supermarble94
RTA Chuckya Drop
updated
Come watch me live, www.twitch.tv/marbler
Huge thanks to @rcombs for submitting this under her name, as well as @1ted59, @billywar1507, and @jongyon7192p for commentating the run with her, without all four of them this probably wouldn't have been able to be submitted because I wasn't able to attend the event. This took the better part of a month to make, because trying to optimize the HSJKs in JRB chests is a literal nightmare. I would have just hexed the original JRB chests, but for some reason I was running into desync issues and couldn't get it to reconcile. I'm pretty sure it has something to do with clearing BitFS, but in any case it meant I had to redo it. Additionally, a bit of WDW Reds requires RNG, and also it was originally done with the Vanish Cap and Metal Cap boxes both unlocked, which affects object slot manipulation for the downtown segment. It had a bit of room for improvement anyway, so after Pannen did the start of it I went ahead and redid the Skeeter manipulation. Then finally, @lemon9bug redid WDW Secrets + 100 coins + setting the HOLP for BitS to bring it all together instead of just having Mario reenter WDW for only setting the HOLP.
0:00 1key opening
2:18 Watch for Rolling Rocks 0xA
9:12 Elevator Tour in the Volcano 0xA
10:21 BitFS 46xA (unlock upstairs)
11:40 Plunder in the Sunken Ship 6xB (making the ship float)
12:33 Treasure of the Ocean Cave 0.5xA
17:45 WDW Reds 0xA
21:53 WDW Secrets + 100 coins 0xA (setting HOLP for BitS)
24:07 BitS Reds 0xA
28:27 Credits
This isn't a major strat change, but rather an optimization from the previous record done by pannen, which can be found here: youtu.be/25G6qXpXwHw
I'm not gonna go into a whole lot of detail on this one, it's just tighter swimming and manipulating both skeeters at the same time instead of one then the other. There's 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.
I've done the spinner climb (including reds) 0.5xA before, so getting up to here is definitely doable, if just a bit tedious. I don't think I could reasonably trim this A press count any further without jeopardizing the consistency, it's already hard enough as it is. This took me a couple hours to finally do, but hopefully I can get it down consistent enough to do it first try in a run. SotT is by far the most A presses in the run, on its own it's more than any other full stage.
Most of the timesave actually results from just having cleaner transitions for the swimming sections, instead of slowly getting Mario to a desired swimming position I get him there very fluidly. In addition to those various saves, I also included the water downwarp on the first trip into the cave, the water seam upwarp coming out of the cave (float precise), significantly reduced the amount of frames Mario gets stuck on OoB when building the first 100 speed, and increased the efficiency of the HSJK iterations such that 2 entire rounds of HSJK were able to be eliminated.
All my future uploads will have this treatment, with the unedited version linked in the description.
Oh man this one refused to cooperate with me. After determining that there's no lag in the center of the lake, that meant that I could properly frame count, which I wasn't doing the first time I did this star on N64. Back then I was simply going off of textures and animations, which served me well enough back then, but actually adjusting back to the frame counting setups took a bit of getting used to. As a result, this took nearly an hour despite the sum of my best times for these A presses coming closer to around 25 minutes. In any case, this is the A press totals I plan on doing for 120abc, so while the time definitely has a lot of room for improvement, I'm happy with this for now and will probably only continue to work on ILs for this stage for practice.
Part of my foray into practicing TTC. Still got mounds of improvement to go for that spinner climb, but getting better the more I practice it. I have practiced a decent amount going up the clock but getting the double jump wall kick to get above RitC is proving to be quite frustrating, so I'm gonna save the rest of TTC for when I finally get an everdrive, that way I can use Usamune.
First time ever completing this star, finally attempting TTC RTA after 2 years of feeling intimidated by it.
Part of my foray into practicing TTC. Still got mounds of improvement to go for that spinner climb, but getting better the more I practice it. I have practiced a decent amount going up the clock but getting the double jump wall kick to get above RitC is proving to be quite frustrating, so I'm gonna save the rest of TTC for when I finally get an everdrive, that way I can use Usamune.
First time ever completing this star, finally attempting TTC RTA after 2 years of feeling intimidated by it.
Practicing for 120abc.
Join the discord: discord.gg/73JKC6f
Just as a side note, timing ends on pipe entry, so my missed bowser throws don't count against the time. Still working that out on n64, N64 OEM joystick is way harder to spin than GC. I've heard HORIs are better but I don't have one of those.
This is the abridged version of the Any% No A Button run. It has many cuts and skips to bring it down to a reasonable amount of time to view. This is a large part of why this took me so long to upload it all, so much apologies for the wait. There isn't anything super special or flashy about this run, it just cuts out a lot of the repetition, particularly for the failed attempts for some stars. I didn't include any of the failed attempts of the frame counting setups because if you don't know how each one works then it's not particularly clear how or why it's a failed attempt, but for everything else I didn't cut out any failed attempts, just the repetition part (i.e. getting back there) was cut out.
