ThatCowGuyEventhough the ABC Trials concluded a couple of months ago, I wanted to prove to myself that my blueprint for trial 63 was gonna work. So I tassed the entire thing (a couple of times) and managed to actually make it work :D After some better planning, it ended up only taking 33 minutes ingame, so it would even pass as a solution under the 1-Hour Limit :)
My 1xA Solution for 63 required me to bring the bob-omb from 61 to the big glass blocks, where I used it to clip into the first block. This meant, that I had to solve 62 while carrying an object (which ended up being true, but the intended solution was to bring the corkbox) and find a way to bring the bomb to trial 62. Eventually, I figured out that bombs explode when they touch an explosion-clone, EVEN if it is a dead clone. So I tested a lot of different placements for an explosion clone on 61, until I found one that let me explode the bomb remotely from 62. Being able to remotely destroy the bomb meant that I could respawn it whenever I want to, and therefor I could clone it with the corkbox on 62. The next issue was that I couldnt just DR over a simple goomba bridge to solve 62 anymore, because I was gonna carry a bomb. Since I didnt know you could bounce on floor-height goombas while carrying an object, and it never occured to me that I could manip a live goomba to just walk off the edge like Jong did, I thought that you had to place a clone underneath the floor.
I came up with the idea to release a transport-clone above 61 with a groundpound underneath floor-height, but then I was stuck on 61 with no way back up. After a lot of blueprinting however, I realized that I could sort of park the cloned bomb against the glass block on 61, giving me enough time to clone a goomba and release it as a transport-clone above 61. Then I could use the parked bomb to get back to the start of 61, from where it was easy to just re-solve it. At that point, my 1xA Solution for 63 was complete, and I submitted a 4xA Run to the Competition.
But 1xA obviously wasn't a real Solution, so I kept thinking about the trial. One idea I had was to just bring goomba clones over to the trial, and build a staircase for me. But Pannen made the trial 63 platform so long that the goomba triplet would unload before you get anywhere with a clone. Then I thought "There was no trial testing HOLP-knowledge yet huh ?" because my tiny brain didnt understand that trial 60 was testing like 3 types of HOLP usage. So I did some research into how HOLPs work, and found that my only hope at placing a remote clone at my desired HOLP was pause-buffered hitstun. It was trivial to build multiple goomba bridges across the gap on 62, but there clearly wasn't enough time to make a PBH-Clone happen, right ? I knew I had to place the HOLP at 63 with something other than the corkbox, so I was gonna be on a 900 Frame timer. In that timeframe, I had to get from 62 all the way to the glass blocks and back, AND unload the goomba triplet. And I had no idea how to even initiate PBH at that point, since I had to take damage and then enter an active hurtbox, which meant that clones where off the table for that one.
But the Mr.I from 61 wasn't. So, again, I started thinking about how I could get to 61 and back TWICE without the bomb. Eventually, I came up with a dumb strat that lets me place backup-clones on 61, so I just did that twice to set up two backup-clones and the problem was solved. With that, I started testing the feasibility of my idea. After a very, very long period of trying, I eventually managed to barely place the HOLP and reach the Mr.I in time to place a PBH-Clone. I cloned the bomb again, went to the PBH-Clone with it, and bounced off the PBH-Clone... but I didnt make it around the glass block. At this point in time I realized that I had never tested if a goomba-bounce was enough to make it around the block with a bloated bomb... I was a little mad that I didnt test the very last step of my plan, but after some cooling-down I thought "What if I do it again ?". Using a second PBH-Clone meant that I had to place a whole lot more goomba clones on 62, and I was inching in on the 1-Hour Limit that Pannen had set for the competition. But it also meant that I could get more H-Speed to make it around the glass block. So I started blueprinting a route that places 2 PBH-Clones on 63 - and then the competition officially concluded with Jong as the Winner.
Tassing my blueprint didnt mean anything anymore at that point, but I wanted to prove to myself that I was able to solve 61 out of the 64 trials on my own, eventhough one of my solutions was only theoretical up until now. So this week, I came back to the ABC Trials, and executed my double PBH-Clone blueprint. I had already figured out how to do the final part of 63 long before the competition ended, and I figured out a more efficient way to get prolonged hitstun without the Mr.I during my reboot, so I just had to put all the pieces together and tas it :)
SM64 ABC Trials - Trial 63 in 0xA (Cheese Strat 🧀)ThatCowGuy2021-04-09 | Eventhough the ABC Trials concluded a couple of months ago, I wanted to prove to myself that my blueprint for trial 63 was gonna work. So I tassed the entire thing (a couple of times) and managed to actually make it work :D After some better planning, it ended up only taking 33 minutes ingame, so it would even pass as a solution under the 1-Hour Limit :)
My 1xA Solution for 63 required me to bring the bob-omb from 61 to the big glass blocks, where I used it to clip into the first block. This meant, that I had to solve 62 while carrying an object (which ended up being true, but the intended solution was to bring the corkbox) and find a way to bring the bomb to trial 62. Eventually, I figured out that bombs explode when they touch an explosion-clone, EVEN if it is a dead clone. So I tested a lot of different placements for an explosion clone on 61, until I found one that let me explode the bomb remotely from 62. Being able to remotely destroy the bomb meant that I could respawn it whenever I want to, and therefor I could clone it with the corkbox on 62. The next issue was that I couldnt just DR over a simple goomba bridge to solve 62 anymore, because I was gonna carry a bomb. Since I didnt know you could bounce on floor-height goombas while carrying an object, and it never occured to me that I could manip a live goomba to just walk off the edge like Jong did, I thought that you had to place a clone underneath the floor.
I came up with the idea to release a transport-clone above 61 with a groundpound underneath floor-height, but then I was stuck on 61 with no way back up. After a lot of blueprinting however, I realized that I could sort of park the cloned bomb against the glass block on 61, giving me enough time to clone a goomba and release it as a transport-clone above 61. Then I could use the parked bomb to get back to the start of 61, from where it was easy to just re-solve it. At that point, my 1xA Solution for 63 was complete, and I submitted a 4xA Run to the Competition.
But 1xA obviously wasn't a real Solution, so I kept thinking about the trial. One idea I had was to just bring goomba clones over to the trial, and build a staircase for me. But Pannen made the trial 63 platform so long that the goomba triplet would unload before you get anywhere with a clone. Then I thought "There was no trial testing HOLP-knowledge yet huh ?" because my tiny brain didnt understand that trial 60 was testing like 3 types of HOLP usage. So I did some research into how HOLPs work, and found that my only hope at placing a remote clone at my desired HOLP was pause-buffered hitstun. It was trivial to build multiple goomba bridges across the gap on 62, but there clearly wasn't enough time to make a PBH-Clone happen, right ? I knew I had to place the HOLP at 63 with something other than the corkbox, so I was gonna be on a 900 Frame timer. In that timeframe, I had to get from 62 all the way to the glass blocks and back, AND unload the goomba triplet. And I had no idea how to even initiate PBH at that point, since I had to take damage and then enter an active hurtbox, which meant that clones where off the table for that one.
