Here we go! Years ago, when a game would draw to a close,
I’d spend my time trying to revive the excitement it once had. Obviously those of you familiar with my content
know I’d seek out mysteries or invent stories in my head about the game itself. That’s precisely how Mario became a pizza
man in Super Mario 64. Or a holiday resort employee who took Chuckyas
around the island - oh yeah, that was a thing. I even streamed the concept several years
ago. But rewinding back to that whole pizza man
angle - for those who don’t know what I’m talking about, as a kid I’d go to levels
that had cork boxes that Mario could carry. Those small, throwable boxes that contained
three coins. These levels were few and far in-between,
mainly being Bob-omb Battlefield and Whomp’s Fortress, and it was my goal to take this
cork box to the top of the level in order to deliver a pizza to the level’s boss. I was a dumb kid, but at the same time, it
was really fun to do this. In my eyes Mario was a pizza delivery man,
and within this cork box was multiple pizzas stacked on top of each other. If I didn’t make it to the bosses in time,
the pizzas got cold and I got fired. Same goes for if the box shattered. But the thing is, there were only two levels
you could do this at. For some reason every other level in the game
lacked these boxes. But… it isn’t 1996 anymore. With today’s technology and fan creations,
this Pizza Man challenge has evolved far and wide. Even developing into a game of keep away,
where a team of plumbers must stop a team of toads from snatching up the box that Mario
is trying to transport. It’s brutal, chaotic fun - and really makes
delivering the box to the boss extremely difficult. But there’s a part of me who always wanted
to know what I would have done if I could have brought a box with me throughout the
entire game back when I was young? Through every level… and at every boss fight. Well, that’s what we’ll be tackling today. It’s time to put on our delivery man uniforms
one more time and tackle a challenge I’ve always wanted to do since I was a kid: Is
it possible to beat Super Mario 64 if Mario must hold a box the entire time? I promise you, it’s not as simple as it
sounds. So… this challenge video took well over
a hundred hours to produce. The only reason why I can produce longform
content like this is because of the generous support of sponsors like RAID: Shadow Legends. In case you’ve been living under a rock
for the last couple months, or in this case a box, RAID is a brand new free to play collection
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still look really great - just take a look at these different characters. The game also boasts a nearly perfect rating
with over hundreds of thousands of reviews. So what are you waiting for? There is going to be a huge update this month
for new players, so click on the special link in the description below to get 50,000 silver
and a free epic champion to start your journey. And I want to thank RAID for sponsoring this
video so I can continue to make more absurd challenges. Now first things first. We of course need to lay down some ground
rules and go over cork box properties. Because when Mario is holding a box, things
about the game change a lot. So we’ll actually start with the properties
because it will help define why the rules exist. When Mario has a box in his hands, his momentum
and moving options change quite a bit. His running speed is slowed down to a simple
trot, so in order to increase speed, a series of hops will get him moving much faster. But there’s also a risk that comes with
this new way of moving. Slopes in the game become dangerous for several
different reasons. For one, Mario’s speed increases a ton when
he’s moving down one, and his legs will turn to a blur. Losing control at this point is fairly easy,
and it’s simple to lose the box or shatter it when trying to recover. But downwards slopes aren’t the only slope
issue, because moving upwards on a slope has its own unique set of problems. If at any point Mario jumps from a slope that’s
angle is too sharp, even if Mario can stand on the slope with no problems, the box will
drop to the ground while Mario enters a normal jumping animation. Usually the box will begin sliding at this
point, and of course, if it touches a vertical face or a staggered edge, it will explode. Now this is problematic because it’s uncertain
when this will happen, and it significantly decreases our speed since we have to be cautious. Which brings us to more issues, which I’ll
address in a montage: Mario’s jumping height is significantly reduced when carrying a box. Grabbing an edge will destroy the box. Colliding with a wall will destroy the box. The box will disappear if left alone for too
long. Additional height can be gained if Mario throws
a box, thus making it onto a ledge, but only if he can recover the box afterwards… Because if he doesn’t, it’ll hit a wall
and destroy the box. Doors hate boxes. Boxes hate doors. There’s a range in which the box can interact
with objects if thrown, but if Mario doesn’t follow the box, it’ll fall out of this range
and not interact with any other objects. Certain objects allow a box to be placed on
them. Other objects are anti-box and will just drop
the box… Which one can assume will destroy the box. Boxes can be swam with, surprisingly - despite
never being at any levels with accessible water under normal means. Oh, and poles suck. Okay… Now with all that said, here’s the rules:
Stars can only be collected if the box is in Mario’s hand when he touches it. Red coins must be collected while only holding
the box. If one can’t be collected due to being out
of your range, then that star is unobtainable. Mario must be carrying a box during all crucial
parts of gameplay. It’s okay to set the box down, just make
sure you grab it again before it disappears. This timing is super important at bosses,
since you’ll generally need to drop the box to perform actions. Only one box is provided in each level, but
