Uploaded January 2023 | Updated September 2026, 2 weeks ago
I collect the star Top O' the Town in WDW in 0 A presses using a teleporter.
Background: Top O’ the Town is the star at the top of Wet-Dry World. Interestingly, it’s exactly 1 unit too high to reach with a rollout, which is why it originally took 1 A press to collect (youtu.be/PFlKKuLAcpo). Later, we discovered the “light chuckya via edge” glitch, which allowed us to collect the star in 0 A presses by having chuckya throw Mario into the star (youtu.be/vc_xUKnw7Z8). Even later, we found that the “light chuckya via edge” glitch wasn’t necessary for getting chuckya over to the star, as we could do it with heavy chuckya (youtu.be/PMsWqiZ5Aa4). However, I believe it would be most consistent to label strats just by what provides the extra height to reach the star, not the setup to get to that point. So I’m retroactively merging the light chuckya and heavy chuckya strats to be just the chuckya strat. Later, we found that chuckya wasn’t necessary at all, as we could use vertical speed conservation (VSC) to reach the star (youtu.be/Z25qV3sGIn0). And after that, we found 2 more alternative strats, which were to use a skeeter (youtu.be/bGnZQXopDqU) and to use a fire (youtu.be/bGnZQXopDqU?t=296). In total, that made 4 unique strats.
But now, I present 2 more alternative strats: using a heave-ho and using a teleporter. I had known for a while that both of these were close to working. In fact, I knew the heave-ho strat would work if we could just achieve a particular HOLP that was super high up (youtu.be/baduCgaRR64). Recently, I re-examined how feasible that HOLP was, and found that it was just BARELY possible to achieve in BitS, by using BCA to construct a goomba staircase. Note that there are 3 heave-hos in WDW, and they’d all turn back towards their home after being thrown high up. That meant each heave-ho works with a different HOLP, since they’d heave Mario at different angles, and you need that angle to be towards the star. Only one of these HOLPs was reachable in BitS, which was the HOLP for the highest heave-ho. But that introduced another problem: we normally use that heave-ho to get up to chuckya’s platform. But if that heave-ho is at the high HOLP, it can’t help us with that. So I found a workaround, which was to rollout off a sign, use a star dance clip to get onto the slope, and then dive grind over to chuckya’s platform.
Once I got the heave-ho strat working, that meant we had 5 different strats. But I realized 6 strats would look so much cooler in terms of filling up the screen elegantly. So with that as my motivation, I worked hard to get the teleporter strat working. I had known already that a teleporter clone released on top of the star block would allow us to teleport directly onto the star block. And that HOLP was definitely achievable in WF. But the issue was that that HOLP placement was incompatible with the way I get chuckya into the tunnel. In contrast, let’s say we currently have the HOLP used for the skeeter clone and fire clone. That HOLP is near the very front edge of the star platform. Then if Mario’s on the bottom of the course, has the hat in hand glitch, and drops chuckya, chuckya appears at Mario due to a failsafe, since that drop would have placed chuckya out of bounds. Specifically, it would have placed him underneath the floor that the blue coin block is on. But if the HOLP is instead above the star block (which is not as near the front edge of the star platform), then dropping chuckya from the bottom of the course would place him inbounds, and so we don’t get the failsafe anymore. And without the failsafe, I couldn’t make chuckya appear at Mario to get chuckya into the tunnel. But that didn’t stop me. I wanted the 6 simultaneous screens so bad that through sheer force of will, I found a workaround. Specifically, I found that we can use the pushable block to clip chuckya through the wall, causing him to fall into the tunnel right at the loading zone. And with that final breakthrough, the 6 strats for collecting Top O’ the Town 0xA were achieved (youtu.be/d7iElkR8rIQ).
Unabridged Video: youtu.be/je0kXSQlAJ8
I collect the star Top O' the Town in WDW in 0 A presses using a teleporter.
Background: Top O’ the Town is the star at the top of Wet-Dry World. Interestingly, it’s exactly 1 unit too high to reach with a rollout, which is why it originally took 1 A press to collect (youtu.be/PFlKKuLAcpo). Later, we discovered the “light chuckya via edge” glitch, which allowed us to collect the star in 0 A presses by having chuckya throw Mario into the star (youtu.be/vc_xUKnw7Z8). Even later, we found that the “light chuckya via edge” glitch wasn’t necessary for getting chuckya over to the star, as we could do it with heavy chuckya (youtu.be/PMsWqiZ5Aa4). However, I believe it would be most consistent to label strats just by what provides the extra height to reach the star, not the setup to get to that point. So I’m retroactively merging the light chuckya and heavy chuckya strats to be just the chuckya strat. Later, we found that chuckya wasn’t necessary at all, as we could use vertical speed conservation (VSC) to reach the star (youtu.be/Z25qV3sGIn0). And after that, we found 2 more alternative strats, which were to use a skeeter (youtu.be/bGnZQXopDqU) and to use a fire (youtu.be/bGnZQXopDqU?t=296). In total, that made 4 unique strats.
