56
edits
PanchamBro (talk | contribs) (adding navbox) |
Shoutplenty (talk | contribs) (linked new setup guide) |
||
Line 1: | Line 1: | ||
The Nintendo 64 Console is the main platform on the official leaderboards. | The Nintendo 64 Console is the main platform on the official leaderboards. | ||
==== [https://docs.google.com/document/d/1JhZ18Wzby27o9kGVr4W6AluGzmw2z0Puq5VWIxkkkc0/ → Setup Guide] ==== | |||
The '''N64''' buying guide covers everything you need to know to get set up to play on console, including information on game versions, platforms, TVs, monitors, and peripherals like input displays and Everdrives. | |||
== Versions == | == Versions == | ||
There are 4 versions of Super Mario 64 that were released on the Nintendo 64. All runs performed on Nintendo 64 must use an official cartridge of one of these releases of Super Mario 64. Submitting runs played on a flashcart or Everdrive is against the official leaderboard rules. | There are 4 versions of Super Mario 64 that were released on the Nintendo 64. All runs performed on Nintendo 64 must use an official cartridge of one of these releases of Super Mario 64. Submitting runs played on a flashcart or Everdrive is against the official leaderboard rules. | ||
=== NTSC-J === | === NTSC-J === | ||
This is the first Japanese release. This version has a shorter intro cutscene, less text overall, and small differences in a few stages. it is faster for 1 Star, 16 Star, and 120 Star | This is the first Japanese release. This version has a shorter intro cutscene, less text overall, and small differences in a few stages. it is faster for 1 Star, 16 Star, and 120 Star | ||
=== NTSC-U === | === NTSC-U === | ||
This is the North American release. Text boxes scroll faster and 15 star MIPS runs slower in this release. It is faster for 0 Star and 70 Star | This is the North American release. Text boxes scroll faster and 15 star MIPS runs slower in this release. It is faster for 0 Star and 70 Star | ||
=== PAL === | === PAL === | ||
This is the European/Australian release. It only runs at 25 fps, which makes it completely unsuitable for speedrunning. | This is the European/Australian release. It only runs at 25 fps, which makes it completely unsuitable for speedrunning. | ||
=== NTSC-J Shindou Edition === | === NTSC-J Shindou Edition === | ||
This is the updated Japanese release that includes support for the Rumble Pak. This version has removed the ability to perform BLJs, so 0 star, 1 star and 16 star cannot be completed. It also longer loading times than NTSC-U and NTSC-J, and slightly less lag in some sections. This version is only faster in some single star records, but in a full game run it's best to be avoided. | This is the updated Japanese release that includes support for the Rumble Pak. This version has removed the ability to perform BLJs, so 0 star, 1 star and 16 star cannot be completed. It also longer loading times than NTSC-U and NTSC-J, and slightly less lag in some sections. This version is only faster in some single star records, but in a full game run it's best to be avoided. | ||
== Lag Reduction == | == Lag Reduction == | ||
The Nintendo 64 console often lags quite a bit while running Super Mario 64. Speedrunners use a myriad of techniques to reduce as much lag as possible while performing their movement. This mostly consists of turning the camera to face a specific way to reduce the workload of the N64 graphics processor. | The Nintendo 64 console often lags quite a bit while running Super Mario 64. Speedrunners use a myriad of techniques to reduce as much lag as possible while performing their movement. This mostly consists of turning the camera to face a specific way to reduce the workload of the N64 graphics processor. | ||
You can find more information about Lag Reduction at the [https://sites.google.com/view/supermario64/laglibrary Usamune Project Lag Library]. Lag Reduction tips are also sprinkled into the RTA Guides. | You can find more information about Lag Reduction at the [https://sites.google.com/view/supermario64/laglibrary Usamune Project Lag Library]. Lag Reduction tips are also sprinkled into the RTA Guides. | ||
== Controllers == | == Controllers == | ||
[[File:Hori Mini pad n64 controller GC controller.png|thumb|right|Top: GameCube controller. Bottom Left: OEM Nintendo 64 controller. Bottom Right: Hori Minipad]] | [[File:Hori Mini pad n64 controller GC controller.png|thumb|right|Top: GameCube controller. Bottom Left: OEM Nintendo 64 controller. Bottom Right: Hori Minipad]] | ||
There are a variety of controllers that can be used on a Nintendo 64. Here we will list them out and briefly describe the pros and cons of each. | There are a variety of controllers that can be used on a Nintendo 64. Here we will list them out and briefly describe the pros and cons of each. | ||
=== OEM Nintendo 64 Controller === | === OEM Nintendo 64 Controller === | ||
This is the controller that the majority of runners use. This controller was designed by Nintendo specifically for this game so you won't find anything more suitable. It has an analog stick with an octagonal gate and most setups on the RTA guide are calibrated around these angles due to the popularity of the controller. | This is the controller that the majority of runners use. This controller was designed by Nintendo specifically for this game so you won't find anything more suitable. It has an analog stick with an octagonal gate and most setups on the RTA guide are calibrated around these angles due to the popularity of the controller. | ||
Line 32: | Line 26: | ||
Another subjective drawback is the issue of comfort in the hands. Some people dislike the N64 controller because of its signature tri-wing design being a bit too cramped. | Another subjective drawback is the issue of comfort in the hands. Some people dislike the N64 controller because of its signature tri-wing design being a bit too cramped. | ||
