If I’ve learned anything from the ABC crew, it’s that the more unlikely an option seems, like climbing a pyramid from the bottom, is the one they can work their magic with
i don't think they are resorting to anything. what we see here has been mostly known forever. it's just neither entry makes any difference because for the top you have to jump out of the elevator and for the bottom entrance you need to somehow get off the pole. it's frustraiting. the misalignments are new so the bottom entrance is now an alternative but not yet the solution. i just think those are 2 a presses that are here to stay since there is so little to work with in there. same as with peaches slide. i guess bitfs might be figured out one day but other than that it's really unlikely. but hey we also thought we'd never see the jrb chest star solved and it happened. still kinda funny how they got ttc down to 3 entry presses and something like ssl is still impossible and jrb was still unsolved not long ago. but well. ttc has bob ombs to clone with and stuff to manipulate etc. most remaining stars have absolutely nothing to work with.
true, but imagine how different all this would be if they had simply used absolute value when checking for a speed cap (IF ABS(SPEED) > X ...). Then there would be no backwards long jumps, no hyper speed, no parallel universes. Literally all of this wouldn't look the same with one line of code being changed
just appreciating the little things. Something so small as a pole has been such a thorn in the side for a decade, but something as small as one line of code changes everything about mario 64 as we know it@@thepinkcoin1512
I thought that circling on the pole was some clever enemy movement manipulation to get off the pole ... but nope, it's just waiting for a cycle.. Great job as always!
If you think the challenge is over, remember that the Chest star in JRB used to be the only one in that level where you needed to use an additional A Press for a long time!
Looking at the code for amps, they only seem to stop chasing Mario and disappear when you move far enough away from their home. They don't care how far they are from their home. Their chase loop consists of seeing Mario, lunging at him and then gradually turning to face him again. If Mario is too far away from their home they will disappear 150 frames after they initiated the last chase. The part where they gradually turn towards Mario after lunging seems like it could be exploited by standing directly behind them and moving so that they keep turning the opposite direction every frame. Using this it should be possible to get them to leave their home region. By itself this wouldn't be very useful as they would disappear as soon as Mario strayed too far from their home, as it would almost certainly have been longer than 150 frames since they initiated the lunge. However, the code that initiates the lunge does not care about distance. All it checks for is if they are pointing roughly towards Mario. It should therefore be possible to guide an amp to move beyond its home region, let it turn around so that it is facing Mario, and let it initiate a lunge right before Mario leaves its home region. That would give you 150 frames of time with the amp active outside of its home region. The amp will continue moving in the direction it was last moving before Mario moved beyond 1500 units from its home. The amp will track Mario's Y height only while Mario remains within its home region. I doubt getting hit with an amp would get you off the pole in a way that lets you get onto the higher platform, but it may be possible to orchestrate getting hit with an amp there at least if you can get there within 150 frames.
@@timpunny Dang. Was this immunity demonstrated in a previous pannen video? I'm just wondering if there might be some caveats in the immunity (like if Mario is balancing on the top of the pole)
Sidney did. Pannen is focused on making commentary videos right now that fans want, so he's been basically absent from any research and discussion. And he has a job.
70 star can already be done in just one A press (unless we use Wii VC in which case it's possible to avoid that A press by exploiting an emulation error, but N64 is still 1x for 70 star) That A press is in Bowser and the Fire Sea, to get past the pole there to get to the upper level. The reason there's no complete 70 star ABC TAS yet is because there is a theory on how it might be possible to save that A press on N64, which would make 0x A press 70 star possible on N64. They've been working on it for years now. We can only hope that one day they will finally crack it. Personally I see it as basically the holy grail of the ABC. It's looking to be the most insane A press save ever, if they can make it work.
they have a speed transfer and pu route demo for bitfs using values that should be possible, I wouldn’t be surprised if it was proven possible by the end of the year
the issue is that the ABC community doesnt see wii vc as being a "valid" platform to play on which is honestly EXTREMELY silly. TASing tools exist in dolphin so if someone wanted to make a 0x TAS for 70 star, its entirely possible with current strats. just that nobody in the community WANTS to. given, if youre on dolphin you lose some valuable tools for tas production like STROOP, and the community wont even really care since its not on n64, so its understandable why nobody wants to bother, but its extremely unfortunate at the same time.
