Тёмный

[OUTDATED] [TAS] SM64: To the Top of the Fortress + 100 coins 0xA - 1:41:78 by fifdspence + Iwer 

Iwer Sonsch
Подписаться 805
Просмотров 7 тыс.
50% 1

Epilepsy warning: The pause buffering sequence from about 1:06 to 1:09 involves flashing lights and sounds.
This video has been outdated by fifdspence: • [TAS] WF 100+To the To...
Most of this star was executed by fifdspence: • [TAS] To the Top of th... . I only improved the final climb up the Tower, as the rest of the star is cycle-based and thus likely very hard to improve. Check out fifdspence's video description for a detailled explanation of the route, as well as the glitches used to get onto the Tower.
The first improvement I made was to land in a slightly more favourable part of the misalignment on the first moving step (right on the rollout onto the Tower), which allowed me to quickturn. The second improvement was to keep my speed on the rollout onto the second moving step. The third improvement was one that had been pointed out by pannenkoek2012 and already implemented by fifdspence to achieve a time of 1:42:72 (no video), specifically to activate the elevator step with a ledgegrab rather than a rollout. Together, those improvements have shaved a total of 40 frames off of fifdspence's initial, on the rest of the star very impressive TAS.
The misalignments on all three in-and-out moving Tower steps are cycle-based. This left me unable to dive into the misalignment on the second moving step, and it also forced me to waste two frames on the dive onto the third moving step. After that, no more cycles are restricting our progress, and so the part from 1:38 until the end might still have a few frames of improvability.

Опубликовано:

 

