1.0 ! (previous 1xB TAS: youtu.be/iSYi8s2-Bcg?si=hG0yWKRDBp5UEoMN)
This improvement was found by Really_Tall who found that a balloon bounce sets you up vertically for a Quantum Tunnel. From there, I just needed to position myself above the spot and clip through.
Honorable mention to arca9 who suggested the idea of using balloon mario in the first place, and tested a bunch of other strats using sniffits and goombas before having this idea.
It's a small thing but it's nice to share it :) I upload mainly when I have cool things to post, and since I focused on other things, I didn't have anything to post for a while.
So yeah, I'll keep posting every once in a while when I have cool stuff. Anyways, that's all for me ! Love ya 🥰(SM64DS) Bowser in the Sky 0xB 1.1 RIG [TAS]Adeals TASes2023-09-09 | Hi everyone ! Today I complete BitS without pressing B ! This level is already 0x for 1.0, and this strat is only possible using RIG. If you don't know what RIG is, here's a video explaining it: youtu.be/yk9uoRYLgR4?si=GKaAaZDH0L-O8Wcr&t=1967
The main problem in this level is the first set of spinning platforms. The goal is to ledgegrab the platform above (the intended way is even harder), but a single goomba bounce doesn't make it. In fact, even bouncing on a jumping goomba isn't enough. This is because when bouncing on an enemy, the game puts you in the jumping state, which is heavily dependant on holding B. Since I'm not holding B, I do the smallest jump possible. However, one quirk of this property is that you can also be put in the double jump state, and most importantly, the triple jump state.
This one is different than the single or double jump, because it bounces you much, much higher. High enough to reach the ledge ! Huge thanks to arca9 for finding this ! This might also help in other spots !
However, I need two goombas to perform this trick. This is because when getting hit before bouncing, the game will consider that you are starting a new jump, so I can slidekick in the first goomba, get hit, start a double jump, slidekick in the other goomba, get hit, and do a triple jump.
Now, the problem is bringing the two goombas to the platform, and even more problematic, I must keep them alive : let me explain. Usually, when you eat a goomba and spit it out, the goomba will be in a dead state,: it will become green and it will bounce twice on the floor before disappearing shortly after. Once a goomba is in this state, it's impossible to use it to get hit, and therefore to start a triple jump. However, there is a glitch to spit the goomba out without putting it in this dead state : the spit glitch.
This happens when you spit anything so that what you had in your mouth touches the ground on the first frame it comes out. This will make that object keep the properties they had before getting licked. This is why, in the video, I always fall off a ledge to spit the goombas: to keep them in their live state.
Unfortunately, it's not possible to bring the two goombas all the way to the spinning platforms using the normal way. This is where we use RIG. We scroll the next ID counter for 420 years and we spawn coins using the conveniently placed thwomp ! This lets us transport the goombas to the other side of the spinning platforms where we can let them walk for now.
Then, I get on the rotating platforms and I bring the goombas one by one. This is very tricky, because if I move too far away from the platforms, they'll become intangible and the goombas will just fall through. Not only that, I must also make sure the goombas doesn't walk too far right, or they may fall off the platform. To move them back, I run into them so they do a little jump and stop moving with the platform.
Once they're both on the platform, I move them to a good spot, and perform the jumpless triple jump ! And with a beautiful frontflip, I grab the ledge.
The rest of the level is very easy compared to that. It's just frame perfect pole drops and precise slidekick recovers.
Finally, I beat Bowser using the caps that spawn from his fire.
And that's how SM64DS is beatable 0x on 1.1 ! The only half B press left in the 150 star run on 1.1 is Big Boo Battle's red coins. If this is saved, all 150 stars can be collected without pressing B on 1.1 :)
Thanks for watching and reading ! You're awesome ! 💚❤️💚💛(SM64DS) BBH upstairs 0xB All versions [TAS]Adeals TASes2023-08-11 | Hi !
This is an improvement for the 1.1 version, which was to bounce on the books for a total of 0.5xB presses.
Last week, legendary TASer Bobbybob was going through the positions of the red bob ombs that spawn on red coin stars to tell you where the red coins are. Since nobody usually cares about them, nobody even remembered where they are or that they existed in the first place. So when Bobby looked at them, he realized that this particular one was close enough to the wall to perform an NPC clip and go out of bounds ! This is the first one in BBH that isn't in the basement.
This is pretty significant, because it allows for eye-to-eye to be done without Luigi or without the power flowers. Here's a demonstration of this youtube.com/shorts/_RW-cCZG1s8
This is also cool for the 150 TAS, as we'll be doing this star as Mario, and that would require us to go for the Luigi cap, take invisibility, and then wait for invisibility to run out to finally be able to kill the eye. The OoB strat is most likely faster.
And in the context of the B button challenge ? Well, I was searching for a really long time for a way to clip out of bounds in the main floor. I tried clipping with the falling coffins , with the moving bookshelf, or even clipping with a boo's text while getting pushed by one of the moving chairs through the wall. So with this, I was just hoping that you could actually do it 0x !
This is because this clip is slightly different from the regular NPC clips. Before, we would NPC clip by running into position and talking to the NPC. But this little lad is barely too far for this to work. Fortunately, by looking through old (2015) archives from TASvideos.org, Bobby learned that you could clip further by sliding into the wall with Mario, and that did the trick ! However, you need a pretty specific Y position to clip you out of bounds, and the only two ways to get height give you a fixed amount: slidekick, recover into wall slide, or slidekick straight into the wall to wallslide.
The first one is great to line yourself with the bomb, but doesn't give a good Y position. The second method gives you good Y position, but you can't move at all once you start the slidekick up until the clip. Therefore, I positionned myself very carefully before sliding so that the bomb wouldn't push me on the side before I slide all the way down.
With this, I managed to clip OoB 0x !
But why did I want to do that anyways ? Because now, we have acces to a Heaven's Portal, located in the same room, using the tiny barrier that's supposed to keep us from falling. By slidekicking onto it, I can upwarp, the slidekick cancels mid-air and I land on the roof. However, the roof is slippery, and if I just land, I will slide off. But I still have a trick up my sleeve ! I can punch to cancel the landing which would put me straight into buttslide and off the roof, so that I instead end up in the standing action, from which I can start crawling, because as it turns out, crawling lets you climb some slopes :)
The room isn't loaded, so I have to go through the door of the balcony and back, but once that's done I can beat the Big Boo and collect the star !
Thank you all for watching and reading ! Lots of love ❤️[TAS] Big Boos Balcony in 16.06s (SM64DS)Adeals TASes2023-07-08 | Explanation below ! ⬇️ (Yeah I'm trying shorts)
So in this video, I destroy that big boo in record time.
This is an improvement of 78f (1.3s) over the previous TAS.
The first improvement comes from the walljumps, where I first walljump on the front wall, then on the diagonal wall, because I can walljump 90° from this wall towards the roof. I can then jump off the roof to get to the balcony and hit Big Boo for the first time.
Then, I hit it another time and send it to a precise spot, while moving towards that spot: For the last hit, I need to be careful. The recoil from the hit must send me towards the ? box with a good angle to let me walljump and get up to the roof. But the hit must also send Big Boo towards a wall, because otherwise he'll take too long to die and I would lose time. So after a lot of testing, I found that sweetspot where I could barely hit Big Boo, so that he barely hits a wall and my angle is just good enough to let me reach the top.
This strat is really precise. To give a sense of scale, Mario is about 150 units tall, and that strat is precise up to 2 units in height, and 5° in angle.
Once I'm on the top, I can just groundpound and get the star !
Thanks for watching and reading :) Let me know if shorts are better or you would prefer the usual video format for SM64DS content !
Bye ❤️
#shorts #tas (fun fact #sm64ds isn't even tracked by youtube)(NSMBW) 5-Tower Best attempt at Ultra Jumpless... [TAS]Adeals TASes2023-06-25 | Heya !
This video is more here to document my progress than anything. I still think it could be done, but I'd have to do some serious rng manipulation unlike what I usually get away with. Basically, I think that if I get the perfect sequence of bubble movement, I might be able to do it !
Well, I'm already really glad to have gotten to the last part ! Here's how I did it:
First, at the start, we're very lucky that there's a slope here, because it lets us start a stack and kill players. The first part is pretty basic: I sacrifice some lives and get some height in return.
Until I get to the part right before the checkpoint. I need to get a lot of height while being all the way to the right. To do that, I first setup a 3-stack (3 players bouncing on each other) by using an ice ball from a conveniently placed ?-block. I pop the bubbles and kill Boad as early as possible, because my time is limited: I only have up until the platform is accessible to make it, or everyone will die to the spikes. When Boad comes back, I pop their bubble and send 'em right to the checkpoint platform !
Except this platform isn't that great, because I can only kill the players on this platform by scrolling the screen. Fortunately, the conveniently placed spring allows me to only have one player stuck on the bottom. Before starting another stack though, I give a mushroom to everybody thanks to the other conveniently placed ?-block. This lets me reach 2-3 blocks higher.