It probably sounds like way too much work but I feel like it would be really cool to see how much stuff there would minimally be required to be to save these remaining 13.
@@Whitecroc that’s not what I mean. I mean like, say a hacked in bomb-omb or something to see if that’s all that would be required. Just as an example. Like what’s the smallest edit to the level required to save the A Presses. Though I don’t think I’m doing a good job explaining what I mean
Imagine if there was some way to jump off poles without the A button. Like what if some Japanese programmer back in the 90s thought "what if we let players also jump off poles with the b button?". In an alternate universe, that probably happened and this video would be an a press save. But no they probably thought "why would anyway NOT want to use the A button?". ABC would be very different if this was a real thing.
Just a throwaway idea from the uninformed but: What would it take to cause a spawning displacement onto the edge of the elevator from the top entrance?
the top of the pyramid isn't in contact with the loading zone, and it gets overwritten by other objects inside the pyramid if those issues didn't exist, spawning displacement would work pannenkoek shows this in the "disappointing observations" video
Here's throwaway thought, but maybe there's something that could bug the pole itself or Mario's interaction with the pole? I feel like everyone is so caught up about getting knocked off the pole right or finding other ways to gain height that they don't think about finding glitches with pole interaction in the first place.
@@FFKonokothat's exactly why nobody has looked for any quirks in the pole climbing mechanics. It sounds stupid, but it wouldn't hurt while waiting for other glitches to be discovered.
@@dylanobrien3785 my brother in Christ looking at the code is the best possible way to check for any oddities. It defines all the logic and possibilities of what you can do with a pole.
Dumb question, but how much of how pole collision works has actually been figured out? I imagine even getting a little bit of height from climbing could solve so much. Maybe some manipulation with handstands that changes Mario's coordinates or manipulating when and where Mario grabs onto the pole when pressing B, maybe even rpeatedly grabbing and ungrabbing the pole to gain infinite height somehow.
If there was a way to get up those stairs at 0:40 without an SDC ledgegrab, there could maybe be something that could be done with the 100 coin star around the pole. Not very likely, considering there's no coins or enemies directly around it, but food for thought.
Can you get on top of that thwomp without the pole jump? Or to rephrase: Do we need an innovation to get off the pole, or an innovation to get on top of the thwomp?
You can indeed, by using an amp clip to get up to the ledge near the grindel (pyramid thwomps), and then from there onto the grindel, either via a misalignment or from higher up the walkway. So, we need an innovation to get off the pole.
Do you think it would be possible to do this in 0 a presses if something was able to hit you off of the pole? Or would it still require an a press to get on the sand whomp (I don’t know the enemy’s name)
Don't do this, don't give me hope. I thought the A-count was basically set in stone and now there is a small chance it gets lower!? Holy fuck you guys are amazing.
We thought it was set in stone until JRB got destroyed in the span of a week and 1 random realization. Now we're in the mindset to review every A press w/o losing heart just cuz it's far from solving. For that matter, only BitFS has any actual hope at all right now. PSS and this are next closest to solving, but still very far, so don't be hopeful about them tbh, yet.
This is probably a naive question, but I wonder what would happen to the moving stairs seen at 0:49 if you left the game on overnight? Would they eventually climb their way up to the next floor? Even if they did it doesn't look like it would be very helpful because there's a ceiling above them but I though I'd bring it up just in case my dumb question is somehow genius in disguise.
Seems doubtful. I'm assuming you're thinking of the BitFS platforms slowly rising due to accumulated floating point rounding errors. Unfortunately, that phenomenon is only on the WiiVC, which the ABC team will not use because of its lack of access to other useful bugs, like TTC spawning displacement.
