How Super Mario 64 was beaten without the A button
Summary
TLDRThe script details the monumental feat of completing Super Mario 64 without pressing the jump button, a challenge known as the A Button Challenge (ABC). Over the years, the game has been optimized for this task, reducing A presses to 13 for all 120 stars. Recently, Marbler achieved the incredible by beating the game in 0 A presses, using real-time strategies on a console. The summary highlights the complexity of maneuvers like hyperspeed twirling, framewalking, and precise HOLP setups, showcasing the skill and community effort behind this remarkable gaming accomplishment.
Takeaways
- 🕹️ The A Button Challenge (ABC) in Super Mario 64 is an advanced playstyle where players complete the game without using the A button, which is typically used for jumping.
- 🔍 Starting around 2007, the ABC gained popularity, primarily played on emulators with savestates to create tool-assisted speedruns (TASes), allowing for solutions that are technically possible but not feasible in real-time.
- 🔄 Over two decades, the game has been refined to reduce A button presses to a minimum, with the current record being 13 presses for all 120 stars.
- 📈 There has been a resurgence in playing the ABC in real-time on consoles, with the community making significant progress in a short span of time.
- 🎮 A remarkable achievement occurred when Marbler completed Super Mario 64 in 0 A presses on a real console in 86 hours from May 17th to May 21st, 2024.
- 🛠️ The challenge requires intricate knowledge of game mechanics, such as hyperspeed twirling, framewalking, and straining, to perform actions that are not possible with standard controller inputs.
- 👾 The use of glitches like the hat in hand, cloning, and held object's last position (HOLP) are essential for completing the game without the A button.
- 🎖️ Marbler's accomplishment is a result of years of community effort, with contributions from various skilled players who developed strategies and techniques to make the impossible possible.
- 🏆 The final stages of the game, including Bowser in the Fire Sea and Bowser in the Sky, involve complex setups and precise movements that push the limits of player skill and game mechanics.
- 🎉 Marbler's success in completing Super Mario 64 with 0 A presses is considered one of the most impressive achievements in video gaming, showcasing dedication, skill, and the power of community effort.
Q & A
What is the A Button Challenge (ABC) in Super Mario 64?
-The A Button Challenge in Super Mario 64 is an endeavor where players attempt to complete the game without using the A button, which is the jump button traditionally central to Mario games.
How did the A Button Challenge evolve over time?
-The A Button Challenge started as a fun way to play the game but quickly became an intricate puzzle. It was initially played almost exclusively on emulators using savestates for tool-assisted speedruns (TASes), finding technically possible solutions within the game's bounds but not feasible in real-time with a controller. Over two decades, the game was refined and optimized this way, reducing the number of A presses to as low as 13 for all 120 stars.
What is the significance of Marbler's achievement in the A Button Challenge?
-Marbler's achievement is significant because he completed Super Mario 64 in 0 presses of the A button in real-time, on a real console, with a real controller, in 86 hours. This was a culmination of community effort and marked the first time the game was completed without using the A button in such conditions.
What is CTRL and how does it relate to the video?
-CTRL is a brand that offers meal replacement shakes and high protein snacks. It is related to the video as it sponsored the content, providing an advertisement break where the host discusses the benefits of CTRL products and offers a discount code for viewers.
How did the community approach the challenge of collecting 70 stars without using the A button?
-The community worked together to discover simpler methods and invent setups that made it possible to collect 70 stars without using the A button. This involved years of practice, strategy development, and pushing the limits of what was considered achievable in the game.
What is the role of 'pause buffering' in the A Button Challenge?
-Pause buffering is a technique used extensively in the run to hit precise tricks, which results in mild flashing that can be uncomfortable to watch. It allows for more precise control over Mario's movements and actions, which is crucial for executing complex strategies without using the A button.
Can you explain the 'hyperspeed twirling' trick used by Marbler?
-Hyperspeed twirling is a trick where a player alternates forwards and neutral on the control stick every couple of frames to walk up steep slopes, allowing the character to slide down unto the spindrift with nearly double the speed they otherwise could have. This technique was used by Marbler to reach the 'Wall Kicks Won’t Work' star.
What is the 'HOLP' and how is it used in the A Button Challenge?
