Difference between revisions of "Super Mario 64"

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== Super Mario 64 (N64, Virtual Console) ==
+
{{stub}}
This is the original version that came out in 1996-1997. One of the most revolutionary games of all time.
+
[[Category:Nintendo 64]]
If you are looking for the DS version, head [[#Super Mario 64 DS (Nintendo DS)|down halfway]] through the page.
+
[[Category:Virtual Console]]
== Glitches ==
+
[[Category:Games]]
  
=== Backwards Long Jump (BLJ for short)===
+
{{sda run|http://speeddemosarchive.com/Mario64.html}}
 +
This is the original version that came out in 1996-1997 for the Nintendo 64, and which has since been released for the Virtual Console. One of the most revolutionary games of all time. If you are looking for the DS version, head over to [[Super Mario 64 DS|its own page]].
  
 +
== Glitches ==
  
 +
=== Backwards Long Jump (BLJ for short) ===
  
== Routes ==
+
The BLJ has puzzled many gamers and glitch finders ever since its discovery, and it can be used in various ways. It is a result of a minor oversight by the game's programmers: there is no reasonable cap on Mario's speed when it goes negative. BLJs can only be done while standing next to certain slopes, stairways, and obstacles. Do a long jump facing away from the obstacle but moving backwards towards it. Mario will collide with it, leaving him on the ground and enabling him to backwards long jump again. This causes a speed increase of approximately 45-50% of Mario's currently stored speed each time it is repeated. Once the desired speed is reached, simply stop jumping and Mario will zoom off backwards at incredibly high speed. If you continue BLJing long enough, Mario's speed, stored in a float, will eventually reach -229399772256808620000000000000000000000, then tick over to -1.#INF, and then stop increasing.
  
 +
You can use BLJs to:
  
=== 16 Star (Glitch Low% Humanly possible) ===
+
• Gain enough speed to pass through doors, such as:
  
 +
:◦ Star doors
  
=== 70 Star (Default Any%)===
+
:◦ Doors requiring a key (although the room behind it might not load)  
==== Single Segment ====
+
  
==== Segmented ====
+
• Zip backwards on the ground at very high speeds (if obstacles are avoided)
  
=== 120 Star (100%) ===
+
• Jump over incredibly large gaps (since when over the air, Mario will have the same BLJ jumping physics but with the massive speed still present)  
==== Single Segment ====
+
  
==== Segmented ====
+
• Pass through some loading zones, like the water wall needed to enter Dire Dire Docks
  
== Super Mario 64 DS (Nintendo DS) ==
+
• Pass through some types of walls (like the iron gates in Bob-omb Battlefield.)
The enhanced remake of the N64 Classic. Released in 2004-2005. Instead of just playing as Mario, this time, Mario, Luigi and Wario are now trapped. You start off with Yoshi and save your allies in their own portraits. In place of the original analog controls, players can either use the D-Pad or the Touch screen. Other additions include: 150 Stars in total, some tweaks with the old star tasks and more than 30 rabbits in the castle.
+
  
== Tricks ==
+
'''''Types of BLJ'''''
  
=== Fasest way to travel ===
+
While all BLJs work by the same principal, there are many different methods of pulling it off. There are numerous places where a BLJ is possible throughout the game (virtually every level contains at least one), and it is unlikely that all such locations have been discovered.  
The fastest way to travel long distances is performing Long Jumps. It's faster than running.
+
Slope BLJ
  
=== Character’s Stats (From the offical instruction manual) ===
+
Possible on very steep slopes that do not cause Mario to slide. Most of the slopes on the roof of the castle are suitable for this kind of BLJ.
==== Yoshi ====
+
Speed 2/3
+
  
Jump 3/3 (Can perform flutter jumps to increase distance & height on the first two jumps).
+
   
  
Power 0/3
+
'''Elevator BLJ'''
  
'''Pros'''
+
This probably the easiest one to do. BLJs are possible on rising elevators because the elevator will catch up to Mario as soon as he leaves the ground, interrupting the first jump and allowing him to jump again. The elevators in Hazy Maze Cave and Bob-omb Battlefield are good places to practice.
  