But the Mr.I from 61 wasn't. So, again, I started thinking about how I could get to 61 and back TWICE without the bomb. Eventually, I came up with a dumb strat that lets me place backup-clones on 61, so I just did that twice to set up two backup-clones and the problem was solved. With that, I started testing the feasibility of my idea. After a very, very long period of trying, I eventually managed to barely place the HOLP and reach the Mr.I in time to place a PBH-Clone. I cloned the bomb again, went to the PBH-Clone with it, and bounced off the PBH-Clone... but I didnt make it around the glass block. At this point in time I realized that I had never tested if a goomba-bounce was enough to make it around the block with a bloated bomb... I was a little mad that I didnt test the very last step of my plan, but after some cooling-down I thought "What if I do it again ?". Using a second PBH-Clone meant that I had to place a whole lot more goomba clones on 62, and I was inching in on the 1-Hour Limit that Pannen had set for the competition. But it also meant that I could get more H-Speed to make it around the glass block. So I started blueprinting a route that places 2 PBH-Clones on 63 - and then the competition officially concluded with Jong as the Winner.
Tassing my blueprint didnt mean anything anymore at that point, but I wanted to prove to myself that I was able to solve 61 out of the 64 trials on my own, eventhough one of my solutions was only theoretical up until now. So this week, I came back to the ABC Trials, and executed my double PBH-Clone blueprint. I had already figured out how to do the final part of 63 long before the competition ended, and I figured out a more efficient way to get prolonged hitstun without the Mr.I during my reboot, so I just had to put all the pieces together and tas it :)NEW 15s Shortcut on Wario Colosseum (Mario Kart Double Dash!!)ThatCowGuy2024-05-12 | After countless hours of theory-crafting Dome Skip and getting it to work, @ElectroTDS decided it's time to find a Glitch that let's us clip through the floor pretty much anywhere: youtube.com/watch?v=6mP-hWrYteY
All you need is a bit of Height and enough Speed to MT midair, plus some good spacing, and voila: Parade Kart Clip. It seems to be possible with other Karts in ideal conditions too, although definetely harder, so I will try very hard to get this into the ACT TAS instead of Dome Skip now. Although if it doesnt work with BT, Dome Skip still saves almost 12s, so it doesnt hurt that much.Mario Kart Double Dash - NEW WC Shortcut - Dome SkipThatCowGuy2024-03-20 | This Glitch has been so long in the making... Im glad I was finally able to make it work! Obviously, the first part of this shortcut is the hardest part: We need to jump off the big ramp with an angle that just barely lets us land on the gated edge (I dont know if the star is neccessary, but it felt helpful). Then we have to Sideswipe left to get off the ledge and around the wall with a nice upward angle. This lets us throw a chain chomp in a way that gives us a slight jank forwards, which is enough to hit a very, very tiny of exposed ceiling while clearing the LakZone of the Dome. The chainchomp then reflects off of an invisble wall and pulls us backwards (otherwise we'd drop into the LakZone at CP52, without getting a LakHop, so no CPs). The backwards jank redirects us to the Donut section. If we would immediatly drive into the abyss, we'd trigger the 50% rule, because we'd fall from around 19% RaceCompletion at CP17 to about 71% in CP60-something. So instead we need to swerve out quite a bit to clear CPs 17-20 to get to 21% completion before we fall into the pit, to avoid the 50% rule. And also, because we legitemately hit all CPs from 0-20, this counts as a LakHop, so we can just finish from there!
I reckon that I could get to the ramp top in around 17s with bagging included; This means, with this glitch, I can get a 49.9 opener for the ACT TAS!【TAS】Mario Kart Double Dash!! (#5) Mushroom Bridge - 053489ThatCowGuy2023-08-28 | Track (05/16) from my New Mario Kart Double Dash - All Cup Tour TAS (MKDD)
Yes, you are seeing right. I finally made some progress on this TAS again. And we get to see more of the power of Chomp. Shoutouts to Nytzz (youtube.com/@Nytzzzzzzzzzz) who helped me by strategizing, testing and timing a bunch of different approaches to this glitchy mess. Check out his Timetrial TAS using the Goo-Goo Buggy aswell: youtube.com/watch?v=QG7lC3zPbQM
Let me briefly explain how this race worked out in the end: At the start I sandbag for a chomp, which you can optimally get in 3rd place. For that I manipulated the 2 leading CPUs to find optimal paths by bumping into them a couple of times.
After pulling the chomp, I quickly Z-Tech twice and drop my banana to manipulate a blue shell out of existence, which would have hit me later.
Then I drive up to the Mushroom House hill, and set up for a chain chomp floor Clip. This clip is painfully precise, but the explanation is pretty easy: Get the chomp to fall through a polygon, go airborn and get a massive chain jank right into the geometry.
Underneath the hill is a left-over LakZone that is linked to a respawn point on the bridge. Hitting it is a "somewhat normal" LakHop, so I get all the checkpoints, but I needed to make sure to also fly quite a bit forward to reach 35.8% Race-Progression, or would I trigger the 50%-Rule.
After respawning, I drive up on the bridgerail and do an LR-Turn on the edge to set up for a LakHop around the finish line. When I touch LakZone in Checkpoint 0 that sends me to the end of the track, I get all the missing Checkpoints because of a failsave, but I trigger the 50%-Rule, so I dont gain any Race-Progression here.
In order to gain that, I perform Sudoku twice, which is a jump off the bridgerail to the other side of the ocean. This jump first brings me from 85% RP to 134% when touching the checkpoints on the other side. I keep moving bit more to the left to reach 136%, and am finallly respawned at 185%. Since none of these steps violate the 50%-Rule, I can build Race-Progression by doing this as much as I want.
Then I simply do another LakHop around the Goal and finish the Race.