13 окт 2024

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 35   
@fifdspence
@fifdspence 4 года назад
Awesome work Iwer, both on all of your earlier work routing this star and on optimizing the finish! The end looks way better now :D I've added a link to your improved version in the description of the version I uploaded.
@iwersonsch5131
@iwersonsch5131 4 года назад
Thanks! Your work on the 100c star and the RNG manip were truly amazing though!
@TylerKehne
@TylerKehne 4 года назад
Great job Iwer! Obvious difference in the tower climb.
@iwersonsch5131
@iwersonsch5131 4 года назад
Thanks! Big shoutouts to fifdspence for TASing 100% of the 100 coin star!
@iwersonsch5131
@iwersonsch5131 4 года назад
It hurts to look at those 2 frames I had to kill at 1:37... but cycle-based misalignments can be rude
@RefluxCitadelRevelations
@RefluxCitadelRevelations 4 года назад
Not the soul man, but the roll man
@TheMarioSpeedGamer1
@TheMarioSpeedGamer1 4 года назад
WOW THAT'S SICK :-O
@Komali09
@Komali09 4 года назад
Dat stick be groovin
@iwersonsch5131
@iwersonsch5131 4 года назад
Just LUA things
@Quintratix
@Quintratix 4 года назад
Gg looks sick
@sm64guy28
@sm64guy28 4 года назад
I’m speechless
@LRFLEW
@LRFLEW 4 года назад
What's up with the analog stick angles around 0:42 during the dives and dive recovers?
@iwersonsch5131
@iwersonsch5131 4 года назад
That's the input LUA finding the perfect joystick positions to hold the desired angle. I don't use that LUA because the amount of optimization coming from it is miniscule, but fifdspence, the author of the TAS up until the rollout onto the tower, uses the LUA for convenience
@ystem6836
@ystem6836 4 года назад
Pretty sure that is quarter frame optimization.
@Grub4K
@Grub4K 4 года назад
*heavy breathing*
@m.c.ravioli1521
@m.c.ravioli1521 4 года назад
NIIIICEE
@iwersonsch5131
@iwersonsch5131 4 года назад
Ravioli's gale is now ready.
@m.c.ravioli1521
@m.c.ravioli1521 4 года назад
@@iwersonsch5131 😂😂😂
@MyLittleWalrus
@MyLittleWalrus 4 года назад
probably a stupid question, but what's the purpose of the stick input wiggling slightly even when going in a straight-looking line? (0:11-0:16 for example)
@sunk6478
@sunk6478 4 года назад
Called the xx.99 trick. In the case, the 47.99 trick
@iwersonsch5131
@iwersonsch5131 4 года назад
To get a more precise angle. We would probably never do something that tedious by hand unless it's super important, but there is a script that does it for us and so that's why fifd's input sometimes looks like this
@sunk6478
@sunk6478 4 года назад
Thanks for the much better explanation iwer
@iwersonsch5131
@iwersonsch5131 4 года назад
@@sunk6478 That's only for one frame, and the 47.99 trick only exists on longjumps. Unless you mean 47.99 straining, but that means you're planning to go far in a different direction
@MyLittleWalrus
@MyLittleWalrus 4 года назад
interesting, thanks for the answer
@Zeutomehr
@Zeutomehr 4 года назад
what's a quickturn?(mentioned in the description)
@iwersonsch5131
@iwersonsch5131 4 года назад
You stop for a frame, then walk forward with very low joystick magnitude for 2 frames, then stop for another frame, then you can move in whatever direction you want. It's a pretty powerful tool for going fast, especially when you can divegrind right after. Here, the obstacle was that fifd's original landing spot didn't leave the minimal space for walking forward for 2 frames.
@Zeutomehr
@Zeutomehr 4 года назад
@@iwersonsch5131 Does that ever come up in normal gameplay/ is that a intentionally designed result or is it the consequence of several miscellaneous mechanics colliding in obscure ways? Because making obscure frame perfect inputs with precise angles really isn't something that would just happen, or is it?
@Zeutomehr
@Zeutomehr 4 года назад
in any case, thanks for the explanation! :)
@iwersonsch5131
@iwersonsch5131 4 года назад
@@Zeutomehr Well if you land from a rollout or a jump, you get a landing animation. However, you can start walking forward very soon in this animation. If you stop from slowly walking, you don't get a landing animation, and so you can walk in any direction immediately after. So it's probably comparable to spinpounds in Odyssey or whistle sprinting in BotW, which are kind of intentionally designed that way but that completely break the balance
@ZerolinGD
@ZerolinGD 4 года назад
@@Zeutomehr i think people do do it in normal gameplay/non-tas
@daniellittlewood8471
@daniellittlewood8471 2 года назад
What's going on with the pause at 0:57?
@iwersonsch5131
@iwersonsch5131 2 года назад
Waiting for an elevator cycle. Once we throw the box, we have to climb to the top very quickly which used to involve the elevator, so we couldn't afford to go rightaway when the elevator would have a bad cycle
@daniellittlewood8471
@daniellittlewood8471 2 года назад
Cool!
Далее
[TAS] SM64 - Shindou 0 Star (DDD Skip BLJless)
4:36
Просмотров 16 тыс.
Every BLJ that I know
7:03
Просмотров 336 тыс.
ЧТО ВЫРОСЛО ОТ КОКА КОЛЫ😱#shorts
00:26
Will A Basketball Boat Hold My Weight?
00:30
Просмотров 30 млн
How Many Funny Stereotypes Are in Mario Games?
8:25
Просмотров 17 тыс.
[TAS] Super Mario 64: '1 Key' in 4:20.77
9:35
Просмотров 368 тыс.
Sunshine's most hated glitch you haven't seen
17:47
Просмотров 287 тыс.
How Super Mario 64 was beaten without the A button
24:12
(TAS) SSBB All Co-op Event Matches In 8:28.95
8:45
Просмотров 268 тыс.
Can I Remake Super Mario World in Godot? (Part 1)
18:44
The Biggest Myth in Speedrunning History
19:37
Просмотров 1,3 млн
[TAS] SM64 - Pyramid Puzzle + 100c - 1:11.62
1:16
Просмотров 13 тыс.