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[MKWii TAS] Rainbow Road Flap (No Ultra) - 42.167

Ejay B

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[MKWii TAS] Rainbow Road Flap (No Ultra) - 42.167

14 797 просмотров · 2 года назад
Ejay B
3,9 тыс. подписчиков
14 797 просмотров · 2 года назад
Watch in 4K Ultra HD, 60fps! This is a tool-assisted speedrun (TAS). This time will not count on any real RTA leaderboards. The goal of this TAS is to complete a single lap as fast as possible (fast lap = flap). TAS BKT Cut: 2.719 Previous BKT (NG flap) by RS, Marth, and me: 44.886 (   • [MKWii TAS] Rainbow Road (No Glitch) - 2:1...  ) Not one, not two, not three, not four, not five, but SIX superslides in a single flap! This category went from being slower than inside-drift bikes, to being faster by nearly 3 seconds. Since I started work on this in July, I gradually developed tons of strats: I found that using the reject-road to reach high XZ speed in the figure-8 section (like how the previous BKT does) was a lot slower on outside-drift bikes. The path I take is direct and is pretty much at full speed the whole time. I managed to get some precise QM at the cannon entry, which rotated the bike rightwards upon exit, saving time. As far as I know, this is the first useful implementation of a tilted cannon exit in a TAS BKT. Very cool. Getting a zipper turn that allowed for a superslide entry was really frustrating, but I managed to get it. Will also mention that it's possible to save a bit of time by riding the entire road edge after the cannon until the boost panels, but you can't get a useful boostless zipper turn with that approach. Now. The ending. I spent multiple days optimising the last ramp trick to be as low as possible, and it seemed like the final time would be ~42.8. At one point I tried getting a 7th superslide around the bend, but this didn't work, and turned into me trying to just ride along the edge instead. After fiddling around with it a bit, I noticed that it was actually kind of working until my trick boost ran out - killing my momentum. So, I then ditched my previous progress and tried to make my ramp trick as high as possible to give myself maximum trick boost during the edge riding. After getting some insane QM-reliant bounces, I successfully made it to the final boost panel with a good line, and it ended up being faster… by a whopping 0.7. This is a really tough category to optimise because you're rarely confined to tight spaces, so you have total freedom of movement, which makes it hard to tell if your driving is optimal. If anything is improvable it's likely the very beginning. Note that the XZ speed is below 120 for most of the run. This is because the game's universal speed limit takes both your vertical movement (Y speed) and your horizontal movement (XZ speed) into consideration. Some of our speed budget has to go towards the Y speed when falling or sliding down slopes, so the game slightly reduces XZ speed to compensate. ♫ Battlefield - First Move by Yuzo Koshiro ♫ Thank you for watching! Ejay B