Uploaded September 2019 | Updated September 2026, 1 week ago
In my quest to hang on to all the ceilings in the game, I came across this very difficult one. At first I thought it was just impossible rta, but then while I was screwing around I got an attempt that would have worked, but had way too much speed. So I spent about twenty minutes bljing until finally it worked. This is my successful attempt.
This trick works because when you double jump, you have x upwards speed (I forget the exact number) + horizontal speed *4. So if you get a lot of speed, double jumps go way higher. The main reason this isn't always a good option is that bljs give you negative speed, which actually makes your jump go lower. But out of bounds, such as what's beyond the slopes in the castle grounds, can be used to redirect speed from backwards speed to forwards speed. While in first person mode with enough speed, mario can move up slopes. So I make it to this ceiling by bljing, redirecting the speed to the side so I can reposition my angle, turn towards one specific slope, go into cup right before I touch the slope, bounce off oob, fall off the edge putting me out of first person mode, then do a very high double jump.
In my quest to hang on to all the ceilings in the game, I came across this very difficult one. At first I thought it was just impossible rta, but then while I was screwing around I got an attempt that would have worked, but had way too much speed. So I spent about twenty minutes bljing until finally it worked. This is my successful attempt.
This trick works because when you double jump, you have x upwards speed (I forget the exact number) + horizontal speed *4. So if you get a lot of speed, double jumps go way higher. The main reason this isn't always a good option is that bljs give you negative speed, which actually makes your jump go lower. But out of bounds, such as what's beyond the slopes in the castle grounds, can be used to redirect speed from backwards speed to forwards speed. While in first person mode with enough speed, mario can move up slopes. So I make it to this ceiling by bljing, redirecting the speed to the side so I can reposition my angle, turn towards one specific slope, go into cup right before I touch the slope, bounce off oob, fall off the edge putting me out of first person mode, then do a very high double jump.







![Farland Normal Route any% 1:44.333 Summit timing [TAS]
Summit timing is not an official timing method, but rather a placeholder; Farland isnt entirely supported by the tas tool, which means we cant see the actual final time (when Madeline touches the flag) to the decimal place, which makes it difficult to compare tases. To compensate for this, I just used the final time I could find, which was the time Madeline enters Summit. Hopefully these errors are fixed at some point so we can use the final in game time with decimal point precision. The title says normal route, and not just any%, because there is a secret path that allows you to beat the game faster, which would be real any% for this game.
This is the first tas of Farland uploaded to youtube, but a tas of this game was created for a tas comp almost a year ago, and that tas was recorded even though it never got officially uploaded anywhere. This video is an updated version of that tas, with 51 frames, or 1.700 seconds, saved since the original tas comp. While most of the frames saved were just a result of better optimization, its worth noting that many of these frames are a result of a physics modification discovered by bacon_good that makes your terminal velocity faster if you are holding down. This improves almost every section where Madeline is falling, and makes up a significant number of the 51 frames saved.
A full breakdown of splits and time saved:
00:05.73333333333333 (142) (-2f)
00:09.36666666666667 (81)
00:12.8 (76)
00:15.46666666666667 (53)
00:17.3 (23)
00:20.36666666666667 (61) (-2f)
00:25.23333333333333 (120)
00:27.56666666666667 (42)
00:29.93333333333333 (46) (-1f)
00:32.63333333333333 (57)
00:35.066666666666667 (46)
00:38.83333333333333 (81) (-4f)
00:44.16666666666667 (134) (-8f)
00:47.53333333333333 (69) (-2f)
00:51.33333333333333 (89) (-2f)
00:55.36666666666667 (89) (-5f)
00:59.4 (89)
01:04.46666666666667 (124) (-2f)
01:07.66666666666667 (72)
01:11.13333333333333 (72) (-6f)
01:16.46666666666667 (128)
01:20.9 (107) (-3f, although 1f was saved right after the original tas comp, not in the recent tas update)
01:23.23333333333333 (44)
01:28.36666666666667 (122) (-9f)
01:30.7 (46)
01:34.46666666666667 (85)
01:38.36666666666667 (86) (-2f)
01:44.33333333333333 (147) (-3f)
The weird audio and color palette is due to tas tool issues. The audio for one area never stops playing once it starts. This is a problem in most games, but is especially apparent in this mod because the music changes so many times. The weird visuals are because the default palette is annoying to actually tas the game with, because it is hard to see the input display. Farland Normal Route any% 1:44.333 Summit timing [TAS]](https://i.ytimg.com/vi/FQuPCrXh6Zk/mqdefault.jpg)