Part 1: youtu.be/XdkQCTLJVPE
Part 2: youtu.be/uyj_rpEwzi0
Part 3: youtu.be/i7oXGFix7IA
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: (this video)
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 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, it's tough finding good wifi to upload it all over. 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: youtu.be/ZJySk_hghOc
Part 5: youtu.be/AK4i7FIBjks
Part 6: youtu.be/qeuI4VEnqAA
Part 7: youtu.be/ZkgpmiLNIKI
Part 8: (this video)
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...
Part 1: youtu.be/XdkQCTLJVPE
Part 2: youtu.be/uyj_rpEwzi0
Part 3: youtu.be/i7oXGFix7IA
Part 4: youtu.be/ZJySk_hghOc
Part 5: youtu.be/AK4i7FIBjks
Part 6: youtu.be/qeuI4VEnqAA
Part 7: (this video)
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...
Part 1: youtu.be/XdkQCTLJVPE
Part 2: youtu.be/uyj_rpEwzi0
Part 3: youtu.be/i7oXGFix7IA
Part 4: youtu.be/ZJySk_hghOc
Part 5: youtu.be/AK4i7FIBjks
Part 6: (this video)
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...
Part 1: youtu.be/XdkQCTLJVPE
Part 2: youtu.be/uyj_rpEwzi0
Part 3: youtu.be/i7oXGFix7IA
Part 4: youtu.be/ZJySk_hghOc
Part 5: (this video)
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...
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...
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...
Part 1: youtu.be/XdkQCTLJVPE
Part 2: (this video)
Part 3: youtu.be/i7oXGFix7IA
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 video contains rapid pausing resulting in mild flashes, which may be uncomfortable for some viewers.
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, it's tough finding good wifi to upload it all over. Being an over the road truck driver makes this difficult, as 200 GB is simply too much to upload over mobile data.
Part 1: (this video)
Part 2: youtu.be/uyj_rpEwzi0
Part 3: youtu.be/i7oXGFix7IA
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...
But I managed to get a CLEAN run of Jet Stream on this max stars attempt, which beats my previous record by 22 seconds.
Well, it's been nearing the end of my practicing for quite some time now, and there wasn't really that much left. With BitS left towering over everything, I had no choice but to finally start attempting it. The idea is, if I can get it to be consistent enough to do red coins, then I'll be able to comfortably do a full game run with it. So after a long, long bout of practicing, I managed to complete chuckya drop for the first time on console just a couple of weeks ago, seen here youtu.be/8c5waHnCeyo . I then proceeded to fail the chuckya light grab due to nerves, so I went about trying to improve it even further.
I found a flaw in how I set the HOLP for the CWT, which caused me to need to revisit it. In doing so, I managed to find a much more consistent method to set the HOLP with, but that required me to grab the chuckya differently. Luckily, I also was able to find a setup for that, and even touched upon the CWT itself, so that all 3 of those became relatively safe (as safe as diving off the edge of an abyss with the camera pointed away can be, at least).
But then disaster struck when doing attempts. I managed to get all the way up to the pipe, entered and died in the Bowser fight to reset the chuckya, as well as the goomba I bounced on to get up there, and even collected all 8 coins to spawn the star. All that was left was for me to do the CWT which I had already set up. But while doing the axle walk, the console ghosted an input. My input display clearly caught both pause inputs for a pause buffer, but the wii only recognized the first one. So I ran off to my doom. I figured, oh well this is gonna happen, I'll just do it again. And *the very next time* I got to a similar point, 6/8 red coins, the exact same thing happened in the exact same place. So I resolved to do something about it.
Unfortunately, I was unable to find a safer method of doing axle walk. However, I was still able to find a more consistent texture identifier for if it's the right time to do it. This made it 100% consistent, so long as I actually executed the inputs. Now instead of doing it 20-30 times in a run through failed run ups, I would only be doing it around 5-6 times, assuming I fell a couple times during CWT. This at the very least minimizes the risk of such a catastrophic failure, just by virtue of minimizing how many times I would be attempting it. And so I went to put the new strat to the test.
I've gotten very consistent with the chuckya drop. To the point where I'm actually fairly confident I won't be needing to farm lives after a game over. I got the chuckya drop on my 13th attempt of the day, and on the previous day I was able to get 2 attempts at getting thrown. One of which succeeded, and a secret 3rd attempt that was right on the cusp of getting thrown but I walked too strongly toward the ledge and fell off, with only a single ground pound left to drop the chuckya. My point being, I've become way more consistent with this strat than honestly I think should even be possible. And now I've proven my consistency with the rest of the stage. Any% 0xA is just around the corner.
