Uploaded April 2020 | Updated September 2026, 2 hours ago
One more Super Mario 64 Land TAS.
Saved nearly 20 seconds using the route for this level by FrostyZako. It takes advantage of skipping the 4 mushroom trampoline platform pillars, and using the checkpoint warp after dying. This route also is RNG friendly for now since the 100 Coin Star doesn't require collecting coins from enemies. Finally, I was able to get a slightly better platform cycle just before the last star. This allowed me to reach the platform top for the final star area much faster.
Other relevant improvements come from using Cat Mario's dive mechanics when on relatively flat ground. A dive with Cat Mario sets his H Speed to 60. This is much higher than other movements available. (48 Units is the max for the 2 Frame Dive Mechanic). The trade-off for using this requires 4-6 frames of a regular jump's air time, but you start gaining units back after around 16 frames.
Still improvable but I'm calling it done for now lol.
Re-Records: 16,248
FrostyZako's Channel: youtube.com/channel/UC8h45fTqn9UMPz5l6BUaPGg
SM64 Land - Theory TAS by them: youtube.com/watch?v=xld_MEqF1EU
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This is a Tool-Assisted Speedrun/Superplay.
Don't know what that is?
Check out these videos explaining what a TAS is. I highly recommend both of them!
Introduction to TAS: Tool-Assisted Speedrunning (What, How, Why?) - by Sonicpacker
youtu.be/R3-ohYvi_fc
Tool-Assisted Speed-Running Explained - by Bismuth
youtube.com/watch?v=Ietk1-Wb7oY
If that wasn't enough, check out the official forums and webpage for TAS Videos:
tasvideos.org
One more Super Mario 64 Land TAS.
Saved nearly 20 seconds using the route for this level by FrostyZako. It takes advantage of skipping the 4 mushroom trampoline platform pillars, and using the checkpoint warp after dying. This route also is RNG friendly for now since the 100 Coin Star doesn't require collecting coins from enemies. Finally, I was able to get a slightly better platform cycle just before the last star. This allowed me to reach the platform top for the final star area much faster.
Other relevant improvements come from using Cat Mario's dive mechanics when on relatively flat ground. A dive with Cat Mario sets his H Speed to 60. This is much higher than other movements available. (48 Units is the max for the 2 Frame Dive Mechanic). The trade-off for using this requires 4-6 frames of a regular jump's air time, but you start gaining units back after around 16 frames.
Still improvable but I'm calling it done for now lol.
Re-Records: 16,248
FrostyZako's Channel: youtube.com/channel/UC8h45fTqn9UMPz5l6BUaPGg
SM64 Land - Theory TAS by them: youtube.com/watch?v=xld_MEqF1EU
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is a Tool-Assisted Speedrun/Superplay.
Don't know what that is?
Check out these videos explaining what a TAS is. I highly recommend both of them!
Introduction to TAS: Tool-Assisted Speedrunning (What, How, Why?) - by Sonicpacker
youtu.be/R3-ohYvi_fc
Tool-Assisted Speed-Running Explained - by Bismuth
youtube.com/watch?v=Ietk1-Wb7oY
If that wasn't enough, check out the official forums and webpage for TAS Videos:
tasvideos.org

![SM64 - Board Bowser’s Sub Without Water [TAS]
#Shorts
Mario gets 1 Star from Dire Dire Docks with No Water / Swimming.
Super Mario 64: Tool-Assisted Speedrun / Superplay [TAS] SM64 - Board Bowser’s Sub Without Water [TAS]](https://i.ytimg.com/vi/6O_qXV4JpQE/mqdefault.jpg)
![[TAS] Castles 8 Bit Pipe - 2660
Mario speedruns the Castles 8 Bit Pipe star in Return to Yoshis Island 64.
This is a Super Mario 64 (ROM Hack) Tool Assisted Speedrun / Superplay.
Re-Records: 2,853 (3 more rr than the last one lol)
Return to Yoshis Island 64 - Demo & Release by @KazeN64
https://www.youtube.com/watch?v=Yw47rfTxh5c [TAS] Castles 8 Bit Pipe - 2660](https://i.ytimg.com/vi/6TRaKN6F4pw/mqdefault.jpg)
![SM64 - All 1Ups in Whomps Fortress - 31.85 [TAS]
[Tool Assisted Speedrun]
Mario collects All 1-Ups in Whomps Fortress. There are 4 1-Ups total.