So, why did this sub-minute TAS take me 9 months to finish ? Well, first of all, my discovery of the chain chomp clip 2 years ago was the main reason why I started over with this TAS. When I finally made it back to MB, I learned that the RNG value resets to some intial-value after every Race, which means you are forced to use the same RNG and thus the same Item-Pulls for every Race... This was a massive bummer, because my initial RNG didnt even have a good chomp roll in it. I eventually decided to poke the initial value EXACTLY ONCE in this TAS, because the first 4 tracks would have neglectable differences from different RNG, and I was not gonna redo them all for a third time. Since I only want to poke the RNG once, I needed to find an initial-RNG that satisfied my item needs for every upcomming track. This was a really complex task, so I spent months writing a Bruteforcer in C# to solve that for me. I searched some 100 Billion different RNG seeds for a pattern that was good enough, before finally settling with this one. As you can see, I still had to pull an extra banana before I could get a chomp. That's because later I want to draw a Blue in 4th place as the first pull, which actually makes it IMPOSSIBLE to pull a chomp in 3rd on the same roll (I checked). So yeah, that took a million years to figure out... Then I got stuck on the chomp clip for a couple weeks, because it is just that precise and I wanted a reallly good one. After that was accomplished, I realized that the optimal order of Sudoku + LakHops actually depends on how optimal I can TAS them comming from the back and comming from the front. Nytzz helped me in finding strats for these segments, and timing them, which eventually lead to 5 candidate orders. The optimal candidate changed A LOT during the process, because we kept finding improvements in all of the 4 segments, but we eventually ended up with only 2 identical candidate orders. I was hoping that having 2 identical candidates would let us avoid any hazard we wanted, but then I was hit by an undodgable Blueshell while Lakitu drops me off for the last time. Since we dont get any additional items, and didnt meet any CPUs on the way, we couldnt manipulate RNG. So I ended up writing yet another C# program to hex in Z-Tech and item drops, which I used to get an extra RNG-Advance at the beginning.
Rerecords: 35,689 - Updated Total: 148,542 #mariokart #speedrun #glitchMario Kart Double Dash Glitch - Punch ClippingThatCowGuy2023-08-11 | This is crazy ! So, first off, the bad news: This is 2P only, because as the title suggests this requires a punch attack. But that's pretty much all the requirements !
While TASing Mushroom Bridge, I made a lot (and I mean a looot) of attempts for good Lakitu Hops on this grassy Edge. I eventually figured out that you can get something akin to DDJ Shroomless here, meaning you ignore the grass properties of the ground and can accelerate like on normal road. That's pretty cool because its fast, but I also noticed that you can sometimes dip preeetty low into the floor while hitting the edge like that, and punching into the floor at the right moment sunk me even more. Everytime I got an angle that sunk me kind of deep, I messed around with the punching just to see if I might be able to clip - and today I did !
This is unbelievably useless on MB btw, because this oob is in the final checkpoint box anyway. However, this opens the door for a lot of other opportunities I think.
#mariokart #glitch #shortcutMario Kart Double Dash Glitch - Piranha PushThatCowGuy2023-07-08 | So floor clipping is now a very real thing in MKDD. After Goombas Rock clip, and my Pokey Push, I now also found this Piranha Clipping method, which works on every Piranha in MaC (and is extremely easy to do actually). Since all of the plants on MaC are relatively far into the Lap, every single one of them works for a LapStack, because this OoB is after the 50% Lap Completion Mark. So MaC finally has an OoB-After-50% aswell now ! This only leaves PB and BP without a renewable way of stacking Laps.
I tested this Glitch on all the piranhas in YC aswell, but they are all on relatively flat ground, which makes them better aligned, and thus they have less pushing force. These ones near the start are on somewhat slanted ground though, which ended up being enough for the clipping. Doesnt give us a new LapStack though, because YC already has 2 and this is far before the 50% Lap Completion cutoff.
#mariokart #glitch #outofboundsMario Kart Double Dash Shortcut - The Pokey PushThatCowGuy2023-07-06 | Finally some more shortcut action in this game! So a couple months back, Goomba ran into a glitch on DKM, where a rolling boulder clipped him through the ground while going backwards. It appeared that the invincibility frames from getting hit made this possible, so we originally discarded this option for other hazards. Lately however, Mathii and Nytzz gave this idea some more thought, and tried it on the DDD Pokeys, as this would allow a double lapstack like I did in my GP Flap TAS. But they couldnt get pushed down enough to clip. Tonight I played around a bit with the idea myself, and figured out that you can get some really decent pushes. After determining the which Pokey sticks its head the deepest into the Sand, it only took a couple 100 tries of optimizing my position for a successful clip, and then I just quickly put it all together for a 6"295 Flap, beating the current WR.
So quick explanation as to what is even going on: First I drive up to the pillar section and turn around. I use a shroom to drive quickly through the dark sand, giving me enough speed to clip into the fallen Pillar, but also timed in such a way, that the boost ends right when I enter the Pillar (or I would shoot out on the other side). This sends me out of bounds, which then respawns me at the finish. Because of the OoB respawn I have skipped some Checkpoints and dont get a Lapcount, but my Race-Progression has still gone up by a full Lap. Then I drive to the pokey area, where I get into position for the Pokey Push. When the head comes down, I drive underneath it and try to center myself to maximize the Object-Object-Push force. This is enough to clip me through the floor, because this Pokey has his head quite a bit underneath the Sand already. After clipping, I land OoB again, and get another Race-Progression Lap without triggering a Lapcount. Then I drive an almost complete Lap, except I turn around at the very end. This gives me all the Checkpoints, but I dont want a Lapcount yet. So I drive the course backwards, and enter the first Checkpoints in reverse, just after touching the Dark Sand. This triggers the Lakitu Pick-Up before the Lapcount, which saves something like 100-200ms here (would be much more with an offroad Kart). Because I was picked up from CP-1, and CP-0 is always auto-granted, I trigger the LakHop failsave, which gives me every CP between the pickup and the dropoff - which is all of them because the dropoff is infront of the finish line. I get penalized by losing 1 Lap of Raceprogression for skipping more than 50% of the track like this though, but since I had 2 extra Laps in my Race-Progression, I can take this penalty, and get a 2nd Lapcount.
Likely improvable by using a heavy Kart with good offroad stats, so that you can enter the dark sand with more speed, and still get a good drop boost.
#mariokart #glitch #shortcutMario Kart Double Dash 【TAS】 Luigi Circuit - 1:10.473ThatCowGuy2023-06-23 | This is a small Update to Lap3 of my Luigi Circuit TAS, which wont appear in the ACT TAS because it ends up desynching.
While working on Baby Park, I figured out you can steal 2 items in one attack if you ZTech at just the right moment (its frame perfect). A couple days ago, I realized that I had an opportunity to do so in my Luigi Circuit TAS, and this week I got around to try it out. Getting both the Star and Shroom from Waluigi and Paratroopa was def worth it, but I also figured out that its faster to take the "hidden path" if you have a star by like 50ms. When I tested taking the hidden path with shrooms, it came out to be slower, because you cant cut enough grass with a single shroom and there is a small grass-corner at the end of the path that makes you go really wide if you dont cut it aswell. So you'd need at least 3 mushrooms to take this route, which is obviously not worth it compared to the other shroomspots (they save around 160ms each). So yeah, this is 10 frames faster (-0.162) than my current ACT TAS.
But this Game is an absolute dystopia when it comes to synching a TAS, so of course this desynchs immediatly in the 2nd Track. I tried to adjust the lagframes and ending positions/angles as much as I could, but the TAS will always desynch during poolskip. This means I would have to redo the whole thing again for a 160ms save, while possibly losing all of that time to worse RNG on the other tracks. So I wont include this into the ACT TAS.