there are exceptions. Levels that have transitions will allow a
box to be spawned on the other side of the warp. A transition consists of when one area unloads
and another, separate map loads as the screen fades to black. So, think of swimming into the pirate ship
in Jolly Roger Bay. The level transitions and loads the ship’s
interior. Any time the game switches areas, it normally
unloads Mario’s hands - so this courtesy box is provided to remedy that. However, this only applies if Mario actually
carries the box through the transition. He’s also allowed to throw a box into a
transition area too, since Mario touching a transition area at any speed would still
warp him and reduce that speed to zero upon spawning. Given this, it only makes sense that boxes
should behave under the same rules. Otherwise this run would be impossible. However, same-map warps are banned from this
run. Think of Mario dissolving and reappearing
elsewhere in the level. This cannot be done while holding an object
normally, so it’s applied across the ruleset. In addition to this, holding a box during
a transition that does not fade to black means Mario cannot exploit the cork box unloading
to his advantage. This normally could be used to force stars
and other objects to load into Mario’s hands. This is banned, and a courtesy box is provided
during loading times in levels where this occurs. As for gameplay, in-level exploits are allowed
within reason, but only if they can be accomplished without TAS mechanics. At no point can BLJ’s be used to skip doors
or areas within the castle. Official star counts serve as permanent barriers. Any exploits like cloning, building up speed
to tear through walls, bloated bob-bomb movement, etc are banned. And with that… we have all the rules. So let’s start the run off back where it
all started initially… Star 1 on Bob-omb Battlefield: Big Bob-omb
on the Summit. Much like in my younger years which inspired
this entire run, Star 1 can be completed without issue. Climb the mountain, set the box down, and
toss the king around to secure your star. Footrace with Koopa the Quick isn’t too
difficult either, but you’ll need to watch out for harsh angled slopes as jumping on
them will make you drop your box. If you quick hop your way through the level,
you’ll have enough speed to beat Koopa and secure your second star. This is where things become problematic though. Shoot to the Island in the Sky is impossible,
as there is no way to get a cork box to the top of the island. Jumping and throwing the box doesn’t work,
and even if wing cap if turns out to obtainable in this run, the gliding ability still makes
us fall short before reaching the island. Even if the box makes it on the island, it’d
side to the other side and fall off. This is where our problems being, because
without being able to reach the island, that means Find the 8 Red Coins and Mario Wings
to the Sky are unobtainable - as we’d have to have a box with us given the ruleset. However, we can clear Behind Chain Chomp’s
Gate, and with a running jump, we can seize the star. Due to not being able to collect the coins
in the sky though, the 100 coin star is impossible, meaning we have 3 stars that are obtainable,
and 4 that are not. Moving on over to Whomp’s Fortress, Chip
off Whomp’s Block is definitely doable - as it was the second place that I’d tackle
the Pizza Box challenge with as a kid. We just have to be careful, as the Whomp King
is capable of smashing the box easily if it is within his range. Upon defeat, we can collect his star and move
on. To the Top of the Fortress is clearable just
as long as you use your momentum correctly when scaling the tower. Be mindful that you can’t accidentally grab
an edge as the box will shatter if you do. When you’re grabbing the star, make sure
Mario’s angle doesn’t put the box into danger either - as it’ll shatter if it drops
in the wrong place. And speaking of shattering boxes - Shoot into
the Wild Blue has a lot of them. In order to make it over to the star, you
basically have to use sliding momentum from this hill to give Mario a boost over. It took me a ton of tries to get this right,
as originally I was trying to use the momentum of the hill to jump in-between the two pillars,
but I’d either hit my head or grab the ledge, both destroying the box in the process. Interesting enough, sometimes I’d randomly
clip through the map too because of the fence. It happened a few times and I fell to my death. But if we time our slide right, and don’t
clip out of bounds, we can slide right onto the upper platform and then descend to grab
the star. Red Coins on the Floating Island isn’t too
much more difficult in general, just be mindful of your jumping distance so you don’t shatter
the box. Fall into the Caged Island is unfortunately
unbeatable though, as there is no way to get the box safely into the caged island. Blast Away the Wall can be accomplished by
dropping the box and blowing up the wall. This method is preferred instead of clipping
through the wall like speed runners do, mainly because it allows the box to fall safely to
the floor below without exploding. Due to the layout of Whomp’s Fortress, the
100 coin star can be obtained as well since nothing is really off access with the box. This brings us to 6 obtainable stars, and
1 that is not. Onward to Cool Cool Mountain… And the beginning of annoying stars during
this box run. Slip Slidin’ Away seems pretty easy, but
the star doesn’t spawn until Mario passes through the door at the bottom. Now the issue is that Mario can’t actually
go through doors with boxes. However, because this door classifies as a
transition, and honestly is the only door within a level that acts this way, it’s
granted immunity. Any objects that load and unload new areas
are immune, and so we’re able to gather the star on the other side due to the rule
set. Mind you, this won’t be the case later on… Which will be problematic. Moving on to the next star, Li’l Penguin
Lost is honestly a nightmare to complete. Not only do you have to move the penguin,
