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This upload is outdated.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: youtu.be/i7oXGFix7IA
Part 4: (this video)
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: youtu.be/i7oXGFix7IA
Part 4: (this video)
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...

![THI: Stage RTA 9xA 22:20.69 [RTA]
Practicing for 120abc THI: Stage RTA 9xA 22:20.69 [RTA]](https://i.ytimg.com/vi/_10eBwCkSUw/mqdefault.jpg)


![BBH: Ride Big Boos Merry-Go-Round 0xA 5:59.22 [RTA]
Not much to say about this, just doing larger chunks of levels for practice. Took me a while to get the star but it was record when I did. I surprisingly got Reds pretty quickly in this attempt but that one wasnt record. BBH: Ride Big Boos Merry-Go-Round 0xA 5:59.22 [RTA]](https://i.ytimg.com/vi/a9rYK0lHl2k/mqdefault.jpg)


![SSL: 100 coins on Wii VC [RTA]
The nice thing about Wii VC is that the platforms in BitFS rise due to a missing CPU function to convert a double to a float by rounding to the nearest float. The unfortunate part is that for floor normals, it uses a double calculation before converting it back to a float, which means some floor normals have a rounding error when compared to console. This means the previous setup used for 100c can no longer be used, as the cork box comes up about 0.9 units short of breaking on oob, so a new setup needs to be created to accommodate the different system. This is that new setup, with proof that it works via execution of the strat. SSL: 100 coins on Wii VC [RTA]](https://i.ytimg.com/vi/b0NkUlTaD7o/mqdefault.jpg)


![SSL: Free Flying for 8 Red Coins on Act 1 0xA 3643 +201 HOLP [RTA]
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 theres 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 theres a slope, but this is especially appealing to me because walking around on this doesnt 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 thats how I can clone that without seeing what Im holding.
Then, I set the HOLP as far back on the pillar as I can and do that process again. Now that Ive 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. Theres 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 pokeys 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 its 3 pieces of sand followed by 2 pieces of sand, cant 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. SSL: Free Flying for 8 Red Coins on Act 1 0xA 3643 +201 HOLP [RTA]](https://i.ytimg.com/vi/bR6XjhltVi8/mqdefault.jpg)