https://ukikipedia.net/mediawiki/api.php?action=feedcontributions&user=Solarlight&feedformat=atomUkikipedia - User contributions [en]2024-03-29T14:32:32ZUser contributionsMediaWiki 1.39.7https://ukikipedia.net/mediawiki/index.php?title=1_Key&diff=52751 Key2018-11-01T17:42:00Z<p>Solarlight: </p>
<hr />
<div>{{speedrun_infobox<br />
|title=1 Key<br />
|image= 1 Key.jpg<br />
|rta_record=<br />
|rta_holder=<br />
|rta_date=<br />
|tas_record=4:21.13{{refn|group=note|name=console}}<br />
|tas_authors=Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, ToT, Plush, sm64expert, Superdavo0001 & dar gos<br />
|tas_date= October 29, 2018<br />
}}<br />
'''1 Key''' is the current evolution of the any% TAS category which involves skipping [[Bowser in the Dark World]], the first Bowser level, by entering the castle using a glitch called [[#Moat Door Skip|Moat Door Skip]].<br />
==TAS History==<br />
Below is a table listing the improvements to the original 1 Key TAS, as well as linking to all TASes that were at one point world record.<br />
{{TAS History}}<br />
==Moat Door Skip==<br />
The central glitch, known as '''Moat Door Skip''' or '''MDS''' was theorized by [https://www.youtube.com/channel/UClPjENu5gaTOaZ5_99AQL0g Tyler Kehne] in mid-2015 when it was discovered the source of PU's crashing on console was the camera, and simply locking the camera was enough to access PU's on console.<ref>[https://pastebin.com/uH5GhHbp "SM64 Moat Skip Description" by Tyler Kehne]</ref> MDS was revealed to the public when [https://www.youtube.com/channel/UCMmU0XaR0coor7dtJkEAh4A sonicpacker] uploaded a video showcasing it.<ref>[https://youtu.be/v5o_9XKmAfE "SM64 MOAT DOOR SKIP!! - Bypass 1st Bowser Fight" by sonicpacker]</ref> The technique involves using [[PU]] movement to navigate in front of the door under the moat with 0 stars, exploiting the facts that PUs have no water and that the door-opening action takes precedence over entering the water within the course of a frame. Most of the original TASing for the first MDS was done by sonicpacker, although Tyler Kehne TASed the actual PU movement.<br />
==Zig-Zag Strat==<br />
Originally, the route for the negative jump into VCutM was done using what was called the "Zig-Zag Strat". This technique was decently optimized prior to the current BLJ location being found (which obsoleted this technique).<br />
==Reason for Delay of the Full Run==<br />
The first ever TAS of 1 Key was released on September 29th, 2016 with a time of 4’21”67, which came more than a year after the original reveal. This was due to the fact that getting QPU speed requires visiting [[Vanish Cap under the Moat]] to perform an [[Backwards_Long_Jump#Elevator_BLJ|elevator-BLJ]]. Visiting VCutM without draining the moat originally required 10 stars to get the [[wing cap]] for [[hyperspeed flying]], which was slower than just getting 8 stars, visiting the basement, and draining the moat normally (which made it slower to do this trick). Later, however, a BLJ on the [[castle grounds]] was found that sufficed to enter VCutM. <br />
==Current Record==<br />
The current record for the 1 Key TAS stands at 4:21.13 on emulator, timed at 4:21.04 on console (making console timing actually ''faster'' than emulator timing)<ref name="contime"/>. Since this skip saves the time normally required for the first Bowser level, this TAS holds the world record for the fastest known completion of Super Mario 64.<br />
==Notability of being performed on J Version==<br />
Unlike many other categories, the 1 Key run is optimally performed on the [[Super Mario 64#Japanese|Japanese version]] of the game instead of the [[Super Mario 64#English|US version]]. This is due to [[Peach]] not narrating her dialogue in the Japanese version, which saves more time than the longer in-game text costs. This time save is emphasized due to MDS skipping both the castle entry textbox and the BitDW textbox, both of which are longer on the Japanese version. Therefore, this run is ''not'' performed on the Japanese version because of version-exclusive glitches; it is performed on the Japanese version because the introduction is faster.<br />
<br />
==Explanation/Commentary==<br />
===Castle Grounds===<br />
First, Mario performs a [[Backwards Long Jump#Slope BLJ|slope BLJ]] to gain speed in the castle grounds. Once Mario's [[intended next position]] is in the [[ceiling]] under the bridge, he continues BLJing, but it acts like a [[Backwards Long Jump#Low Ceiling BLJ|low ceiling BLJ]] instead. At this point, Mario has enough negative speed to [[negative jump]] past the grate into VCutM.<br />
===VCutM===<br />
Mario quickly falls down to the elevators. He then sets the camera to [[fixed cam]] to avoid [[PU#Floating point truncation crash|a crash on console]]. Mario BLJs in order to get QPU speed (enough speed to perform [[PU#Travel and movement|PU movement]]). Since the elevator begins to turn, this allows Mario to use it get massive vertical [[platform displacement]], which triggers the death barrier. Normally level death resets speed, but because Mario spawns in using a water exit, he is able to conserve his [[sliding speed]]. Then, by pressing Z to slide and C^ to conserve speed on the first frame on Mario is on ground (as water does not update sliding speed), he conserves his QPU speed into the castle grounds. Mario then navigates to the moat door's relative locating in PU's, which he can do since PU's lack water. The game checks whether Mario should enter a door before it checks if he should swim, which allows Mario to open the door (from behind) when he navigates back to the main map.<br />
===Castle Basement===<br />
Mario rapidly swims through the basement and slides down to the 30 Star door area. He performs an [[BLJ#Side BLJ|SBLJ]] on the stairs, gaining enough speed to skip [[Board Bowser's Sub]] completely, and lands instead in [[Bowser in the Fire Sea]].<br />
<br />
===Bowser in the Fire Sea===<br />
Mario traverses the beginning of the level, using the [[hanging-ceiling upwarp]] glitch to pass the pole. On the elevator, Mario performs an elevator BLJ to gain QPU speed. Then, Mario travels through a PU and performs an [[overflow jump]], making use of high negative vertical speed to snap to the area with the bob-ombs (in a PU), before navigating into the warp for the Bowser fight.<br />
===Bowser Fight===<br />
When [[Bowser in the Fire Sea|the stage]] is tilted, Mario BLJs to gain a large amount of speed. With this speed, Mario is able to move farther after grabbing [[Bowser]]'s tail than normal, which places them closer to the [[mine]] than would otherwise be possible. After beating Bowser, Mario enters and pause-exits out of [[Dire, Dire Docks]] to quickly return to the castle lobby.<br />
<br />
===Castle Upstairs===<br />
Mario uses a ledge grab to quickly get up the first set of stairs. Although it is not visible on camera, Mario then performs a Side BLJ to gain speed. He clips through the 50 Star door. Mario then performs "Clock Punch", described here (scroll down)<ref>[http://tasvideos.org/5237S.html "Super Mario 64 "1 Key" in 04:21.3" on TASVideos"]</ref>. He then uses wall kicks to navigate past the [[Endless Stairs]] and into [[Bowser in the Sky]].<br />
===Bowser in the Sky===<br />
Mario quickly beats the level, using skips to avoid large parts of it. When he gets to the last elevator, he uses a EBLJ to reach the pipe quickly.<br />
===Final Bowser Fight===<br />
Mario fights Bowser as normal. At the end, Mario uses speed conserved from a BLJ to grab the [[Grand Star]] faster.<br />
==Notes==<br />
<references group="note"/><br />
==References==<br />
<references/></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=Template:1_Key_TAS_History&diff=5274Template:1 Key TAS History2018-11-01T17:41:28Z<p>Solarlight: </p>
<hr />
<div><includeonly>| Sep 29, 2016<br />
| 4:21.67<ref>[http://youtu.be/j5j6l9ULxmI "N64 Super Mario 64 "1 Key" in 4:21.67" by sonicpacker]</ref> <br />
| -<br />
| Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, and ToT<br />
| Original Run<br />
|-<br />
| Oct 27, 2016<br />
| 4:21.40<ref>[https://youtu.be/LVow3S13US0 "N64 Super Mario 64 "1 Key" in 4:21.40" by sonicpacker]</ref> <br />
| 8<br />
| Plush<br />
| Faster VCutM Entry<ref>[https://youtu.be/px-Oc1Rm2DY "-3f VCutM Entry (Yes, this again)" by Plush]</ref><br />
|-<br />
| Nov 13, 2016<br />
| 4:21.30<ref>[https://youtu.be/TkOkJvLKxUY "N64 Super Mario 64 "1 Key" in 4:21.30" by sonicpacker]</ref> <br />
| 3<br />
| sm64expert<br />
| Faster VCutM Entry<br />
|-<br />
| Jul 16, 2016<br />
| 4:21.23<ref>[https://youtu.be/vwHzcH-yTEc "(TAS) N64 Super Mario 64 "1 Key" in 4:21.23" by Plush]</ref><br />
| 2<br />
| Plush<br />
| Faster kick/movement to BitFS<ref>[https://youtu.be/edo-Bfbv1ac "SM64 (TAS) - Another 1 Key DDD Pre-BLJ 1f Improvement" by Plush]</ref><br />
|-<br />
| Jul 4, 2018<br />
| 4:21.17{{refn|group=note|Hex edited by jongyon; never officially published. Timed as slower on console due to inclusion of the "dab" after collection of BitFS Key, as well as poor camera angles on BitFS, both of which incur lag on console.<ref>[https://youtu.be/dOjJT3UjuDw "(TAS) N64 Super Mario 64 "1 Key" in 4:21.17"]</ref>}}<br />
| 2<br />
| Plush<br />
| Slidekick at the beginning of both BitFS<ref>[https://youtu.be/MaRoWuoVLNU "SM64 (TAS) - Bowser in the Fire Sea (17"53)" by Plush]</ref> and BitS<ref>[https://www.youtube.com/watch?v=lABNNPFs3SI "SM64 (TAS) - Bowser in the Sky (27"83)" by Plush]</ref><br />
|-<br />
| Oct 29, 2018<br />
| 4:21.13{{refn|group=note|name=console|Timed at 4:21.04 on console.<ref name="contime">[https://www.youtube.com/watch?v=pA6TBsIsraI "Super Mario 64 "1 key TAS" in 4'21"04*" by dar gos]</ref>}}<br />
| 1<br />
| Superdavo0001 & dar gos<br />
| BitFS improvement through optimization of quarter-frame movement, as well as lag reduction through better camera angles<ref>[https://www.youtube.com/watch?v=Mm1sxN1lSLI "(TAS) Bowser In The Fire Sea In 17"50 (No Reds) By Superdavo0001 & dar gos" by Superdavo0001]</ref><br />
|-<br />
<br />
</includeonly></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=1_Key&diff=52731 Key2018-11-01T17:38:39Z<p>Solarlight: </p>
<hr />
<div>{{speedrun_infobox<br />
|title=1 Key<br />
|image= 1 Key.jpg<br />
|rta_record=<br />
|rta_holder=<br />
|rta_date=<br />
|tas_record=4:21.13{{refn|group=note|name=console}}<br />
|tas_authors=Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, ToT, Plush, sm64expert, Superdavo0001 & dar gos<br />
|tas_date= October 29, 2018<br />
}}<br />
'''1 Key''' is the current evolution of the any% TAS category which involves skipping [[Bowser in the Dark World]], the first Bowser level, by entering the castle using a glitch called [[#Moat Door Skip|Moat Door Skip]].<br />
==TAS History==<br />
Below is a table listing the improvements to the original 1 Key TAS, as well as linking to all TASes that were at one point world record.<br />
{{TAS History}}<br />
==Moat Door Skip==<br />
The central glitch, known as '''Moat Door Skip''' or '''MDS''' was theorized by [https://www.youtube.com/channel/UClPjENu5gaTOaZ5_99AQL0g Tyler Kehne] in mid-2015 when it was discovered the source of PU's crashing on console was the camera, and simply locking the camera was enough to access PU's on console.<ref>[https://pastebin.com/uH5GhHbp "SM64 Moat Skip Description" by Tyler Kehne]</ref> MDS was revealed to the public when [https://www.youtube.com/channel/UCMmU0XaR0coor7dtJkEAh4A sonicpacker] uploaded a video showcasing it.<ref>[https://youtu.be/v5o_9XKmAfE "SM64 MOAT DOOR SKIP!! - Bypass 1st Bowser Fight" by sonicpacker]</ref> The technique involves using [[PU]] movement to navigate in front of the door under the moat with 0 stars, exploiting the facts that PUs have no water and that the door-opening action takes precedence over entering the water within the course of a frame. Most of the original TASing for the first MDS was done by sonicpacker, although Tyler Kehne TASed the actual PU movement.<br />
==Zig-Zag Strat==<br />
Originally, the route for the negative jump into VCutM was done using what was called the "Zig-Zag Strat". This technique was decently optimized prior to the current BLJ location being found (which obsoleted this technique).<br />
==Reason for Delay of the Full Run==<br />
The first ever TAS of 1 Key was released on September 29th, 2016 with a time of 4’21”67, which came more than a year after the original reveal. This was due to the fact that getting QPU speed requires visiting [[Vanish Cap under the Moat]] to perform an [[Backwards_Long_Jump#Elevator_BLJ|elevator-BLJ]]. Visiting VCutM without draining the moat originally required 10 stars to get the [[wing cap]] for [[hyperspeed flying]], which was slower than just getting 8 stars, visiting the basement, and draining the moat normally (which made it slower to do this trick). Later, however, a BLJ on the [[castle grounds]] was found that sufficed to enter VCutM. <br />
