Game objectives

  • Emulator used: DeSmuME 0.9.7 with Advanced Bus-Level Timing ON
  • Aims for fastest time
  • Abuses programming errors
  • Takes damage to save time

Comments

Super Mario 64 DS was released in 2004 for the Nintendo DS. The game is a remake of Super Mario 64 for the Nintendo 64, bearing some new features on its storyline, gameplay and graphics. Unlike Super Mario 64, this time there are 4 playable characters, but only Yoshi is available at the start.

Glitches and Tricks

  • Outside the castle glitch: when using a slidekick, if you do it correctly with a certain angle (glitching inside the castle’s wall as you are entering the water), the character is pushed down to the water floor, bypassing the water-entry check into swim animation. However, getting too close to the water’s surface will trigger the swimming animation, making running to the moat door our only option. MKDasher found a new method where if you press A or B 4 frames before glitching, you’ll always go to the water floor no matter your position. This is slower than the normal method but due to disregarding position it can become faster situationally.
  • No input: this trick consists of not pressing any direction. It's useful while the character's speed is above normal top speed, since speed goes down slower than pressing any direction.
  • Standstill run: holding the dash button without pressing any direction button makes the character run staying still. After doing it, pressing a direction would make the character run faster than normal speed and gain extra height on jumps. The trick is useful when you need to wait for something to happen or to reach platforms that would be unreachable with normal jumps. It's used at unavoidable wait times in BitS, in the Bowser battle to gain extra height while re-grabbing and in the first star to reach the platform.
  • Dialogue glitch: it works by talking to toad/bunny when the game would be pushing you out of its sprite, making you go through boundaries with the right position.
  • Endless stairs skip: we have no accurate explanation, but doing a slidekick into the corner of the 2nd step of the stairs will make you launch high from where you can fall directly into BitS.

Possible improvements

Glitching Mario’s 8-star door to finish the game with a single star; looks possible and hasn't been tested enough.

Special Thanks

We would like to thank cwitty for his great work put into finding useful RAM addresses, without which this TAS would’ve been much weaker.

Suggested Screenshot

[dead link removed]

sgrunt: Replaced the submission file with one containing a 545 frame improvement as requested here.
Mukki: Judging...
Mukki: Good response. Accepting for publication.

GabCM: Grabbing this submission. I'll wait for a proper YouTube stream to be uploaded on the authors' YT channels.