Then, I make everyone climb on the spring: when a player bounces on the spring, it can actually catch players standing in the same place. My goal now is to scroll the screen far enough to be able to kill the players standing on the checkpoint platform. To do that, I want to send a player to the second set of platforms. This is really, really high, so I set up a 4-stack. However, I need to be careful: You can't start a bounce if you're not in the air, so no player can ever land on a platform until the final bounce ! I suggest watching this part ni slow mo to really see how intricate this is. I also make Luigi small before the final bounce, because just reaching the upper platform isn't enough. Once Mario is on the platform, I kill Luigi as soon as possible so that the bubble can arrive before Mario is pushed off. The recoil from Luigi's bubble is enough to scroll the screen and kill Boad.
But this is no safe space, as the spiked monster wall will soon come again to unleash its wrath upon Luigi. A timely sacrifice is needed in order to keep the hope going. After a few more deaths, the bubbles line up and I can send Boad to the third step. Note that I keep Luigi alive so that Boad is as close as possible to the top of the screen. This type of camera manipulation is a crucial part of this stage. Once Boad is up there, I wait for another few cycles of bubbles to gradually climb the stairs, and finally, reach a safe spot.
There, I die a few more times and start preparing for the third part. This time, the trampoline is unconveniently placed, unlike for the second part, so I have to get very precise spacing in order to only have one player stuck on this level. With a lot of bubble and camera manipulation, I manage to send Luigi up to a spot where he can die while only getting Boad stuck. However, I don't want him to die yet. First, I pop Yoad's bubble, and then kill Luigi. Mario's bubble appears as well, but this is where it starts getting really shaky...
Mario's bubble goes to the left, but Yoad barely rescues him. Mario also barely stalls enough to stay on the platform and pops Luigi's bubble. They do their best and manage to pop Yoad's bubble, but Yoad doesn't have anything left to pop... and this is the end.
So is it impossible to beat this level ? Have I been defeated again ? Well, I don't think so. I just think I need a bit more luck. Instead of Mario's bubble going to the left, if it goes to the right, I can delay mario's bubble pop until Luigi, whose bubble also must go to the right, arrives on screen. Then, Yoad can pop Mario's bubble, who pops Luigi's bubble and sends him to the next level of platform ! There, I would need the next bubbles to go left twice in order to scroll the screen enough to kill Boad. And once Boad comes back, I have hope that I can beat this test of ingenuity and perseverance.
With that said, thanks for watching and reading ! Hopefully I did a good job explaining the strats :D Lots of love ! You deserve it ! ❤️💚💛💙
Also it's the end of June already but happy priiiiiiiiide from a fellow enby 💛🤍💜🖤 (this really is the wario palette)(SM64DS) Sunshine Isles 0xB on 1.1 RIGless [TAS]Adeals TASes2023-04-11 | Hi ! I'm back to SM64DS !
Well, I'm not back as in, uploading every week. I'm more on a "I work on what I feel like" phase. This includes working on 5-Tower Ultra Jumpless btw 😉
In this video, I collect the Sunshine Isles star 0xB on the 1.1 version of the game, without using RIG. If you don't understand these terms, watch my video where I explain them: youtu.be/HgAIYd_cgNE
This is an improvement of 0.5x over the previous strat, which was to bounce on a lakitu and flutter to the star.
This idea has been brought up by arca9 in their video: youtu.be/2cCfrUM-H68 The new concept was to use the second lakitu to bounce on with Yoshi, in order to lick the star afterwards.
We discussed a lot about different strats, and we came up with two ideas:
1) Spit the second lakitu by getting hit at the top of the palmtree, then climb back up and bounce on the lakitu. The problem here was that there was too little time to climb before the lakitu got away.
2) Spit the lakitu really far away so that it has time to rise high enough to allow the strat to work. The problem is that we can't spit the lakitu far enough on the ground, so it was ruled out as well.
But today, I realized that if we could spit the lakitu far away, but higher than the flat ground, it could maybe rise high enough.
So I brainstormed a few ideas, and ended up with this one: first I place one lakitu out of bounds and unload it (There is actually an invisible wall where I spat out the lakitu, so I can't go further, but I can spit the lakitu through the wall.) Then I bring the other lakitu to the shell, tongue it and ride the shell. I then ride to the first lakitu, and I get hit by it in order to spit the second lakitu while having the height from the shell on the water.
That way, I placed the second lakitu far away and I need to climb back on the tree. In order to avoid problems, I kill the first lakitu and then climb. Once there, I load the second lakitu that rises barely enough to make the strat work: I drop off the pole, bounce on it and lick the silver star.
This last maneuver is very close to not working, but I'm glad I got it !
After that, I just have to collect all the other silver stars, snipe Klepto on the way, and the star is ours !
Thanks for watching and reading !
Lots of love 💚❤️💚💛 (it works better with nsmbw's playable characters)(SM64DS) Secret Aquarium as Wario without swimming (with B or Y)Adeals TASes2023-04-01 | Hello everyone !
This video is actually a stupid challenge where you have to beat The Secret Aquarium without swimming with B or Y. So you can only swim with A, which is incredibly slow. With Wario being the slowest swimmer, this is actually extremely close to not being possible, and so the sheer absurdity of the solution made me want to post it. What better day than April 1st ?
TLDR: you got pranked lol
Happy April fools ! 💛🤍💜🖤 (it's the Wario palette)(NSMBW) 8-Castle Ultra Jumpless [TAS]Adeals TASes2023-03-27 | Hi !
Thanks for watching this series ! It was a lot of fun, but quite tiring. I'll make other stuff in the future, but for now, I'll rest.
Though, I still have to explain what I do in this level ! I use pretty conventional bubble strats for the first part, until the falling platforms section. Here, I can just wait for players to come back in a bubble because the platform would sink in the lava before that, so I have to time everything.
I put Boad on a safe block and wait for the other bubbles. Once they arrive, I pop both Luigi and Mario and kill Boad as fast as possible. I make sure that Luigi bounce Mario as high as possible to delay landing on the falling platform. I also stall in the air for that. Yoad comes back at this exact moment and once again I delay landing on the next platform as much as possible. I also move Mario to the left so that the bubbles would spawn closer to Yoad. I also delay activating the final platform by making Yoad fall off and land back. With all of these optimizations, I can barely pop Boad and Luigi's bubbles in the right way to make Boad bounce all the way to the next safe spot !
The rest continues without much trouble. There are more falling platforms but they don't require any advanced manipulation, though they still need precise spacing.
I then enter the pipe for more falling platforms, but no problem either.
I get to the corridor leading to bowser, where I dodge some flames, and I can defeat Bowser by waiting for him to jump like a fool.
This leads to the final fight, where we have to escape a giant bowser ! This means I can't stay for too long in the same place, and it requires pretty quick progress. Though, it's still possible without too much troubles.
And that's it ! Thanks again for watching this little series. I am taking a break right now, and maybe, one day, I'll come back to this challenge :) ❤️💚💛💙(NSMBW) 8-Airship... Almost Ultra Jumpless [TAS]Adeals TASes2023-03-20 | Hey everyone ! This week is another normal level... right ?
Well, unfortunately, this level is... Not possible. The problem, is that you need to activate those screws, which is only possible by using motion controls.
Sooo, this is where the challenge ends... There are no alternative route to skip this level, and there is no way to skip the screws that block the path. With mini mushrooms, you could skip 4 additional screws, and only spin twice, but still not zero.
This is extremely unsatisfying. I knew this level wouldn't be possible when I started this challenge, and yet I'm still disappointed that I haven't found a solution. And I think it's really sad that this challenge ends on something that's *not* a jump. On something that doesn't break the spirit of the challenge, as I described in my first video.
I asked you, viewers, if you had any ideas for a slight modification on the rules that would allow motion controls to be used in this specific spot, but no answer followed the three requirements I set upon this challenge.
Let's go back to how I defined it in my first video's description: " [...] What's the True Jumpless Challenge (TJC) ? The spirit of this challenge was to create a challenge that: A - is about not jumping B - is easily defined C - isn't trivial "
Using these rules, I found the restrictions that I currently use: - No A button - No 2 button - No motion controls - No mini mushrooms ( - These rules only apply inside levels )
And they made for a very interesting challenge ! I mean, 1-1 became my most popular video, with 1.8 million views... I could never have imagined that it would get this much attention ! People in my university have even found my channel through their recommended videos ! (Shoutouts to them, and a huge thank you to all of you ❤️)
But to get back on topic, even these rules made for a trivial answer: obviously impossible because of this level. Yet, this was the best I could come up with.
Though, Some viewers have suggested some very interesting tweaks to the rules:
1 - Allow shaking on screws The simplest and most direct way to solve this problem. But it's way too arbitrary. If I allow this, why not allow shaking when in bubble form ? Or to pick up objects ? And what is considered as "on the screw" ? This modification therefore breaks requirement B, "easily defined",
2 - Allow shaking when there’s an on-screen prompt for it This option is much more interesting and requires a bit more investigation. The definition stretches a bit requirement B, but we'll say it's okay. Then you can use motion controls for one character when the game shows a prompt for said player. This would make this level possible, but it would also allow... A whole lot of other things. When you interact with something that requires you to shake, the game will pull this prompt on screen, but only until you actually shake the controller. And once you've used it, the prompt disappears and doesn't come back... (There are some exceptions like screws or bubbles lol)
So, most importantly, when you collect a propeller mushroom, you can spin it once, and never again. Now *that's* an interesting requirement ! You can't just use the propeller suit anywhere, and you're forced to avoid using it in case there's another spot that requires it later !
