Рет қаралды 61,754
I collect the 100 coin star in Hazy Maze Cave using 0 A presses.
This video is an improvement from my previous video in which I collected this star using 1 A press. You can find that video here: • SM64 - Hazy Maze Cave ... . Since then, I worked out a new route to collect 100 coins with 0 A presses. The first change to the route was getting to the Mr. I in the red coin room so that we could collect his blue coin. This was thanks to Plush who figured out how to get there. The second and more prominent change was what happens in the maze. I figured out that (1) Mario could ground pound on the blue coin block using vertical speed conservation and two swoopers, and (2) Mario could get to the Navigating the Toxic Maze exit using two swoopers and a snuffit. Before I figured this out, both of these actions required 3 swoopers, and so there was no way to do both of them in a single route, even though it’s necessary to do both to get to 100 coins (assuming the top blue coin is unreachable).
The maze alone took 8 hours of TASing to properly manipulate the swoopers. Fortunately, Tyler informed me that the swoopers’ paths are deterministic once they are started. In other words, a couple seconds into a swooper’s flight, its path is set and cannot be altered by any RNG or Mario movement. Thus, to get two swoopers properly placed (as I had to do for both the blue coin block and the Navigating exit), I first manipulated one swooper to get there at a certain time, and then manipulated the second swooper to get their at the same time. By manipulating them independently rather than at the same time, it makes it much easier to get sufficient RNG.
If you don't know about the vertical speed conservation trick, it works like this. When Mario does a dive recover and lands, the variable that maintains his vertical speed does NOT reset to zero. So, if Mario lands while he is falling, then this vertical speed will be negative. But if Mario lands while he is still ascending (as is the case when he lands on the blue coin block), then this vertical speed will be positive. This vertical speed WILL reset to 0 if Mario moves at all, but punching and breakdancing will not affect it. Anyway, once Mario becomes airborne, then his vertical speed takes instant effect. So by storing a positive vertical speed and not resetting it, I am able to have Mario "pop up" when he punches his way off of a ledge. The reason I needed this vertical speed is to land on the swoopers while also being able to ground pound.
.m64 stats:
Length: 12 minutes and 37 seconds
Re-records: 17604
Frames: 45391 (22650 input)
Time to Make: 8 hours for the maze, ??? for the rest
ABC Playlist: • Super Mario 64 - A But...
ABC Routes: docs.google.co...