Uploaded November 2014 | Updated September 2026, 3 weeks ago
I collect the star Secret of the Haunted Books in Big Boo's Haunt using 0 A presses.
This video is an improvement from my previous video in which I collected this star in 1 A press. You can find that video here: youtu.be/1LLXPFow87Q. Since then, I was informed by Tyler Kehne of a glitch in which Mario is able to retain his vertical speed. You see, when Mario does a dive recover and lands, the variable that maintains his vertical speed does NOT reset to zero. So, if Mario lands while he is falling, then this vertical speed will be negative. But if Mario lands while he is still ascending (as is the case when he diver recovers on rising steps), then this vertical speed will be positive. This vertical speed WILL reset to 0 if Mario moves at all, but punching and breakdancing will not affect it. Anyway, once Mario becomes airborne, then his vertical speed takes instant effect. So by storing a positive vertical speed and not resetting it, I am able to have Mario "pop up" when he punches his way off of the top step, effectively getting onto the second floor.
ABC Playlist: youtube.com/playlist?list=PLmvvhlevqC2d6vis077yFHuLJHYtTtqe_
ABC Routes: docs.google.com/document/d/1ypRVVRyf4x-v8GqCSmKYnicrfKSIjao3Y1ZVl52RIyM/edit
I collect the star Secret of the Haunted Books in Big Boo's Haunt using 0 A presses.
This video is an improvement from my previous video in which I collected this star in 1 A press. You can find that video here: youtu.be/1LLXPFow87Q. Since then, I was informed by Tyler Kehne of a glitch in which Mario is able to retain his vertical speed. You see, when Mario does a dive recover and lands, the variable that maintains his vertical speed does NOT reset to zero. So, if Mario lands while he is falling, then this vertical speed will be negative. But if Mario lands while he is still ascending (as is the case when he diver recovers on rising steps), then this vertical speed will be positive. This vertical speed WILL reset to 0 if Mario moves at all, but punching and breakdancing will not affect it. Anyway, once Mario becomes airborne, then his vertical speed takes instant effect. So by storing a positive vertical speed and not resetting it, I am able to have Mario "pop up" when he punches his way off of the top step, effectively getting onto the second floor.
ABC Playlist: youtube.com/playlist?list=PLmvvhlevqC2d6vis077yFHuLJHYtTtqe_
ABC Routes: docs.google.com/document/d/1ypRVVRyf4x-v8GqCSmKYnicrfKSIjao3Y1ZVl52RIyM/edit
![SM64 - Somewhere Over the Rainbow - 0x A Presses
I collect the star Somewhere Over the Rainbow in Rainbow Ride using 0 A presses. For the record, this is TAS.
This video is an improvement from my previous video in which I collected this star in 1 A press. You can find that video here: https://youtu.be/2agJMFZ67Vc. Since then, I worked out a strategy to use fly guys twirl to get to the island from the ships mast.
Here is a play by play of the strategy. First, I go down to fly guy to lure him out of his starting position. You see, in order to manipulate fly guys movement, he needs to be 2000+ units away from his starting position, and so I need to lure him away. I also use him to get off at the top of the pole, because Mario is unable to do that by himself. I then deactivate fly guy while hes in the direction I wish to transport him. From there, I manipulate him into a lunge, and activate him so that he lunges up to a particular height. While hes at this height, I repeatedly manipulate him into a lunging state in the direction of my choosing, then reactivate him right when his lunge runs out. In doing so, I am able to move him laterally without him moving up or down (if he moved up or down, I would lose the ability to manipulate him easily). Once fly guy is at a certain checkpoint, I ride the carpet up and allow fly guy to lunge up to another particular height. Then once again, I repeatedly manipulate fly into lunges at particular angles, effectively transporting him horizontally to another checkpoint. From there, I manipulate lakitu such that I use him to get onto the ship using vertical speed conservation. Then, I climb up the ships mast, reactivating fly guy while he is in a spinning state. I strategically climb up and down the pole to manipulate fly guy just right so that he flies into the top of the mast. I also position Mario just right so that fly guy knocks into him while also causing Mario to bounce on him and twirl. The twirls slow descent combined with the initial momentum of the knock back is just enough for Mario to reach the island. And from there, its a simple matter of having chuckya throw Mario into the star.
I put a lot of effort into studying fly guy in order to have the necessary tools to perform this strategy. Here is a video explaining how to manipulate fly guy: https://youtu.be/vY7nNNT9qCo. Additionally, here is a diagram of how fly guy turns back towards his starting position as his lunge ends: http://imgur.com/rou6WMy. This was important so that I could maximize his displacement with each lunge. Also, heres a picture of my calculations [http://imgur.com/zqoFP8t] and heres a picture of my setup [http://imgur.com/8IBuFiM].
If you dont know about the vertical speed conservation trick, it works like this. When Mario does a dive recover and lands, the variable that maintains his vertical speed does NOT reset to zero. So, if Mario lands while he is falling, then this vertical speed will be negative. But if Mario lands while he is still ascending (as is the case when he diver recovers between the falling blocks), then this vertical speed will be positive. This vertical speed WILL reset to 0 if Mario moves at all, but punching and breakdancing will not affect it. Anyway, once Mario becomes airborne, then his vertical speed takes instant effect. So by storing a positive vertical speed and not resetting it, I am able to have Mario pop up when he punches his way off of the falling block. The reason I needed this vertical speed bounce instead of a regular dive recover is because Mario is able to ground pound with the former, which can ascend just enough height to make it to the ship platform.
.m64 stats:
Length: 24 minutes and 47 seconds
Re-records: 16280
Frames: 89221 (44573 input)
Time to Make: ~13 hours
ABC Playlist: https://www.youtube.com/playlist?list=PLmvvhlevqC2d6vis077yFHuLJHYtTtqe_
ABC Routes: https://docs.google.com/document/d/1ypRVVRyf4x-v8GqCSmKYnicrfKSIjao3Y1ZVl52RIyM/edit SM64 - Somewhere Over the Rainbow - 0x A Presses](https://i.ytimg.com/vi/iiO2kA18O_Y/mqdefault.jpg)


![SM64 - Bowser in the Sky (without Red Coins) - 3x A Presses [OUTDATED]
THIS VIDEO IS OUTDATED - SEE A BETTER VERSION OF THIS VIDEO HERE:
http://youtu.be/vHB1ZuHKqRk
I complete the level Bowser in the Sky using 3 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
A press #3: to jump off the pole near the goombas
This video is an improvement from my previous video in which I did this in 4 A presses. You can find that video here: http://youtu.be/Gx8JByvljlM. Since then, I figured out how to get onto chuckyas platform without having to press A, namely by using the elevator (which can be seen at 0:25). You see, the elevators hitbox is a bit misleading. Here is a picture I made to demonstrate what I mean: http://imgur.com/0pcDrZ5. As you can see, the axiss hitbox rotates around along with one of the platforms, much in contrast to what it outwardly looks like. And so, I take advantage of this by going on the specific platform that the axiss hitbox is attached to, waiting for it to reach the top of its rotation, and then using the axiss hitbox to gain additional height, enough to reach chuckyas platform. Here is a picture to illustrate this: http://imgur.com/9I1oNCl. Hopefully, that clarifies why I was able to land in midair!
Note: To avoid having to do redo the 63-goomba strategy, this video is a hybrid of two videos, and I switch between them while Im climbing the pole (at 1:04). Nevertheless, the strategy I employ is completely possible to do in a single run.
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) - 3x A Presses [OUTDATED]](https://i.ytimg.com/vi/ixgacnmzrnE/mqdefault.jpg)


![SM64 - Watch for Rolling Rocks - 0.5x A Presses (Commentated) [OUTDATED]
THIS VIDEO IS OUTDATED - SEE A BETTER VERSION OF THIS VIDEO HERE:
https://youtu.be/aFx7woWkZbc
I collect the star Watch for Rolling Rocks in Hazy Maze Cave using 0.5 A presses. The A press is to perform AB kicks on the rising elevators. Without doing these kicks, Mario would go through the elevator, and so thered be no way to navigate out of the lake area with QPU speed. For the record, this is TAS.
This video is an improvement from my previous video in which I collected this star in 1 A press. You can find that video here: https://youtu.be/yGic8wwhm6g. Since then, we discovered PU movement and scuttlebug raising, which made this strat possible.
For convenience, here are the informative parts of the video:
0:35 for half A presses
3:44 for scuttlebug transportation
5:01 for scuttlebug raising
8:07 for hyper speed walking (HSWing)
10:40 for parallel universes (PUs)
Here is a play by play of what I do. First, I use scuttlebug transportation to move a scuttlebug to the corner of the Watch for Rolling Rocks platform. Then, I use scuttlebug raising to raise him to about the height of the platform. Next, I use hyper speed walking to generate massive speed. Finally, I use PU movement to navigate to the top of the course, launch to the scuttlebug to bounce on him, and ground pound in the misalignment of the platform to get onto it. And from there, I collect the star.
If you want to see my workspace/calculations and read about the process of TASing this, Ive chronicled it here: http://imgur.com/gallery/rK24p
.m64 stats:
Length: 13 hours and 49.5 minutes
Re-records: 6824
Frames: 2986271 (1493100 input)
This video is without a doubt the one that Ive put the most time into out of all my videos. I knew this going in, and so I decided to keep a log of how much time I spent on each aspect of it (note: if my computer was doing work like compiling/recording and I could let it be, I didnt count that time). Here are the stats:
Time to TAS: 12 hours
Time to record/manage raw avis: 9 hours
Time to create uncommentated version: 31 hours
Time to add visuals/commentary: 75 hours
Update: The PU route used in this video actually crashes on console, as it turns out PU crashes can still occur even when locking the camera in the main map. Nevertheless, an alternate route has been found that avoids these PU crashes and has been console verified: https://youtu.be/T-G4ymVwajw
Commentated video playlist: https://youtube.com/playlist?list=PLmvvhlevqC2ftzAeEpTaI7eS6b4nPN3ji
Uncommentated Version: https://youtu.be/X-zAWbM50JM
ABC Playlist: https://www.youtube.com/playlist?list=PLmvvhlevqC2d6vis077yFHuLJHYtTtqe_
ABC Routes: https://docs.google.com/document/d/1ypRVVRyf4x-v8GqCSmKYnicrfKSIjao3Y1ZVl52RIyM/edit SM64 - Watch for Rolling Rocks - 0.5x A Presses (Commentated) [OUTDATED]](https://i.ytimg.com/vi/kpk2tdsPh0A/mqdefault.jpg)

![Super Mario 64 120 Star TAS - Ultimate Freecam Montage
The new 120 star TAS just came out. Its so action-packed that I just HAD to make it into a music video. Enjoy!
Thanks to Alex Palix and many others for making this TAS. See the original TAS here: https://youtu.be/mVwQD1jTERA.
Song: Gourmet Race - Drumstep [ dj-Jo Remix ]
Link: https://youtu.be/o0nDT9_mOkA
If you want to support me and my efforts like this one, please consider becoming a member of my channel: https://www.youtube.com/@pannenkoek2012/join
Playlists:
➤ Commentated Video Playlist: https://youtube.com/playlist?list=PLmvvhlevqC2ftzAeEpTaI7eS6b4nPN3ji
➤ Shorts Playlist: https://youtube.com/playlist?list=PLmvvhlevqC2defFer75PM9jzz-gXJCzva
➤ Music Video Playlist: https://www.youtube.com/playlist?list=PLmvvhlevqC2eB2s3V_zzmtu0qgyF8TM9T Super Mario 64 120 Star TAS - Ultimate Freecam Montage](https://i.ytimg.com/vi/ksYdgu-7ht4/mqdefault.jpg)
![SM64 - A-Maze-ing Emergency Exit - 1x A Presses [OUTDATED]
THIS VIDEO IS OUTDATED - SEE A BETTER VERSION OF THIS VIDEO HERE:
https://youtu.be/QNn6hvOlH7o
I collect the star A-Maze-ing Emergency Exit in Hazy Maze Cave using 1 A press. The A press is to long jump over to the star platform.
This video is an improvement from my previous video in which I collected this star in 2 A presses. You can find that video here: http://youtu.be/s3XKXOERgBg. Since then, I discovered that you could use the swooper to reach the maze exit. See, a swooper will maintain a constant height unless it travels up a slope, in which case its height increases and it maintains that height. In the maze, there is only one slope that goes high enough to get the swooper within bouncing height of the exit, and so I first lure the swooper to that slope and then to the exit. Since the swooper is so high by that point, I also bounce on a monty mole to reach the swooper.
ABC Playlist: https://www.youtube.com/playlist?list=PLmvvhlevqC2d6vis077yFHuLJHYtTtqe_
ABC Routes: https://docs.google.com/document/d/1ypRVVRyf4x-v8GqCSmKYnicrfKSIjao3Y1ZVl52RIyM/edit SM64 - A-Maze-ing Emergency Exit - 1x A Presses [OUTDATED]](https://i.ytimg.com/vi/l802xZp4TBY/mqdefault.jpg)
