On the bottom right you can see my current XYZ-speed. S/O to stebler who provided me with the code for that: github.com/stblr
The third shroom is used to keep the acceleration from the supergrind, I would fall back to like 90 xyz-speed and would need to accel back up if it wasn't used there.
[MKWii TAS] DS Yoshi Falls Flap - 16.783Marth2021-02-06 | Yank track got an improved sg flap.
On the bottom right you can see my current XYZ-speed. S/O to stebler who provided me with the code for that: github.com/stblr
The third shroom is used to keep the acceleration from the supergrind, I would fall back to like 90 xyz-speed and would need to accel back up if it wasn't used there.
Thank you for watching!new kc ng routeMarth2024-09-13 | This is a new route for Koopa Cape 3lap (no-glitch). Even though the newly found walltrick strat is not implemented in the ghostrace, this should save more time, especially at the first grasscut. Whether the clip at the red shell is no-glitch might be debateable, but it merely gains around 0.46 units of height in one frame (For comparison, the u-turn clip on rMC3 no-glitch 3lap gains almost 15 units over the course of several frames).
Hope you enjoy this find!bump trick stratMarth2024-08-21 | Normally I don't really enjoy content in the form of shorts but I started to think about this being kind of a good way to share new strats being found. I want to keep uploads like this as basic as possible but I think it's nice to see what a first rendition of this strat could look like. The footage shows my first attempt and I'm sure if we find a way to stick while keeping the wheelie, even more time can be saved.
The ghost being raced is by Alego11: youtube.com/@Alego11-TAS[MKWii TAF] Luigi wins a race by doing absolutely nothingMarth2024-04-01 | *honk honk*
This years april fools treats you with amazing sound effects :)
I didn't think it was possible but here it is, Luigi winning a race with no inputs. This is performed on 50cc, 2-Player VS-mode. I intentionally chose Luigi with a light bike and Funky with a heavy kart to make pushing feasible. I also used strategic items and started the race with Luigi in first and Funky in last place. You may notice how I slow down before some of the item boxes, this is simply because I want to get the right RNG in order to get a mushroom everytime.
TAF = "Tool assisted freerun"
Thank you for watching![MKWii TAF] Luigi wins Coin Runners by doing absolutely nothingMarth2024-03-26 | Luigi and Funky the dream team.
I wanted to see how "winning by doing nothing" could be achieved in MKWii and tested it in 2-Player battle mode. Since this can only really be done with teams, it is not a full-on solo win, so take the title with a grain of salt. Nevertheless I'm quite pleased that it worked so well, especially on a map that I haven't really made a video on, Chain Chomp Wheel. Pushing a character forward and backward is kind of limited because most of the movement is to the sides. The sloped layout of the map does help a lot here.
Some details: - Anytime Funky is hit and loses coins, it is in an intentional spot so the coins can drop to Luigi - 0:23, Funky blocks two greens, the latter would have hit Luigi - 0:27, holding off Baby Mario long enough makes him not get the three coins that are moving towards Luigi, otherwise he would have gotten at least two. - 2:24, Luigi appears to be stationary here but moves ever so slightly backward because of the sloped surface. That's how he can reach the mushroom. - 2:33, shoutout to Bowser for trying to TAF in the background, just to jump straight into the Chain Chomp - 2:38, barely visible, but this shell throw hits Mario, who has the four remaining coins (I chose to intentionally jump high for it to be visible on screen).
I hope the rest is clear from the video.
What I like most about this video is that both perspectives are interesting and fun to watch :)
I never knew how high these coins can stack when looking at other characters but it looks absolutely ridiculous (The thumbnail is not exaggerating)
TAF = "Tool assisted freerun"
Thank you for watching![MKWii TAS] SNES Mario Circuit 3 Fastest Lap - 23.425Marth2022-08-14 | Even more timesave on the "optimized" track.
About the run: - This is the first run that I made almost entirely with textfiles. - As you can see from the comparison, I enter the lap ever so slightly more to the right, saving time. - The second shroom can be taken even tighter than expected, saving about 0.020. - The main timesave this time is obviously the newly found strat at the u-turn, this currently saves about 0.110 over doing the turn normally. - The rest of the timesave (0.005-0.010) comes from minor optimizations throughout the run. - One interesting thing: at the turn after the last shroom I actually hop quite a bit earlier to take a smoother line. I have to compromise this by turning in the opposite direction while drifting for 3 frames instead of 1, charging the mt a frame later. This also lets me wheelie earlier at the quickhop. This approach was faster than all of my attempts of doing the turn the normal way.