There's a catch, though. If you quit the file or disconnect some players and connect them back again, the prompts will come back... Okay so just ban the + button ! Yeah now we're going really far for this one stupid level. Especially since beating 8-Castle forces you out of the file, resetting the prompts.
Still, I think this is a valid answer. In the end, I just used motion control when I was on the screw. Though, I'm open to any suggestion in the comments !
So, apart from breaking the rules, what else do I do in this level ? Well, first, the spawn in this level is special, because you don't appear still on the ground, but one at a time and in the air ! And that pretty much saves this challenge (well, if it wasn't for the screws) because it means we can get past the first box and break it to let the others go through !
I then make my way through the level, still avoiding to use too many screws. I get to the section under the ship, which requires me to use 2 more screws. I didn't try too hard, but it might be possible to avoid using them ?
Same for the next section, I use 2 potentially avoidable screws. But then I'm faced with another screw that is definitely not skippable.
Finally, in the boss fight, I first pop a bubble in order to start a ground pound and shake the room. This is the way to send bombs back to Bowser Jr, but it also sends other players up. Therefore, I can keep a perpetual motion of ground waves using two players.
And that's how I beat the boss !
Thanks for reading and watching, please let me know what you think about the propositions for the rules. I'll see you next week for the finale ! Lots of love, you matter so much to me ❤️💚💛💙(NSMBW) 8-7 Ultra Jumpless [TAS]Adeals TASes2023-03-13 | Hello everybody !
This week is a hard level, continuing the trend through this world.
This level is all about conserving hit points on the bone coaster, because once it's going at full speed, you can't always pop a bubble and have it land on the ride.
So on the first ride, I get a fire flower and use one hit on the first downhill, then I sacrifice three players to the lava god and use another hit point, so that I can pop Luigi out of the bubble while transferring the speed Yoad has to Luigi. (I guess that's a new tech used?) Then I slide off the coaster to reach the platform.
For the second ride, I need to survive when the roller coaster dips in lava. Fortunately, by standing at the very end of the coaster, you can stay alive on the first two dips... But not on the third. I was stuck there for a while, until I tried sliding off the tail and straining in the air to land back on the coaster, which surprisingly worked ! From there, I use one hit point to get past the lava geysers. I kill Boad at the start of the next dip so that he respawns at the right time, but also to scroll the screen and manipulate the geyser, so that I don't even hit them when the bone coaster jumps through them. Finally, I pop Boad's bubble, and so that he could reach the platform, I stall Mario in the air in order to bounce on him.
For the third ride, I get another fire flower, and I kill Luigi to manipulate the screen's position and avoid the first three geysers. I use a hit point on the next geysers and slide off the coaster to reach the next platform.
Here, I climb using bubble manipulations, and the first fast forward in a long time. Then I go in this secret area to collect a fire flower
For the fourth and final ride, I first send a fireball to Boad in order to pop his bubble, and I bounce on Luigi's bubble to skip the first geyser. In the meantime, Boad stalls in the air in order to scroll the screen enough to skip the second geyser. Then I pop all of the bubbles and use my two hit points to barely get past all but one geyser. Here, I pop Luigi's bubble so that he could bounce on Yoad at the end and complete this crazy level.
Thanks for watching and reading ! ❤️💚💛💙(NSMBW) 8-2 Ultra Jumpless [TAS]Adeals TASes2023-03-06 | Hello everybody ! In this TAS, I complete 8-2 UJC.
This level is all about rolling stuff: Rolling platforms, that are sometimes impossible to get past without jumping Rolling spiked balls, that needs at least a 2-stack (2 players bouncing on one another) to get past.
To get past the latter, I often have to load the spiked balls, and go back to pop a bubble and use the invincible frames to go through the ball.
Using this, I can get through the level with many, but not really hard problems on the way, where I use what I learned through the rest of the challenge to get past.
The secret exit is pretty unique: This is a room of fast spinning platforms one after the other. When climbing the platform, you need more speed than you can get by just running, so I slide a little on the previous platform to get more speed and get up to the top.
Then, there is a pipe spawning goombas and a platform I need to reach. For that, I pop Yoad on a previous platform and kill them using the screen scroll and a POW block that happens to fortunately be there.
This allows me to send Yoad up to the next platform and get past this room.
In this TAS, I tackle what I'll call "Hell". The gimmick is simple: there is a lethal black cloud moving behind you at all times.
And there are lava geysers, falling meteorites, sinking platforms and other obstacles of the likes... So going slow is NOT an option in this level.
This is to say, this level was really challenging, and it's good that the levels aren't all trivial like the last 2 or 3 have been. It makes the challenge engaging.
So what do I do in this level ? I use the slope to stack everyone to send Boad a few platforms ahead, and kill the others to get to the next platform... The usual stuff. But fast. The next part is a little trickier: there is no solid ground for a while, so I have to balance on a tilting platform while waiting for the others to respawn. Notice how the cloud is already catching up. I then slide off of the tilting platforms to get a slight vertical speed boost and get to the next solid platform.
I continue the level until the checkpoint, because at this point, we introduce our next enemy: the sinking platform.
Usually, you would have to keep jumping to stay on those platforms. Since we obviously can't do that, they become timers. And since they are often placed vertically low, they make it so that you can only pop bubbles within a second of landing on the platform.
Therefore, every death has to be timed meticulously for it to work.
Since I can't stay for long on these platforms, I delay as much as possible landing on them, using ground pound cancels. This allows me to manipulate the bubbles spawning locations in order to be faster than the cloud.
For the next part, I use all four players to get past the two sinking platforms. First, I pop Yoad and Boad, and as I send them to the first platform, I also free Luigi. Now, I want two players to make it to the next platform, but the first one sinks too fast for that. So the solution is to make the second platform sink too ! Luigi lands on the latter one, and this barely allows Boad to reach it. Then the two players run to the edge, and I perform a Ground Pound Bounce to get to solid ground.
I continue a little and get Luigi further in the level to pop Boad on the following platform.
Now, every death is perfectly timed for the next part to work.
I kill Yoad and stack the other three to get Luigi to the next sinking platform and very quickly pop Yoad out of his bubble. On this platform, I use every player to get Boad to the last solid platform.
To get past this last challenge, I need to pop a bubble while on the last sinking platform, but I need three people to bring one of them on that last platform. This means I have to use one player to put the other three people on the first sinking platform, kill that one player, stall on that platform until the player comes back in a bubble and send one of three players to pop it. However, that sinking platform goes down fast. So first I stall my landing using a gp cancel, I pop Luigi out of his bubble, I go back so that Boad spawns closer to the second platform, I simultaneously line up the bounces so that Mario bounces on Yoad on the last frame possible, and send Luigi to the next platform to barely pop Boad out of his bubble.
And we've reached the final platform of the screen !
Unfortunately, it's not quite over yet. I use the slope to bounce on the koopa in order to break the brick blocks, as waiting for the bubbles to get near the pipe would take too long, and the cloud would catch up. Thankfully, there is this "secret" path that we can take that gets us in the final room.
Here, I pop some more bubbles, I balance on a tilting platform and complete the level! Finally!
For the record: I died 47 times in the span of 3 minutes and 15 seconds. That's a rate of 868 deaths per hour.
Well, that's a massive accomplishment. I hope you've liked it!
Lots and lots of love ❤️💚💛💙(NSMBW) 5-Cannon Ultra Jumpless [TAS]Adeals TASes2023-02-13 | Hello everybody !
This week's video is very short and easy, and it felt good to have quick easy levels for a while, so I completed some levels in advance... and damn was I right, because next week's level is literally hell. You'll see !
Until then, just remember that I love y'all ❤️💚💛💙(NSMBW) 5-Ghost House Ultra Jumpless [TAS]Adeals TASes2023-02-07 | Hello curious people !
In this week's video, I beat the ghost house and the secret exit to unlock the cannon ! Guess where we're going next ;)
At the start, I already have the power ups from my previous level, but note that it would also be possible to beat the level without that.
When navigating the house, I have to climb some stairs at one point (0:13), but if I just walk to it, I pass right through without going up. So I use a groundpound to boost Luigi up the stairs.
There are no crazy new tech, no difficult task in this level, so I was able to breeze through relatively easily.
Love you all ! ❤️💚💛💙(NSMBW) 5-4 Ultra Jumpless [TAS]Adeals TASes2023-01-30 | Hello everyone !
In this week's TAS, I complete 5-4 UJC... And without dying nonetheless ! I thought this would be a fun added challenge, and it's nice to see that it's possible !
I think this level is the easiest so far, it might even be doable RTA! But it also means I don't have much to say.
Sooooo, thank you for watching ! The views on my vids are dropping fast, so I am really thankful that you watched the video and read the description. I send you lots of love!
