• Aims for fastest time
  • Abuses programming errors
  • Takes damage to save time
  • Manipulates luck
Video Plugin: Jabo's Direct3D8 1.6 Sound Plugin: Jabo's DirectSound 1.6 Input Plugin: TAS Input Plugin 0.6 RSP: RSP emulation Plugin
Together, AKA and Swordless Link worked in an attempt to beat Super Mario 64 in the lowest possible time, through several new opimisations as well as an entirely new route for one part of the game. They managed to finish the game in a mere time of 15 minutes and 8 seconds.
The new route saved about 6 seconds. It consists of avoiding Bob-omb Battlefield completely, and instead getting a third star from Hazy Maze Cave and Lethal Lava Land. The stars we chose were "Swimming Beast in the Cavern" for HMC (AKA's idea) and "Hot Foot it into the Volcano" for LLL (Swordless Link's idea). These stars seemed to be the fastest alternatives to BoB.
The never-before seen optimisations in this run contributed greatly to reaching the improved time. The optimisations may seem to be little things, like a dive in place of a long jump, or a cleverly executed wall kick, but overall they saved the rest of the time that wasn't saved through the new route.

AKA's comments

When I first saw the currently published run, I thought the movie was near perfect and could only be improved by 1 or 2 seconds, I had no interest in doing another run, mainly becuase it would visually look very simalar. However, when I saw a unique glitch in HMC being performed, I suddenly thought it might possible to grab the star and sure enough, with brief testing, it was, and it also worked out to be faster than the current slowest star. I was making minor improvements until by chance I stumbled across Swordlesss Link's WIP, which showed quite a lot of neat stategies I wasn't aware of. It had many improvements I didn't think were possible, although there were some bits where I was faster or I thought could be improved a little further, I proposed to him that we should work on it together and we also had a complete rethink on the all the strategies and lines of thinking at pratically every part in the game, some of the new strategies saved a very surprising amount of time. It was also shrewdly calculated that another star over the Chain Chomp star was faster to obtain when all the time diversions were calculated. In terms of work put in, it was near enough 50/50, a lot of time the person whose playing changes 6-7 times in a very short period of time, so no one was assigned specific sections to do. It should also be strongly noted that the real re-record rate is significantly higher than whats stated my estimate is probally over double what's stated.

Swordless Link's comments

I had been working on a TAS of this game in secret, and one day contacted AKA for help with editing a m64 for another run. It was at this time that he informed me that he had also been working in secret on a new SM64 TAS. We decided to show each other what we had so far, and discovered that there were parts where he had done better than I had, and parts where I had done better than he had. Granted, neither of us were that far into the game, but we decided at that point that the best solution would be to co-author the run, so that's exactly what we did. AKA suggested going to HMC for a third star, instead of the Island star in BoB. I then suggested getting a third star from LLL to eliminate any need for BoB, and AKA timed this to find that it was considerably quicker than the old route. Most of the time saved over the previous run, however, comes from our optimisations, and little things we discovered along the way. For example, I found that you could grab the third Bowser while he was in the air, which saved a reasonable amount of frames. Although this altered his final position, which placed us not quite under the star, the amount of frames gained by it outweighed the few frames lost by it. Another new strat we used was when backwards long jumping on the 50 star door stairs, I came up with the idea of long jumping onto them first. AKA then came up with the idea of getting Mario inside the next set of stairs to save time. Both of these combined saved a lot of time in that part of the game. We achieved a time of 15:08, after hoping initially to beat the current run by around 3 seconds.

People we want to thank

Mukki - For discovering the glitch we used in HMC.
Rikku - For your previous runs which served as a fantastic guide for most of this run.

DeHackEd: AVI under way


Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
What you have to realise about the camera system is that it was a very unique feature for its time and its very horrible with its jerky fixed changes, nowhere near as good as its next installment even though people made a bigger fuss of it in SMS. Still, we generally favoured angles which were more favoured to TASing than anything else most of the complaints are only related to cannot see Mario for a split second.
Joined: 8/1/2006
Posts: 428
Voted meh. Got boring quickly towards the beginning because I'd seen more or less the same stuff every TAS. HMC was original enough to drag a "no" into "meh" territory. I understand that anything done differently would have slowed you down, but that doesn't make it more entertaining. And there's really no excuse for the camera gaffe on the CCM penguin star
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced player (505)
Joined: 1/12/2007
Posts: 682
Skiessi wrote:
Any chance of getting this to Google Video?
I uploaded it to it earlier. http://video.google.com/videoplay?docid=1312559051685447096 Unfortunately the quality isn't that great, but you can easily still see what's going on.
Joined: 5/24/2004
Posts: 262
Hi, May I say 'congratulations' to both Swordless Link and AKA for this TAS. This was top-notch in my book. Bowser 2 has always been my favorite stage to see TASed, and your perfect optimization of it blew me away. Fantastic job - *especially* on Bowser 2 and 3! I think TASes should give that "roller coaster" feeling to the viewers. Until now I didn't think it was possible for N64 games to exhibit that, but I certainly felt it. Sonic couldn't have completed Bowser 2 any faster! ;p
Joined: 11/15/2004
Posts: 804
Location: Canada
FODA picked his camera angles very carefully. Some of the best moments were when he put the camera down somewhere shortly before Mario pulled off some incredibly ridiculous stunt. I didn't complain about the camera angles this time around because they were *so* much better than AKA and Rikku's first runs. In the second published 16 star run, the camera followed Mario so closely that some of the stars (Bobomb Battlefield) gave me a headache. Too much motion is a bad thing. You can't watch a whole movie where the camera is constantly swinging around. It needs to zoom out so that you can see the action, and it should stop and focus on the critical parts. Rikku was only going for speed at first, but his recent 120 star run was pretty good by the end. I think everyone is slowly getting better at the art of film making in N64 TASes. Hopefully the camera work will evolve and mature with each new run. As for how FODA did it so well in his very first N64 TAS, I guess spending something like a year making it had something to do with it.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Player (73)
Joined: 12/20/2006
Posts: 154
Personally I loved the camera angles, especially the side views of Mario in certain places. I don't see why I have to see where Mario is going, or how it adds to the entertainment. I didn't understand at all how foda's camera angles were better than the 16 star runs, even when looking for it. A regular player has to watch where they are going. A TAS'er doesn't and I like that this is conveyed in the camera angles.
nesrocks
He/Him
Player (247)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
hopper wrote:
Hopefully the camera work will evolve and mature with each new run. As for how FODA did it so well in his very first N64 TAS, I guess spending something like a year making it had something to do with it.
Mostly it's because I work as Graphics Designer for a game company (site currently changing), graduated in Industrial Design on Rio de Janeiro Federal University - UFRJ
Chamale
He/Him
Player (182)
Joined: 10/20/2006
Posts: 1355
Location: Canada