Thank you to @EjayB for helping me with setting up the input display for the recording!
Thank you for watching![MKWii TAF] Scoring 100 Points in Balloon BattleMarth2022-07-04 | Wow, wouldn't have thought that triple digits is possible.
You might notice a significant raise of driving quality this time. That is because I was finally able to use tas-input for the whole run, which allows me to be way more precise. Unfortunately, this come with a loss of video quality since I cannot properly make dumped videos with dolphin 5.0, where this is performed on. Cookie Land is the smallest of all battle stages, which is pretty helpful when trying to get a lot of points. I also didn't use 'strategic items' this time so the whole set of items is available. Good thing about that is you can get triple items right from the beginning. Down side is you have to deal with random shocks and blue-shells. I think it's kind of funny that I managed to get 4 red balloons this time, all thanks to King Boo who was on a little rampage with his star.
Some more details: - My actions are quite limited by the invincibility of the cpu's after respawning and getting hit. That's why I sometimes wait so long until my next use of items. - I completed this run over several months now. If I'd have to guess, this probably took about 20hours. - CPU is even more random than I thought. Sometimes I just had to press the item button to accelerate the item wheel in order for them to take a different path. This makes it really annoying when going for long snipes and doing different stuff before the impact. There may be a snipe or two that misses because of this but I'm not even sure myself.
Hope you enjoy this chaos of a run :)
TAF = "Tool assisted freerun"
Thank you for watching![MKWii TAS] Yoshis Island - 16.017Marth2022-05-01 | I think the idea of this track is pretty cool, so I decided to make a small TAS on it. I opted to 3 laps instead of 5 though.
The middle of the map is covered with oob but at some places you can avoid that. I ended up redoing lap1 after I found a better strat for the shroom. When hitting the pillar at the last turn it is necessary to not be in a boost state, otherwise you won't get a proper bounce. I think the lap2 and lap3 strats are only faster at the end of the run..
Thank you for watching![MKWii TAS] Mega Mushroom ShortcutsMarth2022-03-29 | This mushroom has quite a bit of use!
Quite a while ago I saw a video of a supergrind in combination with a Mega Mushroom where Funky reached about 200xyz speed (youtube.com/watch?v=LMEbZZTprHY) Noxpro seems to be the first one that noticed this behaviour. It made me think that Mega Mushroom might have some potential for interesting shortcuts and strats. So I began to test stuff and got some pretty cool results. As the video says, this is done in VS Mode (150cc) against easy CPU with regular item settings. The most annoying thing is to actually get a Mega Mushroom each time but it seems to have the highest probability in 6th and 7th place. I have gathered these clips in a span of a couple months but now I'm pretty happy with how this video turned out. With the newly discovered supergrind potential for outside drift bikes, I was able to add some of those too. In my opinion, the rYF one was the hardest to achieve because the invisible walls can screw you pretty easily, it is also my favorite clip of the bunch :)
The speedometer at the bottom-right shows my current XYZ speed.
Thank you for watching![MKWii TAS] SNES Mario Circuit 3 Flap - 23.587Marth2022-03-02 | Kind of a big improvement for such an optimized track. Thank you to koheila for keeping me motivated to do this.
About the run: - The small slipdrifts at the start actually help me to get a better line into the lap - Interestingly enough, the wider approach of the second shroom comes with being able to take the first shroom turn significantly tighter. That is why I'm equal to the old run during the 2nd shroom despite using the mushroom a couple of frames later - The main timesaver from the run is that exit the second shortcut way tighter and I'm leaving the offroad being immediately at fullspeed - There might be some minor timesaves throughout the run due to further optimization, one timesave is certain tho: I get a 15 frame hop after the third shroom + I charge the miniturbo at the fastest rate possible. - For the ending I tested quite a bit with the new miniturbo strat at the boostpanel (streamable.com/7gy5o9) but I only managed to get a .589 ending with it. Seems like it's only faster if you do have to rehop. - I was stuck at .588 for quite a while but luckily was able to squeeze out another millisecond :) (streamable.com/7ir9zy)
Thank you for watching![MKWii TAS] 3DS Maka Wuhu - 1:20.880Marth2022-01-29 | Tried another 3DS track, this one was pretty interesting.
