Uploaded April 2020 | Updated September 2026, 2 weeks ago
It’s been known for a while that if you start a Shine Get cutscene while another cutscene is playing, the game will end up crashing. Today I found that this is not always the case, thanks to the way cutscenes are handled.
The game has 8 “slots” to store active cutscenes, numbered 0 to 7. It also keeps track of the slot number of the last cutscene that started and the slot number of the last cutscene that ended. When a cutscene starts, the last started cutscene slot number increases, cycles back to 0 if it would go past 7, and the new cutscene gets loaded into that slot. Once the cutscene ends, the last ended cutscene slot number increases in turn, becoming equal to the last started cutscene slot number. Since both slot numbers are equal, the game knows it ended as many cutscenes as it started, so there are no more cutscenes to process.
Since there’s usually no way to end more cutscenes than you start, and the slot numbers are being used in a cycle, any time the last started and ended slot numbers don’t match up, that must mean there are cutscenes left to process, even if the last ended cutscene seems to be ahead of the last started cutscene. But when a Shine Get cutscene starts during another cutscene, for some reason, it ends twice, leaving the game with -1 cutscenes left to play, which it sees as 8-1=7.
Now, you rarely need all 8 cutscene slots in normal play, so the remaining ones are just filled with garbage data leftover from what you did before. When the game tries to process those 7 cutscenes that never existed to begin with, it can’t make sense of that leftover data and that’s why it crashes. But if you played enough cutscenes in the area beforehand, all the slots actually contain cutscenes, so the game is able to replay them all, although you can’t see most of them because of the Shine Get fadeout. It looks like a softlock for a while, but then the save box finally shows up like nothing happened at all!
It’s been known for a while that if you start a Shine Get cutscene while another cutscene is playing, the game will end up crashing. Today I found that this is not always the case, thanks to the way cutscenes are handled.
The game has 8 “slots” to store active cutscenes, numbered 0 to 7. It also keeps track of the slot number of the last cutscene that started and the slot number of the last cutscene that ended. When a cutscene starts, the last started cutscene slot number increases, cycles back to 0 if it would go past 7, and the new cutscene gets loaded into that slot. Once the cutscene ends, the last ended cutscene slot number increases in turn, becoming equal to the last started cutscene slot number. Since both slot numbers are equal, the game knows it ended as many cutscenes as it started, so there are no more cutscenes to process.
Since there’s usually no way to end more cutscenes than you start, and the slot numbers are being used in a cycle, any time the last started and ended slot numbers don’t match up, that must mean there are cutscenes left to process, even if the last ended cutscene seems to be ahead of the last started cutscene. But when a Shine Get cutscene starts during another cutscene, for some reason, it ends twice, leaving the game with -1 cutscenes left to play, which it sees as 8-1=7.
Now, you rarely need all 8 cutscene slots in normal play, so the remaining ones are just filled with garbage data leftover from what you did before. When the game tries to process those 7 cutscenes that never existed to begin with, it can’t make sense of that leftover data and that’s why it crashes. But if you played enough cutscenes in the area beforehand, all the slots actually contain cutscenes, so the game is able to replay them all, although you can’t see most of them because of the Shine Get fadeout. It looks like a softlock for a while, but then the save box finally shows up like nothing happened at all!
![Lily Pad Ride – 0x A Presses [S/H/Y] (OUTDATED)
This video is outdated. See its successor here: https://www.youtube.com/watch?v=2Fv-yDqgX6A
I collect the Lily Pad Ride secret Shine without pressing the A button, using only the Spray and Hover Nozzles, as well as Yoshi.
Getting Yoshi to the island the normal way without A seems impossible, but all known ways to get him underwater in Delfino Plaza involved pressing A and/or falling out of bounds, where all we can do is press A.
That is, until now. I haven’t seen a video explaining this yet (will probably make one myself), but people have definitely fallen victim to this glitch while attempting EYG. Basically, when you touch the ground at the same time that you mount Yoshi, he stays in place but moves to the height where Mario just landed. The difference in height is usually pretty small because you have to be so close to Yoshi to mount him, but we can still use it to clip through the ground in some places.
But how is that different from the other OoB glitches? Well, this one can be performed right next to the water, allowing us to clip back in bounds (but underwater) before we fall too low. Once this is done, we can simply run to the island, unlock the pipe, and enter the secret area.
Inside the secret area, there’s no need for A presses anyway… until the last two coins. The 7th coin can be obtained by simply hovering from the side of the river, but the 8th is way above the ground. Hovering from the pipe gets just below the coin, then we can ground pound to grab it.
This video is RTA, played on PAL Wii. Lily Pad Ride – 0x A Presses [S/H/Y] (OUTDATED)](https://i.ytimg.com/vi/yHrwXmeYp3Y/mqdefault.jpg)

![Yoshi’s Fruit Adventure – 0x A Presses [Y]
I collect the Ricco 8 Shine without pressing the A button, using only Yoshi.
Grassdigger came up with a way to reach the top of the fruit machines and get two fruits out of them without A or F.L.U.D.D.: https://www.youtube.com/watch?v=h6xKNEkScYQ However, since the valve is so far away from the second machine, there’s no way to get more than two without going back to the beginning and starting over, which would give the initial fruits enough time to despawn.
This means that the silly restriction I took last time (https://www.youtube.com/watch?v=2chBZPliyVk), to get Yoshi to the cage with only two fruits, turns out to be the only way to collect this Shine without A or F.L.U.D.D.!
This video is TAS, played on Dolphin 5.0 with the PAL version of the game.
Rerecords: 1564 Yoshi’s Fruit Adventure – 0x A Presses [Y]](https://i.ytimg.com/vi/zjHvF_v8O2Q/mqdefault.jpg)