Re-Records: 7,419
Timing starts on first visible VI of course entrance.
Timing ends on first VI start menu disappears.
1911 VIs / 60 FPS = 31.85
This run will most likely not be used in the 100 Lives TAS. Getting the fortress 1-Up requires beating King Whomp first. The good news is, that route is similar to this one, so all Id have to do is just exit the course on the 3rd 1-Up.
This run needs lag reduction. Badly. Also, I gotta try a BLJ route. Maybe there can be an even faster route with one, but I doubt it, but also idk.
Also, this run is 3 frames slower than my fastest time. But I like this one more.
Didnt include a comparison this time with @pastatshs run. I think Ill do that with the original route later. SM64 - All 1Ups in Whomps Fortress - 31.85 [TAS]](https://i.ytimg.com/vi/76iUz_c3s6g/mqdefault.jpg)
![Super Mario 64 - Lethal Lava Land Freerun [TAS]
More SM64 Freeruns: https://youtube.com/playlist?list=PL7Ktx4r1A698t-MhpC0o5CYFFI1SuvVAK
Re-Records: 5,566
Enjoy! Super Mario 64 - Lethal Lava Land Freerun [TAS]](https://i.ytimg.com/vi/B12B3vcxd7w/mqdefault.jpg)
![[TAS] Tiny Huge Mario 64 - 1 Star BLJLess in 45653
Mario beats the game with 1 Star, and without BLJs.
Tiny Huge Mario 64: Tool-Assisted Speedrun / Superplay [TAS]
During April Fools of 2020, this videos title was originally written to pose as a new TAS WR for Super Mario 64s 1 Star BLJless category. After April 1st was over, I changed the title to what you currently see now, so I didnt give anyone the wrong impression.
Just quickly threw this run together. This run is very improvable..... like everywhere lol. Pretty sure all Bowser fights can be improved. You can grab Bowsers tail with a jump-dive in midair like normal, but the speed of Marios hitbox (due to his large size) makes it harder to grab onto. There likely is a way to skip Dire Dire Docks as well. The 70 Star Door can also be skipped, but I was just lazy lol. I went with the cleanest looking movements I could come up with for the rest of the run. When Mario is this large, the camera is a nightmare to work with, especially in Dire Dire Docks. Never want to do anything with this hack again...... for now.
Tiny Huge Mario 64 has 7 default sizes for Mario, excluding his normal vanilla size. This is the largest size the ROM can be set to. This size is 8x his original size. This means all of the values for his movements are multiplied by 8. The only thing Kaze changed was Marios gravity (terminal vertical velocity) which was slowed down to reduce fall damage. Finally, Marios hitbox isnt the same size as his default. Neither is his model.
More videos hopefully coming soon.
Thats it. Hope you enjoy.
0:00 - Start
0:46 - Skip Intro
4:56 - End + Credits
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Tiny Huge Mario 64 is a Super Mario 64 ROM Hack by Kaze Emanuar:
- Release Video & Download: https://www.youtube.com/watch?v=l83o48LGzUg
- Kaze Emanuars Channel: https://www.youtube.com/channel/UCuvSqzfO_LV_QzHdmEj84SQ
~~~~~~~~~~~~~~~~
This is a Tool-Assisted Speedrun/Superplay.
Dont know what that is?
Check out these videos explaining what a TAS is. I highly recommend both of them!
Introduction to TAS: Tool-Assisted Speedrunning (What, How, Why?) - by Sonicpacker
https://youtu.be/R3-ohYvi_fc
Tool-Assisted Speed-Running Explained - by Bismuth
https://www.youtube.com/watch?v=Ietk1...
If that wasnt enough, check out the official forums and webpage for TAS Videos:
http://www.tasvideos.org [TAS] Tiny Huge Mario 64 - 1 Star BLJLess in 45653](https://i.ytimg.com/vi/C7BjzZ_Nkk0/mqdefault.jpg)
![SMW - All Dragon Coins in Yoshi’s Island 1 [TAS]
Mario collects All Dragon Coins (Yoshi Coins) in the level “Yoshi’s Island 1”.
This is a Tool Assisted Speedrun / Superplay [TAS] of SNES Super Mario World.
