• Super Mario 64 TAS Speedrun in 4:21 (1 key, 0 stars)
    29 replies, posted
Brand new and hot off the presses: [video=youtube;j5j6l9ULxmI]https://www.youtube.com/watch?v=j5j6l9ULxmI[/video] Spoilers: [sp] He doesn't even enter the front door [/sp] This actually beats the now 4 year old WR by about 40 seconds.
How do people even figure out this sort of stuff? Fuckin' Hell. Still impressed either way.
Before someone asks, yes, this actually does make use of parallel universes - I can see that happening both to enter the castle (you can't open doors underwater and neither water nor doors exist in PUs, but there's one frame after returning from a PU before water movement is applied where you can open a door) and to get to the boss fight faster in BitFS. It might also be used elsewhere, but I didn't spot them on my first watching. The stuff to clip into BitS didn't look like PU movement, just normal BLJ speed abuse. Entering the invisibility cap level might or might not have used PU movement; I think it was just normal BLJ stuff.
Yeah he actually also uses it inside the invisibility cap level as well. (or at least that's what it looks like to me) Here you can see all that cool PU research being used for actual speedrunning.
I love how the ending is longer than the run
[QUOTE=Doom64hunter;51127587]Yeah he actually also uses it inside the invisibility cap level as well. Here you can see all that cool PU research being used for actual speedrunning.[/QUOTE] I recognized the BitFS PU movement from an old video on Tyler Kehne's channel, and he does a lot of research work on the ABC run. There's a lot of people working in both communities. The BLJ clip in the invisibility cap doesn't look like PU movement to me. Not enough speed and the camera never jumps to the horizon. I think that's just clipping into a death barrier to exit the level with PU speed. I could be wrong though.
That "YAHOO YAHOO YAYAYAYAYAYAYAYAYAHOOO" from SM64 speedruns will never get old.
wait a second, why did they even need the key? isn't it possible to do the backwards stair glitch and throw themselves past the key door? i could've sworn that was possible somewhere in the main castle room
[QUOTE=Gamerman12;51127670]wait a second, why did they even need the key? isn't it possible to do the backwards stair glitch and throw themselves past the key door? i could've sworn that was possible somewhere in the main castle room[/QUOTE] I'd assume it's because the room next to that door is not loaded in the playable area at all until you open the door in the main hall, and the only way to do that is to have the key for it.
[QUOTE=Gamerman12;51127670]wait a second, why did they even need the key? isn't it possible to do the backwards stair glitch and throw themselves past the key door? i could've sworn that was possible somewhere in the main castle room[/QUOTE] You can clip past the key door but that doesn't trigger the next area to load, you just get stuck in the void. The only thing that actually loads the upstairs zone is opening the door, and the only thing that does that is the key.
[QUOTE=Gamerman12;51127670]wait a second, why did they even need the key? isn't it possible to do the backwards stair glitch and throw themselves past the key door? i could've sworn that was possible somewhere in the main castle room[/QUOTE] The key in the main foyer is necessary because there appears to be only one way into the upper levels of the castle (so far), and the door acts as a loading zone, rather than a simple obstacle. There's only a dead end behind the door if you clip behind it. Bowser in the Fire Sea is now the last big obstacle for both the ABC any% challenge and regular speedrunning. Hopefully there'll be a solution for it.
[QUOTE=Gamerman12;51127670]wait a second, why did they even need the key? isn't it possible to do the backwards stair glitch and throw themselves past the key door? i could've sworn that was possible somewhere in the main castle room[/QUOTE] No. The only way for the game to actually load the upper level of the castle is to open the door in the castle foyer. Despite there being a staircase behind the door, it's only a replica and getting Mario there will not trigger the loading sequence necessary to get there. Pannenkoek touched upon it briefly in [url=https://www.youtube.com/watch?v=AFTpdXZsr_s]this video[/url] on speed conservation:
So many A presses, what a scrub
What's with the fucking texture filtering, jesus christ
[QUOTE=halfer;51127811]What's with the fucking texture filtering, jesus christ[/QUOTE] Extreme texture upscaling, that's what.
