1 Key: Difference between revisions
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|tas_record=4: | |tas_record=4:15.78 | ||
|tas_authors=Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, ToT, Plush & | |tas_authors=Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, ToT, Plush, sm64expert, Superdavo0001, dar gos, IsaacA, & dabs | ||
|tas_date= | |tas_date= May 4, 2021 | ||
}} | }} | ||
'''1 Key''' is the current | '''1 Key''' is the name for the current iteration 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]]. It is so named because Mario collects exactly 1 [[Key]], namely the one collected after finishing [[Bowser in the Fire Sea]]. Its name also references previous any% TAS categories including [[RTA Guide/0/1 Star|0 Star]], [[RTA Guide/0/1 Star|1 Star]], and [[RTA Guide/16 Star|16 Star]]. | ||
==TAS History== | ==TAS History== | ||
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. | 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. | ||
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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). | 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). | ||
==Reason for Delay of the Full Run== | ==Reason for Delay of the Full Run== | ||
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. | 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|wing cap]] for [[Hyperspeed_Flying|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 [[The Castle|castle grounds]] was found that sufficed to enter VCutM. | ||
==Current Record== | ==Current Record== | ||
The current record for the 1 Key TAS stands at 4: | The current record for the 1 Key TAS stands at 4:15.75. 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. | ||
==Notability of being performed on J Version== | ==Notability of being performed on J Version== | ||
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. | 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. | ||
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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. | 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. | ||
===VCutM=== | ===VCutM=== | ||
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 | 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 location in PUs, which he can do since PUs 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. | ||
===Castle Basement=== | ===Castle Basement=== | ||
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]]. | 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]]. | ||
===Bowser in the Fire Sea=== | ===Bowser in the Fire Sea=== | ||
Mario traverses the beginning of the level, using the [[ | Mario traverses the beginning of the level, using the [[Hangable 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. | ||
===Bowser Fight=== | ===Bowser Fight=== | ||
When the stage is tilted, Mario | 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. | ||
===Castle Upstairs=== | ===Castle Upstairs=== | ||
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]]. | 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]]. | ||
===Bowser in the Sky=== | ===Bowser in the Sky=== | ||
Mario | Using a glitch known as squish cancel, Mario is able to redirect momentum from a BLJ vertically, allowing him to fly to the final elevator, and clip into the final Bowser pipe with another BLJ. | ||
===Final Bowser Fight=== | ===Final Bowser Fight=== | ||
Mario fights Bowser as normal. At the end, Mario uses speed conserved from a BLJ to grab the [[Grand Star]] faster. | Mario fights Bowser as normal. At the end, Mario uses speed conserved from a BLJ to grab the [[Grand Star]] faster. | ||
==Notes== | |||
<references group="note"/> | |||
==References== | ==References== | ||
<references/> | <references/> | ||
[[Category:TAS]] |
Latest revision as of 19:53, 6 July 2021
1 Key is the name for the current iteration 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. It is so named because Mario collects exactly 1 Key, namely the one collected after finishing Bowser in the Fire Sea. Its name also references previous any% TAS categories including 0 Star, 1 Star, and 16 Star.
TAS History
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.
Date | Time | Improvement (Frames) | Improvement Author(s) | Save Description/Notes |
---|---|---|---|---|
Sep 29, 2016 | 4:21.67[1] | - | Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, and ToT | Original Run |
Oct 27, 2016 | 4:21.40[2] | 8 | Plush | Faster VCutM Entry[3] |
Nov 13, 2016 | 4:21.30[4] | 3 | sm64expert | Faster VCutM Entry |
Jul 16, 2017 | 4:21.23[5] | 2 | Plush | Faster kick/movement to BitFS[6] |
Jul 4, 2018 | 4:21.17[note 1] | 2 | Plush | Slidekick at the beginning of both BitFS[8] and BitS[9] |
Oct 29, 2018 | 4:21.04[note 2] | 1 | Superdavo0001 & dar gos | BitFS improvement through optimization of quarter-frame movement, as well as lag reduction through better camera angles[11] |
May 6, 2019 | 4:20.93[12] | 3 | IsaacA | Lag reduction in DDD and BitFS |
Jun 23, 2019 | 4:20.77[note 3] | 5 | Superdavo0001 | Changing the camera in both Bowser fights to prevent the game from lagging |
Nov 7, 2019 | 4:20.75[note 4] | 0.5 | IsaacA | 1 VI (lag frame) was saved with better camera manipulation while waiting for the key to become obtainable after killing the Fire Sea bowser. |
May 6, 2021 | 4:15.78[note 5][16] | 149 | dabs | Doing a BLJ on the elevator, then using its buggy axle to squish cancel, allowing us to convert our negative speed to positive, which then allows us to do a huge jump to the final elevators. |
March 15, 2022 | -[note 6] | 16 | Snark | Bits faster route afer squish cancel[17] |
April 19, 2022 | -[note 6] | 3 | Alexpalix1, Crackhex | Basement better wallpush and water entry [18] [19] |
April 20, 2022? | -[note 6] | 2 | Manama | Basement SBLJ |
April 21, 2022 | -[note 6] | 4 | Alexpalix1, Crackhex | Basement floating point double wall push[20] |
July 16, 2022 | -[note 6] | 2 | Crackhex | Basement SSC[21] |
January 4, 2023 | -[note 6] | 3 | Krithalith | Basement SBLJ setup (just walk and slide)[22] |
January 4, 2023 | -[note 6] | 2 | Alexpalix1 | Basement SBLJ setup (land slower w/ extra BLJ) |
January 22, 2023 | -[note 6] | 5 | Krithalith | VCutM Entry[23] |
March 6, 2023 | -[note 6] | 7 | Krithalith | New MDS PU route (-1f) with faster swimming to waterfall (-6f)[24] |
July 21, 2023 | -[note 6] | 23 | Krithalith | BitS Entry -1f from key door to 50 star door with more speed and new HSWK route (-22f)[25] |
August 7, 2023 | 4:12.73?[note 6] | 24 | Krithalith | Improved BitS ending after squish cancel by getting to final elevator 11f faster and using an earlier and faster final BLJ.[26] |
Moat Door Skip
The central glitch, known as Moat Door Skip or MDS was theorized by 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.[27] MDS was revealed to the public when sonicpacker uploaded a video showcasing it.[28] 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.
