Joined: 11/24/2005
Posts: 87
Really fantastic run....Congratulations on completing this epic project. Out of curiosity, can you slow your rate of descent while wearing a wing cap during a long jump? If so, at least one of those "catch and quickly pull yourself up" in Somewhere Over the Rainbow could have been avoided. I know you can do it from a normal jump by holding A. Maybe you tried this though. Hopefully I can find a chance to watch the whole thing in one go.
Joined: 2/16/2005
Posts: 462
FODA wrote:
Just a word of advice to everyone about the AVI: Let's try not to spread it around, because it's incomplete/unoptimal compression, etc. It's there so you can watch before the real AVI is out.
Will do FODA. Congrats on the run! Am really looking forward to this being published and your writeup :)
This signature is much better than its previous version.
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
JSmith wrote:
I just found this on YouTube: http://www.youtube.com/watch?v=30PoZ0tlIwM The interesting one is the BLJ in CCM.
Actually, I'm pretty sure he got that from me. http://youtube.com/watch?v=M40TSIiAoiQ Anyway, incredible job, FODA! It came out almost perfect, so congratulations, and thanks for an entertaining new run! And I decided to do a 70 Star TAS (a good one, not like that crap one I posted before), despite the facts that a) not as many people would want it, and b) I've never done a TAS with frame advance... Nevertheless, I'm trying it, and if anyone wants any updates, just say so. Anyway, once again, congratulations, FODA, it came out stunningly. EDIT: For the 70-star run, I decided to try to do one star a day, excluding really short ones. Here's star 1, if anyone's interested. To my count, it's less than 7 frames slower than FODA, which is good enough for me.
Joined: 12/2/2005
Posts: 139
Location: New York, United States
Congrats FODA, extremely entertaining movie. Could hardly ask for a better final product.
What's a man like me supposed to do with all this extra savoir-faire?
Joined: 12/1/2005
Posts: 107
@FODA Well done! Over 1 year of hard work now pays off! @mr_roberts_z Go for it!
Mitjitsu
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Joined: 4/24/2006
Posts: 2997
I liked the way you entered WF it didn't seem improvable, although the Lakutu skip and Whomp battle was a little slow.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
a 70 star run would round of the Mario 64 runs we have. more planning will be needed, in choosing which stars are fastest but, thanks to FODA we now have all 120 stars run optimally so that shouldn't be too hard. One thing I will add, FODA mentioned he thinks the 120 is more entertaining than optimal (I of course disagree because it looks flawless to me, but as I'm not the author his opinion is probably more accurate) so, because the 70 star will be less time make sure that everything is optimal. But do be entertaining. I watched through the progress of the 120 and 16 star, and I'll gladly watch through your 70 as well.
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nesrocks
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Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
just a few reminders: - some 100 coins might be faster to do with different (faster) stars, or red coins stars, differently than the 120 star run - remember to choose "NO" everytime the game asks to save
Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
iirc, the first save option they give you is "yes" so you shouldn't have to waste time switching to "no"
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
nesrocks
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Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
But one option saves, while the other doesn't. And saving stops the game for a bit.
Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
I haven't played the game in a while, so I don't know if the emulator makes the saving any faster than on the console. From the GE thread, it seems that emulators don't show lag, while the real console does.
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
I'll make sure to choose "no" whenever it asks me... Anyway, thanks for the support for the run so far! The Whomp star is about 7 frames slower than FODA, but if my calculations are correct, the Fortress star is almost 14 frames faster than him. I might be off, so if anyone wants to compare, go ahead: http://dehacked.2y.net/microstorage.php/info/2947/SUPER%20MARIO%2064%20%28USA%29%20-%20MRZ%20-%2070%20Star%20Run%20v2.m64
Joined: 1/21/2006
Posts: 117
I'm not sure how good a 70-star run would be, but it might as well be here for the sake of completeness. I haven't loaded the file into Mupen yet, but unless DeHacked's script gets it wrong, why do you have the memory pack enabled? edit: Okay, I watched those two stars of yours. Seems alright, though to me it looks rather sloppy in Mario's movements, especially compared to AKA's run, also compared to FODA's run. Perhaps you should consider using the TAS Input Plugin for greater precision, if you're using Windows.
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
MikeRS wrote:
Perhaps you should consider using the TAS Input Plugin for greater precision, if you're using Windows.
I tried it, and it seems like an excellent tool...for a 16 star run. Seriously, using frame-advance is hard enough, but adjusting the analog stick coordinates for almost every frame in a 70 star run really seems like too much... I know it looks a little sloppy now, but it'll get a lot better. And chances are, someone will attempt a 70 star TAS not too long after this one is finished, and completely beat this...probably using the TAS Plugin. Right now I'm trying to match FODA's frame-count for Shoot into the Wild Blue.
