Forum posts

Forum: Super Mario 64

Thread: Possible Faster Bom Omb

Started by: RandomDudeRandomDude

OK, I made a rough comparison video. None of this movement is ideal, but it should give you an idea as to why bouncing off of the goombas is not in the guide. The spacing and consistency is going to remain the same every time if you follow what the guide does, whereas if you bounce off the goomba(s), you're relying on RNG to place Mario roughly where you want him. You also run the risk of jumping into a goomba and taking damage. Most runs bouncing off of the goombas will have you making adjustments and losing time regardless, and if you get some good RNG and bounce off both of the goombas with one LJ, you will overshoot the spot you want to land in to LJ toward the bob-omb and lose time (or, you will pull back on the stick and lose time anyway).

RandomDudeRandomDude, PixelKittehPixelKitteh and ImSongsImSongs like this. 

Forum: Super Mario 64

Thread: Possible Faster Bom Omb

Started by: RandomDudeRandomDude

@HUMANRAC3HUMANRAC3 yeah, I used to do this movement. If you check the movement people are doing for bomb clip, it shouldn't be possible to bounce off of a goomba at all, because Mario is diving/rolling out. So while it's fun, and potentially faster than just longjumping all the way to the bob-omb, it's not faster than the movement you would learn from looking at the guide (or any learned runner).

@lostontheinternetlostontheinternet You don't think it be like it is, but it do.

RandomDudeRandomDude and ImSongsImSongs like this. 

Forum: Super Mario 64

Thread: Possible Faster Bom Omb

Started by: RandomDudeRandomDude

It's not faster.

 

Forum: Super Mario 64

Thread: How to spot if its version 1.0 (ntsc-j)

Started by: xaaaphxaaaph

What does the label on the front look like? If it's just Mario with the Wing Cap, it's 1.0. Mario and Bowser together are on the Shindou version, which you probably don't want.

 

Forum: Super Mario 64

Thread: Game Shark Pro As Passthrough?

Started by: UnbonesUnbones

I'd order the bits and go ahead with unlocking your console, then. The cartridge method isn't for everyone, just an equally valid alternative.

 

Forum: Super Mario 64

Thread: Game Shark Pro As Passthrough?

Started by: UnbonesUnbones

I don't think the Gameshark passthrough would sit very well. However, you don't necessarily have to modify your console, either. There's also the option of replacing the back of your SM64 cart's shell with the back of an NTSC-U cart's shell, which would allow your console to accept the cartridge normally. You'll just need to unscrew two screws on each the cartridges using a 3.8mm bit (usually comes packaged with the 4.5mm for the console) and re-attach accordingly. I've heard of people disassembling the shells using a melted pen too, but I didn't like the sound of that.

 

Forum: Super Mario 64

Thread: My obvious spliced Speedrun got verified.

Started by: Akaya64

It's an interesting experiment, but the queue is a busy one and it's assumed you're just having fun (as you should be) when you submit a relatively unimpressive first PB. If moderators watched every second of everyone's first run, we could not manage the queue, but we do a pretty good job all things considered. Thanks for showing the run and sharing your experiment.

xNosexNose, BitBit and 5 others like this. 

Forum: Super Mario 64

Thread: Framewalking Discussion Thread

Started by: saksdalsaksdal

I'd like to thank the anonymous romhack WR holder for weighing in on the discussion with some strong points.

When this debate started, I was in favor of banning a2d with the implication being that there's potential for more significant uses other than this framewalking in JRB. The more time passes, the more I feel that's jumping the gun, especially since there are multiple runs existing on the leaderboard that employ the strategy and have been verified.

If a decision is made to ban a2d entirely, these runs would need to be removed or they would need to be grandfathered in to a new ruleset that concedes the legality of the trick at the time of submission (similar to how runs with no videos are allowed to exist if they were submitted before the video requirement rule). I already feel the leaderboards to be slightly convoluted since the addition of the "Verified" column, so more technicalities is not something I support.

I think that it's possible to continue with the newly adopted strategy and reserve judgement on a2d for when we see more significant exploitation. There are a lot of hypotheticals floating around, and when I think on it, I don't feel comfortable with limiting others based on something that has not been proven to be an issue.

It's my opinion that external tools (software especially) affecting your inputs is out of place in a category that prides itself on using original hardware, and I still feel that it fits better as a trick for emulator runners. However, I also feel that playing Super Mario 64 as fast as you can is a pretty arbitrary activity, and so I cannot justify banning what seems to be the natural progression of strategy in RTA.

saksdalsaksdal, HakasayHakasay and LancerityLancerity like this. 

Forum: Super Mario 64

Thread: usamune on gameshark?

Started by: KirbyTownKirbyTown

You can't play roms off of a Gameshark, but you can apply a lot of useful codes that are also featured in the practice rom. You'll still need that expansion pak, though.

 

Forum: Super Mario 64

Thread: PC Emulation

Started by: James_BuckwasJames_Buckwas

You can find a link to 1.6 in the emulator setup guide (in the Guides tab directly left of this post). 1.6 is the only version allowed, and yes, audio is required.

 

Forum: Super Mario 64

Thread: Hands free glitch on Wii U

Started by: Th3Re4lTh3Re4l

I think it works the same way on N64, but it's not very relevant to RTA speedrunning outside of "pillarless". You're better off asking on a TAS forum/in the TAS discord about tricks like these.

 

Forum: Super Mario 64

Thread: Run Video Quality

Started by: Th3Re4lTh3Re4l

It doesn't have to be perfect video quality, but it needs to be reasonable. Your existing YouTube videos look fine, but sound is pretty important; it needs to be present, at least. I doubt that your phone would make your run's audio unacceptable, but no audio is a no-go.

 

Forum: Super Mario 64

Thread: What difference does PJ64 make?

Started by: BurgerBobbyBurgerBobby

Please read the stickied threads at the top of the forums. Your question is answered here a few posts down.

https://www.speedrun.com/sm64/thread/utqid

Zombie1KenobiZombie1Kenobi and dumpdome64dumpdome64 like this. 

Forum: Super Mario 64

Thread: Do you need audio in a SM64 run when it's live?

Started by: 117265

The game must be comfortably audible throughout the entirety of the run.

 

Forum: Super Mario 64

Thread: super mario 64 category 1 star

Started by: coyate22coyate22

Hi coyate. This is not how you submit runs, nor is it how you run this category. Please refer to the 1 star leaderboard for a clarification of the rules.

okok, dumpdome64dumpdome64 and 5 others like this. 

Forum: Super Mario 64

Thread: Capture card.

Started by: Checco105Checco105

Like crazyjesse said, GV-USB2 is the preferred capture card for SM64. You'll need to invest in a couple other things to record your gameplay, though. I recommend checking out the N64 setup guide in the Guides tab of the sidebar.

 

Forum: Super Mario 64

Thread: timing on console restart?

Started by: buckethead222buckethead222

There are 4 options displayed at the bottom of the file select screen: SCORE, COPY, ERASE, and the last one displays your sound settings. Selecting ERASE will allow you to choose which file to clear. On resetting, the cursor will appear over MARIO A by default (upper-left), so that's the one to keep empty, as you can immediately select it by pressing A, B, or Start.

blueYOSHIblueYOSHI and CrabshackCrabshack like this.