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|rta= 30.96(Real Time) 26.26(IGT) | |rta= 30.96(Real Time) 26.26(IGT) | ||
|rta_link=[https://youtu.be/jSdnFHaEllA "jrb chests 30.96" by Xoofey (Real Time)][https://twitter.com/akira_____0607/status/1260936813339787264 <br>Treasure Of The Ocean Cave 26.26 (IGT)] | |rta_link=[https://youtu.be/jSdnFHaEllA "jrb chests 30.96" by Xoofey (Real Time)][https://twitter.com/akira_____0607/status/1260936813339787264 <br>Treasure Of The Ocean Cave 26.26 (IGT)] | ||
|abc= | |abc= 0.5 | ||
|abc_link=[https://youtu.be/ | |abc_link=[https://youtu.be/tAwienu67cU "SM64 - Treasure of the Ocean Cave - 0.5x A Presses" by pannenkoek2012] | ||
|abz= 2.5 (2.5/0/0) | |abz= 2.5 (2.5/0/0) | ||
}} | }} | ||
:''<small>For a tutorial on speedrunning this star, see the [[RTA Guide/{{PAGENAME}}|RTA Guide]]</small>'' | :''<small>For a tutorial on speedrunning this star, see the [[RTA Guide/{{PAGENAME}}|RTA Guide]]</small>'' | ||
:''<small>For a tutorial on RTABC for this star, see the [[RTABC Guide/{{PAGENAME}}|RTABC Guide]]</small>'' | :''<small>For a tutorial on RTABC for this star, see the [[RTABC Guide/{{PAGENAME}}|RTABC Guide]]</small>'' | ||
'''Treasure of the Ocean Cave''' is the third star in Jolly Roger Bay. The star can be collected by swimming down to an underwater tunnel, which has a cave at the end. In the cave, the star can be activated by touching the chests in a specific order- top, left, right, bottom (when viewing the front of the chests). | '''Treasure of the Ocean Cave''' is the third star in Jolly Roger Bay. The star can be collected by swimming down to an underwater tunnel, which has a cave at the end. In the cave, the star can be activated by touching the chests in a specific order- top, left, right, bottom (when viewing the front of the chests). | ||
== TAS History == | == TAS History == | ||
{{TAS History}} | {{TAS History}} | ||
== TAS Strategy == | == TAS Strategy == | ||
The TAS starts by collecting the metal cap, returning next to the BLJ spot. The combination of stop+punch-trick+long jump allows Mario to reduce his speed so that he can strain back far enough, which is faster than a quickturn long-jump combo. Speed is gained via BLJing in the low ceiling spot under the rock, starting with -15.99 speed. This area used is quite precise with the BLJ being done at an angle which keeps Mario stuck for as long as possible (to get more speed). Mario breaks out of the ceiling when he reaches -826 speed. From there, the BLJ becomes a slope-BLJ, and so pause-buffering allows for more speed gain, up to a final speed of -1855. | The TAS starts by collecting the metal cap, returning next to the BLJ spot. The combination of stop+punch-trick+long jump allows Mario to reduce his speed so that he can strain back far enough, which is faster than a quickturn long-jump combo. Speed is gained via BLJing in the low ceiling spot under the rock, starting with -15.99 speed. This area used is quite precise with the BLJ being done at an angle which keeps Mario stuck for as long as possible (to get more speed). Mario breaks out of the ceiling when he reaches -826 speed. From there, the BLJ becomes a slope-BLJ, and so pause-buffering allows for more speed gain, up to a final speed of -1855. | ||
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When Mario reaches the edge of the water, he enters the ceiling hitbox above the top of the hole, causing him to downwarp into the cave. He then exits the water and turns as sharply as possible anticlockwise to enter the cave. Inside the cave, Mario clips through a wall, cutting a corner and saving time. He then clips under the raised platform with the chests. He eventually reaches the wall behind the chests, pushing on it for 1 frame which kills his speed. To start moving back towards the chests, Mario kicks against the wall, giving him negative speed. | When Mario reaches the edge of the water, he enters the ceiling hitbox above the top of the hole, causing him to downwarp into the cave. He then exits the water and turns as sharply as possible anticlockwise to enter the cave. Inside the cave, Mario clips through a wall, cutting a corner and saving time. He then clips under the raised platform with the chests. He eventually reaches the wall behind the chests, pushing on it for 1 frame which kills his speed. To start moving back towards the chests, Mario kicks against the wall, giving him negative speed. | ||
During the kick Mario passes the first chest, activating it. He then turns to face the second chest and jumps. During the dust-frames he (barely) reaches the chest, activating it. | During the kick Mario passes the first chest, activating it. He then turns to face the second chest and jumps. During the dust-frames he (barely) reaches the chest, activating it. He then turns towards the third chest and jumps before dive/recovering. He will have to turn back the other way to face the correct angle to activate the chest later, so the angle chosen must balance allowing Mario to turn for as few frames as possible while still allowing him to actually reach the chest (without losing too much speed through straining). Davo saved a frame here by using a better angle than the previous run. | ||