QM is weird when it comes to the mountain walls but I was fortunate to get decent bounces for slips. The bouncy straight after the tripple mt actually doesn't really lose time and makes it up easily from the mt after.
Main timesave is from: Drift trick at the first ramp, mt after the second shroom, lower cave tricks, wallclip into lake section, mt after the 3rd shroom, several new slip drifts, using the trickable rock and using a walltrick on the ramp after.
Thank you for watching![MKWii TAF] Collecting 70 Coins in Coin RunnersMarth2021-10-22 | See, 70 coins is possible even on Delfino Pier and with Kart. Definitely not the maximum amount tho.
I actually managed to get a clean sweep this time which is pretty cool. Driving in general is not that great again because of the lack of tas input which still leads to desyncs for me unfortunately. There are still some cool parts tho :) Mushrooms are basically the best item for this to get in first place because you save loads of time not having to collect the coins after hitting an enemy. Sometimes I have to drive a bit weird in order to manipulate a shroom from an item box (2:43 for example). Luckily, coins respawn when they are "lost" in the water (as you can see from Daisy) which allows me to get such a high coincount on this map. If I manage to beat this coin record on another map I may make another part... we'll see.
Huge s/o to Ejay as well for recording this video for me in an incredibly high quality!
A while ago I discovered that you can actually keep a supergrind way over the long bridge and thus keep 120xyz speed for almost the entirety of the track. It conveniently only costs 1 shrooms to set it up so we have 2 shrooms left for the ending. If you compare the ending with the last flap BKT you might notice we don't supergrind there anymore. This is because we would go too wide to set it up with the angle we're left off after the ejection. This doesn't really lose much time though because we're able to take the last turn very tight. This strat will also be really beneficial for 3lap and will probably save 1-2 seconds per lap. Luckily, I started the flap with the exact same ghost as the last BKT which allows us to have a nice ghost comparison, which I think looks really awesome. Potential improvements I could think of would be using Dry Bowser because of his mini-turbo advantage at the last turn and to use a tighter drifting bike/character such as baby daisy/bullet bike to take the last turn even tighter.
I originally started this a few months back but never really got a good end. Finally I was fortunate to get good QM for the last turn, which is really good. The re-wheelie is a great timesave since it allows me to release the last miniturbo early and still align tight for the last straight.
Thank you for watching![MKWii TAF] Scoring 69 Points in Balloon BattleMarth2021-06-22 | Witness Artillery Kong :)
Coincidentally this result is not intentional, it was just what I ended up with. I'm pleased to make a proper follow-up to the coin video tho. The best strat here is to just camp at the box-spawns at spam as much stuff as you can. Interestingly even though I had items set to strategic, different items start to appear at the 1 minute mark. This is kind of annoying because of the blooper but I can benefit from the tripple greens. S/o to 1 point Yoshi.
Thank you for watching![MKWii TAS] DS Luigis Mansion - 1:41.187Marth2021-06-19 | I really like the DS tracks on Wii so I decided to make a 3lap TAS of Luigi's Mansion.
The house entry trick is similar to the one I got on GCN Daisy's Cruiser but kind of precise. I seem to be losing 1-2 frames on lap3. I think it's because of minor bounces at the beginning, a slower trickramp and mainly bad QM for the first Reo drift.
Thank you for watching![MKWii TAF] Collecting 69 Coins in Coin RunnersMarth2021-05-05 | Yoshi too op...
This was peak bucket list :) The end amount is actually not intentional. Unfortunately I couldn't use TAS-input for this because it would always cause a desync. That is why this might not look as clean as other TAS videos... The weird movement at 2:48 is to hit Toadette at a specific frame/angle to line her up to hit Daisy with her green shell at the end.
70+ coins is definitely possible.
TAF = "Tool assisted freerun"
Thank you for watching!Mario Kart Wii TAS - Every strat Ive worked onMarth2021-05-03 | Thank you for 1000 subscribers!
These are clips of TAS strats I found throughout my tasing journey for the last 2 years. Most of them are in chronological order but I switched some around if they would fit better to the music :) I might have missed one or two but the video should pretty much cover all major strats. (almost ;) ) Keep in mind that some of these clips aren't optimized and can save more than the ghost comparison shows! I'd like to thank everyone that helped me on these projects, without the collaborative effort we wouldn't have been able to shave of as much time in this game.
Thank you for watching![Twilight Princess TAS] Snowboarding in 01:05:96Marth2021-04-23 | A different kind of TAS for once but I'm probably giving justice to my pfp.
This was performed on Dolphin 4.0-5371 [Zelda Edition 7.2]
Other than in MKW, while snowbording you generally want to stay in air as much as possible because you travel at 70 speed when having airtime. This is why I quickspin so frequently, it delays your fall a bit.
The movement at 0:28 and 1:02 might seem a little weird but that is simply because you can get voided out there really easily. To put it into perspective: I cannot perform an additional spin on any frame on these jump without being counted oob. The last shortcut saves about 0.5 seconds and is therefore not really useful in RTA. When it comes to TASes tho, it should not only be viable for 100% but also for other categories since you can pretty easily get on the fence on the left side and I'm fairly certain you can skip the Midna texttrigger like that aswell.
Thank you for watching![MKWii TAS] 3DS Rosalinas Ice World lap1 - 35.840Marth2021-04-16 | Really nice 3DS track :)
Few things about the run:
Some parts of this track have an icy floor collision just like on rSL, where you drop way below the maximum wheelie speed. You can see this on the speedometer inside the cave section. This is the reason for the weird bounce after the cave exit ramp. I want to avoid touching the ice there so I won't drop to 110kmh as early. The bounce allows me to have less frames of ice speed because I stay at 120/119kmh in the air while still maintaining my boost. At the start of lap2, I showcase the way you could do the shortcut RTA but keep in mind that there is no real consistent way of getting this and it's basically pure luck. The good thing is if you get it to work, you can save several seconds.
Daisy heavily benefits from her increased mt boost time and her tighter drifting. Especially at the tunnel entrance turn and the u-turn around the lighthouse, she gains much time compared to funky. The lap is entered while still being on the sidewalk which actually gives a better line and is faster than the old entry despite the small bounces. Similarly to my Aquadrom Stage run we opted for a the walltrick on the sc because Daisy can't seem to get a low enough drift trick on the ramp for it to be faster. The walltrick itself doesn't lose a significant amount of time. You might have the impression that some turns aren't taken as tight as possible but that is just because Daisy's hitbox is wider than her model. She might even have 3lap viability but she would lose more time without the removed cones. It would need to be tested nonetheless..
Thank you for watching![MKWii TAS] DS Airship Fortress lap1 - 39.895Marth2021-02-21 | Funky's pov: youtu.be/9VyoNAkbxVc
I was wondering a while ago how Funky and Daisy would compare on this track.
Thank you for watching![MKWii TAS] GCN Peach Beach (no-glitch) - 1:11.535Marth2020-10-31 | Special thanks to Kierio and Ejay who helped me on the ramp strat lap3 :)
Since I managed to save about 4 frames over Rocky's ghost on lap1&2, the new strat/route saves about 0.4 seconds. This is most likely not RTA viable because you need to get the rfh on the ramp in order to get a good bounce and save enough time overall to make the left route faster.