==Current Record==<br />
The current record for the 1 Key TAS stands at 4:21.13 on emulator, timed at 4:21.04 on console (making console timing actually ''faster'' than emulator timing). Since this skip saves the time normally required for the first Bowser level, this TAS holds the world record for the fastest known completion of Super Mario 64.<br />
==Notability of being performed on J Version==<br />
Unlike many other categories, the 1 Key run is optimally performed on the [[Super Mario 64#Japanese|Japanese version]] of the game instead of the [[Super Mario 64#English|US version]]. This is due to [[Peach]] not narrating her dialogue in the Japanese version, which saves more time than the longer in-game text costs. This time save is emphasized due to MDS skipping both the castle entry textbox and the BitDW textbox, both of which are longer on the Japanese version. Therefore, this run is ''not'' performed on the Japanese version because of version-exclusive glitches; it is performed on the Japanese version because the introduction is faster.<br />
<br />
==Explanation/Commentary==<br />
===Castle Grounds===<br />
First, Mario performs a [[Backwards Long Jump#Slope BLJ|slope BLJ]] to gain speed in the castle grounds. Once Mario's [[intended next position]] is in the [[ceiling]] under the bridge, he continues BLJing, but it acts like a [[Backwards Long Jump#Low Ceiling BLJ|low ceiling BLJ]] instead. At this point, Mario has enough negative speed to [[negative jump]] past the grate into VCutM.<br />
===VCutM===<br />
Mario quickly falls down to the elevators. He then sets the camera to [[fixed cam]] to avoid [[PU#Floating point truncation crash|a crash on console]]. Mario BLJs in order to get QPU speed (enough speed to perform [[PU#Travel and movement|PU movement]]). Since the elevator begins to turn, this allows Mario to use it get massive vertical [[platform displacement]], which triggers the death barrier. Normally level death resets speed, but because Mario spawns in using a water exit, he is able to conserve his [[sliding speed]]. Then, by pressing Z to slide and C^ to conserve speed on the first frame on Mario is on ground (as water does not update sliding speed), he conserves his QPU speed into the castle grounds. Mario then navigates to the moat door's relative locating in PU's, which he can do since PU's lack water. The game checks whether Mario should enter a door before it checks if he should swim, which allows Mario to open the door (from behind) when he navigates back to the main map.<br />
===Castle Basement===<br />
Mario rapidly swims through the basement and slides down to the 30 Star door area. He performs an [[BLJ#Side BLJ|SBLJ]] on the stairs, gaining enough speed to skip [[Board Bowser's Sub]] completely, and lands instead in [[Bowser in the Fire Sea]].<br />
<br />
===Bowser in the Fire Sea===<br />
Mario traverses the beginning of the level, using the [[hanging-ceiling upwarp]] glitch to pass the pole. On the elevator, Mario performs an elevator BLJ to gain QPU speed. Then, Mario travels through a PU and performs an [[overflow jump]], making use of high negative vertical speed to snap to the area with the bob-ombs (in a PU), before navigating into the warp for the Bowser fight.<br />
===Bowser Fight===<br />
When [[Bowser in the Fire Sea|the stage]] is tilted, Mario BLJs to gain a large amount of speed. With this speed, Mario is able to move farther after grabbing [[Bowser]]'s tail than normal, which places them closer to the [[mine]] than would otherwise be possible. After beating Bowser, Mario enters and pause-exits out of [[Dire, Dire Docks]] to quickly return to the castle lobby.<br />
<br />
===Castle Upstairs===<br />
Mario uses a ledge grab to quickly get up the first set of stairs. Although it is not visible on camera, Mario then performs a Side BLJ to gain speed. He clips through the 50 Star door. Mario then performs "Clock Punch", described here (scroll down)<ref>[http://tasvideos.org/5237S.html "Super Mario 64 "1 Key" in 04:21.3" on TASVideos"]</ref>. He then uses wall kicks to navigate past the [[Endless Stairs]] and into [[Bowser in the Sky]].<br />
===Bowser in the Sky===<br />
Mario quickly beats the level, using skips to avoid large parts of it. When he gets to the last elevator, he uses a EBLJ to reach the pipe quickly.<br />
===Final Bowser Fight===<br />
Mario fights Bowser as normal. At the end, Mario uses speed conserved from a BLJ to grab the [[Grand Star]] faster.<br />
==Notes==<br />
<references group="note"/><br />
==References==<br />
<references/></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=Template:1_Key_TAS_History&diff=5272Template:1 Key TAS History2018-11-01T17:37:57Z<p>Solarlight: </p>
<hr />
<div><includeonly>| Sep 29, 2016<br />
| 4:21.67<ref>[http://youtu.be/j5j6l9ULxmI "N64 Super Mario 64 "1 Key" in 4:21.67" by sonicpacker]</ref> <br />
| -<br />
| Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, and ToT<br />
| Original Run<br />
|-<br />
| Oct 27, 2016<br />
| 4:21.40<ref>[https://youtu.be/LVow3S13US0 "N64 Super Mario 64 "1 Key" in 4:21.40" by sonicpacker]</ref> <br />
| 8<br />
| Plush<br />
| Faster VCutM Entry<ref>[https://youtu.be/px-Oc1Rm2DY "-3f VCutM Entry (Yes, this again)" by Plush]</ref><br />
|-<br />
| Nov 13, 2016<br />
| 4:21.30<ref>[https://youtu.be/TkOkJvLKxUY "N64 Super Mario 64 "1 Key" in 4:21.30" by sonicpacker]</ref> <br />
| 3<br />
| sm64expert<br />
| Faster VCutM Entry<br />
|-<br />
| Jul 16, 2016<br />
| 4:21.23<ref>[https://youtu.be/vwHzcH-yTEc "(TAS) N64 Super Mario 64 "1 Key" in 4:21.23" by Plush]</ref><br />
| 2<br />
| Plush<br />
| Faster kick/movement to BitFS<ref>[https://youtu.be/edo-Bfbv1ac "SM64 (TAS) - Another 1 Key DDD Pre-BLJ 1f Improvement" by Plush]</ref><br />
|-<br />
| Jul 4, 2018<br />
| 4:21.17{{refn|group=note|Hex edited by jongyon; never officially published. Timed as slower on console due to inclusion of the "dab" after collection of BitFS Key, as well as poor camera angles on BitFS, both of which incur lag on console.<ref>[https://youtu.be/dOjJT3UjuDw "(TAS) N64 Super Mario 64 "1 Key" in 4:21.17"]</ref>}}<br />
| 2<br />
| Plush<br />
| Slidekick at the beginning of both BitFS<ref>[https://youtu.be/MaRoWuoVLNU "SM64 (TAS) - Bowser in the Fire Sea (17"53)" by Plush]</ref> and BitS<ref>[https://www.youtube.com/watch?v=lABNNPFs3SI "SM64 (TAS) - Bowser in the Sky (27"83)" by Plush]</ref><br />
|-<br />
| Oct 29, 2018<br />
| 4:21.13{{refn|group=note|name=console|Timed at 4:21.04 on console.<ref>[https://www.youtube.com/watch?v=pA6TBsIsraI "Super Mario 64 "1 key TAS" in 4'21"04*" by dar gos]</ref>}}<br />
| 1<br />
| Superdavo0001 & dar gos<br />
| BitFS improvement through optimization of quarter-frame movement, as well as lag reduction through better camera angles<ref>[https://www.youtube.com/watch?v=Mm1sxN1lSLI "(TAS) Bowser In The Fire Sea In 17"50 (No Reds) By Superdavo0001 & dar gos" by Superdavo0001]</ref><br />
|-<br />
<br />
</includeonly></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=1_Key&diff=52711 Key2018-11-01T17:35:53Z<p>Solarlight: </p>
<hr />
<div>{{speedrun_infobox<br />
|title=1 Key<br />
|image= 1 Key.jpg<br />
|rta_record=<br />
|rta_holder=<br />
|rta_date=<br />
|tas_record=4:21.13 (4:21.04 on console)<br />
|tas_authors=Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, ToT, Plush, sm64expert, Superdavo0001 & dar gos<br />
|tas_date= October 29, 2018<br />
}}<br />
'''1 Key''' is the current evolution of the any% TAS category which involves skipping [[Bowser in the Dark World]], the first Bowser level, by entering the castle using a glitch called [[#Moat Door Skip|Moat Door Skip]].<br />
==TAS History==<br />
Below is a table listing the improvements to the original 1 Key TAS, as well as linking to all TASes that were at one point world record.<br />
{{TAS History}}<br />
==Moat Door Skip==<br />
The central glitch, known as '''Moat Door Skip''' or '''MDS''' was theorized by [https://www.youtube.com/channel/UClPjENu5gaTOaZ5_99AQL0g Tyler Kehne] in mid-2015 when it was discovered the source of PU's crashing on console was the camera, and simply locking the camera was enough to access PU's on console.<ref>[https://pastebin.com/uH5GhHbp "SM64 Moat Skip Description" by Tyler Kehne]</ref> MDS was revealed to the public when [https://www.youtube.com/channel/UCMmU0XaR0coor7dtJkEAh4A sonicpacker] uploaded a video showcasing it.<ref>[https://youtu.be/v5o_9XKmAfE "SM64 MOAT DOOR SKIP!! - Bypass 1st Bowser Fight" by sonicpacker]</ref> The technique involves using [[PU]] movement to navigate in front of the door under the moat with 0 stars, exploiting the facts that PUs have no water and that the door-opening action takes precedence over entering the water within the course of a frame. Most of the original TASing for the first MDS was done by sonicpacker, although Tyler Kehne TASed the actual PU movement.<br />
==Zig-Zag Strat==<br />
Originally, the route for the negative jump into VCutM was done using what was called the "Zig-Zag Strat". This technique was decently optimized prior to the current BLJ location being found (which obsoleted this technique).<br />
==Reason for Delay of the Full Run==<br />
The first ever TAS of 1 Key was released on September 29th, 2016 with a time of 4’21”67, which came more than a year after the original reveal. This was due to the fact that getting QPU speed requires visiting [[Vanish Cap under the Moat]] to perform an [[Backwards_Long_Jump#Elevator_BLJ|elevator-BLJ]]. Visiting VCutM without draining the moat originally required 10 stars to get the [[wing cap]] for [[hyperspeed flying]], which was slower than just getting 8 stars, visiting the basement, and draining the moat normally (which made it slower to do this trick). Later, however, a BLJ on the [[castle grounds]] was found that sufficed to enter VCutM. <br />
==Current Record==<br />
The current record for the 1 Key TAS stands at 4:21.13 on emulator, timed at 4:21.04 on console (making console timing actually ''faster'' than emulator timing). Since this skip saves the time normally required for the first Bowser level, this TAS holds the world record for the fastest known completion of Super Mario 64.<br />
==Notability of being performed on J Version==<br />
Unlike many other categories, the 1 Key run is optimally performed on the [[Super Mario 64#Japanese|Japanese version]] of the game instead of the [[Super Mario 64#English|US version]]. This is due to [[Peach]] not narrating her dialogue in the Japanese version, which saves more time than the longer in-game text costs. This time save is emphasized due to MDS skipping both the castle entry textbox and the BitDW textbox, both of which are longer on the Japanese version. Therefore, this run is ''not'' performed on the Japanese version because of version-exclusive glitches; it is performed on the Japanese version because the introduction is faster.<br />
<br />
==Explanation/Commentary==<br />
===Castle Grounds===<br />
First, Mario performs a [[Backwards Long Jump#Slope BLJ|slope BLJ]] to gain speed in the castle grounds. Once Mario's [[intended next position]] is in the [[ceiling]] under the bridge, he continues BLJing, but it acts like a [[Backwards Long Jump#Low Ceiling BLJ|low ceiling BLJ]] instead. At this point, Mario has enough negative speed to [[negative jump]] past the grate into VCutM.<br />
===VCutM===<br />
Mario quickly falls down to the elevators. He then sets the camera to [[fixed cam]] to avoid [[PU#Floating point truncation crash|a crash on console]]. Mario BLJs in order to get QPU speed (enough speed to perform [[PU#Travel and movement|PU movement]]). Since the elevator begins to turn, this allows Mario to use it get massive vertical [[platform displacement]], which triggers the death barrier. Normally level death resets speed, but because Mario spawns in using a water exit, he is able to conserve his [[sliding speed]]. Then, by pressing Z to slide and C^ to conserve speed on the first frame on Mario is on ground (as water does not update sliding speed), he conserves his QPU speed into the castle grounds. Mario then navigates to the moat door's relative locating in PU's, which he can do since PU's lack water. The game checks whether Mario should enter a door before it checks if he should swim, which allows Mario to open the door (from behind) when he navigates back to the main map.<br />
===Castle Basement===<br />
Mario rapidly swims through the basement and slides down to the 30 Star door area. He performs an [[BLJ#Side BLJ|SBLJ]] on the stairs, gaining enough speed to skip [[Board Bowser's Sub]] completely, and lands instead in [[Bowser in the Fire Sea]].<br />
<br />
===Bowser in the Fire Sea===<br />
