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Game objectives

This run was built in less than a week and mainly made from hex editing. I asked some SM64 TASers if they would let me use their optimized single star runs and they gladly accepted, which led to this masterpiece. I really hope you enjoy this run!
This run is an improvement of 2 minutes and 58 seconds to the first "16 stars" TAS by Spezzafer and an improvement of 30.6 seconds to the last "16 stars" TAS made by DennisBalow and ReneBalow.

New tricks in this run (pasted from the "0 stars" submission text)

0-Input BLJ
When you have no input on the analog in between the "A" button presses for a BLJ, your speed will not decrease, thus exponentially increasing the speed at the end result of the BLJs. This saves time in a few places.
Pause BLJ
Normally, you can only press the "A" button fifteen times per second because the game runs at thirty frames per second. If you had thirty continuous "A" frames, you'd just be holding "A" down, not tapping it. However, if you pause while pressing the "A" button, you are given an opportunity on the next frame to release the "A" button. You can follow that by repressing it when it's not paused (therefore letting you BLJ the equivalent of thirty times "per second"). This is useful when you need more speed to travel a long distance. It isn't as helpful as it seems as it takes three extra frames to do a Pause BLJ. In order to save time you need the extra speed to save at least 3 frames.
Forward Jump Kick Trick
While Mario is recovering after a forward movement (dive, long jump, etc.), you can hold the "A" button prior to landing, and on the frame you land, press the "B" button with the analog stick at ^54 or less (on the TAS Input Plugin), you will do a jump kick. The trick is that it maintains all of the same speed from before the landing. You can also apply this when moving backwards (such as after a BLJ), by holding "A" before you are in the running animation, and then pressing "B." This causes Mario to do a jump kick and retain the same speed. This is useful for crossing long gaps and covering large distances.
Slide Kicking
This has been found to be the best method of forward movement over a long distance, because unlike the jump kick, you can do it repeatedly without losing speed.
Punch Trick
Instead of running for one frame when accelerating from a stop, you press the "B" button with no analog input, which gives you a starting speed of 10 instead of roughly 8.
Forward Speed Conversion
After triggering text, Mario is in a frozen state with his speed stuck at what it was while activating the text. When the text is read, you have the ability to do many things. One trick we can do with this is to press "C^" (upper C button) and "Z" at the same frame and hold a specific direction to get forward speed (as opposed to backwards speed which we originally used to activate the text). This is useful because forward speed can be used for things like getting to high places, such as the endless stair case. If you don't use Z with C^, your options are limited, because you only move forwards or backwards in a state that will not let Mario jump.
Instant Jump Kick Trick
This trick allows you to jump kick on the very first frame that Mario has input. This also is enables you to choose an angle for Mario to travel. You do this by holding A for at least one frame before Mario can move, then push B and the direction you want to go on the first frame of input.

Star times (excluding text messages)

StarTime
Bowser in the Dark World Red Coins34"87
Blast Away the Wall7"17
Fall onto the Caged Island9"20
Shoot into the Wild Blue9"23
Inside the Ancient Pyramid16"95
Shining Atop the Pyramid6"13
In the Talons of the Big Bird13"67
Hot-Foot-It into the Volcano16"07
8-Coin Puzzle with 15 Pieces13"90
Red-Hot Log Rolling7"50
Boil the Big Bully14"37
Swimming Beast in the Cavern14"90
Watch for Rolling Rocks14"13
A-Maze-ing Emergency Exit10"77
Board Bowser's Sub33"48
Bowser in the Fire Sea22"27
Bowser in the Sky29"30

Authors

Eru

He did Boil the Big Bully (which was a pain to hex, along with Watch for Rolling Rocks).

Mickey/VIS

He did Bowser in the Dark World Red Coins, 8-Coin Puzzle with 15 Pieces, Watch for Rolling Rocks and Bowser in the Sky entry. Huge thanks to him, since I was struggling with that last part.

snark

He did Hot-Foot-It into the Volcano, Shining Atop the Pyramid and Inside the Ancient Pyramid.

The "0 stars" team

They let me use their Lakitu skip, Bowser in the Dark World entry, Bowser in the Fire Sea and Bowser in the Sky.

The Japanese SM64 community

They did Fall onto the Caged Island and Shoot into the Wild Blue.

Special thanks

sonicpacker

He supported me and helped hexing the rerecords.

Efrain and Jesus

They let me take a look at their "16 stars" WIP which helped me saving 1 frame from the second key door to Shifting Sand Land.

DennisBalow and ReneBalow

Their "16 stars" TAS helped me for comparison.

The SM64.org community

For keeping SM64 speedrunning, hacking and TASing alive!

