Uploaded April 2014 | Updated September 2026, 2 weeks ago
THIS VIDEO IS OUTDATED - SEE A BETTER VERSION OF THIS VIDEO HERE:
youtu.be/dvZwcGd7P5w
I complete the level Bowser in the Sky while also collecting the red coin star using 6 A presses. The A presses are as follows:
A press #1: to jump up the first two platforms at the beginning
A press #2: to jump up the third platform at the beginning
A press #3: to jump from the rotating elevator to the platform with chuckya on it
A press #4: to jump up to collect the red coin near the flame shooters
A press #5: to jump up to collect the red coin near the arrow platform
A press #6: to jump off the pole near the goombas
This video is an improvement from my previous video in which I collected this star in 8 A presses. You can find that video here: youtu.be/qD6ON9yQsvk. Since then, I figured out how to eliminate two more A presses, described below.
The first A press I eliminated was at the beginning, while jumping up the 3 platforms. Thanks to the persistence of wizdoodle and Gaehne D., I figured out a way to cross the 3 gaps in the beginning using only 2 A presses. One double jump can provide sufficient height and distance if you first stutter on the edge (to bypass the single jump) and then jump with a kick. It's tricky to do, but possible.
The second (and more prominent) A press that I eliminated was the A press to get into the warp pipe. After weeks of testing and strategizing (during which I discovered the mystery goomba!), I finally formulated an optimal route for using goombas to get into the warp pipe. Like my original goomba bridge, I use several goombas, each one relying on previous goombas in order to be placed at a greater distance. Because of this, the number of goombas required is exponential. My original plan required over 100 goombas, but through meticulous testing, I narrowed it down to just 63. Here is a table I made and used to help keep track of what each goomba does and where precisely it should be released: imgur.com/hV8l4Mg. With so many goombas required, precise placement is crucial so that their hitboxes don't get lost. By the end, I had so many goombas that the graphics started glitching out (7:47) if I looked at them all at once (and hence, why I used slightly odd camera angles towards the end). This could also result in temporary/permanent loss of the HUD (which is why the star counter disappeared by the end).
It is worth noting that 63 is not actually the minimum number of goombas required. Instead, my strategy used additional goombas for the sake of convenience, which are as follows:
50 goombas - to get into the warp pipe
2 goombas - to get the red coin under the stairs
7 goombas - as "sacrifice" goombas that hurt Mario once thrown (Mario could bypass these goombas by releasing the first one of a section using a less traditional method, like getting squished, but I wanted the spacing to be perfect)
4 goombas - to avoid having to push a goomba around while carrying a goomba clone (at several points I had to push goombas using other goombas, and this would be very hard to do while holding a clone, due to the lack of acceleration, quick turning, and ability to knock into the goombas)
.m64 stats:
Duration = 2 hours and 2.3 minutes
Re-records = 35534
The song I used was a remixed version of Sword Lord's remix of the William tell Overture, which can be found at: youtu.be/P7svUxY2Gns.
ABC Playlist: youtube.com/playlist?list=PLmvvhlevqC2d6vis077yFHuLJHYtTtqe_
ABC Routes: docs.google.com/document/d/1ypRVVRyf4x-v8GqCSmKYnicrfKSIjao3Y1ZVl52RIyM/edit
THIS VIDEO IS OUTDATED - SEE A BETTER VERSION OF THIS VIDEO HERE:
youtu.be/dvZwcGd7P5w
I complete the level Bowser in the Sky while also collecting the red coin star using 6 A presses. The A presses are as follows:
A press #1: to jump up the first two platforms at the beginning
A press #2: to jump up the third platform at the beginning
A press #3: to jump from the rotating elevator to the platform with chuckya on it
A press #4: to jump up to collect the red coin near the flame shooters
A press #5: to jump up to collect the red coin near the arrow platform
A press #6: to jump off the pole near the goombas
This video is an improvement from my previous video in which I collected this star in 8 A presses. You can find that video here: youtu.be/qD6ON9yQsvk. Since then, I figured out how to eliminate two more A presses, described below.
