Uploaded September 2023 | Updated September 2026, 2 weeks ago
I collect the star Watch for Rolling Rocks in 0.5x A presses, in 1°49'16"77. This is TAS. This is a timesave over the previous record of 5°26'22"10 by @pannenkoek2012 which can be found here: youtube.com/watch?v=mgNMKnkZEKY
A few months back I had theorized that instead of Hyperspeed Walking up to the syncing speed of the island triangle and then doing the standard PU routing of waiting out the speed loss for the further syncing speeds of each triangle, you could instead just use jump kicks to ascend the hill between the lake and the elevator. The previous route used triangles that had descending syncing speeds, which allows you to ascend up to 312 units in a single frame, but here I simply use jump kicks, which always have a syncing speed of 262144 as it's air movement. The catch is you can only ascend 98 units every 4 frames at best, although in practice you'll only be able to ascend 83 units roughly every 20 frames. One major benefit of this change in strategy, however, is that you can get yourself QPU aligned with the landing frames, whereas with the other strategy you must keep yourself QPU aligned throughout the entire strategy, or it causes a console crash upon trying to move partial frames.
I gained a newfound appreciation for this star when trying to do the final movement, though, that section is an absolute nightmare. Now remember that when Pannen did this all those years ago, he didn't have STROOP. STROOP wasn't made yet. He did this entirely with ramwatch and a calculator. Absolutely insane.
I collect the star Watch for Rolling Rocks in 0.5x A presses, in 1°49'16"77. This is TAS. This is a timesave over the previous record of 5°26'22"10 by @pannenkoek2012 which can be found here: youtube.com/watch?v=mgNMKnkZEKY
A few months back I had theorized that instead of Hyperspeed Walking up to the syncing speed of the island triangle and then doing the standard PU routing of waiting out the speed loss for the further syncing speeds of each triangle, you could instead just use jump kicks to ascend the hill between the lake and the elevator. The previous route used triangles that had descending syncing speeds, which allows you to ascend up to 312 units in a single frame, but here I simply use jump kicks, which always have a syncing speed of 262144 as it's air movement. The catch is you can only ascend 98 units every 4 frames at best, although in practice you'll only be able to ascend 83 units roughly every 20 frames. One major benefit of this change in strategy, however, is that you can get yourself QPU aligned with the landing frames, whereas with the other strategy you must keep yourself QPU aligned throughout the entire strategy, or it causes a console crash upon trying to move partial frames.
I gained a newfound appreciation for this star when trying to do the final movement, though, that section is an absolute nightmare. Now remember that when Pannen did this all those years ago, he didn't have STROOP. STROOP wasn't made yet. He did this entirely with ramwatch and a calculator. Absolutely insane.
![SMSR: Bowsers Rainbow Rumble Clear 0xA Without Preset HOLP [TAS]
We collect the star in the overworld after clearing Bowsers Rainbow Rumble in 0 A presses. This is TAS. This is an improvement off of the previous record of 0 A presses, which was done by me and can be found here https://youtu.be/hOF0fDg47Kc
Note that the start of this TAS is the same as the 1xA variant done by lemon, and can be found here https://youtu.be/JZrxorc5BtI
Since then, there had been discussion about a 65 star run potentially being possible, as a Glitchy Ledge Grab to clip past the 80 star door to get to the warp was known to exist, and there was research being done on whether or not it could be done 0xA. Doing this, unfortunately, was assumed to need to use the crazy box to get up to where a misalignment exists. This turned out to not be necessary, and maybe Ill make a video on that soon too, but I decided to look into doing this star HOLPless regardless. This had already been looked into a bit by lemon here https://youtu.be/JZrxorc5BtI but neither lemon nor myself were able to figure out how to get past the last brown block. I had a couple ideas using CWT, but nothing panned out due to needing to not get thrown too hard, lest you fall off the block from the inside of the platform.