Suggested Screenshots

[dead links removed]

DarkKobold: Claimed for judging
DarkKobold: I'd like to first start by saying that this run was extremely well done, and no one is questioning that.
However, in reality, the original 16 star, followed by the 1 star, and finally 0 star are technically mislabeled, and should all be labeled as "any%," for purposes of site standardization. (Why Super Mario 64 got special treatment is beyond me). Originally, that wasn't a problem, as no one was clamoring for a 1 star run over a 0 star run. Now, it has to be dealt with as a separate category.
That said, a precedent for this has been set, in #2136: Saturn's SNES Super Metroid "glitchless low%" in 42:37.13. I'll quote mmbossman:
"Quoting the Judge Guidelines: ‘’Keep the number of different branches per a game minimal.’’ This run is an attempt to resurrect a movie branch that is now obsolete, ..., and I see no need to resurrect a dead category."
The majority of the audience has stated things in agreement with that last sentiment. As there is no major reason to revive this category, I am rejecting for goal choice.


Former player
Joined: 11/6/2010
Posts: 88
Location: Argentina
well, after watching the movie, I can see the technical and entertaining quality is great, and I apreciate your effort. However, the goal is pointless, because you are optimizing a glitched run (that has already been improved by collecting 0 stars) that collected 16 stars (in that moment considered the fewest amount of stars) which are not needed in a glitched run today. So summarizing, I voted no. and a 70 star non glichted run will be feasible IMO.
Joined: 11/9/2008
Posts: 108
Location: New Orleans, LA U.S.A.
I like this movie, because it showcases strategy when it comes to picking which stars to get. However, I would much rather see a 70 star run because: •It is not an arbitrary goal, it is what the game intended. •There are so many time-saving tricks to perform it would be an incredibly fast movie despite collecting so many stars (I am in favour of using BLJs - just not to warp through doors) •The time and research to develop the fastest route would be perhaps the most interesting part of the movie •It would mean that tedious or boring stars would obviously not be in the movie due to the fact that there are more than enough quick stars to get. Basically I feel that 0-star showcases the absolute maximum breaking point of SM64. A 120-star run showcases the game in its entirety, and a 70-star run would showcase route planning and level maneuvering expertise. However I lack the hardware to TAS so i'm just sayin is all...
__--N0ISE
Joined: 5/2/2009
Posts: 656
Noob Irdoh wrote:
"16 and 70 are arbitrary instead.
...except 70 stars is not arbitrary. At all.
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =) (ノಥ益ಥ)ノ
Tompa
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Editor, Expert player (2224)
Joined: 8/15/2005
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Location: Mullsjö, Sweden
I mentioned in IRC a way to publish this, as I doubt it will have its own category again, is to publish it along the other obsoleted 16 star movies. I don't think you should make a new category simply by removing one of the timesaving glitches. It's like if someone submitted a Super Mario Bros. TAS but didn't glitch through the wall in 1-2, or a "no flagpole glitch" run. The run is great, and I do enjoy it more than the 0 star run, but it doesn't deserve its own category anymore as better glitches have been found.
Reviewer, Active player (288)
Joined: 12/14/2006
Posts: 717
We have set a precedent for glitch avoidance runs being accepted (also for alternate goals which limit player options). Usually this decision has two provisions. 1. That avoiding the certain glitch increases entertainment and variety. For example, the run relies so much on a glitch that the glitch is the only thing in the run, which gets repetitive, or if the glitch is not entertaining to watch (like the Xray glitch from Super Metroid). 2. That there is a significant change in gameplay that comes from avoiding said glitch. The reason I believe this run doesn't qualify, but 70 stars does is because of those two provisions. In this run, there is still a large use of BLJ. Routes through the castle and levels are either pretty much how they'll be during the 0 or 120 star level. The only change is the stars chosen. However, with the 70 star run, avoiding glitches that warp you through the level at lightning speed changes gameplay and strategies significantly. Some stars may be the same, but most will be locked from using BLJ, which means they'll have to be done some other way.
Player (160)
Joined: 5/20/2010
Posts: 295
Wow, there are many authors. It’s nice to see their cooperating with each other. I enjoyed the run but the last part of the run is quite similar to 0-star run. So my vote is meh. But I think if we make a new category, it should be this 16-stars run. I totally disagree with 70-stars run. If it is a non-glitched run, it should be done by human play. Even if it is a glitched run, it’ll be very identical with 120-stars run.
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
andymac wrote:
the m64 format doesn't even have input written for lag frames, so it will always hex no matter how much lag you have!
Does that mean that if the length of the movie is calculated by how many frames of input there is in the file, it will get wrong value (because lag frames are not taken into account)?
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
