Uploaded March 2024 | Updated September 2026, 2 weeks ago
I collect the star Elevator Tour in the Volcano in 0 A presses. This is TAS.
Credit to @fifdspence for TASing the section outside of the volcano. Credit to @ds27315 for the idea of hyperspeed lava boost to get up to the star platform.
The previous record by @pannenkoek2012 and myself, which can be found here youtu.be/IrXqE6DDt0I , used slow bully battery to get the bully to have several thousand speed in order to keep it hovering while in bounds. That process unavoidably caused the star to take a minimum of 23 hours, plus some extra in order to get the bully to pivot to where we need it to be. For a while, ds had an idea to use hyperspeed lava boost in order to make it up to the star, seen in his video here youtube.com/watch?v=hghunpG1wYc , but it was unclear if we could get the bully into position to execute such a move. If we could, though, the bully would only need around 65 speed at the time of collision to pull it off.
Some time had passed and @TylerKehne had the idea of using the crusher block to do a squish cancel, instead of using the elevator like in ds's video. This would be highly ideal as the bully could be held in place using oob wall hover, and that would potentially allow us to not only have 65 bully speed at the time of collision, but to have 65 bully speed at all. I investigated this a little over a year ago and concluded that while it was possible to get a squish cancel under hacked conditions, those conditions were impossible to achieve. Further, the squish cancel would unavoidably make Mario either land back on the platform facing the wall with forward speed, or facing away from the wall with backwards speed, neither of which were useful to us, as we need forwards speed to hyperspeed lava boost but can't turn with it, and with negative speed we could turn but we can't hyperspeed lava boost with it.
After revisiting the idea a couple days ago, I realized that the backwards speed variant was actually able to be utilized by doing a c^ wallhug to rocket toward the lowest pole in the level, where we could use sliding speed reactivation to convert it to forward speed when sliding off the bottom of the pole. This requires a particular sliding speed angle when grabbing the pole, which can be controlled by straining, otherwise Mario simply regrabs the pole immediately. But there's a tiny bit of floor underneath the pole, and if we have our first QF of movement hit that floor instead of immediately going airborne, we can just barely escape the pole with around 235 reactivated speed. So I went about executing the whole strategy, and this was the result.
I collect the star Elevator Tour in the Volcano in 0 A presses. This is TAS.
Credit to @fifdspence for TASing the section outside of the volcano. Credit to @ds27315 for the idea of hyperspeed lava boost to get up to the star platform.
The previous record by @pannenkoek2012 and myself, which can be found here youtu.be/IrXqE6DDt0I , used slow bully battery to get the bully to have several thousand speed in order to keep it hovering while in bounds. That process unavoidably caused the star to take a minimum of 23 hours, plus some extra in order to get the bully to pivot to where we need it to be. For a while, ds had an idea to use hyperspeed lava boost in order to make it up to the star, seen in his video here youtube.com/watch?v=hghunpG1wYc , but it was unclear if we could get the bully into position to execute such a move. If we could, though, the bully would only need around 65 speed at the time of collision to pull it off.
Some time had passed and @TylerKehne had the idea of using the crusher block to do a squish cancel, instead of using the elevator like in ds's video. This would be highly ideal as the bully could be held in place using oob wall hover, and that would potentially allow us to not only have 65 bully speed at the time of collision, but to have 65 bully speed at all. I investigated this a little over a year ago and concluded that while it was possible to get a squish cancel under hacked conditions, those conditions were impossible to achieve. Further, the squish cancel would unavoidably make Mario either land back on the platform facing the wall with forward speed, or facing away from the wall with backwards speed, neither of which were useful to us, as we need forwards speed to hyperspeed lava boost but can't turn with it, and with negative speed we could turn but we can't hyperspeed lava boost with it.
After revisiting the idea a couple days ago, I realized that the backwards speed variant was actually able to be utilized by doing a c^ wallhug to rocket toward the lowest pole in the level, where we could use sliding speed reactivation to convert it to forward speed when sliding off the bottom of the pole. This requires a particular sliding speed angle when grabbing the pole, which can be controlled by straining, otherwise Mario simply regrabs the pole immediately. But there's a tiny bit of floor underneath the pole, and if we have our first QF of movement hit that floor instead of immediately going airborne, we can just barely escape the pole with around 235 reactivated speed. So I went about executing the whole strategy, and this was the result.



![LLL: Red Hot Log Rolling 0xA 21.50 [RTA][FWR]
Revisiting some easy stars with the plan of routing a faster Unlock Upstairs run. I dont think this specific strat will make it in because it took me so long to get even this, but hey at least its a record. Previous record by @Blobfish_Times found here: https://www.youtube.com/watch?v=6kS9vhYfMP0 LLL: Red Hot Log Rolling 0xA 21.50 [RTA][FWR]](https://i.ytimg.com/vi/kOOxpNgHOgA/mqdefault.jpg)
![BBH: Ride Big Boos Merry-Go-Round 0xA 6:10.84 [RTA]
NEWWWWWWWWWWWWWW RECORD!!!
HOLP not shown, but its the same as whats achieved here: https://www.youtube.com/watch?v=DvLzQ4K1MDU BBH: Ride Big Boos Merry-Go-Round 0xA 6:10.84 [RTA]](https://i.ytimg.com/vi/kaleuNLsQ1w/mqdefault.jpg)
![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)