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
~~~~~~~~~~~~~~~~
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).
~~~~~~~~~~~~~~~~
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.
~~~~~~~~~~~~~~~~
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.
~~~~~~~~~~~~~~~~
Learn more about Tool-Assisted Gameplay here:
youtu.be/R3-ohYvi_fc
youtube.com/watch?v=Ietk1-Wb7oY
tasvideos.org
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
~~~~~~~~~~~~~~~~
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).
~~~~~~~~~~~~~~~~
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.
~~~~~~~~~~~~~~~~
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.
~~~~~~~~~~~~~~~~
Learn more about Tool-Assisted Gameplay here:
youtu.be/R3-ohYvi_fc
youtube.com/watch?v=Ietk1-Wb7oY
tasvideos.org
![[TAS] SM64 Land: (1-2) Mushrooms - All Stars in 5860
Yet another Super Mario 64 Land TAS. Enjoy!
Re-Records: 5,891
And yeah, I have no idea how the BLJ route is faster than the slide. It ended up being 7 frames faster. It could also be much faster if I can avoid doing an air-BLJ just before I clip through the fence, and with enough speed. In one of my older runs, I was able to break through the fence with 1 less BLJ, but Marios speed wasnt enough to reach the mushroom platform / slide area in time, which ended up being several seconds slower.
Maybe theres a cool slope speed trick on the slide that can be done. Maybe theres another route I missed too lol.
~~~~~~~~~~~~~~~~
SM64 Land is an Super Mario 64 ROM Hack by Kaze Emanuar:
- SM64 Land Release & Download: https://www.youtube.com/watch?v=unHtft-AYOI
- Kaze Emanuars Channel: https://www.youtube.com/channel/UCuvSqzfO_LV_QzHdmEj84SQ
~~~~~~~~~~~~~~~~
This is a Tool-Assisted Speedrun/Superplay.
Dont know what that is?
Check out these videos explaining what a TAS is. I highly recommend both of them!
Introduction to TAS: Tool-Assisted Speedrunning (What, How, Why?) - by Sonicpacker
https://youtu.be/R3-ohYvi_fc
Tool-Assisted Speed-Running Explained - by Bismuth
https://www.youtube.com/watch?v=Ietk1-Wb7oY
If that wasnt enough, check out the official forums and webpage for TAS Videos:
http://www.tasvideos.org [TAS] SM64 Land: (1-2) Mushrooms - All Stars in 5860](https://i.ytimg.com/vi/4t4aY9HOfV8/mqdefault.jpg)
![[TAS] SM64 Land: (2-1) Mushroom Trampolines - All Stars in 15747
One more Super Mario 64 Land TAS.
Saved nearly 20 seconds using the route for this level by FrostyZako. It takes advantage of skipping the 4 mushroom trampoline platform pillars, and using the checkpoint warp after dying. This route also is RNG friendly for now since the 100 Coin Star doesnt require collecting coins from enemies. Finally, I was able to get a slightly better platform cycle just before the last star. This allowed me to reach the platform top for the final star area much faster.
Other relevant improvements come from using Cat Marios dive mechanics when on relatively flat ground. A dive with Cat Mario sets his H Speed to 60. This is much higher than other movements available. (48 Units is the max for the 2 Frame Dive Mechanic). The trade-off for using this requires 4-6 frames of a regular jumps air time, but you start gaining units back after around 16 frames.
Still improvable but Im calling it done for now lol.
Re-Records: 16,248
FrostyZakos Channel: https://www.youtube.com/channel/UC8h45fTqn9UMPz5l6BUaPGg
SM64 Land - Theory TAS by them: https://www.youtube.com/watch?v=xld_MEqF1EU
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is a Tool-Assisted Speedrun/Superplay.
Dont know what that is?
Check out these videos explaining what a TAS is. I highly recommend both of them!
