Uploaded June 2024 | Updated September 2026, 2 weeks ago
This upload is outdated. See the full, unabridged, single segment video here: youtu.be/tzMbBh9dTWA
This is the full, unabridged Any% No A Button run, split into 8 parts to fit under YouTube's uploading restrictions. Anything over 12 hours will result in the processing being abandoned, so I've split it into 8 roughly equally sized chunks. My apologies for not having this up sooner, but the raw 87 hour file was simply too much for Windows's native trimming software to handle, so I had to render them in Vegas. This roughly doubled the overall file size in an attempt to avoid information loss/video artifacting, and while it was all ready to upload within days, being an over the road truck driver makes this difficult, as 200 GB is simply too much to upload over mobile data.
Part 1: youtu.be/XdkQCTLJVPE
Part 2: youtu.be/uyj_rpEwzi0
Part 3: (this video)
Part 4: youtu.be/ZJySk_hghOc
Part 5: youtu.be/AK4i7FIBjks
Part 6: youtu.be/qeuI4VEnqAA
Part 7: youtu.be/ZkgpmiLNIKI
Part 8: youtu.be/1o-MGUM-O1I
Abridged: youtu.be/qi6PEt0J0sA
And now for the description no one reads :)
Shortly after finishing my 2xA run last October, I claimed there were still a few things I wanted to look at, one of which being Chuckya Drop, which was the solution to one of the only two A presses in the run, the other being the obvious BitFS rising platforms on Wii VC, which I didn't use because doing so for anything other than a perfectly optimized run seemed pointless. The run including a 1xA BitS opener was already fairly impressive, but with how consistent I had gotten with the double misalignment opener, surely something could be done for chuckya too, considering its movement is entirely deterministic.
One thing I had asked pannen to do when he was looking for a double misa setup for me was to find a set of backup movement for me after I got the first misa, in case I failed the second misa in a way that kept me on the platform. Although he did find one, I decided not to use it for the 2xA run because I felt confident enough with the double misa, but the fact that he found one was good news for Chuckya Drop, as it requires Mario to drop down to turn chuckya. The one he found wasn't compatible with the turning, though, so I asked him to find one that was and he delivered.
Meanwhile, I would still need a way to get up onto the blue block, so I analyzed that and found that the blue block doesn't quite come all the way to the edge of the gray platform underneath. The perfect set of conditions for a glitchy ledge grab. Unfortunately it wasn't as simple as just punching off, but a short low magnitude side strain to get you off the wall was the only extra thing you needed. That takes away the requirement of hitting a misalignment on a moving platform, which was a HUGE relief. From there it was simply a matter of finding a set of inputs that got the chuckya to a good position.
After a little bit of digging, I found a sweet spot for the first phase and tasked pannen to find a set of inputs for the last phase, which once again he delivered. Over the course of the next two months I kept finding improvement after improvement that made the whole thing more consistent for me to do. One of those improvements was instead of planning to break out of the chuckya's grasp with a measly ~30% to succeed even if I did break free, I could get the chuckya to the edge and abuse the same mechanic that makes the throws a 50% chance in wet dry world. Suddenly it was seeming more and more feasible.
The biggest change, was allowing B to be pressed at the end of a set of inputs instead of at the start. While a seemingly small change, this actually meant I could use the same hand motion for both unpausing and repausing, which meant functionally it was no different than just a standard pause buffer, so long as my button inputs were synchronized. This was a game changer for consistency, and before I knew it my consistency with *the rest of Chuckya Drop after the 1xA opener* came to about 50%. Tack on a 56% for a successful chuckya throw, and you've got yourself an rta viable chuckya drop.
From there, all that was left was to remove the 0.5xA presses from the 2xA run, and to improve my execution of it to make it more watchable. That run pause buffered EVERYWHERE, needed to retry in so many places, it was honestly embarrassing. I simply wasn't gonna let this run be a repeat of that, so the additional 5 months between that run and this run was spent endlessly practicing, making things more consistent and removing pause buffers wherever I could do so, so long as it didn't take a significant hit to consistency, and this was the result. It's been a long time coming, but SM64 has finally been beat without the A button.
Now time to start practicing for 120abc...
This upload is outdated. See the full, unabridged, single segment video here: youtu.be/tzMbBh9dTWA
This is the full, unabridged Any% No A Button run, split into 8 parts to fit under YouTube's uploading restrictions. Anything over 12 hours will result in the processing being abandoned, so I've split it into 8 roughly equally sized chunks. My apologies for not having this up sooner, but the raw 87 hour file was simply too much for Windows's native trimming software to handle, so I had to render them in Vegas. This roughly doubled the overall file size in an attempt to avoid information loss/video artifacting, and while it was all ready to upload within days, being an over the road truck driver makes this difficult, as 200 GB is simply too much to upload over mobile data.
Part 1: youtu.be/XdkQCTLJVPE
Part 2: youtu.be/uyj_rpEwzi0
Part 3: (this video)
Part 4: youtu.be/ZJySk_hghOc
Part 5: youtu.be/AK4i7FIBjks
Part 6: youtu.be/qeuI4VEnqAA
Part 7: youtu.be/ZkgpmiLNIKI
Part 8: youtu.be/1o-MGUM-O1I
Abridged: youtu.be/qi6PEt0J0sA
And now for the description no one reads :)
Shortly after finishing my 2xA run last October, I claimed there were still a few things I wanted to look at, one of which being Chuckya Drop, which was the solution to one of the only two A presses in the run, the other being the obvious BitFS rising platforms on Wii VC, which I didn't use because doing so for anything other than a perfectly optimized run seemed pointless. The run including a 1xA BitS opener was already fairly impressive, but with how consistent I had gotten with the double misalignment opener, surely something could be done for chuckya too, considering its movement is entirely deterministic.