I would hope at least we would get another half A press to 0, Jrb is stupidly close to a hyper speed strat in 0xA being possible (5 units off or smth, literally butterflies would make it possible no exaggeration) I have my own dumb idea for WFRR in 0xA (scuttlebug ladder by using raising to get the bugs past each door, using VPUs if necessary) I think reducing these is unlikely since there isn’t much you can do even though we’re right there. at least 12 A will happen
@@carrotgod3974I don’t think Scuttlebugs can exist outside of their own rooms Immediate edit: never mind, I just remembered the big boo’s merry go round strat
i honestly think pss has a chance. there was an idea a couple months ago that looked promising but ended up not working out. i wouldn't be at all surprised if someone figured out something similar that actually does work
I'm thinking about the movement of that whomp near the pole. Is there any way to influence it? What happens if you let it whomp around for hours and hours, does anything interesting happen? (Edit: *grindel)
Sometimes I wonder how many more crazy mechanics are still unknown. The games been torn to shreds for so long surely if something like ACE was possible it would have been found already
May sound ridiculous but what if you use airkicking when on top of eyerock's hand to fly up to past the pole section like in WFRR elevator, it may shave of the 2 a-presses in a full game run
For a youtube comment, not a dumb idea tbh. Ofc we thought of it. Speedkicks must be delayed from each other by 3 frames of landing anim. So, each speedkick takes 4 frames. Pause-buffered dive recovers was the real idea cuz more height, but that didn't work out. I forgot why... was the dives not enough height?
the problem is that eyerok is in a seperate area, in that the rest of the pyramid unloads when you enter his area, and he only loads when you enter his area (i may be wrong here though).
Yes, but there is nothing useful in ssl. You cant get spawning displacement into the pyramid, and if you could, you couldnt get enough/the object is unloaded.
Hi, @uncommentatedpannen this video was uploaded in 60 fps but is actually just 30 fps frame doubled, you might want to look into the settings of your video editing software and correct this
What about the BinFS thing where because of floating point errors the vertical moving platforms slowly rose over the course of hours? I know it’s Wii vc only but can that apply to the vertical moving platforms here?
They move pretty quickly and roughly, I get the impression that they move full units as opposed to the subtle sine-like movement of the platforms which was vulnerable to the wii's precision errors.
There’s no way to clone in the pyramid. You also can’t get an amp there to shock you off (note: im pretty sure it’s because you have immunity when dropping off poles to the amp which is why it doesn’t work, but I’m not entirely sure of the specifics)
It's going to be hard to get past that damn pole. It feels like there's not much to work with, maybe one day I'll wake up to a video where someone manipualted the electric ball enemies to move higher and knock you off the pole.
This may sound dumb but it's the only idea I have. 1. Get a metal file. 2. File the A button down till it's smooth. 3. With a Sharpie, write a 'D' where the 'A' used to be.
There’s not much near the top entrance which is the only one that would really help, there’s the pyramid top that does apply displacement but that is not near the entrance so it’s safe to say it’s impossible to displacement in the entrance. Inside the pyramid, maybe? You could displace off the spindel to bypass the pole, but you need PU speed and PU speed was only recently found with BLJs (like a week ago) There’s also the fact that you would need to conserve that speed as well, really there’s just about a trillion problems with any strat to pass the pole
@@carrotgod3974 Isn't there 0x PU access outside the pyramid via hyperspeed punching? Maybe something could work out with the lower entrance and a Tox Box
@@carrotgod3974 But maybe the speed could be used outside to trigger the loading zone and land on a moving object during the fadeout, leading to spawning displacement inside the pyramid
I am assuming that you already tried everything but just for info, why don't you try to roll out inside the elevator and then use a ground pound to "kill time" while the elevator moves away from below you? I am wondering if you could potentially land on the edges if you somehow managed to spend more time in the air...
Read the description, the top entrance is a dead end and with equal a presses this makes the strat somewhat viable. They are looking for ways to get the star 0xa from the bottom entrance
there are bombs in the pyramid, those sound promising right? mby there is some holp manipulation possible to get dmg at the pole but i reckon you already thought of that
@@carrotgod3974 I used to think it was intended to be a one way warp, but all you have to do is stand on the higher ground to bypass it. I think the devs just slightly misplaced it and people assumed it was meant to be one-way
This may not be right but could you use the Z button to make Mario fall off the pole and guide him onto the upper level without jumping? I don't fully remember since it's been a while so I may be wrong, but maybe it's worth a shot?
It's insane how that elevator is just _barely_ too tall and the team is now resorting to the lower entrance as a more likely option
If I’ve learned anything from the ABC crew, it’s that the more unlikely an option seems, like climbing a pyramid from the bottom, is the one they can work their magic with
The fact that you can climb the elevator wall, but ONLY from the outside, is an incredible tease.
