Released in September 1996, Mario 64 launched the Nintendo 64 to awes of the new 3D game play. Mario gets new moves in the 3D world such as a wall jump and triple jump which he uses on his journey to collect 120 power stars, which Bowser has sealed away inside the castle paintings. A DS remake was released on November 21, 2004. Instead of just playing as Mario, this time, Mario, Luigi and Wario are now trapped. You start off with Yoshi and save your allies in their own portraits. In place of the original analog controls, players can either use the D-Pad or the Touch screen. Other additions include: 150 Stars in total, Wireless Multiplayer, and Touch Screen Minigames to increase its lifespan.
Runs on the NTSC version:
Slower restrictions of mini-game runs are also available: Princess's Secret Slide without shortcut in 0:00:19.4, Princess's Secret Slide with all 80 coins in 0:00:20.4, Footrace with Koopa the Quick without cannon in 0:00:18.6, Footrace with Koopa the Quick without cannon or warp in 0:00:18.7, Rematch with Koopa the Quick without shell in 0:00:13.0, Rematch with Koopa the Quick without shell or flyguy in 0:00:15.6.
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16-star 0:17:31 by Myles Bukrim.
Note: We apologize for the blurry video in the 16-star run, which was caused by field blending deinterlacing.
Author's comments:
I also thank SwordlessLink, MrRobertZ, AKA, and Rikku for their TAS runs. These runs taught me a lot about the maximums of Super Mario 64 and which strategies and star routes are fastest.
Lastly, I thank Curtis Bright (the webmaster for sm64.com). His website keeps track of world record times for every star in the game. This gave me an opportunity to test several stars and decide which 16 to use for my run.
On behalf of everyone who views this speedrun, I will now describe my thoughts about the run in detail:
The Lakitu Skip wasn't perfect, but I am satisfied with it. It's possible to do 6 long jumps from the pipe to the front door instead of 5. I have a lot more success with 5 because I can take a few steps to Mario's right after the 3rd long jump to have a more parallel angle for the last two long jumps across the bridge. Also, I made contact with the left wall for a few frames before entering the door, but that only costed me a few tenths of a second so I can live with it.
Everything from the front door of the castle to the Bob-omb Battlefield painting was ideal. I usually perform this part of the run without error.
The star Behind Chain Chomp's Gate was basically ideal. There was some hesitation after Mario went through the gate, but that's normal because the bob-omb explosion tends to give Mario backwards momentum for about one second.
After exiting the Bob-omb Battlefield painting, my long jump attempt failed. All of the text messages after Bob-omb Battlefield tend to disrupt my timing for this long jump, but I recovered nicely with a double jump dive flip to the door, so not much time was lost. Then everything else to the Whomp's Fortress painting was ideal.
The stars Chip Off Whomp's Block, Shoot Into the Wild Blue, and To the Top of the Fortress were ideal. These stars aren't as easy as they look. I'm glad I was able to do them so well on this occasion.
The only error for the star Fall Onto the Caged Island was my missed jump for the star. The triple jump wall kick onto the island is difficult for me. After this move, I relaxed a little bit during my star jump which caused my error. Fortunately, I recovered by jumping immediately a second time to get the star.
With the method I used, the star Blast Away the Wall was ideal. My cannon entry was rather clumsy, but no time was lost because I would have to wait for the rotating bridge to move into position either way.
There were two minor errors from the Whomp's Fortress painting to the Cool, Cool Mountain painting. In the Whomp's Fortress room, the dive flip after the double jump was mistimed. In the Cool, Cool Mountain room, I failed to perform a second long jump into the painting after my first long jump from the door. I recovered with a jump dive flip into the painting. I don't practice this part of the run that often because I tend to take it for granted. I would've benefited from extra practice in this instance.
In my opinion, both Cool, Cool Mountain stars were awesome and thrilling to watch.
My transition from the Cool, Cool Mountain painting to Bowser in the Dark World was flawless for the most part. This is another area of the run I don't practice as much and just attempt on the fly, so I'm grateful that it was executed this well when it needed to be.
Bowser in the Dark World, as well as the first Bowser Battle, were excellent. My strategy is risky with several death-defying leaps, all of which were successful. My masterful execution of this stage gave me a lot of confidence going into the basement.
The transition from Bowser in the Dark World to Shifting Sand Land is more difficult than it appears. The flames in the basement tend to get in the way, and overall this is a long distance to cover. I accidently touched the right wall before entering the lobby door beneath the two coins. Also, my angle approaching the Shifting Sand Land "painting" was sckewed to the right, but my jump kick recovery prevented a major loss of time. I can live with these two minor errors.
The two stars I chose for Shifting Sand Land were spectacular. These were the first of 8 excellent stars in the basement.
