SM64DS any% TAS in
ฝัง
- เผยแพร่เมื่อ 19 มิ.ย. 2024
- This TAS is brought to you by all these cool people that you should subscribe to:
@Sharkey91
@Really_Tall
@Migu6
@bobbybobsm64ds
@Keiki-cv2im
This TAS is the result of multiple years of on-and-off work, due to the sheer complexity of Quantum Tunneling (the glitch that lets you clip through floors). All the people in the title put a ton of effort into this TAS, and I wouldn't say that I am the biggest contributor. So I would really like to thank all of these people, Sharkey91, Really_Tall, Migu, bobbybob and Rupa for letting me upload this TAS here !
If you want to see a detailled explanation, you can check out our TASvideos submission: tasvideos.org/9126S
My main contribution to this TAS was writing a bruteforcer to help find good solutions to the different Quantum Tunnels that we perform in this TAS. To give you an idea of how precise this glitch is, we need to hit a spot in the collision that is about 1/1000th the size of Mario (1/64th of a unit), while moving at 50 units per frame (at least).
So I decided that I would write a discrete optimization solver to find ways to reach these spots at fast speeds. The way it works is that it finds a basic solution at first, then slightly modifies it and checks if the final position is closer to the goal. The optimizer finds better and better solutions, and eventually one that works ! I did a ton of small optimizations as well, for example, it finds a solution that is close to improving the best run, it tries to tweak just the ending and sees if it can find a better solution.
This was really fun to make, and I used it in three of the clips you see in this TAS. I will probably use it again to help save a B press in THI, so that might come soon ;)
Love you all ! Thanks for tuning by !
❤️ - เกม
I love how the original 64 and 64DS are both extremely broken but in completely different ways
Funny how they completely remade Super Mario 64 with very different... everything, and yet the game is still just as broken.
Its impossible for 64 to not be what feels like one of the most broken video games ever
Both games are broken in completely different ways and I like that
SM64 devs made going out of bounds kill instantly while SM64DS devs removed that and now here are the results 💀
Very faithful remake!
It honestly feels like DS is more broken then 64
This is the definition of "walls are just a suggestion"
BOO PIPER?
Walls are optional
What walls?
DK64:
I love how the ending cutscene and credits is longer than it takes to get there.
You could say this in any 0% run. Doesn't even have to be mario 64 ds.
Find it interesting how doors can be entered from behind and they make the painting sound when doing it
Paintings and doors actually both use the same kind of warp, except if you're going through a door, the door transition plays instead of the painting one.
After I saw that Mario was unlocked and there was about 100 seconds left of the TAS, I knew I was in for some truly brain melting movement. Wonderful job!
Can Luigi do BLJs too?
Quantum tunnelling being precise by a 64th of a unit has to be a reference to Super Mario 64 DS. Nice TAS!
I love how in both sm64 games, it’s a 1-key run. You need the key to unlock the upstairs in sm64, and the key to unlock Mario in sm64ds
WHO UP SIDEWAYS LONGJUMPING?!
Quantum Tunneling is a great name
Totally not stolen from SM64's version of quantum tunneling
@@adealtasahoulda called it quantum tunneling ds, then 😂
7:31 peach :the power of the stars restored the castle
Mario and yoshi: (Speaking in a low voice) How can we tell her?
Lmao
She did NOT need those stars in the first place, Mario just running errands for her 😭👏
Peach: Thank you all.
Luigi:
Wario:
Now we need Terminal Montage to make a new version of Speedrunner Mario, not touched by the speed demon but rather, blessed with incredible athletic skills and the ability to phase through doors and walls at a whim
True
I love how over half of the video is just the ending scene and the credits
So this is the power of the A press! Wonderful...
I'm glad the doors don't need to be open for you to get warped upstairs x)
Yeah, I mean all those dives and kicks have gotta account for something
The gameplay starts at 2:07 and ends at 5:50
That's 70% cutscenes
Pokémon USUM moment:
This is the game's 20th anniversary!