=== Hori Minipad === | === Hori Minipad === | ||
The Hori Minipad is a third party controller that was released exclusively in Japan in the latter part of the N64's lifecycle. It is most notable for having a Gamecube style stick which will not wear out nearly as quickly, and it only has 2 prongs which brings it closer in line with the design of modern controllers. | The Hori Minipad is a third party controller that was released exclusively in Japan in the latter part of the N64's lifecycle. It is most notable for having a Gamecube style stick which will not wear out nearly as quickly, and it only has 2 prongs which brings it closer in line with the design of modern controllers. | ||
There are a few commonly cited drawbacks to this controller, the first of which being the stick sensitivity and angle inconsistency. It can be rather difficult to find a Minipad with a stick that has good angles for speedrunning, and getting a dud can be incredibly costly since these controllers usually sell for upwards of $80 USD. The sensitivity on the stick can also make precise adjustments more difficult than the OEM N64 Controller. The second issue is that of comfort. The Minipad, as its name implies, is incredibly compact. The layout is incredibly crowded and some people may find it uncomfortable to use for extended periods of time. Finally, the buttons on the Minipad can feel a bit unsatisfying to use. The triggers especially can feel a bit spongy with a shallow actuation distance, and the presence of two small trigger buttons in the same spot with no proper separation can be weird to new users. | There are a few commonly cited drawbacks to this controller, the first of which being the stick sensitivity and angle inconsistency. It can be rather difficult to find a Minipad with a stick that has good angles for speedrunning, and getting a dud can be incredibly costly since these controllers usually sell for upwards of $80 USD. The sensitivity on the stick can also make precise adjustments more difficult than the OEM N64 Controller. The second issue is that of comfort. The Minipad, as its name implies, is incredibly compact. The layout is incredibly crowded and some people may find it uncomfortable to use for extended periods of time. Finally, the buttons on the Minipad can feel a bit unsatisfying to use. The triggers especially can feel a bit spongy with a shallow actuation distance, and the presence of two small trigger buttons in the same spot with no proper separation can be weird to new users. | ||
=== GameCube Controller === | === GameCube Controller === | ||
Though less popular than the other two, the GameCube controller can be used on an N64 console through the use of an adapter made by Raphnet. At first glance this controller seems to be the best choice, having a very high quality stick that won't wear out which is also far more comfortable than the others. It is also easy to get your hands on a new one since Nintendo has re-released this controller for Smash 4 and Smash Ultimate. | Though less popular than the other two, the GameCube controller can be used on an N64 console through the use of an adapter made by Raphnet. At first glance this controller seems to be the best choice, having a very high quality stick that won't wear out which is also far more comfortable than the others. It is also easy to get your hands on a new one since Nintendo has re-released this controller for Smash 4 and Smash Ultimate. | ||
Line 46: | Line 38: | ||
Finally, the stick on the GameCube controller has the same issue as the Hori Minipad, that being high sensitivity and angles that are different from the N64. This isn't necessarily a downside, as the different angles can make some strats easier and others more difficult to perform. | Finally, the stick on the GameCube controller has the same issue as the Hori Minipad, that being high sensitivity and angles that are different from the N64. This isn't necessarily a downside, as the different angles can make some strats easier and others more difficult to perform. | ||
=== Other Third Party Controllers === | === Other Third Party Controllers === | ||
There are a myriad of other lower quality controllers out there for the N64. Some of these controllers are usable in certain contexts, but most of them are a complete waste of money and should be avoided at all costs. Controllers like the Retrobit Tribute64 and the Brawler64 are suitable to be used as secondary Bowser throw controllers, but it is recommended not to use them for general gameplay due to their cheaper build quality, poor stick angles and sensitivity. | There are a myriad of other lower quality controllers out there for the N64. Some of these controllers are usable in certain contexts, but most of them are a complete waste of money and should be avoided at all costs. Controllers like the Retrobit Tribute64 and the Brawler64 are suitable to be used as secondary Bowser throw controllers, but it is recommended not to use them for general gameplay due to their cheaper build quality, poor stick angles and sensitivity. | ||
Other unbranded controllers that look like N64 controllers should also be avoided as their sticks and overall build quality is incredibly poor and will not be consistent at all. This also includes controllers from the N64 era, such as the SuperPad64 or the Boomerang 64 | Other unbranded controllers that look like N64 controllers should also be avoided as their sticks and overall build quality is incredibly poor and will not be consistent at all. This also includes controllers from the N64 era, such as the SuperPad64 or the Boomerang 64 | ||
{{RTA Guide Nav}} | {{RTA Guide Nav}} |
edits