The community needs so many more of these videos! So helpful and really highlights just how much work goes into optimisation and strat development. Great job explaining
At the end I was like oh that's a cool taf clip, then you said it's a new flap strat. Blew my mind lmao. This is the kind of videos that are needed to really explain all the intricacies of tech in the game. Really great!
thanks for walking us through all the intricacies of such an insane run! that wheelie-cancel-slipdrift thing is so super cool and I can't believe it works out like that
I really loved watching this video. Similar to what Ejay said, there were some really good logical and concise explanations for a lot of the tech that goes into a run. It was also informative for me with how ODB clips work (which in hindsight makes total sense) and the other two WBSS optimizations of spindrifting and drifting from a wheelie slipdrift in offroad, which are really sick. The ending flap strat is also really, really cool to see. I did have a couple ideas when you were explaining the run. With the ODB clip in the beginning, I was wondering if it was possible to get a slower clip and get the same type of knockback off of the pink arch as the other glitches and start a WBSS when landing. The angle after landing would be rough to gain speed with if this was done, but you could maybe do an ssmt to the left upon landing before attempting to SS to adjust your angle enough. This would then be faster for the rest of the lap, being able to stay at 120 instead of dropping a couple times, not having to deal with a slow uphill, and having a faster and lower clip into the second lap. If that idea wouldn't work, then I also wonder if you could do a SG up the hill at the end of the first lap if the hill is steep enough. You already have a sideways enough angle to the uphill at that point in time and EV also going in the same direction as the SG EV would go, so it would most likely be faster if possible. Either way, it's still really cool already with how optimized the run is. The WBSS spindrifting is a genius way of gaining more EV. I've done some brief testing a month or two ago and for reasons I won't get into now (need to finish and confirm the testing), it is a great way of getting past the biggest roadblock of gaining EV for any of the super techniques (sliding, hopping, grinding, gliding) and startslides. And lastly, the reason the seam clip works (if you're curious) is because you're moving fast enough to when the tail hitbox exits the wall for one frame, the entire tail hitbox can go through the wall on the next frame. Since the hitbox is only 90 units in diameter and you're moving at 115 IV and 8 EV (effectively 115.2 XYZ) at a perpendicular enough angle to the wall, it can pass through on the next frame due to how an ODB clip works with directing the speed to your facing direction. Doing a WBSS could help since less of the hitbox may have to travel through the wall on that frame since you can get lower during the clip and the tail hitbox is a sphere, so you can maybe have less of the hitbox that needs to be pushed through the wall, but if you're going fast enough with a good enough angle, it isn't necessary. This tech does have further implications, but since I think it's really cool to think of, I won't explain it here (but maybe later, idk; ancient already knows my idea behind it too). By the way, this same principle applies to the WBSS pass-throughs that already happen with walls like on rMR (and why your speed afterwards is capped at 90 (the diameter of the tail hitbox)). Again, this is a sick video and I would love to see more, especially due to the complexity and multitude of techniques that all go into a run that's only 47 seconds long.
@@campbellblock3061 I wouldn't say I left since I was still watching most TASes and played the game a little, but I wouldn't say I'm back either. I do have some ideas that I do want to try out with mechanics, a little testing I have done, and some RTA stuff I've been working slowly on, but I probably won't be in the discord or anything for a while (if at all idk)
28:03 Perhaps water detection once you're anywhere in or near that lake is based on your height, not your position. Then the blue/dark blue is just decoration on top.
0:50 not quite - the mechanics behind it are very weird, but to my knowledge it actually has to do with the orientation of the bike. external velocity is killed based on a rejection of itself onto the up vector of the vehicle, which can be influenced by wheelieing, leaning, and possibly even accelerating? this doesn't happen with karts because the external velocity XZ components are set to 0. it might be worth making a video about if I can understand it better
The community needs so many more of these videos! So helpful and really highlights just how much work goes into optimisation and strat development. Great job explaining
You make them then
Wow, great video! This is SUCH a good resource for getting into MKW TASing. I want to try making a TAS setup now.
At the end I was like oh that's a cool taf clip, then you said it's a new flap strat. Blew my mind lmao. This is the kind of videos that are needed to really explain all the intricacies of tech in the game. Really great!
The things mentioned at the end could help with an ultra shortcut on DS Delfino Square.