@@MrCheezecurse you misalignments!
i don't think they are resorting to anything. what we see here has been mostly known forever. it's just neither entry makes any difference because for the top you have to jump out of the elevator and for the bottom entrance you need to somehow get off the pole. it's frustraiting. the misalignments are new so the bottom entrance is now an alternative but not yet the solution. i just think those are 2 a presses that are here to stay since there is so little to work with in there. same as with peaches slide. i guess bitfs might be figured out one day but other than that it's really unlikely. but hey we also thought we'd never see the jrb chest star solved and it happened. still kinda funny how they got ttc down to 3 entry presses and something like ssl is still impossible and jrb was still unsolved not long ago. but well. ttc has bob ombs to clone with and stuff to manipulate etc. most remaining stars have absolutely nothing to work with.
@@MrCheezeif you think about they still can’t use the wall from the lower entrance because it still requires an a press from the lower entrance
Ah, we are once again faced with the ultimate enemy of the A Button Challenge: a pole.
true, but imagine how different all this would be if they had simply used absolute value when checking for a speed cap (IF ABS(SPEED) > X ...).
Then there would be no backwards long jumps, no hyper speed, no parallel universes. Literally all of this wouldn't look the same with one line of code being changed
@@stevenschiro1838 what does that have to do with poles
@@thepinkcoin1512I think they're saying be grateful for what we can do instead of what we can't
just appreciating the little things. Something so small as a pole has been such a thorn in the side for a decade, but something as small as one line of code changes everything about mario 64 as we know it@@thepinkcoin1512
@@thepinkcoin1512this entire challenge and speed running community for this game would basically not exist if they did that
Note, Sidney figured out this new strat entirely alone in 2 hours.
Big Shout-outs!
I thought that circling on the pole was some clever enemy movement manipulation to get off the pole ... but nope, it's just waiting for a cycle..
Great job as always!
Holy moly those are cool strats, I guess this makes another level stuck with an annoying pole!
Dealing with poles is how WW2 started
If you think the challenge is over, remember that the Chest star in JRB used to be the only one in that level where you needed to use an additional A Press for a long time!
They solved Treasure in the Ocean Cave?
yep, its done in 0.5x now!
@@lakotacorff4012in 0.5 at least
ï genuinely can't believe that one got solved (0.5)
Yeah, it used to be thought as too tall to make it without an A press. The fact they even managed to get it to 0.5 is surprising
"aw dude this first star is looking viable- aaaand there's a pole"
Looking at the code for amps, they only seem to stop chasing Mario and disappear when you move far enough away from their home. They don't care how far they are from their home. Their chase loop consists of seeing Mario, lunging at him and then gradually turning to face him again. If Mario is too far away from their home they will disappear 150 frames after they initiated the last chase.
The part where they gradually turn towards Mario after lunging seems like it could be exploited by standing directly behind them and moving so that they keep turning the opposite direction every frame. Using this it should be possible to get them to leave their home region.
By itself this wouldn't be very useful as they would disappear as soon as Mario strayed too far from their home, as it would almost certainly have been longer than 150 frames since they initiated the lunge. However, the code that initiates the lunge does not care about distance. All it checks for is if they are pointing roughly towards Mario.
It should therefore be possible to guide an amp to move beyond its home region, let it turn around so that it is facing Mario, and let it initiate a lunge right before Mario leaves its home region. That would give you 150 frames of time with the amp active outside of its home region.
The amp will continue moving in the direction it was last moving before Mario moved beyond 1500 units from its home. The amp will track Mario's Y height only while Mario remains within its home region.
I doubt getting hit with an amp would get you off the pole in a way that lets you get onto the higher platform, but it may be possible to orchestrate getting hit with an amp there at least if you can get there within 150 frames.
unfortunately mario is immune to amps when on or falling off of a pole
@@timpunny Dang. Was this immunity demonstrated in a previous pannen video? I'm just wondering if there might be some caveats in the immunity (like if Mario is balancing on the top of the pole)
@@cornesalvo9366 czcams.com/video/E6UhkHRF_3Q/video.htmlm13s
@@cornesalvo9366Bit of a late response but I think Pannen covers this in the “BitFS 0x A Presses Ideas” video, could be wrong on that though.
The Pann has set its eyes on the target.