The first A press I eliminated was at the beginning, while jumping up the 3 platforms. Thanks to the persistence of wizdoodle and Gaehne D., I figured out a way to cross the 3 gaps in the beginning using only 2 A presses. One double jump can provide sufficient height and distance if you first stutter on the edge (to bypass the single jump) and then jump with a kick. It's tricky to do, but possible.
The second (and more prominent) A press that I eliminated was the A press to get into the warp pipe. After weeks of testing and strategizing (during which I discovered the mystery goomba!), I finally formulated an optimal route for using goombas to get into the warp pipe. Like my original goomba bridge, I use several goombas, each one relying on previous goombas in order to be placed at a greater distance. Because of this, the number of goombas required is exponential. My original plan required over 100 goombas, but through meticulous testing, I narrowed it down to just 63. Here is a table I made and used to help keep track of what each goomba does and where precisely it should be released: imgur.com/hV8l4Mg. With so many goombas required, precise placement is crucial so that their hitboxes don't get lost. By the end, I had so many goombas that the graphics started glitching out (7:47) if I looked at them all at once (and hence, why I used slightly odd camera angles towards the end). This could also result in temporary/permanent loss of the HUD (which is why the star counter disappeared by the end).
It is worth noting that 63 is not actually the minimum number of goombas required. Instead, my strategy used additional goombas for the sake of convenience, which are as follows:
50 goombas - to get into the warp pipe
2 goombas - to get the red coin under the stairs
7 goombas - as "sacrifice" goombas that hurt Mario once thrown (Mario could bypass these goombas by releasing the first one of a section using a less traditional method, like getting squished, but I wanted the spacing to be perfect)
4 goombas - to avoid having to push a goomba around while carrying a goomba clone (at several points I had to push goombas using other goombas, and this would be very hard to do while holding a clone, due to the lack of acceleration, quick turning, and ability to knock into the goombas)
.m64 stats:
Duration = 2 hours and 2.3 minutes
Re-records = 35534
The song I used was a remixed version of Sword Lord's remix of the William tell Overture, which can be found at: youtu.be/P7svUxY2Gns.
ABC Playlist: youtube.com/playlist?list=PLmvvhlevqC2d6vis077yFHuLJHYtTtqe_
ABC Routes: docs.google.com/document/d/1ypRVVRyf4x-v8GqCSmKYnicrfKSIjao3Y1ZVl52RIyM/edit





![SM64 - Swingin in the Breeze - 1x A Presses [OUTDATED]
THIS VIDEO IS OUTDATED - SEE A BETTER VERSION OF THIS VIDEO HERE:
http://youtu.be/JC-ZavEmkYI
I collect the star Swingin in the Breeze in Rainbow Ride using 1 A press. The A press is to collect the star, since it is too high to collect by any other means.
This video is an improvement from my previous video, which you can find here: http://youtu.be/s9Qfa0PyHUM. I didnt actually save any A presses since then, I just redid it in better quality.
ABC Playlist: https://www.youtube.com/playlist?list=PLmvvhlevqC2d6vis077yFHuLJHYtTtqe_
ABC Routes: https://docs.google.com/document/d/1ypRVVRyf4x-v8GqCSmKYnicrfKSIjao3Y1ZVl52RIyM/edit SM64 - Swingin in the Breeze - 1x A Presses [OUTDATED]](https://i.ytimg.com/vi/uguuEkOcg0s/mqdefault.jpg)
![SM64 - Go to The Secret Aquarium - 0x A Presses (VC Only) [OUTDATED]
THIS VIDEO IS OUTDATED - SEE A BETTER VERSION OF THIS VIDEO HERE:
https://youtu.be/7YhJcF9v7QQ
I go to The Secret Aquarium using using 0 A presses. Unfortunately, this method is only possible on emulator and virtual console, and NOT console. This is because if Mario goes to a PU on console without fixing the camera in the main map, the game will freeze. Normally we can get around this by fixing the camera, but this isnt possible in the castle foyer because the foyer has a special camera that automatically follows Mario around. Thus, whether or not this A press save truly counts is up for debate.