The main issue with it is that the ledge *after* the block is too high to dive recover onto, and theres no accessible misalignment, which is why you need to get on the inside of the tower. From there, its simple to do a dive recover and clip out once youre high enough to land on the floor. So when revisiting this, I picked up mentally where I had left off before around a year ago, and had the idea of using a type 2 CWT, otherwise known as a throw arc CWT, coupled with a chuckya escape. Chuckya escape solves the issue of getting thrown with too much speed, but it has the consequence of not getting as much height out of the throw, so in theory getting the extra height from the trajectory the chuckya takes from being thrown could cover that extra height. And as it turns out, it indeed does solve the issue, getting Mario to the inside of the tower on the brown block. From there, finishing out the level is trivial. SMSR: Bowsers Rainbow Rumble Clear 0xA Without Preset HOLP [TAS]](https://i.ytimg.com/vi/tmF9Nj4Ej7c/mqdefault.jpg)
![SM64: Unlock Upstairs 1xA in 36:14.09 [RTA][WR]
Been working on making this category a bit more polished. We have this as a category for a short one, since theres no way to beat the game with fewer than 70 stars, meaning this is our 16 star category. Timing ends on X cam for door touch.
Join the discord: https://discord.gg/73JKC6f SM64: Unlock Upstairs 1xA in 36:14.09 [RTA][WR]](https://i.ytimg.com/vi/uNT1SlW1br0/mqdefault.jpg)

![DDD: Board Bowsers Sub 0x [RTA]
I found a setup that goes as follows: Actively manipulate the camera so that its as close to directly behind Mario as possible. Sidle against the wall, the closer to the ledge the better since time is of the essence. Neutral joystick, then with the camera directly behind Mario, walk straight forwards and press Z. If the camera isnt directly behind Mario, youll have to adjust the joystick slightly. By walking straight forwards and pressing Z, youll go into crawling immediately. Turn to the right for 3 frames, then stop and start crawling to give the camera a moment to catch up. Crawl right up to the ledge, which will be when you can see half a fist sized bit of water between Mario and the cork box. Stop crawling, then do a standing punch. Neutral joystick for 2 frames, then full left strain for 2 frames. This gets Mario in the misalignment every time, and even with a little bit of wiggle room for if you didnt get the camera movement perfectly right.
Some people have decent luck with just yoloing it. I absolutely d0 not, and can not do this without the setup. DDD: Board Bowsers Sub 0x [RTA]](https://i.ytimg.com/vi/v4EHFPlAWbk/mqdefault.jpg)
![Pannens Ice Hack: Coins Amassed in a Maze + 100c [RTA]
@pannenkoek2012 made a romhack that replaced all of Marios movement with ice physics. Initially intended for a 16 star run, I decided to take it a step further and go for max stars, and this is easily one of the more frustrating stars. Pannens Ice Hack: Coins Amassed in a Maze + 100c [RTA]](https://i.ytimg.com/vi/vMOIuae_5D0/mqdefault.jpg)

![TTM: Scale the Mountain 0xA 3:01.97 [RTA]
After I figured out what I was doing wrong for the ghost rollout, I said I was gonna take a break to give my thumb a rest. Well this star was too alluring to leave alone and I had to go for the record.
This is an improvement over the previous record by over 2 minutes. TTM: Scale the Mountain 0xA 3:01.97 [RTA]](https://i.ytimg.com/vi/vsrN8bHtSLM/mqdefault.jpg)
![SMSR: Follow the Glittering Path 0xA [TAS]
I collect the star Follow the Glittering Path in 0 A presses. This is TAS. This is an improvement off of the previous record of 1 A press, which was done by SR and can be found here https://youtu.be/M_Ovvw_vA78
Since then I discovered Chuckya Wrong Throw, which I plan on making a more detailed video of at some point, but in essence Chuckya has a HOLP of sorts called its Anchor. Unlike Marios HOLP, however, this isnt tied to a held object being rendered, but rather just the Chuckya being rendered at all. Through clever camera placement and control, we can grab Chuckya light while BCA and throw it to a preset HOLP, and have it deactivate due to being so far from Mario. Note that a light grab is necessary as otherwise it goes to the HOLP laterally but at Marios height.
