• Aims for fastest time
  • Abuses programming errors
  • Takes damage to save time
  • Manipulates luck

Plugins...

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

AKA's comments...

Initially, the target was to break 15 mins, since the previous run had 12-13 seconds of known improvements, which would've taken it nicely below 15 minutes. Although with a little bit of messing around in the basement on a N64, and tossing away all the tiring and obvious lines of enquiry in the past, I began to get suspicious of possible BLJ locations, as I managed to get 3-4 BLJs in a row on a console, which made me want to fully TAS it, although it was not done on the one seen in the finished run as it later turned out to be impossible to gain any sort of infinite speed. In total, there are 5 BLJ locations in the basement, with another one or two locations being entirley unconfirmed. It seems that a banister, unlike an outer wall, is able to hold Mario and stop him sliding out of the BLJ location, which is why the previously mentioned ones don't work. Sadly, for the time being, DDD is not skippable, so there is no 0 star run. It's a shame that this makes the 16 star catagory obselete, since it wasn't quite perfected yet.

Swordless Link's comments...

I had just came back from a holiday to find all the hype about new BLJ locations in the basement. Needless to say, I was keen to investigate these, as it meant a possible 1 or 0 star TAS. When I found out about them, I checked the TAS forums, and found that AKA had found something that might have been useful, so I contacted him about it and was informed that he was unable to gain enough speed to break the door. I suggested that we find a way to get Mario stuck against the banister, so AKA and I experimented with the stairs and eventually came to the conclusion that holding the analogue stick in the general direction of the nearby key door meant that Mario would not leave the BLJ area until he had a significantly higher amount of speed than in AKA's initial attempt, which happened to be enough to break the door. I'm satisfied with the final time of the run, after all, it is the first of its kind, but even then I feel that it's very optimal.

People we want to thank...

Rikku: For the DDD and BitS timesavers.
mr_roberts_z: For the idea of long jumping after performing the stair glitch in the room beyond the second keydoor.

About the glitch...

Riddle me this It liek at the corner of the basement but next to the slope that slopes down to the water, I was facing sideways and I went in the ledge was just above the rim and started bljing like mad,
unfortunatley I've never done it again and I can't record nor upload any screenshots, but the descriptions there so anyone can do what I just did.
Written by Mitjitsu, contructed by nesrocks.