but you also have to move the box. So you can choose to either set down either
of these objects to pick up the other, and move slowly throughout the map, or, walk the
penguin through the map very carefully by having them run from you. Either way, it’s not fun at all. If the penguin leaves a specific range, they’ll
be unloaded and respawn at the top of the map. In theory you could try to find a spot to
make the penguin walk off the top of the map, and at the same time fall with the box within
this range, but we took the long way on this one. And of course, the long walk means your box
is in danger too if you happen to get hit. Careful planning will allow you to walk the
penguin to the mom though, securing yourself a star. Due to the door immunity we talked about earlier,
Big Penguin Race is another star you can complete due to the transition immunity outlined in
the rules. Frosty Slide for 8 Red Coins is another star
that is a tad annoying to collect, because we can’t utilize the warp to go back to
the top of the mountain. Since you have to touch each red coin while
holding the box to collect them, this means you end up at the bottom of the mountain at
some point and need to make your way back up half of it. The problem is you can’t climb the slippery
slopes without losing the box while jumping. In order to get around this, you have to be
sliding forward on your rump while jumping backwards. With correct timing, you’ll be able to scale
certain slopes as long as you don’t interact with a different plain of geometry. Doing so will make you drop the box when attempting
to jump. With enough patience you can make your way
up to the area where the red coin star spawns, and nab yourself another shiny collectable. Snowman’s Lost His Head is pretty normal,
except it’s a bit harder to get in front of the snowball since you can’t utilize
long jumps or other mechanics to increase Mario’s speed. The rest is pretty much the same, and it’s
a star you can certainly get. Wall Kicks will work unfortunately isn’t
a star you can get, so we’ll have to cross that one off due to there being too much height
difference for the box to overcome. We can collect 100 coins here though, we just
have to be mindful of the paths we take since getting back up is annoying. This brings us to 6 stars that are collectable,
and 1 that isn’t. Before moving on to Jolly Roger Bay, let’s
tackle some castle secret stars. The Secret Aquarium is pretty much the same,
since swimming with a box doesn’t change a whole lot. Collect the coins and grab yourself a star. The Princess's Secret Slide is pretty much
the same, and both stars are obtainable without too much trouble. Since we have over 10 stars, we can access
Tower of the Wing Cap, but since we can’t gain any height, we can’t get the red coin
star here. However, we can unlock the Wing Cap still
and exit the stage. Diving into Jolly Roger Bay, Plunder in the
Sunken Ship is pretty much the same. Collecting the star inside the ship is a bit
more interesting though once the water is drained. Can the Eel Come Out to Play is pretty much
the same as well, just be mindful that if you get hit you drop the box and have to recover
it while it sinks to the sea floor. Treasure in the Ocean cave is obtainable…
but Red Coins on the Ship Afloat is not. There’s actually a problem getting the cork
box onto the ship, as the rocky terrain leading up to the ship is too high for Mario to get
on top of with the box. With a well timed jump, Mario can throw the
box on top, but he can’t get to the box fast enough to stop it from falling or exploding
against a wall. Trying to toss the box at the purple switch
or rock object in hopes of redirecting it don’t work, as it either passes through
them or just explodes. Because of this, the coins on top of the ship
are unobtainable because Mario needs to have a box in hand when collecting them. One would think Blast to the Stone Pillar
would be unobtainable, but using the same stuttering walking technique that was used
in my challenge run where every object was converted to a coin, we can actually walk
up this slope by moving upwards, and then stopping and resetting our analog stick to
center. Doing this over and over will let Mario scale
the slope, and then we can hop on over and grab the star when we’re done. If you’ve watched speed runs before, you
probably know that Metal Cap isn’t really a necessity to grab this next star. With the correct swimming pattern, we can
swim through the jet stream and snag another star. The 100 coin star is impossible because only
104 coins are present in the level, and red coins are worth two coins each. Four red coins are off limits, thus this star
cannot be obtained. This leaves us with 5 stars obtainable, with
2 that aren’t. If I’m being honest, so far we’ve had
some pretty awesome luck… But things are going to change for the worse
very, very soon. As the basement set of levels bring upon a
whole new set of challenges. But before jumping into that, we need to first
tackle Bowser in the Dark World. Navigating this level is something I’ve
done before in a challenge video over on SwankyZone, so it isn’t too shabby. We can even collect all the 8 red coins here
and grab a star on our way up. Facing off against Bowser isn’t too bad
either, as this first Bowser fight is relatively simple. We don’t have to worry about the box breaking
or unspawning since the fight is quick. Once Bowser is defeated, we pick up our trustworthy
box and grab our key. And into the basement we go… And probably the worst set of levels this
run has. So let’s dive into Big Boo’s Haunt to
see what we can do. Mario grabs his trustworthy box, races to
the door, and realizes, not matter what he does, he isn’t able to open it. The front door, side door, and elevator door
all cannot be entered with a box… So, Mario is stuck outside… Forever. There isn’t a way to get the box into the
actual house, and even if there was, we’d come across more doors we cannot use. Boxes cannot be grabbed through a door either,
