We collect the star Watch for Rolling Rocks in HMC using 0 A presses. Because this improvement reduces the star from 0.5xA to 0xA, this doesn’t save an A press on the 120 star run, whose A press count remains unchanged at 13. This is TAS.
This TAS was possible thanks to the following people:
➤ @thadortin6976, for discovering the new glitch Mario’s Platform Adventure and coming up with the route
➤ myself, for TASing most of the route
➤ @supermarble94, for TASing some of the route and finetuning some route details
➤ @PaLiX, for finding the slide kick movement to the moving platform in the red coin room
➤ @Crackhex, for TASing the slide kick movement to the moving platform in the red coin room
➤ @fifdspence, for the movement to the red coin room
This video is an improvement from the previous video in which this star was collected in 0.5 A presses ( • SM64 Watch for Rolling Rocks 0.5x... ). Since then, Thadortin discovered the glitch Mario’s Platform Adventure and used it to come up with a 0xA route.
The route goes like this. First, we enter the red coin room and go to the moving platform. Using the new glitch Mario’s Platform Adventure (MPA), we're able to get the moving platform outside of the room’s bounds. This works because the elevator is able to go 1 frame into a wall before turning around, and by interrupting the elevator’s recoil action with another button press, we can repeatedly move it 1 more frame into the wall until the platform is all the way through. We then move the platform towards the wall while it’s on a tilt, which is done by interrupting its recoil action by pressing a button and then immediately slide kicking off of it, then leaving the platform's 400unit radius shortly after to freeze its tilt in place. Then using the side of the platform that’s tilted upwards, we clip Mario out via a wall overlap. From there, we ride the platform to the AMazeing Emergency Exit hallway. In there, we raise the swoopers using the elevator, and then clip each of them out using a wall overlap on the elevator’s corner. Note that pausing helps manipulate the swoopers’ movement, since their turning oscillations are dependent on the global timer. Once both swoopers are clipped out, we clip Mario out as well using another wall overlap. Then we move the swoopers to the rolling rocks room, and have them clip back in bounds. After that, we make our way to the rolling rocks room and transport a scuttlebug over to the star. We then raise the scuttlebug to get it onto the star platform. Next we get the swooper in that room to go towards the star as well. Finally, we use vertical speed conservation to bounce on the 4 enemies (the swooper in the rolling rocks room, the two swoopers from earlier, and the scuttlebug) and perform a glitchy ledge grab to get onto the star platform, and collect the star.
On the map, I show arrows for the enemies. A yellow arrow indicates the object’s facing angle. A green arrow indicates the object’s target angle. And for swoopers, the blue arrow indicates the swooper’s target angle plus the sinusoidal offset based on the global timer. This is the direction that the swoopers turn towards, and why this arrow moves when the game is paused.
Console Verification: / 1940310418
ABC Playlist: • Super Mario 64 A Button Challenge
ABC Routes: https://docs.google.com/document/d/1y...