psychoticworm
Smash Apprentice
- Joined
- Dec 2, 2005
- Messages
- 75
Gotta love the classics. Some of you may remember me from a long time ago...if you do know me, then today is the day I finally release my 'secret' strategy for getting the highest score possible in Smash 64. A lot of people have been emailing me and asking me how they can beat my high score, I've even ran a couple people through my gameplay strategy. Take note, you can only get even remotely close to this high score with 1 character only: Kirby. Well today's your lucky day, because now the whole world gets to see my hot moves. This video was for the purpose of revealing my world record strategy to getting the highest score possible in the game, or very close to it. Heres the full video of me beating Super Smash Bros for the N64 on 1 player mode:
SSB N64 1 Player Mode, Very Hard difficulty, 1 stock, No Damage Clear: 2,353,785 points
Video 1 of 2: http://www.youtube.com/watch?v=wVzeJFhp7mQ
Video 2 of 2: http://www.youtube.com/watch?v=G6Q82dVk0Pg
The entirety of the game was played in real time, no slow downs, no speed ups, a bunch of close calls but no damage, and no deaths. Now, A lot of you will probably think I'm lame, because I did kinda cheat... I used savestates every couple of battles. Most of you probably know that SSB N64 didn't have a legal savestate function, so I am not claiming this is a world record, not worthy of the title at all. I am simply claiming that I beat 1 Player mode on normal speed on very hard, without dying or taking any damage. Its the highest score I personally have ever been able to get in the game without using any real intrusive 'cheating'( And believe me, I've marathoned this game a loooot through the years, many, many days logged playing this game)...in theory I could do this in 1 sitting if I played it for a long enough time. Take note that ONLY savestates were used, no other means of exploiting the game were done. Anyway, watch it or not, its a pretty good run, entertaining, meaningful or not, there it is.
[BORING INFO ABOUT ME]
Well haven't posted here in awhile, maybe some of the regulars recognize me, I used to be on here a lot up to about 2 years ago. Been in college, working full time, don't have much time for gaming...but guess what? I have still maintained my twingalaxies confirmed world record For SSB N64 on 1 player classic mode(this video isn't the official record, my world record is actually a much lower score than this one). Unchallenged for nearly 5 years, when I submitted it in April of 04.
Ya know, more people should really try to go for a world record for this game. Its the PERFECT platformer for a world record. You know why? Because its static. Unlike its successor Melee, and even Brawl, where classic mode is randomized, in SSB N64 its not. Its the same fights every time all the way through. So if one was to get a top score on 1 player mode, it applies universally to anyone who wants to try to top it. Whereas in Melee you have random foes, it would be difficult to say you have an absolute world record, because then theres just too many variables involved. I mean people today are still trying to top the world record for classics such as Super Mario Bros, Paper boy, Legend of Zelda Ocarina of time, etc.. its not about how old the game is. Its the feeling of being a part of something vintage, that at one point in history it took the world by storm. Some of you probably didn't even know they made an N64 version of Smash Bros, well they did, it was the original. I don't know if anyone really understands what I'm trying to say, but meh. Anyway, thanks for watching if you decide to. The whole thing is about 12 mins long.
----IMPORTANT STRATEGY INFORMATION FOR THOSE INTERESTED----
Defining the strategy:
Well there's a lot of ground to cover so here goes... As I mentioned earlier, SSB1 has a nearly static linear 1 player mode, where its almost the same exact routine anytime you play through it. The only differences being item drops, and the friendly helpers you get are somewhat random. So this is an ideal game mode to attempt a real world record high score. Planning out a strategy isn't as easy as it sounds, but it definitely helps that the game you will play is practically the same every time. This is how I began my analysis.
First I started looking into what points and bonuses there are that greatly determine an incredibly high score, from a relatively average one. Well, playing the game through many many times I knew about all of the end game bonuses including No Damage Clear(400,000) Very Hard Clear(350,000) Speed Demon(80,000), and No Miss Clear(70,000). Now with that in mind, going for the world record, I already knew I had to complete the game without taking any damage, beat it fast, and on Very Hard difficulty, and attain No Miss clear(some variables involved that you may not know about). In addition to that, I already knew the highest scoring bonus in the game(besides end game bonuses) which is Pacifist(60,000), and there's basically a default set of high scoring bonuses with every match if you play your game right(Smash Less(5,000), Full Power(5,000), Speedster(10,000), No Item(1,000), No Damage(15,000), and No Miss x N(varies, where N = number of the match). Now, Pacifist is a bonus that's achieved by defeating your foe without giving them any damage, and that leads to the reason of why I chose Kirby to take on this feat.
Throughout the video, I used a little known yet powerful strategy I call the 'kirby-drop-technique'. Using this technique, I am able to defeat my foe quickly, uncontrollably, and without giving them any damage(Pacifist). It is possible to get Pacifist using different characters, but controlling the outcome of the match is insanely difficult. Some of you might know, that when using Kirby's Special-B Mouth Hold move, if you just let Kirby sit there and don't do anything, he will sometimes bounce around a little, until eventually Kirby spits out the enemy and they become airborne for a second. The trick is, this move deals no damage what so ever to the enemy, yet you have entrapped the opposite character.((see link at the end of this post to witness the true power of using this technique)) So in addition to using this move, combined with standing next to an edge of the map, Kirby will fall off the edge and, if timed right, the enemy will pop out and fall to their death, whereas Kirby can stay afloat using his jump cycle, and not die at all. Now on some of the levels, such as the Pikachu level, I stand right on the edge and we both fall at the same time, Pika is never released from Kirby, yet Pika dies first. Here's the explanation to that.
Depending what level you chose, and what character you're fighting, you are able to sometimes complete a kirby-drop-technique on the very edge of a level, defeating your foe first, leaving you still alive(just button mash the jump button so that you don't die with them at the last second) . This is what some would call a glitch, or taking advantage of a games design flaws. Some levels it doesn't work on, like against Link, or against Giant DK, nonetheless, I found that this strategy works 100% of the time on certain levels in 1-player mode. So, taking advantage of this technique, I use it on Pikachu stage, and against Metal Mario. Other stages I used a variant of this strategy, in which I timed it just right to fall far enough off the stage, to where the enemy would pop out and fall to his death while I stayed alive(which is sometimes very hard to time just right). I did this by taking advantage of the 'bouncing' that happens when you have someone in a Kirby Hold, but if you don't time it right, your enemy will be released too soon, and you will have to attempt it all over again. When fighting a CPU, the bouncing always moves Kirby in one direction or the other, so by placing myself a tiny bit away from the very edge of a level, and putting them in the hold, I am able to bounce just enough, to slide off the edge, and release the enemy just to where they will not be able to recover. Its all very technical I know, but all matters when going for a World Record high score!
Upon further analysis of the games design, I accidentally discover, that about 80-90% of the time, when fighting fox in the 1 player mode, if you hang off the left edge of the ship, he will use his boosters and shoot himself off the edge, committing suicide, thus also giving you Pacifist. Its quite hilarious, but true, and very essential to the strategy I was building up. In addition to everything I was already planning, there were other very valuable bonuses you could get, unique to each stage. These are as follows:
vs Yoshi Team - Yoshi Rainbow(50,000) which is awarded by defeating the yoshis in order as they appear stacked up in the top left corner.
vs Mario Bros - Bros Calamity(25,000, achieved by defeating luigi first), True Friend(25,000, by your helper not receiving any damage) [didn't achieve either of them in my video]
vs Giant DK - DK Perfect(50,000, achieved by your helpers not receiving any damage)
vs Kirby Team - Kirby Ranks(25,000, achieved by defeating all the Kirbys in order)
vs Samus - Acid Clear(8,000, achieved by letting Samus die from the acid) and Star Finish(11,000, by letting Samus die as a star in the background, both of these bonuses go hand in hand, neither of which was attempted in my video)
vs Race to the Finish - No Damage(15,000)
Throw Down was also a bonus(2,000) for defeating the enemy with a throw as your finishing move. I did this on both sets of team stages, Yoshi Team, and Kirby Team. Tying to attain it on other levels would have most likely not worked out for the best, because of the time bonuses Speedster and Speed Demon. I would have had to spent awhile beating the pulp out of the enemy, and attempt to finish them off with a throw down at the end, trust me it would have been too time consuming.
Anyway, I knew it was important to get as many of these unique bonuses as possible when attempting the run. In addition to all of that, I would taunt after every battle I could(100 points but still worthwhile if you have the ability to do one at the very end of a match) and I would aim for the No Miss bonus, which is a multiplier, it goes up with every stage you achieve it in. I also figured out that the No Miss bonus was heavily dependent on how many stock you played through the game with, doesn't make much sense, but any time I played with anything but 1 stock, I sometimes wouldn't get the No Miss bonus, and for no apparent reason. I concluded that it had to do with the number of stock I was using, and thus played through the game with 1 stock, and never had any problems getting the bonus. It was essential in getting the final No Miss Clear bonus at the end of the game.
Well with all things being considered I played the heck out of the game, and eventually got to where I was achieving most of these bonuses from almost every attempt. I didn't go for some of them, because of how unbelievably difficult it would have been(especially the Mario Bros stage) but in a future attempt, I may try for it. Well, I hope that sums it up, pretty sure everything here was covered. As you can see, once there is a defined strategy set out step by step, it really isn't too difficult to conceive of an ultimate high score, especially in SSB N64, where there aren't nearly as many variables as in Melee or Brawl. Good luck to any interested challengers, I would almost pay to see someone break my record...but I'm poor just like 90% of the rest of the world. Anyway, hope this was insightful. Smash on!!!
Oh...and heres the link for the Ultimate deadly use of the Kirby Hold, vs Yoshi Team on very easy difficulty:
http://www.youtube.com/watch?v=A4cW_6AJtwo
In my experiment here with the yoshis, I use the Kirby Hold, to see what its affects are upon the release of a yoshi. As you will see in the video, the Yoshis shoot straight up into oblivion and die, in order I might add, receiving no damage. Bizarre right?! This is because the Kirby release gives your opponent the 'effect' of being damaged, although no damage is given. Using this on very easy difficulty against the Yoshi team, made it possible to kill the yoshis using this move, because on very easy difficulty, the damage/hit ratio for each yoshi is extremely high. Go ahead, try it for yourself! Fun stuff!
SSB N64 1 Player Mode, Very Hard difficulty, 1 stock, No Damage Clear: 2,353,785 points
Video 1 of 2: http://www.youtube.com/watch?v=wVzeJFhp7mQ
Video 2 of 2: http://www.youtube.com/watch?v=G6Q82dVk0Pg
The entirety of the game was played in real time, no slow downs, no speed ups, a bunch of close calls but no damage, and no deaths. Now, A lot of you will probably think I'm lame, because I did kinda cheat... I used savestates every couple of battles. Most of you probably know that SSB N64 didn't have a legal savestate function, so I am not claiming this is a world record, not worthy of the title at all. I am simply claiming that I beat 1 Player mode on normal speed on very hard, without dying or taking any damage. Its the highest score I personally have ever been able to get in the game without using any real intrusive 'cheating'( And believe me, I've marathoned this game a loooot through the years, many, many days logged playing this game)...in theory I could do this in 1 sitting if I played it for a long enough time. Take note that ONLY savestates were used, no other means of exploiting the game were done. Anyway, watch it or not, its a pretty good run, entertaining, meaningful or not, there it is.
[BORING INFO ABOUT ME]
Well haven't posted here in awhile, maybe some of the regulars recognize me, I used to be on here a lot up to about 2 years ago. Been in college, working full time, don't have much time for gaming...but guess what? I have still maintained my twingalaxies confirmed world record For SSB N64 on 1 player classic mode(this video isn't the official record, my world record is actually a much lower score than this one). Unchallenged for nearly 5 years, when I submitted it in April of 04.
