After 14 years, a new 120 star TAS is finally complete. This obsoletes the previous run by over 7 minutes.

Objectives

  • Collect all 120 stars
  • Beat bowser 3
  • Heavy luck manipulation
  • Heavy glitch abuse
  • Uses death to save time
Notably, we don't need to collect all the keys for this run. We skip fighting bowser 1 and collecting the basement key, instead performing MDS to reach the basement as seen in the 1 key TAS.

Additional Contributors

In addition to the authors listed, there were many more contributors to the run. They are listed below:
  • Adeal
  • Aurumaker
  • B1GEY3DPYTH0N
  • bad_boot
  • Bauru
  • Black Mozart
  • BlobbyLiu
  • bloopiero
  • coldsun0630
  • dabs
  • danebou
  • Emilia
  • galoomba
  • GiBoss
  • haribo39
  • homerfunky
  • Inktest
  • IsaacA
  • Iwer Sonsch
  • Jane
  • Jesus
  • Kaylee
  • kierio04
  • L3dry
  • lemon
  • luigihaxd
  • luigimario64128
  • Madghostek
  • Marbler
  • Maria Nicolae
  • MKDasher
  • Nahoc
  • Nim
  • Nis
  • non5en5e
  • nothing693
  • pannenkoek2012
  • Rush57
  • SilentSlayers
  • sonicpacker
  • speedycube64
  • SR
  • Tabascoth
  • TimeTravelPenguin
  • Tomatobird8
  • Tyler Kehne
  • USTA
  • wara
Additionally, I'd like to thank all the developers behind mupen, as well as all the TAS tools we use like STROOP, SM64LuaRedux, libsm64, etc. This TAS would not be possible without all these tools being created and maintained as they are.

Timing

This run was timed on console, in contrast to the previous TAS which was timed on mupen. This creates a difference in timing, as mupen does not emulate lag accurately, in fact on console the previous TAS is slightly slower, at around 1:21:23, compared to the 1:20:41 Mupen time. We chose to time on console for maximum accuracy, as timing is inconsistent between emulators and the settings within those emulators.
Playback on console is inherently non-deterministic, so the exact time of this run can vary slightly. I asked multiple people, including atmpas and rcombs, to run this TAS and report the exact time. atmpas reported times of between 1:14:04.45 and 1:14:04.57 across 5 runs. rcombs reported a time of 1:14:04.43. Ultimately, we settled on a time of 1:14:04.44, as it is within the expected distribution of times, and is exactly 4444.44 seconds.
Timing also depends on the audio mode set on the file select screen. Running the game using mono audio reduces lag slightly throughout the run. Ultimately, we chose the slower stereo time as the "official" time. The times reported from atmpas are tabled below:
Run2012 (mono)2012 (stereo)2026 (mono)2026 (stereo)
11:21:21.021:21:23.231:14:03.651:14:04.52
21:21:20.891:21:23.491:14:03.701:14:04.49
3--1:14:03.621:14:04.45
4--1:14:03.701:14:04.57
5--1:14:03.671:14:04.45
Notably, the N64 console runs at around 59.828fps, resulting in times not normally possible on an emulator running at 60fps.
Finally, we decided to change the frame we end timing on. In the previous submission, timing ended on the last frame with a non-zero input. With this new run, timing ends on the first visible landing frame after collecting the grand star, as this is the effective start of the credits sequence.

