[TAS] Super Mario 64 Color Splash (Releasio 2) 1 Key in 3'03"83 by Dargos, Superdavo and Ethan White

Описание к видео [TAS] Super Mario 64 Color Splash (Releasio 2) 1 Key in 3'03"83 by Dargos, Superdavo and Ethan White

This is a Tool-Assisted Speedrun of Super Mario 64 Colorsplash made by Dargos, Superdavo0001 and Ethan White.

In this tool-assisted video, we complete Super Mario Color Splash as quickly as possible, by any means necessary.

SM64 Color Splash is a Super Mario 64 ROMHack made by Kaze Emanuar in response to the many hack requests he has received, and is a sequel to Super Releasio 64. It replaces many of the game’s models, textures, text & music with Toad, and modifies the game’s physics to make it virtually unplayable. It achieves this with several changes:

• When Toad’s speed exceeds 15, it is set to 200 (though it is capped at 48 by in-game code unless you’re sliding or airborne)

• When you press B or Z, Toad’s speed is set to -262,144, or 1 QPU. (You should know what this means from the memes by now :P). Note that this speed won’t apply in certain situations, such as ground-pounding & punching while stationary.

• Toad’s position oscillates sideways relative to his facing angle. The amplitude of these oscillations also varies in a cycle.


In order to complete the game in the shortest time, a number of tricks & glitches were exploited, including:

• PU movement: Gaining QPU speed and travelling to PUs allows for a number of time-saves. The simplest of these occurs when you travel to PU and return to the main-map - you can arrive at a different location to where you left, and with suitable angles & speeds, you can move significantly closer to your intended destination in a very short time. Unfortunately, the fixed speed gained by pressing B or Z and lack of a method to reduce it quickly without immediately being slowed to a speed too low to reach PUs as well as not being able to Overflow Jump to platforms with arbitrary height (1QPU speed is too low for it to work) means that only a limited number of locations at the right distance & height can be reached this way.

Also, as there are no doors or water (among other things) in PUs, it is often faster to travel to a PU and move to the destination, before returning to the main-map, even without any displacement (though some displacement was incorporated into these movements wherever possible in the TAS).

• Moat-door skip: By travelling to a PU, and returning to the main-map very close to the door under the moat, you can open the moat-door before Toad can enter the swimming animation. By doing this, you can enter Bowser In The Fire Sea without having to complete Bowser In The Dark World first, cutting out a large portion of the run, and saving a huge amount of time.

• Early Bowser grab: Believe it or not, in Bowser And The Fire Sea, it is possible to grab Bowser before he lands from his jump. In vanilla SM64, there isn’t enough time to reach him, but in this hack, the hyperspeed makes it easy, saving several seconds.

• Instantly re-enter BitFS: After completing Bowser In The Fire Sea & beating Bowser, an animation plays in which Toad jumps out of the warp & puts the key away. However, depending on your timing, Toad’s oscillations can interrupt this animation, leaving you in the BitFS portal, which will re-activate after the saving screen disappears. You then re-enter BitFS, from which you can pause-exit & return to the main castle lobby. This saves 3 seconds when compared to the normal strategy of pause-exiting from DDD.

• Door-clipping: When moving at 200 speed, it is possible to clip through large doors. You can then perform a glitchy wallkick on the other side to wallkick away from the wall & maintain your speed.

• Instant-descent: When your intended next position is out-of-bounds (usually done with hyperspeed), pressing A or Z will cause you to instantly warp to a lower location. By allowing oscillations to push you into the air above an intended destination, you can use this to drop instantly, which is faster than falling. This is useful for quickly reaching warps in holes, such as the warp to enter BitS.

• Sideflip-diving: By pressing B on the first frame of a sideflip, it is possible to enter a diving state without gaining QPU speed. This allows you to grab Bowser in midair, instead of having to wait for him to land.

The work on this TAS was divided between the three of us, and we each did different sections. Our individual contributions were as follows:

• Superdavo0001: Created the initial moat-skip route (beaten later by Dargos), improved the BitFS Bowser fight (using Bowser early), and saved time on the route from BitFS to the upstairs area of the castle (including the instant BitFS re-entry). Also wrote this description you’re reading right now.

• Ethan White: Saved time on the final Bowser fight (much of it was optimised further by Dargos later)

• Dargos: Everything else ¯\_(ツ)_/¯


Check out our channels!
Dar gos: You’re already here!
Superdavo0001:    / superdavo0001  
Ethan White:    / ethanwhiterules  

Kaze’s channel:    / @kazen64  

Re-records: 11,365

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