-The 'HOLP' stands for 'held object's last position'. It is a mechanism in the game that updates when the game has to draw the object Mario is holding. With certain glitches, like 'hat in hand', the HOLP can become disjointed from the object being held, leading to glitches like remote release, which is crucial for certain strategies in the A Button Challenge.
What is the significance of the 'Bowser in the Fire Sea' level in Marbler's run?
-The 'Bowser in the Fire Sea' level is significant because it is the reason why Marbler's run is the first ever completion of Super Mario 64 in 0 A presses on a console. The level has a unique bug in the Wii VC version where sinking platforms rise very slowly due to a number format conversion error, allowing Marbler to eventually bypass a pole after waiting for over 72 hours.
How did Marbler manage to get past the pole in 'Bowser in the Fire Sea'?
-Marbler took advantage of a bug specific to the Wii VC version of the game. He stored a large vertical speed from a lava boost and waited for over 72 hours for the sinking platforms to rise due to a rounding error in the emulator. Once high enough, he reactivated the speed and dived to the elevator, bypassing the pole.
What is the 'Chuckya Drop' maneuver and why is it significant?
-The 'Chuckya Drop' is an extremely complex and precise maneuver where Marbler manipulates the enemy Chuckya to run off its platform and fall. The aim is to get Chuckya to throw Mario onto a seesaw platform after a random throw. This maneuver is significant because it showcases the level of precision and strategy required in the A Button Challenge and took Marbler 42 attempts to succeed.
Outlines
🕹️ The A Button Challenge Evolution
The A Button Challenge (ABC) in Super Mario 64 is an intriguing gameplay modification where players attempt to complete the game without using the jump button, A. Originating as a fun twist, it evolved into a complex puzzle, especially when tackled through emulators and tool-assisted speedruns (TASes). Since 2007, players have been refining strategies to minimize A button presses, reaching an optimized count of 13 presses for all 120 stars. Recently, there's been a resurgence in real-time console play, culminating in a remarkable achievement: Marbler completed the game in 0 A presses, an 86-hour feat on a real console using a real controller. This section also includes a sponsorship mention for CTRL, a brand offering meal replacement shakes and high-protein snacks.
🎮 Mastering the Art of No A Presses
This section delves into the intricacies of achieving 0 A presses in Super Mario 64. It starts by explaining the necessity of collecting 70 stars without using the A button for actions like backward long jumps. The community's collaborative efforts led to the discovery of simpler methods and innovative setups that pushed the boundaries of in-game possibilities. Notable contributors like Marbler, Pannenkoek2012, and others played pivotal roles. The paragraph highlights the selection of 70 specific stars and the challenges of using modern strategies to overcome them, including Wall Kicks Won’t Work and Bowser in the Dark World with red coins, which require advanced techniques like hyperspeed twirling, framewalking, and vertical speed conservation.
🤹♂️ Advanced Techniques and Glitches
The narrative continues with an exploration of advanced gameplay techniques and glitches utilized in the A Button Challenge. This includes strategies for Bob-omb Battlefield, which heavily relies on cloning and the held object's last position (HOLP). The difficulty of performing these actions in real-time is contrasted with their frequent use in TASes. Marbler's approach to various stars, such as those requiring precise HOLP settings, object slot manipulation, and innovative uses of in-game mechanics, is detailed. The paragraph also covers challenges like the Shifting Sand Land 100-coin star and the Stand Tall on Four Pillars star, where precise movements and understanding of game physics are crucial.
🔥 Conquering Difficult Levels and Stars
This part of the script describes the process of conquering particularly challenging levels and stars in Super Mario 64. It covers strategies for levels like Big Boo's Haunt, Hazy Maze Cave, and Jolly Roger Bay, where unique tricks like scuttlebug raising, wall collision exploits, and the .99 trick for speed optimization are employed. Each level presents a unique set of difficulties, from the precise execution of the book puzzle in Big Boo's Haunt to the demanding dive recover in Hazy Maze Cave, and the intricate timing required in Jolly Roger Bay.