*Can swallow small enemies and produce eggs
+
   
  
*Hitting loads of enemies with 1 egg can produce loads of coins. So an egg that contained a koopa (5 coins) that hits 3 Goombas, it will produce 5 coins for each hit, so it's 18 coins overall (15 from the Koopa egg and 3 from the Goombas) making it useful for 100 coins stars.
+
'''Low Ceiling BLJ'''
  
*Has the flutter kicks for both 1st and 2nd jumps to gain more height and distance.  
+
These are probably the trickiest locations to find because some of them are invisible or are just plain easy to overlook. Mario doesn't even have to get jammed in order for it to work since in a tight space Mario's speed does not return back to normal before he can BLJ again. One example of a low ceiling BLJ is under either of the Lobby pillars.  
  
*Swallowing camp fires allow Yoshi to breathe out a single flame, useful for both Cool Cool Mountain Red Coins, and SnowMan's Land Ice Sculpture.
+
   
  
'''Cons'''
+
'''Step BLJ'''
  
*The weakest character of the lot that it can't destroy a block without a Bob-omb and needs a character hat (and play as Mario, Luigi or Wario) to defeat Bowser.  
+
The first kind of BLJ to be discovered. A step BLJ involves using tiny ledges, getting Mario trapped inside and BLJing. This makes Mario appear on top of the step. This effect must be prolonged to build up Mario's speed. This can be done going up a stairway, thus using a multitude of tiny ledges to build up speed, or by facing sideways and by just using one step or ledge. To achieve this effect, Mario must first be almost parallel with the step, then land on it and slide onto the lower step. It should be noted that some stairs are actually slopes thus cannot be BLJed on. Two classic areas featuring this BLJ opportunity include the stairs leading to the 50 star door and the endless stairs leading to Bowser in the Sky.  
  
*Power Flower isn't really special; it allows Yoshi to breathe out more flames in a certain period of time.
+
   
  
'''Errors from instruction manual'''
+
'''Pause BLJ'''
  
*Dispite having a 3 Star rating on Jump. Yoshi's Triple Jump doesn't goes as high as Mario's who has a 2 star rating on Jump.
+
This trick is allows Mario to BLJ 30 times per second instead of 15. While BLJing, do the following sequence:
 +
1. First frame: (Start), (Z), (A).
 +
2. Second frame: (Z).
 +
3. Third frame: (Start), (Z), (A).
 +
4. And so on!
  
==== Mario ====
+
Basically, the start button acts like a frame buffer and adds 1 more BLJ while saving 1 frame. This works on slope, stair, and elevator BLJs but does not work on side or low ceiling BLJs.
Speed 2/3
+
  
Jump 2/3 (only character to perform wall jumps)
 
  
Power 2/3
 
  
'''Pros'''
+
=== Grinding ===
  
*Fastest runner of the 4
+
Grinding is when Mario repeatedly falls off and continually catches a ledge, which leads to him being able to repeatedly dive along an edge or double jump. This can be both the fastest way for Mario to climb up some slopes, and occasionally a method of accessing normally inaccessible areas, such as the deserted city area in Wet Dry World while holding Chuckya. In order to do this Mario needs to be at a slight angle, preferably inwards facing the ledge; if he faces too far outwards, he may dive or jump off and not catch the ledge. He needs to land on the surface and be moving towards a seam; this will cause a collision detection where Mario can jump or dive again.
  
*The only character to wall jump
+
   
  
*The only character to have 2 powerups (the only one to use the Wing Cap in single player).
+
=== Wind Hyperspeed Glitch ===
  
*The only character to unlock Big Star Doors (Bowser 1, 2 and the 50 star door)
+
This glitch works in THI and TTM. It requires a few minutes to get enough speed, so it isn't useful. To do this glitch, just get Mario stuck under a slope with the wind pushing him up.
 +
  
*Gives out the biggest distance on Long Jumping.
 
  
'''Cons'''
+
=== Mips Clip ===
  
*Doesn't have any way to reach massive distances as effective as Luigi.  
+
Also called "bunny glitch" or "rabbit glitch", lets you pass through the 30 Star Door by using the rabbit Mips to push you through the door, it is required in order to complete a 16 Star run.
  
*His ? power ups are not really useful in the 80 star speed run.
 
