WDW: Express Elevator - Hurry Up!! 0xA 4:26.88 [RTA] @supermarble94
WDW: Express Elevator - Hurry Up!! 0xA 4:26.88 [RTA]  @supermarble94
Uploaded April 2024 | Updated September 2026, 2 weeks ago
Apologies for the double audio, there was an issue with OBS that I have since fixed.

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.
WDW: Express Elevator - Hurry Up!! 0xA 4:26.88 [RTA]HMC: Watch for Rolling Rocks 0.5xA Faster PU Route [TAS]SMSR: Bowsers Rainbow Rumble Clear 0xA Without Preset HOLP [TAS]SM64: Unlock Upstairs 1xA in 36:14.09 [RTA][WR]Super Mario 64 Any% No A Button (Part 2)DDD: Board Bowsers Sub 0x [RTA]Pannens Ice Hack: Coins Amassed in a Maze + 100c [RTA]GHOTD: Tarantula FC 100% (285370)TTM: Scale the Mountain 0xA 3:01.97 [RTA]SMSR: Follow the Glittering Path 0xA [TAS]GHWT DLC: Anything Full Band FC First Ever on 360 (2,480,710)JRB: Center of the Jet Stream setup [RTA]
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WDW: Express Elevator - Hurry Up!! 0xA 4:26.88 [RTA]

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