Rerecords: 2.588 - Updated Total: 116.518 #mariokart #glitch #speedrunMario Kart Double Dash ╍ Custom Track ╍ Lakitu LawnThatCowGuy2023-06-05 | My 2nd new original custom Track for Mario Kart Double Dash: Lakitu Lawn! This one was made for the 1st Mario Kart Custom Dash Competition, with the general theme "Sky". I wanted to go with some type of heavenly ruins on the clouds, that are falling apart here, and I think I did pretty well.
Im sort of happy with what I was able to do within a month, but obviously there is a lot of room for improvement, especially on the collision side. And I should 100% get into animations for MKDD... RIP waterfall.
#mariokart #ctgp #moddingMario Kart Double Dash - 2nd Mushroom City SkipThatCowGuy2023-03-15 | This one was kind of well hidden actually. So first of all, this is a wall clip, where I enter the walls of the upper track section from underneath, which allows me pass through them. The devs probably knew about this, and tried really hard to prevent this sort of thing from being possible by spamming Ceiling Zones everywhere, which prevent you from going upwards. However, there is a tiny sliver of upper wall here that's not protected by a ceiling, so you can actually enter the wall from below (try it out with a blue shell on the other side of the road here if you want). Given some sideways momentum from the Chomp, I can enter the wall from underneath, pass through the Ceiling Zone sideways, and get to the upper section with desynched Checkpoints. From there you can just touch the middle of the Lakitu Zone like I did and get a LapCount.
Note that this is probably also possible with a normal A-Tech Hop.
#mariokart #shortcut #glitch【TAS】Mario Kart Double Dash!! - (Recap) Tracks #01-04ThatCowGuy2023-02-24 | This is a Recap of the first 4 Tracks of my ongoing MKDD All Cup Tour TAS. I decided to upload this so you could watch these tracks in succession without any breaks, and I will do this every 4 tracks (see you in 2024 lol). Since this is a Recap, let me summarize the results so far:
LC : 1'10"635 ( - 3.5s to WR ) Most of the timesave here comes from optimized driving, especially taking the U-Turns as tight as possible, and being able to MT around the last U-Turn. Having access to stars and shrooms grants some decent 0.2s cuts here and there as well, of course. But it's not as beneficial as it looks, because the stealing costs a bunch of time initially, and we only really save time when cutting offroad.
DC : 1'29"503 ( - 6.4s to WR ) Unfortunately, you can't overlap anyone before Lap3 poolskip, which is the only place where having items would matter, because there is no offroad on DC, and we don't lose speed anywhere else. It's also impossible(-ish) to set up dropped items there, because the CPUs are immune to all hazards when they are too far away from you. MTing into poolskip, getting optimal sexy stairs every Lap, and RTeching for the 90° corners after Dining Hall are the main gains here.
BP : 58"074 ( - 4.3s to WR ) BP really benefits from item steals, because you overlap CPUs a TON and can easily set up dropped items with shells and whatnot. This removes the massive time cost of stealing items via punching entirely, since I can use the items to rapidly steal new ones via boosting. Getting 16 Disney Magic corners in a row definetly helps too though.
BC : 46"113 ( -3.8s to WR ) Here we really benefit from picking Baby Luigi. The Chomp Hop alone saves roughly 3s over my old TAS (which used a stolen Bomb instead). Apart from that, I save a bunch of time by being able to MT during the Flhop Setup, and optimized Quickdropping into the Lakitu Zones. This TAS would normally be way ahead of the RTA WR, but in timetrial mode you start the race with shrooms, which give you access to an even quicker lap1 strat. Mathii made a TAS in timetrial mode, which uses that strat and finishes 1.2s faster in 44"937: youtube.com/watch?v=oxX_yTOcASQ.
Rerecords: 110,265 #mariokart #tas #speedrunMKDD Shortcut - Another Rainbow Road Spiral SkipThatCowGuy2023-02-15 | Yes, this counts the Lap.
This one is technically pretty easy, but as you can see in the MKDD Track Editor View at the end, there are 2 LakZones above the area where I get hit by the Blueshell. You can hit either one, but the red one will only skip half the spiral (and is probably slower than driving normally). Just make sure you DO NOT TOUCH the zipper that I drive around at like 0:08, because the "Boosted"-State will pull you downwards and you wont get as much hight.
If you know anything about the Checkpoint System in MKDD, you may wonder why this counts the lap. For some reason, as soon as you approach this spiral, the game immediatly gives you every CP up to the end of the spiral. Dont ask me why though.
#mariokart #shortcutBanjo Kazooie - Can you beat Grunty without a Joystick ?ThatCowGuy2023-01-03 | I made a joke about beating Grunty without using the Joystick in my last ABC video, but I got curious to see if you could actually do it. As it turns out, you can. It just takes a bit longer, and needs some really nasty lag manipulation.
So the main player here is actually grunty herself: You always want to head towards whereever she currently is. Conveniently, she keeps throwing homing fireballs, which make you face her directly when they hit you - as long as they fly in a straight line and you dont move. You can then move slightly forward or cause some lag to get hit in ways that dont turn you around to directly face her, making it possible to move laterally.
While TASing this challenge, I figured out a way to turn around 180 degrees with no joystick, which is as simple as going into talon trot before being hit... because your TT facing angle is reversed. I also figured out a way to move forwards while jumping, which means there are actually way more movement options than I originally thought. You can do this by simply Bear Punching and then Backflipping while the punch is moving you. So maybe I could try to complete some other objectives... maybe.
#banjokazooie #challenge #tas[TAS] Mario Kart Double Dash - Baby Park Flap - 7.994ThatCowGuy2022-12-24 | Merry Christmas ! Yes, you've read that right: The sub8 is real !
This was ridiculously precise.. (I spent around 3000 rerecords). The most important improvement comes from the 2-shrooms-per-corner strat, where I use a 2nd shroom to suppress the sideways-motion of the kart when exiting the corners. This lets me enter AND exit the corners tighter, and saved a frame on each of them. I also ended up using an additional shroom on each straight to remove a couple of MT-charging frames, which saved a couple of units and therefore milliseconds. To give you some relation: This lap finish is 0.2 units away from being a 7"995. The Kart is roughly 200u long and moves around 93u per frame.
You might wonder why I didnt use more shrooms (or a golden one) - while the shroom-boost is active, you can't get into the A-Tech State (ATS) where the Kart moves in a different direction than its facing angle. So I had to use manual MTs while approaching the corners to get into ATS so I could reach a really sharp exitting angle from going backwards.
You might also wonder why I didnt use a Star like I did in the 8"043 - the Star does have the advantage that my speed doesn't drop below 69mph while charging MTs, which does make it slightly faster. But it also makes the kart very floaty, so you end up going wide. This basically cancels out the speedup aspect, and makes it only worth when there are no sharp turns involved, like in the LC TAS.
