Super Mario 64, the classic platformer from 1996, stars that Italian red plumber dude, named Mario. So he gets an invitation to have a one night stand eat a cake that Princess Peach has baked for him. So, like any fat Italian man would, he jumps in a green tube and heads to the castle - and so the journey begins. Once Mario arrives, he realizes that there is no cake and there will be no cake. The princess wants him to lose some weight, and she has hired Bowser to be a fitness trainer for Mario. The plan is to motivate him with cake and make him to run around the castle for "power stars," but Mario, just as any fat Italian would, skips all of that, loses no weight and demands cake.

Game Objectives

  • Emulator used: Mupen64 0.5 Re-Recording v8
  • Aims for fastest time
  • Uses game-breaking glitches

Comments

This TAS originated when sonicpacker saved 2 frames on the Bowser in the Sky BLJ after being inspired by Mickey's amazingly optimized beginning. Following that, ToT found a trick for Bowser in the Dark World where Mario falls off the ledge after the diving section with high speed which saved 1 frame. ToT managed to improve the BLJ speed which allowed Snark to barely squeeze out a second frame by using the falling trick a second time on the same ledge. The first frame of improvement in Bowser in the Fire Sea came from Mickey and Snark using a slightly different method of getting to the pole. Mickey then asked sonicpacker to redo the wall kicking section because he's spent more time with it in the past. In the process of trying to tie the previous run, sonicpacker saved one more frame due to better speed/angle/position. After playing around with a new wall kicking strategy, (combined with a diving method after the pole glitch found by sonicpacker) Snark completely obliterated the old BitFS, beating it by a total of 29 frames. Shortly afterwards, Kyman found another improvement at the end of BitFS that uses a glitchy wall kick on the pipe. It saves 15 frames up to the pipe grab, but loses 1 on the butt-slide due to Mario's position. Overall, we saved 47 frames and are very happy with the resulting run.

Tricks Used in this Run

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.
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.
Hyper-Speed Wall Kicking (HSWK)
Mario's speed increases infinitely while airborne with the analog held forward. If he wallkicks on the first possible frame, he doesn't lose any speed.
Glitchy Wall Kick (GWK)
If you combine certain Mario angles with certain wall angles, sometimes you can make Mario kick off of a wall in the opposite direction that he's supposed to.

Improvement Table

SectionFrames SavedFrames Saved Overall
Lakitu Skip00
BLJ to BitDW00
BitDW22
B102
BLJ to Basement02
DDD Skip02
BitFS4345
B2045
To 2nd Key Door045
Spiral Stairs to BitS045
BitS247
B3047

Special Thanks

Nahoc, for helping out with the submission text.
Both Aktan and Nahoc for helping out A LOT with the YouTube encode. <3

Suggested Screenshot

Enjoy the run!

Baxter: Updated the submission file at the author's request.
Baxter: Judging when the new improvement is done.
Baxter: Submission file replaced at the author's request.
Baxter: Accepting as an improvement to the published run.
natt: Processing...
natt: Releasing mutex. Sorry about that
Nahoc: Processing instead of natt.