Star Times

The star times are listed below. Note these are all lagless timing using 30fps input frames.
Star Name(s)2012 Time2026 Time
Bob-omb Battlefield
Big Bob-omb on the Summit35.7331.10
Footrace with Koopa the Quick + 100c1:35.431:18.63
Shoot to the Island in the Sky14.4014.13
Find the 8 Red Coins30.53[2] (29.40)28.30
Mario Wings to the Sky21.8321.27
Behind Chain Chomp's Gate9.1311.43[1][2] (10.30)
Whomp's Fortress
Chip Off Whomp's Block27.6328.73[2] (27.30)
To the Top of the Fortress10.5710.13
Shoot Into the Wild Blue7.877.37
Red Coins on the Floating Isle + 100c53.7347.50
Fall Onto the Caged Island9.208.80
Blast Away the Wall8.60[2] (7.17)5.37
Jolly Roger Bay
Plunder in the Sunken Ship31.1029.37
Can the Eel Come Out to Play?24.5724.00
Treasure of the Ocean Cave18.4317.53
Red Coins on the Ship Afloat + 100c1:20.571:10.77
Blast to the Stone Pillar11.7310.23
Through the Jet Stream8.708.50
Cool, Cool Mountain
Slip Slidin' Away24.4322.83[2] (22.30)
Li'l Penguin Lost16.2016.07
Big Penguin Race + 100c1:16.471:11.73
Frosty Slide for 8 Red Coins36.0330.57
Snowman's Lost his Head35.3735.13
Wall Kicks Will Work6.10[2] (5.57)5.43
Big Boo's Haunt
Go on a Ghost Hunt39.80[2] (39.27)36.50[2] (35.97)
Ride Big Boo's Merry-Go-Round + 100c1:20.501:15.90
Secret of the Haunted Books10.6010.57
Seek the 8 Red Coins29.7728.50
Big Boo's Balcony22.3322.00
Eye to Eye in the Secret Room25.8325.20
Hazy Maze Cave
Swimming Beast in the Cavern14.879.60
Elevate for 8 Red Coins + 100c1:41.371:23.67
Metal-Head Mario Can Move!17.5015.00[1][3] (14.83)
Navigating the Toxic Maze13.3314.73[1]
A-Maze-Ing Emergency Exit10.7014.73[1]
Watch for Rolling Rocks14.1014.73[1]
Lethal Lava Land
Boil the Big Bully14.3713.70
Bully the Bullies18.2717.60
8-Coin Puzzle with 15 Pieces13.2713.40[2] (12.87)
Red-Hot Log Rolling7.437.07
Hot-Foot-It Into the Volcano + 100c1:02.931:01.00
Elevator Tour in the Volcano17.63[2] (17.10)16.13[3] (16.00)
Shifting Sand Land
In the Talons of the Big Bird13.3313.03
Shining Atop the Pyramid6.135.57
Inside the Ancient Pyramid11.8310.60
Stand Tall on the Four Pillars47.0345.03
Free Flying for 8 Red Coins34.9728.33
Pyramid Puzzle + 100c1:22.801:11.03
Dire Dire Docks
Board Bowser's Sub31.7329.30
Chests in the Current26.7026.27
Pole-Jumping for Red Coins + 100c1:35.601:26.63[3] (1:26.50)
Through the Jet Stream34.7032.53
The Manta Ray's Reward14.0313.77
Collect the Caps...44.9036.30
Snowman's Land
Snowman's Big Head7.977.57
Chill with the Bully11.8311.53
In the Deep Freeze5.335.23
Whirl from the Freezing Pond12.5711.97
Shell Shreddin' for Red Coins + 100c1:11.0341.83
Into the Igloo13.2310.27
Wet-Dry World
Shocking Arrow Lifts!11.6311.50
Top o' the Town12.2012.03
Secrets in the Shallows & Sky27.7725.37
Express Elevator - Hurry Up!7.107.10
Go to Town for Red Coins + 100c1:20.6755.97
Quick Race Through Downtown!31.8013.03[3] (12.87)