I don't know how a 70-star run should look like. If we say BLJ-less, then we could still climb the endless stairs with HSWK. That means it would need to be glitchless, but then comes the old question: "What is defined a glitch?" But as the run could still be interesting because of the route planning, maybe the best choice would be the restriction "skips no star doors" Besides that, every other glitch would be allowed.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
nesrocks
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It could be defined as "no skipping the star requirements for the star doors".
adelikat
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FODA wrote:
It could be defined as "no skipping the star requirements for the star doors".
The problem there is that obtaining those stars will just look like the 120 star run. A low glitch run would differ a lot more from the 120 star run.
It's hard to look this good. My TAS projects
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
You can't try to judge a movies play by "how the original author intended." Here is an example of what I mean: http://www.youtube.com/watch?v=0E0PLDE-tgg If you do Z+B on the correct frames, it not only maintains speed, but it continues to grow as well. The jump kick trick is very similar to this as well (but better for shorter distances). They are obviously considered glitches, but the average person that watches it wouldn't even notice that the player did a slide kick instead of a jump dive or something else "intended." Another example would be a wall kick. Anytime you do a first frame wall kick, you are starting a chain of HSWK, because all "perfect" wall kicks maintain speed (again, breaking the intended amount). You guys will have a tough time deciding what to enable/disable on a 70 Star run (which I think is just as arbitrary as this 16 Star movie).
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
andymac wrote:
Shoot into the wild blue: same as 120 star
No; this is the WR. But I do get your point, andymac. Thanks for pointing that out.
Warp wrote:
andymac wrote:
the m64 format doesn't even have input written for lag frames, so it will always hex no matter how much lag you have!
Does that mean that if the length of the movie is calculated by how many frames of input there is in the file, it will get wrong value (because lag frames are not taken into account)?
As I far as I know, .m64s are still timed by counting VI/s, so, yes, the lag is taken is consideration (most of it only appears in DDD, though).
about BitDW, I was wondering how he was able to hex in that goomba hit so nicely, that's what I suppose was thought impossible to hex in?
Changing camera angles and inputs before entering a stage can solve that, most of the time. If it doesn't, you can still try to change the camera angles after entering the stage or just re-do everything with "pratically" the same inputs up to that point.
Tompa wrote:
I mentioned in IRC a way to publish this, as I doubt it will have its own category again, is to publish it along the other obsoleted 16 star movies.
That sounds nice.
KennyMan666
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Joined: 8/24/2005
Posts: 375
Location: Göteboj
I enjoyed watching this, because while I don't much like the game, seeing it being played like this is pretty fun. However, I completely agree with that 16 stars is an obsolete category and thus completely arbitrary. Voting no, and waiting for a 120-star-TAS.
Det man inte har i begåvning får man ta ut i energi. "I think I need to get to Snoop Dogg's level of high to be able to research this post." -Samsara Read my fanfic, One Piece: Pure Corruption
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sonicpacker wrote:
If you do Z+B on the correct frames, it not only maintains speed, but it continues to grow as well. The jump kick trick is very similar to this as well (but better for shorter distances). They are obviously considered glitches, but the average person that watches it wouldn't even notice that the player did a slide kick instead of a jump dive or something else "intended." Another example would be a wall kick. Anytime you do a first frame wall kick, you are starting a chain of HSWK, because all "perfect" wall kicks maintain speed (again, breaking the intended amount).
And that's fine as long as you don't use it to zip. It looks like the slide jump can't get enough speed, so it's allowed. Also, I saw the HSWK video. It took a full two minutes to get up to any decent speed. Any situation where wall kicks save time will stop long before you build the speed necessary to break the game (don't you need a ceiling as well to break the game?)
ALAKTORN
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sonicpacker wrote:
Anytime you do a first frame wall kick, you are starting a chain of HSWK
a chain doesn't exist with just 1 piece, ever saw "1 hit combo" in fighting games?
Active player (426)
Joined: 9/21/2009
Posts: 1047
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ALAKTORN wrote:
sonicpacker wrote:
Anytime you do a first frame wall kick, you are starting a chain of HSWK
a chain doesn't exist with just 1 piece, ever saw "1 hit combo" in fighting games?
I said starting a chain.
Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
You wall jump twice in a row in a few stars I'm sure, so banning HSWK is difficult to define. I think the 70 star run should simply be "No BLJs, open's all star doors." We currently have Ocarina of Time: Medallions, Stones, Trials, with no RBA. This is a similar constraint.
Reviewer, Active player (288)
Joined: 12/14/2006
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You know, I'd be perfectly fine with that. Keep your HSWK as long as you open the 70 star door.
Experienced player (642)
Joined: 11/30/2008