I remember in 2017 when the new any% run came out, I was blown away by how much the movement changed from the previous TASes. It didnt look like it could get better. Today we have this TAS and forget the quantum tunneling, the BitS movement is batshit insane now.
Move over Backwards long jump, we got Sideways long jump in these parts! Great video!
Also when you unlocked Mario I love you just straight up long jumped through the door instead of opening it, great flex
Last note, it's funny that the text box from entering levels like Bob-Omb Battlefield, Whomp's Fortress, and Cool Cool Mountain pop up glitchily in the credits from never entering them due to it being the "first time", that's interesting in Whomp's and Cool Cool especially since you can probably do this even in a no glitches run due to it not being required I believe.
Potential viable for RTA if this will ever make this such a jump for kaizo?
The fact that the run and credits are about the same length is actually crazy!
There's notably more cutscene time (8:16~) than the actual gameplay (0:08 + 3:44) lol. Well done
8:30 Look at all these nice places we've never been to.
"Hello! The Lakitu bros. here, with a news update."
Never thought in my lifetime I would see a sub 6 lmao. Congratulations to everyone involved!
It's funny how in the cutsene at 8:39 the camera points at the tower that is supposed to be in whomp's fortress but instead the boss is still there and the tower is missing while the camera points at the sky and nothing else
Congrats guys, this game and its geometry are officially broken. Insane TAS! Some of those clips caught me off guard :D
I love how the text that appears the first time you enter Bob-omb Battlefield appears during the credits
Mom: Dinner will be ready in 5:42.56
Sharkey91, Really_Tall, Migu, bobbybob, Adeal and Rupa:
“What the hell is a hitbox?”
Wait- that's just..
Nono, th-
I-
Oh, and it's over.
_holy shit_
This is very interesting, as the procedure is completely different from the TAS I've seen in the past.
i struggle to unlock luigi in this game sometimes and yall out here with this
they also struggle to unlock Luigi...
This is phenomenal! Really fancy TAS I love the tippy movement and the BitS movement!
This was fascinating! I would really love to see a commentated explanation of some of how this works. The sideways chargeup longjumps are pretty curious, but so are the wallclips and the incredibly smooth movement with Mario at the end, the yoshi death on gaining the key, and what the touch screen is doing. This is a great run visually, byt I also want to know what's going on underneath the surface.
The link to tasvideos in the description has pretty thorough explanations of lots of stuff and has some links to other videos
You KNOW it's a good run when the credits are longer than the actual gameplay.
Great TAS!
I have brain rot. I expected a fart with reverb after "Dear Mario".
I'm waiting for Bismuth to make a video about this.
That's amazing dude
Incredible!
this is mind blowing
This was impressive👏👏👏
Thank you so much for helping nathaniel bandy. Without you doing that, I probably would have never found your amazing TASes.
This is amazing
Love SM64DS tases
Huge w for the sm64ds community
Very nice job
Amazing
Truly historical.
incredible
amazing
めっちゃ苦労して辿り着いたクッパ戦をこんなにも早く😂
The touch screen is used a lot for movement, I assume for higher precision in all directions (instead of the limited 8 ones), but I’m curious: For tech/glitches, was the D-Pad used at all (even if in combination with the touch screen or if it was just touched without a real reason)?
Also, congrats on making/finishing this INSANE TAS, to all of you!
The only time we would conceivably want to use d-pad is if for some reason we had to move and control the camera buttons at the same time, but as far as I remember this run doesn't use d-pad at all
As Bobby said there are times when you need to control the camera buttons and move at the same time, but this is mostly to load objects at certain times so not used in this tas.
I thought I heard the camera changing at the very beginning with Yoshi
That used L, not the touchscreen buttons.
insane!!
What a TAS!
I wonder if we'll be able to get a commentated version of this TAS in the near future, lol?
Neat run & analysis video! Thanks for uploading!
Dayum big ggs!
What a run
-ngl the best thing about this tas is that there is no longer any trace of alaktorn left in it lol-
but in all seriousness, amazing work! been waiting for the 0 star improvement tas to come out for a good while now
Wait what did alaktorn do
Pog
Both official versions of Super Mario 64 finally finished with 0 Stars and 1 Key. Congrats!