  
'''Errors from instruction manual'''
+
== Movement Techniques ==
  
* Mario's Jump is 2/3 Stars lower than both Luigi & Yoshi (who have 3 Stars on Jump) but Mario beats both Luigi and Yoshi on Long Jumping distance. It beats Yoshi but just ties with Luigi on Triple Jump height.
+
=== Basic Movement ===
 +
Fast movement generally consists of dives and long jumps, which are much faster than walking or running.
 +
* '''Groundpounds''': Should generally be avoided as much as possible aside from destroying some boxes and grabbing stars, they stop movement entirely and suspend you in the air for a couple of frames.  
 +
* '''Backflips''': Are rarely appropriate unless you need to get somewhere and can't perform a tripple jump.
 +
* '''Sideflips''': Are generally slow, but in some cases (such as Tick Tock Clock) can be an appropriate way to move upwards quickly.
  
==== Luigi ====
+
=== Dust Frames ===
  
Speed 2/3
+
Dust frames are present when you don't execute a dive on the first frame possible. It considerably slows down Mario. When doing optimized dives, you shouldn't see any dust; to do so, press "A" or "B" on the first frame possible when hitting the ground; Mario will recover as soon as possible, without leaving dust.
  
Jump 3/3 (the only character to cancel a Backward Somersault to a Helicopter Spin)
 
  
Power 1/3
+
== Routes ==
  
'''Pros'''
+
=== Single Segment ===
  
*Most effective flower power skill, it allows to skip some obstacles.
+
==== 16 Star (Glitch Low%) ====
  
*A back flip that covers enormous distances and medium-high heights quickly.  
+
Use a route from the following document. esi's guide includes videos with beginner through advanced difficulty.
  
*Can run across water for a few seconds.  
+
[https://docs.google.com/document/d/1oNuBwgPF4Mo2IIxrZIv7la8hbxgP-dy0GnjgmylXGNg/edit?pli=1 esi’s 16 star route guide]
  
*Fastest swimmer.
+
==== 70 Star (Default Any%) ====
  
*No slippery shoes gimmick seen in other Mario games (SMB2j, Smash Bros Melee)
 
  
'''Cons'''
+
Use the route in the following document.  Siglemic's guide includes videos with beginner and advanced speedrun routes for each star.
  
*Cannot Wall jump.  
+
[https://docs.google.com/document/d/11I4jbKHW7hm9q6rRPxfzTipCW-14nw3Pbgf1M9u0AVw/edit?hl=en_US Siglemic's 70 Star Guide]
  
*Power up doesn't reach godly heights like Balloon Mario.
+
=== Segmented ===
  
'''Errors from instruction manual'''
+
==== 70 Star (Default Any%) ====
 
+
Segment 1
* Luigi has a Power rating of 1 but it isn't noticeablly different compared to Mario who has a Power rating of 2. Probably it's the power of Luigi tossing Bowser out of the arena, Wario can do it easily.
+
* Bob-omb Battlefield (BBB): Shoot to the Island in the Sky
 
+
* BBB: Behind Chain Chomp's Gate
==== Wario ====
+
* Whomp's Fortress (WF): 100 Coins/Red Coins on the Floating Isle
 
+
* WF: Chip Off Whomp's Block
Speed: 1/3
+
* WF: To The Top of the Fortress
 
+
* WF: Shoot to the Wild Blue
Jump: 1/3
+
* WF: Fall into the Caged Island
 
+
Segment 2
Power: 3/3 (The only character to destroy Black Blocks, grey boulders and defeat Snowmen)
+
* WF: Blast Away the Wall
 
+
* Secret Slide: Under 21 Seconds
'''Pros'''
+
Segment 3
 
+
* Red Switch Red Coins
*The only character to destroy black blocks
+
* Cool Cool Mountain (CCM): Slip Slidin' Away
 
+
* CCM: Lil' Penguin Lost
*Long Jump speed is equal to the other 3 (so seriously stick with Long Jump to keep the time difference minimal).
+
* CCM: Wall Kicks Will Work
 
+
* Bowser 1 Red Coins
'''Cons'''
+
* Secret Slide ! Box
 
+
* Boo's Mansion (BM): Secret of the Haunted Books
*Slowest runner
+
* BM: Big Boo's Balcony
 
+
* MIPS Star 1
*Slowest swimmer
+
* Shifting Sand Land (SSL): In the Talons of the Big Bird
 
+
* SSL: Shining Atop the Pyramid
*Poorest triple jumper
+
Segment 4
 
+
* SSL: Inside the Ancient Pyramid
*His ability is really a gimmick (a slow guy just to destroy huge objects).
+
* SSL: Pyramid Puzzle
 