#mariokart #tas #speedrun【TAS】Mario Kart Double Dash!! (#4) Bowsers Castle - 046113ThatCowGuy2022-11-27 | Track (04/16) from my New Mario Kart Double Dash - All Cup Tour TAS (MKDD)
We finally reached the first track that showcases the potential of chomp jank. The lap1 strat from the old TAS (using a stolen bomb to get to the balcony) was already a couple of seconds faster than normal driving, but this new chomp strat saves an extra 3s on top of that! The brief explanation for chomp jank goes something like this: We release the chomp facing backwards or into a wall, causing it to change direction. This makes the chomp pull us backwards, which overturns the kart and flings us into the air. If we then manipulate the chain to break while shooting upwards, we keep the momentum and go flying. Here I let the chomp deflect on one of the bridge-chains (which are actually just thin pillars), and manipulate the chain to break in a way that throws us into the balcony Lakitu-Zone from underneath. Note that we can't touch the LakZone from the sides or from above, because it's surrounded by tall, invisible walls.
If you've never seen an explanation for the glitched shortcut that comes afterwards, that's called a Flhop: First I drive into the castle to get a running start and use A-Tech to lift up the nose of my Kart. This sets me up for a small A-Tech Hop that lets me hop around the balcony barrier. During this hop I leave the balcony CP-27, briefly scrape CP-41 (which is from the upper level) and end up in CP-63 (which is the last one). Because I touched CP-41, I avoid the 50%-rule and get a full lap of progression accounted for. Then after I respawn, I am considered to be inside CP-0, so falling off the balcony triggers a LakHop all the way up to CP-63, and I can get a lapcount. Rinse and Repeat.
Eventhough the remaining laps are very similar to the old version, I managed to save another 200ms from optimizations (figured out steering-storage) and better luck (had to dodge a redshell on the 3rd flhop). But now we can finally expect a fully new track to make it's appearence :)
Rerecords: 6,876 - Updated Total: 110,265 #mariokart #speedrun #glitchMKDD Hanging RollercoasterThatCowGuy2022-09-11 | I was messing around with chomp jank on RR a bit and ran into this fancy situation here. I didnt know that you could stay suspended for this long lol.
#shorts【TAS】Mario Kart Double Dash!! (#3) Baby Park - 058074ThatCowGuy2022-09-05 | Track (03/16) from my New Mario Kart Double Dash - All Cup Tour TAS (MKDD)
After approximately 5 billion years, Im finally done with the 2nd Iteration of Baby Park !! This time it took me much, much longer to manipulate RNG, because every time I found a good sequence, I was struck by lightning or blue shelled in the next 2 seconds.. Literally every Item Throw is timed in a way that avoids all those hazards and gives me good CPU placement + Item Steals. The best example is the very awkward shroom at the end of Lap3: I had to shroom super early so that I could swap for a new item roll (which advances the RNG), or I was getting blued by Yoshman.
Most of the timesave (~420ms) comes from better RNG manipulation, giving me roughly 2-3 shrooms more. I wouldnt count every shroom as a full one, because some had to be used in awkward positions / with awkward timing, making them suboptimal. A good chunk of the timesave actually comes from better driving though, like sacrificing 1 or 2 frames on the corner entries, and then saving 3 or 4 on the exits. Overall Im pretty content with the new TAS, but it irks me that I didnt get the sub58.
Rerecords: 16.505 - Updated Total: 103.389 (wooo we broke 100k !) #mariokart #speedrun #glitchBK Glitch: Making Snacker play the Goldfeather SFXThatCowGuy2022-05-03 | While messing around with waterplanes, I accidentally made snacker play the goldfeather theme. After a bit of testing around I figured out that you trigger this glitch by falling into snacker-water while the buildup of the Goldfeather theme is still playing.
It seems to me that the SFX-channel that snacker allocates for his danger-theme is instead populated by the goldfeather-theme. Because snacker is in control of that channel, the music continues to play until he disappears or dies, and Banjo can start a 2nd goldfeather channel on his own.BK Glitch: Skipping 1st Bottles + Bottles SoftlockThatCowGuy2022-04-19 | I was trying to escape the starting area without talking to Bottles, and figured out a way to avoid him with a pause-buffered jump (which slightly extends how far you can jump). If you talk to the Bottles ontop of SM, you are softlocked, no matter what you do. You can L+R+B out, accept or deny the basic moves, but each option softlocks you like this. However, you can learn the Basic Moves from the other molehills, skip the upper Bottles and then skip the broken Bridge in this state.Bomberman 64 - How to Bomb HopThatCowGuy2022-04-16 | This short video is supposed to help you bomb hop in RTA attempts. All you need is a wall adjecent to the ledge and 3 frame perfect maneuvers. I tried slowing down the important frames and explaining what you need to do. You can practise the "Your shadow disappears for 1 frame" part without placing a bomb if that helps you, and I guess the best practise place is the 2nd area of RM1, when you walk against the houses. Oh, and keep in mind that all directions should be diagonal towards the ledge, so that you rub against some wall. Let me know if you ever pull off a bomb hop in RTA :)
There are also different timings for the last part (the holding left) that work too: 1f left - - - 4f neutral - - - up 2f left - - - 2f neutral - - - up 3f left - - - up
Those might be easier, but I wouldnt know, since I only TAS things x)BK Legend of the Crystal Jiggy - Unused Cave + HoneycombThatCowGuy2022-04-08 | I show how to reach an unused cave in Jackson's Legend of the Crystal Jiggy, that features a scrapped enemy and a working Honeycomb :)
Check out his hack here: youtube.com/watch?v=NiRIXstsxIY【TAS】Mario Kart Double Dash!! (Z-Tech) Dry Dry Desert - 100696ThatCowGuy2022-04-03 | This is a showcase of what a Z-Tech TAS would look like. Z-Tech (switching the characters after using the goldshroom to extend its lifetime) was discovered by Ivy Aslinger (youtu.be/Y15L06V-ApM) - it allows you to extend the timer of that shroom for up to 5 minutes or so depending on execution and shroom usage. If you want to use the goldshroom on every switch, and execute the tech perfectly, its timer can still be extended to 52s. This is obviously saves a whole lot of time (on almost every course) and is something crazy to watch, but I dont want the entire ACT TAS to become a Z-Tech autoscroller, so instead I opted to make a single track TAS with the tech, featuring the track that would be broken the most by it .
Eventhough this TAS isnt exactly optimal (see the diff in Laps 2 and 3), I dont think a sub1 is possible. Even my most optimistic estimate only comes out to 21"350 + 19"350 x2 = 1'00"050. Why is DDD so bumpy !?Mario Kart Double Dash ╍ Custom Track ╍ Daisy VillageThatCowGuy2022-03-26 | My 1st new original custom Track for Mario Kart Double Dash: Daisy Village! This one is inspired by rural germany, featuring half-timbered houses, a mill, and paved roads leading you through some nice vegetation.