🌋 The Wii VC Exploit and Final Challenges
The script explains a critical exploit used in the Wii Virtual Console version of Super Mario 64, which allows sinking platforms to rise due to a floating-point conversion bug. This exploit was vital for Marbler to progress in levels like Bowser in the Fire Sea, where he had to wait for platforms to rise over the course of a real-time 72-hour period. The narrative also details the final challenges Marbler faced, including difficult stars in Wet-Dry World, Tall, Tall Mountain, and Snowman's Land, where he had to master framewalking, ghost rollouts, and other precise mechanics to succeed.
🏆 The Unthinkable Achievement
The finale of the script recounts the climactic moments of Marbler's record-breaking run, where he attempts the final Bowser battle in the Sky without using the A button. The paragraph describes the elaborate setup and execution of the 'Chuckya Drop,' a complex and risky maneuver that involves manipulating the game's AI and camera mechanics. Despite the high stakes and numerous attempts required, Marbler successfully completes this challenge and proceeds to defeat Bowser, marking the first-ever completion of Super Mario 64 in 0 A presses on console. The script concludes by acknowledging the magnitude of this achievement and the incredible skill and perseverance it took to accomplish it.
Mindmap
Keywords
💡A Button Challenge (ABC)
💡Tool-assisted speedruns (TASes)
💡Emulators
💡Marbler
💡Pause buffering
💡Framewalking
💡Slide grinding
💡Straining
💡Cloning
💡Hat in hand glitch
💡Chuckya Drop
Highlights
Introduction of the A Button Challenge (ABC) in Super Mario 64, a playthrough without using the jump button.
Evolution of ABC from a fun way to play into an intricate puzzle.
Use of emulators and savestates for tool-assisted speedruns (TASes).
Optimization of the game to a minimum of 13 A presses for all 120 stars.
Resurgence of real-time console play and community achievements.
Marbler's record-breaking 0 A presses completion in 86 hours.
Explanation of CTRL meal replacement shakes and their benefits.
The challenge of collecting 70 stars in no A presses without skipping any star doors.
Community effort in simplifying TAS ABC strategies for human performance.
Marbler's role in pioneering real-time ABC and his relentless practice.
Detailed explanation of complex strategies and tricks used in the run.
The use of framewalking and hyperspeed twirling for Wall Kicks Won’t Work star.
Innovative use of cloning and the held object’s last position (HOLP) for Bob-omb Battlefield.
Marbler's precise execution of the Shifting Sand Land 100-coin star strategy.
The extremely difficult task of collecting the red coin star in Big Boo’s Haunt.
Marbler's utilization of the Wii VC version's unique bug for the platforms in Bowser in the Fire Sea.
The final and most impressive achievement of beating Super Mario 64 without using the A button.
Transcripts
The A Button Challenge in Super Mario 64 consists of trying to complete the game without using the
A button. For the uninitiated, that’s the jump button, which is kind of a pillar of Mario games.
What began as a new fun way to play the game, the A Button Challenge, or ABC for short, quickly
turned into more of an infinitely intricate puzzle rather than a test of skill. Starting around 2007,
it was almost exclusively played on emulator using savestates to create tool-assisted speedruns,
or TASes, and found solutions that were technically possible within the bounds of
the game but wouldn’t be feasible in real time with a controller. Over the past twenty years,
the game has been tirelessly refined and optimized this way, all the way down to 13 A presses for
all 120 stars. For more information, check out this short summary video I made on the topic.
But in the past few years, there’s been a resurgence of playing the ABC in real time,
on console, and what the community accomplished in that time is nothing short of incredible.
What just happened last week is the culmination of this amazing community effort. From May 17th
to May 21st, 2024, Super Mario 64 was beaten in 0 presses of the A button by Marbler.
[Marbler: It’s done! Guys it is done!]
In real time, on a real console, with a real controller, in 86 hours. So how did he do it?
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First of all, although the game can be beaten in fewer than the required 70 stars,
doing so inevitably makes use of the A button, usually to do backwards long jumps,
so that’s off the table right away. This would have to be done by collecting 70 stars in no A
presses, and reaching Bowser in the Sky without skipping any star doors. So which 70 stars do you
choose? As it turns out, even if you only pick the easiest,
you quickly run into very slippery territory after just a couple dozen, let alone 70.
