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Noki Doki | [April Fools] 4YG @NokiDoki | Uploaded April 2023 | Updated October 2024, 2 hours ago.
This video is an April Fools joke! In reality, horizontal spam-spray recoil exists in the code, but it scales with a parameter that is set to 0, so spam-sprays can only affect vertical speed. Furthermore, Yoshi's render matrix is initialized when the level loads and whenever he returns to his egg, meaning it's impossible for junk data to affect the properties of a spam-spray.

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Early Yoshi-Go-Round (EYG) has long been known to be possible in every episode of Pinna Park, except the fourth, the only one to not feature any enemy that can both move around and be turned into a platform by Yoshi. Because of this, it's impossible to follow the same route as other episodes, so no one's really been trying to make 4YG a thing anymore.

I was thinking about hyperhover the other day, and why it couldn't work with other nozzles: turbo and rocket both need to charge, making it impossible to use them before they're properly initialized, and spray is the default nozzle, meaning it's initialized before you can possibly wake up FLUDD. But I'd never really thought about Yoshi: he can spam-spray at any time, and doesn't fully initialized until he gets out of his egg, so surely it could work!

So here's the plan: hatch Yoshi's egg so that he spawns on the first QF of a frame, mount him on that same QF, and spam-spray to gain backwards speed based on junk data from a previous level. Lining up the QFs was surprisingly easy: hatching the egg is based on collision detection between the fruit and the egg, and mounting Yoshi is based on collision detection between Yoshi and Mario, so it all pretty much works out automatically as long as you don't pause beforehand, I just need to carry the fruit to Yoshi so Mario's close enough to mount.

Horizontal spam-spray recoil is usually unnoticeable, but when you read junk data as a direction vector, it can give Yoshi any amount of backward speed! Here I hacked the initial render matrix to give me around -120k speed but just like hyperhover, it just depends on what happens to be in that memory location at that time. Once you got the speed, just land while holding a direction, and the speed cap is off for a few frames!

Back to the actual strat, there are a few issues: first, Yoshi can't redirect that hyperspeed as easily as hover, so we need to start close enough to the right direction (carrying the fruit also helps to set Yoshi's spawning angle). The second issue is that the go-round is elevated compared to the beach, so reactivating the speed by landing at ground level sadly won't do. Instead I have to land on the cliff, which requires a spinjump and a Y-turn to maneuver around the invisible wall. It's probably possible to go with a lower point on the cliff and land directly inside the loading zone rather than on the roof, but this is good enough for a demo.
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[April Fools] 4YG @NokiDoki

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