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
Is the idea with the 70 star run to be glitch free? or jsut to do 70 stars then beat bowser 3? I ask this because (probably) the fastest 70 star completion would get red coins in bowser3's level, but that doesnt seem to be in the spirit of getting 70 stars in the first place.
Has never colored a dinosaur.
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
The problem would be, what glitches would you not use? I smell people trying to forcing random constraints on runs again. Are we also going to see a run where Mario doesn't use long jump, side jump, or the caps? Mario didn't have them in the original SMB why should he have them in SM64! The site doesn't need 5 runs of ever game simply because someone wants to limit what they can do with the game...
Joined: 7/26/2006
Posts: 1215
I can see a 31-star run of the game being a legitamate run by saying "this run does not use the bunny glitch." but for a 70-star TAS, that would mean that you aren't allowed to use the BLJ. Which would make a few stars need very different routes. and also the lobby glitch used in the 16-star run and any future 120-star run won't be possible in the 70-star run, since waiting 70 stars is basically saying "I will not glitch past places I m not supposed to go yet by using a backwards long jump". if you use the BLJ at all, which you do in your m64 already, then I think your goal is a 31-star finish.
Joined: 11/16/2006
Posts: 75
Location: Michigan
How about just no BLJ to reach areas that normally are not accessable with your current count of stars? Using it in-level should be acceptable, then again I'm biased towards the fact that I laughed so hard watching AKA go up the mountain in course 1.
Signature under contruction, still.
Joined: 7/26/2006
Posts: 1215
Macman wrote:
How about just no BLJ to reach areas that normally are not accessable with your current count of stars? Using it in-level should be acceptable, then again I'm biased towards the fact that I laughed so hard watching AKA go up the mountain in course 1.
That still would prohibit the lobby glitch done in mr_roberts_z's wip.
Mitjitsu
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Joined: 4/24/2006
Posts: 2997
Lets keep it very simple a 70 star run would be legit becuase it opens the final 70 star door leading to Bowser 3 meaning that R_z can use any method he wants to get any star.
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Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
BoltR wrote:
The problem would be, what glitches would you not use? I smell people trying to forcing random constraints on runs again. Are we also going to see a run where Mario doesn't use long jump, side jump, or the caps? Mario didn't have them in the original SMB why should he have them in SM64! The site doesn't need 5 runs of ever game simply because someone wants to limit what they can do with the game...
Im not 100% sure if Bolt agrees with me but I feel that the 70 star run is pretty unnecessary. Im deeply sorry if this sounds like Im trying to discourage you mr_roberts_z but it aint. I would have said this to anyone else. I feel that with the 120 and 16 star runs, we've covered all the important aspects of Super Mario N64. The minimum amount of stars thats needed is displayed in AKA's run and the 120 star in FODA's run speaks for itself. But I sincerely wish to see other runs from you. This was just my opinion.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Joined: 6/12/2006
Posts: 368
AngerFist wrote:
BoltR wrote:
The problem would be, what glitches would you not use? I smell people trying to forcing random constraints on runs again. Are we also going to see a run where Mario doesn't use long jump, side jump, or the caps? Mario didn't have them in the original SMB why should he have them in SM64! The site doesn't need 5 runs of ever game simply because someone wants to limit what they can do with the game...
Im not 100% sure if Bolt agrees with me but I feel that the 70 star run is pretty unnecessary. Im deeply sorry if this sounds like Im trying to discourage you mr_roberts_z but it aint. I would have said this to anyone else. I feel that with the 120 and 16 star runs, we've covered all the important aspects of Super Mario N64. The minimum amount of stars thats needed is displayed in AKA's run and the 120 star in FODA's run speaks for itself. But I sincerely wish to see other runs from you. This was just my opinion.
It's sort of like an ocarina of time 100% then an all medallions run.. same tricks used, just less of them. Oh but if it's just for fun then it's okay
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
Yeah, this is really just for fun, and definitely not as serious as the 16 or 120 star runs...nevertheless, I feel that it would complete the gap in the SM64 runs. I don't see why I can't BLJ; the point of the run is the significance of getting 70 stars, not how I do it, IMHO.
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
Incidentally, I found a couple new Wall Kicks Will Work strats. Speedrun-wise, they're useless, but I think they look cool. http://www.youtube.com/watch?v=Glr9puClHpY http://www.youtube.com/watch?v=7g5vhoG0J_w
Player (206)
Joined: 5/29/2004
Posts: 5712
mr_roberts_z wrote:
I don't see why I can't BLJ; the point of the run is the significance of getting 70 stars, not how I do it, IMHO.
Well, just remember the whole point of getting 70 stars is to make the staircase non-looping, so your 70th star shouldn't be the one from Bowser in the Sky.
put yourself in my rocketpack if that poochie is one outrageous dude