Iwer Sonsch | [TAS] Mario's Vacation Course: Surfboardless, Cannonless, Exitless (SCE) - 5:01.10 @iwersonsch5131 | Uploaded May 2021 | Updated October 2024, 14 minutes ago.
Collecting all 30 stars in Mario's Vacation Course (MVC) by Reonu without using a surfboard, the cannon, or pause exiting. This video is TAS.
It can be easily figured that Mario's Vacation Course can be beaten without Start or L presses, as the only Start press to select a file can be replaced with an A or B press, and the only L press activates speedrun mode, which shouldn't be required for anything in this route. I find SCE more interesting, though, as it is more fast-paced.
The hardest required jump by far appears to be the triplejump wallkick at 4:18. It felt easier to gwk than wallkick there, and you need a triplejump to be able to wallkick high enough (since other moves don't bonk until you're too low to ledgegrab). I haven't been able to find a different way of making this work, though there probably are harder options like 20-50 firsties in a row or maybe dying without landing in the alcove.
There are two major routing mistakes in the run: Not collecting 2 more coins in the red coin area, and leaving the star on top of the tower for the revisit. Each of these mistakes probably lose around 5 seconds.
At 1:48, I abuse the code that cancels triplejump in order to instantly turn around while keeping my speed. I could have used this trick earlier in the run as well, but I didn't know about it until I got to this point.
Rerecords: 10406 including the earlier TASes.
Collecting all 30 stars in Mario's Vacation Course (MVC) by Reonu without using a surfboard, the cannon, or pause exiting. This video is TAS.
It can be easily figured that Mario's Vacation Course can be beaten without Start or L presses, as the only Start press to select a file can be replaced with an A or B press, and the only L press activates speedrun mode, which shouldn't be required for anything in this route. I find SCE more interesting, though, as it is more fast-paced.
The hardest required jump by far appears to be the triplejump wallkick at 4:18. It felt easier to gwk than wallkick there, and you need a triplejump to be able to wallkick high enough (since other moves don't bonk until you're too low to ledgegrab). I haven't been able to find a different way of making this work, though there probably are harder options like 20-50 firsties in a row or maybe dying without landing in the alcove.
There are two major routing mistakes in the run: Not collecting 2 more coins in the red coin area, and leaving the star on top of the tower for the revisit. Each of these mistakes probably lose around 5 seconds.
At 1:48, I abuse the code that cancels triplejump in order to instantly turn around while keeping my speed. I could have used this trick earlier in the run as well, but I didn't know about it until I got to this point.
Rerecords: 10406 including the earlier TASes.