The History of the A Button Challenge - Part 3: From Challenge to Science
YouTube Viewers YouTube Viewers
225K subscribers
343,901 views
0

 Published On Premiered Oct 23, 2021

Part 1:    • How Gaming's Most Iconic Challenge Wa...   - Part 2:    • The History of the A Button Challenge...  
Patreon:   / bismuth9  
Twitch:   / bismuth9  
Twitter:   / bismuthi  
Discord:   / discord  
Bismuth Music:    / @bismuth-music  
Bismuth Speedruns:    / @bismuthspeedruns  

Chapters:
00:00 - Intro
00:46 - Enemy luring
02:26 - Transport cloning
08:56 - A new collaborator
11:37 - A presses go below 100
17:04 - Small improvements
22:16 - Hands Free Holding
25:00 - TTC and Sliding speed
29:58 - Bowser in the Sky again
36:05 - Conclusion

Note 1: His first comment was in September 2013 and his first message to Pannenkoek was in January 2014, but his first proper contribution was only fully realized in April.

Note 2: Pannenkoek favoured convenience over optimizing for time. He raised the water so he could copy paste inputs, but he demonstrated in a later video that lowering the water instead is about 9 hours faster:    • WDW Optimized Overflow Water Level Ti...  

Note 3: This isn't always strictly true while sliding because sliding speed is a vector calculated differently from normal speed, but it is true for the most part. More on that later.

Note 4: Because he's sliding, he has to make sure to hold the control stick back out to the left or forward. Keeping it to the right would make Mario turn into the platform and prevent him from falling off. This is why, while grinding itself is easy to achieve in real time, dive grinding is TAS only because the stick needs to be in different positions on every frame.

Note 5: Technically, the TTM secret slide and the SSL pyramid also have loading zones, but they have no grabbable objects nor interesting objects to clone.

Note 6: Blue Coin Clones    • SM64 - Blue Coin Clones  
Although the PU glitch was not yet understood at the time, this is nowhere near the first observation of it either. It dates back to 2005 or earlier.

Note 7: Specifically, walls are checked once every frame, but not every quarterstep. More on quartersteps in Part 4.

Note 8: There is an additional speed type used when flying or swimming that is a 3D vector.

Note 9: There are only two goombas in this trio because the third one is the Mystery Goomba:    • SM64 - The Mystery Goomba  
   • SM64 - The Mystery Goomba SOLVED  

Note 10: The object slots shown here are a major simplification. In reality, these slots are shuffled almost every frame.

Note 11: This has since been found not to be true: edge grinding while holding an object can load up to 15 dust particles at once if done right. This is based off the information known at the time.

Patreon supporters:

Kosmic
Mittenz
rictic
Znernicus
Tuo Padre
DENtoABEtoPDX
vivas5
Kevin Nix
Jacher
KingParity
Punchmaster
Veegie
Tungul
Billy Hansen
Curtis Fraley
Jeremy Marquis
William Tryon
antelopunny
Skyehoppers
Billy Floyd
Francisco Beltran
Drew
CatCube
Alexander Roper
Mark S.
GTAce99
Tactical96
Joshua Inwald
Слави Боянов
최의혁
Evil Lucario
SnaccHBG
PresJPolk
Raattis
Jeteye
Shipibo
VinceQcTr
Justin G.
Mauve Co
Robert Smith
Amanda Knipfing
Cosmicabuse
Thio
Shelby Coulter
Eric Thullen
Stephen McLaughlin
SushiElemental
Lapiosankari
André Matulionis
Milan Durnell
William K. Leung
Tomas Abrahamsson
Peter Rieke
Cody Stewart
Anthony Rosenthal
John Chandler
Th3QuackyGam3r
andoalon
Chris Connett
John Frazer
DaveThe?
Scott Mendenko
dunkshire
Steve Bartholomew
Linh Pham
Jim Avery
Karl Pettersson
SciCat
Nathan King
Sariya Melody
Elroy Dolleman
cloe
Adam Pierce
lizard-socks
brandon
charliebrown64
Marc Tißler
Greg RR
Oscar Friberg
Klaus Kinski
Utsarga Sikder
Tree_05
alex
Alexandre
Korvboll
Ryan Clancy
Khaaan
ShadowfaxSTF
Daniel Briggs
Flavio Kindler
five
Jason Howell
Winter
Jack Mumby
Boris
Konrad Herrmann
johannes

show more

Share/Embed