@Kierio04
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Kierio04 | [MKWii TAS] Sagittarius Circuit (Pre-Release) - 44.417 (Supergrinding) @Kierio04 | Uploaded 2 years ago | Updated 1 hour ago
This is a tool-assisted speedrun (TAS). Played on SwareJonge's Dolphin 5.0 LUA Core v3.5.2. Tools used: slow-down, savestates, frame advance, TAS input, TAS code, and RAM watch (info display). Download the ghost here: cdn.discordapp.com/attachments/889052234288091156/921912075557699584/rSL_kiro_pls_0m44s417.rkg

There are no former TAS or RTA runs on this track for comparison.

Music: Andrew Mulhern - N64 Sherbet Land (Two Pianos) (youtu.be/Ohg504ngTro)

This track was created by JDS for Custom Track Jam #25. The track has not been officially released so there is no tockdom page for it.

I've wanted to make a TAS of this track since I hosted the CT Jam that featured it. I made short LOTAD laps for each entry when working with Yoshii to make the result video, and found the slippery aspect of this one a really cool challenge to try out in the future. A few months later, in September, I decided to download the track and start making a TAS of it. I actually started off using Funky Kong Spear (my mind was in rSL glitch mindset not rSL no glitch mindset), then switched to test Dry Bowser Spear, before realising my mistake, and switching straight to Toadette Magikruiser. I've TASed this off and on since, over the past 5 months, have made it into lap 3 and restarted lap 1 multiple times, and finished (for real) yesterday. A lot of the points in this TAS have moments where I do something slightly suboptimal or unusual - this is due to QM on the ramp and at the supegrind ejection (mostly the latter) preventing timesaves that aren't full amounts of frames.

At some point near the beginning of the project, I realised you could start a supergrind, but couldn't get it to save time until I figured out a good place to eject from it without losing time on the recovery. I ended up settling on releasing it about 5 or 6 seconds earlier than the endpoint (where you would hit a wall and/or lose all your speed) for the maximum timesave. The supergrind ended up saving well over a second per lap. Also, it may look like I'm tricking quite high on the ramp, but since it gives a full mushroom boost, I want to stay in the air until I reach the point where I've spaced out the boost enough to maximise both of them (ramp & trick). This is by far the shortest 3lap I ever have, and likely ever will make. I'm unsure as to whether this will become 5 laps, or whether the surface of the cave will change (potentially preventing the supergrind) in the future, but for now this is where the track is, and you all get to enjoy it while it is like this.

Lastly, after having found 6 supergrind strats (MC for flap, DKS potentially for flap, rDKJP for 3lap/flap, MMM for 3lap viability, rMR 2nd one for 3lap/flap, rBC shroomless one for last lap of 3lap) all on Nintendo tracks, I've wanted to find a supergrind on a custom track, so this is a really cool thing to have done.

Want to see more TASes and TAS projects? Visit mkwtas.com
or the MKWii TAS discord, at discord.gg/NCZghgy
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[MKWii TAS] Sagittarius Circuit (Pre-Release) - 44.417 (Supergrinding) @Kierio04

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