and trying to set down a box near a door causes it to explode. This unfortunately slaps us with a whopping
7 unobtainable stars for this level. But our grim tale is far from over… Because a similar issue presents itself at
Hazy Maze Cave. Both paths at the beginning of the level have
doors that Mario cannot get past, and thus this level is completely off limits too. There’s a few tricks we might have been
able to utilize here - like pushing through the floor with the elevator, or jumping over
the boundaries of the ceiling to fall to lower parts of the level, but unfortunately, this
first room seals our fate. 7 more unobtainable stars for this level. Let’s hammer out some kick castle stars
to boost our morale a bit. First, Toad’s star by Hazy Maze Cave is
easy enough. Grabbing mips while keeping the box from despawning
isn’t the worst thing in the world either. That gives us two more stars as we begin draining
the mote. Hoping into Vanish Cap though, we’re presented
with a pretty interesting situation. First we obviously want to unlock the vanish
cap, as we’ll need it eventually for Dire Dire Docks. But collecting the red coins here also yields
us another star. The problem is Mario’s jumping height is
too short to make it up to the raised area right before the big horizontal stretch of
platforming. Even if you throw the box to give it a slight
boost, it’ll break the wall before you can get to it. Grabbing the ledge of course shatters the
box. So in order to move on past this point, first
make sure you’ve collected all the red coins in this part of the level. Because now you’re going to need to slide
on Mario’s behind and jump backwards up the giant hill over and over again. The goal is to make it to the first set of
platforms on the hill, and then transition to the raised edge of the hill and do the
same thing. However, for this one you actually need to
go up pretty much the entire hill which is pretty tedious. At this height you can jump off, take some
pretty heavy damage, but then pick up your box and tackle the second half of the level. Navigating the platforming part of this stage
isn’t terrible, but just remember that if the slope you’re on becomes to great of
an angle, jumping with the box will cause Mario to lose the box. With some careful footwork, Mario can make
it to the top to grab all the red coins. He can also activate vanish cap, which will
secure us a star later on. We leave this area with an additional star,
boosting our overall score by three in terms of castle secret stars. Let’s go on into Lethal Lava Land… Which is a pain in the butt. First and foremost, boxes will be destroyed
if they touch lava. They actually combust and sink similar to
how Bullies do. It’s an interesting mechanic, especially
since Cork Boxes are never at any lava levels. Anyways, let’s tackle some stars. Bully the Big Bully isn’t too bad, but with
the box in hand, you have to play it safe because getting burned at all usually means
the box will be destroyed. After grabbing this star, you’ll make your
way back there again to boil the bullies for your 2nd in the level. 8-Coin Puzzle with 15 Pieces honestly doesn’t
change at all in terms of difficult, so you can clear it easily. Red-Hot Log Rolling is a different story though. Getting over to the log isn’t too bad, but
navigating the log is a pain if you’re not careful. The issue with the log is that it’s constantly
changing your slope angle below you. Chances are, when you go to jump, the box
will drop to the floor and fall into the lava. Or, if you’re pinned against the wall at
the end, the box will shatter. The thin balancing bars in the lava can’t
we walked across either. The solution to getting across this is to
just maintain parallel to the log at all times when jumping. Doing so will allow Mario to jump up freely
without losing the box. It’s a bit slower than the normal way of
getting the star, but you’ll eventually get there. Now the last two stars take us within the
volcano. As long as we have enough momentum, we can
carry the box inside with us… But we run into a problem. After climbing up all the way to the top,
we come across one section we cannot navigate: The pole platforms. The first platform only has enough room for
the pole, so Mario gets forced away from it any time he gets near it. This makes it so we cannot get to the top
to grab the Hot-Foot-It into the Volcano star. Elevator Tour in the Volcano is pretty much
in the same boat, as halfway through the star you start encountering poles that prevent
Mario from advancing. However, it is possible to get 100 coins here
- although it isn’t very fun to do at all. This gives us 5 obtainable stars, and 2 that
are not. Moving on to shifting sand land: And another
set of huge roadblocks. Talons of the Big Bird isn’t too difficult
at all. We can make our way over there with the box,
walk up the steep pillars, and take the star with a swift box hit to the bird’s throat. Shining Atop the Pyramid is doable, but that
Flyguy needs to get lost. After these two stars though… We find ourselves in some hot water. Inside the Ancient Pyramid cannot be done
because once inside, we’re blocked from going up top due to needing to climb poles. Stand Tall on the Four Pillars can’t be
started because we didn’t finish the previous star, thus the scenario for destroying the
top of the pyramid can’t be initiated. We also can’t force our way into eye rock
either because there is no way to get the box safely inside of his chamber. It’s too far to jump, and we can’t recover
the box fast enough when it is thrown. Free Flying for 8 Red Coins is a no go since
we need the box to get the red coins, and we can’t actually use the Wing Cap for flight
when holding a box. and of course, Pyramid Puzzle cannot be done because we can’t get
past the poles. If we play our cards right, we can just squeeze
the 100 coin star out of this level just barely before we cannot go any higher in the pyramid. This gives us 3 obtainable stars, and 4 that
are not. So far our box quest hasn’t been so great. We’ve managed to obtain 35 stars in total