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Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
I think I wet my pants! Entertainment - 10, technical - 9! OMG I really think I need to change my undies..
Joined: 7/8/2007
Posts: 27
Location: North Carolina, USA
I thought the first run of this game was incredible, but that was just ridiculous.
Former player
Joined: 6/25/2006
Posts: 138
Location: Fort Collins, CO
Yes vote, very nice TAS.
Joined: 8/1/2004
Posts: 91
Wow. Just wow. Everything looked amazing. New discoveries, obsoletes a current run, and quite artistic as well. I am impressed, entertained, and amazed. Congratulations!
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
For those of you who can't wait for an AVI, here's something on youtube. It omits the ending credits so it'll fit. http://www.youtube.com/watch?v=X8cjscUMERU It'll probably be deleted once it's published (with a few days notice). Said publication AVI is in progress.
Editor, Active player (476)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
"Yahoo! Yahoo! Ya-ya-ya-ya-ya-ya-ya-ya-ya-yahoo!" is how I feel about this run. Incredible new ideas and execution in this TAS, I can't believe a 1-star route was finally found. I'm giving this a yes vote (of course). We are seeing history being made here!
Experienced player (504)
Joined: 1/12/2007
Posts: 682
Chamale: You can't just take something that's incredibly obvious, and pass it off as your "discovery" just because you mentioned it before we made this. I don't think anyone can honestly say that they've never thought about BLJing on that lift.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Swordless Link wrote:
Chamale: You can't just take something that's incredibly obvious, and pass it off as your "discovery" just because you mentioned it before we made this. I don't think anyone can honestly say that they've never thought about BLJing on that lift.
Even when I was making the 120 star run it was suggested.
Joined: 7/28/2005
Posts: 339
Upon watching, I have to say this is actually somewhat boring. It skipped WAY too much of the game. It had the "whoa" factor but man... I wasn't very entertained.
Active player (435)
Joined: 9/27/2004
Posts: 650
Location: Canada
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
Chamale wrote:
I don't see my name in the acknowledgments. Need I remind you I discovered the BLJ through bowser 1 bug?
I suggested the idea of a portable gaming system; I demand credit for the GameBoy. Seriously though, it's been known for quite a while that you can BLJ on almost any rising surface if it's going fast enough...to name an example or two: B3 elevators VCUtM elevators http://youtube.com/watch?v=3G3cGVhrHHw http://youtube.com/watch?v=DeFcpGg22XQ http://youtube.com/watch?v=KAadSS6Oxns http://youtube.com/watch?v=Ji6oBiBqnhs http://youtube.com/watch?v=9_MigeCkZXE
mwl
Joined: 3/22/2006
Posts: 636
okaygo wrote:
technical - 9!
Which section(s) do you think can be optimised even further?
Joined: 7/26/2006
Posts: 1215
I knew this day would come. bravo! As far as the one-star category goes, I don't think this can be improved more than a second, it looked extremely tight. So psh to whoever said 9 for technical. edit: unless of course... rather than wallkicking up the caged elevator in BitFS, can any time be gained by waiting for it to reach the top, but you charge up some BLJ's so you have hyperspeed until the rising platform section?
Joined: 4/30/2007
Posts: 150
like everyone else, my first thought was: wow
Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
mwl wrote:
okaygo wrote:
technical - 9!
Which section(s) do you think can be optimised even further?
I think Bowser 3 can be manipulated to fall closer to the final star spot, but that's quite minor. On a slightly unrelated note if there was a way to hyperspeed straight into the entrance of BitFS it would save ~52 sec, making a sub-6 run possible.
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Joined: 2/16/2005
Posts: 462
11 years. That's how long it took for this amazing accomplishment to happen. Great work. I think I'm about to cry.
This signature is much better than its previous version.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
mwl wrote:
okaygo wrote:
technical - 9!
Which section(s) do you think can be optimised even further?
I think that given the first attempt, and by reading the text, a few things could be optimized. Specifically finding out how to do a 0 star run.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
Barring any major sequence breaks, I think the new goal is 6:45. I don't think we've seen the last of SM64, but we've definitely reached a new milestone. Now for commenting on the actual run. I love the way you jumped REALLY high in the Bowser fight in BitFS. Speeding through Bowser 1 was great, too bad you can't gain height in a BLJ, and actually BJL to the end of the level. Of course the sequence breaking was great, but man, I wish you could collect a more entertaining star in DDD. One minor thing to explore is getting to the first Bowser level without going into the basement. I remember seeing some weird ceilings in the castle, right near the PSS slide entrance. Perhaps you could BLJ there, though you might not save any time. Also, I forget, but another thing worth looking at is skipping Bowser 1 completely. Has anyone got close to BLJing through the basement door (or does door act funky). Once again, great run. Congratulations AKA and Swordless Link
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Joined: 7/26/2006
Posts: 1215
DK64_MASTER wrote:
Also, I forget, but another thing worth looking at is skipping Bowser 1 completely. Has anyone got close to BLJing through the basement door (or does door act funky).
like the upstairs key door, BLJing through it is not useful because you can't open the door without the key. and I'll repost here since this was a late edit after a few posts and at the bottom of a page: "unless of course... rather than wallkicking up the caged elevator in BitFS, can any time be gained by waiting for it to reach the top, but you charge up some BLJ's so you have hyperspeed until the rising platform section?"
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
So that was unexpected and totally rad. Yes vote in another multitude of Yes votes.
hi nitrodon streamline: cyn-chine
Skilled player (1099)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
Yes vote. I'm too overcome to really think of anything else. I'll edit this post with my emotions as I feel and understand them.
Joined: 3/17/2006
Posts: 243
Location: Back to good old Germany
Just amazing how this game seems to never run out of new discoveries! Congratulations and one more yes!
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
another threshold is broken. you guys rule.
Has never colored a dinosaur.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
I don't think that this should obsolete the 16-star run completely. Some games have more than the classic completion tiers (any%, minimalist), and so should this one. I think that it'd still be very interesting to watch a fully optimized 16-star run, despite a 1-star run being possible. Extremely nice run!
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
What's a BLJ?
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