SMS Any% Strats Guide

A set of strat recommendations, links and discussion for every segment in SMS Any%. Made in Jan 2023, with some updates in Mar 2024.

Using This Guide

q is shorthand for Pianta (p for Pinna).

Strat difficulty marks:

Key level marks (see Getting Started below):

This guide refers to RTA Strat ILs a lot, which is a sheet that links to demo videos for individual strats.

For my own demos, be sure to check the video descriptions for things I overlooked in the video itself.

Getting Started

Version
Play on a Wii rather than a GameCube, for (~1–2m) faster loads and practice codes. The two game versions that can be used competitively are NTSC-J (1.00) and PAL. PAL is around 1s slower at intermediate level (2s at advanced) but is generally much easier (in s6, eyg, p1, n4; it’s harder in q1). NTSC-J also has a greatly increased chance of Pianta 5 early cycle (saving 20s), so is recommended when going beyond competent level (1:17). NTSC-U and NTSC-J (1.01) are each >13s slower than PAL.

Route
The shine order here is follows the double-savewarp Ricco-late route, which moves Ricco to after Noki, and so moves Sirena (RNG) and Noki (hard) one world earlier, cuts out Pinna-to-Ricco movement, and loses ~1s to the optimal route on intermediate strats (closer to 2s on advanced). This is recommended until reaching 1:23, after which point you can decide for yourself which you prefer. For more information on the comparison with the optimal route, see the route note in the p7 section below.

Things To Learn
Before starting Any% runs, it’s important to have the following things consistent:

  1. important skips (¤)
  2. FLUDDless stages (°)
  3. specialist skills (†)

So you are encouraged to start with these levels.

Important Skips (¤)
These skips are required by the route and can’t be avoided without much complication:

This skip replaces two shines with one, and is worth learning starting out (the alternative is equally hard):

These skips are contained within levels and are worth learning starting out (the alternatives are much more complicated):

This skip is contained within a segment and can optionally be learnt (it’s quite easy and the alternative is trivial):

FLUDDless Stages (°)
Death in a stage is much more likely without FLUDD as a crutch. The relevant stages to learn are:
9 secrets (b3, q5, p2, p6, b6, s2, s4, n6, r4) and 1 damage boost (q3)

Specialist Skills (†)
These are stages for which improvement doesn’t help and isn’t helped by improved movement, and so must be gotten down independently. They are:

The skills you will need are:

Table of Contents

Airstrip/Bianco I/Gelato

a | fludd

Samura1man tutorial

i never got any common airstrip down and do this instead

◊ the standard (ubiquitous) strat is like Samu’s but with a spin-jump-dive instead of the first jump-dive

a | airstrip plant

Samura1man tutorial

◊ on hacked-file may consider learning y-cam distance unlock (either hoverslide or backflip-dive variants), but losing your timing can take you down a reset rabbit-hole

b2 | bianco plant

☼◊ Samura1man tutorial covers these

the distance unlock that goes around the building may be worth checking out as well, particularly to avoid the goop slide Gooble RNG.

b2 | delfino sm

☼◊ my video tutorial, with both consistent basic strat and an instakill setup often used with hacked file resetting

b2 | entry †

☼◊ my wiki tutorial comprehensively covers the spider and windmill (and now has videos!) but is old and cryptic. both of these sections are very hard to learn and take ages to master; for ☼, i recommend taking the spider slowly and riding the windmill

b2 | inside

☼◊ sms wiki tutorial

it seems to be missing a ground pound cue – backflip when petey’s clockwise rotating leg reaches the 1 o’clock position, then ground pound at peak of jump

b3 | entry

☼◊ Samura1man tutorial – advanced strat. check the beginner strat there to learn how the pole works, and how to do the pole movement slowly as a backup

one-slide and pole spin are both approachable for players with good movement – check rta strat il sheet

b3 | secret °

☼◊ my video tutorial (and strat demo)

b4 | ricco plant

☼◊ there’s nothing i have to recommend for travel skip – i made up my own setup but it’s iffy. check the tutorial index and try out a variety of setups

b4

my demo

◊ consult rta strat il and the wiki for ideas:

b5

approach
☼ check rta strat il (log triple-jump)
◊ check rta strat il (try rope-Y and grass-slide triple/spin-jump)

fight
☼◊ wiki; pattern calculator

g8 | gelato plant

☼◊ see rta strat il

g8 | gbs ¤

☼◊ my video tutorial (and strat demos: basic, competent). my tutorial for the clip itself (normal spot) is extremely detailed, with exact positioning cues, inputs, frame windows and intuition for improv, but is imo well worth learning to cut out the notorious inconsistency within the glitch

g7

☼◊ my video tutorial

Pianta

q1 | pianta entry ¤

wiki: beginner or beginner alt (but also ledgegrab after the big hover and centre camera to make it much easier)

wiki: same as above but try to skip ledgegrab, and do initial movement from intermediate instead

q1 †

☼◊ no good tutorial exists but Samura1man video tutorial is a start; stare at a lot of rta strat ils and ask questions

bridge waterslide for q1,2,4,7: hold up and r during load, and press a+b at the right time (big window). this is almost never failed by most runners

q2

☼◊ my demo. read the description for setup instructions; input display for the approach movement is at the “approach” timestamp.