The two long jumps from Shifting Sand Land to Lethal Lava Land are easily done and I performed them well.
Lethal Lava Land was virtually ideal. My long jump onto the bully platform for the star Boil the Big Bully is very difficult and was well executed. 8-Coin Puzzle With 15 Pieces is fairly easy and was done to perfection. These two stars were performed up to my standards.
After exiting the Lethal Lava Land painting, I ran to the edge and did a dive flip intentionally to avoid jumping into the flame on the nearby wall. Everything to Toad's star and my Hazy Maze Cave entry were ideal. This part went very well.
The Hazy Maze Cave stars were two of the best in the run. A-maze-ing Emergency Exit was just awesome. Watch For Rolling Rocks was flawless, but admittedly I was fortunate that none of the rocks got in my way.
With my selected method, the Mips section of the run was well executed. There are other ways to glitch through both doors using Mips, some of which may be a second or two faster, but this is the method I have the most success with for this difficult part of the run.
The star Board Bowser's Sub was ideal. I almost fell off the sub just before getting the star, which was definitely the most frightening part of the run for me. I took a deep breath after getting the star and entered Bowser in the Fire Sea nicely.
Bowser in the Fire Sea and the second Bowser Battle were wonderful. It's a shame I had to wait on the elevating platforms so long. The long jumps on the edge at the end were masterful, thrilling, breathtaking, etc.
My reentry of Bowser in the Fire Sea and use of the exit course option were done to perfection.
Everything from the lobby to my entry of Bowser in the Sky was great. More specifically, the quick initiation of my 50-star door and endless stairs BLJs was clutch. This area has ruined a lot of good runs in the past. These BLJs used to be my greatest frustration of the 16-star run... now they are my greatest triumph.
Bowser in the Sky was absolutely beautiful. Given the pressure I was under, I could not have done it any better.
With my hands sweating and my heart pounding, I reached deep inside of myself and found a way to heave Bowser into a bomb on all three attempts. Undoubtedly, the pinnacle of my gaming career.
I've beaten the game countless times before, and I've collected Bowser's final star as many times in the process, but never has collecting this star meant as much to me as it did on this one special moment.
Once again, I thank everyone involved with making SDA the great entity it is today, I thank the TAS players mentioned above, and I thank Curtis Bright for giving me this distinguished opportunity.
*Myles praises God & Jesus*
120-star Single-Segment 2:09:40 by Peter Branam-Lefkove.
Author's comments:
I think everything that follows here can be aptly summarized in one sentence: This was a helluva lot harder than it looks.
Credits
After I finished my Banjo Tooie 100% Run back in December, I was contemplating a 120-shine Super Mario Sunshine Run for my next project. But, I decided that I wanted to try something I'd never done before: a single segment run. Since SMS 100% didn't seem like the best choice for this, I decided to go with its predecessor; for my inaugural SS run, I picked a game that I hadn't played in over 9 years. (When I started out, I didn't even know how to long jump!)
This run was a radically different experience for me; unlike my previous works, the focus here was much more on frequent practicing rather than planning. (I planned out most of my 100 coin routes myself, but most of the other strategies were taken from various sources cited above.) And having never done anything quite like this before, I can honestly say that I had no idea what I was getting into. This run, which I had originally planned to finish back in April, wound up taking more than twice as long as I'd anticipated. (My humblest apologies to anyone who was misled by my various monthly forum posts, promising that I was "almost done, really!") It also basically destroyed the analog sticks on all three of my remaining N64 controllers.
Still, I think the final product is worth it. As you'll see, this run, while certainly not perfect, nonetheless completes the game without any deaths or serious errors. It's quite solid overall.
That should cover the basics. I was originally shooting for sub-2:15 here, so sub-2:10 is even better. Overall, I'm quite satisfied with this run, and I hope you are too. Enjoy!
If you have any questions or comments about this run, you may contact me on AIM at XDragornX.
Before I get to the individual star comments, I'll discuss the overall route I took through the castle. In the beginning, I take care of some of Bomb-omb Battlefield (obviously that level has to be first), then Cool Cool Mountain (this level is loaded with run killers, so it's best to get it out of the way early), and then Bowser in the Dark World (another run killer that I want to finish early for the same reason). After that, I tackle the other half of the ground floor: Jolly Roger's Bay, the Princess's Secret Slide, and the Wing Cap. At this point, Whomp's Fortress and the Secret Slide Part II could be completed, but since they're pretty easy, I prefer to complete them much later in the run (right before heading upstairs). So I just finish off Bomb-omb Battlefield and move on.