GabCM
He/Him
Joined: 5/5/2009
Posts: 901
Location: QC, Canada
I'll come up with encodes. Also, mkdasher, ALAKTORN, I'll send your YouTube encodes to you once I'm done.
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
100% run will take forever to make. The 8 silver rabbits hunt. You need to capture at least 1 regular rabbit first though otherwise the chance of it being silver is 0%. For example: If you capture the 3 yellow rabbits outside the castle as Yoshi, those 3 will now have a 'random silver' factor. After capturing their silver forms, you can exit, re-enter to try and capture them again (assuming you have the luck manipulation to make them silver). For changes: http://www.youtube.com/watch?v=cUvVHJJZPZs http://www.youtube.com/watch?v=NDBpHCZzYVQ Most the gameplay changes includes: * Tweaked wall jump mechanics as Mario * Rocket boost start (hold the dash button and then you gain a rocket start, similar to holding 1+2 on Mario Kart Wii) * Mini flips from Slide (Kicks) enables the player to climb up ledges, not doable on N64 version * Long Jump to a wall jump is a bit harder this time. * Mario's Triple Flip jump height is better than the N64 version. * Notable level design changes in Lethal Lava Land Volcano section, Vanish Cap switch, Metal Cap switch, Tick Tock Clock, Rainbow Ride, Whomp's Fortress. * Some of the tasks do not exist on the DS version like Tiny-Huge Island 5 secrets and Hazy Maze Cave wall jump by the rocks * The minimum requirement to clear the game (without glitches) is 80 stars, not 70. * It's not possible to get the 5 special coins in BBB with a single cannon blast without changing direction, etc. * Yoshi is required for the 8 red coins in CCM and the 'updated' in the Deep Freeze Star in Snowman's Land. That is most of them for now. Will vote after watching the encode.
greenalink.blogspot.com
Editor, Player (44)
Joined: 7/11/2010
Posts: 1029
Note that I think it's possible to complete the game 80-star glitchless without unlocking Luigi or Wario; IIRC they're both optional characters. (120-star is meant to be impossible without unlocking every character.) You can do some fun things with them, though; for instance, I somehow completely missed that the ! switch in BitDW allowed you to get the first red coin, but managed to get the coin anyway, without dying, using Luigi's special slow-fall backflip move. I don't think a 120-star run would be that awkward, although obviously it'd take much longer than an 8-star run simply due to having much more stars. Luck-manipulating the silver rabbits shouldn't take too long at all, especially if you're grabbing rabbits anyway to glitch through walls.
Joined: 5/7/2011
Posts: 40
Location: Melbourne, Australia.
Could I encode this if no-one else will?
(2011) <Mothrayas> Lesbian porn My greatest weakness! (2014) <Mothrayas> COMPLICATED MATH, MY NEW GREATEST WEAKNESS!
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
I don't think a 120-star run would be that awkward, although obviously it'd take much longer than an 8-star run simply due to having much more stars. Luck-manipulating the silver rabbits shouldn't take too long at all, especially if you're grabbing rabbits anyway to glitch through walls.
You do realise that SM64 DS has 150 stars not 120? Also Luigi is very, very useful in some of the stars, did you see my 2 year old SDA run?
greenalink.blogspot.com
Editor, Player (44)
Joined: 7/11/2010
Posts: 1029
Err, sorry, thinko. I did know there were 150, I just got my categories muddled. (I've completed the game 150-star myself.) I agree that Luigi is almost certainly useful enough that unlocking him is correct in a glitchless any% (which I suppose would make glitchless low% a separate, but probably uninteresting, category). I doubt that Wario saves enough time to be worth unlocking in anything but a 150-star.
Skilled player (1738)
Joined: 9/17/2009
Posts: 4980
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
It's a good thing I downloaded the game a year ago. :P Will Watch later.
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
An interesting note is that the Wario Cap first appears in Hazy Maze Cave and appears in all of the other maps after unlocking him properly. So some of the stars are only obtainable after unlocking Wario like the Shifting Sand Land Switch Star.
greenalink.blogspot.com
Editor, Player (44)
Joined: 7/11/2010
Posts: 1029
Yep, you need to unlock characters to be able to use them (via taking them into the level or via cap) in the majority of levels, although some have caps even for characters that are still locked. (And there are some stars that obviously require Wario to do glitchlessly, such as the stars in what used to be the switch palace under the moat; there are no caps in the castle grounds no matter what, and there's a block only Wario can break blocking the entrance.)
GabCM
He/Him
Joined: 5/5/2009
Posts: 901
Location: QC, Canada
ToonLinkGaming wrote:
Could I encode this if no-one else will?
My encodes are done already. I just need to upload them.
Skilled player (1738)
Joined: 9/17/2009
Posts: 4980
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Done watching. Voted Yes. BTW, I've never seen those rabbit glitches. Did you find them? If so, nice discovery!
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
^none of the glitches were discovered by us, I think all of them are quite old and I have no idea who found them first. maybe MKDasher knows @Mister Epic: thanks for the encodes :) but instead of privately sending them to us, I just thought that posting the link here would be more helpful for people that have been waiting the encode
Joined: 5/7/2011
Posts: 40
Location: Melbourne, Australia.
Oh, thanks for notifying me, I was about to start downloading the files I needed for the encode. Cannot wait to see the encode, man, can't be fucked downloading the .zip to watch it, I'd rather see it in HD. :-)
(2011) <Mothrayas> Lesbian porn My greatest weakness! (2014) <Mothrayas> COMPLICATED MATH, MY NEW GREATEST WEAKNESS!
GabCM
He/Him
Joined: 5/5/2009
Posts: 901
Location: QC, Canada
ALAKTORN wrote:
@Mister Epic: thanks for the encodes :) but instead of privately sending them to us, I just thought that posting the link here would be more helpful for people that have been waiting the encode
I will privately send the YouTube encode to you. The standard encode will be posted here first, and then you can post the YouTube link you'll make.
ToonLinkGaming wrote:
I'd rather see it in HD. :-)