Mario traverses the beginning of the level, using the [[hanging-ceiling upwarp]] glitch to pass the pole. On the elevator, Mario performs an elevator BLJ to gain QPU speed. Then, Mario travels through a PU and performs an [[overflow jump]], making use of high negative vertical speed to snap to the area with the bob-ombs (in a PU), before navigating into the warp for the Bowser fight.<br />
===Bowser Fight===<br />
When [[Bowser in the Fire Sea|the stage]] is tilted, Mario BLJs to gain a large amount of speed. With this speed, Mario is able to move farther after grabbing [[Bowser]]'s tail than normal, which places them closer to the [[mine]] than would otherwise be possible. After beating Bowser, Mario enters and pause-exits out of [[Dire, Dire Docks]] to quickly return to the castle lobby.<br />
<br />
===Castle Upstairs===<br />
Mario uses a ledge grab to quickly get up the first set of stairs. Although it is not visible on camera, Mario then performs a Side BLJ to gain speed. He clips through the 50 Star door. Mario then performs "Clock Punch", described here (scroll down)<ref>[http://tasvideos.org/5237S.html "Super Mario 64 "1 Key" in 04:21.3" on TASVideos"]</ref>. He then uses wall kicks to navigate past the [[Endless Stairs]] and into [[Bowser in the Sky]].<br />
===Bowser in the Sky===<br />
Mario quickly beats the level, using skips to avoid large parts of it. When he gets to the last elevator, he uses a EBLJ to reach the pipe quickly.<br />
===Final Bowser Fight===<br />
Mario fights Bowser as normal. At the end, Mario uses speed conserved from a BLJ to grab the [[Grand Star]] faster.<br />
==Notes==<br />
<references group="note"/><br />
==References==<br />
<references/></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=1_Key&diff=52701 Key2018-11-01T17:35:30Z<p>Solarlight: </p>
<hr />
<div>{{speedrun_infobox<br />
|title=1 Key<br />
|image= 1 Key.jpg<br />
|rta_record=<br />
|rta_holder=<br />
|rta_date=<br />
|tas_record=4:21.13 (4:21.04 on console)<br />
|tas_authors=Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, ToT, Plush, sm64expert, Superdavo0001 & dar gos<br />
|tas_date= October 29, 2018<br />
}}<br />
'''1 Key''' is the current evolution of the any% TAS category which involves skipping [[Bowser in the Dark World]], the first Bowser level, by entering the castle using a glitch called [[#Moat Door Skip|Moat Door Skip]].<br />
==TAS History==<br />
Below is a table listing the improvements to the original 1 Key TAS, as well as linking to all TASes that were at one point world record.<br />
{{TAS History}}<br />
==Moat Door Skip==<br />
The central glitch, known as '''Moat Door Skip''' or '''MDS''' was theorized by [https://www.youtube.com/channel/UClPjENu5gaTOaZ5_99AQL0g Tyler Kehne] in mid-2015 when it was discovered the source of PU's crashing on console was the camera, and simply locking the camera was enough to access PU's on console.<ref>[https://pastebin.com/uH5GhHbp "SM64 Moat Skip Description" by Tyler Kehne]</ref> MDS was revealed to the public when [https://www.youtube.com/channel/UCMmU0XaR0coor7dtJkEAh4A sonicpacker] uploaded a video showcasing it.<ref>[https://youtu.be/v5o_9XKmAfE "SM64 MOAT DOOR SKIP!! - Bypass 1st Bowser Fight" by sonicpacker]</ref> The technique involves using [[PU]] movement to navigate in front of the door under the moat with 0 stars, exploiting the facts that PUs have no water and that the door-opening action takes precedence over entering the water within the course of a frame. Most of the original TASing for the first MDS was done by sonicpacker, although Tyler Kehne TASed the actual PU movement.<br />
==Zig-Zag Strat==<br />
Originally, the route for the negative jump into VCutM was done using what was called the "Zig-Zag Strat". This technique was decently optimized prior to the current BLJ location being found (which obsoleted this technique).<br />
==Reason for Delay of the Full Run==<br />
The first ever TAS of 1 Key was released on September 29th, 2016 with a time of 4’21”67, which came more than a year after the original reveal. This was due to the fact that getting QPU speed requires visiting [[Vanish Cap under the Moat]] to perform an [[Backwards_Long_Jump#Elevator_BLJ|elevator-BLJ]]. Visiting VCutM without draining the moat originally required 10 stars to get the [[wing cap]] for [[hyperspeed flying]], which was slower than just getting 8 stars, visiting the basement, and draining the moat normally (which made it slower to do this trick). Later, however, a BLJ on the [[castle grounds]] was found that sufficed to enter VCutM. <br />
==Current Record==<br />
The current record for the 1 Key TAS stands at 4:21.13 on emulator, timed at 4:21.04 on console (making console timing actually ''faster'' than emulator timing). Since this skip saves the time normally required for the first Bowser level, this TAS holds the world record for the fastest known completion of Super Mario 64.<br />
==Notability of being performed on J Version==<br />
Unlike many other categories, the 1 Key run is optimally performed on the [[Super Mario 64#Japanese|Japanese version]] of the game instead of the [[Super Mario 64#English|US version]]. This is due to [[Peach]] not narrating her dialogue in the Japanese version, which saves more time than the longer in-game text costs. This time save is emphasized due to MDS skipping both the castle entry textbox and the BitDW textbox, both of which are longer on the Japanese version. Therefore, this run is ''not'' performed on the Japanese version because of version-exclusive glitches; it is performed on the Japanese version because the introduction is faster.<br />
<br />
==Explanation/Commentary==<br />
===Castle Grounds===<br />
First, Mario performs a [[Backwards Long Jump#Slope BLJ|slope BLJ]] to gain speed in the castle grounds. Once Mario's [[intended next position]] is in the [[ceiling]] under the bridge, he continues BLJing, but it acts like a [[Backwards Long Jump#Low Ceiling BLJ|low ceiling BLJ]] instead. At this point, Mario has enough negative speed to [[negative jump]] past the grate into VCutM.<br />
===VCutM===<br />
Mario quickly falls down to the elevators. He then sets the camera to [[fixed cam]] to avoid [[PU#Floating point truncation crash|a crash on console]]. Mario BLJs in order to get QPU speed (enough speed to perform [[PU#Travel and movement|PU movement]]). Since the elevator begins to turn, this allows Mario to use it get massive vertical [[platform displacement]], which triggers the death barrier. Normally level death resets speed, but because Mario spawns in using a water exit, he is able to conserve his [[sliding speed]]. Then, by pressing Z to slide and C^ to conserve speed on the first frame on Mario is on ground (as water does not update sliding speed), he conserves his QPU speed into the castle grounds. Mario then navigates to the moat door's relative locating in PU's, which he can do since PU's lack water. The game checks whether Mario should enter a door before it checks if he should swim, which allows Mario to open the door (from behind) when he navigates back to the main map.<br />
===Castle Basement===<br />
Mario rapidly swims through the basement and slides down to the 30 Star door area. He performs an [[BLJ#Side BLJ|SBLJ]] on the stairs, gaining enough speed to skip [[Board Bowser's Sub]] completely, and lands instead in [[Bowser in the Fire Sea]].<br />
<br />
===Bowser in the Fire Sea===<br />
Mario traverses the beginning of the level, using the [[hanging-ceiling upwarp]] glitch to pass the pole. On the elevator, Mario performs an elevator BLJ to gain QPU speed. Then, Mario travels through a PU and performs an [[overflow jump]], making use of high negative vertical speed to snap to the area with the bob-ombs (in a PU), before navigating into the warp for the Bowser fight.<br />
===Bowser Fight===<br />
When [[Bowser in the Fire Sea|the stage]] is tilted, Mario BLJs to gain a large amount of speed. With this speed, Mario is able to move farther after grabbing [[Bowser]]'s tail than normal, which places them closer to the [[mine]] than would otherwise be possible. After beating Bowser, Mario enters and pause-exits out of [[Dire, Dire Docks]] to quickly return to the castle lobby.<br />
<br />
===Castle Upstairs===<br />
Mario uses a ledge grab to quickly get up the first set of stairs. Although it is not visible on camera, Mario then performs a Side BLJ to gain speed. He clips through the 50 Star door. Mario then performs "Clock Punch", described here (scroll down)<ref>[http://tasvideos.org/5237S.html "Super Mario 64 "1 Key" in 04:21.3" on TASVideos"]</ref>. He then uses wall kicks to navigate past the [[Endless Stairs]] and into [[Bowser in the Sky]].<br />
===Bowser in the Sky===<br />
Mario quickly beats the level, using skips to avoid large parts of it. When he gets to the last elevator, he uses a EBLJ to reach the pipe quickly.<br />
===Final Bowser Fight===<br />
Mario fights Bowser as normal. At the end, Mario uses speed conserved from a BLJ to grab the [[Grand Star]] faster.<br />
==Notes==<br />
{{reflist|group=note}}<br />
==References==<br />
<references/></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=Template:1_Key_TAS_History&diff=5269Template:1 Key TAS History2018-11-01T17:34:38Z<p>Solarlight: try notes again</p>
<hr />
<div><includeonly>| Sep 29, 2016<br />
| 4:21.67<ref>[http://youtu.be/j5j6l9ULxmI "N64 Super Mario 64 "1 Key" in 4:21.67" by sonicpacker]</ref> <br />
| -<br />
| Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, and ToT<br />
| Original Run<br />
|-<br />
| Oct 27, 2016<br />
| 4:21.40<ref>[https://youtu.be/LVow3S13US0 "N64 Super Mario 64 "1 Key" in 4:21.40" by sonicpacker]</ref> <br />
| 8<br />
| Plush<br />
| Faster VCutM Entry<ref>[https://youtu.be/px-Oc1Rm2DY "-3f VCutM Entry (Yes, this again)" by Plush]</ref><br />
|-<br />
| Nov 13, 2016<br />
| 4:21.30<ref>[https://youtu.be/TkOkJvLKxUY "N64 Super Mario 64 "1 Key" in 4:21.30" by sonicpacker]</ref> <br />
| 3<br />
| sm64expert<br />
| Faster VCutM Entry<br />
|-<br />
| Jul 16, 2016<br />
| 4:21.23<ref>[https://youtu.be/vwHzcH-yTEc "(TAS) N64 Super Mario 64 "1 Key" in 4:21.23" by Plush]</ref><br />
| 2<br />
| Plush<br />
| Faster kick/movement to BitFS<ref>[https://youtu.be/edo-Bfbv1ac "SM64 (TAS) - Another 1 Key DDD Pre-BLJ 1f Improvement" by Plush]</ref><br />
|-<br />
| Jul 4, 2018<br />
| 4:21.17{{refn|group=note|Hex edited by jongyon; never officially published. Timed as slower on console due to inclusion of the "dab" after collection of BitFS Key, as well as poor camera angles on BitFS, both of which incur lag on console.<ref>[https://youtu.be/dOjJT3UjuDw "(TAS) N64 Super Mario 64 "1 Key" in 4:21.17"]</ref>}}<br />
| 2<br />
| Plush<br />
| Slidekick at the beginning of both BitFS<ref>[https://youtu.be/MaRoWuoVLNU "SM64 (TAS) - Bowser in the Fire Sea (17"53)" by Plush]</ref> and BitS<ref>[https://www.youtube.com/watch?v=lABNNPFs3SI "SM64 (TAS) - Bowser in the Sky (27"83)" by Plush]</ref><br />
|-<br />
| Oct 29, 2018<br />
| 4:21.13{{refn|group=note|Timed at 4:21.04 on console.<ref>[https://www.youtube.com/watch?v=pA6TBsIsraI "Super Mario 64 "1 key TAS" in 4'21"04*" by dar gos]</ref>}}<br />
| 1<br />
| Superdavo0001 & dar gos<br />
| BitFS improvement through optimization of quarter-frame movement, as well as lag reduction through better camera angles<ref>[https://www.youtube.com/watch?v=Mm1sxN1lSLI "(TAS) Bowser In The Fire Sea In 17"50 (No Reds) By Superdavo0001 & dar gos" by Superdavo0001]</ref><br />
|-<br />
<br />
</includeonly></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=Template:Refn&diff=5268Template:Refn2018-11-01T17:33:38Z<p>Solarlight: </p>
<hr />
<div><includeonly>{{#if:{{{name|}}}|{{#tag:ref|{{{1|{{{refn|}}}}}}|name={{{name|}}}|group={{{group|}}}}}|{{#tag:ref|{{{1|{{{refn|}}}}}}|group={{{group|}}}}}}}</includeonly></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=Template:Refn&diff=5267Template:Refn2018-11-01T17:33:22Z<p>Solarlight: add refn</p>
<hr />
<div><includeonly>{{#if:{{{name|}}}|{{#tag:ref|{{{1|{{{refn|}}}}}}|name={{{name|}}}|group={{{group|}}}}}|{{#tag:ref|{{{1|{{{refn|}}}}}}|group={{{group|}}}}}}}</includeonly><noinclude>{{documentation}}</noinclude></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=Template:1_Key_TAS_History&diff=5266Template:1 Key TAS History2018-11-01T17:29:56Z<p>Solarlight: undo changes. will look at adding notes later.</p>
<hr />
<div><includeonly>| Sep 29, 2016<br />
| 4:21.67<ref>[http://youtu.be/j5j6l9ULxmI "N64 Super Mario 64 "1 Key" in 4:21.67" by sonicpacker]</ref> <br />
| -<br />
| Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, and ToT<br />
| Original Run<br />
|-<br />
| Oct 27, 2016<br />
| 4:21.40<ref>[https://youtu.be/LVow3S13US0 "N64 Super Mario 64 "1 Key" in 4:21.40" by sonicpacker]</ref> <br />
| 8<br />
| Plush<br />
| Faster VCutM Entry<ref>[https://youtu.be/px-Oc1Rm2DY "-3f VCutM Entry (Yes, this again)" by Plush]</ref><br />