meaning we can open the 30 star door in the basement, but we are only 5 stars above that
threshold. All the remaining 29 stars are unobtainable
- so if we need more stars in the future, going back to these levels aren’t going
to help us at all. The next milestone we need to hit is 50, so
let’s see how we do. Diving into Dire Dire Docks, boarding Bowser’s
sub is pretty straight forward. Since we have to swim through a loading zone
though, we need to pick up our curtesy box since object cloning is banned. Mario can either make his way up the tail
of the sub or use the block staircase created by the switch. Once he snags the star, Bowser in the Fire
Sea is opened up and the run is preserved. Chests in the Current is pretty much the same
as we can obtain it with ease. Pole-Jumping for Red Coins isn’t possible
though since we aren’t able to utilize the box in the pole area. Both through the Jet Stream and The Manta
Ray’s reward aren’t really all that more challenging, so those are two more stars we
can add. Moving on to Collect the Caps, even though
Metal Cap wasn’t obtainable in Hazy Maze Cave, we were able to activate Vanish Cap
with a box in our hands. This star can be obtained with only the vanish
cap if you’re quick enough, so we can add another star to our run. However, the 100 coin star is a different
story. Due to the poles in the area, we can only
obtain 2 red coins total. Even if we go with the idea that if the box
touches something when thrown, it should rightfully collect it, things are still a no go. The level as a whole contains 106 coins, and
without being able to get the blue coin switch across the upper platforms, that alone negates
30 coins as it spawns 6 blue coins. This leaves us with 5 obtainable stars, with
2 we cannot collect. With this, we exit this watery domain and
head straight into our second Bowser encounter. It’s time for another pinnacle point in
this run! Bowser in the fire sea is a brutal level to
traverse with a box. Depending on how you analyze this stage, one
could say the run ends right here. And that’s a fair assessment. There are two major issues with this level. The first is the first pole area we use to
traverse to the 2nd floor, and the 2nd issue is up top near the end of the stage. In the previous all coins run, we were able
to utilize the ceiling warp since Mario couldn’t use the poles as their climbable attribute
turned into a coin. The problem is, this warp involves Mario hitting
the exact edge of the object below of a hangable ceiling, thus warping him up to grab the ceiling. With a box in hand, we both cannot reach the
crease we need, Mario also isn’t able to trigger grabbing a ceiling while holding a
box. So at this point, one would classify the run
as over as we cannot progress. However, there is an exploit we can use here
on the virtual console version of the game. This has to do with how position integers
are rounded in the different versions of Mario 64 - virtual console vs original cartridge. Speed runner Andru discovered this and YouTuber
and analyst bad_boot created a video explaining how it works. I highly recommend watching the video, but
the gist of the concept is that leaving this level running for long periods of time on
virtual console actually causes these sinking platforms to slowly move towards the absolute
middle of the level in terms of vertical distance. So if Mario grabs a box in hand, boards a
platform, and stands there for over 9 days, the platform will eventually rise high enough
that we can jump and clip through the wall to the elevator. Absolutely absurd, but it works. But once we’re past this issue, we’re
confronted with another one. Mario cannot actually get up top near the
goal with a box in hand because the height difference is too great. He also cannot run and jump far enough to
make it back onto the floating platforms with the poles. Even if he somehow could, it’s too tall. He could throw the box, but he’ll never
be able to recover it in time. Because the box falls out of Mario’s active
range, it’s able to fall through the platforms up top and gets destroyed. However, there is one saving grace to this
part. If Mario jumps to the edges of the map and
walks along the perimeter, he can eventually make his way to the goal area from below. While he cannot jump with the box into the
goal no matter how hard he tries, he can throw the box into the loading zone. Technically, since Mario and the box are equal
in terms of the ruleset, we can count this as the box entering the loading zone. Now some of you may disagree with that and
that’s entirely fine and valid. Once we’re inside, the only real challenge
is to make sure the box isn’t sent flying into the lava. We need to set the box down to grab Bowser,
but if we miss a throw, we’ll need to rush back to the box as Bowser jumps up. If we don’t, the level will turn sideways,
and the box will begin sliding. In addition to this, if at any point we try
jumping at the wrong time while the slope is changing, and we’re facing the wrong
direction, Mario will let go of the box. If we’re careful though, we can defeat Bowser
and grab another key to move on. Unfortunately, the red coin star at this stage
is a lost cause, as there is no way to get up top to grab the remaining red coins. Now we’re in the upper part of the castle… And a new set of challenges await us. Onwards to Snowman’s Land, Mario grabs his
trustworthy box and enters the snowstorm. Our first task is to make it ontop of the
giant snowman in Snowman’s Big Head, and it’s quite annoying to do so. The snow mounds in the area are an extreme
pain, and making it up and past the penguin isn’t too fun either. However, once we reach the top, we realize
our quest was in vain. There is no way for Mario to get a box on
top of the snowman because the jump distance is too great. This star is a lost cause because of that. Chill with the Bully is about the same, as
jumping into the bully with the box pushes him off the side. We defeat him and nab another star. In the Deep Freeze presents us with an interesting