❤️💚💛💙(NSMBW) 5-T True Jumpless [TAS]Adeals TASes2023-01-23 | Hello ! New video this week, and an interesting one !
In this TAS, I show a way to get through the tower when using mini mushrooms.
I am still trying to get through this tower without the mini mushroom, but it's looking to be very, very tough. It might be fun to stream it though, what do you think ?
So, in this level, I start by using the only way to get height: using the conveniently placed slope at the start. Then I use Ground Pound Rebounds, like in 2-4, but also another trick: a Ground Pound Bounce. I've already used this trick in previous levels, but this time I am using it with minis, and the result is just overpowered.
Even this hellish tower is completely destroyed by this tech. I hope you understand why I'm banning the mini mushroom 😝
So I just use this tech and go to the boss room, where I disrespectfully obliterate Iggy, and... that's the end !
Next level, I won't keep the mini mushroom so I can beat it Ultra Jumpless.
Well, thanks for watching and reading ! ❤️💚💛💙(NSMBW) 5-2 Ultra Jumpless [TAS]Adeals TASes2023-01-09 | Hello everyone ! In today's video, I'm mainly having fun with the wigglers.
And also beating the level UJC I guess
There isn't much to say here, other than speeding up is almost becoming not necessary! Can you believe it? A speed-TAS of UJC might actually be fun to watch if done right !
Also, that is the first level where all 4 players reach the goal ! And so we can observe some funky effects where the texture for blue toad shows up on one frame, and the one for yellow toad on the next, and switch every frame. You might not see this at 30fps, but it's pretty funny.
Thank you all for watching! ❤️💚💛💙(NSMBW) 5-1 Ultra Jumpless [TAS]Adeals TASes2022-12-26 | Heyo ! In this TAS, I complete 5-1 Ultra Jumpless !
So my tech has improved so much I don't even need to speed up these vids anymore lmao
So in this video, I already explained in other videos the tech Im using, and I just find other creative ways to use it.
In this level, we also get vines, which is fun, but since we can't jump off of them, we can only drop down. Unfortunately, that resets our speed to zero, so you can't go really far with them. Still, I can use them to help get past this section.
Next, there is a rolling wheel, and there is a very nice strat to advance with 4 players, so I do that while dodging the spiky balls.
And then, for the last part, I found that a player could stand in between two pirahna plants and just chill there, so that's funny.
Thank you all for watching ! ❤️💚💛💙(NSMBW) 1-Tower Ultra Jumpless [TAS]Adeals TASes2022-12-19 | Hiiiiiiii everyone ! Im super excited today because I DID IT ! I solved 1-T UJC after investigating during the last 3 months ! I can't tell you how many hours I've spent thinking about it, but way too much.
Remember how last video was a big deal ? Well this one is arguably even bigger, especially the part that gets past the checkpoint.
The start is the same as the previous attempt, except I don't bother collecting an ice flower, even though that escort was wicked. (link to the video: youtu.be/rZjj11-JwRY )
In order to explain what's so hard in this level, we'll need to look a little higher:
The main problem is that the platform with the checkpoint has absolutely no way to die, unless by scrolling the screen high enough. That is, going as high as the last moving wall. Even if we assume one player stays at the checkpoint platform and we manage to get all the others to the moving walls section, three players are definitely not enough to get all this height.
In fact, even with 4 players, it's barely possible, as we have to do a maximum 4-stack high bounce in order to make it to the last moving wall. And we have to get on top of it, otherwise it will push us out before we can pop a bubble.
So there is no other way: we have to get 4 players to the crushing walls section.
In order to do that, I looked to see if it was possible to send players past the checkpoint platform, and concluded it was impossible from the normal way, but that I could send someone to the first ledge past the checkpoint if I had two people bouncing that popped a bubbled player.
So I looked at what could be done if I assumed I could get two players to the crushing walls, while having two players in the hidden path. Here, I concluded that if I wanted to kill the two players in the hidden path, I had no other choice than to get one player on top of the first moving wall on the right. And after some investigating, I found a way:
First, I bounce one player on the other, and get one on the first moving wall on the left. Here, I use the two players in the hidden path to GPW and kill the top player between two walls. This way, they respawn and once popped, they can get just high enough to kill both bottom players.
So, if I could get two players on the moving walls section with the two other in the hidden path, I would be onto a winner.
After even more research, I gathered all my knowledge and remembered that, one time, when I was messing around, I realized that I bounce on a player that popped out of a bubble. Now that's not uncommon: you can easily do that if you place yourself correctly. Then the player on top would get a boost, and the players in the bubble would be sent down.
What was strange, however, is that in my case, both players went up ! So I investigated, and realized that if you bounce on a player that pops out of a bubble on the first frame possible, the player that bounces will get a small bounce, and the popped player will still get their upward momentum. Hence, Im naming this an Instant Bubble Bounce.
However, bouncing on the first frame is harder than it sounds, because the hitbox for popping the bubble is much surround completely the one for bouncing on the player's head. So I have to use yet another trick: When touching a bubble, it will pop instantly if it isn't in a wall. But if it is, it will move to the player's position when it touched the bubble. By using this, I can touch the bubble, then get just the right amount of height to bounce on the player's head once the bubble pops !
So, by using this I could potentially send both players to the moving walls section. Except that it's still not enough height. To get the few pixels I need, I can perfectly time a Ground Pound Bounce, which does make it !
So, it's done now, right ? Well, I still haven't figured out how to actually get the two players in the highest ledge of the hidden part, but it's a bit easier to perform. First, I send Yoad to the second ledge of the hidden path, and then I use an Instant Bubble Bounce to get both players to the top ledge !
This tech really is amazing.
So, to recap, I get two player one, then two players in the hidden path, get one player on the first ledge, then bring them with the help of the fourth player to the moving walls section, completely bypassing the checkpoint platform, then I kill said fourth player to respawn them and to get more height in order to kill the two players that stayed behind, so that I have all four players on the moving walls section. Then, I make the highest quad stack possible to send Mario all the way to the highest moving wall, kill one of the players on the bottom and pop it just in time to get to the next section. Phew !
The rest of the level is exactly like the previous attempt, but done much faster. And yet, I still end with exactly 1 second on the clock.
Thanks for reading ! I love you for following these videos ! ❤️💚💛💙
This description is so long Youtube won't let me fin(NSMBW) 2-Cannon Ultra Jumpless [TAS]Adeals TASes2022-12-05 | Helloooooooo !! Here we are once again with another insane strat ! This is a short video, but incredibly significant !
Here are the rule of Ultra Jumpless just in case (since they're not in the video because oops I forgot): No 2 button No A button No Motion Controls No Mini Mushroom
I am so glad this strat exists, I was sad after realizing that 1-Cannon wasn't doable, but this makes it up for it.
I managed to complete this level with minis quite a while ago, back even before doing 2-4, and that's when I discovered the infinite GPR tech. But this tech was too OP, so I had to ban minis. Therefore, I was back to the drawing board again.
When randomly messing around in this level because that's what I do to find new ideas, I realized that you could groundpound someone and still bounce on them if you canceled the gp at the right time. So with that, you can get two players up one tile if you have one of them bouncing on the other: You get them near the ledge, the player on top grounpounds the other, the other gets knocked away and up, and the player on top then bounces on the knocked player. This way, both players are up the ledge and the player on top is still bouncing on the other one.
So with this, I realized it could actually be used to bring multiple players up a ledge. I'll call this a Ground Pound Bounce (GPB)
However, I need to get multiple players up a two-tile ledge !
So in order to do that, I use another tech that I showed back in 1-T : a multiple groundpound shockwave (GPW for Ground Pound Wave ?) ! Using this, the player on the bottom gets an upwards boost, and combining this with a GPB at the peak of the boost, you can actually get up two tiles !
This tech is sick
I'll call this a Wavebounce, which is definitely not a Smash Ultimate reference. So, with this I can make it up the two tile ledge with all 4 characters, without any of them having to die !
So once Im here, I use a GPB and a GPW to get everyone to the cannon, and that's how this level is done !
I'll take a break next week as we move to world 5 ! Thank you all for watching and reading !
Also, thank you for following this silly series of video, it means so much to me ! 💖💚💛💙(NSMBW) 2-6 + secret exit Ultra Jumpless [TAS]Adeals TASes2022-11-28 | Hello everybody ! In this TAS I complete 2-6 and get to the secret exit UJC ! Can you guess where we're going next ?
Here's a reminder on the rules: No 2 button No A button No motion controls No mini mushroom form
In this level, I just do some swag using some strats we've already used to get through the level.
For the secret exit though, things get a little more complicated: the exit is just really high in the sky. To put in perspective, a jump + propeller spin barely reaches the pipe.
This is so high that I need to bounce all 4 players, but also while they are big to get more distance.
In order to get everyone big, I open a mushroom block earlier in the level, then I collect the red coins to spawn bonus propeller mushrooms.
that's nifty
And that's basically it. Thanks for watching ! 💖💚💛💙(NSMBW) 2-4 Ultra Jumpless [TAS]Adeals TASes2022-11-21 | Hellooooooo everybody ! In this TAS, I complete 2-4 UJC. Here's a reminder of what the rules are: no 2 button no A button no shaking no mini mushroom.
