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Wall Kicks Will Work (Methamphetamine edition)

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Youtube Thumbnail SM64 - Red Coins on the Ship Afloat - Without the Ship
SM64 - Red Coins on the Ship Afloat - Without the Ship
by pannenkoek2012
2:00 - 121,643 views

I collect the star Red Coins on the Ship Afloat in the course version of JRB without the ship, namely during the star Plunder in the Sunken Ship.

So the other day, I was reading through an old thread [http://www.gamefaqs.com/boards/198848-super-mario-64/66065086] in which skater43 explained that he was trying to collect the stars of SM64 in reverse order, but faced certain difficulties in doing so. This got me thinking about how hard it would be to collect the stars during the wrong missions. In almost all cases, doing this seemed trivial (because nothing relevant to the star was different) or seemed impossible (because something necessary for the star was not there at all, such as Koopa the Quick, the penguin to race, or the snowman's head). However, an exception to this pattern was collecting the star Red Coins on the Ship Afloat during the first mission of Jolly Roger Bay (when the ship is still sunken), since this seemed still possible but absurdly difficult. And so, I got to work on it!

The hard part of this feat is collecting the 2 red coins normally at the back of the ship as well as collecting the power star itself. Nevertheless, I found a way to do it. I first backwards long jump by wedging myself in a stone. Then I move myself into the water, and retain this speed by pressing Z right when I swim back onto land. Using this (now forwards) speed, I commence a series of wall kicks that traverse the course, ultimately allowing Mario to pick up the 2 red coins as well as the star.

Note that I have very little control over where Mario goes during his wall kick spree. I can control how high the wall kicks go (by how long I hold A for), and I can move Mario left and right slightly (at the cost of his speed). But I cannot control Mario's angle - he simply takes on the reflection of his angle about the wall he wall kicks off of. Thus, my only control over Mario's angle is adjusting his height and side-to-side motion to manipulate what obstacles he wall kicks off of (though usually I don't have many options). And so, I really just had to maintain his wall kick spree long enough for him to happen to go near the red coins and star, hoping that I wouldn't get into a situation in which Mario doesn't have enough speed to reach the next wall without falling onto the ground. Of course, that did happen occasionally, and so I'd have to look back through his motion to see where I could branch off into a new series of wall kicks and angles, one that would hopefully be more successful.
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