Uploaded March 2020 | Updated September 2026, 2 weeks ago
I usually post my Super Mario Maker ILs on Twitter but this one’s a bit too long for the video limit so I figured it was a good opportunity to link the thread for people who don’t follow me there: twitter.com/Qbe_Root/status/1219804728978296834
Anyway here’s a breakdown because this one has a lot going on:
Coin 1: I was initially worried about optimizing the bullet climb on the right end of the room, but all I had to do was hit the wall next to the first spring before landing on it. This allows the first two cannons to spawn, but not the third, giving it the perfect delay for a bounce on the third bullet, then the second, then the Goombas.
Coins 2 and 3: Probably the hardest rooms in normal play, but their exits are conveniently placed at the top of the level, so you can just jump over the one-ways.
Coin 4: This room normally has blocks around the Bob-Omb, so the goal is to bounce off Goombas until the path gets cleared, but because of the level’s layout, the Bob-Omb and flamethrower were both able to spawn while I was in the first challenge room, that’s what causes the slight screen shake you can see at 0:21.
Coin 5: Using the leftover Bob-Omb from the previous room, I can skip waiting for the Bob-Omb in this room. But the only way to destroy both blocks from the outside is to hold the Bob-Omb inside the wall, simply throwing it won’t do, so I have to take a detour to get the leaf from one of the skipped challenges.
Coin 6: The short wait at 1:49 is to give the winged platform some time to rise up, a detail that took me way too many deaths to realize was necessary for the boot skip to work. I then take further advantage of the leaf I got by skipping the flying boot section, since the one-ways are too low for Super Mario to get caught under them.
So yeah, the level is made in such a way that you can complete rooms in any order, but the speedrun route ends up being pretty much set in stone.
I usually post my Super Mario Maker ILs on Twitter but this one’s a bit too long for the video limit so I figured it was a good opportunity to link the thread for people who don’t follow me there: twitter.com/Qbe_Root/status/1219804728978296834
Anyway here’s a breakdown because this one has a lot going on:
Coin 1: I was initially worried about optimizing the bullet climb on the right end of the room, but all I had to do was hit the wall next to the first spring before landing on it. This allows the first two cannons to spawn, but not the third, giving it the perfect delay for a bounce on the third bullet, then the second, then the Goombas.
Coins 2 and 3: Probably the hardest rooms in normal play, but their exits are conveniently placed at the top of the level, so you can just jump over the one-ways.
Coin 4: This room normally has blocks around the Bob-Omb, so the goal is to bounce off Goombas until the path gets cleared, but because of the level’s layout, the Bob-Omb and flamethrower were both able to spawn while I was in the first challenge room, that’s what causes the slight screen shake you can see at 0:21.
Coin 5: Using the leftover Bob-Omb from the previous room, I can skip waiting for the Bob-Omb in this room. But the only way to destroy both blocks from the outside is to hold the Bob-Omb inside the wall, simply throwing it won’t do, so I have to take a detour to get the leaf from one of the skipped challenges.
Coin 6: The short wait at 1:49 is to give the winged platform some time to rise up, a detail that took me way too many deaths to realize was necessary for the boot skip to work. I then take further advantage of the leaf I got by skipping the flying boot section, since the one-ways are too low for Super Mario to get caught under them.
So yeah, the level is made in such a way that you can complete rooms in any order, but the speedrun route ends up being pretty much set in stone.
![Golden Bird – 0x A Presses [S/H]
I collect the Golden Bird secret Shine without pressing the A button, using only the Spray and Hover Nozzles.
Hovering doesn’t reach high enough to make it to the final pillar on the right, so I use the left pillars instead to gain the required height.
This video is RTA, played on PAL Wii. Golden Bird – 0x A Presses [S/H]](https://i.ytimg.com/vi/iNDndVoOkm4/mqdefault.jpg)



![Blue coin DP02 – 0x A Presses [Ø]
I collect the left sewers blue coin in Delfino Plaza without pressing the A button or using FLUDD at all. This is an improvement over samgodro43s strat, which required the Rocket Nozzle: https://www.youtube.com/watch?v PH3iaA-l5E
The sewer blue coins are an interesting case in the A Button Challenge: theyre very easy to reach, but once youre in the sewers, the only way out is to jump or use a rocket. Or so we thought until tonight, when I stumbled upon a seam in the sewer floor collision near the left sewer coin.
