Uploaded March 2026 | Updated September 2026, 3 weeks ago
If you want to support me and my efforts like this one, please consider becoming a member of my channel: youtube.com/@pannenkoek2012/join
Song: Comet Observatory (Super Mario Galaxy)
Playlists:
➤ Commentated Video Playlist: youtube.com/playlist?list=PLmvvhlevqC2ftzAeEpTaI7eS6b4nPN3ji
➤ Shorts Playlist: youtube.com/playlist?list=PLmvvhlevqC2defFer75PM9jzz-gXJCzva
➤ Music Video Playlist: youtube.com/playlist?list=PLmvvhlevqC2eB2s3V_zzmtu0qgyF8TM9T
If you want to support me and my efforts like this one, please consider becoming a member of my channel: youtube.com/@pannenkoek2012/join
Song: Comet Observatory (Super Mario Galaxy)
Playlists:
➤ Commentated Video Playlist: youtube.com/playlist?list=PLmvvhlevqC2ftzAeEpTaI7eS6b4nPN3ji
➤ Shorts Playlist: youtube.com/playlist?list=PLmvvhlevqC2defFer75PM9jzz-gXJCzva
➤ Music Video Playlist: youtube.com/playlist?list=PLmvvhlevqC2eB2s3V_zzmtu0qgyF8TM9T

![SM64 - The Mystery Goomba SOLVED
The case of the mystery goomba has been solved! As we hypothesized, the mystery goomba spawns off the edge, and so he starts on the death barrier way below. I manage to catch a glimpse of him at the first possible frame that he loads, and so I show this in the video. Unfortunately, it is not possible to interact with the mystery goomba, since it would unload as you tried to get close enough to see him.
Thanks to Patashu for proposing the hypothesis that turned out to be true [https://www.youtube.com/watch?v=zy4LiwZ3Uqk&google_comment_id=z135hvl4lwj0dzlcs23qdrexmy3rdhodf], and to ComputerFreak207 for helping me realize the precise location of the mystery goomba so I would know where to check below!
To see my original discovery of the Mystery Goomba, click here:
https://www.youtube.com/watch?v=zy4LiwZ3Uqk
To see my efforts to kill the Mystery Goomba, click here:
http://www.youtube.com/watch?v=pdXyDLsemz8 SM64 - The Mystery Goomba SOLVED](https://i.ytimg.com/vi/rEBMaAoKRvw/mqdefault.jpg)

![SM64 - Bowser in the Sky (with Red Coins) - 6x A Presses [OUTDATED]
THIS VIDEO IS OUTDATED - SEE A BETTER VERSION OF THIS VIDEO HERE:
http://youtu.be/dvZwcGd7P5w
I complete the level Bowser in the Sky while also collecting the red coin star using 6 A presses. The A presses are as follows:
A press #1: to jump up the first two platforms at the beginning
A press #2: to jump up the third platform at the beginning
A press #3: to jump from the rotating elevator to the platform with chuckya on it
A press #4: to jump up to collect the red coin near the flame shooters
A press #5: to jump up to collect the red coin near the arrow platform
A press #6: to jump off the pole near the goombas
This video is an improvement from my previous video in which I collected this star in 8 A presses. You can find that video here: http://youtu.be/qD6ON9yQsvk. Since then, I figured out how to eliminate two more A presses, described below.
The first A press I eliminated was at the beginning, while jumping up the 3 platforms. Thanks to the persistence of wizdoodle and Gaehne D., I figured out a way to cross the 3 gaps in the beginning using only 2 A presses. One double jump can provide sufficient height and distance if you first stutter on the edge (to bypass the single jump) and then jump with a kick. Its tricky to do, but possible.
The second (and more prominent) A press that I eliminated was the A press to get into the warp pipe. After weeks of testing and strategizing (during which I discovered the mystery goomba!), I finally formulated an optimal route for using goombas to get into the warp pipe. Like my original goomba bridge, I use several goombas, each one relying on previous goombas in order to be placed at a greater distance. Because of this, the number of goombas required is exponential. My original plan required over 100 goombas, but through meticulous testing, I narrowed it down to just 63. Here is a table I made and used to help keep track of what each goomba does and where precisely it should be released: http://imgur.com/hV8l4Mg. With so many goombas required, precise placement is crucial so that their hitboxes dont get lost. By the end, I had so many goombas that the graphics started glitching out (7:47) if I looked at them all at once (and hence, why I used slightly odd camera angles towards the end). This could also result in temporary/permanent loss of the HUD (which is why the star counter disappeared by the end).
It is worth noting that 63 is not actually the minimum number of goombas required. Instead, my strategy used additional goombas for the sake of convenience, which are as follows:
50 goombas - to get into the warp pipe
2 goombas - to get the red coin under the stairs
7 goombas - as sacrifice goombas that hurt Mario once thrown (Mario could bypass these goombas by releasing the first one of a section using a less traditional method, like getting squished, but I wanted the spacing to be perfect)
4 goombas - to avoid having to push a goomba around while carrying a goomba clone (at several points I had to push goombas using other goombas, and this would be very hard to do while holding a clone, due to the lack of acceleration, quick turning, and ability to knock into the goombas)
.m64 stats:
Duration = 2 hours and 2.3 minutes
Re-records = 35534
The song I used was a remixed version of Sword Lords remix of the William tell Overture, which can be found at: http://youtu.be/P7svUxY2Gns.
ABC Playlist: https://www.youtube.com/playlist?list=PLmvvhlevqC2d6vis077yFHuLJHYtTtqe_
ABC Routes: https://docs.google.com/document/d/1ypRVVRyf4x-v8GqCSmKYnicrfKSIjao3Y1ZVl52RIyM/edit SM64 - Bowser in the Sky (with Red Coins) - 6x A Presses [OUTDATED]](https://i.ytimg.com/vi/skeVJaXDFsI/mqdefault.jpg)





