I feel/hope everything is optimial. only thing I'm worried about is Hazy Maze Cave when I wallkick for Star 1
Used Techs in this TAS
Speedkick abussing: Sonic cannot dive so holding A and pressing B can gain speed as the base game keeps speed but decreases it by a bit
Firsties: These are in the base game and give Mario a ton of speed. Since this is Sonic, he gains a lot of speed very fast
Distant Homing Attacks: If you gain a lot of speed without touching the ground near an enemy, you can keep locked on to them while being feet away. This bugs Sonic because you'd be more closer to the enemy to homing attack them. This only happens in Hazy Maze Cave because of it being crowded and needed to clip.
Everything else is just moving around mostly with Air-dashes and Speedkicking except for the two skips for the 50 Star door and the endless stairs. Those were found by Simply which is why I planned on making this TAS, so shotouts to Simply.
(Resubmissioned this because I wasted lots of frames)
CoolHandMike: Mario 64 is a very technical and complex 3d game with a lot of prior knowledge needed to make an acceptable submission. While this is a hack of the original many of the same rules apply though there are some physics changes. This submission made an attempt at optimization, but unfortunately there were too many visible points that were not as quite as good as they should be. Some examples of the issues are suboptimal castle navigation like not skipping through doors that do not require waiting, suboptimal boss fights, and missing the wall jump method in Bowser in the Fire Sea. However, I do applaud the effort and wish the author to not be discouraged from this rejection.
Rejecting this submission due to insufficient Optimization.
In the future, please do not cancel and resubmit just to change the movie file. You can instead upload to Userfiles, and then ask a judge to update the submission for you.
Cool TAS, fast and interesting. I'm impressed with the detailed models, animations, and sound quality this hack has considering the hardware.
Looks like BLJs were patched out? Either way, the 16 star route you chose shows off Sonic's modded physics nicely, and it seems like you picked very quick stars to collect.
I've just noticed that this submission seems to have been done on Mupen64 1.0.9. Is there a reason this TAS wasn't done on a newer version of the emulator?
There is rarely any emulation changes to Mupen-rr releases.
[14:15] <feos> WinDOES what DOSn't
12:33:44 PM <Mothrayas> "I got an oof with my game!"
Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet
MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish
[Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person
MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol
Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
After watching this TAS and making my own version of a different category, it becomes apparent that the optimization in this submission could be easily improved, as I've summarized in the linked video
Link to video
In summary:
Castle Grounds: -2f from running up the hill instead of exclusively jump kicking - I can excuse this one because of how minor it is, the general strategy is still good
Bowser in the Dark World: -146f (4 seconds, 26 frames) from general application of the spindash edge cancel
Bowser 1: -40f (1 second, 10 frames) from grabbing Bowser earlier and doing an eariler throw
Lobby movement to basement: -87f (2 seconds, 27 frames) from primarily spindashing through doors
Bowser in the Fire Sea: -547f (18 seconds, 7 frames) from primarily taking the short way up to the warp through a series of wallkicks instead of going the long way
Bowser 2: -230f (7 seconds, 20 frames) through reaching Bowser quickly enough to grab him before he lands, skipping the waiting period of the platform moving.
Upstairs movement: -349f (11 seconds, 19 frames) through better usage of spindashes to skip the doors and stairs.
Bowser in the Sky: -538f (17 seconds, 28 frames) through spindash cancels and better speed conservation as a whole
Bowser 3: -84f (2 seconds, 24 frames) from again grabbing Bowser earlier and hitting the bombs more optimally.
In total: -2023f, or over one minute and 7 seconds.
While most of these timesaves resulted from utilization of a specific technique that wasn't used in this TAS, the technique itself was already known and used in a 1 Star TAS made about two years ago
Link to video
Which means it could've been used here too.