Ejay is right, this is very informative and helpful video. We certainly need more videos like these coming from our TAS masters :)
thanks for walking us through all the intricacies of such an insane run! that wheelie-cancel-slipdrift thing is so super cool and I can't believe it works out like that
Wow dude, first 15 minutes in incredible tech
I really loved watching this video. Similar to what Ejay said, there were some really good logical and concise explanations for a lot of the tech that goes into a run. It was also informative for me with how ODB clips work (which in hindsight makes total sense) and the other two WBSS optimizations of spindrifting and drifting from a wheelie slipdrift in offroad, which are really sick. The ending flap strat is also really, really cool to see.
I did have a couple ideas when you were explaining the run. With the ODB clip in the beginning, I was wondering if it was possible to get a slower clip and get the same type of knockback off of the pink arch as the other glitches and start a WBSS when landing. The angle after landing would be rough to gain speed with if this was done, but you could maybe do an ssmt to the left upon landing before attempting to SS to adjust your angle enough. This would then be faster for the rest of the lap, being able to stay at 120 instead of dropping a couple times, not having to deal with a slow uphill, and having a faster and lower clip into the second lap.
If that idea wouldn't work, then I also wonder if you could do a SG up the hill at the end of the first lap if the hill is steep enough. You already have a sideways enough angle to the uphill at that point in time and EV also going in the same direction as the SG EV would go, so it would most likely be faster if possible. Either way, it's still really cool already with how optimized the run is.
The WBSS spindrifting is a genius way of gaining more EV. I've done some brief testing a month or two ago and for reasons I won't get into now (need to finish and confirm the testing), it is a great way of getting past the biggest roadblock of gaining EV for any of the super techniques (sliding, hopping, grinding, gliding) and startslides.
And lastly, the reason the seam clip works (if you're curious) is because you're moving fast enough to when the tail hitbox exits the wall for one frame, the entire tail hitbox can go through the wall on the next frame. Since the hitbox is only 90 units in diameter and you're moving at 115 IV and 8 EV (effectively 115.2 XYZ) at a perpendicular enough angle to the wall, it can pass through on the next frame due to how an ODB clip works with directing the speed to your facing direction. Doing a WBSS could help since less of the hitbox may have to travel through the wall on that frame since you can get lower during the clip and the tail hitbox is a sphere, so you can maybe have less of the hitbox that needs to be pushed through the wall, but if you're going fast enough with a good enough angle, it isn't necessary. This tech does have further implications, but since I think it's really cool to think of, I won't explain it here (but maybe later, idk; ancient already knows my idea behind it too). By the way, this same principle applies to the WBSS pass-throughs that already happen with walls like on rMR (and why your speed afterwards is capped at 90 (the diameter of the tail hitbox)). Again, this is a sick video and I would love to see more, especially due to the complexity and multitude of techniques that all go into a run that's only 47 seconds long.
Dm is back!
@@campbellblock3061 I wouldn't say I left since I was still watching most TASes and played the game a little, but I wouldn't say I'm back either. I do have some ideas that I do want to try out with mechanics, a little testing I have done, and some RTA stuff I've been working slowly on, but I probably won't be in the discord or anything for a while (if at all idk)
Oh yeah I forgot to mention that the same principle of gaining EV also applies to STA (not sure I completely forgot about that)
this was really interesting! would love to see similar videos for your tases in the future too
Wow we need more tas breakdowns like this, really cool
in depth explanation videos like this are extremely cool :D nice one
Jeez dude really shows what work goes into tas
28:03 Perhaps water detection once you're anywhere in or near that lake is based on your height, not your position. Then the blue/dark blue is just decoration on top.
Excellent video!
0:50 not quite - the mechanics behind it are very weird, but to my knowledge it actually has to do with the orientation of the bike. external velocity is killed based on a rejection of itself onto the up vector of the vehicle, which can be influenced by wheelieing, leaning, and possibly even accelerating? this doesn't happen with karts because the external velocity XZ components are set to 0.
it might be worth making a video about if I can understand it better
Justin was just talking about the necessity of airtime to actually slide further, not exactly how the ev is generated
Mac TASer 🔥
What Ejay said +1
also nice 12,7 flap
yo bro what about my hotkeys dont work after i setup my controller
🤓