This video is an improvement from my previous video in which I did this using 1 A press. You can find that video here: https://youtu.be/mlHzqJn2SMs?t=5m37s. Since then, Tyler Kehne discovered how to exploit PUs and described to me how one could use them to get into the Secret Aquarium using 0 A presses. Consequently, I planned a route, tested it, and ultimately made a TAS that did just that.
So what are PUs? Well, Marios position is a float, but is treated as a short for testing collisions. Since shorts can only hold up to 2^16 values, some information is lost in this conversion. For example, a float of 1 is converted into a short of 1, but a float of (2^16)+1 is also converted into a short of 1. In other words, the modulo 2^16 operation is performed. This means that in some sense, being at position p + k*(2^16) for some integer k is treated the same as being at position p. Following this logic, there isnt just one map, but a grid of near infinite maps spread out by 2^16 intervals. These other maps are invisible, and are called Parallel Universes (PUs). With enough speed, Mario can travel to these PUs. However, 2^16 speed isnt enough, because the game checks if Mario is above land at each quarter step of his movement. Consequently, Mario needs 4 * 2^16 = 2^18 speed, so that each quarter step point is above a different PU. Thus, 2^18 is referred to as a quadruple PU distance, or QPU. Read Tylers full description of PUs here: http://pastebin.com/uH5GhHbp
Here is a play-by-play of what I do in the video. First, I go into HMC and use hyper speed walking to generate a vast amount of speed. Hyper speed walking occurs when Mario walks uphill on a steep slope in shallow water. After 25 hours, Ive accumulated enough speed for the rest of the journey. From there, I navigate through PUs to arrive back in the HMC main maps water. I then exit out, and conserve my speed into the castle by pressing Z+C^ and punch to get out of C^ mode. From there, I navigate through PUs to ascend up the foyer stairs and then up the BitDW stairs. See, I needed to get sufficient elevation in order to grab onto the SA entrance, and the BitDW hallway was the only place high enough to do so. Once there, I simply return to the main map exactly at the SA entrance.
Note that platforms with different slopes require different speed multiples to cross PUs from. Thus, when going from a platform of one slope to a platform of a different slope, I must drop my speed until it syncs up with the next available speed multiple of the new platform. Decreasing speed can be done quite quickly by jumping with A, but since this is the A button challenge, the quickest way to decrease my speed is to continuously punch, which can take quite some time.
For viewer pleasure and enlightenment, I also show the route a second time with helpful visuals. The 4 screens I show are:
(1) a Standard View: showing the natural view that the game displays
(2) a Relative View: showing Marios relative position within each PU, which normally cannot be discerned because each PU is invisible
(3) a PU Map: showing which PU Mario is in out the infinite grid of PUs
(4) a Relative Map: showing an overhead view of Marios relative position within each PU
Pictures of my calculations: http://imgur.com/a/05op7
Scale map of what the PU grid looks like: http://imgur.com/wTHujrX
.m64 stats:
Length: 27 hours and 55 minutes
Re-records: 2936
Frames: 6,030,103 (3,015,000 input)
ABC Playlist: https://www.youtube.com/playlist?list=PLmvvhlevqC2d6vis077yFHuLJHYtTtqe_
ABC Routes: https://docs.google.com/document/d/1ypRVVRyf4x-v8GqCSmKYnicrfKSIjao3Y1ZVl52RIyM/edit SM64 - Go to The Secret Aquarium - 0x A Presses (VC Only) [OUTDATED]](https://i.ytimg.com/vi/ujLjEbCykOQ/mqdefault.jpg)
![SM64 - Bowser in the Sky (without Red Coins) - 2x A Presses [OUTDATED]
THIS VIDEO IS OUTDATED - SEE A BETTER VERSION OF THIS VIDEO HERE:
http://youtu.be/4v5SY6rxK4w
I complete the level Bowser in the Sky using 2 A presses. The A presses are as follows:
A press #1: to cross the first two gaps in the beginning platforms
A press #2: to cross the third gap in the beginning platforms
This video is an improvement from my previous video in which I did this in 3 A presses. You can find that video here: http://youtu.be/ixgacnmzrnE. Since then, I figured out how to get past the tall pole without using an A press, namely by using several goomba clones to construct a goomba ladder. Though to do this, I did have to overcome a few challenges. The first challenge was cloning the goombas at all. You see, grabbing the bob-omb by holding it off the edge (as I do for the first clone) gives Mario VS9. There is almost no way to manipulate this VS# to be VS1-VS3 given the tiny space Mario has to work with. However, I worked out that I could grind on the edge (randomizing the first 8 VS#s, so it doesnt do anything by itself) while also collecting the bob-ombs coin (randomizing the first few VS#s), and so I was able to lower my VS# and clone a goomba. I could only use this method once (since the coin is gone afterwards), and so I place the goomba off the edge, so that in the future I can grab a fuseless fake bob-omb, giving me VS2 right off the bat, allowing for easy goomba cloning. The second challenge was fitting all the goomba hitboxes in the tiny space on top of the blue triangle. This required precise goomba placement, and so I used a spreadsheet to help position them all precisely, as can be seen here: http://imgur.com/a/TT7rP. The third challenge was not having the game freeze from having so many goomba clones on screen at once. I managed to avoid this by using specific, often inconvenient camera angles that avoided viewing all the goombas at once. Nevertheless, you can still see the HUD flicker at 4:19, since I made dust and had many goomba clones on screen at once, but luckily the HUD managed to recover.
On a separate note, I majorly improved upon the 61 goombas needed to get into the warp pipe at the end (or 63 goombas if you also collect the red coin). The first improvement was using the hitbox of the upper elevators axle to get off of it without needing a goomba bounce, as can be seen at 5:14. This reduced it from 61/63 goombas to 35/37. And then the second improvement was bringing a bob-omb to the end instead of 5 goomba clones. I am able to bring the bob-omb up the steps and use its expanding hitbox to clip me inside of the warp pipe. This reduced it once more, from 35/37 goombas to 11/13.
.m64 stats:
Length: 1 hour and 12.0 minutes
Re-records: 18805
The song I used was a remixed version of Sword Lords remix of the William tell Overture, which can be found at: http://youtu.be/P7svUxY2Gns.
ABC Playlist: https://www.youtube.com/playlist?list=PLmvvhlevqC2d6vis077yFHuLJHYtTtqe_
ABC Routes: https://docs.google.com/document/d/1ypRVVRyf4x-v8GqCSmKYnicrfKSIjao3Y1ZVl52RIyM/edit SM64 - Bowser in the Sky (without Red Coins) - 2x A Presses [OUTDATED]](https://i.ytimg.com/vi/vHB1ZuHKqRk/mqdefault.jpg)
![SM64 - Stomp on the Thwomp - 6x A Presses (Commentated) [OUTDATED]
THIS VIDEO IS OUTDATED - SEE A BETTER VERSION OF THIS VIDEO HERE:
https://youtu.be/7S5CF1vsDPQ
I collect the star Stomp on the Thwomp in Tick Tock Clock using 6 A presses. The A presses are as follows:
A Press #1: to get past the first rotating block
A Presses #2-3: to get past the 3 rotating blocks onto the mesh floor
A Press #4: to get onto the rotating cogs
A Press #5: to double jump to the top of the clock
A Press #6: to jump onto thwomp
This video is an improvement from my previous video in which I collected this star in 7 A presses. You can find that video here: https://youtu.be/5W6_55IDpbU. Since then, Tyler Kehne discovered that there is a pedro spot within the cogs if the clock parts are frozen. Furthermore, he figured out that Mario could reach this pedro spot using a bob-omb. I then optimized the A presses needed to achieve that pedro spot enough so that we ended up saving an A press.
Here is a play by play of what I do. First, I use the crazy box in TTM to set the HOLP to a precise location. Then in TTC I use instant release to place the bob-omb at the HOLP. I then climb up TTC and reactivate the bob-omb to have it snap to me. I bring it to the cogs and use its hitbox to push Mario into the pedro spot. From there, I use the pedro spot to build up speed until I have enough to double jump to the top of the clock, and from there I collect the star.
What is instant release? If Mario both dives into a grabbable object and bonks his head on a wall simultaneously, hell both grab the object and release it on the same frame. The HOLP is a variable in the game that keeps track of the last place Mario has held an object. It updates continuously as Mario holds an object, and its the position where released objects appear. However, when Mario performs instant release, the object is released at the HOLP (as it usually is), but the HOLP has not been updated to where it should be since Mario released the object after 0 frames! This means the object will appear at the previous HOLP, i.e. the coordinates of the last place Mario held an object.
What is a pedro spot? Its a spot where Mario can be airborne and about to move onto a floor that has a ceiling right above it. The game calculates Marios intended position, which is then raised up by the floor. However, the ceiling prevents Mario from moving to that spot. Consequently, Mario will end up remaining in place while able to gain forward speed. His forward speed will increase until the ceiling or floor runs out and he breaks free from the pedro spot.
.m64 stats:
Length: 4 minutes and 38 seconds
Re-records: 2021
Frames: 16660 (8250 input)
Time to TAS: 2 hours
Time to edit video: ~15 hours
Uncommentated Version: https://youtu.be/5t-ZbJsFEwg
ABC Playlist: https://www.youtube.com/playlist?list=PLmvvhlevqC2d6vis077yFHuLJHYtTtqe_
ABC Routes: https://docs.google.com/document/d/1ypRVVRyf4x-v8GqCSmKYnicrfKSIjao3Y1ZVl52RIyM/edit SM64 - Stomp on the Thwomp - 6x A Presses (Commentated) [OUTDATED]](https://i.ytimg.com/vi/vaJOVyfPaBE/mqdefault.jpg)
![SM64 - Top O the Town - 0x A Presses
I collect the star Top O the Town in Wet-Dry World using 0 A presses.
This video is an improvement from my previous videos in which I collected this star in 1 A press starting from the low water level [http://youtu.be/PFlKKuLAcpo] and 0 A presses starting from the high water level [http://youtu.be/L-5kj0CCrA0]. Because it takes an A press to enter the WDW painting on the high water level, both of those routes would effectively cost one A press during a 120 star run. In this video, however, I collect the star with 0 A presses starting from the low water level, and thus it will cost 0 A presses during the 120 star run.
This star was interesting, in that it was just BARELY out of reach in so many ways. In fact, after some in depth testing, I had reduced it to 10 actions, and if even a single one of these actions could be performed without pressing A, then the whole star could be done without pressing A. These actions were:
(1) enter the painting at the high water level
(2) return from the town on the low water level
(3) hold light chuckya on chuckyas platform
(4) get heavy chuckya onto the plank
(5) get past the 50 unit barrier of the star platform with less than 50 speed
(6) have 2+ air frames of speed while diving onto the spinning platform
(7) have 1.012 more units of room on the star platform
(8) bring a flame or flame clone onto the star platform
(9) ascend 1 unit higher than a DR can on the star platform
(10) be able to remotely open the star block
Luckily, Plush came along and made a major breakthrough by discovering a new trick. The trick was the ability to grab light chuckya using an edge, instead of having to use water. This simple trick matched action (3) listed above, and so the star became doable in 0x A presses. Here is how to do the trick. Have Mario try to grab chuckya while also facing off of a ledge. If Mario falls off the ledge 1, 2, or 3 frames after the grab starts, then he can immediately dive and will end up grabbing chuckya in a diving state. When he stands up, he will be holding light chuckya.
.m64 stats:
Length: 1 minutes and 11 seconds
Re-records: 4357
Frames: 4274 (2100 input)
Time to Make: ~2 hours
ABC Playlist: https://www.youtube.com/playlist?list=PLmvvhlevqC2d6vis077yFHuLJHYtTtqe_
ABC Routes: https://docs.google.com/document/d/1ypRVVRyf4x-v8GqCSmKYnicrfKSIjao3Y1ZVl52RIyM/edit SM64 - Top O the Town - 0x A Presses](https://i.ytimg.com/vi/vc_xUKnw7Z8/mqdefault.jpg)