I love how Mario just sprirals into Bowser at 2:19
I love these kind of speedruns! The level of dedication, just to beat the game as fast as possible is crazy.
I love how the credits are like "Here's a bunch of places you didn't see".
all i can do is watch them blink
Tool assisted means that all movement is kind of pre coded right?
Verified on console: [video=youtube;-rTBD3eTK8s]https://www.youtube.com/watch?v=-rTBD3eTK8s[/video] There's also a [URL="http://tasvideos.org/5237S.html"]full writeup coming[/URL]. From the stuff there so far, they managed to save time even after BitFS - by carefully optimizing movement, they shaved off a few frames in the castle movement and Bowser fights. It'll be interesting to see how those worked.
Speedruns in general, no matter the conditions, are amazing. Especially older games, like this one or Ocarina of Time. I love watching them.
[B]-snip-[/B] out fucking skilled [editline]asdf[/editline] It was a video of the Bowser battle. My Dropbox account blew up.
[QUOTE=Shugo;51136981][vid]https://dl.dropboxusercontent.com/u/27431030/site%20materials/forum/outfuckingskilled.webm[/vid] out fucking skilled[/QUOTE] cant see it ''This account's links are generating too much traffic and have been temporarily disabled!''
[QUOTE=noh_mercy;51138529]cant see it ''This account's links are generating too much traffic and have been temporarily disabled!''[/QUOTE] It was a highlight of the part where Mario spins around Bowser (in the Fire Sea) at the beginning of the fight, then grabs him as soon as the platform is done shaking.
[QUOTE=gman003-main;51131888]Verified on console: [video=youtube;-rTBD3eTK8s]https://www.youtube.com/watch?v=-rTBD3eTK8s[/video] There's also a [URL="http://tasvideos.org/5237S.html"]full writeup coming[/URL]. From the stuff there so far, they managed to save time even after BitFS - by carefully optimizing movement, they shaved off a few frames in the castle movement and Bowser fights. It'll be interesting to see how those worked.[/QUOTE] Wait, the Japanese Version didn't have voice acting for Peach? That's news for me.
[QUOTE=noh_mercy;51138529]cant see it ''This account's links are generating too much traffic and have been temporarily disabled!''[/QUOTE] Looks like putting a big webm in there blew up my account. Oops.
Either use drive or unlisted youtube video
[QUOTE=KnightRider25;51138590]Wait, the Japanese Version didn't have voice acting for Peach? That's news for me.[/QUOTE] The American and European versions of SM64 are significantly updated compared to the original Japanese version. Among changes, Mario gained nearly half of his voice lines in the western release (i.e. he said nothing originally when he went to sleep or flew upward with the wing cap. "So Lon'g Bowser" was also added in the west) He also says absolutely nothing on the title screen as a head or the menu, even during a game over. Some star placements and other sound effects were also changed to make them less tedious and awkward, respectively, while Jolly Roger Bay's portrait was simply bubbles in a blue frame. Also, as shown in this video, when you grab a key in the original, Japanese version of Super Mario 64, it represents it as a star when grabbed, rather than a key like it should be and was fixed in the west. The reason this even occurs is because Bowser leaving behind a key instead of a large star in his first two fights was apparently a very late change, as beta footage of his fights still has the keys represented as stars. Japan got a re-release that added rumble pak support a year after in 1997 which is based on the American version, but removes the backwards long jump glitch (making it boring for TASes), makes Mario say "Bye Bye!" instead of "So Lon'g Bowser" (since Bowser is named Koopa in Japan) and his jumping clip sounds are sped up slightly for an unknown reason. Super Mario 64 DS is based mostly on this version that came out in 1997, but strangely reverted the Jolly Roger Bay portrait to the bubbles one from the Japanese version from 1996.
I've always loved the SM64 speedruns because that backwards jump's amazing range of abilities.
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