The TAS ABC is infamous for displaying the most extreme strategies to save one A press, things
that are so far removed from something remotely achievable by a human that I can’t even begin
to describe it. The task of taking dozens of these and turn them into something that could
actually be performed was the first step of this process, and it took the community
years to pull it off. Through the combined work of Marbler himself, Pannenkoek2012,
Ivan178, BillyWAR, dabs, ex320kyt, zyon134, blobfish_times, saplingdatree and ds273,
simpler methods were discovered, setups were invented, the limits of what’s achievable were
shattered, and it ever so slowly became less and less unthinkable. Marbler, one of the most
influential figures of the TAS ABC of the past five years, set out to become a pioneer in the
real time ABC. He practiced relentlessly for months, came up with several strategies of his
own, and set out to be the first person to complete Super Mario 64 in zero A presses.
These are the 70 stars he chose to collect. Among those, using modern strategies,
most of them are relatively trivial with enough practice. Let’s go through the ones that aren’t.
Four stars in, we have Wall Kicks Won’t Work, so Marbler used hyperspeed twirling to reach the
star. Quick heads up, the whole run features an ungodly amount of pause buffering to hit precise
tricks, which results in mild flashing that can be uncomfortable to watch. So,
to get hyperspeed, Marbler used framewalking, a trick where you alternate forwards and neutral
on the control stick every couple of frames to walk up steep slopes, so he could slide down
unto the spindrift and hit it with nearly double the speed he otherwise could have.
Next is Bowser in the Dark World with red coins, and already, this is one of the
hardest parts of the run. There are five main challenges to overcome here. First,
Marbler uses an open corner in the wall hitboxes to set up vertical speed conservation, or VSC,
and store the vertical speed of a dive recover, which he reactivates to grab this ledge. Then, he
lures a goomba down to come back from the 6th red coin and framewalks up the seesaw platform, then
uses it to slidekick bounce across. He climbs this slope using slide grinding. The angle Mario is
facing makes it so as soon as he’s on the slope, he slides off and enters freefall without having
any time to start turning, then immediately falls back on it because Marbler is holding up right.
But because he’s actually holding ever so slightly more up than right, Mario ends up moving sideways
up the slope by a tiny amount every time. Sideways movement while in the air is called straining.
Finally, he dive recovers onto the pipe using a precise setup that makes him land on a 1x1 unit
bit of floor that isn’t covered by any wall hitbox. This quirk of some platform corners
is called a misalignment and is caused by the game rounding down Mario’s position do an integer value
for the purpose of floor detection, but not wall detection. Bowser himself is trivial afterwards.
Next up is Bob-omb Battlefield. Three stars require going on the floating island:
Shoot to the Island in the Sky, red coins and 100 coins. This level makes extensive
use of cloning and the HOLP: the held object’s last position. The HOLP only gets updated when
the game has to draw the object Mario is holding. With a glitch called hat in hand,
Mario’s hat can prevent an object Mario is holding from ever being drawn,
meaning that the HOLP becomes disjointed from the object being held, leading to glitches
like remote release. Cloning is the bread and butter of the TAS ABC, but it’s monstrously
difficult to do in real time because it hinges on the exact way every object in the level is
loaded and deloaded. Coming up with viable real time strategies for cloning is nothing short of
miraculous. The full ABC video has a complete breakdown of how the HOLP and cloning work.
Marbler begins with red coins and 100 coins by setting a HOLP just off this
ledge and sending a goomba clone to it using the hat in hand glitch. He
uses that clone to set another HOLP closer to the island, sends another goomba clone to it,
does a hands free teleport with a bob-omb to store it for Mario to retrieve later, and takes a shell
all the way up the mountain. Once up there, he does a slide kick off the shell to land on the
second goomba clone with a ton of speed and makes his way to the island. He regrabs the bob-omb,
which was invisible in front of Mario this whole time, and that allows him to set the
HOLP near the star box for Shoot to the Island in the Sky. He finishes the red coins and 100 coins,
then reenters the level and sends a goomba clone to the HOLP before redoing a similar
setup to reach the island. This time, he can use the goomba clone to bounce to the star.
