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Jellopuff | [MKW TAS] New Ultra Shortcut on Luigi Circuit [APRIL FOOLS] @Jellopuff_TAS | Uploaded 4 years ago | Updated 9 hours ago
This TAS was created on Dolphin 5.0 with savestates, slowdown, frame advance, TAS code, and RAM watch (created by Swarejonge).

THIS IS AN APRIL FOOLS VIDEO. THE REAL LUIGI CIRCUIT ULTRA SHORTCUT CAN BE FOUND HERE: youtube.com/watch?v=lWVkvLACPCo

We've been looking into potential ways to break this track for months, but it had seemed that basically every possible lead was a dead end. Much of the reason behind this was a lack of an out-of-bounds exploit in the center of the track. We knew that the checkpoints don't extend nearly as far on the center out-of-bounds area, and Jaden even discovered a tangible platform that we could potentially reach if we found a way out-of-bounds. However, our biggest problem was just that we couldn't get out-of-bounds there. This all changed while I was experimenting with the ramp during the creation of the new Luigi Circuit supergrind 3lap TAS. I did some testing to see if a supergrind ejection off the ramp would provide enough height to get over the extreme high invisible wall, and what I found, to my surprise, was that a supergrind ejection combined with a wallclip off the left side of the ramp offered more than enough height to jump over the invisible wall.
The next problem I faced was landing on the out-of-bounds seam since anywhere aside from that would give me an unwanted respawn. This meant landing on the track while simultaneously remaining in the wall. To accomplish this, I switched from Spear to Bullet Bike, which is known for getting higher jumps off of ramps. This gave me a high enough clip to turn while in midair to setup for a wallclip off the invisible wall, giving me enough height to clear it while remaining nearly parallel to it, albeit facing slightly to the right so as to stay out-of-bounds.
From here, I had to maneuver the out-of-bounds seam to complete lap 1 and start the glitch lap. For the most part, this was trivial, but there was actually a significant obstacle I had to deal with here. At the very end of the lap, there's a pole whose collision extends slightly out-of-bounds, and I had to get around this shroomless. Luckily, a well-timed hop while clipped in the floor gave me enough of a bounce to avoid the pole entirely.
This was the point in the run that I had believed we could go no further. Yes, we were out-of-bounds on the right side, and we had a shroom to spare, but a glaring issue I had noted in the past was the respawn point on this track. The devs never intended for the player to be counted out-of-bounds on this track, and as such, there's only one respawn point on the track. The problem with this is that the only respawn position places us in the final checkpoint of the lap, which the game sees as us driving through the finish line backwards. Because of this, I did not believe it would be possible to use a respawn in the glitch. However, there was something I had previously overlooked. Once we've gotten behind the finish line without the game noticing, we can drive as far forward as we want without the game updating our lap completion as long as we don't cross through the line before hitting the final key checkpoint. With this is mind, I first drive far enough forward to enter CP 1, which would allow me to enter CP 21 while still following the 95% rule. After this, I turn around and use my final shroom to get a precise bounce around the finish line. While in the air, I adjust my angle so as to arc around CP 22, avoiding it entirely, and then enter CP 21. I then get respawned into CP 22, but since I've already hit CP 21, the game doesn't update the lap completion, so it still considers me to be at the end of lap 2. At this point, the ultra was as simple as turning around, hitting the final key checkpoint, and finishing the lap.

This ultra is certainly only useful in flaps due to its long setup time and unfortunately small timesave over the current flap (around 3 seconds). If there was a way to do the initial supergrind shroomless without getting a forced ejection, then surely we could use 2 shrooms during the flap instead of 1. I also still need to do more testing with Spear, since it might still be possible to get out-of-bounds with it.

Special thanks goes out to Benny, Jaden, and cf for their speculation on the ultra potential for this track. It really helped me a lot when creating this run.

BennyMKW: youtube.com/channel/UCdTdWU04eo11GrylNAsP7g
Jaden: youtube.com/channel/UCaP0A_r4SA3l8CuvVgPcWPQ
cf: youtube.com/channel/UCPfb0RuttHWFvPd1oyPx6tg

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[MKW TAS] New Ultra Shortcut on Luigi Circuit [APRIL FOOLS] @Jellopuff_TAS

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