|-<br />
| Nov 13, 2016<br />
| 4:21.30<ref>[https://youtu.be/TkOkJvLKxUY "N64 Super Mario 64 "1 Key" in 4:21.30" by sonicpacker]</ref> <br />
| 3<br />
| sm64expert<br />
| Faster VCutM Entry<br />
|-<br />
| Jul 16, 2016<br />
| 4:21.23<ref>[https://youtu.be/vwHzcH-yTEc "(TAS) N64 Super Mario 64 "1 Key" in 4:21.23" by Plush]</ref><br />
| 2<br />
| Plush<br />
| Faster kick/movement to BitFS<ref>[https://youtu.be/edo-Bfbv1ac "SM64 (TAS) - Another 1 Key DDD Pre-BLJ 1f Improvement" by Plush]</ref><br />
|-<br />
| Jul 4, 2018<br />
| 4:21.17<ref>[https://youtu.be/dOjJT3UjuDw "(TAS) N64 Super Mario 64 "1 Key" in 4:21.17"]Hex edited by jongyon; never officially published. Timed as slower on console due to inclusion of the "dab" after collection of BitFS Key, as well as poor camera angles on BitFS, both of which incur lag on console.</ref><br />
| 2<br />
| Plush<br />
| Slidekick at the beginning of both BitFS<ref>[https://youtu.be/MaRoWuoVLNU "SM64 (TAS) - Bowser in the Fire Sea (17"53)" by Plush]</ref> and BitS<ref>[https://www.youtube.com/watch?v=lABNNPFs3SI "SM64 (TAS) - Bowser in the Sky (27"83)" by Plush]</ref><br />
|-<br />
| Oct 29, 2018<br />
| 4:21.13<ref>[https://www.youtube.com/watch?v=pA6TBsIsraI "Super Mario 64 "1 key TAS" in 4'21"04*" by dar gos]Timed at 4:21.04 on console.</ref><br />
| 1<br />
| Superdavo0001 & dar gos<br />
| BitFS improvement through optimization of quarter-frame movement, as well as lag reduction through better camera angles<ref>[https://www.youtube.com/watch?v=Mm1sxN1lSLI "(TAS) Bowser In The Fire Sea In 17"50 (No Reds) By Superdavo0001 & dar gos" by Superdavo0001]</ref><br />
|-<br />
<br />
</includeonly></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=Template:1_Key_TAS_History&diff=5265Template:1 Key TAS History2018-11-01T17:27:58Z<p>Solarlight: testing notes</p>
<hr />
<div><includeonly>| Sep 29, 2016<br />
| 4:21.67<ref>[http://youtu.be/j5j6l9ULxmI "N64 Super Mario 64 "1 Key" in 4:21.67" by sonicpacker]</ref> <br />
| -<br />
| Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, and ToT<br />
| Original Run<br />
|-<br />
| Oct 27, 2016<br />
| 4:21.40<ref>[https://youtu.be/LVow3S13US0 "N64 Super Mario 64 "1 Key" in 4:21.40" by sonicpacker]</ref> <br />
| 8<br />
| Plush<br />
| Faster VCutM Entry<ref>[https://youtu.be/px-Oc1Rm2DY "-3f VCutM Entry (Yes, this again)" by Plush]</ref><br />
|-<br />
| Nov 13, 2016<br />
| 4:21.30<ref>[https://youtu.be/TkOkJvLKxUY "N64 Super Mario 64 "1 Key" in 4:21.30" by sonicpacker]</ref> <br />
| 3<br />
| sm64expert<br />
| Faster VCutM Entry<br />
|-<br />
| Jul 16, 2016<br />
| 4:21.23<ref>[https://youtu.be/vwHzcH-yTEc "(TAS) N64 Super Mario 64 "1 Key" in 4:21.23" by Plush]</ref><br />
| 2<br />
| Plush<br />
| Faster kick/movement to BitFS<ref>[https://youtu.be/edo-Bfbv1ac "SM64 (TAS) - Another 1 Key DDD Pre-BLJ 1f Improvement" by Plush]</ref><br />
|-<br />
| Jul 4, 2018<br />
| 4:21.17{{fn|Hex edited by jongyon; never officially published. Timed as slower on console due to inclusion of the "dab" after collection of BitFS Key, as well as poor camera angles on BitFS, both of which incur lag on console.<ref>[https://youtu.be/dOjJT3UjuDw "(TAS) N64 Super Mario 64 "1 Key" in 4:21.17"]</ref>}}<br />
| 2<br />
| Plush<br />
| Slidekick at the beginning of both BitFS<ref>[https://youtu.be/MaRoWuoVLNU "SM64 (TAS) - Bowser in the Fire Sea (17"53)" by Plush]</ref> and BitS<ref>[https://www.youtube.com/watch?v=lABNNPFs3SI "SM64 (TAS) - Bowser in the Sky (27"83)" by Plush]</ref><br />
|-<br />
| Oct 29, 2018<br />
| 4:21.13{{fn|Timed at 4:21.04 on console.<ref>[https://www.youtube.com/watch?v=pA6TBsIsraI "Super Mario 64 "1 key TAS" in 4'21"04*" by dar gos]</ref>}}<br />
| 1<br />
| Superdavo0001 & dar gos<br />
| BitFS improvement through optimization of quarter-frame movement, as well as lag reduction through better camera angles<ref>[https://www.youtube.com/watch?v=Mm1sxN1lSLI "(TAS) Bowser In The Fire Sea In 17"50 (No Reds) By Superdavo0001 & dar gos" by Superdavo0001]</ref><br />
|-<br />
<br />
</includeonly></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=Template:1_Key_TAS_History&diff=5264Template:1 Key TAS History2018-11-01T17:25:52Z<p>Solarlight: trying to add notes (might not work lol)</p>
<hr />
<div><includeonly>| Sep 29, 2016<br />
| 4:21.67<ref>[http://youtu.be/j5j6l9ULxmI "N64 Super Mario 64 "1 Key" in 4:21.67" by sonicpacker]</ref> <br />
| -<br />
| Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, and ToT<br />
| Original Run<br />
|-<br />
| Oct 27, 2016<br />
| 4:21.40<ref>[https://youtu.be/LVow3S13US0 "N64 Super Mario 64 "1 Key" in 4:21.40" by sonicpacker]</ref> <br />
| 8<br />
| Plush<br />
| Faster VCutM Entry<ref>[https://youtu.be/px-Oc1Rm2DY "-3f VCutM Entry (Yes, this again)" by Plush]</ref><br />
|-<br />
| Nov 13, 2016<br />
| 4:21.30<ref>[https://youtu.be/TkOkJvLKxUY "N64 Super Mario 64 "1 Key" in 4:21.30" by sonicpacker]</ref> <br />
| 3<br />
| sm64expert<br />
| Faster VCutM Entry<br />
|-<br />
| Jul 16, 2016<br />
| 4:21.23<ref>[https://youtu.be/vwHzcH-yTEc "(TAS) N64 Super Mario 64 "1 Key" in 4:21.23" by Plush]</ref><br />
| 2<br />
| Plush<br />
| Faster kick/movement to BitFS<ref>[https://youtu.be/edo-Bfbv1ac "SM64 (TAS) - Another 1 Key DDD Pre-BLJ 1f Improvement" by Plush]</ref><br />
|-<br />
| Jul 4, 2018<br />
| 4:21.17{{refn|group=note|Hex edited by jongyon; never officially published. Timed as slower on console due to inclusion of the "dab" after collection of BitFS Key, as well as poor camera angles on BitFS, both of which incur lag on console.<ref>[https://youtu.be/dOjJT3UjuDw "(TAS) N64 Super Mario 64 "1 Key" in 4:21.17"]</ref>}}<br />
| 2<br />
| Plush<br />
| Slidekick at the beginning of both BitFS<ref>[https://youtu.be/MaRoWuoVLNU "SM64 (TAS) - Bowser in the Fire Sea (17"53)" by Plush]</ref> and BitS<ref>[https://www.youtube.com/watch?v=lABNNPFs3SI "SM64 (TAS) - Bowser in the Sky (27"83)" by Plush]</ref><br />
|-<br />
| Oct 29, 2018<br />
| 4:21.13{{refn|group=note|Timed at 4:21.04 on console.<ref>[https://www.youtube.com/watch?v=pA6TBsIsraI "Super Mario 64 "1 key TAS" in 4'21"04*" by dar gos]</ref>}}<br />
| 1<br />
| Superdavo0001 & dar gos<br />
| BitFS improvement through optimization of quarter-frame movement, as well as lag reduction through better camera angles<ref>[https://www.youtube.com/watch?v=Mm1sxN1lSLI "(TAS) Bowser In The Fire Sea In 17"50 (No Reds) By Superdavo0001 & dar gos" by Superdavo0001]</ref><br />
|-<br />
<br />
</includeonly></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=Wii_VC_Round-to-Zero&diff=5257Wii VC Round-to-Zero2018-10-30T19:12:45Z<p>Solarlight: edit refs</p>
<hr />
<div>[[File:WiiVC BitFS.png|thumb|300px|right|Stream by Switchpalacecorner, after 71.5 hours of raising in Wii Virtual Console]] <br />
[[File:WiiVC BitFS 146hr.png|thumb|300px|right|After 146.5 hours (6 days 2.5 hrs)]] <br />
[[File:Original-bitfs-raising.jpg|thumb|The original BiTFS platform raising discovery by Andru! on May 10th 2018.]]<br />
'''Wii VC Round-to-Zero''' refers to an emulation inaccuracy in the [[Virtual Console|Wii Virtual Console]] (Wii VC). When converting a double precision floating point number (a "double") to a single precision floating point number (a "float"), the N64 typically uses the round-to-nearest rounding mode. This means that if the double is not exactly equal to a float, it will round up or down to the float that is closest in value to the original number. While this behavior is accurately emulated by most emulators and the Wii U VC, the Wii VC instead uses the round-to-zero mode. This mode will always round the double up if it is negative, and round it down if it is positive.<br />
<br />
While the programmers did not intentionally use doubles very often, favoring single precision floats instead, they occasionally used them accidentally.<br />
<br />
<syntaxhighlight lang="c"><br />
y -= sins(t) * 0.58;<br />
t += 0x100;<br />
</syntaxhighlight><br />
<br />
In the above code sample, <code>y</code> and <code>sins(t)</code> are both single precision floats. However, in C, the numeric literal <code>0.58</code> is a double since it lacks a trailing <code>f</code>, as in <code>0.58f</code>. This causes the expression to evaluate to a double, which is then converted to a float before being stored in <code>y</code>. Examples such as this one arise in many places in the game's source code, and over time they result in large discrepancies between the N64 and Wii VC versions of the game. For this reason, TASes produced for one of these platforms cannot generally be played back on the other without desync.<br />
<br />
The example given above is taken from the code controlling the oscillation of the platforms at the beginning of [[Bowser in the Fire Sea]]. Using the N64's rounding mode, the <code>y</code> variable, which represents the platform's height, will repeatedly return to its original value and continue oscillating with fixed maximum height. Even though each double to single conversion produces a small amount of error, this error balances out over the course of the platform's cycle. On the Wii VC, however, the error always accumulates in the same direction (upward if the platform is below ''y'' = 0, and downward if the platform is above ''y'' = 0), and so the platform slowly drifts in the vertical direction. This is known as '''Wii VC platform drift'''.<br />
<br />
The platforms at the beginning of the level are below ''y'' = 0, and so they gradually rise upward. Over the course of several days, they are high enough they can be used to reach the elevator past the pole, which previously required one A press to get past. It takes eight days for the platform to reach high enough for a dive recover to land in the elevator shaft, but using [[Vertical Speed Conservation|VSC]] with a lava boost requires only three days.<br />
<br />
The glitch was discovered by '''[[User:Andru!|Andru!]]''' when he left his Wii powered on overnight while in Bowser in the Fire Sea and noticed that the oscillating platforms had risen above their original positions.<ref>[https://www.youtube.com/watch?v=MFxJuq3FRgI "Bowser in the Fire Sea in 0x A Presses? (New Glitch Explanation)" by bad_boot]</ref><br />
<br />
==Applications==<br />
After several failed attempts by various players, the A press save in Bowser in the Fire Sea was console verified RTA on 20 Jun 2018 by ethanwhitesm64.<ref>[https://youtu.be/B1m-5LWOxW0 "BitFS 0x A Presses" by Ethan White]</ref> Six days later, pannenkoek2012 TASed the red coin star in zero A presses using a modified N64 emulator that replicated the rounding error.<ref>[https://youtu.be/Aa_CciaM4aM "Bowser in the Fire Sea with Red Coins 0x A Presses (Wii VC Only)" by UncommentatedPannen]</ref><br />
<br />
No other console or emulator is known to reproduce this rounding inaccuracy, including the Wii U VC. At the time of its discovery, the bug did not occur on the Dolphin emulator, but has since been corrected.<ref>[https://dolphin-emu.org/blog/2018/07/06/dolphin-progress-report-june-2018 "Dolphin Progress Report: June 2018"]</ref><br />
<br />
No other objects are known to have similarly exploitable behavior, though the rounding bug does cause many discrepancies between the original and Wii VC versions of the game, including slightly different surface normals.<br />
<br />
==References==<br />
<references/></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=Wii_VC_Round-to-Zero&diff=5256Wii VC Round-to-Zero2018-10-30T19:09:08Z<p>Solarlight: </p>
<hr />
<div>[[File:WiiVC BitFS.png|thumb|300px|right|Stream by Switchpalacecorner, after 71.5 hours of raising in Wii Virtual Console]] <br />
[[File:WiiVC BitFS 146hr.png|thumb|300px|right|After 146.5 hours (6 days 2.5 hrs)]] <br />
[[File:Original-bitfs-raising.jpg|thumb|The original BiTFS platform raising discovery by Andru! on May 10th 2018.]]<br />
'''Wii VC Round-to-Zero''' refers to an emulation inaccuracy in the [[Virtual Console|Wii Virtual Console]] (Wii VC). When converting a double precision floating point number (a "double") to a single precision floating point number (a "float"), the N64 typically uses the round-to-nearest rounding mode. This means that if the double is not exactly equal to a float, it will round up or down to the float that is closest in value to the original number. While this behavior is accurately emulated by most emulators and the Wii U VC, the Wii VC instead uses the round-to-zero mode. This mode will always round the double up if it is negative, and round it down if it is positive.<br />
<br />
While the programmers did not intentionally use doubles very often, favoring single precision floats instead, they occasionally used them accidentally.<br />
<br />
<syntaxhighlight lang="c"><br />
y -= sins(t) * 0.58;<br />
t += 0x100;<br />
</syntaxhighlight><br />
<br />