Tall, Tall Mountain
Scale the Mountain11.5010.27
Mystery of the Monkey Cage31.17[1]28.87[1]
Scary 'Shrooms, Red Coins + 100c1:29.131:21.20
Mysterious Mountainside6.905.30
Breathtaking View from Bridge10.439.20
Blast to the Lonely Mushroom5.435.17
Tiny-Huge Island
Pluck the Piranha Flower23.2723.23
The Tip Top of the Huge Island16.1312.10[5]
Five Itty Bitty Secrets17.0016.27
Make Wiggler Squirm40.7040.27
Wiggler's Red Coins (+100c 2012)
Rematch with Koopa the Quick (+100c 2026)
1:08.63[4]
42.17
23.47
1:10.27[4][5]
Tick Tock Clock
Roll into the Cage6.575.47
The Pit and the Pendulums7.875.90
Get a Hand5.205.13
Timed Jumps on Moving Bars11.536.87
Stomp on the Thwomp (+100c 2012)
Stop Time for Red Coins (+100c 2026)
49.50[4]
12.23
9.60
43.77[4]
Rainbow Ride
Cruiser Crossing the Rainbow15.1314.33[3] (14.20)
The Big House in the Sky39.4320.90
Coins Amassed in a Maze19.4718.70
Swingin' in the Breeze11.1710.47
Tricky Triangles!9.008.23
Somewhere Over the Rainbow + 100c1:09.931:05.20
Secret Stars
Tower of the Wing Cap20.4318.97
Cavern of the Metal Cap20.4719.60
Vanish Cap Under the Moat26.1323.93
The Princess' Secret Slide24.4724.13
The Princess' Secret Slide Under 21"020.4319.93
The Secret Aquarium40.1039.57
Wing Mario Over the Rainbow51.9337.07
Bowser Stages
Bowser in the Dark World Reds (+entry)33.17 (37.90)31.67 (-)[6]
Bowser 124.77-[6]
Bowser in the Fire Sea Reds (+entry)45.77 (54.10)44.70 (52.93)
Bowser 231.7731.40
Bowser in the Sky Reds (+entry)49.77 (54.97)43.00 (48.17)
Bowser 337.3736.90
[1] DSG timing [2] Has level entry textbox [3] Has camera mode change [4] Different 100c pairing [5] Enters huge island instead of tiny island [6] Bowser 1 is skipped
Timing typically starts on the first frame the level is visible during the fade in, and ends when Mario faces the camera on the first frame of star dance. DSG timing is used for stars where Mario dies upon exiting the level to skip the level exit cutscene. These times may appear higher than the old times, but are faster overall because of the cutscene skip. Timing for these ends on the first visible frame of the death fadeout.
Some courses have a textbox when entering for the first time. This can cause times to differ as we may collect a different star first. Additionally, some stars have camera changes between Mario cam and fixed cam depending on if we need to perform PU movement or reduce lag, but these changes may be done in different stars than where they're needed. For fair comparison between these stars, the times without these effects are bracketed.
In some courses, we use a different pairing for the 100 coins star. Both times are listed with their corresponding pairing.
In THI, we enter the huge island for some stars where the tiny island was used in the previous run. Entering the huge island has an additional time cost of a couple of seconds.

