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UncommentatedPannen | WDW Quick Race Through Downtown! 0xA Loading Zone Strat (with Cannon Locked) @UncommentatedPannen | Uploaded 3 years ago | Updated 1 hour ago
I collect the star Quick Race Through Downtown! in WDW in 0 A presses using the loading zone strat, but this time with the cannon still locked.

Doing this with the cannon unlocked was done years ago (youtu.be/nwr3kjYHIc0). Later, we figured out how to open the cannon 0xA in a timely manner as well (youtu.be/k2bcf-tE1gk), which meant that the combined strat could be done in a few minutes (youtu.be/0AuYIygVxyg).

However, Tyler Kehne wasn't satisfied. He insisted that it was possible to do it with the cannon still locked, which would be much faster. I had argued with him that it wasn't possible, because chuckya just didn't seem to transform into the star with the cannon locked. I had also done some rudimentary analysis into which objects turned into which other objects at the loading zone, and just didn't see a quick way for chuckya to transform into the star.

Eventually, I decided to put an end to this debate once and for all by coding up a brute forcer that could simulate the transition through the loading zone. To do this, I studied how the objects unloaded, how they loaded, and how the underwater bubbles factored into it, since the presence of bubbles changes which objects turn into which other objects. You can see my code for this here: pastebin.com/ZtK15x5m. Upon running my code overnight, it didn't find any possible solutions. I discussed this with Tyler, and he said to try unloading different combinations of objects from the main area because maybe that would change the result. So I implemented that functionality, and it turned out that solutions actually existed! The fastest combination of objects to unload that produced a solution was destroying the cork box near the start, and so that's why I do that in the video.

My brute forcer would calculate 4 inputs and then run a simulation to see if those worked. Those 4 inputs were (1) how many initial bubbles there are, (2) whether the bubble spawner is present, (3) the sequence of frame counts that I'd spend on each side of the loading zone, and (4) the sequence of bubble spawner max timers. All solutions found required either (A) 6 initial bubbles and the bubble spawner present or (B) 7 initial bubbles and the bubble spawner not present. However, achieving either of these conditions was no easy feat, because usually there are way more bubbles present. So I manually tried different swimming patterns and just hoped there would be the right number of bubbles present on the correct frame. Getting this could take anywhere from 10 minutes to an hour. So once I got a good pattern, then conditions (1) and (2) were satisfied, and condition (3) was a given because it was under my control. However, condition (4) relied on RNG, and so even with a good pattern for conditions (1) and (2), this part could still fail, and did fail most of the time. At first I just manually tested different values for condition (3), and just hoped condition (4) would happen to work for one of them. However, this was too tedious. So I reworked my brute forcer to factor in RNG, which would automate this step. I still had to find a good swimming pattern on my own though. Eventually, I did find a good swimming pattern that happened to work for condition (4), and then I just TASed the sequence of loading zone transitions for condition (3). And so that's how this was achieved.

Thanks to:
(1) Tyler Kehne, for motivating me: youtube.com/c/TylerKehne/featured
(2) nim, for helping with the functionality to see what objects call RNG how much on which frames: youtube.com/channel/UCG_b-lywDked3HfbZQXU8Gw
(3) lemon, for telling me how the bubble spawners work: youtube.com/channel/UCoZ8JbiXlq_Zh0DGvaGRTDQ
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WDW Quick Race Through Downtown! 0xA Loading Zone Strat (with Cannon Locked) @UncommentatedPannen

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