Boom Bunker 1 in 1:35.28 (WR) @jda7
Boom Bunker 1 in 1:35.28 (WR)  @jda7
Uploaded April 2023 | Updated September 2026, 2 days ago
After a few hours of research, attempts went surprisingly quick. This was the 3rd attempt in a row to make it to the boss in a 1.5 hour session. If only there was a consistent visual cue for the 2nd cannon shot, then it would have been much easier to grind and I wouldn't leave it with these few glaring errors.

For the first cutscene, I cut it at the 3rd note so the blue platforms don't interfere with my 2nd cannon shot.

For the second cutscene, I wait so I can grab both starbits from the broken megahammer's eyes.

For the bullet bill, you want him to turn sharply up so he spends the least amount of time turning as possible.

My movement to the glass dome is very specific so that the camera doesn't change much.

I use the green square at the bottom left of the cannon to line up my instant cannon shot. It's not that hard. When you backflip and ground, go to the center of the glass dome. This ensures the cannon instantly takes you in. You can tell when you are over it via your shadow.

There is technically a cutscene shorten on this launch star that I have not figured out how to implement. It just seems impossible to be standing still when killing boomerang bros.

This camera cancel makes the mines an issue, so you have to shoot down the one in the top left to clear the way for an instant shot. I jump and then fire starbits at the same time. This planet is jank when you are shooting starbits on it unless you have jumped. Then it works a bit more normally, but it is still hard to hit it consistently.

This instant cannon shot is very precise and has no real visual cue. You just hover between to meteors/rocks close to the top of the screen and fire immediately. It's basically luck.

If you hit just the right height, a spin reaches these rocks and allows for a ground pound. I didn't have the right height, but managed to jump cancel the landing which saved the run.

This boss fight is pretty cool, but quite challenging. I jump into the cloud flower so that I can stop and turn around faster, then I do a cloud sideflip up to bowser jr and backflip holding back. I then make a cloud before luigi reaches max height on the backflip and jump down. It is important to jump because sometimes bowser jr resets his panic animation if you walk onto him from the cloud instead.

You have to time your ground pound for when bowser jr starts spinning. This isn't too hard once you get used to it. The shrinking cloud will then cancel your animation and allow you to create another cloud. Unfortunately, I get a homing ground pound here which costs around 2 seconds over frame perfect ground pound cancel. When looking at the footage I ground pounded too early anyway, so the homing saved it.

The final phase is fairly standard. Luigi just needs 3 cloud backflips and a spin to reach bowser jr. I tried to ground pound earlier but I was slightly late on the input and had to jump before it instead which cost a bit of time.

If it weren't for the lucky shot, this would be a cool grind level. Maybe the comet is better as a grind level? I don't know.
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Boom Bunker 1 in 1:35.28 (WR)

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