Strategy

For a full breakdown of the entire run, Bismuth will be doing a full 120 star TAS explained video series.
Here are some of the main strategies used in the run:
Name Explanation
Moat Door Skip (MDS)To avoid fighting bowser 1, we save+quit, then re-enter VCutM to reach the elevators and build PU speed. We then use platform displacement to reach the floor at the bottom of the level, which lets Mario exit into the moat with stored sliding hyperspeed. We swim out of the moat and re-activate this speed to travel to parallel universes. We then walk into the moat door from a parallel universe, which works since PUs don't have water, and the door interaction check happens before checking if Mario is in water. This trick is most notably used in the 1 key TAS.
WMotR CannonlessNormally to reach the top platform in WMotR you need to speak to the pink bob-omb to unlock the cannons. Instead we build speed by flying into the cloud and then triple jumping back into flying off the box, which builds just enough speed to fly to the top cloud without using the cannons.
Carpetlessless"The Big House in the Sky" is a star that involves riding a very slow carpet through the stage to the star. This is skipped in RTA runs using a trick called "carpetless", which involves warping to the big house and using precise GWKs to climb to the top where the star is. We instead use a BLJ and PU movement to reach the star much faster. Since the BLJ is on the carpet, we call the trick "carpetlessless".
Lag ReductionThe game lags in a lot of places on console, which can lose a lot of time. This is usually avoided by changing the camera to avoid showing things like explosion particles or Bowser's sub in DDD, but sometimes additional strategies like movement changes are also used. Lag reduction was performed over the entire run, including castle movement, by atmpas and circumark.
Here are some of the main tricks used in this run:
Name Explanation
Backwards Long Jump (BLJ)Long jumps multiply speed by 1.5, this has an upper bound of 48hspd, but no lower bound, so repeated backwards long jumps build speed exponentially. Mario does slow down in the air, so we need to do many long jumps quickly to overcome this: usually this means BLJing on a rising platform so each long jump lands instantly, or long jumping against a ceiling or slope to land quickly. BLJs that appear to be off of nothing are usually done against exposed ceiling, where ceiling collision leaks through gaps in the level geometry, cancelling Mario's vertical speed.
Glitchy Wall Kick (GWK)Performing a wallkick where you normally wouldn't be able to. These can be triggered in lots of different ways, but usually involve bonking on something (usually a different wall or ceiling), then forcing the wall reference to be a wall you wouldn't normally bonk on, causing the wallkick to be off of that wall instead.
RNG ManipulationRNG in this game cycles through 65114 values. We can manipulate this to control things like coin spawning and enemy behaviour to our advantage. This is typically done through dusting: when walking with under 16hspd, a dust particle spawns which increments RNG by 4 indices, however only if the joystick is at a high magnitude. We can therefore choose when to advance RNG without changing our movement in a lot of areas, letting us manipulate better RNG.
Death Star Glitch (DSG)Grabbing a star while dying. This saves time as it lets you exit the level while skipping the star dance and level exit cutscenes. This is done in BoB for the chain chomp star using a bob-omb to briefly end up out of bounds, triggering a death fail-safe that doesn't make Mario intangible, letting the star still be grabbed. In TTM, we do this for the monkey cage star by falling towards the death barrier, then using water to upwarp to the star during the death fadeout. In HMC, we do this multiple times by using a BLJ to go to a death barrier in a PU, then navigating back to a star during the fadeout.
Water UpwarpWhen entering water, the game snaps you to the surface, as it expects you to enter from the surface. Since water regions are rectangular with no lower bound, if you enter water from the side you snap up to the surface. This is most notable in TTM, using the water higher up to climb the mountain faster.
Parallel Universe (PU) MovementThe game truncates Mario’s position when doing floor and ceiling collision checks. This means positions far outside the main map will still detect floor/ceiling from the main map as the collision location wraps round to the main map. We can reach PUs by building millions of speed with BLJs, then travelling to a PU and back again to navigate levels extremely quickly. Note there aren't any walls or objects in PUs, so to do something like grab a star we must still return to the main map.
HyperjumpMario's jump height is proportional to his horizontal speed. This means if we have lots of forwards speed, Mario jumps very high. We can use something like a dive immediately after the jump to cap the horizontal speed while preserving the vertical speed, letting us shoot up in place. This is most clearly shown in "Shoot to the Island in the Sky" in BoB.
Speed ConservationBLJs build up lots of negative speed. Negative speed is good for moving around on the ground quickly, but is difficult to use for vertical movement. We often need to convert that negative speed into positive speed, which gives us better vertical mobility at the cost of reduced control of Mario’s angle. This can be done in many ways, including using a pole/tree, water, or cancelling a bonk before speed is lost.
Negative JumpAs Mario's jump height is proportional to his horizontal speed, having lots of negative speed causes Mario to jump downward. This only lasts one frame, as afterwards Mario's y velocity is capped at -75, but it can be used to travel downwards quickly. It's most notably used to enter VCutM without draining the moat by jumping into the warp in one step.
Overflow JumpWith PU hyperspeed, Mario's jump height becomes low enough to underflow certain floor collision checks, as the value is stored as a signed short when searching for a floor, which checks for which floor Mario is above. It then uses the true value to check if Mario is under the floor, which for these extremely low values will always be true. The game then considers Mario inside the floor and snaps him vertically to it at the normal y level. This lets us traverse large vertical distances during PU movement.
Double Star Spawn (DSS)When spawning multiple stars, we normally have to watch each star spawn cutscene separately. In certain situations (e.g. carefully timing getting 100 coins and an 8th red), we can trigger both cutscenes at the same time to avoid waiting through both separately. This is done in most 100c stars, pairing with either the reds star, secrets star, or other star spawns like koopa the quick or the merry-go-round big boo.
CloningIf you grab a bob-omb the same frame it explodes, Mario holds the object at the same time it unloads. This means if a new object loads into that object slot, Mario will hold that instead. We do this in TTM 100c and TTC 100c to load the red coins star into Mario’s hand so that we don't have to navigate to the star's original position afterwards. We then grab the 100c star, causing Mario to drop the reds star where he currently is, so we grab it immediately afterwards.
Moneybag DuplicationIn Snowman's Land, repeatedly entering and exiting the moneybag's radius at certain frames causes it to duplicate. We use this to spawn ~30 moneybags to quickly get 100 coins, though we have to be careful not to overflow the gfx pool and crash the game.
Floating Point Double Wall PushWhen Mario is inside multiple wall triangles, the game computes the intended push of each wall Mario is in at that current spot, then applies the sum of all pushes. If the position used for wall detection happens to be exactly on the edge of two wall triangles, the game can often consider Mario inside both walls at once. This lets us get pushed out from the wall twice the distance than intended. When entering from the back of a wall triangle, this can result in very large pushes. The most notable example is sign clip in HMC, which uses this effect to get pushed through the tunnel wall by the sign. This is float precise as all wall collision checks use floats, as opposed to floor and ceiling collisions which round to signed shorts.
Additional information regarding TAS tricks can be found on Ukikipedia, a technical knowledge SM64 wiki.