+
* Lethal Lava Land (LLL): 8 Coin Puzzle With 15 Pieces
'''Errors from instruction manual'''
+
* LLL: Boil the Big Bully
 
+
Segment 5
* For having the worst jumps his rating should be 0. It's that bad.
+
* LLL: Hot Foot It Into the Volcano
 
+
* LLL: Elevator Tour In the Volcano
== Glitches ==
+
* LLL: Red Hot Log Rolling
 
+
* LLL: Bully the Bullies
==== Run on water much longer than usual. ====
+
* Toad Star 1
* Enter Jolly Roger Bay and start off as Yoshi with Luigi's cap selected. Then get hit by a Goomba and quickly run across the water, you should be able to run across the water for a long time. It only stops when you jump or probably stop. This is caused because during the form change you can still use Luigi's powers (such as Water Running or performing a A,A,A combo).
+
* HMC: A-Maze-Ing Emergency Exit
 
+
* HMC: Navigating the Toxic Maze
 
+
* HMC: Metal-Head Mario Can Move!
== Routes ==
+
* HMC: Watch for Falling Rocks
 
+
* HMC: Swimming Beast in the Cavern
 
+
* Dire Dire Docks (DDD): Chests in the Current
=== 50 Star (Glitch Low% Humanly possible) ===
+
* DDD: Board Bowser's Sub
==== Single Segment ====
+
* DDD: The Manta Ray's Reward
 
+
* Bowser in the Fire Sea Red Coins
==== Segmented ====
+
Segment 6
 
+
* Wet Dry World (WDW): Elevator Express - Hurry Up!
=== 80 Star (Default Any%)===
+
* WDW: Top of the Town
==== Single Segment ====
+
* WDW: 100 Coins/Secrets in the Shallows and Sky
 
+
* WDW: Shocking Arrow Lifts
==== Segmented ====
+
* Tiny Huge Island (THI): The Tip Top of the Huge Island
 
+
* THI: Wiggler's Red Coins
 
+
* THI: 5 Itty Bitty Secrets
=== 150 Star (100%) ===
+
* THI: Pluck the Pirahna Flower
 +
* Toad Star 2
 +
* Tall Tall Mountain (TTM): Scale the Mountain
 +
* TTM:Breathtaking View from Bridge
 +
Segment 7
 +
* TTM: Blast to the Lonely Mushroom
 +
* TTM: Scary Shroom's Red Coins
 +
* TTM: Mysterious Mountainside
 +
* Snowman's Land (SL): In the Deep Freeze
 +
* SL: Whirl from the Freezing Pond
 +
* SL: Chill with the Bully
 +
* SL: Snowman's Big Head
 +
Segment 8
 +
* Tick Tock Clock (TTC): Get a Hand
 +
* TTC: Roll Into the Cage
 +
* TTC: 100 Coins/Stomp on the Thwomp
 +
* TTC: Stop Time For Red Coins
 +
* TTC: The Pit and the Penuldums
 +
* TTC: Timed Jump on Moving Bars
 +
* Toad Star 3
 +
Segment 9
 +
* Rainbow Ride (RR): Tricky Triangles
 +
* RR: Coins Amassed in a Maze
 +
* RR: Swingin' in the Breeze
 +
* RR: Cruiser Crossing the Rainbow
 +
Segment 10
 +
* Bowser in the Sky battle
  
 +
=== 120 Star (100%) ===
 
==== Single Segment ====
 
==== Single Segment ====
  
 
==== Segmented ====
 
==== Segmented ====

Latest revision as of 10:45, 5 November 2013

This page is a stub. You can help by adding information. Please ask on the talk page for more clarification.
SDAlogo runner.png This game has a run page on SDA!

This is the original version that came out in 1996-1997 for the Nintendo 64, and which has since been released for the Virtual Console. One of the most revolutionary games of all time. If you are looking for the DS version, head over to its own page.

