Commenti
discussione: Super Mario 64
North Carolina, USAalaris7 years ago

This isn't new at all, in fact it's really old. After the confusion yesterday, I updated the rules to be more clear. "On reset" was just shorthand for jrta timing (japanese RTA) which is what the game always used. Technically, if a Wii VC player resets from the menu they would time it the same way as Wii U (but I dunno why anyone would). See this for example:

Also, your runs wouldn't be rejected, just the times might be corrected.

discussione: Super Mario 64
North Carolina, USAalaris7 years ago

Y'all are killing it lately, keep up the good work!

Triple-T, SomeBro e 17 Altri ti piace questo
discussione: Super Mario 64
North Carolina, USAalaris7 years ago

You don't have to literally show yourself powering on the console, just leave the actual reset in the recording. Emulator all you gotta do is hit a button. Look at how cheese's feed goes from blue to black, that's what is meant by showing power on:

Triple-T, Sklitterbeer e 5 Altri ti piace questo
discussione: Super Mario 64
North Carolina, USAalaris7 years ago

You guys having fun in this thread?

Tabascoth, Waxy, e TylerSM74 ti piace questo
discussione: Super Mario 64
North Carolina, USAalaris7 years ago

In general, this forum is a pretty bad place to ask questions, the people that respond quickly here are not necessarily the most knowledgeable (if not outright trolls). If you're new to the game, I'd strongly recommend you join the community discord and check the #resources channel which covers most of the basics. If you have a question that isn't addressed there, you can ask in one of the help channels and you'll usually get a quick and reliable response.

Pizzaboifan, SuperGamer64 e 19 Altri ti piace questo
discussione: Super Mario 64
North Carolina, USAalaris7 years ago

This game takes A LOT of time to get good at, every runner that you consider good has poured countless hours into practicing the speedrun. For beginners 120 is particularly brutal due to how easy it is die, especially if you try to do all the speedrun movement and strats and you're not comfortable with it.

I don't think you should be discouraged but as someone that learned the hard way, I'd recommend doing 70 star before switching to 120. Even if your end goal is to get better at 120, there's massive overlap in the categories and you can focus more on getting familiarity with the movement basics better before tackling the more intricate stars in 120.

Also, if you need help with particular things you should join the discord and ask there. It's way better than using these forums.

discussione: Super Mario 64
North Carolina, USAalaris7 years ago

yea, my guess is sm64 wasn't the only game this happened with. There were at least 3 different Todd accounts posting the same video.

discussione: Super Mario 64
North Carolina, USAalaris7 years ago

As long as you time it correctly and have a full recording (with game audio) you shouldn't have any issues.

Typical things that invalidate runs: no recording, no game audio, banned emulator, incomplete recording.

discussione: Super Mario 64
North Carolina, USAalaris7 years ago

Whatever you do, don't emulate Wii on Wii U lol. It's probably worse than just running Wii U VC in the first place.

discussione: Super Mario 64
North Carolina, USAalaris7 years ago

Project 64 2.x has extra fast loads and probably other stuff wrong with it. The majority of emu runners use 1.6, so to keep leaderboards as fair as possible we standardized 1.6. MAC users have the option to use OpenEMU if they want, but it runs a bit slower than PJ64 1.6. Those are the only two emus we allow at the moment, join the discord if you need help getting your emulator running. Also check the emulator guide if you haven't already.

discussione: Super Mario 64
North Carolina, USAalaris7 years ago

I turned on the platforms obsolete each other option, however the IGT thing is part of the site. We would love to have IGT for single star but not full game runs.

TimeTravelPenguin piace questo
discussione: Super Mario 64
North Carolina, USAalaris7 years ago

was the op deleted?

Alkobakknarko e ohaithereman ti piace questo
discussione: Super Mario 64
North Carolina, USAalaris7 years ago

The "fun" of watching 0/1 star to me is the excitement of getting a good sblj (and other bljs) and being on a run and keeping it together for a pb. Personally, I don't watch it as much as other categories, but I can understand it. This idea takes out everything that makes the category interesting and you're left with something with not much content.

You throw attempt after attempt at ddd skip until you finally get it and then it's on you to not make mistakes in the bowser stages after that. You're nervous as fuck cause you don't know the next time you'll get a run to this point. If you're on a 70 star file the nerves won't be there cause the only thing you're playing for is $25, so it just seems like a boring watch.

Keondibs e Xein64 ti piace questo
discussione: Super Mario 64
North Carolina, USAalaris7 years ago

Should have asked us first ;)

But yea the main thing is the input lag, which is pretty significant. The controller is notchless iirc, which is bad for some things like cless setup.

Oh and I never mentioned how bad I thought it was. I've played on N64 and normal VC too and Wii U was easily the worst experience. But as with most shitty things you can get used to it. I noticed that with the input delay the correct timing for bowser throws was right in between bombs relative to non delayed timing (if you want an idea of how bad the delay is).

Alkobakknarko piace questo
North Carolina, USAalaris7 years ago

We've been doing weekly meme category races and those two categories are coming up soon. You should join the sm64 discord if you haven't already. If I recall correctly, collecting stars without a cap active is banned in 50 cap stars, so you HAVE to LBLJ and go to vanish and/or metal cap first. With CCCless you have to collect stars with no cannons, caps or coins, but I don't remember which all stars are possible. I'll make a pastebin with this info eventually.

v_input_output e ohaithereman ti piace questo
discussione: Super Mario 64
North Carolina, USAalaris7 years ago

Youtube playlist of the submissions:

Also, wrm made a compilation video

If you want to try it out yourself feel free to post a vid in this thread, and yes i was looking for routes that dont obstruct the Koopa in any way (so basically how many coins can you collect in ~1:30). The cloning or duping of coins doesn't concern me as much.

discussione: Super Mario 64
North Carolina, USAalaris7 years ago

This game has a lot of gameshark codes that are useful for practicing. There's also a practice rom you can use with everdrive or emulator.

discussione: Super Mario 64
North Carolina, USAalaris7 years ago

No one will call you retarded (at least, not solely on the basis of playing on vc) so don't worry about that. Almost all the competition and optimization for this game has been done on n64, so since you already have the means, I would say play on n64. Having a gameshark and expansion pak is also helpful too.

Dienda piace questo
discussione: Super Mario 64
North Carolina, USAalaris7 years ago

31 star was never a seriously ran category until well after 16 star was the minimum stars needed. Yes, at one point that was the minimum needed to complete the game, but at that time all there was was dudes bragging about their feats on gamefaqs with no video. 31 star was mostly ran as a challenge category by japanese runners way later. I'd say 16 star is the first true legacy category since there are many documented old runs of it and they're relatively similar to runs that people do today (non-lblj route). But yea, it's on the category extensions board along with a bunch of other alternative categories.

GothicLogic e Francesco ti piace questo
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