In the above code sample, <code>y</code> and <code>sins(t)</code> are both single precision floats. However, in C, the numeric literal <code>0.58</code> is a double since it lacks a trailing <code>f</code>, as in <code>0.58f</code>. This causes the expression to evaluate to a double, which is then converted to a float before being stored in <code>y</code>. Examples such as this one arise in many places in the game's source code, and over time they result in large discrepancies between the N64 and Wii VC versions of the game. For this reason, TASes produced for one of these platforms cannot generally be played back on the other without desync.<br />
<br />
The example given above is taken from the code controlling the oscillation of the platforms at the beginning of [[Bowser in the Fire Sea]]. Using the N64's rounding mode, the <code>y</code> variable, which represents the platform's height, will repeatedly return to its original value and continue oscillating with fixed maximum height. Even though each double to single conversion produces a small amount of error, this error balances out over the course of the platform's cycle. On the Wii VC, however, the error always accumulates in the same direction (upward if the platform is below ''y'' = 0, and downward if the platform is above ''y'' = 0), and so the platform slowly drifts in the vertical direction. This is known as '''Wii VC platform drift'''.<br />
<br />
The platforms at the beginning of the level are below ''y'' = 0, and so they gradually rise upward. Over the course of several days, they are high enough they can be used to reach the elevator past the pole, which previously required one A press to get past. It takes eight days for the platform to reach high enough for a dive recover to land in the elevator shaft, but using [[Vertical Speed Conservation|VSC]] with a lava boost requires only three days.<br />
<br />
The glitch was discovered by '''[[User:Andru!|Andru!]]''' when he left his Wii powered on overnight while in Bowser in the Fire Sea and noticed that the oscillating platforms had risen above their original positions.<ref>https://www.youtube.com/watch?v=MFxJuq3FRgI</ref><br />
<br />
==Applications==<br />
After several failed attempts by various players, the A press save in Bowser in the Fire Sea was console verified RTA on 20 Jun 2018 by ethanwhitesm64.<ref>[https://youtu.be/B1m-5LWOxW0]https://youtu.be/B1m-5LWOxW0</ref> Six days later, pannenkoek2012 TASed the red coin star in zero A presses using a modified N64 emulator that replicated the rounding error.<ref>[https://youtu.be/Aa_CciaM4aM]https://youtu.be/Aa_CciaM4aM</ref><br />
<br />
No other console or emulator is known to reproduce this rounding inaccuracy, including the Wii U VC. At the time of its discovery, the bug did not occur on the Dolphin emulator, but has since been corrected.<ref>[https://dolphin-emu.org/blog/2018/07/06/dolphin-progress-report-june-2018 Dolphin Progress Report: June 2018]</ref><br />
<br />
No other objects are known to have similarly exploitable behavior, though the rounding bug does cause many discrepancies between the original and Wii VC versions of the game, including slightly different surface normals.<br />
<br />
==References==<br />
<references/></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=Wii_VC_Round-to-Zero&diff=5255Wii VC Round-to-Zero2018-10-30T19:07:20Z<p>Solarlight: add dolphin bug reference + other small edits</p>
<hr />
<div>[[File:WiiVC BitFS.png|thumb|300px|right|Stream by Switchpalacecorner, after 71.5 hours of raising in Wii Virtual Console]] <br />
[[File:WiiVC BitFS 146hr.png|thumb|300px|right|After 146.5 hours (6 days 2.5 hrs)]] <br />
[[File:Original-bitfs-raising.jpg|thumb|The original BiTFS platform raising discovery by Andru! on May 10th 2018.]]<br />
'''Wii VC Round-to-Zero''' refers to an emulation inaccuracy in the [[Virtual Console|Wii Virtual Console]] (Wii VC). When converting a double precision floating point number (a "double") to a single precision floating point number (a "float"), the N64 typically uses the round-to-nearest rounding mode. This means that if the double is not exactly equal to a float, it will round up or down to the float that is closest in value to the original number. While this behavior is accurately emulated by most emulators and the Wii U VC, the Wii VC instead uses the round-to-zero mode. This mode will always round the double up if it is negative, and round it down if it is positive.<br />
<br />
While the programmers did not intentionally use doubles very often, favoring single precision floats instead, they occasionally used them accidentally.<br />
<br />
<syntaxhighlight lang="c"><br />
y -= sins(t) * 0.58;<br />
t += 0x100;<br />
</syntaxhighlight><br />
<br />
In the above code sample, <code>y</code> and <code>sins(t)</code> are both single precision floats. However, in C, the numeric literal <code>0.58</code> is a double since it lacks a trailing <code>f</code>, as in <code>0.58f</code>. This causes the expression to evaluate to a double, which is then converted to a float before being stored in <code>y</code>. Examples such as this one arise in many places in the game's source code, and over time they result in large discrepancies between the N64 and Wii VC versions of the game. For this reason, TASes produced for one of these platforms cannot generally be played back on the other without desync.<br />
<br />
The example given above is taken from the code controlling the oscillation of the platforms at the beginning of [[Bowser in the Fire Sea]]. Using the N64's rounding mode, the <code>y</code> variable, which represents the platform's height, will repeatedly return to its original value and continue oscillating with fixed maximum height. Even though each double to single conversion produces a small amount of error, this error balances out over the course of the platform's cycle. On the Wii VC, however, the error always accumulates in the same direction (upward if the platform is below ''y'' = 0, and downward if the platform is above ''y'' = 0), and so the platform slowly drifts in the vertical direction. This is known as '''Wii VC platform drift'''.<br />
<br />
The platforms at the beginning of the level are below ''y'' = 0, and so they gradually rise upward. Over the course of several days, they are high enough they can be used to reach the elevator past the pole, which previously required one A press to get past. It takes eight days for the platform to reach high enough for a dive recover to land in the elevator shaft, but using [[Vertical Speed Conservation|VSC]] with a lava boost requires only three days.<br />
<br />
The glitch was discovered by '''[[User:Andru!|Andru!]]''' when he left his Wii powered on overnight while in Bowser in the Fire Sea and noticed that the oscillating platforms had risen above their original positions.<ref>https://www.youtube.com/watch?v=MFxJuq3FRgI</ref><br />
<br />
==Applications==<br />
After several failed attempts by various players, the A press save in Bowser in the Fire Sea was console verified RTA on 20 Jun 2018 by ethanwhitesm64.<ref>[https://youtu.be/B1m-5LWOxW0]https://youtu.be/B1m-5LWOxW0</ref> Six days later, pannenkoek2012 TASed the red coin star in zero A presses using a modified N64 emulator that replicated the rounding error.<ref>[https://youtu.be/Aa_CciaM4aM]https://youtu.be/Aa_CciaM4aM</ref><br />
<br />
No other console or emulator is known to reproduce this rounding inaccuracy, including the Wii U VC. At the time of its discovery, the bug did not occur on the Dolphin emulator, but has since been corrected.<ref>[https://dolphin-emu.org/blog/2018/07/06/dolphin-progress-report-june-2018/]Dolphin Progress Report: June 2018</ref><br />
<br />
No other objects are known to have similarly exploitable behavior, though the rounding bug does cause many discrepancies between the original and Wii VC versions of the game, including slightly different surface normals.<br />
<br />
==References==<br />
<references/></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=Template:1_Key_TAS_History&diff=5236Template:1 Key TAS History2018-10-30T02:53:08Z<p>Solarlight: console timing note</p>
<hr />
<div><includeonly>| Sep 29, 2016<br />
| 4:21.67<ref>[http://youtu.be/j5j6l9ULxmI "N64 Super Mario 64 "1 Key" in 4:21.67" by sonicpacker]</ref> <br />
| -<br />
| Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, and ToT<br />
| Original Run<br />
|-<br />
| Oct 27, 2016<br />
| 4:21.40<ref>[https://youtu.be/LVow3S13US0 "N64 Super Mario 64 "1 Key" in 4:21.40" by sonicpacker]</ref> <br />
| 8<br />
| Plush<br />
| Faster VCutM Entry<ref>[https://youtu.be/px-Oc1Rm2DY "-3f VCutM Entry (Yes, this again)" by Plush]</ref><br />
|-<br />
| Nov 13, 2016<br />
| 4:21.30<ref>[https://youtu.be/TkOkJvLKxUY "N64 Super Mario 64 "1 Key" in 4:21.30" by sonicpacker]</ref> <br />
| 3<br />
| sm64expert<br />
| Faster VCutM Entry<br />
|-<br />
| Jul 16, 2016<br />
| 4:21.23<ref>[https://youtu.be/vwHzcH-yTEc "(TAS) N64 Super Mario 64 "1 Key" in 4:21.23" by Plush]</ref><br />
| 2<br />
| Plush<br />
| Faster kick/movement to BitFS<ref>[https://youtu.be/edo-Bfbv1ac "SM64 (TAS) - Another 1 Key DDD Pre-BLJ 1f Improvement" by Plush]</ref><br />
|-<br />
| Jul 4, 2018<br />
| 4:21.17<br />
| 2<br />
| Plush<br />
| Slidekick at the beginning of both BitFS<ref>[https://youtu.be/MaRoWuoVLNU "SM64 (TAS) - Bowser in the Fire Sea (17"53)" by Plush]</ref> and BitS<ref>[https://www.youtube.com/watch?v=lABNNPFs3SI "SM64 (TAS) - Bowser in the Sky (27"83)" by Plush]</ref><br />
|-<br />
| Oct 29, 2018<br />
| 4:21.13<ref>[https://www.youtube.com/watch?v=pA6TBsIsraI "Super Mario 64 "1 key TAS" in 4'21"04*" by dar gos] Timed at 4:21.04 on console</ref><br />
| 1<br />
| Superdavo0001 & dar gos<br />
| BitFS improvement through optimization of quarter-frame movement, as well as lag reduction through better camera angles<ref>[https://www.youtube.com/watch?v=Mm1sxN1lSLI "(TAS) Bowser In The Fire Sea In 17"50 (No Reds) By Superdavo0001 & dar gos" by Superdavo0001]</ref><br />
|-<br />
<br />
</includeonly></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=Template:1_Key_TAS_History&diff=5235Template:1 Key TAS History2018-10-30T02:50:32Z<p>Solarlight: fix unescaped brackets lol</p>
<hr />
<div><includeonly>| Sep 29, 2016<br />
| 4:21.67<ref>[http://youtu.be/j5j6l9ULxmI "N64 Super Mario 64 "1 Key" in 4:21.67" by sonicpacker]</ref> <br />
| -<br />
| Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, and ToT<br />
| Original Run<br />
|-<br />
| Oct 27, 2016<br />
| 4:21.40<ref>[https://youtu.be/LVow3S13US0 "N64 Super Mario 64 "1 Key" in 4:21.40" by sonicpacker]</ref> <br />
| 8<br />
| Plush<br />
| Faster VCutM Entry<ref>[https://youtu.be/px-Oc1Rm2DY "-3f VCutM Entry (Yes, this again)" by Plush]</ref><br />
|-<br />
| Nov 13, 2016<br />
| 4:21.30<ref>[https://youtu.be/TkOkJvLKxUY "N64 Super Mario 64 "1 Key" in 4:21.30" by sonicpacker]</ref> <br />
| 3<br />
| sm64expert<br />
| Faster VCutM Entry<br />
|-<br />
| Jul 16, 2016<br />
| 4:21.23<ref>[https://youtu.be/vwHzcH-yTEc "(TAS) N64 Super Mario 64 "1 Key" in 4:21.23" by Plush]</ref><br />
| 2<br />
| Plush<br />
| Faster kick/movement to BitFS<ref>[https://youtu.be/edo-Bfbv1ac "SM64 (TAS) - Another 1 Key DDD Pre-BLJ 1f Improvement" by Plush]</ref><br />
|-<br />
| Jul 4, 2018<br />
| 4:21.17<br />
| 2<br />
| Plush<br />
| Slidekick at the beginning of both BitFS<ref>[https://youtu.be/MaRoWuoVLNU "SM64 (TAS) - Bowser in the Fire Sea (17"53)" by Plush]</ref> and BitS<ref>[https://www.youtube.com/watch?v=lABNNPFs3SI "SM64 (TAS) - Bowser in the Sky (27"83)" by Plush]</ref><br />
|-<br />
| Oct 29, 2018<br />
| 4:21.13<ref>[https://www.youtube.com/watch?v=pA6TBsIsraI "Super Mario 64 "1 key TAS" in 4'21"04*" by dar gos]</ref><br />
| 1<br />
| Superdavo0001 & dar gos<br />
| BitFS improvement through optimization of quarter-frame movement, as well as lag reduction through better camera angles<ref>[https://www.youtube.com/watch?v=Mm1sxN1lSLI "(TAS) Bowser In The Fire Sea In 17"50 (No Reds) By Superdavo0001 & dar gos" by Superdavo0001]</ref><br />
|-<br />
<br />
</includeonly></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=Template:1_Key_TAS_History&diff=5234Template:1 Key TAS History2018-10-30T02:48:25Z<p>Solarlight: </p>
<hr />
<div><includeonly>| Sep 29, 2016<br />
| 4:21.67<ref>[http://youtu.be/j5j6l9ULxmI "N64 Super Mario 64 "1 Key" in 4:21.67" by sonicpacker]</ref> <br />
| -<br />
| Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, and ToT<br />
| Original Run<br />
|-<br />
| Oct 27, 2016<br />
| 4:21.40<ref>[https://youtu.be/LVow3S13US0 "N64 Super Mario 64 "1 Key" in 4:21.40" by sonicpacker]</ref> <br />
| 8<br />
| Plush<br />
| Faster VCutM Entry<ref>[https://youtu.be/px-Oc1Rm2DY "-3f VCutM Entry (Yes, this again)" by Plush]</ref><br />
|-<br />
| Nov 13, 2016<br />