Sidney did. Pannen is focused on making commentary videos right now that fans want, so he's been basically absent from any research and discussion. And he has a job.
The mortal enemy of the A Button Challenge:
Climbing Poles
That idea to use the grindel to get to the elevator was brilliant! Sidney is a genius
man good job sidney, this is sick
Sidney's still got it!
This comment section expresses so much distaste for poles, one could mistake it for early 1940s Germany
w
Fr ong
modern day Germany*
Honestly, I'm just waiting for the inevitable "minimum A presses" 70 Star TAS
70 star can already be done in just one A press (unless we use Wii VC in which case it's possible to avoid that A press by exploiting an emulation error, but N64 is still 1x for 70 star)
That A press is in Bowser and the Fire Sea, to get past the pole there to get to the upper level.
The reason there's no complete 70 star ABC TAS yet is because there is a theory on how it might be possible to save that A press on N64, which would make 0x A press 70 star possible on N64. They've been working on it for years now. We can only hope that one day they will finally crack it. Personally I see it as basically the holy grail of the ABC. It's looking to be the most insane A press save ever, if they can make it work.
they have a speed transfer and pu route demo for bitfs using values that should be possible, I wouldn’t be surprised if it was proven possible by the end of the year
It will come out after they solve BitFS which seems inevitable
the issue is that the ABC community doesnt see wii vc as being a "valid" platform to play on which is honestly EXTREMELY silly. TASing tools exist in dolphin so if someone wanted to make a 0x TAS for 70 star, its entirely possible with current strats. just that nobody in the community WANTS to.
given, if youre on dolphin you lose some valuable tools for tas production like STROOP, and the community wont even really care since its not on n64, so its understandable why nobody wants to bother, but its extremely unfortunate at the same time.
@@orangeaurora why waste time on wii vc when n64 is probably possible
Not gonna lie, didn't think the elevator was accessible - let alone triggerable - from inside of the pyramid. Great work on these stars btw!!
Seems really really close to making an earlier grindel cycle, could save some time if the movement is tightened up somehow
But then mario can't poledance for our amusement
Wouldn’t matter since this strat is slower than top enterence anyway
It probably sounds like way too much work but I feel like it would be really cool to see how much stuff there would minimally be required to be to save these remaining 13.
Pannenkoek periodically releases videos detailing the remaining A presses. Check the playlist!
@@Whitecroc that’s not what I mean. I mean like, say a hacked in bomb-omb or something to see if that’s all that would be required. Just as an example. Like what’s the smallest edit to the level required to save the A Presses.
Though I don’t think I’m doing a good job explaining what I mean
@@charmandergamer1287 I think I get it. Not sure if it's a meaningful exercise, but it might be fun.
@@charmandergamer1287or like 2 extra speed on a ledge drop
ooooooo fancy. Hope this leads to an A press save. Sending good vibes
why does it always have to be poles
Imagine if there was some way to jump off poles without the A button. Like what if some Japanese programmer back in the 90s thought "what if we let players also jump off poles with the b button?". In an alternate universe, that probably happened and this video would be an a press save. But no they probably thought "why would anyway NOT want to use the A button?". ABC would be very different if this was a real thing.
Just a throwaway idea from the uninformed but:
What would it take to cause a spawning displacement onto the edge of the elevator from the top entrance?
I'm not sure if there's anything that can displace you (a platform or something else) while entering from the top entrance.
the top of the pyramid isn't in contact with the loading zone, and it gets overwritten by other objects inside the pyramid
if those issues didn't exist, spawning displacement would work
pannenkoek shows this in the "disappointing observations" video
@all_hail_cheese thanks! I think I saw that video, just forgot.
I watch this video over and over just hoping something else will happen. This is driving me insane
Here's throwaway thought, but maybe there's something that could bug the pole itself or Mario's interaction with the pole?
I feel like everyone is so caught up about getting knocked off the pole right or finding other ways to gain height that they don't think about finding glitches with pole interaction in the first place.
Because the programming on that is pretty tight and thoroughly tested. It'd be like saying test Mario's jump for randomly going 3x as high.
@@FFKonokothat's exactly why nobody has looked for any quirks in the pole climbing mechanics. It sounds stupid, but it wouldn't hurt while waiting for other glitches to be discovered.