q3 °

my demo. the one bug this strat has is that gooble hits during the damage boost can be hard to back up. mario turns when bouncing in lava if the left stick is neutral, so you can do that and then hold up to try to reach safety

my demo

q4

☼◊ DutchJ video tutorial. i admit i cba to learn faster variants for competent level so don’t know what to recommend

q5 | entry ¤

☼◊ Samura1man video tutorial (advanced strat) for approach, and DutchJ video tutorial for Yoshi Skip (shuffle all the way right and straighten out camera before releasing the ledge to make the clip itself faster and more consistent). competent level includes going for hoverslide at start of level (inputs should be as fast as possible to make it work)

q5 | secret °

my demo

◊ all optimal strats for best chance of early cycle are undocumented so you’re forced to pore over rta strat ils and ask questions

q6

☼◊ FoundYourGun demo w/ my notes. the recommended strat for 4th clean has changed; land the rollout straight in front of the pianta (as you would naturally) but hold back during the rollout to consistenly avoid bonking

q7

☼◊ my video tutorial

Pinna/Bianco II

p1 | pinna entry ¤

☼◊ honey skip: my video tutorial (and strat demo and setup reference). i heavily recommend my skip setup because it is safe and exact – it makes death impossible, the cues are all calibrated and easy to see or time to within 1f, yet the timing hits the middle of a 11-frame window. you have to go out of your way to fail it, even while learning it

honey skip is worth learning at all levels but if you can’t be bothered yet, watch the cutscene:

p | park entry

see rta strat il

p1 †

☼◊ mwolfe11 video tutorial is the best available general tutorial. all players can learn this strat and practise finishing mecha within 7 shots.

improvements and backup shots:

1st cutscene skip: approach back poles with waterslide speed, pause and exit area after mario’s tip clears the poles

2nd cutscene skip: pause and exit area when mecha starts exploding (orange spherical blasts) – pressing y may aid visibility

p2 | entry

☼◊ rta strat il (sideflip-dive). do the inputs slowly in full-game runs. the simplest backup is running behind the grass/sand line (to spawn the mole) and immediately doing a (slow-input) unbuffered sideflip-dive back at it (don’t wait for the mole to pop out; anticipate it)

p2 | secret °

☼◊ my demo

p3

my demo. if you get behind the boat cycle too much then you may have to wait or jump off the boat, but the window is huge

◊ i don’t know what the best resources are for boat hop since i never learnt it, but stuck to the basic strat, just with a spin-jump off the boat instead of grabbing the left grate (saves ~3s). tas strat is also worth trying, since you have about 10s of leeway to make mistakes and backtrack for coins before it breaks even with the basic strat i describe in this paragraph

p4 †

i do not recommend any strats here (none is really good enuff imo), so try them out yourself

p6 | eyg ¤

☼◊ my video tutorial (and strat demos: basic, competent). all beginners should learn the basic strat and not waste time learning pinna 5+6

p6 | secret °

my demo

my demo

p7

☼◊ my video tutorial

to savewarp optimally, start holding x+b+start or press reset on the console at least 4 frames after the screen turns fully white (same with both methods). this is a bad cue, so practise it/go whenever you’re comfortable. as long as the savebox comes up, you have at least 17f to press a to save, so make sure you have some way of pressing/mashing it during/right after the reset input

Route Note
the normal route heads to ricco, at the end of this page, then returns to b6; from n7, it goes straight to corona. the route suggested by this page is double-savewarp ricco-late, which does a savewarp here (to b6) and after n7 (to r1)

pros:

cons:

b6 | entry

☼◊ despin’s guide. for a beginner, make sure you have some sort of consistent movement pattern down to get a waterslide on the bridge

b6 | secret °

my demo (no cube skip + left side)

my demo (cube skip + left side)

b7

☼◊ my video tutorial

Sirena

s1 | yoshi sm

☼◊ my video tutorial (this doesn’t cover right-side much but the idea there is just to try to follow shadow mario with a spray and good spacing. if you can’t get left side down then this is ok)

s | hotel entry

my video tutorial

s1 †

☼◊ Samura1man video tutorial

s2 | entry

☼◊ see rta strat il – learn sprinkler-spray strats for consistency, and practice backup movement when falling down or missing inputs. hoverslide or jumpdive+redive, then long rollout, to set up the spin-jump

s2 | secret °

my demo (if you can run on the sandblocks but can’t do the jump-dives then that’s ok)

my demo

s3 ¤

☼ see rta strat il (front-side pole). execution notes:

◊ see rta strat il (back-side pole no-gwk)

s4 | entry ¤

☼◊ see rta strat il (beginners should hover further along the ledge for casino skip, sidestep at least halfway, and do a clear jump input followed by a late dive)

s4 | secret °

my demo; can do standing spin-jump-dives instead of sideflip-dives per preference

◊ the basic strat holds up well; 1st buttslide and 2nd momentum spin can optionally be introduced (see rta strat il)

s5

☼◊ Samura1man video tutorial

s6 †

☼◊ my demo

JP version requires more spam-sprays in the same places; the goop will visually disappear at the same rate as on PAL, but on JP, it is secretly not yet fully cleaned:

Sirena 6 partitions space into buckets, small regions where goop is counted and rendered. Each bucket has a value that’s decreased in proportion to the amount of water that lands on it, so a spray will partially decrease the values of several nearby buckets, like an eraser on pixels in an image editor. The timer stops when a fixed proportion (the same on both versions) of buckets is below the clean threshold.

The bucket clean threshold is <50 on JP and <128 on PAL. However, both versions have a bucket visibility threshold of <128. Thus, JP has invisible goop and it pays to respray cleaned areas.

s7

☼◊ my video tutorial

Noki

n1 | noki entry

☼ i do this but haven’t thought about it much; try the Samu strat below

Samura1man video tutorial

n1

my demo

my demo. read the description to understand where to grab to catch first cycle more quickly

n2 ¤

☼◊ see rta strat il; various bits can be simplified to casual movement as required. short rollouts and a jump + delayed-dive help a lot with getting the first spin-jump. neutral stick during first wallkick set cuts out midair spins. consult other tutorials if spring clip is a struggle

n3 †

☼◊ my demo

n4 †

entry
☼◊ Samura1man video tutorial

inside
☼◊ Samura1man video tutorial is the best of a bad bunch

for 6-tooth, it is useful to hover just before the eel stops its initial spin, aiming to be 1/3 of the way along the mouth (closer to the end behind you), then hold the stick down+left if turning left or down+right if turning right to hover over teeth from the opposite side you’re turning towards. on pal/u, it’s helpful to get the bubble on the right on the way down, so that air damage comes out during the 5-tooth cutscene skip window (you may even explicitly go for that instead of tooth damage, if you can read cycles and sandbag)

n5

☼◊ my demo. read the description for setup instructions; input display for the approach movement is at the “approach” timestamp.

n6 | entry

☼ do your noki 2 movement until the triple-jump, then spin-jump towards the rope to the shell. you can mount the rope safely by facing it, then holding up and r, pressing l while they’re held

◊ see rta strat il (old rope entry)

n6 | secret °

my demo; note the backups in the video description

my demo

n7

☼◊ my video tutorial

Ricco/Corona

r1

☼◊ see rta strat il (box spin, ramp spin + slink strat). i recommend slink to all players because i think it’s easier than respraying the blooper, tho that’s a backup you must still learn. to do slink well, take your time to get into a good position before starting the first spray, and pay attention to where the tentacle is when you grab it, adjusting accordingly how far you pull back before the blooper becomes damageable again.

r2 | entry

☼◊ see rta strat il (blooperless). for ☼, if you find blooperless risky (y-turns are hard) then try blooper. i wanted to recommend a strat that’s useful for your development so blooper isn’t my main rec here

r2 | inside

☼◊ see rta strat il (blooperless). important movement practice so no matter how slow you are, don’t do blooper. you need an igt below 45s to pass the level iirc

r3

☼◊ Samura1man video tutorial (i won’t make a specific recommendation for competent strat here, other than to move the camera to the side to make timing the hover easier)

r4 | entry

fyg’s demo (smoke stack). do take it slowly compared to the demo :p

◊ see rta strat il (scaffolding wallkicks, no beyblade). early-buffered spin-jumps are ideal for skipping the ledgegrab

r4 | secret °

my demo (35 cycle). this strat is a bit untested so try the ◊ strat as well

my demo (spinless yellow cycle). blue cycle may also be a shout – i don’t know which variant is most reliable, but will suggest Samura1man video tutorial for now

r5

my demo (sewer)

◊ see rta strat il (catwalks)

r6 †

my il. hoverslide is timed holding right notch. steering is done with c-stick (holding up on l-stick) except 5th coin, which turns both sticks. approaching 6th from far to the right makes the coin 6/7/8 slalom much easier. can swap l-stick up + c-stick steer with l-stick left/right steer but it isn’t really easier

◊ see rta strat il (⟲ route, right of first pillar)

r7

my video tutorial (walking spray)

◊ see rta strat il (dive-rollout spray)

c | corona entry

☼◊ see rta strat il (roof movement). you can swap sjds for spin-jumps to avoid punishment for dropped spins

c | corona

my demo

c | bowser

☼◊ all the tutorials are shit and i forgot else i would’ve made a demo aaaaaaa. basically: