Uploaded February 2024 | Updated September 2026, 2 weeks ago
NEWWWWWWWWWWWWWW RECORD!!!
HOLP not shown, but it's the same as what's achieved here: youtube.com/watch?v=DvLzQ4K1MDU
NEWWWWWWWWWWWWWW RECORD!!!
HOLP not shown, but it's the same as what's achieved here: youtube.com/watch?v=DvLzQ4K1MDU
![BoB: Behind Chain Chomps Gate 0xA 843 [RTA]
I know from experience tasing that the DSG was gonna be way too hard for me, so I resorted to the slower but easier cloning strat. I found a pretty nice setup where no midair movement is required at all, and all you need to do is slide kick into the wall. The vs manipulation goes as follows: grab the bobomb fake at vs9 (I dont pause buffer it because I still cant tell when the bobomb actually stops and begins to bloat), load the goombas for vs6, spawn a water bomb for vs3 when it breaks, unload the goombas for vs6, spawn the coin ring and unload it for vs3, and load the goombas to clone. BoB: Behind Chain Chomps Gate 0xA 843 [RTA]](https://i.ytimg.com/vi/kjBseWeIHPo/mqdefault.jpg)
![SMSR: In the Cage 0xA 3813 [TAS]
I collect the star In the Cage in 0 A presses. This is TAS. This is merely a time save, as the previous record was already 0xA, which was done in roughly 427 by Sidney and can be found here https://youtu.be/rWVB7gPEx3Q
The two main sources of the time save were diving through the steep floor of the dome so I dont have to go all the way to the actual entrance, then using goomba chase extension to bring the goomba into the cage as the source of our bounce, instead of needing to transport the scuttlebug all the way into the dome. In order to bring the goomba close enough to the star to bounce to it, though, some goomba transportation needs to be done, but luckily it doesnt take too much health to do so.
This strategy was actually finished on 12/16/22, and Im only just now uploading it because the improvement involves leaving the HOLP intact to continue with the rest of the stars, so in order to be complete it needed to finish every 0x star up top in one session, since it takes an A press to use the cannon to go to Star Road. This is the fifth of 14 videos I will be uploading, with the final one being a supercut of all the stars in one long run, unabridged. SMSR: In the Cage 0xA 3813 [TAS]](https://i.ytimg.com/vi/l3tlycOXBKE/mqdefault.jpg)


![BitS: Red Coins 0xA 1:31:26.34 [RTA]
This strat has come a long way since its inception back in December, with my first execution being on Mupen, here https://youtu.be/UPz6TPeddZs if you care to watch. Thus began my plan to complete a full game, any% run without the use of the A button, but it wouldnt be good enough to just do it. I need to do it *right.* That means practice, practice, and more practice. So since I managed to pull that off, Ive been working on refining strategies, so that I wont be spending too long on any one strat in particular, as well as trying to remove as many instances of pause buffering as I reasonably can.
Well, its been nearing the end of my practicing for quite some time now, and there wasnt really that much left. With BitS left towering over everything, I had no choice but to finally start attempting it. The idea is, if I can get it to be consistent enough to do red coins, then Ill be able to comfortably do a full game run with it. So after a long, long bout of practicing, I managed to complete chuckya drop for the first time on console just a couple of weeks ago, seen here https://youtu.be/8c5waHnCeyo . I then proceeded to fail the chuckya light grab due to nerves, so I went about trying to improve it even further.
I found a flaw in how I set the HOLP for the CWT, which caused me to need to revisit it. In doing so, I managed to find a much more consistent method to set the HOLP with, but that required me to grab the chuckya differently. Luckily, I also was able to find a setup for that, and even touched upon the CWT itself, so that all 3 of those became relatively safe (as safe as diving off the edge of an abyss with the camera pointed away can be, at least).
But then disaster struck when doing attempts. I managed to get all the way up to the pipe, entered and died in the Bowser fight to reset the chuckya, as well as the goomba I bounced on to get up there, and even collected all 8 coins to spawn the star. All that was left was for me to do the CWT which I had already set up. But while doing the axle walk, the console ghosted an input. My input display clearly caught both pause inputs for a pause buffer, but the wii only recognized the first one. So I ran off to my doom. I figured, oh well this is gonna happen, Ill just do it again. And *the very next time* I got to a similar point, 6/8 red coins, the exact same thing happened in the exact same place. So I resolved to do something about it.
Unfortunately, I was unable to find a safer method of doing axle walk. However, I was still able to find a more consistent texture identifier for if its the right time to do it. This made it 100% consistent, so long as I actually executed the inputs. Now instead of doing it 20-30 times in a run through failed run ups, I would only be doing it around 5-6 times, assuming I fell a couple times during CWT. This at the very least minimizes the risk of such a catastrophic failure, just by virtue of minimizing how many times I would be attempting it. And so I went to put the new strat to the test.
Ive gotten very consistent with the chuckya drop. To the point where Im actually fairly confident I wont be needing to farm lives after a game over. I got the chuckya drop on my 13th attempt of the day, and on the previous day I was able to get 2 attempts at getting thrown. One of which succeeded, and a secret 3rd attempt that was right on the cusp of getting thrown but I walked too strongly toward the ledge and fell off, with only a single ground pound left to drop the chuckya. My point being, Ive become way more consistent with this strat than honestly I think should even be possible. And now Ive proven my consistency with the rest of the stage. Any% 0xA is just around the corner. BitS: Red Coins 0xA 1:31:26.34 [RTA]](https://i.ytimg.com/vi/lvNEqKNC9hs/mqdefault.jpg)
![LLL: Stage RTA 1xA 16:16.62 [RTA]
Practicing for 120abc LLL: Stage RTA 1xA 16:16.62 [RTA]](https://i.ytimg.com/vi/mQXJn-ECEKE/mqdefault.jpg)
![Castle: Go to Bowser in the Sky 0xA 4:09.85 [RTA]
Retimed to 4:09.85 due to starting timer late but also ending it late. The new setup seems to be working well LMAO
So basically, the hardest part about the old setup was consistently pressing B on the first frame of unpause, so I revisited the setups to see what I could find, and I managed to get a working setup for the entirety of the movement that has me pressing B to dive/rollout on the same frame of the *re*pause, which is much more consistent for me. This puts Mario in a *slightly* different spot for the re-misa at the very end, though, so I had to rework that. The GP in the misa wasnt gonna work as it would need something like 12 Z turns in order to get the right angle. But I managed to get something better. The crawl off the misa actually has 2 frames you can do it for (holding left one extra frame is fine), as well as being able to do either 3f + b or 4f + b for the dive back into the misa, then from there its just a frame perfect rollout when you unpause. Overall, its more inputs than the previous GP into the re-misa, but it *feels* way more consistent to do. Not to mention the unpause + b is just something I need to be able to do regardless, since thats the only way to get light chuckya. Castle: Go to Bowser in the Sky 0xA 4:09.85 [RTA]](https://i.ytimg.com/vi/n9LeXPkQxGA/mqdefault.jpg)


![SSL: Shining Atop the Pyramid + 100 Coins 0xA [RTA]
Yet another setup courtesy of @pannenkoek2012, this time for the HOLP. The current strategy used for this involves walking up against a specific texture and dropping the cork box, but due to how sensitive this HOLP is I wanted to be able to tell if its in the correct place *before* going into the level to attempt the 100 coins. This is because the only indication you would have in a full run of whether or not it was right is potentially 5 or 6 minutes later, once youve collected all the coins and gotten hat in hand, and thats simply unacceptable for doing a 70abc single segment in my opinion. SSL: Shining Atop the Pyramid + 100 Coins 0xA [RTA]](https://i.ytimg.com/vi/oDBE-BDNFRc/mqdefault.jpg)
![SM64 Unlock Upstairs in 1xA 48:35 [WR]
In RTABC, we dont have a way to do short categories, as we dont have access to BLJs. But to make it so we dont *only* have access to any% and 120, we also have a category where we end timing at unlocking the upstairs door, effectively a 16 star category where we just dont proceed to beat the game after fire sea.
There is an embarrassing amount of room for improvement on this, but its literally my first completed run of the category.
Previous WR can be found here: https://youtu.be/l6F8-sPHaeA SM64 Unlock Upstairs in 1xA 48:35 [WR]](https://i.ytimg.com/vi/oL2VU2BzDqI/mqdefault.jpg)