| 4:21.30<ref>[https://youtu.be/TkOkJvLKxUY "N64 Super Mario 64 "1 Key" in 4:21.30" by sonicpacker]</ref> <br />
| 3<br />
| sm64expert<br />
| Faster VCutM Entry<br />
|-<br />
| Jul 16, 2016<br />
| 4:21.23<ref>[https://youtu.be/vwHzcH-yTEc "(TAS) N64 Super Mario 64 "1 Key" in 4:21.23" by Plush]</ref><br />
| 2<br />
| Plush<br />
| Faster kick/movement to BitFS<ref>[https://youtu.be/edo-Bfbv1ac "SM64 (TAS) - Another 1 Key DDD Pre-BLJ 1f Improvement" by Plush]</ref><br />
|-<br />
| Jul 4, 2018<br />
| 4:21.17<br />
| 2<br />
| Plush<br />
| Slidekick at the beginning of both BitFS<ref>[https://youtu.be/MaRoWuoVLNU "SM64 (TAS) - Bowser in the Fire Sea (17"53)" by Plush]</ref> and BitS<ref>[https://www.youtube.com/watch?v=lABNNPFs3SI "SM64 [TAS] - Bowser in the Sky (27"83)" by Plush]</ref><br />
|-<br />
| Oct 29, 2018<br />
| 4:21.13<ref>[https://www.youtube.com/watch?v=pA6TBsIsraI "Super Mario 64 "1 key TAS" in 4'21"04*" by dar gos]</ref><br />
| 1<br />
| Superdavo0001 & dar gos<br />
| BitFS improvement through optimization of quarter-frame movement, as well as lag reduction through better camera angles<ref>[https://www.youtube.com/watch?v=Mm1sxN1lSLI "[TAS] Bowser In The Fire Sea In 17"50 (No Reds) By Superdavo0001 & dar gos" by Superdavo0001]</ref><br />
|-<br />
<br />
</includeonly></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=Template:1_Key_TAS_History&diff=5233Template:1 Key TAS History2018-10-30T02:47:26Z<p>Solarlight: </p>
<hr />
<div><includeonly>| Sep 29, 2016<br />
| 4:21.67<ref>[http://youtu.be/j5j6l9ULxmI "N64 Super Mario 64 "1 Key" in 4:21.67" by sonicpacker]</ref> <br />
| -<br />
| Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, and ToT<br />
| Original Run<br />
|-<br />
| Oct 27, 2016<br />
| 4:21.40<ref>[https://youtu.be/LVow3S13US0 "N64 Super Mario 64 "1 Key" in 4:21.40" by sonicpacker]</ref> <br />
| 8<br />
| Plush<br />
| Faster VCutM Entry<ref>[https://youtu.be/px-Oc1Rm2DY "-3f VCutM Entry (Yes, this again)" by Plush]</ref><br />
|-<br />
| Nov 13, 2016<br />
| 4:21.30<ref>[https://youtu.be/TkOkJvLKxUY "N64 Super Mario 64 "1 Key" in 4:21.30" by sonicpacker]</ref> <br />
| 3<br />
| sm64expert<br />
| Faster VCutM Entry<br />
|-<br />
| Jul 16, 2016<br />
| 4:21.23<ref>[https://youtu.be/vwHzcH-yTEc "(TAS) N64 Super Mario 64 "1 Key" in 4:21.23" by Plush]</ref><br />
| 2<br />
| Plush<br />
| Faster kick/movement to BitFS<ref>[https://youtu.be/edo-Bfbv1ac "SM64 (TAS) - Another 1 Key DDD Pre-BLJ 1f Improvement" by Plush]</ref><br />
|-<br />
| Jul 4, 2018<br />
| 4:21.17<br />
| 2<br />
| Plush<br />
| Slidekick at the beginning of both BitFS<ref>[https://youtu.be/MaRoWuoVLNU "SM64 (TAS) - Bowser in the Fire Sea (17"53)" by Plush]</ref> and BitS<ref>[https://www.youtube.com/watch?v=lABNNPFs3SI "SM64 [TAS] - Bowser in the Sky (27"83)" by Plush]</ref><br />
|-<br />
| Oct 29, 2018<br />
| 4:21.13<ref>[https://www.youtube.com/watch?v=pA6TBsIsraI "Super Mario 64 "1 key TAS" in 4'21"04*" by dar gos]</ref><br />
| 1<br />
| Superdavo0001 & dar gos<br />
| Small BitFS improvement through optimization of quarter-frame movement, as well as lag reduction through better camera angles<ref>[https://www.youtube.com/watch?v=Mm1sxN1lSLI "[TAS] Bowser In The Fire Sea In 17"50 (No Reds) By Superdavo0001 & dar gos" by Superdavo0001]</ref><br />
|-<br />
<br />
</includeonly></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=Template:1_Key_TAS_History&diff=5232Template:1 Key TAS History2018-10-30T02:44:57Z<p>Solarlight: </p>
<hr />
<div><includeonly>| Sep 29, 2016<br />
| 4:21.67<ref>[http://youtu.be/j5j6l9ULxmI "N64 Super Mario 64 "1 Key" in 4:21.67" by sonicpacker]</ref> <br />
| -<br />
| Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, and ToT<br />
| Original Run<br />
|-<br />
| Oct 27, 2016<br />
| 4:21.40<ref>[https://youtu.be/LVow3S13US0 "N64 Super Mario 64 "1 Key" in 4:21.40" by sonicpacker]</ref> <br />
| 8<br />
| Plush<br />
| Faster VCutM Entry<ref>[https://youtu.be/px-Oc1Rm2DY "-3f VCutM Entry (Yes, this again)" by Plush]</ref><br />
|-<br />
| Nov 13, 2016<br />
| 4:21.30<ref>[https://youtu.be/TkOkJvLKxUY "N64 Super Mario 64 "1 Key" in 4:21.30" by sonicpacker]</ref> <br />
| 3<br />
| sm64expert<br />
| Faster VCutM Entry<br />
|-<br />
| Jul 16, 2016<br />
| 4:21.23<ref>[https://youtu.be/vwHzcH-yTEc "(TAS) N64 Super Mario 64 "1 Key" in 4:21.23" by Plush]</ref><br />
| 2<br />
| Plush<br />
| Faster kick/movement to BitFS<ref>[https://youtu.be/edo-Bfbv1ac "SM64 (TAS) - Another 1 Key DDD Pre-BLJ 1f Improvement" by Plush]</ref><br />
|-<br />
| Jul 4, 2018<br />
| 4:21.17<br />
| 2<br />
| Plush<br />
| Slidekick at the beginning of both BitFS/BitS<ref>[https://youtu.be/MaRoWuoVLNU "SM64 (TAS) - Bowser in the Fire Sea (17"53)" by Plush]</ref><br />
|-<br />
| Oct 29, 2018<br />
| 4:21.13<br />
| 1<br />
| Superdavo0001 & dar gos<br />
| Small BitFS improvement through optimization of quarter-frame movement, as well as lag reduction through better camera angles<ref>[https://www.youtube.com/watch?v=pA6TBsIsraI "Super Mario 64 "1 key TAS" in 4'21"04*" by dar gos]</ref><br />
|-<br />
<br />
</includeonly></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=Template:1_Key_TAS_History&diff=5231Template:1 Key TAS History2018-10-30T02:44:33Z<p>Solarlight: update for new TAS</p>
<hr />
<div><includeonly>| Sep 29, 2016<br />
| 4:21.67<ref>[http://youtu.be/j5j6l9ULxmI "N64 Super Mario 64 "1 Key" in 4:21.67" by sonicpacker]</ref> <br />
| -<br />
| Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, and ToT<br />
| Original Run<br />
|-<br />
| Oct 27, 2016<br />
| 4:21.40<ref>[https://youtu.be/LVow3S13US0 "N64 Super Mario 64 "1 Key" in 4:21.40" by sonicpacker]</ref> <br />
| 8<br />
| Plush<br />
| Faster VCutM Entry<ref>[https://youtu.be/px-Oc1Rm2DY "-3f VCutM Entry (Yes, this again)" by Plush]</ref><br />
|-<br />
| Nov 13, 2016<br />
| 4:21.30<ref>[https://youtu.be/TkOkJvLKxUY "N64 Super Mario 64 "1 Key" in 4:21.30" by sonicpacker]</ref> <br />
| 3<br />
| sm64expert<br />
| Faster VCutM Entry<br />
|-<br />
| Jul 16, 2016<br />
| 4:21.23<ref>[https://youtu.be/vwHzcH-yTEc "(TAS) N64 Super Mario 64 "1 Key" in 4:21.23" by Plush]</ref><br />
| 2<br />
| Plush<br />
| Faster kick/movement to BitFS<ref>[https://youtu.be/edo-Bfbv1ac "SM64 (TAS) - Another 1 Key DDD Pre-BLJ 1f Improvement" by Plush]</ref><br />
|-<br />
| Jul 4, 2018<br />
| 4:21.17<br />
| 2<br />
| Plush<br />
| Slidekick at the beginning of both BitFS/BitS<ref>[https://youtu.be/MaRoWuoVLNU "SM64 (TAS) - Bowser in the Fire Sea (17"53)" by Plush]</ref><br />
|-<br />
| Oct 29, 2018<br />
| 4:21.13<br />
| Superdavo0001 & dar gos<br />
| Small BitFS improvement through optimization of quarter-frame movement, as well as lag reduction through better camera angles<ref>[https://www.youtube.com/watch?v=pA6TBsIsraI "Super Mario 64 "1 key TAS" in 4'21"04*" by dar gos]</ref><br />
|-<br />
<br />
</includeonly></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=User:Solarlight&diff=5230User:Solarlight2018-10-30T02:17:47Z<p>Solarlight: </p>
<hr />
<div>hi<br />
<br />
i keep up with TASing but no motivation to actually make any TASes myself lmfao<br />
<br />
my english is pretty ok</div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=User:Solarlight&diff=5229User:Solarlight2018-10-30T02:17:40Z<p>Solarlight: Created page with "hi i keep up with TASing but no motivation to actually make any TASes myself lmfao my english is pretty ok"</p>
<hr />
<div>hi<br />
i keep up with TASing but no motivation to actually make any TASes myself lmfao<br />
my english is pretty ok</div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=1_Key&diff=52281 Key2018-10-30T02:12:11Z<p>Solarlight: update for new TAS</p>
<hr />
<div>{{speedrun_infobox<br />
|title=1 Key<br />
|image= 1 Key.jpg<br />
|rta_record=<br />
|rta_holder=<br />
|rta_date=<br />
|tas_record=4:21.13 (4:21.04 on console)<br />
|tas_authors=Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, ToT, Plush, sm64expert, Superdavo0001 & dar gos<br />
|tas_date= October 29, 2018<br />
}}<br />
'''1 Key''' is the current evolution of the any% TAS category which involves skipping [[Bowser in the Dark World]], the first Bowser level, by entering the castle using a glitch called [[#Moat Door Skip|Moat Door Skip]].<br />
==TAS History==<br />
Below is a table listing the improvements to the original 1 Key TAS, as well as linking to all TASes that were at one point world record.<br />
{{TAS History}}<br />
==Moat Door Skip==<br />
The central glitch, known as '''Moat Door Skip''' or '''MDS''' was theorized by [https://www.youtube.com/channel/UClPjENu5gaTOaZ5_99AQL0g Tyler Kehne] in mid-2015 when it was discovered the source of PU's crashing on console was the camera, and simply locking the camera was enough to access PU's on console.<ref>[https://pastebin.com/uH5GhHbp "SM64 Moat Skip Description" by Tyler Kehne]</ref> MDS was revealed to the public when [https://www.youtube.com/channel/UCMmU0XaR0coor7dtJkEAh4A sonicpacker] uploaded a video showcasing it.<ref>[https://youtu.be/v5o_9XKmAfE "SM64 MOAT DOOR SKIP!! - Bypass 1st Bowser Fight" by sonicpacker]</ref> The technique involves using [[PU]] movement to navigate in front of the door under the moat with 0 stars, exploiting the facts that PUs have no water and that the door-opening action takes precedence over entering the water within the course of a frame. Most of the original TASing for the first MDS was done by sonicpacker, although Tyler Kehne TASed the actual PU movement.<br />
==Zig-Zag Strat==<br />
Originally, the route for the negative jump into VCutM was done using what was called the "Zig-Zag Strat". This technique was decently optimized prior to the current BLJ location being found (which obsoleted this technique).<br />
==Reason for Delay of the Full Run==<br />
The first ever TAS of 1 Key was released on September 29th, 2016 with a time of 4’21”67, which came more than a year after the original reveal. This was due to the fact that getting QPU speed requires visiting [[Vanish Cap under the Moat]] to perform an [[Backwards_Long_Jump#Elevator_BLJ|elevator-BLJ]]. Visiting VCutM without draining the moat originally required 10 stars to get the [[wing cap]] for [[hyperspeed flying]], which was slower than just getting 8 stars, visiting the basement, and draining the moat normally (which made it slower to do this trick). Later, however, a BLJ on the [[castle grounds]] was found that sufficed to enter VCutM. <br />
==Current Record==<br />
The current record for the 1 Key TAS stands at 4:21.13 on emulator, timed at 4:21.04 on console (making console timing actually ''faster'' than emulator timing). Since this skip saves the time normally required for the first Bowser level, this TAS holds the world record for the fastest known completion of Super Mario 64.<br />
==Notability of being performed on J Version==<br />
Unlike many other categories, the 1 Key run is optimally performed on the [[Super Mario 64#Japanese|Japanese version]] of the game instead of the [[Super Mario 64#English|US version]]. This is due to [[Peach]] not narrating her dialogue in the Japanese version, which saves more time than the longer in-game text costs. This time save is emphasized due to MDS skipping both the castle entry textbox and the BitDW textbox, both of which are longer on the Japanese version. Therefore, this run is ''not'' performed on the Japanese version because of version-exclusive glitches; it is performed on the Japanese version because the introduction is faster.<br />
<br />
==Explanation/Commentary==<br />
===Castle Grounds===<br />
First, Mario performs a [[Backwards Long Jump#Slope BLJ|slope BLJ]] to gain speed in the castle grounds. Once Mario's [[intended next position]] is in the [[ceiling]] under the bridge, he continues BLJing, but it acts like a [[Backwards Long Jump#Low Ceiling BLJ|low ceiling BLJ]] instead. At this point, Mario has enough negative speed to [[negative jump]] past the grate into VCutM.<br />
===VCutM===<br />
Mario quickly falls down to the elevators. He then sets the camera to [[fixed cam]] to avoid [[PU#Floating point truncation crash|a crash on console]]. Mario BLJs in order to get QPU speed (enough speed to perform [[PU#Travel and movement|PU movement]]). Since the elevator begins to turn, this allows Mario to use it get massive vertical [[platform displacement]], which triggers the death barrier. Normally level death resets speed, but because Mario spawns in using a water exit, he is able to conserve his [[sliding speed]]. Then, by pressing Z to slide and C^ to conserve speed on the first frame on Mario is on ground (as water does not update sliding speed), he conserves his QPU speed into the castle grounds. Mario then navigates to the moat door's relative locating in PU's, which he can do since PU's lack water. The game checks whether Mario should enter a door before it checks if he should swim, which allows Mario to open the door (from behind) when he navigates back to the main map.<br />