Here, the route gets a little more interesting. One possible route (and the most obvious) is to get the vanishing cap, then backtrack to the basement, complete the 3 levels there, then Dire Dire Docks + Bowser, then Big Boo's Haunt, and finally return to the ground floor normally. The alternate method (which I picked from the TAS) is to warp back to the lobby after getting the vanishing cap, complete Big Boo's Haunt, then Dire Dire Docks + Bowser, then the basement, and finally warp back up to the ground floor. In addition to eliminating lots of tedious backtracking, this also lets me tackle Dire Dire Docks + Bowser much earlier. (Those areas are also notorious run killers that I want to complete ASAP.)
There's not really anything to say about the route for the upstairs area; that's pretty standard.
You'll notice early on that I seldom collect stars in the order in which the level presents them; this might seem random, but there's usually a method to the madness. Sometimes, it's necessary for strategic purposes; for example, in Snowman's Land, it's necessary to complete "Inside the Igloo" before "Snowman's Big Head" because I activate the cannon in the former star. Barring those restrictions, I also usually like to mix up easy stars and more difficult ones; that is, I like to use the easy stars as recovery periods between more difficult ones. And sometimes I just do weird things like collecting the Big Boo's Haunt stars in "Memento" order (last, first, second-to-last, and so on).
Finally, you'll notice in these comments that I usually have more to say about stars where things go wrong as opposed to one's that go perfectly. I guess that's just the nature of the beast.
Well, here we go.
Well, kudos if you actually read all that. I hope you enjoy(ed) the run!
16-star PAL 0:23:11 by Ilari Pekkala.
Author's comments:
DS 1:27:36 by Jordan Greener, done in 12 segments.
Author's comments:
Tip for the viewers: For the best viewings on this run it's recommended to download the High quality MP4 files and play it on QuickTime.
The N64 version is more popular than the DS by nearly 2:1 so the text in Italics will be trivial facts to the N64 only players. WARNING HUGE AMOUNT OF TEXT AND I DO MEAN HUGE.
The playable characters:
Pros :
*Can swallow small enemies and produce eggs
*Hitting loads of enemies with 1 egg can produce loads of coins. So an egg that contained a koopa (5 coins) that hits 3 Goombas, it will produce 5 coins for each hit, so it's 18 coins overall (15 from the Koopa egg and 3 from the Goombas) making it useful for 100 coins stars.
*Has the flutter kicks for both 1st and 2nd jumps to gain more height and distance.
*Swallowing camp fires allow Yoshi to breathe out a single flame, useful for both Cool Cool Mountain Red Coins, and SnowMan's Land Ice Sculpture.
Cons:
*The weakest character of the lot that it can't destroy a block without a Bob-omb and needs a character hat (and play as Mario, Luigi or Wario) to defeat Bowser.
*3rd highest triple jumper.
*Power Flower isn't really special; it allows Yoshi to breathe out more flames in a certain period of time.
Pros:
*Better triple jumps than Yoshi
*Fastest runner of the 4
*The only character to wall jump
*The only character to have 2 powerups (the only one to use the Wing Cap in single player).
*The only character to unlock Big Star Doors (Bowser 1, 2 and the 50 star door)
*Gives out the biggest distance on Long Jumping.
Cons:
*Doesn't have any way to reach massive distances as effective as Luigi.
*His ? power ups are not really useful in the 80 star speed run.
Pros:
*Most effective flower power skill, it allows to skip some obstacles.
*A back flip that covers enormous distances and medium-high heights quickly.
*Can run across water for a few seconds.
*Fastest swimmer.
Cons:
*Cannot Wall jump.
*Power up doesn't reach godly heights like Balloon Mario.
Pros:
*The only character to destroy black blocks
*Long Jump speed is equal to the other 3 (so seriously stick with Long Jump to keep the time difference minimal).
Cons:
*Slowest runner
*Slowest swimmer
*Poorest triple jumper
* His ability is really a gimmick (a slow guy just to destroy huge objects).
Why an 80 Star run and not either a Glitched 50 star or 150 stars run?
*The 50 star run requires an out of bounds glitch in the 50 Star room (Tick Tock Clock and Rainbow Ride), you go on the stairs and perform a slide kick to the acute angle wall and you'll go out of bounds, it's actually quite difficult because you need to be precise with the angle and even when you get out of bounds there is a high chance of the game thinking you fell off the stage, counting as death. I first saw this on a video from Youtube, I managed to do this a few times but not constantly and many Youtubers (people who watch videos from Youtube) are having the same problem.
* The 150 star run however requires a complex route and also insane luck with one of the stars which is the 8 Silver Rabbits star. The 150 star run will also complete the tougher stars of the course and each segment could last for nearly 30 minutes long. The whole 150 star run would nearly be over 3 hours long thanks to extra stars and limitations on certain characters.
Here are my comments for each individual segment and star.
Segment 2: (Stars 1 to 9, Mario Unlocked, Goodbye Yoshi)
I was quite strict on this segment as this one had a linear route. I accept minor mistakes but some (tougher) tricks were not used or else I would lose more time on a failed attempt against a skipped attempt like Goomboss Battle's 3rd hit.