But Adeal, you already did this level, why are you doing it again ? Well, you see, I was dissatisfied with the solution that involved mini. To me, it broke the challenge too much to be fun. And so I fiddled around a bit more, and discovered a way to get past the start without minis ! So I decided to see if it was possible to do the whole stage like this.
At first, I thought that you couldn't bounce on other players out of a buttslide, which is true. However, if you turn around during the buttslide, you start to fall, and if the player that is bounced on is crouching, this is just enough to make a bounce happen.
So, moving on, the first thing I do is obviously to obliterate my friends with a koopa shell, to then pop their bubble over an obstacle.
I continue a bit later, enter a pipe, and exit the underground part a bit later. Here, I get Mario up and throw a shell that I leave spinning here. This is so I can use it later to hit Luigi.
Later in the level, after the second underground part, I get to this high spot with a ladder. After getting Boad and Luigi on the ledge, I use the wind to go really far and clear the gap between the two platforms. However, here, my players are stuck and can't die... Except for Boad, who can wait for the spike top to go all around the structure and hit them !
Once Boad respawns, I can continue easily using regular tactics until the flagpole.
And so we did it : 2-4 UJC ! So, was it better than with a mini ? My goal now is to never use the mini unless there's no other way, and Im confident it's possible (except for the screws in 8-Airship of course)
Thank you for reading and watching ! 💖💚💛💙(NSMBW) 2-4 True Jumpless [TAS]Adeals TASes2022-11-14 | Helloooo ! In this TAS, I completely destroy 2-4 using a mini mushroom.
The problem I had in this level is that I couldn't find a way to get a bounce going at the start to get past the first block. I then realized that you could buttslide to gain height, but I couldn't get a bounce. That's what I thought of using mini. With this, I could get a bounce going.
Now, for the lore, I was actually working on figuring out a later level (no spoiling though :D ), when I discovered that you could do a groundpound with two players really close together to do what I call a Ground Pound Rebound (GPR) (thoughts on the name ?). It happens because usually, when you ground pound another player, the pounded player get upwards momentum and is knocked away. But if both players groundpound each other, then both get knocked away.
It works without a mini mushroom as well, but what makes the mini mushroom OP is that you can do another GPR after the first one, and so you can basically get infinite height.
This trick is extremely OP, and trivializes quite a lot of levels, which isn't entertaining at all, nor fun to solve.
Therefore, I was thinking of adding a new rule to the TJC: no mini mushrooms ! But I thought that it would be better to make it it's own challenge. Therefore, TJC stays as it is, but there is now a harder version of TJC that I'll call Ultra Jumpless Challenge, that is TJC but without minis. To sum up: TJC + no mini = UJC
From now on, I'll try to beat the levels UJC, using the mini mushroom only when necessary.
Now the question is: is this level possible UJC ? Well, you'll find out next week.
Thanks for reading and watching ! Please leave your thoughts on this new rule !
💖💚💛💙(NSMBW) 2-3 True Jumpless [TAS]Adeals TASes2022-11-07 | Hello everybody ! In this TAS I beat yet another level TJC !
At the start, there's a tricky part where I am forced to take a hit, therefore, I first go to a mushroom house, which *can* be completed TJC, to collect a bunch of items. I equip a propeller, because that's the least useful item in this challenge.
Once that is done, I can enter the level and get to the pipe with a single hit.
In there, I manipulated everyone to get Mario and Luigi onto the first pipe. And that's when I discovered something interesting... You see, everyone knows Luigi is taller than Mario... Well, in this game, it's not just graphical ! Luigi's hitbox really is bigger than Mario's !
And so in order to get to the next pipe, I need to have Mario bouncing on Luigi, and NOT the opposite, or Luigi wouldn't get enough height. So I have to do a tricky maneuver to get Mario on top, but I manage to it and continue on.
After that, I can get to the next part, and to get past it, I do a fun trick where it looks ike I die before popping Boad's bubble.
I continue until the section with the jumping fires. This part was pretty tricky, as I had to manipulate the fires to jump on higher platforms to get everyone safely to the end.
I then get over the top, as I don't have a mini, and manage to get a fire stuck in a loop (it's doing its best okay ?)
For the last climb in this section, I have to pop Mario's bubble at close to the highest point reachable, so I do that by sliding under the bubble and popping it by uncrouching.
Finally, I get to the checkpoint, and the rest of the level is pretty easy, so I can get to the pole quickly.
Thanks for watching ! Next is 2-4, what tricks will I have to use ? Some very cool ones, you'll see :) Lots of love for y'all 💖💚💛💙(NSMBW) 2-Tower True Jumpless [TAS]Adeals TASes2022-11-01 | Hello everyone ! Here's another massive accomplishment !
I had some trouble, the recording of 2-3 somehow got corrupted, so Im giving you this instead, which I had made in advance. If I manage to recreate it, You'll get 2-3 next monday !
Anyways, what happens in this video ?
First thing: kill as many players as possible. Thankfully, there is quicksand at the side of the start just for that !
I can pop the bubbles to get to the first ledge, then a 4-stack to get to the second ledge. However, here, Im threatened by the dry bones, so I bounce on Boad's mushroom to initiate a groundpound and destroy the dry bones first !
I continue a little and get Luigi up to a grate. But since that grate moves, I can't indefinitely stay on it. Or can I ? By groundpounding and canceling, I can stall in the air long enough to regrab the grate. I can then continue the rest of the level.
I climb a bit and get Luigi to another section. At this point, it would be annoying in the first tower because I would be stuck with no way of dying. But in this tower, Roy sends magical lethal ethereal balls which can kill our players.
After a while, I get Mario to a semi solid ledge, and pop Boad to the next grate. However, the grate retracts much further than the last one, so I need to stall much more. To do that, I maximize the starting height, and I slide on the wall in order to fall more slowly. I am then barely able to grab the grate again.
I continue using the same techniques until I reach the checkpoint. I'm seemingly midway, but I've used more than 2 thirds of my time. Fortunately, I'm able to move much more quickly in the second part.
At some point I use a Boad bounce to get luigi on a ledge, which is quite fun, but otherwise I use the same techs as the first part to get through the rest of the level. Finally, I get to the boss fight.
Here, I only have Yoad, which is pretty tricky, because Roy will stun you if you don't jump (which I can't do) and then send a spell to you which you can hardly dodge without jumping. Fortunately, you can barely dodge it, and free the other players to quickly end the fight.
Thank you all for watching and reading, I love you !(NSMBW) 2-2 True Jumpless [TAS]Adeals TASes2022-10-24 | Hello everyone ! After the small break last week, we're back to tackle World 2 ! What wonderful tricks and techniques will we discover here ? You'll see ;)
Im starting the world with 2-2 and not 2-1 because it seemed easier. I'll maybe go back to do 2-2 but for now I'll continue with 2-3 next.
This level is pretty straight forward, the only tricky part was the elevator with the koopas, where I had to keep Boad bouncing on Luigi to avoid getting killed by the koopas.
Also, there's a section where I have to dodge spike balls on multiple layers. Fortunately, I can stall by waiting near Spike for the next bubble to come.
Also I can't believe y'all actually guessed Yoad would finish the level. This level was TASed before the poll and I didn't modify it afterwards, you guys are just this good.
And you are all awesome for watching my videos, thanks a lot.(NSMBW) 1-Castle True Jumpless [TAS]Adeals TASes2022-10-10 | Hello everybody ! Here's a new level done TJC with TAS !
Here's what happens in the level: For the most part, I just use the basic tools I've used in the previous levels while having fun on the slopes.
At 1:14, I do a double groundpound in order to kill the dry bones. That way, I have more time to free Mario and continue with the level.
at 1:50, I have to go through a 3 tile high gap with a 3-stack (a stack involving 3 players, this is a more clear way of describing this than saying "a double stack"). I then have to do it a second time, which was pretty tricky to set up, and very cool to watch once it was all TASed.
Everything else goes smoothly until the end. I just have to set up properly the players so I can bounce in the key at the end (it does not actually come all the way down to the ground), otherwise, I get literally stuck as the ground becomes flat.
Thank y'all for watching !
💗💚💛💙(NSMBW) True Jumpless 1-6 [TAS]Adeals TASes2022-10-03 | Hello my fellow NSMBW enjoyers, here's a new level for you !
I have seen a lot of people asking where 1-5 was, here's the reason: On the Worldmap, there is a fork that allows me to get to 1-5 or 1-6. I don't plan on doing every level right now, so I chose to go to 1-6 in order to go to the castle.
This level was pretty easy to do. No special tricks, no difficult sections, I think it's the easiest level so far.
In fact, I have so little to say, that this description is already almost over !
Thanks for watching, I love you !(NSMBW) 1-4 True Jumpless [TAS]Adeals TASes2022-09-26 | Hello everyone ! This video is a TAS of the TJC on 1-4.
