Uploaded April 2023 | Updated September 2026, 1 hour ago
So, Pottoww beat my previous run without knowing by a whole lot. Apparently the launch pads can launch you quicker or slower depending on how you enter them. It's essentially random for a human due to how precise everything is. It is very hard with pure motion controls to get the same inputs every time. Anyway, that's the main time saver he did as well as the jump at 0:39 that has a 1 frame window.
I found and used a couple extra time saves for this level so I didn't have to get as lucky as him to win.
For the beginning I found out you can get an instant mount by doing a no a held wiimote spin onto the ball. This saves around 40 frames (.66s). A good launch out of the first launch pad is a 1:57, but I'd accept high 1:56 as well.
You can tell how good a launch pad is by the number of "vwoop" sounds. The lowest I've heard is 2 vwoop. It's technically possible in theory to 2 vwoop all of them but a human won't be able to do that (TAS might not either since entry for each launch pad is different).
After the launch I turn the wiimote completely on its side (front part facing right) and then tilt the wiimote forward. Before hitting the wall, point the wiimote left and shift the wiimote back to normal (front part facing up again). This will usually guarantee that you keep a bunch of speed from the launch pad.
Since I found a strat to keep speed, I use a different route on this crayon planet. Make sure to hit this key more on the left side because how you hit this key changes the camera in different ways. The best way to make sure you hit it on the correct line is to line up with these starbits at (timestamp). You'll have to learn to manuever around the red crayons while keep almost full speed, but I found this route to be slightly faster than WR route. It is close, however, so it isn't the most important if this route is too tricky.
The launch pad on the crayons planet on average gives an 8 vwoop (and i've seen 4 before).
For the jump out of the hole on the next planet, I angle the wiimote up right and hope I jump on the right frame. The first 2 frames just kill you unfortunately. The 4th frame either eats the jump or hits the wall so you get a pathetic jump out which wastes 1 second compared to hitting the strat.
To time the jump up to the ? panel puzzle, I wait until a green starbit behind the grating of the elevator on the right side goes past the elevator. Then I tilt forward and jump when I can see the blue of ? panels for a bit (slight hesitation because I've failed the jump even with these cues before by being too fast).
When entering this launch pad strat on, I twist the right side of the wiimote towards me a tiny bit about a 3rd of a second or so before I enter it. This seems to often give a 4 vwoop. It only works with a very direct line and is still difficult, just less so than the others.
This planet is very hard due to the positions of the bob-ombs being random (including how many fell off). There are 2 paths that can be taken. Based on the bomb positionings, I choose a path each run so I can complete as many as possible.
I've seen this planet give a 4 vwoop before. Since chain jumps seem pretty fast, I usually just jump in and pray.
Here's how to 3 hit chomp like a pro:
-Tilt down left when being launched in
-Switch to left after hitting the wall
-Jump into the chomp aligned slighty down from his immediate right side.
-Jump into him 2 more times and win.
The reason you hit him slightly lower than just hold right the entire time is because you don't want the chomp to touch any of the walls. If he does, he'll barely hang on when attempting the 3 hit and kill the run. So I try to tap him so that he flys up left and rolls back down away from the wall and lines himself up for the next 2 jumps. Learning this 3 hit definitely helped consistency on the ending.
At the end of the level, I waste 1 second jumping over the goal to hit the flag and turn around. This is so I can face backwards towards the flag and get backwards speed. This saves back 72 frames, which means it saves .2s alone. In addition, it's possible to 4 vwoop the goal using this strat as well to save an extra second.
This level wasn't great to run, but once I got consistent strats it was only a matter of time.
So, Pottoww beat my previous run without knowing by a whole lot. Apparently the launch pads can launch you quicker or slower depending on how you enter them. It's essentially random for a human due to how precise everything is. It is very hard with pure motion controls to get the same inputs every time. Anyway, that's the main time saver he did as well as the jump at 0:39 that has a 1 frame window.
I found and used a couple extra time saves for this level so I didn't have to get as lucky as him to win.
For the beginning I found out you can get an instant mount by doing a no a held wiimote spin onto the ball. This saves around 40 frames (.66s). A good launch out of the first launch pad is a 1:57, but I'd accept high 1:56 as well.
You can tell how good a launch pad is by the number of "vwoop" sounds. The lowest I've heard is 2 vwoop. It's technically possible in theory to 2 vwoop all of them but a human won't be able to do that (TAS might not either since entry for each launch pad is different).
After the launch I turn the wiimote completely on its side (front part facing right) and then tilt the wiimote forward. Before hitting the wall, point the wiimote left and shift the wiimote back to normal (front part facing up again). This will usually guarantee that you keep a bunch of speed from the launch pad.
Since I found a strat to keep speed, I use a different route on this crayon planet. Make sure to hit this key more on the left side because how you hit this key changes the camera in different ways. The best way to make sure you hit it on the correct line is to line up with these starbits at (timestamp). You'll have to learn to manuever around the red crayons while keep almost full speed, but I found this route to be slightly faster than WR route. It is close, however, so it isn't the most important if this route is too tricky.
The launch pad on the crayons planet on average gives an 8 vwoop (and i've seen 4 before).
For the jump out of the hole on the next planet, I angle the wiimote up right and hope I jump on the right frame. The first 2 frames just kill you unfortunately. The 4th frame either eats the jump or hits the wall so you get a pathetic jump out which wastes 1 second compared to hitting the strat.
To time the jump up to the ? panel puzzle, I wait until a green starbit behind the grating of the elevator on the right side goes past the elevator. Then I tilt forward and jump when I can see the blue of ? panels for a bit (slight hesitation because I've failed the jump even with these cues before by being too fast).
When entering this launch pad strat on, I twist the right side of the wiimote towards me a tiny bit about a 3rd of a second or so before I enter it. This seems to often give a 4 vwoop. It only works with a very direct line and is still difficult, just less so than the others.
This planet is very hard due to the positions of the bob-ombs being random (including how many fell off). There are 2 paths that can be taken. Based on the bomb positionings, I choose a path each run so I can complete as many as possible.
I've seen this planet give a 4 vwoop before. Since chain jumps seem pretty fast, I usually just jump in and pray.
Here's how to 3 hit chomp like a pro:
-Tilt down left when being launched in
-Switch to left after hitting the wall
-Jump into the chomp aligned slighty down from his immediate right side.
-Jump into him 2 more times and win.
The reason you hit him slightly lower than just hold right the entire time is because you don't want the chomp to touch any of the walls. If he does, he'll barely hang on when attempting the 3 hit and kill the run. So I try to tap him so that he flys up left and rolls back down away from the wall and lines himself up for the next 2 jumps. Learning this 3 hit definitely helped consistency on the ending.
At the end of the level, I waste 1 second jumping over the goal to hit the flag and turn around. This is so I can face backwards towards the flag and get backwards speed. This saves back 72 frames, which means it saves .2s alone. In addition, it's possible to 4 vwoop the goal using this strat as well to save an extra second.
This level wasn't great to run, but once I got consistent strats it was only a matter of time.