Star 1: Bob-omb Battle Field (BBB): Chain Chomp star: This star is a no brainer and is one of the quickest stars to get on this course.
*Due to a bug fix that was found on the original N64 (by using Bob-omb clipping) I had to get the star the normal way.
Star 2: Whomp's Fortress (WF) : Chip off Whomp's Block
Quite good performance, it's possible to save a few seconds by the performing the backflip sooner on the lifts but it's not really easy to do. I was near the star after defeating the boss so that kind of made up for it.
*The DS version has different physics so the slopes work differently and therefore you can't reach King Whomp without using the lifts. Also the Ground Pound is less buggy so King Whomp can crush a character in a Mid-air Ground Pound pose
*The DS version also has a different starting point making some stars 1 second quicker than the original to reach the destination.
Star 3: WF :To the top of the Fortress:
Very similar to the other one but the time saver on the lift isn't as effective as last time and I don't think you can do the shortcut from tower block 1 to the highest tower block (like Myles' 16 star N64 run) because Yoshi can't perform a dive.
Star 4: WF: Blast Away the Wall
This one was quite good; I think there was a small mistake when entering the cannon. I tested on the emulator to see if Yoshi's bumping recoil is high enough to land on the turntable platform and founded out its not possible.
*You can't glitch the star as for this version it only appears (the Star appear animation sequence) after destroying the wall so the cannon has to be used.
Star 5 WF: Falling into the caged island.
A really easy star, nothing to say here.
*Because Yoshi cannot Walljump it's not possible to skip the owl to reach the star. The caged island has a different level design too making it easier to land safely.
Star 6 Jolly Roger Bay (JRB): Plunder in the Sunken Ship
I find that Yoshi is faster to reach its destination by going around the water and then jump in to go straight down. Yoshi is the 3rd fastest swimmer, beaten by Mario and Luigi.
*The eel seems to exit the ship quicker than the N64 version and there is only 1 chest required to rise the ship up and getting the star.
Star 7 JRB: Blast to the Stone Pillar
Before you people say, lol Greenalink didn't talk to the pink Bob-omb and opening the cannon. The Bob-omb only appears in stars 2-7 NOT Star 1. I activate the cannon as a time saver for the future stars on Segment 9 and for this one. When reaching to the cannon I think this is the fastest way as Long Jumping is way faster than swimming.
*Nothing much different here, a faithful star.
Star 8 Sunshine Isles: 5 Silver Stars
This one was a good performance, Klepto the Condor is bit an ass sometimes and can usually ruin my segment. There was one small error with my backwards 2nd jump to flutter as I was trying to avoid getting hit. After the 5th Silver Star I don't long jump across where Klepto is flying around as he could come down and knock me off losing a silver star and losing loads of time.
*This is a new level exclusive on the DS. Silver Star tasks require you collect 5 Silver Stars, some are in enemies like Goombas and you can find the stars easily by looking on the touch screen map. If you get hit while having a Silver Star, you will lose one, so it's very important not to get hit at all for speed runs.
(Mario Key) Goomboss Battle
A good pre-boss level performance and an acceptable Goomboss Battle. I didn't do the "tongue underneath Goomboss to swallow small Goombas" trick on the last hit because it's difficult to do against Goomboss massive size and it's 10 minutes into the segment.
*Another new level on the DS version. It has a new boss too. Defeating these bosses gives you a key to unlock your capped heroes (Mario, Luigi and Wario). Goomboss gives you the Mario Key so you can unlock Mario in the Character changing room.
Next I unlock the Mario door (and now playing as Mario).
Star 9 Goomboss Battle Switch Star
Mario is the only character to perform Wall Jumps. So I can get this switch star. Very short and easy, nothing much to say other than it's the last star on that segment.
Star 10: Cool Cool Mountain (CCM) Mario's Super Wall Kicks.
I also saved the game after the Goomboss Switch star before this one mainly because the Long Jump Shortcut doesn't always goes to plan. This one was quite good and its one the few times I used the side flip (mainly because D-Pad input sucks).
Star 11: CCM: Li'l Penguin Lost
The length is quite short but tough to master. I wasn't sure if the Big Penguin is going to give me the star if the Baby Penguin is around its parent, so I picked it up just to make sure I get my reward!
*A small level design change to the pound, it's frozen solid. However underneath it contains a new star and you need Wario's Ground Pound to break it (it's a switch star too so you'll need to find the switch first to activate it).
Star 12: CCM: Slip Slidin' Away
An easy star to get, the shortcuts are quite risky but they're easier than you think.
Star 13: CCM: Big Penguin Race
Another easy star, remember performing shortcuts won't give you the star.
