MKgumbα | [Mario Kart Wii TAS] Dry Dry Ruins 1:39.237 (Supergrind) @MKgumba | Uploaded 4 years ago | Updated 4 hours ago
Timesaves compared with former bkt (1:39.711):
Pillarclip: 21 frames
1st lap supergrind: 8 frames (+2 frames improved wallglitch)
2nd lap supergrind 5 frames
3rd lap supergrind 2frames
The reason why the supergrind saves less time in lap 2&3 is because i have to go much wider since the sand hill thingy gets bigger with time.
I'm sure sub 1:39 is possible, but for now i'm done with DDR.
"A tool-assisted speedrun or tool-assisted superplay (TAS) is a set sequence of controller inputs used to perform a task in a video game. The input sequence is usually created by emulating the game and using tools such as slow motion, frame-by-frame advance, memory watch, and save states to create an extremely precise series of inputs. The idea is not to make gameplay easier for players, but rather to produce a demonstration of gameplay that would be practically impossible for a human player. Tool-assisted speedruns often feature gameplay that would otherwise be impossible or prohibitively difficult to perform in real time. Producers of tool-assisted speedruns do not compete with "unassisted" speedrunners of video games; on the contrary, collaborative efforts between the two groups often take place."
-Wikipedia (en.wikipedia.org/wiki/Tool-assisted_speedrun)
Timesaves compared with former bkt (1:39.711):
Pillarclip: 21 frames
1st lap supergrind: 8 frames (+2 frames improved wallglitch)
2nd lap supergrind 5 frames
3rd lap supergrind 2frames
The reason why the supergrind saves less time in lap 2&3 is because i have to go much wider since the sand hill thingy gets bigger with time.
I'm sure sub 1:39 is possible, but for now i'm done with DDR.
"A tool-assisted speedrun or tool-assisted superplay (TAS) is a set sequence of controller inputs used to perform a task in a video game. The input sequence is usually created by emulating the game and using tools such as slow motion, frame-by-frame advance, memory watch, and save states to create an extremely precise series of inputs. The idea is not to make gameplay easier for players, but rather to produce a demonstration of gameplay that would be practically impossible for a human player. Tool-assisted speedruns often feature gameplay that would otherwise be impossible or prohibitively difficult to perform in real time. Producers of tool-assisted speedruns do not compete with "unassisted" speedrunners of video games; on the contrary, collaborative efforts between the two groups often take place."
-Wikipedia (en.wikipedia.org/wiki/Tool-assisted_speedrun)