Zig-Zag Strat
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).
Reason for Delay of the Full Run
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 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.
Current Record
The current record for the 1 Key TAS stands at 4:15.75. 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.
Notability of being performed on J Version
Unlike many other categories, the 1 Key run is optimally performed on the Japanese version of the game instead of the 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.
Explanation/Commentary
Castle Grounds
First, Mario performs a 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 low ceiling BLJ instead. At this point, Mario has enough negative speed to negative jump past the grate into VCutM.
VCutM
Mario quickly falls down to the elevators. He then sets the camera to fixed cam to avoid a crash on console. Mario BLJs in order to get QPU speed (enough speed to perform 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 location in PUs, which he can do since PUs 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.
Castle Basement
Mario rapidly swims through the basement and slides down to the 30 Star door area. He performs an SBLJ on the stairs, gaining enough speed to skip Board Bowser's Sub completely, and lands instead in Bowser in the Fire Sea.
Bowser in the Fire Sea
Mario traverses the beginning of the level, using the Hangable 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.
Bowser Fight
When 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.
Castle Upstairs
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)[29]. He then uses wall kicks to navigate past the Endless Stairs and into Bowser in the Sky.
Bowser in the Sky
Using a glitch known as squish cancel, Mario is able to redirect momentum from a BLJ vertically, allowing him to fly to the final elevator, and clip into the final Bowser pipe with another BLJ.
Final Bowser Fight
Mario fights Bowser as normal. At the end, Mario uses speed conserved from a BLJ to grab the Grand Star faster.
Notes
- ↑ 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.[7]
- ↑ Timed at 4:21.13 on emulator.[10]
- ↑ Console timing. 5 frames slower on emulator[13]
- ↑ Console timing.[14]
- ↑ Console timing.[15]
- ↑ 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 Time not console verified.
References
- ↑ "N64 Super Mario 64 "1 Key" in 4:21.67" by sonicpacker
- ↑ "N64 Super Mario 64 "1 Key" in 4:21.40" by sonicpacker
- ↑ "-3f VCutM Entry (Yes, this again)" by Plush
- ↑ "N64 Super Mario 64 "1 Key" in 4:21.30" by sonicpacker
- ↑ "(TAS) N64 Super Mario 64 "1 Key" in 4:21.23" by Plush
- ↑ "SM64 (TAS) - Another 1 Key DDD Pre-BLJ 1f Improvement" by Plush
- ↑ "(TAS) N64 Super Mario 64 "1 Key" in 4:21.17"
- ↑ "SM64 (TAS) - Bowser in the Fire Sea (17"53)" by Plush
- ↑ "SM64 (TAS) - Bowser in the Sky (27"83)" by Plush
- ↑ "Super Mario 64 "1 key TAS" in 4'21"04*" by dar gos
- ↑ "(TAS) Bowser In The Fire Sea In 17"50 (No Reds) By Superdavo0001 & dar gos" by Superdavo0001
- ↑ "(TAS) Super Mario 64 "1 Key" in 4:20.93" by Isaac A
- ↑ "(TAS) N64 Super Mario 64 "1 Key" in 4:20.77" by Superdavo0001
- ↑ "1 Key TAS Console Verification (4:20.75)" by Isaac A
- ↑ "Super Mario 64 - 1-Key Improvement - IsaacA TAS Console Verification" by Isaac A
- ↑ (TAS) N64 Super Mario 64 "1 key" by Tyler Kehne, mkdasher, sonicpacker, snark, SilentSlayers, ToT, Plush, Dabs, Gaehne D, Eru, sm64expert, dar gos, Superdavo0001 & IsaacA in 04:18.98
- ↑ "マリオ64のTAS"
- ↑ "(OUTDATED TAS) SM64 - Small 1 Key Improvement"
- ↑ "(OUTDATED) (TAS) SM64 - Tiny 1 Key Improvement"
- ↑ "(OUTDATED TAS) SM64 - 1 Key Double Wall Push Improvement"
- ↑ "(TAS) SM64 - 1key 2f improvement"
- ↑ "Scattershot finds 3f in any% (1 key) basement SBLJ setup (Scattershot) (SM64) (TAS)"
- ↑ "Scattershot saves 5 frames on Vanish Cap entry (used in 120 and 1key)."
- ↑ "(SM64) (TAS) Scattershot tries Moat Door Skip (1 key & 120)"
- ↑ "1 key BitS Entry -23f (SM64) (TAS) (Scattershot)"
- ↑ "1 key BitS -24f (SM64) (TAS) (Scattershot)"
- ↑ "SM64 Moat Skip Description" by Tyler Kehne
- ↑ "SM64 MOAT DOOR SKIP!! - Bypass 1st Bowser Fight" by sonicpacker
- ↑ "Super Mario 64 "1 Key" in 04:21.3" on TASVideos"