@@dylanobrien3785trust me mate, people have analyzed every individual line of code that tangentially relates to poles by now
@@dylanobrien3785 my brother in Christ looking at the code is the best possible way to check for any oddities. It defines all the logic and possibilities of what you can do with a pole.
Ah it’s your arch nemesis
Poles
Dumb question, but how much of how pole collision works has actually been figured out? I imagine even getting a little bit of height from climbing could solve so much. Maybe some manipulation with handstands that changes Mario's coordinates or manipulating when and where Mario grabs onto the pole when pressing B, maybe even rpeatedly grabbing and ungrabbing the pole to gain infinite height somehow.
The pole is one of the dumbest & simplest objects in the game. Any complexity we can scrounge up must come from the rest of the level instead.
If there was a way to get up those stairs at 0:40 without an SDC ledgegrab, there could maybe be something that could be done with the 100 coin star around the pole. Not very likely, considering there's no coins or enemies directly around it, but food for thought.
this is mad to see, shoutouts to Sidney
Can you get on top of that thwomp without the pole jump?
Or to rephrase: Do we need an innovation to get off the pole, or an innovation to get on top of the thwomp?
You can indeed, by using an amp clip to get up to the ledge near the grindel (pyramid thwomps), and then from there onto the grindel, either via a misalignment or from higher up the walkway.
So, we need an innovation to get off the pole.
Do you think it would be possible to do this in 0 a presses if something was able to hit you off of the pole? Or would it still require an a press to get on the sand whomp (I don’t know the enemy’s name)
You can get onto it 0xA assuming you got off the pole and onto the pole platform in 0xA (in some pipe dream)
Yes, the whole challenge is to find a way to fall off the pole onto the top floor
Grindel is the name.
@@sm64guy28I'm guessing there's no way to spawn an enemy at the top of the poll to hit you off?
@@LukieLuke5maybe if they use holp and clone a goomba?
itd be cool if there was a way found, cant wait to see
Don't do this, don't give me hope. I thought the A-count was basically set in stone and now there is a small chance it gets lower!? Holy fuck you guys are amazing.
This and also the last A press in BitFS, since LLL got solved it gives hope!
BitFS route is solved its just brute forcing the solution now like LLL. These two are less likely but might be possible we dont know yet
We thought it was set in stone until JRB got destroyed in the span of a week and 1 random realization. Now we're in the mindset to review every A press w/o losing heart just cuz it's far from solving. For that matter, only BitFS has any actual hope at all right now. PSS and this are next closest to solving, but still very far, so don't be hopeful about them tbh, yet.
Wonderful work
So now these stars are 1xA press either from top or from lower?
This is probably a naive question, but I wonder what would happen to the moving stairs seen at 0:49 if you left the game on overnight? Would they eventually climb their way up to the next floor? Even if they did it doesn't look like it would be very helpful because there's a ceiling above them but I though I'd bring it up just in case my dumb question is somehow genius in disguise.
Seems doubtful. I'm assuming you're thinking of the BitFS platforms slowly rising due to accumulated floating point rounding errors. Unfortunately, that phenomenon is only on the WiiVC, which the ABC team will not use because of its lack of access to other useful bugs, like TTC spawning displacement.
@@thealbinotadpole2878 Ah right, I keep forgetting that fact. Thank you
These 2 and fire sea are probably the only possible ones left. I think 10 A presses is the minimum, but I'd be happy to be proven wrong.
I would hope at least we would get another half A press to 0, Jrb is stupidly close to a hyper speed strat in 0xA being possible (5 units off or smth, literally butterflies would make it possible no exaggeration)
I have my own dumb idea for WFRR in 0xA (scuttlebug ladder by using raising to get the bugs past each door, using VPUs if necessary)
I think reducing these is unlikely since there isn’t much you can do even though we’re right there. at least 12 A will happen
@@carrotgod3974I don’t think Scuttlebugs can exist outside of their own rooms
Immediate edit: never mind, I just remembered the big boo’s merry go round strat
i honestly think pss has a chance. there was an idea a couple months ago that looked promising but ended up not working out. i wouldn't be at all surprised if someone figured out something similar that actually does work
@@RichConnerGMN oh? What was the pss idea?