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Location: a little city in the middle of nowhere
nahoc wrote:
Warp wrote:
Does that mean that if the length of the movie is calculated by how many frames of input there is in the file, it will get wrong value (because lag frames are not taken into account)?
As I far as I know, .m64s are still timed by counting VI/s, so, yes, the lag is taken is consideration (most of it only appears in DDD, though).
To Warp: yes; IF you were to calculate the time through the number of frames in the input file ONLY, then you would get a value less than half of the length of the video (for SM64 at least) because technically, there is a frame of lag every other frame, plus the lag generated by loading times, means the movie is more than half lag. (as far as "most of it occurs in DDD" is BS, because half of the frames are lag regardless of level, DDD just has significant lag, which results in visible slowdown). However, the timing of an m64 is not dependant on the number of frames at all, rather than the VI count in the header. As soon as the movie progresses up to the correct number of VIs, then the movie will stop playing, regardless of how much more input there actually is in the file. Also, if the movie reaches the end of the file before the VI count is up, mupen will try to read past the EOF, hence the "pause bug" or "garbage input". Snes9x has a similar system, but with no bugs that I'm aware of (it just returns null input)
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Joined: 2/20/2010
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Technically competent and impressive, but I vote gruefood delight, and agree that avoiding side BLJs isn't a terrific goal choice. I mean, come on, let the poor guy have his BLJ, he runs around all day trying to save some stupid princess that we all know is hot for Bowser, and what does he get? Nothing. Poor Mario deserves our sympathy, but instead we consider taking away his BLJ! Not cool. EDIT: Just wanted to add that I personally prefer goals that clearly define only the ultimate result, e.g. "get to credits" or "get to credits with all stars". Goals that expressly restrict the means of achieving that result are, I think, less interesting - in this case the whole BLJ issue - because they leave a little less room for innovative improvement of the run later. Thus, historical reasons aside, I, the viewer, don't really get what's particularly special or interesting about grabbing 16 stars when we already have a means of getting to the credits with zero stars. I think we're pretty well-covered with "get to credits ASAP" and "get to credits w/ 100% completion ASAP" goals.
Oh, play it cool. Play it cool. Here come the space cops.
Dwedit
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Joined: 3/24/2006
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Location: Chicago
Great run, lots of impressive tricks, horrible category.
ALAKTORN
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Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
sonicpacker wrote:
ALAKTORN wrote:
sonicpacker wrote:
Anytime you do a first frame wall kick, you are starting a chain of HSWK
a chain doesn't exist with just 1 piece, ever saw "1 hit combo" in fighting games?
I said starting a chain.
you can't start something that doesn't happen
Joined: 12/29/2007
Posts: 489
TAS-wise, there really isn't any definition of what a "glitch" is, only that a certain action that allows a glitch to occur is banned. I think a 70-star run should have the provision: "Mario's speed does not exceed (some value that allows him to go through walls)." Back on the topic of this run, I think the biggest thing this run does is to showcase why the current site is quite disorganized. In the site's current state, I'm agreeing with mklip2001's earlier post and voting Yes:
mklip2001 wrote:
As for my 2 cents about categories, 0-star and 120-star, both allowing all glitches, make sense to me. These show the game pushed to the extreme in as many situations as possible. Another interesting category, and the most true to the original spirit of the game, would be a 70-star run without BLJing. It's definitely a hard problem to determine which 70 stars are the best to go for, and the lack of BLJ should hopefully make for really interesting strategies. Thus, I would say these three categories are the ideal categories for this game. In the meantime, though, I do support this run for publication. It's of a digestible length, so in the meantime it's a good run for people who find a 120-star run too tedious. The 16-star cutoff, while being dated, is still a well-known cutoff for the game, and it's interesting to have this as a historical throwback to how SM64 TASing has progressed. It's a good compromise, in the meantime, between everything and nothing, while maintaining a fast pace all the way (except when boarding Bowser's Sub). Thus, I vote Yes for this to serve as an in-between third category, with the caveat that a 70-star BLJ-less run should obsolete this.
Glitcher
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I fail to see the point of having a 16-star run when it's possible to complete the game without any. You can either have a completist run or a minimalist run, but this isn't either.
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ALAKTORN wrote:
sonicpacker wrote:
ALAKTORN wrote:
sonicpacker wrote:
Anytime you do a first frame wall kick, you are starting a chain of HSWK
a chain doesn't exist with just 1 piece, ever saw "1 hit combo" in fighting games?
I said starting a chain.
you can't start something that doesn't happen
I also said that with the clear intention of Mario wall kicking more than once.