Glitches

Backwards Long Jump (BLJ for short)

The BLJ has puzzled many gamers and glitch finders ever since its discovery, and it can be used in various ways. It is a result of a minor oversight by the game's programmers: there is no reasonable cap on Mario's speed when it goes negative. BLJs can only be done while standing next to certain slopes, stairways, and obstacles. Do a long jump facing away from the obstacle but moving backwards towards it. Mario will collide with it, leaving him on the ground and enabling him to backwards long jump again. This causes a speed increase of approximately 45-50% of Mario's currently stored speed each time it is repeated. Once the desired speed is reached, simply stop jumping and Mario will zoom off backwards at incredibly high speed. If you continue BLJing long enough, Mario's speed, stored in a float, will eventually reach -229399772256808620000000000000000000000, then tick over to -1.#INF, and then stop increasing.

You can use BLJs to:

• Gain enough speed to pass through doors, such as:

◦ Star doors
◦ Doors requiring a key (although the room behind it might not load)

• Zip backwards on the ground at very high speeds (if obstacles are avoided)

• Jump over incredibly large gaps (since when over the air, Mario will have the same BLJ jumping physics but with the massive speed still present)

• Pass through some loading zones, like the water wall needed to enter Dire Dire Docks

• Pass through some types of walls (like the iron gates in Bob-omb Battlefield.)

Types of BLJ

While all BLJs work by the same principal, there are many different methods of pulling it off. There are numerous places where a BLJ is possible throughout the game (virtually every level contains at least one), and it is unlikely that all such locations have been discovered. Slope BLJ

Possible on very steep slopes that do not cause Mario to slide. Most of the slopes on the roof of the castle are suitable for this kind of BLJ.


Elevator BLJ

This probably the easiest one to do. BLJs are possible on rising elevators because the elevator will catch up to Mario as soon as he leaves the ground, interrupting the first jump and allowing him to jump again. The elevators in Hazy Maze Cave and Bob-omb Battlefield are good places to practice.


Low Ceiling BLJ

These are probably the trickiest locations to find because some of them are invisible or are just plain easy to overlook. Mario doesn't even have to get jammed in order for it to work since in a tight space Mario's speed does not return back to normal before he can BLJ again. One example of a low ceiling BLJ is under either of the Lobby pillars.


Step BLJ

The first kind of BLJ to be discovered. A step BLJ involves using tiny ledges, getting Mario trapped inside and BLJing. This makes Mario appear on top of the step. This effect must be prolonged to build up Mario's speed. This can be done going up a stairway, thus using a multitude of tiny ledges to build up speed, or by facing sideways and by just using one step or ledge. To achieve this effect, Mario must first be almost parallel with the step, then land on it and slide onto the lower step. It should be noted that some stairs are actually slopes thus cannot be BLJed on. Two classic areas featuring this BLJ opportunity include the stairs leading to the 50 star door and the endless stairs leading to Bowser in the Sky.


Pause BLJ

This trick is allows Mario to BLJ 30 times per second instead of 15. While BLJing, do the following sequence: 1. First frame: (Start), (Z), (A). 2. Second frame: (Z). 3. Third frame: (Start), (Z), (A). 4. And so on!

Basically, the start button acts like a frame buffer and adds 1 more BLJ while saving 1 frame. This works on slope, stair, and elevator BLJs but does not work on side or low ceiling BLJs.


Grinding

Grinding is when Mario repeatedly falls off and continually catches a ledge, which leads to him being able to repeatedly dive along an edge or double jump. This can be both the fastest way for Mario to climb up some slopes, and occasionally a method of accessing normally inaccessible areas, such as the deserted city area in Wet Dry World while holding Chuckya. In order to do this Mario needs to be at a slight angle, preferably inwards facing the ledge; if he faces too far outwards, he may dive or jump off and not catch the ledge. He needs to land on the surface and be moving towards a seam; this will cause a collision detection where Mario can jump or dive again.


Wind Hyperspeed Glitch

This glitch works in THI and TTM. It requires a few minutes to get enough speed, so it isn't useful. To do this glitch, just get Mario stuck under a slope with the wind pushing him up.


Mips Clip

Also called "bunny glitch" or "rabbit glitch", lets you pass through the 30 Star Door by using the rabbit Mips to push you through the door, it is required in order to complete a 16 Star run.


Movement Techniques

Basic Movement

Fast movement generally consists of dives and long jumps, which are much faster than walking or running.

  • Groundpounds: Should generally be avoided as much as possible aside from destroying some boxes and grabbing stars, they stop movement entirely and suspend you in the air for a couple of frames.
  • Backflips: Are rarely appropriate unless you need to get somewhere and can't perform a tripple jump.
  • Sideflips: Are generally slow, but in some cases (such as Tick Tock Clock) can be an appropriate way to move upwards quickly.