*Completing Levels on the DS has a different procedure and can lose time when you collect too many coins. For this slide I avoided as much coins as possible and still beat the penguin, this reduces the delay after coming out from the portrait.
Star 14: WF: Shoot into the Wild Blue.
Too easy, it was a piece of cake.
*Mario's triple jump is much higher than the N64 version and the Dive works differently and can give Mario extra distance.
Star 15: WF: Fortress Switch Star.
A quick star that involves destroying the orange block (Yoshi is too weak so he can't do it) and then going around the course to collect the star.
*The DS version has added a new area around the fortress so Mario can't die so easily this time and this is one of the new DS only stars.
Star 16: ? Switch Palace
D-Pad with Winged Mario light makes this one quite tough to get it right all of the time :(. This is why I saved after obtaining my 15th Star.
*The ? Switch is less buggy and there is only 1 actual switch in the DS version. The other 2 are replaced with new stars but have tough restrictions (character wise) and these Red ? Boxes no longer reveal caps but power flowers, more on that later.
Star 17: BBB: Red Coins
Flothaboss's WR strat became useful for this star and it was pretty good. I wanted to do a dive after the second coin but it turned out to be a mid-air kick :(.
Star 18: Bowser In the Dark World Switch Star.
With the ? Blocks activated I can get the Power Flower and become Balloon Mario. This power up allows me to reach to high places without needing the cannon by rapidly pressing the jump button. There is also a new DS only star which is the switch star task. This one, is easier and quicker than the Red coin stars but this one requires a backtrack which is slightly longer than the Red Coin star by at least 2 seconds.
Basement Key:
This one went ok. The dive mechanics works differently on the DS version so it's difficult to grab Bowser's tail early and that using the D-Pad lacks true circular movement. The key always goes to the centre and you can't control your character when the key first appears.
Star 19: Boo Fountain Red Coin Star
This star alone nearly had 50 retries to get this one right. Fortunately they all have limited AI so I know where they go before I ground pound them. Sometimes it's usually the first 4 boos that messes up this segment due to bad timing with Mario's Ground pound that sometimes the Boo appears and knocks Mario down, losing loads of seconds.
Star 20: The Secret of Battle Fort (5 Silver stars)
This star went pretty well, the only mistake was after the last silver star that I didn't jump high enough, so Mario had to climb up the block slowly.
Luigi Key: Big Boo Battle:
I have to enter the new area by going into Boo's Mansion first. Then work my way through to enter the Luigi Portrait. The next part is easy and the order is:
Right, left, right and left. This should take Mario to the pre-boss room and that part went well too. Next I got move next to the mirror and then wait, this is not a mistake.
Mario's reflection then suddenly changes to Luigi and Big (King) Boo appears, this battle went pretty well and I look from one side of the room to track down Boo's positions.
Star 21: Princess Secret Slide:
I didn't know the huge shortcut during the recording but it only saves 2 seconds or more So this one is not too bad.
Star 22: Boo's Mansion (BM) Big Boo Balcony
I chose this star first because I want to get the back flip timesaver done right for the first time. It went pretty well.
Star 23: BM: On a ghost hunt.
I lose around 6 seconds due to poor camera angle near by the ? Box and bad guess work on where the 2 Boos were. Fortunately with invisibility, the Big Boo fight was easy to deal with.
Star 24: BM: Ride Big Boo's Merry-Go-Round
This star wasn't too bad, I could have tried and hit Big Boo sooner on the first hit but I wanted to make sure that he's no longer out of bounds before I hit him or else I would have to wait even longer.
Star 25: BM: Secret of the Haunted Books
This star was good, nothing much to say.
*There was a notable level design change that the star is guarded by a special glass wall that not even invisibility powers can get through it. So you can't skip the book puzzle on the DS version.
Star 26: BM: Eye to Eye in the secret room.
Another easy star, I don't need to rush to the Mr, Big I room when I get the flower because the Mr. Big I only follows visible players.
Star 27: Big Boo Battle Secret Star:
The last star of the 6th Segment. This one went pretty good, there was a mistake I think at the red ? box but it wasn't too bad. I also did a 2nd Jump->Scuttle->Mid-air kick combo for the shortcut on the 2nd room mainly because his Long Jump seems to has less distance than Mario and that it's the last star so major mistakes are quite bad.
Star 28: Shifting Sand Land (SSL) In the Talons of the Big Bird.
This star had a bit of luck that sometimes the bird may move to its next destination sooner or later. It's better to let the bird move later so that you can grab it sooner and get the star.
Star 29: SSL: Stand Tall on the Four Pillars:
This star went pretty well, the pre-boss room went well as I planned. It's possible to go near the wall and jump and (fingers cross) Luigi would jump high enough to grab the ledge. This method doesn't always work, so the back flip method I did was reliable. The boss was being nice so I got the star easy.
