Submission #903: nico's N64 Super Smash Bros. in 07:08.60

Nintendo 64
baseline
(Submitted: Super Smash Bros. (U) [!] USA)
mupen64-rr 8
25716
60
11680
Unknown
Submitted by nico on 12/2/2005 4:13 AM
Submission Comments
  • nitsuja's mupen64 rerecording v8
  • plays on hardest difficulty
  • takes no hits
  • aims for fastest time
  • manipulates luck
  • uses death as a shortcut
Link, Fox, Mario Bros., and Pikachu-- generally uses a combination of dashing and reflector. Because of the very hard difficulty, these characters require edge guarding.
Yoshi, Kirby, and Fighting Polygon teams-- stays close to the ground when attacking so to save time, but sometimes it is advantageous to jump and attack (like say for the last of them). Character and pokemon spawns are manipulated through movement.
Break the Targets and Board the Platforms-- skips so to save time.
Samus-- because the lava rules out bottom vertical KOs (fall through glitch does not occur until around 20 seconds) and top vertical KOs take too long, damage is built up with a combo so to execute a horizontal KO.
Giant DK and Metal Mario-- Giant DK is easy to manipulate and dies relatively fast, but Metal Mario does not suicide, despite what Fox does, until around 15 seconds through the match.
Master Hand-- Uses most damaging and quickest attacks along with lasers when Master Hand is too far away.
Stick around for the credits and post credits.
The toughest measures are comparing jumps, as there are many different ways to jump. Along with that, many of the decisions depended on exact frame timing because the CPU will change their attack path according with the inputs nearly every frame.

Phil: Movie is repetitive and not impressive which is too far from what this site aims for, entertaining movies.
Bisqwit: A dummy edit to enforce a thread lock.
adelikat: A dummy edit to unenforce a thread lock.
Last Edited by on 1/1/2022 6:13 PM
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