Note that this couldnt be used to skip the textbox, even if we had a seam closer to the coin: Mario first downwarps (way too far to touch the coin anymore), then dies a whole second later. We may or may not have a completely separate theory on how to skip the textbox...
This video is TAS, played on Dolphin 5.0-6022 with the PAL version of the game.
Rerecords: 81 Blue coin DP02 – 0x A Presses [Ø]](https://i.ytimg.com/vi/jwV_oBJuSo4/mqdefault.jpg)
![The Red Coins of the Lake – 0x A Presses [S]
I collect the Bianco 8 Shine without pressing A, using only the Spray Nozzle. This is an improvement over my previous strat, where I also used the Hover Nozzle: https://www.youtube.com/watch?v=sZAXE-8oP3I
It’s been almost two years since I found how to get the highest two coins hoverless and planned this video. But I was also very critical of my previous TAS of the level, which had unnecessarily long stretches of Mario just walking or swimming. This one needed to be better. So much better that after hours of attempts at manipulating RNG so I wouldn’t have to swim at all, I got bored, decided to try again later, and the file sat on my desktop until I finally decided to lower my standards.
I still manipulated a Pondskater to bounce into the 6th and 7th coins, and another at the end to bounce up to the windmill. RNG manipulation on a tightrope or while sidestepping isn’t too bad since spraying is always available (unlike normal movement where dives, slides, etc. are common)
Shoutouts to scatter for finding that Mario’s turn around in place conserves vertical speed: https://www.twitch.tv/scatter I still used Y camera at times because I TAS with a physical controller, which makes hitting precise angles in ESS positions very tricky.
This video is TAS, played on Dolphin 5.0-6022 with the PAL version of the game.
Rerecords: 2498 The Red Coins of the Lake – 0x A Presses [S]](https://i.ytimg.com/vi/kSr0iXiFzo8/mqdefault.jpg)

![Blue coin DP18 – 0x A Presses, no savebox [H]
I collect the 18th blue coin in Delfino Plaza without pressing the A button, using only the Hover Nozzle. This is an improvement over samgodro43s strat, which used the Rocket Nozzle: https://www.youtube.com/watch?v=OEJ_ZKdgLFI
Since then, better understanding of throw recoil mechanics and floor hitboxes made us able to clip through the slight bump at the peak of certain roofs, including the green one next to the police station. Note that not needing the Rocket Nozzle on the plaza doesnt actually save any A presses, as we can skip the nozzles saveboxes by dying, just like the blue coins. It mostly just feels more in line with the spirit of the challenge, and allows more flexible routing in case this ever becomes a full run.
First step is to get a fruit. We typically use bananas as they dont roll or bounce around nearly as much as the other fruits, giving us time to climb up to them, but it turns out a pineapple throw neatly reaches up to the flat awnings next to our destination, and with some precision, the pineapple stays up there.
Next we need to take damage, as the goal is to not only grab the blue coin, but also skip its textbox by dying at the same time. The quickest way is to repeatedly run into the jelly, but doing so from inside the tower would prematurely bump Mario into the coin, so we have to take this detour before the clip.
Then we go back to the pineapple, grind on the edge of the awning to bounce up to the top. Pausing and unpausing shifts the timing of the collision check between the pineapple and Mario, so that it now pushes Mario backwards when thrown. By pausing on the frame I was landing, the pause couldnt actually go through on the first QF (hence the cant pause now sound effect), so I actually shifted the collision check by 2 QF for the price of one, through I dont think it was necessary.
Clipping out of bounds is now as easy as throwing the pineapple from the right spot, but the upcoming hover is very precise, as we need to squeeze under the towers wall (which extends down to the same height as the edge of the roof no matter the direction you approach from), then still make it onto the roof after you get in. But once thats done, its a simple hover and ground pound into the alcove, then dive in the right spot to get one last hit from the jelly as we touch the coin!
This video is TAS, played on Dolphin 5.0-6022 with the PAL version of the game.
Rerecords: 814 Blue coin DP18 – 0x A Presses, no savebox [H]](https://i.ytimg.com/vi/lHlAvaVt_zs/mqdefault.jpg)