Ya know, more people should really try to go for a world record for this game. Its the PERFECT platformer for a world record. You know why? Because its static. Unlike its successor Melee, and even Brawl, where classic mode is randomized, in SSB N64 its not. Its the same fights every time all the way through. So if one was to get a top score on 1 player mode, it applies universally to anyone who wants to try to top it. Whereas in Melee you have random foes, it would be difficult to say you have an absolute world record, because then theres just too many variables involved. I mean people today are still trying to top the world record for classics such as Super Mario Bros, Paper boy, Legend of Zelda Ocarina of time, etc.. its not about how old the game is. Its the feeling of being a part of something vintage, that at one point in history it took the world by storm. Some of you probably didn't even know they made an N64 version of Smash Bros, well they did, it was the original. I don't know if anyone really understands what I'm trying to say, but meh. Anyway, thanks for watching if you decide to. The whole thing is about 12 mins long.
----IMPORTANT STRATEGY INFORMATION FOR THOSE INTERESTED----
Defining the strategy:
Well there's a lot of ground to cover so here goes... As I mentioned earlier, SSB1 has a nearly static linear 1 player mode, where its almost the same exact routine anytime you play through it. The only differences being item drops, and the friendly helpers you get are somewhat random. So this is an ideal game mode to attempt a real world record high score. Planning out a strategy isn't as easy as it sounds, but it definitely helps that the game you will play is practically the same every time. This is how I began my analysis.
First I started looking into what points and bonuses there are that greatly determine an incredibly high score, from a relatively average one. Well, playing the game through many many times I knew about all of the end game bonuses including No Damage Clear(400,000) Very Hard Clear(350,000) Speed Demon(80,000), and No Miss Clear(70,000). Now with that in mind, going for the world record, I already knew I had to complete the game without taking any damage, beat it fast, and on Very Hard difficulty, and attain No Miss clear(some variables involved that you may not know about). In addition to that, I already knew the highest scoring bonus in the game(besides end game bonuses) which is Pacifist(60,000), and there's basically a default set of high scoring bonuses with every match if you play your game right(Smash Less(5,000), Full Power(5,000), Speedster(10,000), No Item(1,000), No Damage(15,000), and No Miss x N(varies, where N = number of the match). Now, Pacifist is a bonus that's achieved by defeating your foe without giving them any damage, and that leads to the reason of why I chose Kirby to take on this feat.
Throughout the video, I used a little known yet powerful strategy I call the 'kirby-drop-technique'. Using this technique, I am able to defeat my foe quickly, uncontrollably, and without giving them any damage(Pacifist). It is possible to get Pacifist using different characters, but controlling the outcome of the match is insanely difficult. Some of you might know, that when using Kirby's Special-B Mouth Hold move, if you just let Kirby sit there and don't do anything, he will sometimes bounce around a little, until eventually Kirby spits out the enemy and they become airborne for a second. The trick is, this move deals no damage what so ever to the enemy, yet you have entrapped the opposite character.((see link at the end of this post to witness the true power of using this technique)) So in addition to using this move, combined with standing next to an edge of the map, Kirby will fall off the edge and, if timed right, the enemy will pop out and fall to their death, whereas Kirby can stay afloat using his jump cycle, and not die at all. Now on some of the levels, such as the Pikachu level, I stand right on the edge and we both fall at the same time, Pika is never released from Kirby, yet Pika dies first. Here's the explanation to that.
Depending what level you chose, and what character you're fighting, you are able to sometimes complete a kirby-drop-technique on the very edge of a level, defeating your foe first, leaving you still alive(just button mash the jump button so that you don't die with them at the last second) . This is what some would call a glitch, or taking advantage of a games design flaws. Some levels it doesn't work on, like against Link, or against Giant DK, nonetheless, I found that this strategy works 100% of the time on certain levels in 1-player mode. So, taking advantage of this technique, I use it on Pikachu stage, and against Metal Mario. Other stages I used a variant of this strategy, in which I timed it just right to fall far enough off the stage, to where the enemy would pop out and fall to his death while I stayed alive(which is sometimes very hard to time just right). I did this by taking advantage of the 'bouncing' that happens when you have someone in a Kirby Hold, but if you don't time it right, your enemy will be released too soon, and you will have to attempt it all over again. When fighting a CPU, the bouncing always moves Kirby in one direction or the other, so by placing myself a tiny bit away from the very edge of a level, and putting them in the hold, I am able to bounce just enough, to slide off the edge, and release the enemy just to where they will not be able to recover. Its all very technical I know, but all matters when going for a World Record high score!
Upon further analysis of the games design, I accidentally discover, that about 80-90% of the time, when fighting fox in the 1 player mode, if you hang off the left edge of the ship, he will use his boosters and shoot himself off the edge, committing suicide, thus also giving you Pacifist. Its quite hilarious, but true, and very essential to the strategy I was building up. In addition to everything I was already planning, there were other very valuable bonuses you could get, unique to each stage. These are as follows:
vs Yoshi Team - Yoshi Rainbow(50,000) which is awarded by defeating the yoshis in order as they appear stacked up in the top left corner.
vs Mario Bros - Bros Calamity(25,000, achieved by defeating luigi first), True Friend(25,000, by your helper not receiving any damage) [didn't achieve either of them in my video]
vs Giant DK - DK Perfect(50,000, achieved by your helpers not receiving any damage)
vs Kirby Team - Kirby Ranks(25,000, achieved by defeating all the Kirbys in order)
vs Samus - Acid Clear(8,000, achieved by letting Samus die from the acid) and Star Finish(11,000, by letting Samus die as a star in the background, both of these bonuses go hand in hand, neither of which was attempted in my video)
vs Race to the Finish - No Damage(15,000)
Throw Down was also a bonus(2,000) for defeating the enemy with a throw as your finishing move. I did this on both sets of team stages, Yoshi Team, and Kirby Team. Tying to attain it on other levels would have most likely not worked out for the best, because of the time bonuses Speedster and Speed Demon. I would have had to spent awhile beating the pulp out of the enemy, and attempt to finish them off with a throw down at the end, trust me it would have been too time consuming.
Anyway, I knew it was important to get as many of these unique bonuses as possible when attempting the run. In addition to all of that, I would taunt after every battle I could(100 points but still worthwhile if you have the ability to do one at the very end of a match) and I would aim for the No Miss bonus, which is a multiplier, it goes up with every stage you achieve it in. I also figured out that the No Miss bonus was heavily dependent on how many stock you played through the game with, doesn't make much sense, but any time I played with anything but 1 stock, I sometimes wouldn't get the No Miss bonus, and for no apparent reason. I concluded that it had to do with the number of stock I was using, and thus played through the game with 1 stock, and never had any problems getting the bonus. It was essential in getting the final No Miss Clear bonus at the end of the game.
Well with all things being considered I played the heck out of the game, and eventually got to where I was achieving most of these bonuses from almost every attempt. I didn't go for some of them, because of how unbelievably difficult it would have been(especially the Mario Bros stage) but in a future attempt, I may try for it. Well, I hope that sums it up, pretty sure everything here was covered. As you can see, once there is a defined strategy set out step by step, it really isn't too difficult to conceive of an ultimate high score, especially in SSB N64, where there aren't nearly as many variables as in Melee or Brawl. Good luck to any interested challengers, I would almost pay to see someone break my record...but I'm poor just like 90% of the rest of the world. Anyway, hope this was insightful. Smash on!!!
Oh...and heres the link for the Ultimate deadly use of the Kirby Hold, vs Yoshi Team on very easy difficulty:
http://www.youtube.com/watch?v=A4cW_6AJtwo
In my experiment here with the yoshis, I use the Kirby Hold, to see what its affects are upon the release of a yoshi. As you will see in the video, the Yoshis shoot straight up into oblivion and die, in order I might add, receiving no damage. Bizarre right?! This is because the Kirby release gives your opponent the 'effect' of being damaged, although no damage is given. Using this on very easy difficulty against the Yoshi team, made it possible to kill the yoshis using this move, because on very easy difficulty, the damage/hit ratio for each yoshi is extremely high. Go ahead, try it for yourself! Fun stuff!