The 0xA full game run *will* happen.
This new setup addresses that issue, and also makes it marginally easier to set up overall, since there are no more 1f pause buffers for it in CCM. Additionally, I also found a setup for the BCA light grab of chuckya, so I go over that as well.
This is necessary for the final run, as I need to grind up to 100 lives before going to BitS, and there's a decent chance that I game over before completing a chuckya drop.
Finally got around to practicing this like I should have done already. I've already had a setup in mind for both parts of this for the past couple months, but never actually practiced it. Glad I got it here because my frame counts had been very inconsistent for the duration of this session and I definitely wasn't gonna be trying again afterwards.
As you can see, it still has room for improvement due to the failures.
There is an embarrassing amount of room for improvement on this, but it's literally my first completed run of the category.
Previous WR can be found here: youtu.be/l6F8-sPHaeA
In addition to showing an execution of this on console, I also am showing an improvement of the setup, with the most notable change being that Mario is able to do the chuckya grab without needing to manipulate it to do an extra turn, which results in Mario falling down to a lower platform and needing to do an extra misalignment plus an extra glitchy ledge grab.
Less obvious improvements:
Many of the inputs are transitioned to pressing B at the end of the pause buffer instead of the start, something I heavily struggled with. Only 4 of the old input style remain in the strat, and they're all in locations that can be easily recovered from if missed.
I've touched up on my backup strats for several sections that previously either didn't have them or were inconsistent. For instance, in the section where I initially go up on the purple block, I accidentally fell in two places; one early and one late. Both of which previously would have meant a restart, but with more intricate knowledge of how the chuckya moves, I was able to recover without needing to bail on the attempt. And in the section where chuckya is chasing me while pushing up against the railing, I failed *several* times to get into position, but a late ground pound allows me to continue the run without him moving too far and making continuing the strat impossible.
This was done live on twitch, which I plan on doing as much practice while live as my work schedule will allow me to do. Watch me at twitch.tv/marbler
So basically, the hardest part about the old setup was consistently pressing B on the first frame of unpause, so I revisited the setups to see what I could find, and I managed to get a working setup for the entirety of the movement that has me pressing B to dive/rollout on the same frame of the *re*pause, which is much more consistent for me. This puts Mario in a *slightly* different spot for the re-misa at the very end, though, so I had to rework that. The GP in the misa wasn't gonna work as it would need something like 12 Z turns in order to get the right angle. But I managed to get something better. The crawl off the misa actually has 2 frames you can do it for (holding left one extra frame is fine), as well as being able to do either 3f + b or 4f + b for the dive back into the misa, then from there it's just a frame perfect rollout when you unpause. Overall, it's more inputs than the previous GP into the re-misa, but it *feels* way more consistent to do. Not to mention the unpause + b is just something I need to be able to do regardless, since that's the only way to get light chuckya.
This is neither an A press improvement, nor a community time improvement. It's actually not even a PB, my PB for this star is 4:03. However, what this is is a consistent way of doing the transport CWT required for the star. See, the way it works is...
There's a hidden mechanic for Chuckya. It might have been to try to prevent throwing Mario OOB, it might have been a failed attempt to prevent it from throwing Mario off of a ledge, I'm not sure. I can't retrospectively read the developer's minds. But if there's no floor within 50 units vertically of a point exactly 150 units in front of Chuckya, then it will not throw Mario. It will instead continue turning (unless it has already continued turning in this way 15 times). This means if there is a floor at *some* point in front of it, then there are 16 out of the 32 possible directions it can throw Mario which will successfully find that floor. With careful planning, we can abuse this to take what should be a 6.25% chance of a successful throw and turn it into a 50% chance of a successful throw. There's a catch, though. The throw angle to have Mario land on the plank is so precise that the amount he turns every frame can actually skip over the angle range we want, meaning that there's effectively a human element of randomness to the throw as well. This is simply unacceptable.
So what I did is, with a bit of a change to where I initially grab the Chuckya, I managed to find a setup that gets Mario and the Chuckya BCA, which means that I will *always* [have a 50% chance to] get the correct angle on the throw. This not only increases the overall success rate of the transport CWT, but just in general makes it less frustrating to do.
The setup is, there's a seam where the floor triangles meet. Stand on the point of that line where it meets the water, when the water is at the bottom of its oscillation, then go c right and c left to reset the camera. Do a tiny movement straight forward to change Mario's facing angle to be in line with the camera, then go into Mario cam and follow that up with fixed cam. Press c left once, wait for the camera to come to rest, then walk forward for 6 frames. Once Mario comes to a stop, walk backwards for 6 frames. Press c right 3 times (or spam it until the camera buzzes) then wait for the camera to come to rest. Press b and start on the same frame, then do as short of a pause buffer as you can, and finally unpause and wait for Chuckya to throw Mario. If done correctly, there will be a 50% chance of Chuckya throwing Mario in the correct direction. If you fall short of the plank, then you need Chuckya to be further to his left when you initially grab him. If you land on the plank but then fall off before you regain control of Mario, then you need Chuckya to be further to his right when you initially grab him.