Another star in Bob-omb Battlefield is particularly challenging: Behind Chain
Chomp’s Gate. The star is too high to dive recover to, and the gate can’t be destroyed
without ground pounding this post three times, so he uses a cork box to clip inside the gate
and set the HOLP under the star. Then, he uses a very specific cloning setup to send two goomba
clones to the same HOLP. With a precisely engineered object slot manipulation setup,
he’s able to place the goomba that’s earlier in the processing order lower, and the one
that’s later higher. When he comes back into the gate, he bounces on the low goomba first,
then the high goomba second, high enough to reach the star with a single HOLP.
Before he leaves Bob-omb Battlefield, Marbler has one final task: to set an extremely precise HOLP
to help him get the Shifting Sand Land 100-coin star. He heads over there, collects some coins,
and remote drops a cork box using the hat in hand glitch. Thanks to the perfectly accurate HOLP,
the box slides down and breaks on the very last frame of its lifetime,
allowing it to be duplicated for infinite coins.
Stand Tall on Four Pillars is one of the hardest stars in the run. The crux of the issue is getting
this goomba to chase Mario outside of its home and get in the perfect position. From there,
a precise setup lets Marbler bounce on the goomba and end up inside this pillar in such a way that
he gets pushed out onto this platform. Once that’s done, a slidekick gets him on this
narrow ledge from where he can take the warp up. This warp is meant to be one way only, but
there’s a very small section where it’s possible to activate it the other way around. Finally,
Marbler makes his way across to the Eyerok fight, making sure to never fall into the sand,
because there’s no way out of it if he does. Collecting the star is tricky, but doable.
For Vanish Cap Under the Moat, Marbler can crawl up the entire first slope, then slidekick bounce
over the wall to clear the first half of the stage. The second half is hard but doable in
no A presses until you reach the switch. Here, Marbler needs to make it on not one, but two
misalignments to reach the top. Thankfully, setups exist to make it less excruciating.
Next up, in Big Boo’s Haunt, the Merry-go-round star. This would be a trivial star, if not for
the fact that the star is barely too high to collect with a dive recover. Instead, Marbler has
to resort to scuttlebug raising from inside this room. He sets up the scuttlebug near the door,
then carefully runs over the area where the scuttlebug and the room get loaded for just a few
frames, in such a way that makes the scuttlebug repeatedly lunge upwards and gain height. Then,
he sets up the hat in hand glitch so he can perform remote dropping, and picks up a cork
box. He bounces with the cork box and bumps into the scuttlebug, dropping the box at the HOLP,
which he previously set to a specific location in Cool, Cool, Mountain. With that setup complete,
he drops to the Merry-go-round, has to be extremely careful not to load the cork box
early while he fights all the Boos, and regrabs the box to bounce into the star.
The red coin star is one of the hardest in the run. This red coin
requires a chain of bounces on these two Boos that is extremely difficult mostly
because it’s just really precise and it involves manipulating two Boos at once.
The Haunted Books star is also relatively simple but difficult to execute. As with
every star that involves going upstairs, it starts with selecting Go on a Ghost
Hunt so that the staircase starts lowered. After getting rid of all the Boos, Marbler
dive recovers on the stairs as they’re raising, storing vertical speed. He then reactivates it
to enter freefall with positive speed, letting him grab the ledge on the upper floor. Then,
he does the book puzzle and reaches the star with a very precise dive recover onto the railing,
followed by a ground pound. This strategy only works because of wall collision shenanigans
and runs the risk of falling off, in which case you need to pause exit and start over.
In Hazy Maze Cave, Marbler needs to go to the Cavern of the Metal Cap, not just for its star,
but also because the metal cap itself unlocks 3 more stars afterwards. There are two methods
to get across, both of which absolutely suck to do in real time. You can dive recover from
Dorrie’s head, but that’s insanely precise and there’s no way to do a normalized position setup
because you’re doing it from a moving object. Marbler tries his hand at that for a while,
but doesn’t get it. Instead, he uses this slope to do hyperspeed walking and store
a large amount of sliding speed. He reactivates that speed with a frame perfect crouch and C-up
as he gets out of the water to shoot to the ledge and grab it. Once inside, the main challenge is
to get this precise dive rollout onto the crystal, then another one onto the switch.