challenge because we aren’t able to grab any ledges. Navigating this ice prison the normal way
won’t work, but we can build up enough downward slope velocity by repeatedly jumping up the
hills that surround the edges of the map. After sliding down it far enough, jumping
will launch Mario forward with increased speed and height, allowing us to aim for the angled
sides of the ice block. Once on top, we just have to be careful grabbing
the star, so we don’t break the box in the process. Whirl from the Freezing Pond can be acquired
in a similar way, except we climb a nearby hill instead of using it to launch us. Shell Shreddin’ for Red Coins presents and
interesting problem though… There are two red coins positioned above the
ice cold water beneath the big bully’s platform. This quote unquote water basically acts like
lava, so if the box touches it, it’ll destroy it. Normally you utilize the shell to get these,
but we can’t use a shell with a box. Beyond that, we also can’t slide kick to
skip off the surface - any other sliding results in us getting burned. One of the red coins can be obtained by jumping
into it and throwing the box as soon as you collect the coin. Mario will get burned, but the box will fly
to land and safely slide up against the hill. However, the last coin is impossible because
it is located directly beneath the ice. Because of this, we can’t get this star. Into the Igloo is doable though because we
unlocked vanish cap earlier on in the game. We can collect that star, and also use the
vanish cap to nab the 100 coin star easily due to how many coins are in the igloo. This gives us 5 obtainable stars, and 2 that
are not. Next up we have Tall Tall Mountain. Initially this stage is pretty much impossible. You can’t make the jump at the start with
the box, and no matter what you do the box will break. However, anyone who has watched Super Mario
64 speed running will know there is an interesting way to clip through the wall near the start. Doing so with the box allows us to warp to
the top body of water due to a strange quirk involving the edges of bodies of water being
above each other. This brings us up right by the monkey and
annoying fly guy. At this point we’re free to move about the
mountain, but things are still a bit annoying. Advancing through the stage normally after
the big rolling log ends up leading us to a dead end by the waterfall. Normally Mario is supposed to long jump this,
but obviously we can’t do that with the box. At first I thought we could throw the box
and have the incline stop it, but the box bounces upon landing. So in order to proceed, we have to go back
to the rolling log. There’s an incline in this area we can climb
if we continually slide down it and jump, scooting up slowly but surely. Once we are up here, the level is ours to
take. Three of the stars here are pretty much relatively
the same thing. Scale the Mountain and Mystery of the Monkey
Cage just require Mario to go to the top of the mountain. Breathtaking View from the Bridge can be obtained
easily if you use the block that spawns from the purple switch, but you can get it with
a precise jump as well - although it’s more difficult than it looks. Scary Shrooms, Red Coins is a star you actually
need to work your way down the mountain for. Using the methods outlined earlier, if you
start from the top and head down, you’ll get all the coins with no issues. Mysterious Mountainside can’t be skipped
while holding a box because you can’t recover movement in the opposite direction fast enough,
but going into the slide is beneficial anyways since we need the coins within to grab the
100 coin star - which is certainly possible. Making our way to the end of the slide yields
us the actual mission star too. This leaves us with only one star left… Blast to the Lonely Mushroom. Now normally you’re supposed to use a cannon
to shoot to the mushroom, or you’re supposed to long jump from high enough to reach it. However, no matter what we do, we can’t
use a normal jump to reach the star. We always drop the box upon impacting the
mushroom’s edge and it slides off. However, if we utilize slope velocity at the
top of the mountain, we can launch Mario with the box so we lands in the middle of the mushroom. This makes it so the box doesn’t slide off,
and we can simply grab the star. With this, we have a perfect score of seven
obtainable stars. Changing levels, Tiny Huge Island does present
us with a few challenges right off the bad. The only viable painting we can navigate is
the large one, as if we try jumping into the small painting, we spawn in an area that we
cannot escape with the box. Over in the big version of the level, we can
use the small hole to make our way over to the main water area. Moving towards the piranha plants for star
1 isn’t possible in the starting area, so we need to move around the island. However, this presents another issue. We cannot make it around the island because
one of the jumps is too large for us. Even if we could, we’d run into other issues
that would be problematic. So the only way to actually make any progress
in this stage is to repeatedly jump backwards on a slope again, and try to make our way
up to the midpoint of the stage. The issue with Tiny Huge Island is that some
slopes generate too much velocity when jumping, and we cannot climb them. In order to make it up top, we have to use
the brown slope right by the hole in the wall. But we can’t scale this wall normally, because
we need to be rotated 45 degrees. If we aren’t, we can’t transition slopes
to the above slope and our box will explode. The brown slope keeps trying to correct our
direction too, so we need to hit jump as soon as we land. Moving up the slope this way is bizarre, as
it can cause Mario to jump strangely. If we play our cards right we can transition
over to the grey slope, and then make it up top. At this point we can climb up and grab the
star for The Tip Top of the Huge Island. If we make our way back to this point, we