Credit to @fifdspence for TASing the section outside of the volcano. Credit to @ds27315 for the idea of hyperspeed lava boost to get up to the star platform.
The previous record by @pannenkoek2012 and myself, which can be found here youtu.be/IrXqE6DDt0I , used slow bully battery to get the bully to have several thousand speed in order to keep it hovering while in bounds. That process unavoidably caused the star to take a minimum of 23 hours, plus some extra in order to get the bully to pivot to where we need it to be. For a while, ds had an idea to use hyperspeed lava boost in order to make it up to the star, seen in his video here youtube.com/watch?v=hghunpG1wYc , but it was unclear if we could get the bully into position to execute such a move. If we could, though, the bully would only need around 65 speed at the time of collision to pull it off.
Some time had passed and @TylerKehne had the idea of using the crusher block to do a squish cancel, instead of using the elevator like in ds's video. This would be highly ideal as the bully could be held in place using oob wall hover, and that would potentially allow us to not only have 65 bully speed at the time of collision, but to have 65 bully speed at all. I investigated this a little over a year ago and concluded that while it was possible to get a squish cancel under hacked conditions, those conditions were impossible to achieve. Further, the squish cancel would unavoidably make Mario either land back on the platform facing the wall with forward speed, or facing away from the wall with backwards speed, neither of which were useful to us, as we need forwards speed to hyperspeed lava boost but can't turn with it, and with negative speed we could turn but we can't hyperspeed lava boost with it.
After revisiting the idea a couple days ago, I realized that the backwards speed variant was actually able to be utilized by doing a c^ wallhug to rocket toward the lowest pole in the level, where we could use sliding speed reactivation to convert it to forward speed when sliding off the bottom of the pole. This requires a particular sliding speed angle when grabbing the pole, which can be controlled by straining, otherwise Mario simply regrabs the pole immediately. But there's a tiny bit of floor underneath the pole, and if we have our first QF of movement hit that floor instead of immediately going airborne, we can just barely escape the pole with around 235 reactivated speed. So I went about executing the whole strategy, and this was the result.
I took a breather from RTABC and worked on TAS a little bit, namely because the thought of doing both WDW stars was simply terrifying. I came back to it today intending to practice Express Elevator, and just as I had expected it was incredibly frustrating. The main issue with it is the direction Chuckya throws you is dependent on what direction Mario is facing when he drops Chuckya. The precision needed is about 5 degrees, which is practically imperceptible, so it's effectively RNG. That's on top of the 50% RNG Chuckya gives when he throws Mario with the setup, so I decided to revisit SSL.
The issue with Eyerok is that the record done by Ex320kyt used SDC, which requires cork box coin duplication to get up to 100 coins. This means that best case scenario, it takes around 10 minutes to retry. That's unacceptable, so I looked at the TAS method for it, and found that there's a relatively easy way of getting the Goomba's position somewhat normalized. This isn't good enough for the angle needed for a knockback bounce SDC, but it's good enough to predict when the Goomba will step close enough to its home to trigger a jump. From there, it was simply a matter of finding a movement option that will quickly normalize Mario's position, then finding a movement option that can bounce on the Goomba and hit the corner of the pillar to do a floor clip. This is the result of that.
Step 1: Manipulate both boos to stack on top of each other.
Step 2: Do a dive rollout onto the table in a way that kills your speed, then immediately face them to freeze them in place.
Step 3: Walk off to the left of them immediately after unfreezing them, bounce on both of them, then land back on the table. The first boo should get pushed toward the table, the second boo should turn during the bounce and then get pushed away from the table.
Step 4: Freeze both of them in place, then walk up to the edge of the table.
Step 5: Unfreeze both of them and let the closer boo turn a bit toward you. Standing still on the table causes them to rise a bit.
Step 6: Walk off the table and bounce on both of the boos. They should both get pushed away from the table.
Step 7: Land on the table and wait for the second boo to stop getting pushed back, then face them to freeze them in place.
Step 8: Crawl up to the edge of the table until Mario's shadow disappears when uncrouching.
Step 9: Face to the right and let the boos get a little bit closer, then walk off to start the boo bounce chain.
Step 10: Make proper use of Mario cam in order to see the boo's shadow, since the lower FOV in the house's rooms makes depth perception very difficult. Bounce on the higher boo if possible, push yourself up against the bookshelf, and ground pound directly in the middle of the center bookshelf (there are three bookshelves).


