World First SM64 ABC Any% 0xA Clear @supermarble94
World First SM64 ABC Any% 0xA Clear  @supermarble94
Uploaded June 2024 | Updated September 2026, 2 weeks ago
This video contains rapid pausing resulting in mild flashes, which may be uncomfortable for some viewers.

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.

Unabridged version: youtu.be/tzMbBh9dTWA

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...
World First SM64 ABC Any% 0xA ClearGH1 Bark at the Moon FC, but Im not allowed to strum HOPOsGHOTMH: In The Shadows FC 100% (250155)SSL: 100 coins HOLP setup [RTA]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)
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World First SM64 ABC Any% 0xA Clear

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