Introduction to TAS: Tool-Assisted Speedrunning (What, How, Why?) - by Sonicpacker
https://youtu.be/R3-ohYvi_fc
Tool-Assisted Speed-Running Explained - by Bismuth
https://www.youtube.com/watch?v=Ietk1-Wb7oY
If that wasnt enough, check out the official forums and webpage for TAS Videos:
http://www.tasvideos.org [TAS] SM64 Land: (2-1) Mushroom Trampolines - All Stars in 15747](https://i.ytimg.com/vi/5DUS7P8m9qY/mqdefault.jpg)

![SM64 - Board Bowser’s Sub Without Water [TAS]
#Shorts
Mario gets 1 Star from Dire Dire Docks with No Water / Swimming.
Super Mario 64: Tool-Assisted Speedrun / Superplay [TAS] SM64 - Board Bowser’s Sub Without Water [TAS]](https://i.ytimg.com/vi/6O_qXV4JpQE/mqdefault.jpg)
![[TAS] Castles 8 Bit Pipe - 2660
Mario speedruns the Castles 8 Bit Pipe star in Return to Yoshis Island 64.
This is a Super Mario 64 (ROM Hack) Tool Assisted Speedrun / Superplay.
Re-Records: 2,853 (3 more rr than the last one lol)
Return to Yoshis Island 64 - Demo & Release by @KazeN64
https://www.youtube.com/watch?v=Yw47rfTxh5c [TAS] Castles 8 Bit Pipe - 2660](https://i.ytimg.com/vi/6TRaKN6F4pw/mqdefault.jpg)
![SM64 - All 1Ups in Whomps Fortress - 31.85 [TAS]
[Tool Assisted Speedrun]
Mario collects All 1-Ups in Whomps Fortress. There are 4 1-Ups total.
Re-Records: 7,419
Timing starts on first visible VI of course entrance.
Timing ends on first VI start menu disappears.
1911 VIs / 60 FPS = 31.85
This run will most likely not be used in the 100 Lives TAS. Getting the fortress 1-Up requires beating King Whomp first. The good news is, that route is similar to this one, so all Id have to do is just exit the course on the 3rd 1-Up.
This run needs lag reduction. Badly. Also, I gotta try a BLJ route. Maybe there can be an even faster route with one, but I doubt it, but also idk.
Also, this run is 3 frames slower than my fastest time. But I like this one more.
Didnt include a comparison this time with @pastatshs run. I think Ill do that with the original route later. SM64 - All 1Ups in Whomps Fortress - 31.85 [TAS]](https://i.ytimg.com/vi/76iUz_c3s6g/mqdefault.jpg)
![Super Mario 64 - Lethal Lava Land Freerun [TAS]
More SM64 Freeruns: https://youtube.com/playlist?list=PL7Ktx4r1A698t-MhpC0o5CYFFI1SuvVAK
Re-Records: 5,566
Enjoy! Super Mario 64 - Lethal Lava Land Freerun [TAS]](https://i.ytimg.com/vi/B12B3vcxd7w/mqdefault.jpg)
![[TAS] Tiny Huge Mario 64 - 1 Star BLJLess in 45653
Mario beats the game with 1 Star, and without BLJs.
Tiny Huge Mario 64: Tool-Assisted Speedrun / Superplay [TAS]
During April Fools of 2020, this videos title was originally written to pose as a new TAS WR for Super Mario 64s 1 Star BLJless category. After April 1st was over, I changed the title to what you currently see now, so I didnt give anyone the wrong impression.
Just quickly threw this run together. This run is very improvable..... like everywhere lol. Pretty sure all Bowser fights can be improved. You can grab Bowsers tail with a jump-dive in midair like normal, but the speed of Marios hitbox (due to his large size) makes it harder to grab onto. There likely is a way to skip Dire Dire Docks as well. The 70 Star Door can also be skipped, but I was just lazy lol. I went with the cleanest looking movements I could come up with for the rest of the run. When Mario is this large, the camera is a nightmare to work with, especially in Dire Dire Docks. Never want to do anything with this hack again...... for now.