At last ! Ive been working on this custom track for ever, mostly because I procrastinated boring stuff a lot, and was demotivated by mistakes and setbacks during the creation.. But with the help of the MKDD Crew Community I was able to pull through this one ! Huge thanks to tarsa129 (youtube.com/channel/UCqiYbFbQmJlgIAZcl2_60rw), Yoshi2 (youtube.com/user/DebugYoshi), Yosh (youtube.com/channel/UC6baDQOx2tXNngsYmywViwA) and cristian64 for helping me through a looot of debugging.
#mariokart #ctgp #moddingBK Glitch: Ripper RelocationThatCowGuy2022-03-14 | And another Despawn Observation. De- and Respawning a Ripper causes it to relocate its Home Position. They also adjust their Height to the new position, making it hypothetically possible to bring them UP to somewhere after they clipped a wall or something like that, but I had no luck with that yet (would be cool to have one on the church roof for ABC).MKDD - Introducing Tree JankThatCowGuy2022-02-14 | Nothing useful yet, but you can hop onto trees and make them eject you forcefully. I tried to break through the walls on PB using this, but it seems that the walls are too sturdy still.
The first clip is obviously a position-hack, which I did to show how much stuckage one can get from this. The second clip is just showing a legit method to get into the tree (it works on every tree).Banjo-Kazooie ABC - GV Trunker Jiggy in 0xAThatCowGuy2022-02-07 | Instead of getting Banjo to the Jiggy in 0xA, what about getting the Jiggy to Banjo in 0xA ? While playing around with the Despawn Glitch a bit more, I realized that the Ancient-Ones Jiggy that spawns ontop of Jinxy can fall all the way down into the hotsand if you despawn Jinxy before finishing the puzzle. The same thing applies to Trunker: If we despawn Trunker before watering him, the Jiggy just falls down to us, and we can easily grab it !
This despawn showcase is hacked in, However, Trunker is a super-easy target actually. First, he is independend of note-collection, so this can be done when-ever. Secondly, his Object ID is fixed and pretty late (86 out of like a 100 in GV). This means, if we can grab a destructable object and if we can destroy 14 objects, we can easily manip trunker to be the despawn target. Object 1 in GV is a beetle, and there are 21 destructable objects in GV, so the setup is basically trivial.
With this, there is only 1 objective in the Flight Section of GV left: Getting into Histup in 0xA as Banjo during Note-Collection... despawning the entrance is tricky, because the entrance doors object ID is a fixed 36, which is hard to point to, and cant be manipulated through object-destruction...Banjo-Kazooie ABC - GV Cactus Honeycomb in 0xAThatCowGuy2022-02-07 | This Honeycomb is finally 0xA ! I tried getting into the cactus with the turbotrainer-boost previously, but today I had the idea to beakbust into the the side of the cactus for a little bit of extra height & distance, which ended up solving this one after a couple hundred attempts :)
This means that the Flight-Section in GV has only 2 objectives left, which is grabbing Trunkers Jiggy abd getting into Histups Pyramid (Ancient Ones + Grabba can be done as the Bee)... GV is therefor still at 5xA total...【TAS】Mario Kart Double Dash!! (#2) Daisy Cruiser - 129503ThatCowGuy2022-01-29 | Track (02/16) from my New Mario Kart Double Dash - All Cup Tour TAS (MKDD)
Woooo ! Sub1'30 is real !! It's been half a year, huh ? But I finally finished the new DC TAS ! And it's a massive 1.15s cut ontop of a legendary sub ! One of the reasons that this took so long, was that I re-restarted the TAS mid-lap2, because I found a faster method for Poolskip, where I now MT down the stairs before RTeching around the corner. The RTeching also keeps me grounded more, letting me stay around 55mph while sliding around the corner. Since this new Poolskip method saved ~120ms over my previous method, I decided to implement it into lap1 aswell, saving 350ms over the entire run just from that.
You might think most of the timecut here comes from the 4 shrooms that I get in lap3, but actually, shrooms suck in a TAS unless you can cut something with them... The tripple shrooms that Luigi pulls and the one that drops from Birdo's Egg are both heavily RNG-manipulated by the way. Since I now know how to hex item-usage / item-roulette stops, I have a lot of power over every item-pull in a race. And because I wrote an app that lets me add ZTech in post, I am able manipulate the items even more (if I didnt ZTech before stealing the tripple shrooms for example, Bowser would have pulled a Bowsershell, and thrown it at me in the Dining Hall...). However, these 4 carefully manipulated shrooms only saved a disappointing 180ms, and it costed me ~110ms to steal them... that's barely 70ms netgain...
The biggest timesave actually comes from better lines and fully optimized MTs (old TAS dropped to 65mph a bunch, this one only drops to 66mph), which saved ~400ms on lap1, and ~175ms on laps 2+3, so 750ms from pure optimization. And I also found a slightly faster ending strat, where I make the kart roll over while jumping over the final stairs, so that I touch the ground sooner.
Rerecords: 19.880 - Updated Total: 86.884 #mariokart #speedrun #glitch[TAS] Mario Kart Double Dash - Dry Dry Desert Flap in 5.346ThatCowGuy2022-01-26 | So Mathii figured out that we CAN get a LapCount after doing a LakHop, if we approach CP-0 from the other side: youtube.com/watch?v=bHx57-UjIHM - basically performing a backwards-lakhop. And this here is a non-hacked application for this new tech, improving the best known time for DDD Flap by -1.1s, eventhough it's only viable for GP right now..
How-To: 1) get mushroom 2) clip out of bounds at the pillar 3) repeat 1+2 4) drive almost an entire lap, but turn around 5) drive into dark-sand in CP-1, and slide into CP-0 while dying 6) profitBK Cut-Throat Coast - Credits SkipThatCowGuy2021-12-24 | I show how to skip right to the credits in RetroNuva's Cut-Throat Coast ROM Hack :)
Check out the hack here: youtube.com/watch?v=lhqbkTrUuv0Banjo-Kazooie A Button Challenge #13: The FinaleThatCowGuy2021-12-08 | A-Presses in this Episode: 6 [2xA in GL, 3xA in FF, 1xA vs Grunty] Current Total: 180xA (100% completion)
The Finale of the BKs A Button Challenge is finally here! We grab the last couple of Honeycombs in Spiral Mountain, and get the final Jiggy of the Game, before heading to Furnace Fun. FF went through a lot of changes, making use of the TAS strat to climb ontop of the Board, and using the old Arb Skip to our advantage. But with the discovery of Ninpalk Skip the optimal strat became pretty obvious. The Grunty Fight is surprisingly trivial for ABC. Only the Flight Phase takes a single A Press, since we could always use the Skybox for Beakbomb Rising to gain more Height.