![SM64 - Swingin in the Breeze - 1x A Presses [OUTDATED]
THIS VIDEO IS OUTDATED - SEE A BETTER VERSION OF THIS VIDEO HERE:
http://youtu.be/JC-ZavEmkYI
I collect the star Swingin in the Breeze in Rainbow Ride using 1 A press. The A press is to collect the star, since it is too high to collect by any other means.
This video is an improvement from my previous video, which you can find here: http://youtu.be/s9Qfa0PyHUM. I didnt actually save any A presses since then, I just redid it in better quality.
ABC Playlist: https://www.youtube.com/playlist?list=PLmvvhlevqC2d6vis077yFHuLJHYtTtqe_
ABC Routes: https://docs.google.com/document/d/1ypRVVRyf4x-v8GqCSmKYnicrfKSIjao3Y1ZVl52RIyM/edit SM64 - Swingin in the Breeze - 1x A Presses [OUTDATED]](https://i.ytimg.com/vi/uguuEkOcg0s/mqdefault.jpg)
![SM64 - Go to The Secret Aquarium - 0x A Presses (VC Only) [OUTDATED]
THIS VIDEO IS OUTDATED - SEE A BETTER VERSION OF THIS VIDEO HERE:
https://youtu.be/7YhJcF9v7QQ
I go to The Secret Aquarium using using 0 A presses. Unfortunately, this method is only possible on emulator and virtual console, and NOT console. This is because if Mario goes to a PU on console without fixing the camera in the main map, the game will freeze. Normally we can get around this by fixing the camera, but this isnt possible in the castle foyer because the foyer has a special camera that automatically follows Mario around. Thus, whether or not this A press save truly counts is up for debate.
This video is an improvement from my previous video in which I did this using 1 A press. You can find that video here: https://youtu.be/mlHzqJn2SMs?t=5m37s. Since then, Tyler Kehne discovered how to exploit PUs and described to me how one could use them to get into the Secret Aquarium using 0 A presses. Consequently, I planned a route, tested it, and ultimately made a TAS that did just that.
So what are PUs? Well, Marios position is a float, but is treated as a short for testing collisions. Since shorts can only hold up to 2^16 values, some information is lost in this conversion. For example, a float of 1 is converted into a short of 1, but a float of (2^16)+1 is also converted into a short of 1. In other words, the modulo 2^16 operation is performed. This means that in some sense, being at position p + k*(2^16) for some integer k is treated the same as being at position p. Following this logic, there isnt just one map, but a grid of near infinite maps spread out by 2^16 intervals. These other maps are invisible, and are called Parallel Universes (PUs). With enough speed, Mario can travel to these PUs. However, 2^16 speed isnt enough, because the game checks if Mario is above land at each quarter step of his movement. Consequently, Mario needs 4 * 2^16 = 2^18 speed, so that each quarter step point is above a different PU. Thus, 2^18 is referred to as a quadruple PU distance, or QPU. Read Tylers full description of PUs here: http://pastebin.com/uH5GhHbp
Here is a play-by-play of what I do in the video. First, I go into HMC and use hyper speed walking to generate a vast amount of speed. Hyper speed walking occurs when Mario walks uphill on a steep slope in shallow water. After 25 hours, Ive accumulated enough speed for the rest of the journey. From there, I navigate through PUs to arrive back in the HMC main maps water. I then exit out, and conserve my speed into the castle by pressing Z+C^ and punch to get out of C^ mode. From there, I navigate through PUs to ascend up the foyer stairs and then up the BitDW stairs. See, I needed to get sufficient elevation in order to grab onto the SA entrance, and the BitDW hallway was the only place high enough to do so. Once there, I simply return to the main map exactly at the SA entrance.
Note that platforms with different slopes require different speed multiples to cross PUs from. Thus, when going from a platform of one slope to a platform of a different slope, I must drop my speed until it syncs up with the next available speed multiple of the new platform. Decreasing speed can be done quite quickly by jumping with A, but since this is the A button challenge, the quickest way to decrease my speed is to continuously punch, which can take quite some time.
For viewer pleasure and enlightenment, I also show the route a second time with helpful visuals. The 4 screens I show are:
(1) a Standard View: showing the natural view that the game displays
(2) a Relative View: showing Marios relative position within each PU, which normally cannot be discerned because each PU is invisible
(3) a PU Map: showing which PU Mario is in out the infinite grid of PUs
(4) a Relative Map: showing an overhead view of Marios relative position within each PU
Pictures of my calculations: http://imgur.com/a/05op7
Scale map of what the PU grid looks like: http://imgur.com/wTHujrX
.m64 stats:
Length: 27 hours and 55 minutes
Re-records: 2936
Frames: 6,030,103 (3,015,000 input)
ABC Playlist: https://www.youtube.com/playlist?list=PLmvvhlevqC2d6vis077yFHuLJHYtTtqe_
ABC Routes: https://docs.google.com/document/d/1ypRVVRyf4x-v8GqCSmKYnicrfKSIjao3Y1ZVl52RIyM/edit SM64 - Go to The Secret Aquarium - 0x A Presses (VC Only) [OUTDATED]](https://i.ytimg.com/vi/ujLjEbCykOQ/mqdefault.jpg)