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Time is to enter the pipe, although on the ABC times sheet the time listed is for collecting the grand star. Not sure what the agreed upon convention is for that so I picked the frame Mario enters the "disappeared" action, similar to how timing is typically done from X cam. This is an improvement from Pannen's previous record from 4 years ago, which can be found here: • Bowser in the Sky with Red Coins 0xA Recently while gathering footage for the Windy Wing Cap Well Replica 0x video, I noticed the tas would desync in the fly guy view, so I investigated further, and found out the frame before Mario inherits the speed from either being thrown or escaping from Chuckya's grasp, if Chuckya is not rendered then Mario is thrown from the wrong location. I dubbed this Chuckya Wrong Throw and made a video on the topic, which can be found here: • Chuckya Wrong Throw I initially thought it wouldn't have many uses in vanilla, and most certainly wouldn't save any A presses due to the fact that all stages with Chuckya are already 0x, but I had an idea for an application in the final Bowser stage in the romhack Super Mario Star Road. My idea was to have Mario get thrown from a specific location, but to have Chuckya tangible from a different location, to both get pushed differently and get an angle that wouldn't otherwise be achievable due to the ledge failsafe (Chuckya won't throw Mario if there isn't a floor 150 units in front of him, how kind!). I realized that this idea of throwing Mario from a different location wasn't limited to horizontal movement, and I could potentially get even more height by making Chuckya go behind the camera at the peak of a throw. Up to 800 units! When I found this out, Zerolin ( / @zerolin9902 ) had a wild idea. What if we threw Chuckya from a preset holp, rendered him for at least 1 frame near the peak of the arc, then kept him unrendered for the rest of the move. At first I didn't understand, but then I realized he was absolutely right. So I immediately tested it and sure enough, it works! Neurons started firing and immediately several different stars came up for possibilities to save A presses in SMSR. However, vanilla still had some potential applications, namely to get past the pole in BitS. So I found a holp that works, fine tuned it to be one that's achievable, and got to work. By getting past the pole with this method multiple times, I'm able to collect the star in nearly half the time as the previous record.