*The change on the slope mechanics makes triple jumping impossible, therefore the DS version requires using the bouncy crate same goes for the next 2 stars.
Star 30: SSL: Inside the Ancient Pyramid.
Inside the pyramid, instead of going around the interior level design, why not go to the middle and abuse Luigi's Back Flips, I can get to the top of the pyramid in no time.
Star 31: SSL: Shining atop the pyramid.
A short, easy star with 1 simple mistake that cost around 3-5 seconds >:( I would have retried the entire segment but I carried on until finding out I was satisfied overall.
Star 32: Leval Lava Land (LLL): Boil the Bully
I played a bit safe on this one by using the 2nd jump>scuttle>mid-air kick combo to get across the lava from the flame turret to Big Bully. The boss was defeated quickly so I got the star very quickly.
Star 33: LLL: Bully the Bullies:
This star is quite tough if the small bullies do not co-ordinate with you. Fortunately they did co-ordinate with me and Big Bully was defeated by the 2nd fastest way (timing your jump kicks) so its counts as a minor mistake.
Star 34: LLL: 8-Coin puzzle with 15 pieces.
With D-Pad controls it's not easy dominating this star. Which is why I didn't performed any dives and flips.
Star 35: LLL: Red-Hot Log Rolling
Luigi & Flower Power = Invisibility = Go through fence.. One of the few times that made this star really easy to obtain.
Star 36: LLL: Hot-Foot-It into the Volcano
Luigi's back flip abuse inside the volcano can be really effective. I did the centre route and then pole Jump to get the "Hot-Foot-It" star.
* The centre platforms seems to be higher than the N64 counterpart that it's possible to get the 5th star this way by a pole jump or a Luigi Flip.
* The Lava Fall is just a slight angled wall so you can't damage boost up to the star.
*The flame turret on the centre route is now removed.
Star 37: LLL: Inside the Volcano:
I had a small mistake when trying to jump onto the rotating platform. It was the last notable mistake of this segment too. The strat is very similar to the Hot Foot It Star but this time I pole jump to the other star.
Star 38: Toad Star 1 of 3
Talk to Toad, gets Star!!
Star 39: Hazy Maze Cave (HMC) A-MAZ-ING Emergency Exit
2 ways to get this star quickly, a triple jump as Luigi from the Black Block or a wall jump as Mario, As Luigi, I did the triple jump method and no screw ups were made.
Star 40: HMC: Navigating the Toxic Maze
With the Flower nearby I can use Luigi invisible powers to skip the toxic maze by first getting the flower then going to the left half of the course I can go through the fence.
Star 41: HMC: Swimming Beast In The Cavern
This star went pretty well. I lost a few seconds as Capped Wario trying to prepare for a long jump because Wario is the slowest swimmer of the 4 and his Long Jump is a good time saver.
*The Out of Bounds shortcut is removed on the DS version.
* The star is now hidden inside the idle rock, you need Wario's physical power to break it and obtain the star that way.
Star 42: HMC: Watch for rolling rocks.
Very good and the star appears after a few seconds destroying the rolling rocks.
* This star is now hidden in one of the rolling rocks.
* To destroy these ones you need the Super Mushroom by becoming Wario and destroy the Black block in that area.
Star 43: HMC: Metal-Head Wario Can move.
I think it's faster to get the Wario cap near the starting area mainly because the back track is minimal, and Wario's Long Jumps are not too slow. If I got it from the Beast I would lose loads of time on the swimming and going up the slope to get the Red ? Box.
Invisible Luigi can't go through these fence doors.
*The Ground Pound trick to hit the switch cannot be done on the DS version.
Star 44: HMC: Secret Switch Star.
This is another good star performance. The only improvement is to hit the switch then go back to Luigi (not the other way round) but I did the slower method mainly because if I screw up the triple jump, I got a bit more time to do it again on this late part of the segment.
Star 45: Behind the Waterfalls New star.
Quite a lengthy one and didn't do mainly Long Jumps in this area mainly because of the Flying Snifits shooting bullets and the rapid water currents that can push Luigi back.
*This new star replaces the Metal Cap Switch on the N64 version.
* Sadly the DS version requires entering the level twice to get everything the player needs (Red Coin star and the new/hidden star).
Star 46 Princess Secret Slide "!" Box Star
This time I perform the bigger shortcut and it saves 2 or more seconds. The ground pound is less buggy so I can't destroy the box by ground pounding the side of it.
I lost around a second on the way to the big star door mainly because the D-pad input was an absolute pain.
Mario is the only character to unlock the Big Star doors.
I save warp here because, it involves swimming and a Bowser stage also changing to Luigi can complete the water levels quicker.