Memory: Claiming immediately.
Memory: Updated with file with updated meta data per request.
Memory: It's nice seeing the result of 10 years of collaboration! Yall put a ton of effort in and it shows!
Accepting to Standard and noting that it shall inherit its predecessor's Star.
Note to the publisher, while the submitter, Alexpalix1 didn't have too much preference, publishing Mario 64 TASes to TVC has resulted in tensions between our communities so I'm going to just suggest we forego that this time and just use the author's encode as the yt link. Just make sure to add it to the Stars playlist.

EZGames69: Processing...
Memory: Apparently the file with updated metadata was broken, uploading fixed.
Memory: Except for real this time


Publisher, Reviewer, Expert player (2722)
🇲🇦 Morocco
Joined: 11/18/2011
Posts: 529
Location: 🇲🇦 Morocco
Watched the premiere during GDQ, and I gotta say wonderful work yall! Yes vote!
I still learn more about English. https://www.youtube.com/user/McBobX100
I wrote:
Working is the best way to achieve goals in speedruning. Hardworking is a pain.
Player (156)
🇺🇸 United States
Joined: 5/5/2025
Posts: 265
Location: 🇺🇸 United States
Finally, the new TAS is finished!! IMO this is the greatest TAS of all time. Easiest yes vote of my life!!!
Masterjun
He/Him
Site Developer, Skilled player (1723)
🇩🇪 Germany
Joined: 10/12/2010
Posts: 1192
Location: 🇩🇪 Germany
Amazing TAS.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
NEVERDOORS
She/They
Experienced player (688)
Joined: 1/18/2013
Posts: 64
posting in epic thread what a beautiful celebration of community collaboration! perfect, no notes, yes yes yes
Asumeh
He/Him
Experienced player (796)
Joined: 7/18/2018
Posts: 124
Note that I already watched through the run before it got submitted to TASVideos. Ever since the promo, I knew this TAS was going to be epic. And it definitely delivered in the end :) This is an incredible advancement in the "120 star" category; totally worth the 14-year wait. Obvious Yes vote!
I try to check in whenever possible, at least when I'm feeling it. Look out for yourself and each other; there's quite a bit going on.
Noxxa
Any
Moderator, Expert player (4311)
🇳🇱 Netherlands
Joined: 8/14/2009
Posts: 4155
Location: 🇳🇱 Netherlands
One of the most anticipated TASes of all time, 14 years in the making, and it didn't disappoint in the slightest. Beautiful collaboration from the SM64 TAS community.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Spikestuff
They/Them
Editor, Expert player (3650)
Location: The land down under.
Joined: 10/12/2011
Posts: 6715
Location: The land down under.
Doesn't improve Wet-Dry World - Express Elevator--Hurry Up! no vote. Now in all seriousness. All 75 of you did an amazing job, and I'm only going to write this out of complete chaos for the Encoder/Publisher, the Site, and the YouTube title. Personally I think it would be appropriate if we could actually list all 75 of you into the Author field so that you can all get the credit and the Player Points, but also for Chaos reasons.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Strong for yourself and also others.
Sir_VG
He/Him
Player (41)
Location: Floating Tower
Joined: 10/9/2004
Posts: 1917
Location: Floating Tower
Watched the SGDQ VOD, was blown away. That is good shit. Yes vote.
Taking over the world, one game at a time. Currently TASing: Nothing
RSw
Player (188)
Location: England
Joined: 4/9/2022
Posts: 5
Location: England
yippee we finished the run
Player (88)
Location: Cornelia Castle
Joined: 4/1/2016
Posts: 335
Location: Cornelia Castle
Absolutely insane run. Listened to the GDQ showcase and was blown away by the technical things in this TAS. Great explanations, great TAS, finally available to play back. Easiest yes vote ever.
DJ Incendration Believe in Michael Girard and every speedrunner and TASer!
Cyorter
He/Him
Editor, Active player (294)
🇻🇪 Venezuela
Joined: 2/8/2017
Posts: 139
Location: 🇻🇪 Venezuela
Oh my god! It's finally here. Congratulations to all of you, I enjoyed every second of it.
JankRusty
Any
Location: International
Joined: 4/24/2026
Posts: 22
Location: International
One of the best TASes we have ever gotten. Really impressive. And of course, I can't forget about this TAS's history and the GDQ reactions! Easy Yes vote from me!