But now, I present 2 more alternative strats: using a heave-ho and using a teleporter. I had known for a while that both of these were close to working. In fact, I knew the heave-ho strat would work if we could just achieve a particular HOLP that was super high up (youtu.be/baduCgaRR64). Recently, I re-examined how feasible that HOLP was, and found that it was just BARELY possible to achieve in BitS, by using BCA to construct a goomba staircase. Note that there are 3 heave-hos in WDW, and they’d all turn back towards their home after being thrown high up. That meant each heave-ho works with a different HOLP, since they’d heave Mario at different angles, and you need that angle to be towards the star. Only one of these HOLPs was reachable in BitS, which was the HOLP for the highest heave-ho. But that introduced another problem: we normally use that heave-ho to get up to chuckya’s platform. But if that heave-ho is at the high HOLP, it can’t help us with that. So I found a workaround, which was to rollout off a sign, use a star dance clip to get onto the slope, and then dive grind over to chuckya’s platform.
Once I got the heave-ho strat working, that meant we had 5 different strats. But I realized 6 strats would look so much cooler in terms of filling up the screen elegantly. So with that as my motivation, I worked hard to get the teleporter strat working. I had known already that a teleporter clone released on top of the star block would allow us to teleport directly onto the star block. And that HOLP was definitely achievable in WF. But the issue was that that HOLP placement was incompatible with the way I get chuckya into the tunnel. In contrast, let’s say we currently have the HOLP used for the skeeter clone and fire clone. That HOLP is near the very front edge of the star platform. Then if Mario’s on the bottom of the course, has the hat in hand glitch, and drops chuckya, chuckya appears at Mario due to a failsafe, since that drop would have placed chuckya out of bounds. Specifically, it would have placed him underneath the floor that the blue coin block is on. But if the HOLP is instead above the star block (which is not as near the front edge of the star platform), then dropping chuckya from the bottom of the course would place him inbounds, and so we don’t get the failsafe anymore. And without the failsafe, I couldn’t make chuckya appear at Mario to get chuckya into the tunnel. But that didn’t stop me. I wanted the 6 simultaneous screens so bad that through sheer force of will, I found a workaround. Specifically, I found that we can use the pushable block to clip chuckya through the wall, causing him to fall into the tunnel right at the loading zone. And with that final breakthrough, the 6 strats for collecting Top O’ the Town 0xA were achieved (youtu.be/d7iElkR8rIQ).
Unabridged Video: youtu.be/je0kXSQlAJ8



![Game Crash from Touching a Heart with 10.7M Speed
I crash the game by touching a heart with more than 10.7M speed.
A while ago, Sidney (https://www.youtube.com/channel/UCla5Eru3DbPgxz6LwSBOyaw) figured out that touching a heart with too much speed would crash the game. Thats is because of this line of code:
o.oAngleVelYaw = (s32)(200.0f * gMarioStates[0].forwardVel) + 1000;
If Marios forward velocity is more than 10.7M, then it tries casting a super large float value to an integer, but this float value is greater than the biggest possible integer, and so the game crashes. Recently, endiment brought up this crash again, and so I decided to make it happen.
It would have been relatively simple to just build up PU speed, travel to PUs, and then return to the main map inside of the heart. That would crash the game, but the camera wouldnt be in the right place to see it, which I felt wouldnt have been satisfying. So I developed a more intricate route where I use a hands-free teleported bob-omb to move Mario around in the main map while he maintains PU speed. This way, the camera could comfortably watch Mario touch the heart.
And so, the route I developed was this. First, I set up a hands-free teleported bob-omb. Then I build up PU speed, travel to PUs, and return to the main map near the bob-omb. The bob-omb snaps to Mario and allows him to move around. Then I go as near the heart as I can, given that I cant increase my height. From there, I travel to PUs again, and return higher up, but still near enough to the bob-omb for it to snap to Mario. Then I wait until the camera realigns itself, snap down to the hearts floor using a jump, and then touch the heart.
Note that each jump that Mario does decreases his speed by 20%. And often I have to decrease his speed by even more to achieve the necessary speed for the next PU movement. So a big challenge of this TAS was figuring out a PU route that could conserve at least 10.7M speed to the heart, given that Marios speed continuously decreases throughout the PU movement. Thus, I programmed a brute forcer to figure out the PU movement for me. After leaving it on overnight, it found a route that worked. If youre curious, you can see my code here: https://pastebin.com/A3UwqNkA
Console Verification: https://www.twitch.tv/videos/1598075940 Game Crash from Touching a Heart with 10.7M Speed](https://i.ytimg.com/vi/nDqSqrnjmHY/mqdefault.jpg)






