SM64 - All 1Ups in Cool Cool Mountain - 1:20.42 [TAS] @Bretaigne
SM64 - All 1Ups in Cool Cool Mountain - 1:20.42 [TAS]  @Bretaigne
Uploaded May 2021 | Updated September 2026, 2 hours ago
Mario collects All 1Up Mushrooms in Cool, Cool Mountain (CCM). There are 6 1-Ups total.
This is a Super Mario 64 Tool-Assisted Speedrun/Superplay [TAS]

Re-Records: 20,345
Timing starts on first visible VI of course entrance.
Timing ends on first VI the last 1-Up is collected.
4825 VI's / 60 FPS = 80.4167 Seconds

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TAS & Video Commentary:
I sacrificed time for entertainment.

The chimney entrance was improved by Plush in 2016, then by Manama a few days ago. I had already made the run by then and didn't feel like redoing it so yes, mine is 1 frame slower now lol.
• Plush's TAS: youtu.be/qDcI44WSq-8
• Manama's TAS: youtu.be/Dk1a1kVvAHY

Movement was inspired from all over. The New 120 TAS, ABC TAS, and even the 2018 SM64 TAS Competition inspired me to make this route.
• fifdspence's 0xA Wallkicks Will Work TAS inspired some slope movement (youtu.be/Y9joJcRfL4w), which since was improved by tesserakt123 (youtu.be/3p2LyD83Aqw).
• tesserakt123's Task 11 run in the 2018 SM64 TAS Competition inspired re-entering the chimney (youtu.be/ypSLtHF-40A?t=206) combined with bridge movement from Plush's CCM Red Coins & 100 Coins TAS for 120 (youtu.be/nEXTMukz0XY?t=9).
• Finally, toyuru2 figured out how to get the "Impossible" 1-Up Mushroom in the slide (youtu.be/KmrHxhCFOH4) way back in 2013.

Testing movement options after the 4th mushroom was where most of the sacrifice came from. I could save about 20 frames with a different chimney entrance (involves wallkicking to the chimney area via the ice pillar by the 4th 1-Up), and also I didn't even test Plush's low-ceiling BLJ strat either. That probably saves a ton of time too.

I have a couple runs with different ordering of the 1-Ups after exiting the slide the 1st time. Using the broken bridge warp at the bottom of the course was just a little bit slower.

Finally, I can grab the last 1-Up much faster now. I delayed it so I could death warp faster (because I was timing based off of stage exit).

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Why an "All 1-Ups" Category? (I never answered exactly what the end goal of these runs are, so here.)
- At first, I started doing these runs to see if any routes I came up with could compete with the 100 Unique Lives TAS by pastatsh. I've thought about making a new one for about a year, but it's a lot of work. If it does happen, of course it shouldn't be a solo project... 👀

But, the 100 Unique Lives category is hard. 100 Lives can be with 1-Up Mushrooms, Coins, and Yoshi after you beat the game with all 120 stars (lol). Mainly, it's a combo of 1-Up Mushrooms and Coins in every stage, which would take eons of planning, routing, and effort.

Here's an overview of the 100 Unique Lives Category (description got too long): docs.google.com/document/d/15BgKrCAQTUaAhfliAigLoWJ1Kh2hiRyXLqQdsaHRJaI/edit?usp=sharing

I ain't doing all that...

The other "Lives" Categories I could think of were:
- 100 Lives: Get 100 Lives from 1-Up Mushrooms or Coins as many times as you like.
- 100 Unique Lives: Get 100 Lives from 1-Up Mushrooms or Coins only once.
- All 1-Ups: Get Every 1-Up Mushroom in every stage.
- All Coin Lives: Get 50/100/150 Coins in every stage possible.
- All Lives: Get Every Life in the entire game from 1-Up Mushrooms and Coins.

4 out of 5 of those categories sounded bad...
So, that's where I got this "All 1-Ups" category from and why. Even though it's still a meme category, it's been fun making these.

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What is the "All 1-Ups" category?
- Get Every 1-Up Mushroom and exit the stage as fast as possible. That's it.

But, I just realized that timing based on stage exits are pointless for individual stage runs like this. Stage exiting would only be useful in a full game All 1-Ups TAS. Which I don't think I plan on doing...

So, timing will be changed from here on out. It will end on the frame/VI the final 1-Up mushroom is collected.

These runs should be treated in isolation from a full game "All 1-Ups" TAS. Full Game routes might have faster ways to exit a stage. (Star Celebration vs. Pause Exit vs. Death Barrier vs. Warp)
This applies with entering the castle too. Think of how many ways there are to enter certain rooms in the castle. I guess timing would start from whichever warp placed him in there, and the most advantageous warp wins.

Textboxes, star spawns, and star-specific items (shells, caps) all affect the time of these "All 1-Ups" runs. These factors are also affected by game save progress. Having everything unlocked and completed speeds up these runs by skipping through textboxes, animations, etc. Maybe even having Special Triple Jump would be useful for some runs.

So again, these runs would probably look different in a full game All 1-Ups TAS.

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Learn more about Tool-Assisted Gameplay here:
youtu.be/R3-ohYvi_fc
youtube.com/watch?v=Ietk1-Wb7oY
tasvideos.org
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SM64 - All 1Ups in Cool Cool Mountain - 1:20.42 [TAS]

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