Here's what I do in this video:
The first obstacle is not one, but two goombas ! The solution is, like in 1-1, to slide under them. But the problem is that the first set of bah is too early to do a slide, and the second is too late. So to solve this, I stall by killing 3 people before barely being able to slide under these two goombas.
After that, I get the ice flower, which is an incredibly useful tool in this challenge, especially since I can't swim or bounce on people's head while underwater.
I use it in the first water section to avoid having the fish swim into me, and I pop Boad's bubble to get to the next ledge. Here I manip bubbles to do a massive lunge and get to the set of breakable blocks.
Here I get my 2nd ice flower. I use it for a good part of the video in order to ride on the frozen fishes to get across large sections of void in the water. I then get past the first clam and set up to get my 3rd ice flower, which I use just to free another bubble from a higher point.
Note here that when the clam is opening, you get an incredibly high bounce off of it.
Finally, the last section underwater. I manipulate the bubble until I can lure the purple fishes without seeing boad. Then I pop Mario's bubble and Luigi's one near the surface. This way, Luigi will get a boost out of the water. By positionning Mario smartly, I can have Luigi bounce on Mario's head to get to the final part.
From here, I just get to the flag pole with 20 IGT to spire (ez)
Lov u all(NSMBW) 1-Tower Best attempt at True Jumpless... (OUTDATED) [TAS]Adeals TASes2022-09-19 | This video is a TAS of the 1-T TJC, however, this level wasn't actually doable at the time. Since then, it has been improved, and you can see the result here ! youtu.be/LONyBkDjROc
I still have an idea for the missing part, but I'll need more knowledge on how bubbles works, and how to manipulate them. Also, as you might have noticed, the time limit is very, very important here, as the two parts of this video take longer than the total time allowed by the stage, so that's going to be yet another problem to take care of... As it stands, I can enter the final door with 20 in game time (IGT) left and I can still take out the boss in time.
Anyways, here's what happens in the video:
First, I stack everyone to send yellow toad to the first platform. Here, I wait to get Luigi on the second section of the level, and kill yellow toad. I stack everyone again and send blue toad to the next level.
But there's a problem here: a dry bones is coming towards blue toad and he can't get height to kill it. Thus, I get on the moving platform and perform a precise grounpound to kill the dry bones like that.
Here, I get Luigi on the platform, and Mario and Yellow toad (Yoad ?) on the block in order to give them power ups. I need to give them power ups for a section coming up later, so I will have to escort Mario and Yoad using Luigi and Blue toad (Boad ?) all the way to the next big section.
To do that, I have to get Mario and Yoad always on top of a ledge so that they can get even higher. So to do that, I use Yoad's ice flower power to stay on the dry bones while Luigi and Boad come back. At the same time, I need to scroll the screen further up in order to be able to kill Boad and Luigi, so I bounce Yoad off of Mario and groundpound to get just about the right height.
After this, I escort Mario and Yoad up the swinging platforms and I start to set up for the highest stack so far: First, Yoad at the bottom because it makes Boad jump just a little higher (a tile heigher), and I need this height. Then, Boad, because I need a big player to be able to do higher bounces (by bouncing on a player that is itself bouncing on a player) Then Mario because he's big Then Luigi to be sent to the stars. By bouncing Luigi on top of Mario a little later than Mario bounces on top of Boad, the animation for Mario getting squished will end as Luigi jumps a second time, so Luigi will be launched from the top of Mario's head at normal height, and not from the top of Mario's head at squished height, which gains another tile of height, which is just enough to get here.
Once Luigi is up there... well that's where I get stuck. I can get a little more height, but then I have to get up a massive structure, and there's nothing I can really do... Or is there ? I do have an idea, but it's too hard for me right now, so I want to keep going before coming back to this level.
For the second part of the level, I am high enough to kill the players standing near the checkpoint, so I use that to my advantage to get Yoad on top of the swinging platform. From there, I get Luigi up on the ledge, and I wait for the right cycle to pop Mario's bubble to get on the highest swing of the platform, in order to get high enough to kill the toads.
Here, I can just do a stack to send Boad up to the small swinging platform, kill Mario to get on top of the block, kill Luigi and do a mushroom strat to pop his bubble, kill Mario, Luigi again, then the toads, Mario and Luigi again.
Here, I set up for the next trick: sending Yoad on the swinging platform. I do this by setting up a triple stack (or quad stack ? idk), but I need to avoid anyone else getting on this level, as they will be stuck without any death possibilities.
Once Yoad is up, I kill Mario in order to send him two swinging platforms up. However, Yoad can't get high enough to pop Mario and make him reach the second swingin platform. Fortunately, I have one last trick up my sleeve: simultaneous groundpound. If two or more players groundpound at the same time, it will create a shock wave, detroying everything on screen, and making players that touch a the ground do a little jump... which is enough to pop Mario and make him reach the swinging platform !
Once Mario is up, I kill Boad and make him reach the highest swinging platform. Then I kill Luigi and pop him very high so he can scroll the screen high enough to kill Mario and the toads. Once they all spawn back, all three bubbles are popped and a stack of three can be made to reach the highest level.
Once the door is entered, the boss fight is a breeze compared to the rest of the level, so I destroy Larry without jumping and the level's done !
Thank you all for reading and watching ! I love you all !(NSMBW) Getting infinite lives TJC [TAS]Adeals TASes2022-09-12 | This week's video isn't about a level, but interesting nonetheless ! I use TAS to get infinite lives while following the TJC rules
I needed to find such a strat, because the next levels are gonna be very, very lives costly. It was fun trying to save lives, but this is also more convenient, as I don't have to worry about running out of lives in the middle of the level. Therefore, Im going to assume that I can get to 90 lives whenever I want, which I hope should be enough for other levels.
Also, I think there might be an even more precise infinite lives trick: do that same thing but without a wall, instead have another 2 players doing the same trick in order to send the shell back and forth.
Anyways, thanks for watching, I love y'all :D 💖💚💛💙(NSMBW) True jumpless 1-3 (normal + secret exit) [TAS]Adeals TASes2022-09-05 | Hello ! In this video, I complete (using TAS) 1-3 and its secret exit following the TJC rules. You can find these rules in the description of my 1-1 True Jumpless video.
In this video, I use the same methods of gaining height as seen in the previous levels. Since Mario only has 2 lives, I keep him in a bubble until the end of the stage, while the others do the work.
I make my way through the levels and up to the yoshis. They don't serve a real purpose other than allowing me to do a cool 1-up trick that is actually useful because of the lives limitation.
Here, the path branches. On the normal exit, I continue and get to the last gap, where I have Luigi and Mario on a platform, and I need one of them to be on top of the other in order to complete the stage. However, the gap is pretty large, so I first send mario to the bottom ledge and place it at the very edge of the platform. I take a maximum running start on the platform as luigi and start falling. But this is not enough to make it on mario's head ! So I make mario crouch to reduce his hitbox, and only then can Luigi bounce on Mario until the flagpole.
For the secret exit, I get up to the high ledge, and I make Mario wait in the little alcove for the bubbles to come up. I then stack them all, make my way up and send toad to the top using a stacked bounce. from there, I can finish the level without anymore troubles.(NSMBW) True Jumpless 1-2 [TAS]Adeals TASes2022-08-29 | Hello everybody !
Here's the continuation of the True Jumpless Challenge ! If you want to know what it is, check the description of the True Jumpless 1-1 video.
As you might have noticed, I don't have the same number of lives than at the end of the previous level... Or do I ? When a player has no lives at the end of a level, they will get 5 lives back once in the overworld. That's convenient, as we do need these 10 more lives.
In this level, I use some bounces techniques that I detailed in the last videos, like stack jumps, in order to get past many obstacles. I also use the ice flower power to freeze enemies and save some deaths that become very valuable near the end of the level.
At the very end of the level, I kill Blue Toad to get to 0 lives, so he can get back to 5 in the overworld.(NSMBW) True Jumpless 1-1 [TAS]Adeals TASes2022-08-22 | Hello everyone, I present to you a new... series of videos ? Where I will be attempting to complete, using TAS, the True Jumpless Challenge in NSMBW !
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Buuuuut... What's the True Jumpless Challenge (TJC) ? The spirit of this challenge was to create a challenge that: - is about not jumping - is easily defined - isn't trivial
Following these three principles, I came up with this definition : In order to complete the TJC, you must beat the game, in any way, without: - pressing 2 - pressing A - using motion controls These restrictions don't apply outside of levels.
ok, but why these restrictions ? Well, let's take a look at what happens if you remove one of them: if you allow pressing 2, you can beat the game normally by jumping. If you allow motion controls, it's the same with spinjumps but easier since you have access to the propeller and grabbing objects. If you allow pressing A, then you can do an infinite height glitch by bubbling and popping with 2 characters, which trivializes this challenge. If we apply these restrictions outside of levels, we get stuck trying to *enter* the first level. You need to press 2 to enter levels. But that's not interesting, and it's not in the spirit of the challenge, and I make the rules, so the restrictions don't apply outside levels.