Next up is Jolly Roger Bay. Here, the sunken ship star can be collected by crawling and
framewalking up the slippery slope, all the way up to above the star. And now’s the hard part.
Marbler stops walking and Mario gets what’s called a steep floor push, which pushes him
off the slope into a backwards freefall. From there, he’s too far from the box to reach it,
so he has to use perfectly angled straining to keep Mario’s speed as close as possible
to -16 without reaching -16. Mario’s speed has a soft cap at -16 and at 32, above which a sharper
deceleration is applied to him. By staying under that cap using a lot of straining,
Marbler is able to keep his speed while adding on a lot of sideways movement, maximizing how
much he’s able to move Mario in a single frame. This is often used in TASes to optimize Mario’s
speed to 31.99, so it’s usually called the .99 trick. Performing it in real time in any capacity
is ridiculously hard, because there’s basically no way to tell what the decimal
portion of Mario’s speed is and how to get it as close to -15.99 as possible.
Through the Jet Stream is equally difficult. This time, it’s mostly because Marbler needs to get
Mario into a unit precise spot under the star that will get the stream to push him upwards into it,
while under the time limit of the metal cap. Thankfully, a setup exists to make his life a
bit easier here. Actually getting the metal cap is no easy task either, with this crazy dive recover.
Next is Whomp’s Fortress. First, the HOLP is set in a far corner at the very bottom of the
map in Cool, Cool Mountain using the baby penguin. Then, Marbler fights King Whomp using the elevator
platforms. After spawning the star, he uses a cork box to clone a piece of the collapsing
bridge and the hat in hand glitch to throw it to the HOLP while he’s standing on it. As the
piece is rotating, it applies a displacement to Mario because he’s standing on it, and
this displacement is still applied on the frame where the platform warps to the HOLP. Except now,
the rotational displacement is applied over a much larger distance, so it moves Mario a lot
more. Object slots were carefully manipulated and the HOLP was carefully placed to send Mario
directly to the star. To the Top of the Fortress is done the same way to get onto the fortress.
Before leaving Whomp’s Fortress, Marbler sets up a HOLP to help him get another Shifting Sand Land
star, the red coins. Again, this star involves a ton of object slot manipulation. Three airborne
red coins are collected using fly guys and a tornado, but the fourth one is more complicated.
The extra tornado here can’t be used because it only spawns after getting the first three stars,
and Into the Ancient Pyramid can’t be collected in 0 A presses. Marbler has to clone a body part of
this pokey and send it to the HOLP, then take a cork box to the pillar to place the HOLP in
a new location, and clone another pokey body part and send it there. He now has two pokey
balls to bounce on, and he does so with a dive recover. They’re not perfectly aligned,
so he has to strain left, then right to barely reach the red coin, all while dealing with this
awful camera angle. Finally, the star is cloned so that Mario can reach it.
Marbler moves on to Dire Dire Docks. To get on Bowser’s sub, he has to grab
onto these cork boxes, but they’re normally too high to do it. Using a position setup,
he falls off the side and does a glitchy ledge grab. For Mario to ledge grab, the game has to
detect a wall near Mario’s feet, no wall hear his head, and a floor in front of him. When
Mario is in a very precise location, the game detects the lower box’s wall near Mario’s feet,
but just barely misses the wall of the upper box by less than one unit. The floor at the
top sticks out by one unit, so it is detected and Mario grabs the ledge of the upper cork box. This
has to be done under the tight timer of the purple switch not once, not twice, but three times.
The Manta Ray star is mostly difficult because Mario’s swimming using only the B button is
really slow. While the first 4 rings stay out for quite some time, once you go through 4 rings,
the last one is a special one that spawns the star, and for some reason it lasts for a much
shorter time than the others. His swimming has to be perfect in order to go through it in time.
And now, Marbler enters Bowser in the Fire Sea, 4 and a half hours in, with 49 stars. To get past
the pole, he has a special trick up his sleeve. When I said that Marbler was playing on console,
I didn’t specify which console. He is on the Wii VC version of the game. The Wii emulates
Nintendo 64 games to play them on the Virtual Console, and there’s a bug with the emulator and
a number format conversion. Whenever the game converts a number from a 64-bit floating point
number to a 32-bit float, the resulting number usually doesn’t lie exactly on a 32-bit floating
point value. If it doesn’t, the Nintendo 64 simply rounds it to the nearest available float,
but the Wii VC version rounds it towards zero instead. This conversion is made every time
these sinking platforms move, so every single time they move, they inch a tiny little bit
towards Y position 0. At the bottom of the stage, vertical position is negative, so going towards 0
means going upwards. This means that over time, the sinking platforms rise up into the air, very
very slowly. How slowly? Well, every time there’s a rounding error, they move up by approximately
one 8000th of a unit [Note: should be 16000th]. The time it takes for that error to compound
so much that the platforms rise up closer to where the elevator is over three days.
After 6 hours have passed, Marbler drops to the lava and bounces onto the platform,
which stores the huge vertical speed of a lava boost. From here, he punches forward to
preserve that speed, and waits near the edge of the platforms for 72 more hours. Finally,
the platforms are now high enough that he can reactivate that speed and dive to the elevator.
The walls are only solid in one direction, so he gets pushed in and he makes it past
the pole. Note that to avoid having to wait several more hours, he had to time this right
at the peak of the platform’s movement, and in the moment, he completely forgot to do it.
[Marbler: Oh no… I wasn’t watching… the height of the platform…]
By a stroke of luck, he just happened to do it at the perfect time and he had the height to make it.
Bowser in the Fire Sea is the reason why this is the first ever completion of Super
Mario 64 in 0 A presses on console, even including TASes. The platforms do not rise
on the Nintendo 64 or any other rerelease, and a Wii VC TAS being played back on console
would desynchronize because the Wii has occasional issues with input polling.
Now 82 hours in, Marbler makes it to Wet-Dry World. The first star he goes for is Top
o’ the Town. He needs to carry Chuckya close to where the star is. To do that,
he interrupts a punch grab by falling and diving, which triggers a glitch where Chuckya is treated
as a light object instead of a heavy object. This lets him fall off the ledge holding it,
and ledge grab, dropping Chuckya on the plank and getting grabbed at the same time. Here,
it’s a 50/50 chance that Chuckya will throw him off the plank. That did not go so well
in this run. After opening the box, he catches Chuckya as a light object again, throws it and
instantly regrabs it, and finally, gets thrown into the star. This also is a 50/50 chance,
and if that fails, that attempt is ruined. He reset the star three times to get it to work.
Express Elevator - Hurry Up! is one of the hardest stars in the run. To get on the elevator,
you can’t swim, because B swimming is too slow, so Marbler has to use Chuckya instead.
Grabbing Chuckya as a light object has the side effect of locking Chuckya’s anchor,
essentially its own HOLP: the position where Mario would be at if it was holding him. Marbler carries
Chuckya down here, where he sets up another glitch to preserve the anchor: Behind Camera Anywhere,
or BCA. The camera’s focus point is usually a little bit in front of Mario, and using
the fixed camera, it’s possible for Mario to be behind the camera but the focus to be in front,
leading to Mario not even being on screen, and therefore not rendered. Remember how the HOLP only
gets updated when the object needs to be drawn? Well, Chuckya’s anchor doesn’t get updated when
it doesn’t need to be drawn. Marbler gets caught by Chuckya and thrown where the anchor still is,
up on the plank. Now, he just needs to hope he gets thrown in the right direction again. This
lets him reach the elevator, but he still needs Chuckya. He grabs it light again,
this time using water, and quickly takes it to push him through the wall and get on the elevator.
Marbler makes it to Tall, Tall, Mountain, where the hardest star is Scale the Mountain.
Actually scaling the mountain isn’t hard, it simply involves a lot of framewalking. The
problem is the star is barely too high for a dive recover from the flat top,
and you can’t roll out from a steep slippery surface. Instead, Marbler uses what’s called
a ghost rollout. He gathers a ton of backwards speed and gets into a position where a combination
of floor and wall hitbox mechanics ends up pushing Mario off the slope right at the start of a frame,
before the game has time to snap Mario down to the floor. For a fraction of a frame, he’s slightly
above the flat surface, which means he can rollout from ever so slightly higher and reach the star.
Marbler makes his way to Snowman’s Land. Into the igloo is the final hard star to get. He
enters the igloo using the shell and a dive recover. Then, he runs into this corner at
the right angle to do a dive recover into an unreferenced wall. Mario can only keep
track of one wall that he’s pushing against at one time, so in any corner between two walls,
the one that’s earlier in the processing order will be unreferenced, or in other words,
Mario won’t push against it or bonk on it. His angle with the referenced wall is too shallow,
so he doesn’t bonk and can dive recover on the spindrift and reach the vanish cap. Then,
he lures another spindrift under the limited cap timer and rolls out on it to reach the star.
Now only missing a Toad star, Marbler heads to Cool,
Cool Mountain to set a HOLP in a precise spot that’s totally not gonna be relevant later,
and goes to Lethal Lava Land to farm lives up to a hundred in order to go attempt Bowser in
the Sky. Reaching Bowser in the Sky is a huge pain with glitchy ledge grabs, misalignmnents
and sliding on the railing, so once he gets up there, he never wants to have to do it again.
And now, Bowser in the Sky. The first couple platforms are reached using misalignments,
with a setup to get into them. Then, Marbler pulls off something that is actually batshit insane:
the Chuckya Drop. I’m gonna be real here: I can’t begin to describe this in a way that would do it
justice. To better show it, here’s a TAS that does the exact same strategy Marbler did in his
run. While on this moving platform, he dances around the edge of Chuckya’s activation range
in an extremely precise and deliberate way to manipulate it to run off its platform and fall
all the way down here. While Marbler is busy pause buffering his way through a ton of frame
perfect movement, several glitchy ledge grabs, and doing this manipulation completely blind,
he gets Chuckya to chase Mario, get into the right spot, turn it repeatedly just the right amount,
slowly inch to the perfect spot, and fall off the platform. Finally, he gets grabbed and randomly
thrown, hoping to land on the seesaw platform. Let me repeat this. After this completely insane
10-minute setup, he gets thrown in a random direction and hopes that he survives. Thankfully,
he actually has a 56% chance of making it, and he does on his first successful attempt
at the Chuckya Drop. This took him 42 attempts. Every time anything went wrong, he had to reset
the level by dying. However, he’s not out of the woods yet. He still has the entire stage to climb.
Fortunately, the HOLP he set earlier comes to the rescue. Marbler grabs the Chuckya
using Behind Camera Anywhere and throws it to the HOLP. This sounds very simple,
but it’s actually unbelievably nervewracking. BCA is a very precise trick made harder by the
fact that you can’t see much of anything, and in this case, Chuckya makes sure that Marbler can’t
see anything at all. On top of that, he needs to grab it as a light object, which means he needs
to do the frame perfect punch cancel pause buffered dive method with the perfect angle,
without having any idea of what he’s doing. If he messes up, he needs to die to reset the stage,
or worse, be expelled to Cool, Cool Mountain to reset the HOLP. He gets it after a few attempts.
Next, he runs up the disjointed, misplaced hitbox of the axle. Again, needless to say,
this is extremely precise. Mario gets squished and pushed out at the end and grabs the ledge. After
angling the camera to briefly render Chuckya and set its anchor by the HOLP further up the level,
Marbler positions Mario in a precise spot with the right camera angle to set up BCA again while
Chuckya is falling off screen until it grabs Mario. Because Chuckya is never rendered and
its anchor never updated, Mario is warped up to the HOLP, near the top of the stage.
The very last hurdle is this ledge, and he needs to lure a goomba to bounce on it with
a dive recover. The goombas aren’t infinite here. If he messes up, he has to redo the entire stage.
He lures the goomba down. He bounces on it, and misses. But there is another goomba. The third one
is too far though, so if he messes up this one, it’s really over. He lures it down, and this time,
it’s good. A bit of trivial movement and a misalignment with a position setup get him
in the pipe, and he fights Bowser. Again, Bowser doesn’t require A, so he cruises to the finish.
There are simply no words that can do justice to Marbler’s achievement. This was unthinkable
just two years ago. Super Mario 64 has been beaten without using the A button
for the first time in history. This is one of the most impressive video game
achievements ever. It simply doesn’t get any better than this. I hope this
video shed a bit of light on how incredible this really is, and thank you for watching!
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