MKgumbα | [Mario Kart Wii TAS] SNES Ghost Valley 2 54.189 (Kart, Glitch) @MKgumba | Uploaded 4 years ago | Updated 1 minute ago
I started this tas shortly after the glitch with kart was discovered but i stopped because i didn't could get the glitch in lap 2 again but i got motivated to try it again and was successful.
I don't know by how much this can be improved, but it could be possible that it's faster to do a low jump on the yellow ramp in lap 1 and 2 but i couldn't get good alignment for the glitch after it.
Former TAS BKT by AUS TOM (56.396) : youtube.com/watch?v=u8sfxFeaEF4
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.
-en.wikipedia.org/wiki/Tool-assisted_speedrun
I started this tas shortly after the glitch with kart was discovered but i stopped because i didn't could get the glitch in lap 2 again but i got motivated to try it again and was successful.
I don't know by how much this can be improved, but it could be possible that it's faster to do a low jump on the yellow ramp in lap 1 and 2 but i couldn't get good alignment for the glitch after it.
Former TAS BKT by AUS TOM (56.396) : youtube.com/watch?v=u8sfxFeaEF4
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.
-en.wikipedia.org/wiki/Tool-assisted_speedrun