Tiny Huge Mario 64 has 7 default sizes for Mario, excluding his normal vanilla size. This is the largest size the ROM can be set to. This size is 8x his original size. This means all of the values for his movements are multiplied by 8. The only thing Kaze changed was Marios gravity (terminal vertical velocity) which was slowed down to reduce fall damage. Finally, Marios hitbox isnt the same size as his default. Neither is his model.
More videos hopefully coming soon.
Thats it. Hope you enjoy.
0:00 - Start
0:46 - Skip Intro
4:56 - End + Credits
~~~~~~~~~~~~~~~~
Tiny Huge Mario 64 is a Super Mario 64 ROM Hack by Kaze Emanuar:
- Release Video & Download: https://www.youtube.com/watch?v=l83o48LGzUg
- Kaze Emanuars Channel: https://www.youtube.com/channel/UCuvSqzfO_LV_QzHdmEj84SQ
~~~~~~~~~~~~~~~~
This is a Tool-Assisted Speedrun/Superplay.
Dont know what that is?
Check out these videos explaining what a TAS is. I highly recommend both of them!
Introduction to TAS: Tool-Assisted Speedrunning (What, How, Why?) - by Sonicpacker
https://youtu.be/R3-ohYvi_fc
Tool-Assisted Speed-Running Explained - by Bismuth
https://www.youtube.com/watch?v=Ietk1...
If that wasnt enough, check out the official forums and webpage for TAS Videos:
http://www.tasvideos.org [TAS] Tiny Huge Mario 64 - 1 Star BLJLess in 45653](https://i.ytimg.com/vi/C7BjzZ_Nkk0/mqdefault.jpg)
![SMW - All Dragon Coins in Yoshi’s Island 1 [TAS]
Mario collects All Dragon Coins (Yoshi Coins) in the level “Yoshi’s Island 1”.
This is a Tool Assisted Speedrun / Superplay [TAS] of SNES Super Mario World.
~~~~~~~~~~~~~~~~
The tricks in this video are pretty interesting. First I start off with the 6/5 hopping glitch, which is basically to retain maximum speed, as well as a full power meter to ensure Im able to sprint after being in the air for awhile. The second hopping glitch (after Im launched from the diagonal pipe) allows me to retain speeds higher than Marios standard speed. I got around 64 from the pipe cannon, while his regular speed is 49. Spamming A+B doesnt allow Mario to break free, so hes stuck on the ground, due to speeds of 64 and higher being the games limitation. I was able to retain speeds of 63 and below however, which is the speed that Mario breaks free from being stuck along the ground. You can see the exact moment this happens once Mario begins jumping normally.
I dont know how to time individual levels.
Game Time: 39 seconds.
Re-Records: 1,516
Enjoy and hope y’all are having good holidays...
This is a Tool-Assisted Speedrun.
For more info, visit http://www.tasvideos.org SMW - All Dragon Coins in Yoshi’s Island 1 [TAS]](https://i.ytimg.com/vi/CnLEWA3MnH4/mqdefault.jpg)

![SM64 - All 1Ups in Jolly Roger Bay (20.23) [TAS]
Mario collects All 1Up Mushrooms in Jolly Roger Bay (JRB). There are 2 1-Ups total.
This is a Super Mario 64 Tool-Assisted Speedrun / Superplay [TAS]
Timing starts on first visible VI of course entrance.
Timing ends on first VI the last 1-Up is collected.
1214 VIs / 60 FPS = 20.23 Seconds
Learn more about what a TAS is here:
https://youtu.be/R3-ohYvi_fc
https://youtu.be/Ietk1-Wb7oY
http://www.tasvideos.org SM64 - All 1Ups in Jolly Roger Bay (20.23) [TAS]](https://i.ytimg.com/vi/DRrxyatbUYA/mqdefault.jpg)