Mario then turns left to reach the required angle to activate the chest, using the chest's hitbox to hold him in place, before turning right again to head for the next chest. Once he reaches the required angle to activate the chest, he dives into it, activating it immediately. Davo saved a frame here by diving earlier than the previous run and hitting the chest earlier. After that, Mario collects the star. The optimal way to do this is to GP above it at the right time so you reach the bottom of its hitbox when it becomes collectible. | Mario then turns left to reach the required angle to activate the chest, using the chest's hitbox to hold him in place, before turning right again to head for the next chest. Once he reaches the required angle to activate the chest, he dives into it, activating it immediately. Davo saved a frame here by diving earlier than the previous run and hitting the chest earlier. After that, Mario collects the star. The optimal way to do this is to GP above it at the right time so you reach the bottom of its hitbox when it becomes collectible. | ||
== ABC Strategy == | == ABC Strategy == | ||
Since at least 2007, Treasure of the Ocean Cave | Since at least 2007, Treasure of the Ocean Cave was thought to be only completable with a singular A press, used to grab the star.<ref>[http://www.oocities.org/thiagotrujillo/abut.html "Super Mario 64 records - A Button Challenge" by Thiago Trujillo]</ref> However, in February of 2023, Tyler Kehne brought back an idea he once discarded due to issues with the joystick magnitude not allowing the strategy to work. He had an idea to get it to properly build suffecient speed, which was shortly after confirmed to be true, meaning that the star was completable in 0.5x A presses. | ||
There were a few dead-end strategies for this star before this: | |||
* Hyperspeed: Utilizing hyperspeed, it is theoretically possible to launch yourself onto the star, avoiding the need to jump. It was shown by pannenkoek2012 that 500 speed would be sufficient to reach the star.<ref>[https://youtu.be/nKeBVjHztag "JRB Speed Conservation to Chest Star" by pannenkoek2012]</ref> This speed requirement was subsequently lowered to 280 by Superdavo0001,<ref>[https://youtu.be/amg4kaW1jGg "JRB Chest Star 0x With 280 Speed (Theory)" by Superdavo0001]</ref> and then to 262.<ref>[https://www.youtube.com/watch?v=eJYOQSlNHDA "SM64: JRB Chests 0x with 262 Speed (Hacked)" by Nim]</ref> Although significantly more feasible than 500, these speeds are notably above the maximum speed currently achievable in the course, which is around 160. A new hyperspeed method/application would be needed to make this work, otherwise, the speed needed would need to be greatly reduced again. | * Hyperspeed: Utilizing hyperspeed, it is theoretically possible to launch yourself onto the star, avoiding the need to jump. It was shown by pannenkoek2012 that 500 speed would be sufficient to reach the star.<ref>[https://youtu.be/nKeBVjHztag "JRB Speed Conservation to Chest Star" by pannenkoek2012]</ref> This speed requirement was subsequently lowered to 280 by Superdavo0001,<ref>[https://youtu.be/amg4kaW1jGg "JRB Chest Star 0x With 280 Speed (Theory)" by Superdavo0001]</ref> and then to 262.<ref>[https://www.youtube.com/watch?v=eJYOQSlNHDA "SM64: JRB Chests 0x with 262 Speed (Hacked)" by Nim]</ref> Although significantly more feasible than 500, these speeds are notably above the maximum speed currently achievable in the course, which is around 160. A new hyperspeed method/application would be needed to make this work, otherwise, the speed needed would need to be greatly reduced again. | ||
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* Spawning Displacement/Speed Conservation into the Demo: Using spawning displacement/speed conservation, it is possible to desync Mario during the demo sequences.<ref>[https://youtu.be/-0emgkIEobI "Collecting a Star during the Demo Idea" by pannekoek2012]</ref> One of these sequences exist in JRB, opening the possibility. However, no way to activate the star, even with an ideal placement, has been found. Even if it would be, it seems feasibly unlikely to be possible within the constraints of the ABC. | * Spawning Displacement/Speed Conservation into the Demo: Using spawning displacement/speed conservation, it is possible to desync Mario during the demo sequences.<ref>[https://youtu.be/-0emgkIEobI "Collecting a Star during the Demo Idea" by pannekoek2012]</ref> One of these sequences exist in JRB, opening the possibility. However, no way to activate the star, even with an ideal placement, has been found. Even if it would be, it seems feasibly unlikely to be possible within the constraints of the ABC. | ||
== References == | == References == | ||
<references/> | <references/> | ||
{{star_nav}} | {{star_nav}} |
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