I have a few things to clarify: Originally I just wanted to try Daisy on this track because I thought there are several tight corners that she will benefit from. For some reason, Daisy can't get as low with an rfh on the ramps as Funky Kong which is why I opted to the walltrick which should only be faster for Daisy. The double trick on the ramp is only faster because the ramps on this track lock you at 100kmh instead of 120kmh so it's faster to trick twice to recieve more speed in the air. You might be wondering why the laptimes lower each lap. When Drake released his 43.155 lap1, I had just finished my own lap1 and was currently working on the shroomspot lap2. I underestimated how much time you can squeeze out of these tricks on the chairs so got a way faster strat and took a way tighter line lap2 and 3. This inevitably leads to approaching the next section from a wider angle, which is why tricking on the edge is now faster. Lap 3 is obviously faster because I can just drift tightly at the end but I also found out that doing the walltrick as high as you can both times actually saves time. Other optimizations such as at 1:51 and 2:00 lead to a much lower lap3 time. I can unfortunately say that a 2:07.xxx is easily possible but I could not be bothered to redo this :)
Few things about the run: - Not getting a stick on the bridge on lap2 is about 0.005 slower - Had to lose some time in order to get a decent lowtrick on lap2 & lap3 - Up trick on the ramp on lap1 & lap3 should be faster than sta
Thank you for watching![MKWii TAS] Daisy Circuit - 1:26.900 by Akari & MarthMarth2020-01-21 | Cool track :)
TAS BKT Cut: -0.088 Previous BKT by Monster
Splits: 1. - 29.015 2. - 28.945 3. - 28.940
Few things about the run: - I stared this run on my own up to the lighthouse and then Akari joined in - We often used +1 turn every third frame which is useful for alignments - Unfortunately we had to lose 0.010 on before the ramp on lap2 because otherwise we wouldn't get the lowtrick QM
Thank you for watching![MKWii TAS] Grumble Volcano Flap - 2.514Marth2019-12-30 | GV now has the fastest flap time again with it being 0.027 faster than the current MG flap BKT.
Thank you for watching![MKWii TAS] Unfinished Mario Circuit v1.4 lap1 - 21.445Marth2019-12-14 | This course looked kinda interesting Probably not gonna finish this...
Estimated 3lap time would be a high 1:03.xxx QM is somewhat annoying here aswell.
Lap 1 TAS BKS Cut: -0.811 Previous BKS (22.256 by kierio04)
Thank you for watching![MKWii TAS] GCN Daisy Cruiser v1.0 lap1 - 30.302 (test)Marth2019-11-17 | Tested this for ctgp (I guess?) Not sure if I'm ever gonna finish this...
Estimated 3lap time would be about 1:30.xxx (probably .3 or .4)
Spots where QM was really annoying to deal with: 0:10, 0:15, 0:28 and 0:35
Thank you for watching![MKWii TAS] Moonview Highway (no-glitch) - 1:41.477 by Akari, Monster & MarthMarth2019-11-08 | Seems like 0-1-2 is only slightly faster :)
Few things about the run: - 0-1-2 shroom distribution is used because of the car cycles. - Monster came up with some triple trick strats and helped optimizing the tricks. - Akari & myself optimized the rest of the run. - We're forced to take to top route on lap3 because we have to avoid a truck thats blocking the normal shroomspot... fortunately it's doesn't really lose much time ;)
Thank you for watching![MKWii TAS] GCN Mario Circuit Flap - 27.520Marth2019-08-12 | I made this TAS just for fun because I had motivation for this track...
Thank you for watching![MKWii TAS] N64 Mario Raceway Lap 1 - 33.356 by Akari & MarthMarth2019-08-04 | We decided to improve on this track :)
TAS Lap 1 BKS Cut: -0.063
Our main goal was to implement supergrinding into the rMR 3lap but first we had to do the standard lap 1 anyway. I found a ramp strat that actually saves time and Akari optimized it a ton. The rest is just back and forth optimizing by both of us ;)
Thank you for watching![MKWii TAS] Moonview Highway Flap - 32.520 (Super Grinding)Marth2019-07-28 | Thank you to CHARL1E for giving me his sg setup ghost :)
Timesave compared to no sg mostly comes from the cornercut at the first turn and if you want to keep the supergrind-state all the way to the top you have to shroom. This is useful since you fall at 120km/h up to the trickspot.
Thank you for watching![MKWii TAS] DS Delfino Square Flap - 37.878 (Super Grinding) by Marth & KierioMarth2019-06-14 | This is my first "real" TAS with the help of Kierio to optimize it.
I discovered this sg spot quite a while ago but did not manage to make it useful for timesaving. But then I remembered that this clip was possible since I already showcased it in one of my TAF compilations. I wouldn't have thought that it would save time but conveniently the sg is the perfect setup for it. Anyway... I would like to thank Kierio for helping me optimize the part between the first and third shroomspot :)
Other things to point out: 1. Most of the timesave compared to no glitch comes from the clip itself and not the super grind. 2. Clip has to be that high since it barely passes the invisible wall. 3. Since this is my first TAS you have probably noticed some flaws in the run but I did my best...