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I collect the star Roll into the Cage in Tick Tock Clock using 0 A presses.
This video is an improvement from my previous video in which I collected this star in 1 A press. You can find that video here: • SM64 - Roll into the C... . Since then, the ABC crew learned of the instant release glitch, which was pivotal for saving the A press.
Story time! So Plush showed the ABC crew this video from Honey [ • WTF ]. This actually reminded me of something unexplainable that had happened to me years earlier, in which I dove with a bob-omb in TTC and the bob-omb warped across the stage. Eventually, we recreated it, studied it, and figured out exactly what was going on.
We've henceforth named this glitch the instant release, and here's how it works. If Mario both dives into a grabbable object and bonks his head on a wall simultaneously, he'll both grab the object and release it on the same frame. The HOLP is a variable in the game that keeps track of the last place Mario has held an object. It updates continuously as Mario holds an object, and it's the position where released objects appear. However, when Mario performs instant release, the object is released at the HOLP (as it usually is), but the HOLP has not been updated to where it should be since Mario released the object after 0 frames! This means the object will appear at the previous HOLP, i.e. the coordinates of the last place Mario held an object.
In the video, I first achieve a very precise HOLP using the chuckya in WDW. I then enter TTC and perform the instant release on one of the bob-ombs. The bob-omb is thus released at the HOLP laterally, but at Mario's current height. Consequently, the bob-omb ends up at a position out of bounds, and it's far enough away from Mario that it deactivates. Leaving the bob-omb there, I use the other bob-omb to clone coins so I have almost 100. Then I make my way onto the cogs and reenter the bob-bomb's radius. The bob-omb becomes active, but the game doesn't want it out of bounds, and so as a failsafe, it places the bob-omb at Mario's position. This is convenient for me, because then I can use the bob-omb's backwards momentum to get over to the cage, and from there I can use vertical speed conservation to get the star.
How did I make that ascent up to the cogs? First, I made a fire clone and got burned by it. Then I made a second fire clone, and was able to release it without getting burned because its hitbox was overshadowed by the first fire clone's now dormant hitbox. Then I cloned the 100th coin, and activated the 100 coin star near the fire clones. Finally, I dive recovered into the still active fire clone, got burned, did a fire bounce in mid-air, collected the 100 coin star, and "grabbed on" to the ledge using the star dance clip.
So what is vertical speed conservation? 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 dive recovers on the lip of the cage's treadmill), 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 to over the crack in the ground between the treadmill and the cage floor, and then ground pound into the star.
So what is a star dance clip? The star dance clip is a technique where Mario collects a star, thereby allowing him to get onto ledges he wouldn't normally be able to get on. You see, when Mario collects a star, he enters a state where he is able to grab onto ledges. But when he grabs on in this state, instead of entering the grabbing on animation, he just appears at the top of the ledge and does his star dance. Thus, I am able to "grab on" to ledges after being burned.
ABC Playlist: • Super Mario 64 - A But...
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