Completion Tally: SM (100%) in 0xA MM (100%) in 4xA TTC (100%) in 10xA CC (100%) in 15xA BGS (100%) in 14xA GV (100%) in 5xA FP (100%) in 7xA MMM (100%) in 25xA RBB (100%) in 27xA CCW (100%) in 25xA
#banjokazooie #challenge #tasBanjo-Kazooie ABC - BGS TipTup in 0xAThatCowGuy2021-11-29 | Beating TipTups choir challenge is relatively easy without pressing A, because we can just walk off the turtles backs to Beakbust them. The hard part is grabbing the Honeycomb above TipTup in 0xA, but I show that it's possible with a couple of precise maneuvers.
The first step is to gain control during the choir cutscene, which is easy if you can press A. Without A it's a little more precise: we need to slide off the Podium and into TipTup, which is finnicky. After we gained control, we have the luxus of being able to start another choir cutscene by pressing B (to cancel TipTups Dialog). We abuse this by getting back onto the Podium and timing a Beakbuster together with the next choir cutscene, which gives us a Cutscene Rocket Boost that's high enough to grab the Honeycomb !
A fun sideeffect of this is that we actually start a 3rd choir cutscene, which overlaps with the 2nd one.Mario Kart Double Dash!! - Driving Wario Colosseum Backwards in TTThatCowGuy2021-11-23 | Driving Wario Colosseum backwards was something that a lot of people have wanted to do at some point or another, and it was possible in GP for a while now, using Blueshells or Chainchomps. But I managed to complete a backwards Lap while only using Mushrooms, making it possible in Timetrials !
The last ramp (which is the first one here) is actually the hardest barrier overall here. There is a small invisible wall under the track there, that's supposed to prevent this exact thing (it's pretty much everywhere underneath the track, so that the collision feels more natural). This wall is so persistent, that you need to get at least a good 300 units from an atech hop to clear this jump, which I tested with hacks. But then I came back to the idea of using shroom bounces. Getting wedged into the ground on a ledge near a wall gives me a good starting point. From there I shroom into the fence and let the collision shoot me upwards, while I turn as much as I can midair. Right before I land I shroom again, which throws me harder into the floor and redirects the next bounce, and that ultimately allows me to clear the Jump backwards. The next hard-ish part about this is getting onto the Ring at the top of the spiral. Except it's not as hard as it looks. I actually managed to do it first try today, but redid it a couple of times for stylepoints. Basically, you just want to throw yourself into the walls with a miniturbo and get a litte lucky with the collision. And you can retry as much as you want. After that I thought I had to perform a fancy-atech Hop towards the big ramp, while only having this small section of the track to charge my miniturbo. But after just a couple of attempts, I managed to get enough distance with a normal MT so that I was sucked up from the floor above me. I think both of those jumps are very RTA viable, it's just the first one that's super tricky tbh.
#mariokart #challengeBK Glitch: Zombie JinjoThatCowGuy2021-10-31 | Yet another Despawn Glitch. This time I despawn a Jinjo while it's trying to fly away. This interrupts the Jinjo's collection routine, which means the Sparkle-Sound never ends and the Object is not properly unloaded from the Map. By reloading the Map we can reload the despawned object, but it reappears in some default state, with no motion or hitbox whatsoever. This makes this essentially a Zombie Jinjo.BK Glitch: Despawning JinxyThatCowGuy2021-10-27 | This is just another neat application of the Despawn Glitch, where I despawn most of Jinxy to enter his chamber early. Setting this up is mega-slow, so it would only benefit memes like damageless low% or something like that.Banjo-Kazooie Fort Fun - A Custom Mini ROM HackThatCowGuy2021-10-04 | It's finally done! After over half a year of working on it, I finally finished my Mini-Hack: Banjo-Kazooie Fort Fun! Grab a patch-file here and try it out yourself: bit.ly/3FdJCVt - or alternatively, use Wedarobis amazing Auto-Patcher here: patch.wedarobi.com/bk_fortfun - and feel free to join the BK modding discord if you want discord.gg/kaYmqUA6 :)
This Hack features 10 Jiggies and an empty Honeycomb, but more importantly, it features a ton of custom assembly stuff that you have never seen in Banjo-Kazooie before (plus some ones that I already showcased). Try to record your first playthrough if you can, or let me know in the comments what you thought about it. The first impression is REALLY important here ;)
Shoutouts to the creators of Banjo's Backpack, who provided a powerful modding tool for BK. Isotarge and Mittenz for documenting a ton of addesses and functions, Wedarobi and Jombo for helping me improve my assembly knowledge, Bynine and RetroNuva for helping me conquer problems within Banjo's Backpack, and The Sour OG, Star and Brady for being super helpful while learning Blender ! I learned a lot about how to manipulate the Game while working on this, and will apply that Knowledge to a bigger project that I've been planning for a while now: Banjo-Kaizooie :) So look out for that ! (Eventhough that will probably take years still).BK ROM Hacking - Bouncy DollsThatCowGuy2021-09-26 | While working on a little 1-World Hack to practise assembly stuff, I had the Idea to make a bouncy spring. So I coded a boundy-functionality and assigned it to the Gruntydoll, because it already is a squaky toy :)BK Glitch: Enter Gobis filled MoatThatCowGuy2021-09-05 | Using a Floating Point Water-Gap I bitclip through the surface of the filled Moat to showcase both that the hot sand is still hurting you and that the Flightpad is still working; though you can't go anywhere with it really.
Water-Gap: X = -1418.3139648437500000 Z = -442.2000122070312500[TAS] Mario Kart Double Dash - Rainbow Road Flap in 10.179ThatCowGuy2021-08-12 | This strat is an absolute Meme.. It's only barely faster than Mathii's SC GP-Flap from a couple months ago, but much harder. Getting back onto the final Ramp was definetely the worst part, and it took me ages to get it once (might be harder than mushroom house skip honestly). Apart from that it's your usual "LapStack + LakHop" Combo, just that this one gets the latest Lap Entry possible.【TAS】Mario Kart Double Dash!! (#1) Luigi Circuit - 110635ThatCowGuy2021-07-19 | New Mario Kart Double Dash "All Cup Tour" TAS (Track 01/16 - MKDD)
Since I started working on the original ACT TAS in June 2020, Robert McKinnon (aka. Mathii) and I made a lot of new Shortcut discoveries, which almost all require the use of Chain Chomps. This meant that the Babies were becoming more and more optimal, until I finally caved and decided to start over for the sake of showing off all the cool SCs :) "Why didn't you pick both Babies then ?" - I manipulated the CPU Roaster until Baby Mario appeared as a "Bad CPU", so that I can steal additional Chomps from him whenever I overlap him. After all, I plan to use somewhere around 5-10 Chomps in total.