Active player (426)
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ALAKTORN wrote:
holy shit… that is awesome were all those due to the different strategy at the WKs? I’m guessing so
Yes. Nothing was saved before the pole except for the original 1 frame that was already known.
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sonicpacker wrote:
Edit: For some reason, it loses a VI in the transition from BitFS to the B2 fight. Here's the new .m64 with a time of 5'02"75.
Can losing that 1 VI be avoided?
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jlun2 wrote:
sonicpacker wrote:
Edit: For some reason, it loses a VI in the transition from BitFS to the B2 fight. Here's the new .m64 with a time of 5'02"75.
Can losing that 1 VI be avoided?
Mickey and I are trying to as I'm typing this. Oddly, the same thing happened in the first 0 Star I was involved with. I remember I had improved the spiral stairs section and hex edited it onto the existing .m64, and for some reason it lost a VI as well. I tried playing with the camera and other input, but nothing was working. I'm not really sure what causes this. There might be some weird frame rule, but we'll keep trying.
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Apparently Snark was able to combine one of my ideas to use a diving method after the pole part with his new wall kicking strategy and save ANOTHER frame. He's trying to save one more and also fixing the camera angles. I likely won't have an .m64 until late tonight (maybe 11PM - 12PM my time zone?), so the new YouTube encode needs delayed once again.
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sonicpacker wrote:
Mickey and I are trying to as I'm typing this. Oddly, the same thing happened in the first 0 Star I was involved with. I remember I had improved the spiral stairs section and hex edited it onto the existing .m64, and for some reason it lost a VI as well. I tried playing with the camera and other input, but nothing was working. I'm not really sure what causes this. There might be some weird frame rule, but we'll keep trying.
That lost VI may be a result of a hex editing error, but idk anything about Mupen TASing. Really the only way to confirm it is to create a new .m64 from the beginning and manually input all the commands until you see if that lost VI occurs, but that's a lot of work. :p
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This run already looks awesome enough for me to cast a yes vote. Thank you to all of those involved in creating this run! Excellent work!
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SoulCal wrote:
sonicpacker wrote:
Mickey and I are trying to as I'm typing this. Oddly, the same thing happened in the first 0 Star I was involved with. I remember I had improved the spiral stairs section and hex edited it onto the existing .m64, and for some reason it lost a VI as well. I tried playing with the camera and other input, but nothing was working. I'm not really sure what causes this. There might be some weird frame rule, but we'll keep trying.
That lost VI may be a result of a hex editing error, but idk anything about Mupen TASing. Really the only way to confirm it is to create a new .m64 from the beginning and manually input all the commands until you see if that lost VI occurs, but that's a lot of work. :p
I already know it's not from hexing. It's simply a frame rule. There's no real way to save it except by losing time.
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At this rate, I'm thinking we should just leave SM64 on the workbench indefinitely. (joking)
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
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DarkKobold wrote:
At this rate, I'm thinking we should just leave SM64 on the workbench indefinitely. (joking)
Haha, you never can tell with this game. Anyway, for some reason, when I tried hex editing the new BitFS (20"87) onto the official .m64, it made the spiral stairs desync. I'm not exactly sure why, but instead of redoing it, I went ahead and used the spiral stairs input from the currently published run (I'm the one that TASed that part, so it's my input anyway). Since they tie each other, it doesn't really matter which is used. Here's the currently final .m64. The time is 5'02"716667, meaning 5'02"72. If someone with the power to do so could update the submission file, we'd appreciate it. I'll go ahead and update the submission text to match what we now have as well.
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sonicpacker wrote:
Here's the currently final .m64. The time is 5'02"716667, meaning 5'02"72. If someone with the power to do so could update the submission file, we'd appreciate it. I'll go ahead and update the submission text to match what we now have as well.
I wish I had a copy of mario64 to console verify this at the same time it is submitted. :,(
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Encoding the entire thing as I type this. Should be done in 80 minutes or so. The YouTube upload usually takes around 2 hours due to file size.
Kaylee
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I've found an improvement, give me an hour and it will be posted. EDIT: 15 frames :)