Dust Frames

Dust frames are present when you don't execute a dive on the first frame possible. It considerably slows down Mario. When doing optimized dives, you shouldn't see any dust; to do so, press "A" or "B" on the first frame possible when hitting the ground; Mario will recover as soon as possible, without leaving dust.


Routes

Single Segment

16 Star (Glitch Low%)

Use a route from the following document. esi's guide includes videos with beginner through advanced difficulty.

esi’s 16 star route guide

70 Star (Default Any%)

Use the route in the following document. Siglemic's guide includes videos with beginner and advanced speedrun routes for each star.

Siglemic's 70 Star Guide

Segmented

70 Star (Default Any%)

Segment 1

  • Bob-omb Battlefield (BBB): Shoot to the Island in the Sky
  • BBB: Behind Chain Chomp's Gate
  • Whomp's Fortress (WF): 100 Coins/Red Coins on the Floating Isle
  • WF: Chip Off Whomp's Block
  • WF: To The Top of the Fortress
  • WF: Shoot to the Wild Blue
  • WF: Fall into the Caged Island

Segment 2

  • WF: Blast Away the Wall
  • Secret Slide: Under 21 Seconds

Segment 3

  • Red Switch Red Coins
  • Cool Cool Mountain (CCM): Slip Slidin' Away
  • CCM: Lil' Penguin Lost
  • CCM: Wall Kicks Will Work
  • Bowser 1 Red Coins
  • Secret Slide ! Box
  • Boo's Mansion (BM): Secret of the Haunted Books
  • BM: Big Boo's Balcony
  • MIPS Star 1
  • Shifting Sand Land (SSL): In the Talons of the Big Bird
  • SSL: Shining Atop the Pyramid

Segment 4

  • SSL: Inside the Ancient Pyramid
  • SSL: Pyramid Puzzle
  • Lethal Lava Land (LLL): 8 Coin Puzzle With 15 Pieces
  • LLL: Boil the Big Bully

Segment 5

  • LLL: Hot Foot It Into the Volcano
  • LLL: Elevator Tour In the Volcano
  • LLL: Red Hot Log Rolling
  • LLL: Bully the Bullies
  • Toad Star 1
  • HMC: A-Maze-Ing Emergency Exit
  • HMC: Navigating the Toxic Maze
  • HMC: Metal-Head Mario Can Move!
  • HMC: Watch for Falling Rocks
  • HMC: Swimming Beast in the Cavern
  • Dire Dire Docks (DDD): Chests in the Current
  • DDD: Board Bowser's Sub
  • DDD: The Manta Ray's Reward
  • Bowser in the Fire Sea Red Coins

Segment 6

  • Wet Dry World (WDW): Elevator Express - Hurry Up!
  • WDW: Top of the Town
  • WDW: 100 Coins/Secrets in the Shallows and Sky
  • WDW: Shocking Arrow Lifts
  • Tiny Huge Island (THI): The Tip Top of the Huge Island
  • THI: Wiggler's Red Coins
  • THI: 5 Itty Bitty Secrets
  • THI: Pluck the Pirahna Flower
  • Toad Star 2
  • Tall Tall Mountain (TTM): Scale the Mountain
  • TTM:Breathtaking View from Bridge

Segment 7

  • TTM: Blast to the Lonely Mushroom
  • TTM: Scary Shroom's Red Coins
  • TTM: Mysterious Mountainside
  • Snowman's Land (SL): In the Deep Freeze
  • SL: Whirl from the Freezing Pond
  • SL: Chill with the Bully
  • SL: Snowman's Big Head

Segment 8

  • Tick Tock Clock (TTC): Get a Hand
  • TTC: Roll Into the Cage
  • TTC: 100 Coins/Stomp on the Thwomp
  • TTC: Stop Time For Red Coins
  • TTC: The Pit and the Penuldums
  • TTC: Timed Jump on Moving Bars
  • Toad Star 3

Segment 9

  • Rainbow Ride (RR): Tricky Triangles
  • RR: Coins Amassed in a Maze
  • RR: Swingin' in the Breeze
  • RR: Cruiser Crossing the Rainbow

Segment 10

  • Bowser in the Sky battle

120 Star (100%)

Single Segment

Segmented

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