ACE incoming
I'm thinking about the movement of that whomp near the pole. Is there any way to influence it? What happens if you let it whomp around for hours and hours, does anything interesting happen?
(Edit: *grindel)
Inb4 BitFS platform 2.0
Sometimes I wonder how many more crazy mechanics are still unknown. The games been torn to shreds for so long surely if something like ACE was possible it would have been found already
incredible
thanksfor beautiful 4:3 content for my crt monitor
May sound ridiculous but what if you use airkicking when on top of eyerock's hand to fly up to past the pole section like in WFRR elevator, it may shave of the 2 a-presses in a full game run
For a youtube comment, not a dumb idea tbh. Ofc we thought of it. Speedkicks must be delayed from each other by 3 frames of landing anim. So, each speedkick takes 4 frames. Pause-buffered dive recovers was the real idea cuz more height, but that didn't work out. I forgot why... was the dives not enough height?
the problem is that eyerok is in a seperate area, in that the rest of the pyramid unloads when you enter his area, and he only loads when you enter his area (i may be wrong here though).
also he moves up too fast for mario to stay on afaik
easy solution just map the A action to another button
I’ve got what is most likely cope and wishful thinking, but is there a way to use spawning displacement for sublevels like the pyramid?
Yes, but there is nothing useful in ssl. You cant get spawning displacement into the pyramid, and if you could, you couldnt get enough/the object is unloaded.
Can you get from the main area where you load in to the pyramid with no A presses?
Yes
who would win:
dedicated team of skilled programmers working on project for 20 years
1 pole boi
Nice
Imagine if B jumped off poles
Nope, remapping the A button to B would count as cheating.
@@wagnerramosmidichannelabso514 thats not what i said
Hi, @uncommentatedpannen this video was uploaded in 60 fps but is actually just 30 fps frame doubled, you might want to look into the settings of your video editing software and correct this
Super Mario 64 is a 30fps game
@@jhgvvetyjj6589 not in emulation, which this is.
And in any case, my point still stands. Why waste us viewers bandwidth.
What about the BinFS thing where because of floating point errors the vertical moving platforms slowly rose over the course of hours? I know it’s Wii vc only but can that apply to the vertical moving platforms here?
They move pretty quickly and roughly, I get the impression that they move full units as opposed to the subtle sine-like movement of the platforms which was vulnerable to the wii's precision errors.
I was also wondering this! If so, would the ceiling be a problem eventually, or would Mario be able to navigate without being squished somehow?
Can you manipulate or clone an amp to fall off the pole then use a goomba to get on the thwomp?
There’s no way to clone in the pyramid. You also can’t get an amp there to shock you off (note: im pretty sure it’s because you have immunity when dropping off poles to the amp which is why it doesn’t work, but I’m not entirely sure of the specifics)
The amp is going to be use to get on the grindel/thwomp.
what was the weaving motion you did on the ledge with the heart? i assume it's some rng manip but what was it for specifically
probably just fucking around while waiting for the rising/lowering platform just ahead to be at the bottom
i really hope this ends up sparking an idea in someone's head that actually works
Oh no not the poles again.
Isn't there a glitch where Eyerok ascends infinitely? Any shot that could be used to shove Mario through a ceiling and up to the star?
I believe bismuth also showed that you weren’t able to ride up it since it went up too fast
From what I remember, that one hasn't been demonstrated without hacking, and no one's ever gotten it to move Mario upward either.
Eyerok rises fast enough to clip through Mario.
My favorite part is the one where mario says YAH WAH HOO
It's going to be hard to get past that damn pole. It feels like there's not much to work with, maybe one day I'll wake up to a video where someone manipualted the electric ball enemies to move higher and knock you off the pole.
Mario is immune to those entities whilst on a pole
This may sound dumb but it's the only idea I have.
1. Get a metal file.
2. File the A button down till it's smooth.
3. With a Sharpie, write a 'D' where the 'A' used to be.
What?
@@Melonposting Let them cook, they're on to something
@@Melonpostingit's a joke
Makes it worse for the D button challenge tho
@@marclink0 Cook what
HUGE news for the Grindel
Any hope for spawning displacement from either entrance?
