Uploaded February 2021 | Updated September 2026, 2 hours ago
#Shorts
Mario gets 1 Star from Dire Dire Docks with No Water / Swimming.
Super Mario 64: Tool-Assisted Speedrun / Superplay [TAS]
#Shorts
Mario gets 1 Star from Dire Dire Docks with No Water / Swimming.
Super Mario 64: Tool-Assisted Speedrun / Superplay [TAS]
![[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
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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
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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.
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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)
![Death in 193 (Low HP) - Lethal Lava Land [TAS]
This run is unbeatable. Anyone who claims to beat this run or uploads an improvement is a liar and a FRAUD. Youll be hearing from my lawyers buddy!
In Super Mario 64, its possible to die immediately when entering Lethal Lava Land by jumping into the painting just before Marios HP Value decrements to 255. Thats why I titled the video with (Low HP). The reason I went for an HP Value of 256 is because it is the lowest value possible that is obtainable which doesnt kill Mario. Due to how HP works, the health bar in the HUD is not a direct representation of how much health Mario really has. If I were to touch lava with a value above 256 (in increments of 10), it would require an extra frame (or several more) before activating the Bowser Death Screen transition. So, in order to load that faster, a lower HP value was required. See Pannenkoeks video on HP for more information. Pretty cool stuff!
Pannenkoeks HP Video: https://www.youtube.com/watch?v=XeGNpeFOOCY
You might not notice it but I actually use some wonky sign hitboxes in order to touch the lava as fast as I could. I have no idea how it works, but it ended up saving 4 frames from my first initial run.
Entering courses with No HP is possible, but not all of them as far as I know. I opted not to do any No HP runs because theyre all similar. Enter the course, then die immediately. Thats boring and lame. These extra thrilling action-packed 2 seconds are way more exciting. I might make more death speedruns in other courses for the meme lol.
More low effort videos coming soon so be sure to hit that unsubscribe button!
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Re-Records: 1,614
Timing:
1st VI & Frame of Course Loading:
- VI: 1122
- Frame: 537
1st VI & Frame of Bowser Death Transition:
- VI: 1238
- Frame: 595
VIs: (1238 - 1122) / 60 = 1.9333333333333333333333333333333
Frames: (595 - 537) / 30 = 1.9333333333333333333333333333333
~~~~~~~~~~~~~~~~
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 Death in 193 (Low HP) - Lethal Lava Land [TAS]](https://i.ytimg.com/vi/Fu8_NYTPovo/mqdefault.jpg)

![SM64 - All 1Ups in Bob-omb Battlefield - 18.93 [TAS]
[Tool Assisted Speedrun]
Mario collects All 1-Ups in Bob-omb Battlefield. There are 3 1-Ups total.
*All 1-Up Mushrooms. Not 1-Ups from coins.
Wasnt too sure about exact time save since Pastatshs encode looks like it dropped a few frames in some sections. Still improvable.
Re-Records: 10,327
0:00 - Run
0:20 - Comparison
Timing Starts at Course Entry.
Timing Ends at 1st Frame Start Menu disappears after Exit Course is pressed.
1136 VIs / 60 FPS = 18.93
SM64 100 Lives (All 1-Ups Only Once) TAS by @pastatsh
https://www.youtube.com/watch?v=JKAKfkKbzEU SM64 - All 1Ups in Bob-omb Battlefield - 18.93 [TAS]](https://i.ytimg.com/vi/HhKfsIzF8Xk/mqdefault.jpg)
![Death in 350 (Full HP) - Lethal Lava Land [TAS]
The action-packed sequel has arrived!
Here Im just TASing Super Mario 64 with the exact same goal as before. Initiate the Bowser Death Screen transition as fast as possible, but this time with Full HP. I decided to show the HP Value (in Decimal Form) so you would know its at the maximum value obtainable.
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(If youre already familiar with SM64 TASing, you dont need to read this lol.)
Now, heres a breakdown of the run. First I jump kick the sign in order to build a decent amount of negative speed, and then walk backwards to the corner of the platform. This corner of the platform happens to have a Misalignment in it. A Misalignment is a 1x1 Unit Wide area of space that Mario can fit into. This allows Mario to get near the platform a bit closer than normal.
Just before falling off the edge of the platform, I punch to reduce some speed, dive within the misalignment, get burned by the lava, and then Mario begins his action and animation of lava boosting. Since Mario is currently within the misalignment, Marios horizontal position is much closer to the floor hitbox of the platform. This makes it much easier to utilize the game mechanic of Mario vertically snapping to the nearest floor by him. Since Mario is in a misalignment, he can vertically snap up onto floors that are no more than 78 units higher than his vertical position. Thats exactly what occurs here.
Once Mario lands, I perform an Eru Drop instantly. An Eru Drop is a trick that exploits Marios movement when tilting the joystick as little as possible. During this joystick movement, Marios speed fluctuates between positive and negative values. Within the first couple of frames of this movement, his total net gain of speed actually turns out to be negative, meaning he will move backwards. Since Marios positioned near the edge of the platform, the Eru Drop can be performed, allowing him to move backwards off of the platform, allowing him to fall into the lava again.
Eru Drop (found by AruaErueru): https://www.youtube.com/watch?v=Tl1qDika4Bk
For entertainment value, I jumped after the second lava boost. Landing in the lava immediately again would not have initiated the Bowser Death Screen transition any earlier due to the limited decrement speed of Marios HP. If I had landed a frame earlier after the final lava boost (which was possible), Mario would perform a standing death action & animation, which would initiate the death screen transition several frames slower.
If you didnt understand any of that, check out Pannenkoeks videos explaining this games geometry, and game mechanics here!
Units: https://www.youtube.com/watch?v=3lADTcTkAvk
Wall Hitboxes: https://www.youtube.com/watch?v=a9fUV7uA2_s
Steep Steps (Vertical Snapping Mechanic): https://www.youtube.com/watch?v=Oa5aaJst8NI
Walls, Floors, and Ceilings: https://www.youtube.com/watch?v=UnU7DJXiMAQ
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Re-Records: 2,788
Timing:
1st VI & Frame of Course Loading:
- VI: 398
- Frame: 175
1st VI & Frame of Bowser Death Transition:
- VI: 608
- Frame: 280
VIs: (608 - 398) / 60 = 3.50
Frames: (280 - 175) / 30 = 3.50
~~~~~~~~~~~~~~~~
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 Death in 350 (Full HP) - Lethal Lava Land [TAS]](https://i.ytimg.com/vi/J9WciyDqZJ8/mqdefault.jpg)