can then navigate over to the area we need in order to clear Pluck the Piranha Plants. With two stars in hand, we now begin our race
with Koopa the Quick. We can get over to Koopa once we make it to
the top of the mountain with our slope. This race is one of the hardest challenges
in this run, because Mario is extremely slow compared to when he is not holding a box. The worst part of this entire ordeal is the
bridge at the end, which pretty much results in Mario losing the race every time. He moves at half his normal speed when getting
blown by wind, so no matter how far ahead you are, Koopa the Quick will pass you. In order to achieve this star, you need Koopa
the Quick to get delayed by the black bowling balls with a lucky spawn. When you get to the bridge, you have to toss
the box up at a precise angle so it will slide across the board. This allows Mario to move at normal speed
when crossing. With the box now next to the flag, you should
finish the race and grab your box. This is extremely hard to do, but it’s possible. The next star is Five Itty Bitty Secrets,
and although it takes place entirely on the small version of the map, we’ll need to
climb up top on the large version first. If we work our way down carefully we can snag
the star without issue, as most of the places can be reached without any major problems. Wiggler’s Red Coins are a different story
though… As we run into an issue with the last red
coins. We can collect six without issue, but two
of them are out of our grasp due to them being too high to reach. Normally this presents us with an interesting
issue. Often times when one star is unobtainable,
the following stars are off-limits because the scenario needed to load them is blocked. So hypothetically, if star 2 couldn’t be
cleared, Koopa the Quick could have never been raced because they wouldn’t have been
loaded into the map. But because Wiggler is located on a separate
map, he’s always present in the area. Beyond that, we are capable of draining the
water and entering the boss fight on star 5, so we can defeat him and nab another star. Since Tiny Huge Island has an insane amount
of coins, collecting the 100 coin star is a breeze. This gives 6 stars that are obtainable, and
1 that is off limits. Diving into Wet Dry World, a lot of things
are the same. Don’t get hit by an amp while doing Shocking
Arrow Lifts, or you’re heading to the sea floor. Dodge the amps, and you can get another star. Top o’ the Town is relatively easy, and
nothing changes. Same goes with Secrets in the Shallows & Sky,
along side Express Elevator - Hurry Up. Since we change the water levels in the stage,
majority of the difficulty is gone since we don’t have to jump around. We do encounter a major problem with this
stage though. Even if the water is on max level, we can’t
make it into the tunnel to get to the town area. No combination of jumping and throwing will
ever let the box go over the edge. Even if we try using the slope on the side. Trying a different approach, immediately one
would think about trying to make it across the slope by slide jumping. However, this slope bordering the level though
isn’t normal. It won’t actually let you jump off it fast
enough to continue moving horizontal alongside it. Because of this, Go to Town for Red Coins
and Quick Race Through Downtown are both off limits. We can however collect 100 coins in this first
part of the level. This leaves us with five stars that are obtainable,
and two that are not. We currently have 63 stars total, meaning
we can get upstairs and tackle the last two stages. But before moving up, let’s pull in some
more castle secret stars. Mips reappears in the basement after 50 stars,
so we can snag an additional star there. There’s a toad on the middle floor of the
castle who gifts us another star as well. Entering the top door with 65 stars, Toad
is waiting for us again to give us another star. However, Wing Mario Over the Rainbow, another
castle secret star, isn’t obtainable. There is no way to reach the red coins above
us since we cannot gain height at any point. This puts us at 66 total stars, and means
Castle Secret Stars are no longer a source we can pull from in order to complete the
game… That means the last two levels, Tick Tock
Clock and Rainbow Ride are the only two levels we can utilize now for clearing the game. And those are the two levels I’ve been dreading
since this whole run started. It’s time to tackle tick tock clock. One of the major issues facing us in this
level is the fact that the moving geometry is often spaced out of our normal jumping
range. Trying to traverse the clock normally makes
it so we can’t actually make it past the initial rotating cubes. Even trying to jump to the side to force ourselves
up gives us issues. So with this immediate roadblock, it makes
sense to exit the clock and re-enter it with time frozen. This will make collecting the red coins at
the bottom of the clock a lot simpler, and not so much nightmare-inducing. With a few well-placed hops, we can snag these
coins and grant us our 68th star. Now the hard part starts. If we use the frozen time setting to get up
the rotating platforms, there’s nothing else we can do. Without the rotating clock hand we can’t
grab the star for Get a Hand. So… we have to enter the clock normally
and do probably one of the most annoying sequences this run has had so far. Essentially, you need to jump on a rotating
platform at an angle, so that when you jump again you won’t drop the box due to the
increasing slope. You need to land on the side of the platform,
avoid sliding off if you happen to jump too early, and then jump straight up and to the
right so you snap to the center of the platform above you. This only works because there is a slightly
rounded enter to each platform, and it becomes flat ground when the rest of the platform
isn’t. Doing this over and over again will allow
us to get up to the second level of the clock, because the rotating cubes prevented us from
doing it initially. At this point, because time is flowing normally,