Star 47: Dire Dire Docks (DDD): Board Bowser's Sub
This star was done quickly thanks to Luigi's Back Flip I managed to skip the Block switch.
^Different slope physics means that it's not possible to get on to the front of the submarine by jumping out of the water nearby.
Star 48: Bowser Fire Sea Switch Star
I find this Bowser level the toughest of all 3 thanks to the lava and a tough backtrack star. Although I landed on the lava once before the star it became easier with the backtracking to the actual star thanks to the platforms rising to cover the lava. I played a bit safe after the star and back flip to the third floor's edge.
* The slope of the edge works different on the DS version so I actually have less room to land with my Long Jumps.
Bowser 2 battle: UNBELIVEABLE, THE DEFINITE HIGHLIGHT OF THE ENTIRE RUN. I GRAB BOWSER'S TAIL BEFORE HE ACTUALLY LANDS TO MAKE THE ARENA OFF BALANCE. This is the smallest but coolest sequence break any SM64 fan would see.
Star 49: DDD: Chests in the Current
An easy star, the only improvement is to be closer and get into a more precise position before the star appears.
*The DS version has 1 less chest to open to acquire this star.
Star 50: DDD: Inside the Cage
Very good, nothing much to say.
Star 51: DDD: The Manta Ray's Reward
I lost a couple of seconds because I swam down a bit too much, missing the ring combo.
Star 52: JRB: Switch Star of the Bay.
With the cannon activated from Star 7. I can use it for the next 3 stars including this one. With Luigi as the fastest swimmer, this is the fastest possible way to go underwater and get these stars.
Star 53: JRB: Treasure in the Ocean Cave
A small mistake with the falling pillar, fortunately he recovered very quickly.
Star 54: JRB: Can the Eel come out to play?
I chose this star last because sometimes if I did the other 2 stars from the actual star select menu, the Eel swims around the area and sometimes I might accidently touch it, losing a bit of time. The star itself went as good as I planned.
Star 55: Tick Tock Clock (TTC) The Pendulum Switch Star
Mario wall jumps made good some shortcuts for this course. This star is chosen first because of the tough wall jump shortcut. The setup work pretty well, I lost a couple of seconds from Amp and that Mario did not perform a back flip.
*This star is very similar to "The pit and the pendulums" but this time it's altered slightly by adding a switch star element to the stage. Mario's Wall jump mechanics work differently too that he can perform wall jumps from a back flip.
Star 56: TTC: Timed Jumps on Moving Bars
There were 2 small mistakes with this one, the triple jump to the gears and Gaomba wearing Luigi's hat. None disastrous though :)
* Another altered star on this course, this time it's blocked by a Black Block which can only be destroyed as Wario. The cage itself can be abused by Capped Luigi's Invisibility by back flipping onto the bars then back flip to the star.
Star 57: TTC: Luigi in the cage.
This one is a more optimised version from my previous star but this time I aim for a different star as Invisible Capped Luigi.
*This star is also altered; it used to have an opening and a treadmill on the N64 version now it's completely blocked.
Star 58: TTC: Get a Hand.
An easy star, the centre camera function didn't go to plan and my triple jump + dive combo didn't touch the star immediately losing 1 second at least.
Star 59: TTC: Stop time for Red Coins.
This star is improvable if it was an Individual level run but this is too risky to duplicate in the late part of the segment. I would say 1-2 seconds can be improved for this star.
Star 60: Rainbow Ride (RR) Cruiser Crossing the Rainbow
If I did this star first I would lose more time to enter the TTC course because I would have to wait for the 2nd hand clock to reach 55 minutes past area. Therefore this star is obviously the toughest one because the triple jump shortcut is quite difficult. For an individual level run it's possible to skip all of the camera rotation delays like I did not do on this star attempt but I seriously don't like blind jumps. The ship section can be improved slightly if only the camera and my direction went to plan.
*Mario's extra height on Triple jumping make this shortcut only doable on the DS version.
*The platforms nearby the Airship are altered slightly making the DS version easier but Mario skips most of those with his Triple Jump + Dive combo.
*The Wind blow mechanics are altered slightly and it's possible to surpass it by long jumping.
*The Star is near to the tip of the ship plank; the original was not near to the tip of the ship's plank.
*The rotating platform that leads to the set of platforms near by the Airship no longer has a blue flame underneath the platform.
Star 61: Behind the mirror door secret.
No need to comment this.
Star 62: Snowman's Land (SML): Chill with the Bully.
This boss does require some luck and a quick 180 turn to defeat this enemy easily. This is mainly why I did this star as soon as possible.
Star 63: SML: Into the Igloo.
I lost a couple of seconds on my way into the igloo but the shortcut themselves were quite tough. I didn't want to fall into the freezing water when I'm inside the igloo or else I would lose a couple of seconds getting out. I talk to the pink Bob-omb to open the cannon outside for an easy Snowman's Big Head star.