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The tricks in this video are pretty interesting. First I start off with the 6/5 hopping glitch, which is basically to retain maximum speed, as well as a full power meter to ensure Im able to sprint after being in the air for awhile. The second hopping glitch (after Im launched from the diagonal pipe) allows me to retain speeds higher than Marios standard speed. I got around 64 from the pipe cannon, while his regular speed is 49. Spamming A+B doesnt allow Mario to break free, so hes stuck on the ground, due to speeds of 64 and higher being the games limitation. I was able to retain speeds of 63 and below however, which is the speed that Mario breaks free from being stuck along the ground. You can see the exact moment this happens once Mario begins jumping normally.
I dont know how to time individual levels.
Game Time: 39 seconds.
Re-Records: 1,516
Enjoy and hope y’all are having good holidays...
This is a Tool-Assisted Speedrun.
For more info, visit http://www.tasvideos.org SMW - All Dragon Coins in Yoshi’s Island 1 [TAS]](https://i.ytimg.com/vi/CnLEWA3MnH4/mqdefault.jpg)

![SM64 - All 1Ups in Jolly Roger Bay (20.23) [TAS]
Mario collects All 1Up Mushrooms in Jolly Roger Bay (JRB). There are 2 1-Ups total.
This is a Super Mario 64 Tool-Assisted Speedrun / Superplay [TAS]
Timing starts on first visible VI of course entrance.
Timing ends on first VI the last 1-Up is collected.
1214 VIs / 60 FPS = 20.23 Seconds
Learn more about what a TAS is here:
https://youtu.be/R3-ohYvi_fc
https://youtu.be/Ietk1-Wb7oY
http://www.tasvideos.org SM64 - All 1Ups in Jolly Roger Bay (20.23) [TAS]](https://i.ytimg.com/vi/DRrxyatbUYA/mqdefault.jpg)
![Death in 193 (Low HP) - Lethal Lava Land [TAS]
This run is unbeatable. Anyone who claims to beat this run or uploads an improvement is a liar and a FRAUD. Youll be hearing from my lawyers buddy!
In Super Mario 64, its possible to die immediately when entering Lethal Lava Land by jumping into the painting just before Marios HP Value decrements to 255. Thats why I titled the video with (Low HP). The reason I went for an HP Value of 256 is because it is the lowest value possible that is obtainable which doesnt kill Mario. Due to how HP works, the health bar in the HUD is not a direct representation of how much health Mario really has. If I were to touch lava with a value above 256 (in increments of 10), it would require an extra frame (or several more) before activating the Bowser Death Screen transition. So, in order to load that faster, a lower HP value was required. See Pannenkoeks video on HP for more information. Pretty cool stuff!
Pannenkoeks HP Video: https://www.youtube.com/watch?v=XeGNpeFOOCY
You might not notice it but I actually use some wonky sign hitboxes in order to touch the lava as fast as I could. I have no idea how it works, but it ended up saving 4 frames from my first initial run.
Entering courses with No HP is possible, but not all of them as far as I know. I opted not to do any No HP runs because theyre all similar. Enter the course, then die immediately. Thats boring and lame. These extra thrilling action-packed 2 seconds are way more exciting. I might make more death speedruns in other courses for the meme lol.
More low effort videos coming soon so be sure to hit that unsubscribe button!
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Re-Records: 1,614
Timing:
1st VI & Frame of Course Loading:
- VI: 1122
- Frame: 537
1st VI & Frame of Bowser Death Transition:
- VI: 1238
- Frame: 595
VIs: (1238 - 1122) / 60 = 1.9333333333333333333333333333333
Frames: (595 - 537) / 30 = 1.9333333333333333333333333333333
~~~~~~~~~~~~~~~~
This is a Tool-Assisted Speedrun/Superplay.
Dont know what that is?
Check out these videos explaining what a TAS is. I highly recommend both of them!
Introduction to TAS: Tool-Assisted Speedrunning (What, How, Why?) - by Sonicpacker
https://youtu.be/R3-ohYvi_fc
Tool-Assisted Speed-Running Explained - by Bismuth
https://www.youtube.com/watch?v=Ietk1-Wb7oY
If that wasnt enough, check out the official forums and webpage for TAS Videos:
http://www.tasvideos.org Death in 193 (Low HP) - Lethal Lava Land [TAS]](https://i.ytimg.com/vi/Fu8_NYTPovo/mqdefault.jpg)