Now we know that both games can be completed with no stars and a single key.
The TAS go throught the wall like when he wants
Super Mario 64 DS: Quantumania
I really like the way mario clips to a floor when jumping up to it in this game
Sadge. No FBLJ. But for a better time. Approved 👏✨
How interesting
In this version, all doors are level enterences
Next we need 120 star yoshi superplay!
Mario has taught Yoshi well about Speedrunning Mario 64.
Yahoo!
4:36 I laughed so hard in than moment
3:05 What was that, a BLJ but sideways? SLJ?
SLJ is actually the term that we use to describe this trick lol
BLJ but cooler
cool
What the. What have I been missing out on…
Yeah, stuff got wild :D
@@adealtas got really wild. I am amazed
I like how the majority of the video are just cutscenes
this is fucking insane
Nice pfp
2:22 my guy falls like a loony tunes character
goofy ahh Yoshi
Somehow, this game's tas is even crazier than the original
Bro wtf
I was following perfectly fine until the upwarp to Bowser3
Only 64x as precise as a misalignment? Is the movement just more awkward to tas then or why is hitting a 1/64 unit spot so hard in tas?
Two things:
One, the precision with the joystick on N64 is much greater.
65536 (256^2) possible joystick values on N64 compared to like 2800 (60^2*pi/4) on DS. So hitting such a spot is more difficult than on N64
Secondly, STROOP helps so much when aiming for precise positions, and we don't have such tools for SM64DS. We mainly use RAM watches with lua scripts to display those values.
So, it's doable manually, bobby has gotten pretty good at it, but clipping quickly requires even more planning so it becomes hard and annoying to do. You end up manually trying tiny adjustments until something ends up working, so I automated the process.
I would argue the first tunnel is 64^3x as precise as a misalignment. Plus we want a specific velocity during the clip to be fast
Anyone know why the sound effect of entering a painting plays when first entering peach’s castle and when opening the 1 star door to get to Mario? I don’t remember that ever happening so idk if it’s just a glitch or what, or I’m remembering wrong
There are loading zones behind the doors (unlike SM64). I’m not sure if it’s known why they make the painting sound effect, but it’s probably by default. There are 2 types of loading zones in the game, paintings and entrances like the CCM cabin. For instance the igloo is also a painting. Since you weren’t supposed to access the oob loading zones, that distinction wasn’t set for them so they default to paintings.
@@Migu6 that makes a lot of sense, appreciate the insight
And here I though DS didn't have a BLJ. I also thought it had solid walls, but wrong on both counts I guess.
Wow, they uhh... They just showed us all of Yoshi's business while they slept...
5:41 Mario asserting dominance over Bowser
Speedrunning
Looks like getting upstairs without the key is way easier than it was a year or so ago. Does this mean the No Mario TAS will end up a lot faster too?
lmao the first-visit texts popping up during the ending. I guess you could do that glitchless for at least Snowman's Land?
He’s back 🗣️
So long straight Bowser :(
20 Years later and my favourite childhood games continue to get broken, there was the new ultra shortcuts on MKDS 2 months ago, and now we have this! God I love speedrunners!
I counted 28 glitches in this run
Finally. Sideways long jumping.
The places in the credits are from a DLC?
gg
The cutscenes are longer than the gameplay XD
42!!!!!!!!!!!!!!!11111
Still waiting for this game to get re-made on Switch... (With Waluigi)
Damn....
That looks kinda easy ngl.
Have you thought of using machine-learning for future 64DS TASes like scattershot in SM64?
It probably could be useful in similar ways, however the sm64ds tas community is much smaller and newer than the original game so it's unlikely we'll do anything that advanced, at least for a few years probably. SM64 also has the advantage of being fully decompiled which makes all coding things such as machine learning overwhelmingly easier, and lets them do stuff that isn't really possible in this game unless we did significant amounts of decompilation ourselves
what bobby said + scattershot isn't a machine learning algorithm, but a very well tuned bruteforcer
うちはオビト