Optimization: Every single MT in this new TAS will be perfect (only dropping to 66mph), unless there is a good reason to hold a drift like 8 frame RTech MTs (which I used on the final UTurn here to take it sharper). There is also a TAS only tech here that I call rapidfire LTech, where I press R on every second frame after an MT to turn the Kart harder. Doing this frameperfectly actually doesnt lose any speed at all, which makes it pretty useful. And of course I can use ATech in every form to control the Kart even better. This includes regular ATech, fancy ATech, and sideways boosted ATech. Plus some more Tech that will appear later on.
RNG Manip: There are a ton of Hexed itemdrops and ZTech in this TAS to check for better RNG-patterns: Everytime I drive by a CPU, I try out a bunch of different itemdrops and shots to see if I can manipulate that CPU to have a good item for me. Here I was able to make Diddy pull triple shrooms just as I was passing him and just in time for the Flap shroomcut. However, this RNG-state also made someone throw a redshell at me that I couldnt dodge through hexeditting. So I had to snipe the red with a banana instead. For Lap3 I found an RNG sequence that made Koopa pull (and more importantly hold onto) a Star. If you watch closely, you can see that I tank quite a lot of sand before shrooming past the Chomp there, but this was unavoidable, because I am already hitting Koopa on the very last Shroom-Frame. Getting the Star in that location probably lost me around .300, but it let me take the U-Turn as tight as possible, saving more than .400, AND I got to snag yet another Star with it. Originally, I wanted to snag the Mushroom from Paratroopa, but a Giant Banana was gonna be in the way of my Line, so I opted for the Star instead and had to wait until Waluigi and Paratroopa swapped. Funnily enough, getting the 2nd Star caused a Lightning Strike, which I usually have to Hex-Edit away. But since I was invulnurable anyway, I could keep it in for a nice Shock-Dodge :)
Rerecords: 6.707 - Updated Total: 66.986 #mariokart #speedrun #glitchSL OoB after 50% Lap CompletionThatCowGuy2021-06-30 | It's actually "somewhat" easy to make the chomp clip into sloped surfaces, and I did already achieve that on SL a couple months ago. But I finally managed to get enough Jank out of it to clip through the sidewalk myself ! Yet another Floor-Clip for MKDD, and another Lap-Stacking method :)BK ROM Hacking - Quick Time EventsThatCowGuy2021-05-07 | I coded a most-probably frustrating feature into your favorite Bear+Bird Game. It comes packed with penalties, bad timing, and unwanted deaths :) Make sure to enable the Expansion Pak on whatever you are using to run this Hack, if you want working Savestates.
Get either the xdelta and flips patch files here: github.com/ThatCowGuy/BK-ASM The Standard-Version tries to create a quicktime event every 400 frames, with a 40% success rate. If you want to change those settings, download the QTE-Configurator.exe from the Repo, and start it in the same directory as the Mod. It will walk you through the changes :) The xdelta patch is supposed to be applied to a clean NTSC-U z64 ROM with the help of xdelta, the bps patch with the help of flips.
If you have any suggestions regarding the rates of the QTEs, or situations where you REALLY dont want them to happen, let me know and I will make it happen.Bomberman 64 - Mantis in 5 Bombs (All Gold Cards)ThatCowGuy2021-04-21 | I am working on a Minimal Bombs Challenge, and Mantis was the first Boss who wasnt trivial in regards of finding the Minimum. The worst Card is the one you get from Mantis breaking the Ice, which he does at 1 HP. This means that you cant defeat him in 4 Bombs, because if you do the wall-hit twice for the double damage, his HP would decrease like 6-5-3-2-0, and the ice would not be broken. So this is maxed :)
Here's what I use the Bombs for: 1) Right-Claw + Mask + 1 DMG 2) Left-Claw + Mask + 2 DMG 3) Right-Claw + Left-Claw + Mask + 1 DMG (Mask breaks) 4) Right-Claw + Left-Claw + 1 DMG (Ice breaks) 5) Right-Claw + Left-Claw + 1 DMG (Both Claws break)Bomberman 64 - Corner Clip in Green Garden 3ThatCowGuy2021-04-19 | I've recently stumbled upon a Twitch Clip from iateyourpie who got a new CornerClip in GG1 (similar to the one from BR3). So I looked around for similar spots and found this one.Bomberman 64 - Zombie BombermanThatCowGuy2021-04-18 | This was originally found by Nahoc: youtube.com/watch?v=fvNNKDdpCvk
While playing around, I tried to die together with the Fish Boss from Blue Resort, and ended up with a bugged GameOver Screen and "infinite" Health. I think this is a form of the timestop Glitch, as seen here youtube.com/watch?v=YvMHJgSPd1k. The glitched GameOver Menu stays no matter what you do, but the HP-Underflow disappears if you collect a Heart or fall into an instant-Death Pit.Banjo-Kazooie ABC - RBB Tollbridge Token in 0xAThatCowGuy2021-04-04 | This is a pretty old strat by now, but I never recorded a proper clip of it being executed, since it doesnt fit into the current 100% Route. But it's another cool use of the Cutscene Rocket Glitch :)Going Out of Bounds by building a Giant Pipeline Spiral - Deep Rock GalacticThatCowGuy2021-03-27 | I had a feeling that there might be no limit on how many pipelines you can place down during the liquid morkite extraction missions, so I tried stacking them into a giant Spiral. When I reached the ceiling, I decided to go as high as the game would let me, until I eventually reached out of bounds territory. The final Spiral is around 140m high, consists of more than 400 pipesegments, and took me 2h to assemble.Mario Kart Double Dash - THE Mushroom House SkipThatCowGuy2021-03-25 | IT FINALLY HAPPENED ! The Mushroom House Shortcut became a Reality !!
Back in 2018 Goomba had figured out that if we found any way to clip underneath the hill around the Mushroom House, we would get a new SC (shorturl.at/gsuAM - at that point it would have been the 3rd SC in MKDD). Now, 2.5 years later, I finally figured out a way to clip through the Hill and make the Shortcut happen! This saves a good bit of time on Lap1 in a GP 3Lap attempt, and will probably make it into my ACT TAS, so I am very glad that I found the strat before finishing that x)
#mariokart #shortcut #speedrunMKDD - New GP LapStacking for WCThatCowGuy2021-03-25 | Since there's no ceiling under this part of the track, we can clip through the road and skip a couple CPs, which means that this can be used to stack a Lap while keeping our items. Might be possible with a shroombounce too.BK ROM Hacking - Environmental EventsThatCowGuy2021-03-05 | I finally understand how to make live-changes to the environment, and can therefore code all sorts of moving platforms and automatic doors into the Game. For this Showcase I coded a new Switch into the Game, that's activated by Groundpounding it. It makes a bunch of platforms come out of a wall, which then smoothly retract within 10s, and can be reactivated as many times as you want. I could also replicate the Egg-Toll chutes from RBB for this, or make it require Beakbarge like the Crane-Switches. Even stuff like the Sun-Moon-Star puzzle from BT should be possible in BK now :)