From there, we can render it on the frame we choose, then very carefully position the camera such that it will not be rendered at all during the remainder of the maneuver as it falls all the way down to Mario and grabs him. When Mario is grabbed by the Chuckya, he becomes invisible and intangible much like what happens when Mario grabs an object. Instead, what we see is a visual copy of Mario with a facing angle that matches Chuckya, at the position of the Anchor. Then, when Mario is thrown, his position is snapped to his last graphical position and play resumes as normal. This is how Chuckya is able to throw Mario out of bounds, even though Mario normally cannot move out of bounds.
So in essence, what weve just done is thrown Mario to the HOLP with the assistance of a Chuckya. This is absolutely vital to get up top by the rocket, as the stairs and cubes for the intended route are WAY too high to ascend, and the only alternative is using the cannon from the turret on the other side of the level.
This strategy was actually finished on 12/11/22, 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 first of 14 videos I will be uploading, with the final one being a supercut of all the stars in one long run, unabridged. SMSR: Follow the Glittering Path 0xA [TAS]](https://i.ytimg.com/vi/vzqDonOyOTw/mqdefault.jpg)

![JRB: Center of the Jet Stream setup [RTA]
Setup found by @pannenkoek2012 after making and running a brute forcer to look for setups compatible with RTA inputs.
To see a proper execution of this setup, check out this video here: https://youtu.be/Fc2cXpbgVjA?t=6m45s JRB: Center of the Jet Stream setup [RTA]](https://i.ytimg.com/vi/xO05tSB0lFw/mqdefault.jpg)
![WDW: Express Elevator - Hurry Up!! 0xA [RTA]
This is not a community improvement. This star has already been done 0xA RTA by Ivan178, which can be found here: https://youtu.be/miJtpYtLy8o . Ive been planning my route for my Any% 0xA run and came to 69 stars, so I needed to figure out what the 70th would end up being. After a lot of thought, I eventually devised a plan thats quite similar to the one @pannenkoek2012 had made prior, which is the one Ivan178 had used. Instead of getting three 50/50 throws, I could do with only one, so long as I did it very carefully. This is the first useful example of a Type 3 (transport) CWT, which is where you grab the Chuckya and bring him somewhere else. When Mario is holding onto an object, in most cases, the real object is made invisible and intangible and left exactly where Mario grabbed it, up until Mario releases the object. This is the case for Chuckya, so by grabbing Chuckya and moving elsewhere, the anchor stays right where we grabbed it at (as Chuckya is not being rendered). From there, we can simply get Mario BCA, walk in front of the HOLP, and release the Chuckya. This will have the result of keeping the Chuckya unrendered the whole time, so that Chuckya throws Mario to the anchor, which is still where we initially grabbed Chuckya at.
What this does is transports the Chuckya elsewhere while putting us back where we grabbed it. In this case, though, the slope of the gray platform where we performed the CWT is used to trigger the ledge failsafe for the Chuckya, giving a 50% chance of throwing in the direction we want, which is onto the plank. From there, we make our way over to the top of the elevator cage, trigger the elevator, and drop into the water by the Chuckya. We time this movement with the oscillation of the water, to make it as shallow as possible next to the Chuckya. Water grab defaults to light holding, so we grab Chuckya light via water, but this leaves us unable to do anything in the water. So this grab also needs to give us enough momentum to surface, hence timing it with the oscillation of the water. From there, we simply climb the slope and throw the Chuckya, resulting in it pushing us through the wall and onto the elevator. WDW: Express Elevator - Hurry Up!! 0xA [RTA]](https://i.ytimg.com/vi/xOe4SpQvT1c/mqdefault.jpg)