There’s not much near the top entrance which is the only one that would really help, there’s the pyramid top that does apply displacement but that is not near the entrance so it’s safe to say it’s impossible to displacement in the entrance. Inside the pyramid, maybe? You could displace off the spindel to bypass the pole, but you need PU speed and PU speed was only recently found with BLJs (like a week ago)
There’s also the fact that you would need to conserve that speed as well, really there’s just about a trillion problems with any strat to pass the pole
@@carrotgod3974 Isn't there 0x PU access outside the pyramid via hyperspeed punching? Maybe something could work out with the lower entrance and a Tox Box
@@Qbe_Rootspeed can’t be conserved from the outside sadly, and the hyper speed punching spot is facing the wrong way
@@carrotgod3974 But maybe the speed could be used outside to trigger the loading zone and land on a moving object during the fadeout, leading to spawning displacement inside the pyramid
@@Qbe_Rootthe in-level spawning displacement literally does not work the same, same reason you can't use it in THI red coins
I am assuming that you already tried everything but just for info, why don't you try to roll out inside the elevator and then use a ground pound to "kill time" while the elevator moves away from below you? I am wondering if you could potentially land on the edges if you somehow managed to spend more time in the air...
You can't ground pound after a rollout
@@Sidney600 Ah thanks, I was not aware of that.
LETS GOOOOOOOOOOO
Is this an improvement on time? They were already 1a due to pole right
Read the description, the top entrance is a dead end and with equal a presses this makes the strat somewhat viable. They are looking for ways to get the star 0xa from the bottom entrance
@@lawinepijllawinepijl9013 thanks!
they managed to tie inside the ancient pyramid from the bottom and from the top when previously going from the bottom required 2 a presses
The top star was 2xA to get to the star itself, jumping on the elevator and using the misalignment was the improvement
there are bombs in the pyramid, those sound promising right? mby there is some holp manipulation possible to get dmg at the pole but i reckon you already thought of that
no bom-obs or cloning methods in general
Nope, there are zero bombs in the pyramid, only goombas, amps, the grindel and that roller thing
@@charmandergamer1287 Eyerok is there too
since when was there a warp there
Always, it’s just not supposedly to be normally accessed
You and I. Same boat. I had no idea.
@@carrotgod3974 I used to think it was intended to be a one way warp, but all you have to do is stand on the higher ground to bypass it. I think the devs just slightly misplaced it and people assumed it was meant to be one-way
@@futal1000 precisely
There's going to have to be some super speed trick within the pyramid to upwarp
Have you tried pressing B to let go of the pole instead of pressing A to jump off of it?
nope, it's been 2 decades and not one person has tried that
@@NtQueryInformationProcess i tried it and it works for me
@@andrewprahst2529 have you tried sarcasm tho
@@leihau Yeah I have. See my first and second comments.
2.2 announced and then this? I'm doing better than I thought
What is 2.2?
This video came before 2.2 was released.
If I'd ever mess around with a TAS I'd try to get somehow out of this stupid elevator.
don't you suppose they've already tried that
@@rarebeeph1783 yes. Of course. It peaks my interest because they couldn't find a way out of this.
@@MrGermanpiano It's *piques*
@@Nicoder6884no it did clearly peak there
its all downhill from here
This may not be right but could you use the Z button to make Mario fall off the pole and guide him onto the upper level without jumping? I don't fully remember since it's been a while so I may be wrong, but maybe it's worth a shot?
Even if the pole went up to the top of the pyramid Mario still wouldn't hit the ground by falling off
You would just fall down. The best way to get off a pole and make It to a platform is using a fire clone, but you cant do It inside of the pyramid
That would be a good idea, but like the pole in BitFS, it’s too far away from the ledge, and mario would fall to the bottom floor.
@@sm64guy28Ok so that definitely wouldn’t work, god that sucks.
@@1ted59I’m guessing you can’t control him very much when he falls off a pole? I haven’t played the game in a while so I can’t remember for certain.
oh ok
Control C, control V
Copy/Paste moment.
it’s always poles…
ok
poll
Dude it's impossible.
erm actually platform displacement off the spindel with pu speed 🤓
@@carrotgod3974 ok then but it is only possible on 60fps and it is blood bath difficulty
YOU CAN SAY IT'S ONLY A HALF!
He didn't.
@@philhutchinson5885 Dang it.
@@littleawesomeapple+ratio
Nice