we can jump on the hand to secure the star for Get a Hand. But, this is also the end of the run for Tick
Tock Clock. We can’t proceed any further due to the
next jump’s height, so we’re stuck at 2 stars that are obtainable, and 5 that are
not. Onward to Rainbow Ride… The only stage left. We need two more stars and we can make it
to Bowser in the Sky. If we can’t obtain two stars, the run is
over because all other options have been exhausted. This level is honestly just as frustrating
as Tick Tock Clock, mainly because each of its individual paths could simply have one
object preventing you from obtaining a star. Diving into Cruiser Crossing The Rainbow,
it’s a long journey up to where the star is. After dodging tons of objects and perils,
we run into an issue though. No matter what we do, the jump to get onto
the flying ship where the star is, is unfortunately too high for us to navigate. We grab the ledge each and every time - shattering
the box. So Star 1 is unfortunately a bust. Moving onto Star 2, Bandy’s Big House in
the Sky, the same fear is present. With enough patience and well-timed jumps
though, we can actually navigate through this big house and snag the star at the top. This gives us 69 stars - so we only need one
left. Coins Amassed in a Maze is a hardcore no,
as the maze normally requires wall kicks and / or ledge grabbing. Swingin’ in the Breeze and Tricky Triangles
both stem from the same area, and getting to that area can be an absolute pain. One section in particular requires Mario to
constantly jump on the falling donut platforms. If Mario stands on these for too many frames,
the platform falls. But the next platform up is too great of a
distance to reach, which causes problems. In order to solve this, we need to sacrifice
one platform next to us in order to set down the box on one that isn’t falling. The time to set down the box triggers the
platform to fall, but the box itself doesn’t make the next one over fall. Now we must ledge grab the platform above
us, let go of the ledge, and as the platform falls, we need to pick up the box and use
it as a staircase to the next platform. Timing this is really annoying, but this lets
us reach the Swingin’ in the Breeze Star pretty quickly - meaning we can finally go
to Bowser as we’ve achieved 70 stars. Since Tricky Triangles stems from the same
path, we can also go over there too. You pretty much have to do a perfect run of
this section because it’s absolutely important to keep momentum. The platforms will flip over regardless of
what you do because turning around with a box takes a while. If done correctly, another star will be secured. Somewhere Over the Rainbow, the last star,
requires the use of a cannon and also being able to board the ship in Star 1 - so this
star isn’t obtainable. Rainbow Ride has 146 coins total in the stage,
but we unfortunately can’t collect the 100 coin star for a multitude of reasons. For one, going to any part of the level locks
us out of the remaining parts since we need long jump distance to make it back. Poles also cause problems with this. And two, both the red coins in the stage and
blue coins are largely unobtainable. Only 1 blue coin can be obtained out of 6,
so that takes us down 25 coins total. 8 red coins take us down another 16 as well. There’s two bob-mobs and a ring of 8 coins
on the ship, alongside a Chuckya that can’t be reached… So the coins we can reach drops below 100
right off the bat. This gives us 3 stars that are obtainable,
and 3 that are not. With 71 stars, we can now enter Bowser in
the Sky… The final level of our pizza delivery man
challenge. Navigating the bottom part of this stage is
pretty simple, but we run into a road block right off the bat. Once we get to the first set of rotating platforms
we come to a dead end. Proceeding past the rotating platforms yields
an area too tall for us to jump, and moving back to the rotating platform to skip this
section has its own issues. For one, the height of the land above us seems
just out of reach. It’s slanted and skewed, so it’s a lot
of guess and check work for jumping height and distance traveled. But no matter what point on this geometry
we aim for, the result is the same. Mario grabs the ledge and shatters the box. Even trying to throw the box doesn’t work,
because there isn’t a slope or something nearby to stop the box from sliding. It simply falls off the stage. I will say that perhaps there may be a way
to get past this point, but this isn’t the only issue. Because near the end of the level is another
point we cannot pass. We come across two poles that Mario needs
to utilize to move forward, and since we can’t grab them, the run is essentially a bust. No type of slope momentum can save us since
launching off a slope still doesn’t yield the correct height. One set of poles completely grinds our box
quest to a halt… And so close to the finish line. It’s unfortunate, but because of this, Super
Mario 64 cannot be beaten while holding a box in your hand. If some speedrunners have thoughts or strategies
for getting past these points, I’d love to hear them in the comments below. Obviously I tried to keep this gameplay as
typical as possible, but I know some stars covered could possibly be acquired through
glitches and exploits out of my wheelhouse. So definitely share your thoughts down below. A huge shoutout to RAID for sponsoring this
beast of a video too. This took well over a hundred hours to make,
and sponsors are literally what enable me to keep doing what I’m doing. Behind the scenes I’ve been developing my
own game, so sponsors like RAID are what is funding the team behind those endeavors. Definitely check RAID out by clicking my link
in the description below, and I’ll see all of you shortly in the next video. And with that… Thanks for tuning in for this absurdly long
box quest! Perhaps one of these videos will tickle your
fancy. Thanks for watching guys and gals, and until
my next video - cheers! My voice is dead... This script was super super long!