===Castle Basement===<br />
Mario rapidly swims through the basement and slides down to the 30 Star door area. He performs an [[BLJ#Side BLJ|SBLJ]] on the stairs, gaining enough speed to skip [[Board Bowser's Sub]] completely, and lands instead in [[Bowser in the Fire Sea]].<br />
<br />
===Bowser in the Fire Sea===<br />
Mario traverses the beginning of the level, using the [[hanging-ceiling upwarp]] glitch to pass the pole. On the elevator, Mario performs an elevator BLJ to gain QPU speed. Then, Mario travels through a PU and performs an [[overflow jump]], making use of high negative vertical speed to snap to the area with the bob-ombs (in a PU), before navigating into the warp for the Bowser fight.<br />
===Bowser Fight===<br />
When [[Bowser in the Fire Sea|the stage]] is tilted, Mario BLJs to gain a large amount of speed. With this speed, Mario is able to move farther after grabbing [[Bowser]]'s tail than normal, which places them closer to the [[mine]] than would otherwise be possible. After beating Bowser, Mario enters and pause-exits out of [[Dire, Dire Docks]] to quickly return to the castle lobby.<br />
<br />
===Castle Upstairs===<br />
Mario uses a ledge grab to quickly get up the first set of stairs. Although it is not visible on camera, Mario then performs a Side BLJ to gain speed. He clips through the 50 Star door. Mario then performs "Clock Punch", described here (scroll down)<ref>[http://tasvideos.org/5237S.html "Super Mario 64 "1 Key" in 04:21.3" on TASVideos"]</ref>. He then uses wall kicks to navigate past the [[Endless Stairs]] and into [[Bowser in the Sky]].<br />
===Bowser in the Sky===<br />
Mario quickly beats the level, using skips to avoid large parts of it. When he gets to the last elevator, he uses a EBLJ to reach the pipe quickly.<br />
===Final Bowser Fight===<br />
Mario fights Bowser as normal. At the end, Mario uses speed conserved from a BLJ to grab the [[Grand Star]] faster.<br />
==References==<br />
<references/></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=1_Key&diff=52271 Key2018-10-30T02:07:51Z<p>Solarlight: </p>
<hr />
<div>{{speedrun_infobox<br />
|title=1 Key<br />
|image= 1 Key.jpg<br />
|rta_record=<br />
|rta_holder=<br />
|rta_date=<br />
|tas_record=4:21.23<br />
|tas_authors=Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, ToT, Plush & sm64expert<br />
|tas_date= July 16, 2017<br />
}}<br />
'''1 Key''' is the current evolution of the any% TAS category which involves skipping [[Bowser in the Dark World]], the first Bowser level, by entering the castle using a glitch called [[#Moat Door Skip|Moat Door Skip]].<br />
==TAS History==<br />
Below is a table listing the improvements to the original 1 Key TAS, as well as linking to all TASes that were at one point world record.<br />
{{TAS History}}<br />
==Moat Door Skip==<br />
The central glitch, known as '''Moat Door Skip''' or '''MDS''' was theorized by [https://www.youtube.com/channel/UClPjENu5gaTOaZ5_99AQL0g Tyler Kehne] in mid-2015 when it was discovered the source of PU's crashing on console was the camera, and simply locking the camera was enough to access PU's on console.<ref>[https://pastebin.com/uH5GhHbp "SM64 Moat Skip Description" by Tyler Kehne]</ref> MDS was revealed to the public when [https://www.youtube.com/channel/UCMmU0XaR0coor7dtJkEAh4A sonicpacker] uploaded a video showcasing it.<ref>[https://youtu.be/v5o_9XKmAfE "SM64 MOAT DOOR SKIP!! - Bypass 1st Bowser Fight" by sonicpacker]</ref> The technique involves using [[PU]] movement to navigate in front of the door under the moat with 0 stars, exploiting the facts that PUs have no water and that the door-opening action takes precedence over entering the water within the course of a frame. Most of the original TASing for the first MDS was done by sonicpacker, although Tyler Kehne TASed the actual PU movement.<br />
==Zig-Zag Strat==<br />
Originally, the route for the negative jump into VCutM was done using what was called the "Zig-Zag Strat". This technique was decently optimized prior to the current BLJ location being found (which obsoleted this technique).<br />
==Reason for Delay of the Full Run==<br />
The first ever TAS of 1 Key was released on September 29th, 2016 with a time of 4’21”67, which came more than a year after the original reveal. This was due to the fact that getting QPU speed requires visiting [[Vanish Cap under the Moat]] to perform an [[Backwards_Long_Jump#Elevator_BLJ|elevator-BLJ]]. Visiting VCutM without draining the moat originally required 10 stars to get the [[wing cap]] for [[hyperspeed flying]], which was slower than just getting 8 stars, visiting the basement, and draining the moat normally (which made it slower to do this trick). Later, however, a BLJ on the [[castle grounds]] was found that sufficed to enter VCutM. <br />
==Current Record==<br />
The current record for the 1 Key TAS stands at 4:21.13 on emulator, timed at 4:21.04 on console (making console timing actually ''faster'' than emulator timing). Since this skip saves the time normally required for the first Bowser level, this TAS holds the world record for the fastest known completion of Super Mario 64.<br />
==Notability of being performed on J Version==<br />
Unlike many other categories, the 1 Key run is optimally performed on the [[Super Mario 64#Japanese|Japanese version]] of the game instead of the [[Super Mario 64#English|US version]]. This is due to [[Peach]] not narrating her dialogue in the Japanese version, which saves more time than the longer in-game text costs. This time save is emphasized due to MDS skipping both the castle entry textbox and the BitDW textbox, both of which are longer on the Japanese version. Therefore, this run is ''not'' performed on the Japanese version because of version-exclusive glitches; it is performed on the Japanese version because the introduction is faster.<br />
<br />
==Explanation/Commentary==<br />
===Castle Grounds===<br />
First, Mario performs a [[Backwards Long Jump#Slope BLJ|slope BLJ]] to gain speed in the castle grounds. Once Mario's [[intended next position]] is in the [[ceiling]] under the bridge, he continues BLJing, but it acts like a [[Backwards Long Jump#Low Ceiling BLJ|low ceiling BLJ]] instead. At this point, Mario has enough negative speed to [[negative jump]] past the grate into VCutM.<br />
===VCutM===<br />
Mario quickly falls down to the elevators. He then sets the camera to [[fixed cam]] to avoid [[PU#Floating point truncation crash|a crash on console]]. Mario BLJs in order to get QPU speed (enough speed to perform [[PU#Travel and movement|PU movement]]). Since the elevator begins to turn, this allows Mario to use it get massive vertical [[platform displacement]], which triggers the death barrier. Normally level death resets speed, but because Mario spawns in using a water exit, he is able to conserve his [[sliding speed]]. Then, by pressing Z to slide and C^ to conserve speed on the first frame on Mario is on ground (as water does not update sliding speed), he conserves his QPU speed into the castle grounds. Mario then navigates to the moat door's relative locating in PU's, which he can do since PU's lack water. The game checks whether Mario should enter a door before it checks if he should swim, which allows Mario to open the door (from behind) when he navigates back to the main map.<br />
===Castle Basement===<br />
Mario rapidly swims through the basement and slides down to the 30 Star door area. He performs an [[BLJ#Side BLJ|SBLJ]] on the stairs, gaining enough speed to skip [[Board Bowser's Sub]] completely, and lands instead in [[Bowser in the Fire Sea]].<br />
<br />
===Bowser in the Fire Sea===<br />
Mario traverses the beginning of the level, using the [[hanging-ceiling upwarp]] glitch to pass the pole. On the elevator, Mario performs an elevator BLJ to gain QPU speed. Then, Mario travels through a PU and performs an [[overflow jump]], making use of high negative vertical speed to snap to the area with the bob-ombs (in a PU), before navigating into the warp for the Bowser fight.<br />
===Bowser Fight===<br />
When [[Bowser in the Fire Sea|the stage]] is tilted, Mario BLJs to gain a large amount of speed. With this speed, Mario is able to move farther after grabbing [[Bowser]]'s tail than normal, which places them closer to the [[mine]] than would otherwise be possible. After beating Bowser, Mario enters and pause-exits out of [[Dire, Dire Docks]] to quickly return to the castle lobby.<br />
<br />
===Castle Upstairs===<br />
Mario uses a ledge grab to quickly get up the first set of stairs. Although it is not visible on camera, Mario then performs a Side BLJ to gain speed. He clips through the 50 Star door. Mario then performs "Clock Punch", described here (scroll down)<ref>[http://tasvideos.org/5237S.html "Super Mario 64 "1 Key" in 04:21.3" on TASVideos"]</ref>. He then uses wall kicks to navigate past the [[Endless Stairs]] and into [[Bowser in the Sky]].<br />
===Bowser in the Sky===<br />
Mario quickly beats the level, using skips to avoid large parts of it. When he gets to the last elevator, he uses a EBLJ to reach the pipe quickly.<br />
===Final Bowser Fight===<br />
Mario fights Bowser as normal. At the end, Mario uses speed conserved from a BLJ to grab the [[Grand Star]] faster.<br />
==References==<br />
<references/></div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=Backwards_Long_Jump&diff=3919Backwards Long Jump2018-10-15T12:29:41Z<p>Solarlight: </p>
<hr />
<div>''See also: [[List of Major BLJ Locations]]''<br />
<br />
The '''Backwards Long Jump''' (or '''BLJ''' for short) is one of the most versatile hyperspeed methods, done by long jumping backwards. It is the result of a minor oversight by the game's programmers/developers: There is no reasonable limit on Mario's speed when it becomes negative during a long jump. Therefore, by long jumping backwards in a position where you can continue to long jump backwards every few frames, you can achieve negative hyperspeed. BLJs can be done on certain slopes, stairways, and obstacles. To perform a BLJ, do a long jump with Mario facing away from the obstacle/stairway/slope but move backwards towards it (by holding the joystick in the opposite direction). Mario will collide with the obstacle/stairway/slope, leaving him on the ground and enabling him to backwards long jump again. Mario's speed becomes negative at this point, and BLJing repeatedly causes a negative speed increase of approximately 45-50% of Mario's currently stored speed at that time. Once the desired speed is reached, simply stop BLJing and Mario will zoom off backwards at an incredibly high speed. If you continue BLJing long enough, Mario's speed, stored in a float, will eventually reach -229399772256808620000000000000000000000, then tick over to -1.#INF, and crash the game.<br />
<br />
The key aspect of BLJs is Mario's capability of retaining negative speed temporarily. Eventually, the speed will increase back to 0; however, there are a few frames within a BLJ in which his speed doesn't deplete instantly. These frames allow for repeated BLJs, thus increasing his speed.<br />
<br />
You can use BLJs to:<br />
<br />
* Gain enough speed to pass through doors, such as:<br />
*: Star doors<br />
*: Doors that trigger a loading zone (though the area will not load)<br />
* Zip backwards on the ground at very high speeds (if obstacles are avoided)<br />
* Jump over incredibly large gaps (since when over the air, Mario will have the same BLJ jumping physics but with the massive speed still present)<br />
* Pass through some loading zones, like the water wall needed to enter Dire Dire Docks<br />
* Pass through some types of walls (like the iron gates in Bob-omb Battlefield.) <br />
* Go into [[Parallel Universe|Parallel Universes]]<br />
<br />
<br />
<br />
=== Types of BLJs ===<br />
<br />
While all BLJs work by the same principle, there are many different methods of performing them. There are numerous places where a BLJ can be performed throughout the game (virtually every level contains at least one), and it is unlikely that all such locations have been discovered.<br />
<br />
<br />
==== Stair BLJ ====<br />
Stair BLJs were the first kind of BLJs to be discovered. A Stair BLJ consists of long jumping backwards onto stairs, which are basically tiny floors, which Mario can run directly over. BLJing on stairs works similar to Elevator BLJs because they both consist of Mario's jumps being interrupted allowing for more jumps to be performed, however the timing must be precise.<br />
<br />