It's not in HD for two reasons. First of all, I don't encode 3D games in HD unless it's from Mupen64 (N64), since it can upscale 3D graphics. I mean, I find the point-resized zoomed screen in my YT encode to be barely passable (Bicubic and Lanczos taps 2 look worse in this case). The most I will scale 3D games like this is twice as big as the original. Second, my YT encode is about 1.90 GB already, since it's not an (S)NES game, but a colorful 3D DS game.
Experienced player (658)
Joined: 5/16/2009
Posts: 235
Mister Epic wrote:
ALAKTORN wrote:
@Mister Epic: thanks for the encodes :) but instead of privately sending them to us, I just thought that posting the link here would be more helpful for people that have been waiting the encode
I will privately send the YouTube encode to you. The standard encode will be posted here first, and then you can post the YouTube link you'll make.
ToonLinkGaming wrote:
I'd rather see it in HD. :-)
It's not in HD for two reasons. First of all, I don't encode 3D games in HD unless it's from Mupen64 (N64), since it can upscale 3D graphics. I mean, I find the point-resized zoomed screen in my YT encode to be barely passable (Bicubic and Lanczos taps 2 look worse in this case). The most I will scale 3D games like this is twice as big as the original. Second, my YT encode is about 1.90 GB already, since it's not an (S)NES game, but a colorful 3D DS game.
Sounds good to me, Thank you!
Experienced player (504)
Joined: 1/12/2007
Posts: 682
I only watched the first part of the run because the emulator is too slow for me to want to continue, so I'll wait for the video before finishing. Why did you do a mini heaven's portal in the castle grounds before doing the uberglitch? You could definitely slidekick all the way up that hill before doing the uberglitch, I'm positive the mini heaven's portal is not necessary.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
Swordless Link wrote:
I only watched the first part of the run because the emulator is too slow for me to want to continue, so I'll wait for the video before finishing. Why did you do a mini heaven's portal in the castle grounds before doing the uberglitch? You could definitely slidekick all the way up that hill before doing the uberglitch, I'm positive the mini heaven's portal is not necessary.
…we didn’t think of that, what a dumb mistake :/ we’ll try to get it and see if it synchs, it should save about 5 seconds edit: should be faster to climb up the waterfall instead wow this’ll take time, now we need to test if the glitch is possible from the waterfall :S
Experienced player (504)
Joined: 1/12/2007
Posts: 682
Heh. Well, the glitch should be possible from the waterfall. The way we did it on the system back in 2005 or whenever was mostly done so that we'd hit the right part of the wall. It was basically just a setup. I think if you can get him to hit around that area (which should be easily doable with TAS), you should be able to do the glitch from far lower down. I'd still like to see an encode of the rest of it though, I'm pretty experienced with the game and might be able to help out with other parts of it.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
I think you’re underestimating the glitch, it’s hardly a matter of “hitting around that area”, the area is extremely precise (water surface’s line) and the angle must also be correct to glitch inside the wall, so far I wasn’t able to get anything while MKDasher went straight ahead against the wall just to be bounced back, and did a try from the top but couldn’t glitch inside the wall probably due to angle, since he had top speed I think our best bet is climbing up the waterfall with SKs and trying the glitch from above, again
Experienced player (658)
Joined: 5/16/2009
Posts: 235
Swordless Link wrote:
I only watched the first part of the run because the emulator is too slow for me to want to continue, so I'll wait for the video before finishing. Why did you do a mini heaven's portal in the castle grounds before doing the uberglitch? You could definitely slidekick all the way up that hill before doing the uberglitch, I'm positive the mini heaven's portal is not necessary.
Thanks for saying, actually I have tried it again and saved over 300 frames, lets see how much I can optimize. Looks like the angle you need for the slidekick is really restrincted, so probably the only possibility is doing it by starting the Slidekick over the hill (as i did in the current .dsm publication).
Post subject: Standard encode is... down, and coming back soon.
GabCM
He/Him
Joined: 5/5/2009
Posts: 901
Location: QC, Canada
Standard encode is up! Stream Download - Alternate link (134 MB) The YouTube stream is coming soon from mkdasher and/or ALAKTORN. Also, I love the new glitches you've introduced to Super Mario 64 with this DS remake. This gets a Yes vote from me.
Joined: 6/4/2009
Posts: 570
Location: 33°07'41"S, 160°42'04"W
I can't get this encode to work, all I see is the logo and then everything is grey, and Media Player Classic crashes eventually. I'll wait for the Youtube encode to appear.
GabCM
He/Him
Joined: 5/5/2009
Posts: 901
Location: QC, Canada
Noob Irdoh wrote:
I can't get this encode to work, all I see is the logo and then everything is grey, and Media Player Classic crashes eventually. I'll wait for the Youtube encode to appear.
It works perfectly with my VLC (1.1.9) and my Media Player Classic (1.5.0.2827). I don't know if something's wrong with my encode or with your stuff. At least, the YT stream is coming.
Joined: 6/4/2009
Posts: 570
Location: 33°07'41"S, 160°42'04"W
Mister Epic, I didn't imply your encode is wrong, and if you had this impression, I sincerely apologise, I know you are one of the most valuable encoders around here and I never had problems with your encodes in the past, so there's no way I'd ever throw a personal attack at you or at your encodes. There is probably something wrong with my configuration, I'm not on my main computer right now, so it is more than possible that something isn't set up properly, my Media Player Classic version itself seems to be 6.4.9.0, an entirely different value compared to your 1.5, but I thought to report this nonetheless because it's a quite bizzarre issue. That said, I am also sorry for this mini-derailment in this workbench thread, I'll quietly await for the Youtube stream now. If necessary I'll bring up more points in the Encoder forum in the future. Best regards.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
My only complaint is that despite the changes in physics, I still feel like some of the strats for the 8 stars shown here are slower routes than what's been accomplished in SM64. How much did you try achieving the current star strats from SM64?
Homepage ☣ Retired