Okay, now we have our rules, do we have a hope of beating the game this way now ? Well, unfortunately, I can already see that not having motion controls is a problem of it's own, because shaking is also used for controlling bubbles, and to activate things like screws in 8-Airship, that HAVE to be activated in order to complete the level. Yeah, but that's not a shaking used to jump, like a spinjump would, so I don't think it's a game over either. But now we're stretching the rules of the challenge, and I don't think I can make rules that stay simple, but still encapsulates this specific use of motion controls.
OKAY, but in terms of jumps, in the spirit of the challenge, do we have any hope of completing it following these rules, with maybe a few exceptions that don't break the challenge and that we'll try to limit as much as possible ? Well, NOW the question isn't trivial ! And that's what I want to answer ! So, after more than 2000 characters defining the challenge, let's explain what happens in this level.
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What happens, how did I do it ? Our first obstacle, as any good mario games begins, is the first goomba. This is already a pretty threatening obstacle.
Our only way of gaining height in this challenge is to pop out of bubbles or bounce on an enemy or player. But since we're on flat ground, bouncing on something isn't possible. So we have to play in multiplayer, kill one of them, and pop the bubble (since A is banned, we can't bubble without dying). But since we don't have motion controls, the bubble spawns on the other side of the screen, and isn't fast enough to catch up to the goomba before it kills our other players.
Therefore, we do the coolest stupid trick that makes this challenge not fail at the first goomba: "When the music goes 'bah', slide under the goomba!"
let's gooooo
Okay now we can make some progress, yellow toad continues through the level, unpops everyone and enters the pipe. In the subzone we do some head bouncing to get to the exit pipe. Now, we do *stacked* head bounces. A cool trick of this game is that if a player bounces on another one, and that other one was currently jumping or bouncing on something else, the player on top will get a huge vertical speed boost. This trick is used quite a lot in this challenge.
Next, we have some stairs, that we can climb by popping bubbles continually. we can then continue the level using all of the previous tricks. There aren't many other tricks in the rest of the level, so we can make our way to the end quite easily. At the end, we have to pop a bubble and head bounce juggle a player to the flagpole.
And with this team effort with all 4 players, I am able to beat this level Truly Jumpless.
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Thank you for watching, and thank you for reading these 4k characters ! I absolutely love you all. I will make more videos of this challenge until I get bored or run out of ideas I think.
Thanks for watching and reading ! I love you all ! ❤️💚💛💙(SM64DS) WDW FreerunAdeals TASes2022-06-08 | Hello you beautiful people reading the description :)
Today, just some fun in WDW. You might be wondering why I didn't post any videos for so long, well the answer is simple: I ran out of cool stuff to show. I can't find anymore B press saves, and most of what Im working on relates to the 150 stars TAS, so I don't want to spoil it quite yet ;)
Also I was pretty busy this year lol but it was fun projects, so it was also good for me to take a break from sm64ds that isn't because I have lots of school work.
Yeah so I may not post again for another 6 months, I may post again next week, it depends on if I find cool stuff or not.
Hey I guess I could talk about the freerun too :) I worked on it for about a week and Im really happy on how it turned out ! I think it's one of my best freerun. This game has such fun physics and mechanics and I hope that people realize that when watching my videos.
Thanks for reading ❤(SM64DS) Goomboss Battle red coins 4xB (RIGless)Adeals TASes2021-11-18 | This is a TAS of the red coin star of Goomboss Battle in 4xB presses. This is an improvement of 1xB press for the RIGless 1.1 category ( previous strat: youtu.be/z7-aVd2-z7I ), and ties the RIGless 1.0 strat ( youtu.be/eGz8TRZX8a0 ).
I always noticed that I was very close to saving the last walljump to get on the highest log, but I couldn't find a way to reach the log high enough. But recently, I thought that if I could just get the cap on the mid log, I would be able to barely make the strat work. I searched for a way to bring a goomba here, then I tried manipulating the spinies RNG to make them walk to the right spot, and then I accidentally punched a spiny and realized I could just move them that way.
Soooo That's a cool B press save! I noticed that most of these saves are never too complex or too long (compared to the hour long TTC TASes for SM64), we *just* have to think a hell of a lot and find that one tech that lets us save one specific B press.
During the stage, I also found a time improvement: we can get four reds using the one giant mushroom to avoid either getting the wario cap or climbing the vine again.
Have a good day you beautiful pal and thanks for reading :)(SM64DS) B button Challenge: Improvements using RIGAdeals TASes2021-11-10 | In this video, I show every star that I could improve using the Remote Interaction Glitch (explained by Josh65536 in this video (timestamped) youtu.be/yk9uoRYLgR4?t=1969 ).
Following my previous improvement where I collected BBB red coins 0x on 1.0, I quickly realized I was very close to solving entirely the 1.0 RIG category! And so for completion's sake, this video shows how to collect, using RIG, the stars we knew were possible, but never bothered to actually check. (for both 1.0 and 1.1)
I say at the end of the video that the BBC is completely solved for the 1.0 RIG category, and only half B presses remain for 1.1 RIG. Here are the stars that are still 0.5x on 1.1 RIG: 0.5x(factor 2) in BBH to go to the third floor 0.5x in BBB to get the high red coin in the third room 0.5x in BitS to get past the first spinning platforms
These are B presses that can't be solved using RIG, since: You can't get Yoshi in either BBH or BBB In BitS, you have to get to the loading zone for the fight, you can't just lick it remotely. You still have to climb the entire level. RIG could be used, but there's isn't anything useful we can bring down.(SM64) Metal Head Mario can Move 0xA in 49.57s by Fifdspence, Adeal, Iwer Sonsch, ds273, ChouxZi3Adeals TASes2021-11-03 | This video is an improvement over the previous TAS ( youtu.be/dOPBEi4ASPQ : This is not the most up-to-date TAS using the previous strat, but this is the only video that shows it), using a new clip found by Jeaze ( youtu.be/zY3l7xEwnlE ).
The biggest issue we had when trying to implement this clip was that there was no way to reach the elevator platform quickly. So we got to work, and I eventually came up with an idea: I C^ slide on the railing to build a ton of speed and get over the red mesh. I then redirect my speed using a buttslide to get to the pole. Then, I reactivate my sliding speed using a crouch and slidekick towards the elevator. However, that isn't enough. In order to gain enough distance, I need to bounce on the grey slope during the slidekick. And with enough optimization done by Iwer Sonsch and with the help of a bruteforcer by fifdspence, we made it to the platform!
From there, we just need to clip in the MHMcM room. ds273 made use of a ground pound to store negative VSC and fall quicker.
This TAS is the result of the collaboration between many people. -Jeaze found the clip in the first place -MartinTheGamer thought of using it for this star -Jongyon found how the clip actually worked -Fifdspence TASed the bit to the first door, and wrote a bruteforcer to optimize the slidekick and reach the elevator. -Adeal found the strategy to reach the elevator quickly -Iwer Sonsch found how to get the most height/distance out of the slidekick -ds273 used negative VSC to save time on the clip -ChouxZi3 saved a frame at the star collection
Fifdspence TASed everything up to talking to king whomp, and I TASed the fight. Fifdspence saved 12 frames over the previous run by skipping the elevator, and I saved 7 frames on the last hit by taking a better path when manipulating king whomp.
This TAS is also a part of the upcoming SM64 any% 0 A presses TAS, and Im proud to be a part of it! If you want to see more epic 0xA strats, make sure to check fifdspence's channel! ( youtube.com/channel/UCXubFNfZaMVLsTZzKcgnHOQ )(SM64DS) Big Boo Battle reds 0xB (1.0)Adeals TASes2021-09-28 | Sooooo, the video I posted yesterday is already outdated. Great, I *just* spent months making it :')
This strat is just so funny. And it's not even that precise! I had this idea for a good year or two (since when I saved that B press on 1.1), but I thought it was impossible because there's no room for error. once the angle, speed, boo position and boo angle is picked, there's nothing you can do once you leave the box. So it leads quickly into a butterfly effect. However, today I decided to try again, and what do you know, I find a setup to get the perfect speed, another one to put the boo in a great spot, and I manage to get on the box without needing another boo.
and from there I just bounce my way to the red coin.
I love that luigi is still blinking when he bounces.
This saves a B press on both 1.0 RIG and 1.0 RIGless categories. Reducing them to 1 and 20 respectively. Btw, the improvements won't stop here on the RIG side. Most of the remaining B presses are here because no one bothered to save 0.5xB presses using RIG. So maybe I'll see what I can do. And I think I can lower RIG 1.0 all the way to 0 ;)The Remaining B pressesAdeals TASes2021-09-27 | This video is outdated, as some improvements have been found since then. Here they are: BBB reds 0x on 1.0 (RIG and RIGless) (by me): youtu.be/qvJaoI2F0wM) (IMPROVED LATER) BtW balloon 0.5x+r on 1.1 RIGless (by Bobbybob and Migu): youtu.be/RHUG1n7d6mc GB reds 4x on 1.1 RIGless (by me): youtu.be/FfUADulkgBc TSutM switch 1x RIGless (by Really_Tall): youtu.be/sfsOIquBg_M Every remaining B press for the RIG versions have been eliminated except for BBH, BBB and BitS on 1.1 (by me): (Only BBB remaining now) youtu.be/DQS5uXvlEeo SI 0x on 1.1 RIGless (by arca9 and me): youtu.be/8ORK3OIbhZM BBH upstairs 0x on 1.1 (by bobbybob and me): youtu.be/MGAdRkUoZDo BitS 0x on 1.1 (by arca9 and me) youtu.be/x4Mbsh_cJO4?si=vJ12BPht-7fT2HRw BtW 0x (by bobbybob, Really_Tall and me) youtu.be/bQJ36bYFRqc?si=wc7WiMm5jdrP28b3
Back to the original description:
Disclaimer: For the RIGless 1.0 category, I counted 21 B presses, when there are actually 22 B presses shown. Sorry for that mistake.