Here's how they work: With a precisely timed BLJ, Mario's vertical position snaps to the next highest stair, ultimately reducing Mario's vertical speed to 0 (allowing him to repeatedly BLJ on the ground). When this occurs, his negative horizontal speed is temporarily stored, allowing him to repeat the process which results in a greater amount of negative speed.<br />
<br />
<br />
==== Slope BLJ ====<br />
Slope BLJs are backwards long jumps on steep slopes. To find slopes with this property, locate slopes that permit Mario to stand perfectly still on them. He will not slide off of them.<br />
<br />
Here's how it works: When BLJing on a steep slope, Mario's jump is interrupted by the steep ground. With no negative horizontal velocity, Mario's long jumps behave just as the developers intended. However, on steeper slopes, with a negative horizontal velocity, and with ground located behind Mario, the game has no choice but to force Mario's position backwards along with an increased vertical position. This process is repeatable, allowing for Slope BLJs to be performed.<br />
<br />
A common slope to BLJ on would be the slopes on the Castle Roof or the tan-colored slopes located by the cannon in the castle grounds.<br />
<br />
<br />
==== Elevator BLJ ====<br />
Elevator BLJs are performed on elevators, but not every elevator permits an elevator BLJ!<br />
<br />
Here's how they work: BLJs are possible on rising elevators because an elevator's vertical velocity allows them to catch up to Mario as soon as he leaves the ground from a BLJ. This interrupts the first jump and allows him to jump again, thus repeating the process of a BLJ.<br />
<br />
The elevators in Hazy Maze Cave and Bob-omb Battlefield are good places to practice. Elevators that move in a horizontal fashion, such as the ones located in the volcano of Lethal Lava Land, do not have the properties to initiate Elevator BLJs because they do not have enough vertical velocity.<br />
<br />
<br />
==== Low Ceiling BLJ ====<br />
These are probably the trickiest locations to find because some of them are invisible or are just plain easy to overlook. However, walls above a floor can also act like ceilings. These walls don't necessarily have to be parallel with the ground in order for a Low Ceiling BLJ to be performed.<br />
<br />
These types of BLJs demonstrate Mario's mechanics to their most basic properties. Mario has the capability of temporarily storing negative speed after a BLJ, and this speed can be increased with repeated BLJs.<br />
<br />
The most common Low Ceiling BLJ is the one presented in the video (located in the Jolly Roger Bay room). Both of the Lobby BLJs in the main room of the castle are also Low Ceiling BLJs, but they utilize Invisible Wall Hitboxes which act as Low Ceilings.<br />
<br />
<br />
==== Side BLJ ====<br />
Side BLJs are very similar to stair BLJs, since both utilize the vertical position snapping mechanic in the game (mentioned earlier in Stair BLJs). A Side BLJ essentially consists of Mario repeatedly BLJing onto and off of a floor.<br />
<br />
Here's how it works: When Mario BLJs parallel to the stairs, Mario's vertical position snaps to the next highest stair (when the right angle is utilized). This also requires Mario's facing angle to be slightly askew with respect to the stairs, so that when he BLJs onto the next highest stair, his facing angle & negative speed allow him to drop back down to the original stair with which the Side BLJ was initiated with. As mentioned earlier, when Mario BLJs and snaps onto the next highest stair, his negative speed is temporarily stored, allowing him to repeat the process which results in a greater amount of negative speed.<br />
<br />
Side BLJs can be performed on most stairs (due to some stairs having the appearance of stairs but are actually steep slopes) and on flat platforms which Mario can run directly over.<br />
<br />
<br />
==== Pause BLJ ====<br />
''See also [[Pause-buffering]]''<br />
<br />
Pause BLJing allows Mario to BLJ 30 times per in-game-second instead of 15 (SM64 runs at 30 frames-per-second). While BLJing, do the following sequence:<br />
<br />
First Frame: (Start) + (Z) + (A)<br />
Second Frame:<br />
Third Frame: (Start)<br />
Fourth Frame:<br />
Fifth Frame: (Start) + (Z) + (A)<br />
And so on! <br />
<br />
Basically, the Start Menu acts like a frame buffer which allows more inputs to be performed within the game timer. These rules apply for BLJing as well. However, this only works on slopes, stairs, and elevators. It does not work with Side BLJs or (some) Low Ceiling BLJs.</div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=Hyperspeed&diff=3918Hyperspeed2018-10-15T12:19:17Z<p>Solarlight: </p>
<hr />
<div>Hyperspeed is a term that refers to an abnormally large amount of speed, usually for [[Mario]]. This speed is often obtained via [[Glitches|glitches]] or physics exploits. Hyperspeed is often helpful in speedruns because it allows quicker movement, as well as the ability to clip through walls. It helps in some [[Challenge|challenges]].<br />
<br />
List of hyperspeed methods:<br />
* [[Backwards Long Jump]]<br />
* [[Hyperspeed Walking]]<br />
* [[Hyperspeed Wall Kicks]]<br />
* [[Hyperspeed Water Sliding]]<br />
* [[C^ Hyperspeed]]<br />
* [[Hyperspeed Punching]]<br />
* [[Hyperspeed Grinding]]<br />
* [[Subframe Grinding]]<br />
* [[Hyperspeed Turnaround]]<br />
* [[Hyperspeed Jump Kicking]]<br />
* [[Hyperspeed Slide Kicking]]<br />
* [[Hyperspeed Braking]]<br />
* [[Backward Shell Hyperspeed]]<br />
* [[10k Glitch]]<br />
<br />
Some techniques cause Mario's position to change quickly, without technically changing his speed:<br />
* [[Shell Mario]]<br />
* [[Bloated Bob-Omb]]</div>Solarlighthttps://ukikipedia.net/mediawiki/index.php?title=1_Key&diff=39171 Key2018-10-15T12:18:24Z<p>Solarlight: </p>
<hr />
<div>{{speedrun_infobox<br />
|title=1 Key<br />
|image= 1 Key.jpg<br />
|rta_record=<br />
|rta_holder=<br />
|rta_date=<br />
|tas_record=4:21.23<br />
|tas_authors=Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, ToT, Plush & sm64expert<br />
|tas_date= July 16, 2017<br />
}}<br />
'''1 Key''' is the current evolution of the any% TAS category which involves skipping [[Bowser in the Dark World]], the first Bowser level, by entering the castle using a glitch termed moat door skip.<br />
==TAS History==<br />
Below is a table listing the improvements to the original 1 Key TAS, as well as linking to all TASes that were at one point world record.<br />
{{TAS History}}<br />
==Moat Door Skip==<br />
The central glitch, known as '''Moat Door Skip''' or '''MDS''' was theorized by [https://www.youtube.com/channel/UClPjENu5gaTOaZ5_99AQL0g Tyler Kehne] in mid-2015 when it was discovered the source of PU's crashing on console was the camera, and simply locking the camera was enough to access PU's on console.<ref>[https://pastebin.com/uH5GhHbp "SM64 Moat Skip Description" by Tyler Kehne]</ref> MDS was revealed to the public when [https://www.youtube.com/channel/UCMmU0XaR0coor7dtJkEAh4A sonicpacker] uploaded a video showcasing it.<ref>[https://youtu.be/v5o_9XKmAfE "SM64 MOAT DOOR SKIP!! - Bypass 1st Bowser Fight" by sonicpacker]</ref> The technique involves using [[PU]] movement to navigate in front of the door under the moat with 0 stars, exploiting the facts that PUs have no water and that the door-opening action takes precedence over entering the water within the course of a frame. Most of the original TASing for the first MDS was done by sonicpacker, although Tyler Kehne TASed the actual PU movement.<br />
==Zig-Zag Strat==<br />
Originally, the route for the negative jump into VCutM was done using what was called the "Zig-Zag Strat". This technique was decently optimized prior to the current BLJ location being found (which obsoleted this technique).<br />
==Reason for Delay of the Full Run==<br />
The first ever TAS of 1 Key was released on September 29th, 2016 with a time of 4’21”67, which came more than a year after the original reveal. This was due to the fact that getting QPU speed requires visiting [[Vanish Cap under the Moat]] to perform an [[Backwards_Long_Jump#Elevator_BLJ|elevator-BLJ]]. Visiting VCutM without draining the moat originally required 10 stars to get the [[wing cap]] for [[hyperspeed flying]], which was slower than just getting 8 stars, visiting the basement, and draining the moat normally (which made it slower to do this trick). Later, however, a BLJ on the [[castle grounds]] was found that sufficed to enter VCutM. <br />
==Current Record==<br />
The current record for the 1 Key TAS stands at 4:21.23, though 2 frames have since been saved in [[Bowser in the Sky]] and [[Bowser in the Fire Sea]] (these improvements have not officially been added as of yet). Since this skip saves the time normally required for the first Bowser level, this TAS holds the world record for the fastest known completion of Super Mario 64.<br />
==Notability of being performed on J Version==<br />
Unlike many other categories, the 1 Key run is optimally performed on the [[Super Mario 64#Japanese|Japanese version]] of the game instead of the [[Super Mario 64#English|US version]]. This is due to [[Peach]] not narrating her dialogue in the Japanese version, which saves more time than the longer in-game text costs. This time save is emphasized due to MDS skipping both the castle entry textbox and the BitDW textbox. Therefore, this run is ''not'' performed on the Japanese version because of version-exclusive glitches; it is performed on the Japanese version because the introduction is faster.<br />
==Explanation/Commentary==<br />
===Castle Grounds===<br />
First, Mario performs a [[Backwards Long Jump#Slope BLJ|slope BLJ]] to gain speed in the castle grounds. Once Mario's [[intended next position]] is in the [[ceiling]] under the bridge, he continues BLJing, but it acts like a [[Backwards Long Jump#Low Ceiling BLJ|low ceiling BLJ]] instead. At this point, Mario has enough negative speed to [[negative jump]] past the grate into VCutM.<br />
===VCutM===<br />
Mario quickly falls down to the elevators. He then sets the camera to [[fixed cam]] to avoid [[PU#Floating point truncation crash|a crash on console]]. Mario BLJs in order to get QPU speed (enough speed to perform [[PU#Travel and movement|PU movement]]). Since the elevator begins to turn, this allows Mario to use it get massive vertical [[platform displacement]], which triggers the death barrier. Normally level death resets speed, but because Mario spawns in using a water exit, he is able to conserve his [[sliding speed]]. Then, by pressing Z to slide and C^ to conserve speed on the first frame on Mario is on ground (as water does not update sliding speed), he conserves his QPU speed into the castle grounds. Mario then navigates to the moat door's relative locating in PU's, which he can do since PU's lack water. The game checks whether Mario should enter a door before it checks if he should swim, which allows Mario to open the door (from behind) when he navigates back to the main map.<br />
===Castle Basement===<br />
Mario rapidly swims through the basement and slides down to the 30 Star door area. He performs a [[BLJ#Side BLJ|SBLJ]] on the stairs, gaining enough speed to skip [[Board Bowser's Sub]] completely, and lands instead in [[Bowser in the Fire Sea]].<br />
===Bowser in the Fire Sea===<br />
Mario traverses the beginning of the level, using the [[hanging-ceiling upwarp]] glitch to pass the pole. On the elevator, Mario performs an elevator BLJ to gain QPU speed. Then, Mario travels through a PU and performs an [[overflow jump]], making use of high negative vertical speed to snap to the area with the bob-ombs (in a PU), before navigating into the warp for the Bowser fight.<br />
===Bowser Fight===<br />
When the stage is tilted, Mario BLJ's to gain large amounts of speed. With this speed, Mario is able to move farther after grabbing Bowser's tail than normal, which place them closer to the mine than would otherwise be possible. After beating Bowser, Mario enters and pause-exits out of [[Dire, Dire Docks]] to quickly return to the castle lobby.<br />
===Castle Upstairs===<br />
Mario uses a ledge grab to quickly get up the first set of stairs. Although it is not visible on camera, Mario then performs a Side BLJ to gain speed. He clips through the 50 Star door. Mario then performs "Clock Punch", described here (scroll down)<ref>[http://tasvideos.org/5237S.html "Super Mario 64 "1 Key" in 04:21.3" on TASVideos"]</ref>. He then uses wall kicks to navigate past the [[Endless Stairs]] and into [[Bowser in the Sky]].<br />
===Bowser in the Sky===<br />
Mario quickly beats the level, using skips to avoid large parts of it. When he gets to the last elevator, he uses a EBLJ to reach the pipe quickly.<br />
===Final Bowser Fight===<br />
Mario fights Bowser as normal. At the end, Mario uses speed conserved from a BLJ to grab the [[Grand Star]] faster.<br />
==References==<br />
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