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JRB Treasure of the Ocean Cave 0.5xA 

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We collect the star Treasure of the Ocean Cave in JRB using 0.5 A presses. So although the A button is still used, this star can now leech off of a previous A press in the run instead of incurring its own A press. Consequently, this improvement reduces the total A press count for collecting 120 stars from 14 to 13. This is TAS.
This TAS was possible thanks to the following people:
➤ Marbler, for fleshing out the plan and TASing the speed building iterations on the long slope. (www.youtube.co...)
➤ Tyler Kehne, for coming up with the speed building technique on the long slope. (www.youtube.co...)
➤ Crackhex, for TASing the speed building on the pillar and brute forcing optimizations to the speed building on the long slope. (www.youtube.co...)
➤ Alexpalix1, for brute forcing optimizations to the speed building on the long slope and optimizing/TASing the ending movement. (www.youtube.co...)
➤ myself, for TASing the segment from the beginning to the speed building on the pillar.
The main problem with this star is that it's 24 units too high to reach with a rollout. There's a rock somewhat near the star, but too far a distance to cover with a rollout. There are goombas in the level, but we can't clone them since there's no way to clone in JRB. And even if we got a goomba over to the star, it would unload if Mario went over there himself (since he'd be leaving the goomba spawner radius). And so, this star remained at 1 A press for years, as we needed an A press to jump into the star ( • SM64 - Treasure of the... ).
At one point, I showed that having 500 speed would allow us to collect the star 0xA ( • JRB Speed Conservation... ), but there was no known way to get more than 100 speed at the time. Superdavo0001 later reduced this speed requirement down to 280 ( • JRB Chest Star 0x With... ), followed by nim who brought it down to 262 ( • SM64: JRB Chests 0x wi... ). Separately, Tyler Kehne showed a way to achieve 150 speed when he found a hyper speed punching spot on the pillars ( • 150+ Speed in JRB (0xA) ). So with the knowledge at the time, we could build up 150 speed but needed 262 speed to get the star. So it still wasn't possible.
However, another idea was to try to collect the star 0.5xA instead of 0xA, since that would allow us to jump kick. In particular, when reactivating speed, a jump kick can be used as a better alternative to the usual C^ braking, since jump kicks lose less speed. Also, jump kicks allow us to trigger landing frames on demand. On the long slope, this is used to build up speed faster than hyperspeed walking, and in the cave, this is used to negate the normal speed loss from regular walking. However, these details weren't very relevant, since the only known speed building methods required punching, and you can't punch with A held. But recently, Tyler Kehne revisited a couple of his ideas, one of which was to use hyper speed jump kicking. This was initially thought to not work, since doing a jump kick requires doing a low magnitude joystick input so as to not dive, and this would lose speed. But then Marbler had the idea to build up speed backwards instead of forwards, since you can't dive on the ground with negative speed. Given this, the only suitable location to execute this from was the long slope around the purple ! switch's platform. On this slope, there's only a very narrow range of heights that Mario can use, which is the 6.3 units between y=924 and y=930.3. Mario can't go any lower or he'll enter the water. And he can't go any higher due to being blocked by the wall hitbox. A jump kick ascends 20 units on the first frame, and so 5 units on the first quarter step of that frame. So the 6.3 unit available height range is just enough to have each jump kick land within it. On the last part of the slope though, the wall actually blocks landing access completely, but there's an open corner that allows us to land once, and we can hyper speed walk on the rest of the slope.
So anyway, after Tyler's revelation, many people tried to determine the updated speed bounds, specifically how much speed we could achieve and how much speed we needed. Alexpalix1 remembered that Jellopuff ( / @jellopuff1530 ) found out a way to do a jump kick off the rock, and so Alexpalix1 was able to bring the speed requirement down to 204, with a sliding vector that Tyler Kehne believed was possible using the ship to redirect the sliding angle. Marbler successfully did a few iterations of the hyper speed jump kicking, and theorized that possibly up to 220 speed could be achieved. And so finally, we TASed the strat and it worked out.
Console Verification: www.twitch.tv/...
ABC Playlist: • Super Mario 64 - A But...
ABC Routes: docs.google.co...

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1 окт 2024

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