*A very notable level design change on this version. It also contains the red coins in this igloo now and the maze element is gone making it less confusing.
Star 64: SML: Whirl from the freezing pond.
A good performance, the only notable improvement is to risk myself and jump on top of Spindrift to skip the back flip set up.
Star 65: SML: Snowman's Big Head.
With the cannon ready after talking to the Pink Bob-omb on star 63 I can get this star very quickly. I saved a second after getting the star too :D.
Star 66: Tall, Tall Mountain (TTM) Scale the mountain.
This star only appears on the star it's selected and the owl DOESN'T appear on this level. The platforms sticking out on the walls near by the Monty Moles is one of my least favourite areas on the entire game. The route however is my reliable speed route, it could be improved but it might end up being more complex.
Star 67: TTM: Mysterious Mountainside
This star can be obtained quickly by hold onto the owl, get invisibility and go through the star gate. Chuckya slowed me down and I could have performed an extra long jump before the risky star shortcut.
*The DS version has added a gate to prevent getting the star in less than 10 seconds. However invisible powers do let you get the star, skipping the mysterious slide.
Star 68: TTM: Scary 'Shrooms, Red Coins.
I was quite pleased with this performance, no major mistakes.
Star 69: TTM: Blast to the Lonely Mushroom.
Another easy star, thanks to Luigi's Back flip.
Star 70: Toad's Star (2 of 3)
Star 71: Tiny Huge Island (THI): Switch Star on the Island.
There was 1 small mistake with Luigi's Back flip but it was acceptable overall. There is a good timesaver with the Koopa shell but it's incredibly risky if I mess it up. So I did the safer way of getting into Wiggler's Cave.
Star 72: THI: Pluck the Piranha Flower:
I'm aware that you can defeat these without the mushroom but the main thing is that if I get hit too many times it's obviously going to be slower than getting the mushroom. The main advantage with the Mushroom is that there is no recovery lag after killing a giant Piranha Flower and the game only allows 2 Piranhas on the area at the same time.
*The DS version has 3 poles added; one of them contains a Super Mushroom.
* The jumps around the piranha plants are normal like everywhere else in the game.
Star 73: THI: The Tip Top of the Huge Island:
I did pretty good on this star. There was a Back flip after the Triple Jump + Dive combo to proceed to the star and avoid Chuckya at the same time.
Star 74: Wet-Dry World (WDW) Top O' The Town
Set the tide to high, which made this star easy to get. The long jumps were slightly messed up so I lost a second at least, if I fell into the water its instant reset.
*The star is no longer in a Yellow ! Box and the spinning platforms spins way slower on the DS version.
Star 75: WDW: Shocking Arrow Lifts:
Low tide and warp shortcut made this star really easy to get.
Star 76: WDW: Quick Race Through Downtown!
I set the tides to low to reduce swimming time when going Downtown. There is nothing much else to say.
Star 77: WDW: Express Elevator --- Hurry Up!
I set my tide to medium to get a quicker start. I tried the actual elevator when testing this star and it goes down way too slow, wait and then go up slowly, so the invisibility shortcut is faster.
Star 78 Toad Star (3 of 3)
The last Castle Secret star I get for the 80 star run.
Star 79: RR Swingin' The Breeze:
This star could be quicker for the back flip set up but it was still good. I think that it's faster to go through the flames because waiting for the turret to stop takes a while and back flip over it takes a while for Luigi to land because he'll be in Roflcopter mode.
SOI SOI SOI (in other words when Luigi is spinning you can't cancel it to a ground pound for quicker landing).
Star 80: RR: Tricky Triangles!
Another star obtained quickly with the Luigi Flip. I set the camera in a 2D way to make my jumps easier on the Triangle platform section.
The only notable improvements are the 2 Tiny Huge stars but it requires a lot of risk to get it done right. A 15 minute segment on 20 stars is pretty good.
The run does have possible improvements mainly some slight star route changes and performing tougher time savers, but the recording setup made the run quite difficult to perform.
If Nintendo or anyone else releases any kind of Capture device equipment (official or Homemade), there is more of a chance that I'll improve the entire run.
Come on Nintendo release a In-Game Recording Application on the DSi that you can store it onto an SD card. Stop making Balance Boards, Pedometers and Wii Wheels just make something that we HARDCORE gamers will enjoy.
The PSP is easier to record thanks to the A/V outputs >:( come on Ninty don't break the play on big screen traditions now,
No one has the right to upload this speed run onto Youtube or any other video hosting site (other than Greenalink and SpeedDemosArchiveSDA). If you want to see it, watch it here or those 2 Youtube Channels. Anyone uploading my run will get flagged instantly.