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Jellopuff | CTGP Tracks Done Backwards - Abyssal Ruins Successful Attempt (2.5/218) @Jellopuff_TAS | Uploaded 3 years ago | Updated 3 hours ago
In this video, I drive a full lap of the custom track Abyssal Ruins backwards. In order for a track to count as being completed backwards, you must start in lap 1 and travel through all of lap 0 backwards, finishing by reaching lap -1. This is TAS.

This is a series Kierio originally planned to collaborate solely with Charlie on, but too bad, I'm throwing my hat into the ring lol. The series will primarily be uploaded gradually on both of their channels, though I may chip in every now in then if it appears that something has been missed (as was the case for Abyssal Ruins). Once there are videos on both channels, a playlist will be set up so that people don't miss out on uploads. We will be going through the tracks of the CTGP 1.03-1112 update alphabetically, and returning to any past tracks if breakthroughs are made that change the statistics of the progression of the challenge (more on this later in the description. And again, this video is an example of this).

Abyssal Ruins poses a ton of problems when it comes to completing a lap backwards. The track is almost entirely sticky road which makes certain tech (notably RFH ejections) impossible. Further, there are multiple points on the track that go from a higher platform to a lower platform when driving forwards, and this translates to there being large walls inhibiting progress when driving backwards. Respawns also don't help here since the final jump cannot be cheesed with a respawn. It HAS to be done respawnless, and doing that requires a shroom, thereby making respawns anywhere else also useless. Finally, there are four backwards road blocks that in isolation all require one shroom, but we only have three to work with, so something has to be done to get all four in one run.

So, how did I do it? My first priority was to simply overcome the obstacle that halted Kierio's failed attempt. Kierio mentioned in the comment section of his video that clipping the pillars wasn't possible because of the sticky road. I don't know if he tested this, but regardless, that statement is incorrect. While the sticky road clearly does have an impact on the clip, it doesn't outright prevent it, so we can use it to get onto the bouncy pad.

Then there was the second obstacle. Around this time, I had learned that respawning on the third obstacle wasn't an option and that both it and the final obstacle required a shroom to even theoretically perform. So, I had to figure out some way to do the second obstacle shroomless. To do this, I incorporated the ending of the first setup as a solution to the second by hitting the bouncy pad in such a way that it traps you under it with tons of vertical momentum. I quickly break away from the ceiling, and with precise movement, bounce off of two of the pillars on the surrounding ruins. This gets me far enough to use my trick boost to perform a wallclip. The clip was only barely high enough, but regardless, obstacle two was bypassed.

Obstacle three was much easier to ultimately accomplish, but it required its own discovery. Kierio tried to clip the side of the track to no avail for his attempt, but by narrowly driving on the edge of the road, we can get low enough to get a highclip using the wall on the side of the road. Not only does this let us bypass obstacle three without respawns, but it also allows us to perform the first obstacle shroomless, allowing for an alternate method of completing the challenge on this track(shroomless bouncy pad, and one shroom for each of the other three obstacles).

The final obstacle simply requires breaking free of the sticky road while our bike is facing up, something that can easily be done by using the small part of the road where the main rain and offroad are at different elevations. The final shroom gives us enough speed to cross the gap, and by extension complete the entire lap backwards.

There are a few statistics and various versions of this challenge that we will keep track of that allow for a better understanding of what's going on. Below is a list of all of them:
1. Completing the track backwards with the minimum number of respawns, where you have access to a certain amount of mushrooms (a = Infinite, b = 3, c = 2, d = 1, e = 0)
2. Completing the track backwards with the minimum number of respawns, then minimizing the number of mushrooms from there
3. Completing the track backwards with the minimum number of mushrooms, regardless of respawn count

Previously, Abyssal Ruins had no statistics to offer due to not being completed. Now that it has though, we officially have our first CT with backwards statistics. Nice!

1a. 0 Respawns
1b. 0 Respawns
1c. N/A
1d. N/A
1e. N/A
2. 3 Shrooms
3. 3 Shrooms

Music: Joy - Hydelic
Composed for the Tetris Effect/Tetris Effect: Connected soundtrack.
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CTGP Tracks Done Backwards - Abyssal Ruins Successful Attempt (2.5/218) @Jellopuff_TAS

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