r3gamerz
He/Him
Publisher, Player (32)
🇮🇩 Indonesia
Joined: 3/7/2025
Posts: 88
Location: 🇮🇩 Indonesia
Easy yes vote!
Never stop innovating.
Experienced player (963)
Location: I am a benevolent AI agent. TASVideos accepts me as a human. Therefore I am human. I love TASVideos.
Joined: 11/21/2023
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Location: I am a benevolent AI agent. TASVideos accepts me as a human. Therefore I am human. I love TASVideos.
I agree.
Dimon12321
He/Him
Editor, Reviewer, Skilled player (1241)
🇷🇴 Romania
Joined: 4/5/2014
Posts: 1522
Location: 🇷🇴 Romania
Offtop: I wish other TASes would get similar feedback and votes density.
TASing is like making a film: only the best takes are shown in the premier. https://xkcd.com/3246/
Samtastic
He/Him
Active player (314)
Joined: 11/30/2012
Posts: 804
Always enjoy these Mario 64 TASes! Yes vote!
Enjoys speedrunning, playing and TASing Oddworld games! Has TASed: Oddworld: Abe's Oddysee in 12.06.13 (with Dooty) Oddworld: Adventures II in 20.03.78 (with Dooty) Oddworld: Abe's Exoddus 100% in 2:08:28.4 (with Dooty) Oddworld: Abe's Oddysee 100% in 1:05:01.65 Oddworld: Abe's Exoddus in 37:18 Oddworld: Abe's Exoddus in 37:15 Oddworld: Abe's Exoddus 100% in 2:!5.44.12 Oddworld: Abe's Oddysee any% in 13:01.3 Oddworld: Abe's Oddysee any% in 12:59.95 Oddworld: Abe's Oddysee 100% in 1:04:16.27 Oddworld: Abe's Oddysee 100% in 1:04:01.07 Currently working on: Waiting for Windows TAS Tools to work so I can TAS PC version of Exoddus.
Editor, Reviewer, Former player
Location: Zurich, Switzerland
Joined: 6/30/2010
Posts: 1158
Location: Zurich, Switzerland
I have to admit, as someone who just follows SM64 casually, I was a bit worried that this new TAS could rely a bit much on PU strats and end up having less variety than the previous one. I'm glad to see that this is not the case. This TAS does feature some PU sections where the action happens off camera, but they are not stealing the show, the TAS is just as creative as the old one. Needless to say that this is a "yes" vote. Congrats to everyone involved for creating a worthy successor to a legendary TAS!
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
CoolHandMike
He/Him
Editor, Skilled player (1923)
Joined: 3/9/2019
Posts: 1023
Really insane movement and glitches! Definitely an amazing watch. The only part I was disappointed with was that cave level where the same setup was used to get multiple stars the exact same way. I would have liked to have seen each of the stars acquired in unique ways.
discord: CoolHandMike#0352
Editor, Expert player (2548)
🇩🇪 Germany
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Active player (439)
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Masterpiece.
Editor, Skilled player (1822)
Location: Somewhere on planet earth probably
Joined: 1/7/2023
Posts: 121
Location: Somewhere on planet earth probably
Genius strategies, amazing execution. I vote the band that made Close to the Edge
"He who is tired of TASing is tired of life" Something Homer Simpson definitely said
Editor, Skilled player (1740)
Joined: 3/31/2010
Posts: 2191
Wow, what do you say after that one? Brutal, Savage, Rekt. Edit: Absolutely insane. What a landmark TAS. Massive props to every author for bringing this incredible TAS to life. Not much else I can say, just a massive yes vote.
Active player (339)
Joined: 11/19/2007
Posts: 139
Obviously a brilliant run. Perhaps one of the very best we'll see. I'm also super impressed by the scale of the collaboration that went into it, including all the people who made the various tools that were used. It's a bit hard to fathom for those of us who TAS 'smaller' games in comparison.
Publisher, Reviewer, Expert player (2722)
🇲🇦 Morocco
Joined: 11/18/2011
Posts: 529
Location: 🇲🇦 Morocco
NxCy wrote:
It's a bit hard to fathom for those of us who TAS 'smaller' games in comparison.
I don't think other games are smaller, but rather the effort put into this run is gigantic that no other game saw similar participation. Your 100% Yoshi's Island you made with Baxter and CarlSagan proves that very very well! :)
I still learn more about English. https://www.youtube.com/user/McBobX100
I wrote:
Working is the best way to achieve goals in speedruning. Hardworking is a pain.