In this video, I tally up all of the remaining B presses, and explain why there are different categories. Now, if you have ideas on how to save any of them, post a comment please! (apart from the RIG category, I think I can save plenty of those because I've never done RIG before)
Some of the TASes I use in this video are from other TASers: @Really_Tall BBH 0.5 on 1.1 @Sharkey91 HMC 0.5 on 1.1: youtu.be/Z47KPvGb31c For some of those TASes, I used hacks to reproduce the initial state or during the video, as they were too hard for me to replicate. However, they have been proven doable by other TASers: youtube.com/channel/UCI6HqkhUpDBgRSclhudmibw (VTMagno) WDW 1x+r on 1.1: youtu.be/At_G7f_fSQg @Really_Tall (again) WDW 1x+r on 1.0: youtu.be/0TdlILfHps4 Shoutouts to these cool people: @hayashi-stl16 (he found RIG) youtube.com/channel/UCT1C6zZvOrFreSBJyZaUsdg (bobbybob)
well, Im glad I can finally release this video! I've always wanted to make this, so I hope you all appreciate!(SM64DS) Behind the Waterfall Balloon star in 1xB press (RIGless)Adeals TASes2021-09-04 | This video is a TAS that improves upon the previous start, which used 2 B presses (youtu.be/_5vIq-b6KZU?t=198)
Here's what I do in the video: First, my goal is to get Out of Bounds. For that, I am using a glitch called Quantum Tunelling (explained by bobby here: youtu.be/_5vIq-b6KZU). It is insanely precise, as it requires a precision of about 1/64 of a unit in each direction (for reference, a max dive rollout + ledgegrab is 333 units high). Thus, I had to write a script to find a spot that would work. However, once it found a working position, I still had to actually reach the coordinates. That's why I crawl around for a bit, to be more precise on the positionning. Once I clip, I then need to get out of the water, but it's not as easy as it might seem, because the collisions are super janky because of the current in the water and slopes in general. In fact, this is where I saved the B press. When Im finally on that slope, I can walk on the seam and upwarp from here.
With this improvement, the RIGless total for 1.1 has reached 20 B presses! (the RIGless 1.0 total is no at 22 B presses!) (this strat doesn't affect the the RIG 1.0 or RIG 1.1 totals but they're at 3xB and 0.5xB respectively) If you don't know what RIG is, here's an explanation: youtu.be/yk9uoRYLgR4?t=1968
Thanks for reading! Have a wonderful day you wonderful person :)(SM64DS) Klepto the Condor in 1708 (150 star TAS WIP)Adeals TASes2021-08-29 | Make sure to watch the rest of the WIP here: youtu.be/P5QEAyyfw0w
Here's what happens in the video: At the start, it's normally impossible to triple jump on the higher platform without Y-run. However, Bobbybob discovered that you could land on the ground and bounce on the goomba at the same time, while not holding the D-pad to make the game think you're still on the ground, to get a small height head start, enough to make it on top. Then I eat the koopa and perform a mid-air egg-longjump into longjump into jump into awesome 360 no scope egg combo from the tiny goomba to Klepto. I need to target the small goomba because if I targeted klepto directly, Yoshi would turn around, losing precious frames. Furthermore, when the egg comes back, I use the egg collision (surprisingly, the egg has a collision cylinder) to move myself a little to the right, saving additional frames. I then walk up to the border of the mountain and perform and double longjump to get barely enough distance to ledgegrab the final platform. Finally, I do a Star Cancel, i.e. I eat the star while falling to my death, skipping the star collection and celebration cutscene.
1000 IQ at least.
talking about you btwSM64DS TAS Competition TASK 1 RESULTSAdeals TASes2021-07-29 | Full Results :
Hi! We wanted to make a TAS comp for a while, and we finally got to do it, though it is only one task. We're hoping to do more tasks in the future, but not right away.
The music is Tempo of Time : youtu.be/pDH3g6rRjM8(SM64DS) Over the Rainbow red coins as Yoshi TASAdeals TASes2021-06-18 | This video is a TAS of the red coin star of Over the Rainbow as Yoshi. Previously, it could only be done as Mario AND with the help of a flower power/wings, so this video is also a new flowerless/wingless star. (Flowerless/wingless is more commonly referred to as blockless, but I can't really call it blockless due to how important one of those blocks is. I still tried to use them as little as possible)
Here's what happened in the video: At 0:19 I break this yellow block to spawn a 1-up mushroom for later. I proceed to collect all the coins below the island and use the falling 1-up to perform a mid air jump (by eating the mushroom). This lets me go back to the cannon platform. At 1:09 I spawn a homing mushroom and enter the cannon. From there I shoot to the next platform and get on the block, and i double jump to get the perfect combination of height and distance. I then perform two consecutive eat jumps and grab the bottom of the cloud, which for some reasons, can be grabbed. Finally, when letting go of the cloud, you are put in the "idle" action, which means you can jump out of hanging. This is what I do to get back on the cloud.
Done!
Thanks for reading and watching! You are very pretty.(SM64DS) Stomp on the Thwomp 1xB press (V1.1 RIGless) TASAdeals TASes2021-05-08 | This video is a Tool Assisted Speedrun of Tick Tock Clock's Stomp on the Thwomp in 1 B press.
The B Button Challenge is split into 4 categories: -1.0 with RIG (Remote Interaction Glitch) -1.1 with RIG -1.0 RIGless -1.1 RIGless
This video is an improvement of 1 B press over the previous strat: youtu.be/LPyAPhlaUrQ TASed by Sharkey91, exclusively on the 1.1 versions of the game, and without the use of RIG. -Josh65536 made a video explaining Heaven portals, Hell portals, and more! youtu.be/4IVgXx-ZDHc -I explained the difference between versions 1.1 and 1.0 at the end of this video: youtu.be/bOa4kZjhutQ?t=135 . -Josh65536 made a video explaining RIG: youtu.be/yk9uoRYLgR4?t=1967 . Josh also showed the Stomp on the Thwomp strat using this glitch: youtu.be/HzuGKr7nBjI .
I hope the explanation at the end was clear, and I hope I explained enough things too. If you have any questions leave them in the comments.
Thanks for reading! Btw you are beautiful(SM64DS) Over the Rainbow Red Coins TAS in 35.05sAdeals TASes2020-07-13 | That was fun to TAS! Thanks to the Pause Clip Glitch, I was able to collect all the coins using only one cannon shot! But the flying mechanics are kinda weird in this game. If you dive down too much, you'll lose a lot of momentum and you won't be able to make it back to the starting platform. I don't think this strat can be used in real time as you would need to snipe all of the lower coins in one go while keeping all of your momentum.
I think it might be possible to save up to a second with better momentum manipulation and better curves to take all of the reds, especially the spiral down the highest cloud.
Otherwise this strat is looking super cool
(like u)(SM64) Metal-Head Mario can Move! TAS in 16.63sAdeals TASes2020-06-20 | This TAS is a followup of my discovery, here used to save about .8s off of the previous run of this star! (by black mozart:youtu.be/GFaA-gw6Zp0)
This trick was veeery precise to get, since this is basically my first time doing such high speed movement. It took me quite a bit of time to get it right, as this ended up being precise by about 5 units of speed and 1 or 2 units of distance (In comparison, I build speed up to about 23.4k) I managed to find a really fast way to maneuver to the star and I found the perfect spot that would let me Negative Jump right into the star. Im very proud of this one.
Also if you're starting to get bored of the SM64 HMC TASes, I think Im done for now, unless I find a crazy Death Star Glitch strat or it ends up being faster for any other star? I doubt it, but who knows lol :^)(SM64) CotMC entry TAS in 16.95sAdeals TASes2020-06-20 | I improved the strat by a total of 23 frames!
The beginning actually comes from Black Mozart and Snark's HMC 1 TAS (youtu.be/yc4_NjjcRS0), and it helped save 6 frames. Then I realized I could walljump off the wall after bonking on it, saving 7 frames. With the advice of the legendary Tasers Dar Gos and Nis4232 (Subscribe to them), I managed to avoid pausing as often as I did in the previous record (each pause adds 2 frames over regular bljs, and I got rid of 4 pauses) Finally, I was able to BLJ more efficiently, saving one frame, and I also BLJ at a very precise angle such that I don't need to turn before jumping into the loading zone, saving another frame.