Uploaded January 2023 | Updated September 2026, 2 weeks ago
A followup to my previous video where I used the extra tornadoes to grab one of the midair reds and also twirl to the star. As previously stated, I already had a plan for cloning the star, but the question still remained for that last aerial red. While you can indeed twirl in midair with the help of a fly guy and a crazy box, that requires fly guy manipulation that I simply could not get to work. Instead, I resorted to HOLP strats. Which is convenient that there's a wing cap in the stage, to allow for hat in hand.
First, I lure the bobomb over to the covered area where I can grab it fake. Technically I can do this anywhere there's a slope, but this is especially appealing to me because walking around on this doesn't kick up sand, which can mess with the object slots. Instead, I get the bobomb fake at VS9 and then kick up two pieces of sand quickly, which gets me down to VS3. Then unfortunately I do have to unload the bobomb to get me to VS4 but luckily the pokey spawns 5 pieces that you can bounce on, so that's how I can clone that without seeing what I'm holding.
Then, I set the HOLP as far back on the pillar as I can and do that process again. Now that I've got two pokey body pieces in midair, all I need to do is a very precise dive recover, strain left to hit the one from the HOLP, and strain right to hit the coin. There's probably a better level to set the HOLP in, but I wanted this accessible with levels before BitFS.
As for cloning the star, I simply grab the bobomb fake and walk around in the sand until I get pokey's head in my hands. Then I unload him which gives me VS5. I then reload and unload him again which gives me VS1, collect the red, and clone the star. Hindsight is 20/20, I could have just grabbed the bobomb fake and done a predetermined manipulation to get VS4 (I believe it's 3 pieces of sand followed by 2 pieces of sand, can't remember), then unload the bobomb spawner on my way to loading the pokey, giving me VS5 and then VS1, which I would then verify by unloading and reloading to ensure I got his head in my hands, but I digress. This is what I did, so it had several minutes of just running in circles in the sand until I got the tell that i needed.
A followup to my previous video where I used the extra tornadoes to grab one of the midair reds and also twirl to the star. As previously stated, I already had a plan for cloning the star, but the question still remained for that last aerial red. While you can indeed twirl in midair with the help of a fly guy and a crazy box, that requires fly guy manipulation that I simply could not get to work. Instead, I resorted to HOLP strats. Which is convenient that there's a wing cap in the stage, to allow for hat in hand.
First, I lure the bobomb over to the covered area where I can grab it fake. Technically I can do this anywhere there's a slope, but this is especially appealing to me because walking around on this doesn't kick up sand, which can mess with the object slots. Instead, I get the bobomb fake at VS9 and then kick up two pieces of sand quickly, which gets me down to VS3. Then unfortunately I do have to unload the bobomb to get me to VS4 but luckily the pokey spawns 5 pieces that you can bounce on, so that's how I can clone that without seeing what I'm holding.
Then, I set the HOLP as far back on the pillar as I can and do that process again. Now that I've got two pokey body pieces in midair, all I need to do is a very precise dive recover, strain left to hit the one from the HOLP, and strain right to hit the coin. There's probably a better level to set the HOLP in, but I wanted this accessible with levels before BitFS.
As for cloning the star, I simply grab the bobomb fake and walk around in the sand until I get pokey's head in my hands. Then I unload him which gives me VS5. I then reload and unload him again which gives me VS1, collect the red, and clone the star. Hindsight is 20/20, I could have just grabbed the bobomb fake and done a predetermined manipulation to get VS4 (I believe it's 3 pieces of sand followed by 2 pieces of sand, can't remember), then unload the bobomb spawner on my way to loading the pokey, giving me VS5 and then VS1, which I would then verify by unloading and reloading to ensure I got his head in my hands, but I digress. This is what I did, so it had several minutes of just running in circles in the sand until I got the tell that i needed.
![WDW: Go to Town for Red Coins 0xA 35235 [TAS]
Major thanks to @pannenkoek2012 for tasing up to the thrown cork box clone.
This isnt a major strat change, but rather an optimization from the previous record done by pannen, which can be found here: https://youtu.be/25G6qXpXwHw
Im not gonna go into a whole lot of detail on this one, its just tighter swimming and manipulating both skeeters at the same time instead of one then the other. Theres still a little bit of time to save with a better sliding speed angle to be able to do a rollout to break the first box, and a better first skeeter position to be able to immediately bounce into the star. Potentially. I still need to workshop that a bit. But either way, a decent improvement to use as a baseline for the eventual 120abc tas. WDW: Go to Town for Red Coins 0xA 35235 [TAS]](https://i.ytimg.com/vi/bn-4NGm01-U/mqdefault.jpg)
![BitS: 1xA setups (HOLP, Axle walk, CWT, Pipe) [RTA]
Axle walk and pipe setups found by @pannenkoek2012 after making and running a brute forcer to look for setups compatible with RTA inputs.
HOLP and CWT setups found by me.
Pipe normalization setup found by @Blobfish_Times with the punch for verification added in by me.
To see a proper execution of these setups all in one single run, check out this video here: https://youtu.be/30OZ7VTN4xo BitS: 1xA setups (HOLP, Axle walk, CWT, Pipe) [RTA]](https://i.ytimg.com/vi/c-GUfmgPQUw/mqdefault.jpg)
![WDW: Go to Town for Red Coins 0xA 4:31:24 [RTA]
Same deal as Quick Race through Downtown, except I ended up being slightly less efficient on the water lowering so it took a little bit longer. Counting to 3 seconds for 4 hours is hard. WDW: Go to Town for Red Coins 0xA 4:31:24 [RTA]](https://i.ytimg.com/vi/cBQBCijtn9Y/mqdefault.jpg)
![BitS: No Reds 0xA in 41:08.97 [RTA]
The objective was for red coins, but as you can see at the end I got grabbed by the chuckya because Im dumb lmao. Timing for a clear without reds ends at the pipe, though, so this counts. The intent with entering the pipe and exiting was to reset the goomba I killed to get up here in the first place, making it safer on the way back up, but it didnt matter because I didnt get all the reds.
The 0xA full game run *will* happen. BitS: No Reds 0xA in 41:08.97 [RTA]](https://i.ytimg.com/vi/cLaxOTaqj24/mqdefault.jpg)


![DDD: Board Bowsers Sub 0xA 2:39.27 [RTA]
A lot of my current focus has been on removing pause buffers, because theyre rather unpleasant to watch. I manage to remove most of the pause buffers on the cork boxes, leaving only the ones that are absolutely necessary. Couple that with decent b swimming and a first try glg climb, I get a pretty solid final time on the IL.
Time doesnt match livesplit timer because I retimed it. This was not taken with autosplit, but rather manually, so the start time was before timing starts, and the end time was after timing ends. DDD: Board Bowsers Sub 0xA 2:39.27 [RTA]](https://i.ytimg.com/vi/dOH0kGKZZbU/mqdefault.jpg)