One thing I had asked pannen to do when he was looking for a double misa setup for me was to find a set of backup movement for me after I got the first misa, in case I failed the second misa in a way that kept me on the platform. Although he did find one, I decided not to use it for the 2xA run because I felt confident enough with the double misa, but the fact that he found one was good news for Chuckya Drop, as it requires Mario to drop down to turn chuckya. The one he found wasn't compatible with the turning, though, so I asked him to find one that was and he delivered.
Meanwhile, I would still need a way to get up onto the blue block, so I analyzed that and found that the blue block doesn't quite come all the way to the edge of the gray platform underneath. The perfect set of conditions for a glitchy ledge grab. Unfortunately it wasn't as simple as just punching off, but a short low magnitude side strain to get you off the wall was the only extra thing you needed. That takes away the requirement of hitting a misalignment on a moving platform, which was a HUGE relief. From there it was simply a matter of finding a set of inputs that got the chuckya to a good position.
After a little bit of digging, I found a sweet spot for the first phase and tasked pannen to find a set of inputs for the last phase, which once again he delivered. Over the course of the next two months I kept finding improvement after improvement that made the whole thing more consistent for me to do. One of those improvements was instead of planning to break out of the chuckya's grasp with a measly ~30% to succeed even if I did break free, I could get the chuckya to the edge and abuse the same mechanic that makes the throws a 50% chance in wet dry world. Suddenly it was seeming more and more feasible.
The biggest change, was allowing B to be pressed at the end of a set of inputs instead of at the start. While a seemingly small change, this actually meant I could use the same hand motion for both unpausing and repausing, which meant functionally it was no different than just a standard pause buffer, so long as my button inputs were synchronized. This was a game changer for consistency, and before I knew it my consistency with *the rest of Chuckya Drop after the 1xA opener* came to about 50%. Tack on a 56% for a successful chuckya throw, and you've got yourself an rta viable chuckya drop.
From there, all that was left was to remove the 0.5xA presses from the 2xA run, and to improve my execution of it to make it more watchable. That run pause buffered EVERYWHERE, needed to retry in so many places, it was honestly embarrassing. I simply wasn't gonna let this run be a repeat of that, so the additional 5 months between that run and this run was spent endlessly practicing, making things more consistent and removing pause buffers wherever I could do so, so long as it didn't take a significant hit to consistency, and this was the result. It's been a long time coming, but SM64 has finally been beat without the A button.
Now time to start practicing for 120abc...





![LLL: Red Hot Log Rolling 0xA 21.50 [RTA][FWR]
Revisiting some easy stars with the plan of routing a faster Unlock Upstairs run. I dont think this specific strat will make it in because it took me so long to get even this, but hey at least its a record. Previous record by @Blobfish_Times found here: https://www.youtube.com/watch?v=6kS9vhYfMP0 LLL: Red Hot Log Rolling 0xA 21.50 [RTA][FWR]](https://i.ytimg.com/vi/kOOxpNgHOgA/mqdefault.jpg)
![BBH: Ride Big Boos Merry-Go-Round 0xA 6:10.84 [RTA]
NEWWWWWWWWWWWWWW RECORD!!!
HOLP not shown, but its the same as whats achieved here: https://www.youtube.com/watch?v=DvLzQ4K1MDU BBH: Ride Big Boos Merry-Go-Round 0xA 6:10.84 [RTA]](https://i.ytimg.com/vi/kaleuNLsQ1w/mqdefault.jpg)
![BoB: Behind Chain Chomps Gate 0xA 843 [RTA]
I know from experience tasing that the DSG was gonna be way too hard for me, so I resorted to the slower but easier cloning strat. I found a pretty nice setup where no midair movement is required at all, and all you need to do is slide kick into the wall. The vs manipulation goes as follows: grab the bobomb fake at vs9 (I dont pause buffer it because I still cant tell when the bobomb actually stops and begins to bloat), load the goombas for vs6, spawn a water bomb for vs3 when it breaks, unload the goombas for vs6, spawn the coin ring and unload it for vs3, and load the goombas to clone. BoB: Behind Chain Chomps Gate 0xA 843 [RTA]](https://i.ytimg.com/vi/kjBseWeIHPo/mqdefault.jpg)
![SMSR: In the Cage 0xA 3813 [TAS]
I collect the star In the Cage in 0 A presses. This is TAS. This is merely a time save, as the previous record was already 0xA, which was done in roughly 427 by Sidney and can be found here https://youtu.be/rWVB7gPEx3Q
The two main sources of the time save were diving through the steep floor of the dome so I dont have to go all the way to the actual entrance, then using goomba chase extension to bring the goomba into the cage as the source of our bounce, instead of needing to transport the scuttlebug all the way into the dome. In order to bring the goomba close enough to the star to bounce to it, though, some goomba transportation needs to be done, but luckily it doesnt take too much health to do so.
This strategy was actually finished on 12/16/22, and Im only just now uploading it because the improvement involves leaving the HOLP intact to continue with the rest of the stars, so in order to be complete it needed to finish every 0x star up top in one session, since it takes an A press to use the cannon to go to Star Road. This is the fifth of 14 videos I will be uploading, with the final one being a supercut of all the stars in one long run, unabridged. SMSR: In the Cage 0xA 3813 [TAS]](https://i.ytimg.com/vi/l3tlycOXBKE/mqdefault.jpg)