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LOL
Post subject: video of improvement
Kaylee
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Here is a temporary video of the improvement that I found... http://www.youtube.com/watch?v=Lu_Oe4SF7xU This uses a GWK to save a wallkick and ends up saving 15 frames (so far) and as of right now, the final time would be 5:02.22.
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Kyman wrote:
...ends up saving 15 frames (so far)...
Explanation: [17:47] <sonicpacker> i think this is improvable though [17:47] <sonicpacker> not this part [17:47] <sonicpacker> but [17:47] <sonicpacker> snark purposely killed height so he could do that double wall kick [17:47] <Kyman> yeah
Post subject: Re: video of improvement
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Kyman wrote:
Here is a temporary video of the improvement that I found... http://www.youtube.com/watch?v=Lu_Oe4SF7xU This uses a GWK to save a wallkick and ends up saving 15 frames (so far) and as of right now, the final time would be 5:02.22.
So, you found nearly triple the number of frames that inspired this submission. ....
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Post subject: Re: video of improvement
Kaylee
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DarkKobold wrote:
Kyman wrote:
Here is a temporary video of the improvement that I found... http://www.youtube.com/watch?v=Lu_Oe4SF7xU This uses a GWK to save a wallkick and ends up saving 15 frames (so far) and as of right now, the final time would be 5:02.22.
So, you found nearly triple the number of frames that inspired this submission. ....
Only using 300 rerecords, and about 10 minutes of my time.
Post subject: Re: video of improvement
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Kyman wrote:
DarkKobold wrote:
Kyman wrote:
Here is a temporary video of the improvement that I found... http://www.youtube.com/watch?v=Lu_Oe4SF7xU This uses a GWK to save a wallkick and ends up saving 15 frames (so far) and as of right now, the final time would be 5:02.22.
So, you found nearly triple the number of frames that inspired this submission. ....
Only using 300 rerecords, and about 10 minutes of my time.
Without snark's new wall kicking strategy, this wouldn't have saved. ;)
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I knew there had to be an improvement on the hole entry.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Post subject: Re: video of improvement
Kaylee
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sonicpacker wrote:
Kyman wrote:
DarkKobold wrote:
Kyman wrote:
Here is a temporary video of the improvement that I found... http://www.youtube.com/watch?v=Lu_Oe4SF7xU This uses a GWK to save a wallkick and ends up saving 15 frames (so far) and as of right now, the final time would be 5:02.22.
So, you found nearly triple the number of frames that inspired this submission. ....
Only using 300 rerecords, and about 10 minutes of my time.
Without snark's new wall kicking strategy, this wouldn't have saved. ;)
I shouldn't of even pulled off that GWK in the first place, pure luck that I found it. Not complaining though, anything closer to sub 5 is always good for me.
Post subject: Re: video of improvement
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Kyman wrote:
sonicpacker wrote:
Kyman wrote:
DarkKobold wrote:
Kyman wrote:
Here is a temporary video of the improvement that I found... http://www.youtube.com/watch?v=Lu_Oe4SF7xU This uses a GWK to save a wallkick and ends up saving 15 frames (so far) and as of right now, the final time would be 5:02.22.
So, you found nearly triple the number of frames that inspired this submission. ....
Only using 300 rerecords, and about 10 minutes of my time.
Without snark's new wall kicking strategy, this wouldn't have saved. ;)
I shouldn't of even pulled off that GWK in the first place, pure luck that I found it. Not complaining though, anything closer to sub 5 is always good for me.
Hey bro, I feel the same way. I wasn't taking anything away from you. Just pointing out that it was a team effort! In fact, we'd like to include you as an author if you're okay with that.
Kaylee
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sonicpacker wrote:
Kyman wrote:
sonicpacker wrote:
Kyman wrote:
DarkKobold wrote:
Kyman wrote:
words
words
words
words
words
Hey bro, I feel the same way. I wasn't taking anything away from you. Just pointing out that it was a team effort! In fact, we'd like to include you as an author if you're okay with that.
Only if this is the screenshot: ;)
Post subject: Re: video of improvement
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Kyman wrote:
Here is a temporary video of the improvement that I found... http://www.youtube.com/watch?v=Lu_Oe4SF7xU This uses a GWK to save a wallkick and ends up saving 15 frames (so far) and as of right now, the final time would be 5:02.22.
Can these "glitched wall kicks" be used elsewhere to potentially save more time?
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Kyman wrote:
Only if this is the screenshot: ;)
Not sure this would really represent the improvements, but I like it anyway. Also, great job saving all those frames! The time is getting so close to sub 5 minutes now!