[MKWii TAS] DS Peach Gardens Flap (Glitch) - 11.894

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  • เผยแพร่เมื่อ 25 ต.ค. 2024
  • Uncut alternate video with info display and collision/important checkpoints visualized:
    • rPG Titan Alt w/ Extra...
    I originally tried to get this to work back in April or May of this year, and while I did manage to achieve a lot at the time, I ended up roadblocked at the bridge. Fast forward to December, and Epik, Justin, and I decided to make use of the unofficial Christmas TAS comp to instead work together to BKT as many tracks as possible, with this being one of the primary candidates. While this flap setup was fully theorized by yours truly, it was only made possible through their help, and would still be a dead WIP without them. Specifically, I'd like to formally thank:
    - ‪@EPIK95‬, for finding a way to move on the seam while facing sideways so that barrel roll state could be obtained in a much more stable orientation, as well as for providing us with an SZS edit that made navigating the seam and checkpoints significantly easier.
    - ‪@justin3055‬, for finding a way to move on the seam after barrel roll state has been obtained, and for his help in optimizing the actual flap all the way down past 12 seconds.
    This setup is very complicated, so I'd like to break it down step-by-step:
    We have to start by getting out of bounds without the luxury of a high clip. Trying to get inside the fence does not work, as both the Titan and Dragster are too wide to stay in the fence, especially without dying to the out of bounds plane next to it. Instead, I opted land on the fence from the ramp and ride it all the way to the hedge. Landing on the fence properly is a nightmare, and at multiple points throughout the fence ride the fence will try REALLY hard to either shove you off or give you horizontal wall glitch so that you fall through, so you have to precisely alter your tilt to make it the whole way through. Once at the hedge, you can trigger horizontal wall glitch on purpose, and if you maintain enough speed you can make it through the hedge and out of bounds.
    From there, we seam ride all the way to the bridge to get barrel roll. The seam next to the water is actually what we call a "bean corner," meaning there's a wall underneath that is not lowered or barrel roll collision. Bikes cannot drive along this seam without some kind of magic, as the wall shoves them off, but I found that certain karts actually can just passively drive along it as long as they're careful. I also found while trying to get around the invis wall at the end that if you get airtime, you actually can clip this wall despite facing towards it, and used that to make it around that corner and safely to the other side.
    After this point, I tried to get barrel roll on the bridge, but found that no matter how delicate I was, I would simply flip over and fall off the seam immediately. So, for a while, the setup was dead here. A few months later, Epik put some attempts in, and managed to find a way to move while facing sideways (note that karts do not have the luxury of leaning to move), meaning we could try to hit the bridge that way instead. At first Epik and I tried to trigger barrel roll while facing inwards, and while that was significantly more stable, we ultimately still couldn't stay on the seam. A few days later, I tried it again facing the opposite direction for the hell of it, and to my surprise, it was even more stable that way. I pretty quickly managed to stabilize myself, and after that we just had to figure out how to move from there.
    Fortunately, Justin figured out that by popping your wheels out of the floor, turning in midair, and landing back on a body hitbox, you could retain a small amount of sideways external velocity, and use this to travel sideways without losing barrel roll state or falling off. This is an incredibly slow and agonizing process, and we mitigated this by handing the seam ride off to one another after putting in a bit of work. The corner was a little annoying, but honestly was not that bad in comparison to the hellish seam ride we were already performing.
    After making it back to solid ground, Justin flipped us upside down and went back to touch all the key checkpoints we missed on the way here, and from there we brainstormed on how to actually turn this setup into something useful. We landed on a respawnless method that Justin performed where you hop all the way back in bounds and hit the key checkpoint on the stairs, and got to work on optimizing it. Major optimizations from there include:
    My alignment that allowed us to shroom extra early by entering checkpoints (and thus satisfying 95% rule) as early as possible.
    Me figuring out a way to hop back in bounds in 2 hops instead of 3.
    Justin hitting a different, perpendicular wall inside the invis wall via funny QM to stop extra fast after hitting the key checkpoint. A wall bonk was already used prior, but it took a bit longer to slow down and start the SSMT.
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