tasThomas
60fps ddr encode
updated
This run was performed on Dolphin 5.0 Lua Core + Dolphin 0.0.3-4 Dirty PyCore with the use of Frame Advance, Savestates, TAS Input, TAS Toolkit, & Lua Scripts.
This runs beats the oldest standing UR TAS BKT in the game, which has stood for over 2200 days. It was the only UR BKT made before 2018.
Authors: Thomas, Ejay, & Chriss
I started this run in early 2021 and have worked on it on and off since. I am happy that this run is finally finished and can take it off my mind.
This run saves over Zak's run by:
-Implementing a slipchain inside the tunnel each lap, which means I only have to do 1 chain on the straight instead of 2.
-Better bumps followed by Marth's last turn skip.
-The slipdrift into the 2nd turn of lap 2/3.
-Simply by making a better TAS.
I wish the description could be longer but i don't actually have much to say in regards to the run itself.
Thank you to Ejay and Chriss for helping me on the lap 2 bumps.
Previous 3 Lap TAS BKT by Zdlouks (01:27.730) - TAS BKT Cut: -0.236
(youtube.com/watch?v=LgSmhIFWMaA)
Music: NOMADIC NATION 2「Esperanza」
(youtube.com/watch?v=KJvAovErgiE)
This run was performed on Dolphin 5.0 Lua Core with the use of Frame Advance, Savestates, TAS Input, & Lua Scripts.
This TAS is performed on track version 4.0.1
I thought it would be cool to see a sub 2 minute run on this track so I do intend to finish this 3 lap.
Previous TAS BKS Lap 1 by SwareJonge (40.383) - TAS BKS Cut: -0.593
(youtube.com/watch?v=txsN5NBlzus)
Music - Last Armageddon - PC Engine
(youtube.com/watch?v=8jM-sF2KS50)
This run was performed on Dolphin 5.0 Lua Core with the use of Frame Advance, Savestates, TAS Input, TAS Toolkit, & Lua Scripts
Authors: Thomas, & Monster (Ejay doesn't actually have any input but I already added the funny before it was confirmed)
This run makes us of an advanced movement technique known as Superhopping. Outside-drifting bikes have a special property that allows them a bit of extra movement in the air when they hop. This movement is not added to the vehicle speed, but instead to an uncapped portion of your speed called the "External Velocity."
Normally, the External Velocity quickly disperses as soon as you land from the hop, however, by performing a specific sequence of inputs, the External Velocity is preserved even after landing on the ground, and the next Superhop adds more external velocity. By repeating this process many times, the game essentially gives you large amounts of "free speed" allowing you to easily reach and maintain a full 120KM/H.
SGB presents several unique challenges for a Superhopping TAS. Superhopping on off-road is similar to normal Superhopping but requires a few extra considerations. Because off-road slows you down, Superhopping requires you to gain more External Velocity to make up for the lost vehicle speed. Additionally, because Superhopping inputs require you to spindrift 4/5 times a second to build velocity, the player will always turn slightly inward, making long straights very difficult to optimize.
Our community is dedicated to discussing and following Tool-Assisted Speedruns for Mario Kart Wii. You can join the Official MKW TAS Discord here: discord.com/invite/NCZghgy
And if you would like to look find a list of all the BKTs in the game, please visit: mkwtas.com
There is no run in this category to compare to, therefore it is both the 3 lap and flap record.
Music - Raindrops - サヨナラ・ヘヴン
(youtube.com/watch?v=aBZCUSBs2L0)
This run was performed on Dolphin 5.0 Lua Core + Dolphin 0.0.3-4 Dirty PyCore with the use of Frame Advance, Savestates, TAS Input, TAS Toolkit, & Lua Scripts.
Authors: Thomas, Lamejoin, TASPlasma, Malleo, MKDestroyer, Monster, & Alego
This is easily my greatest accomplishment in any game I have worked on. I began work on starting this run in 2021, and actively working on it since my return to the community in early 2022 following some shroomstrat theory crafting with TASPlasma. I am so happy this run is finally complete after 2 years of work.
I cannot stress enough that this entire run was extremely difficult to optimise, with each section taking months at a time to complete. There is not a single turn or straight that is easy to manage. The mini turnskip on the lap 1 s-turn and the quintuple tricks on laps 2/3 were the biggest hurdles to get over.
I discovered that you can use "Earrape Strat" as the most optimal way of losing time for QM Manipulation. By pressing "A" and "B" on alternating frames, you can actually slow your rate of acceleration by merely a few units. This leaves you with no visible timeloss, while Chaos Theory takes its effect.
The main new strategy that you will undoubtedly pick up on is tricking on the side of the temple entrance. The lap 1 strategy was originally done by Ejay B by using a wallclip to touch the edge of the pillar, making it a NU strategy. I found you could spindrift at a certain angle on the slope next to the pillar, which allows you to clip the edge of the trickable surface without the use of a wallclip, making it a NG strategy. The double pillar trick (quintuple trick) on laps 2/3 was found by me. I got extremely lucky while experimenting with a lap 2 temple trick, and ended up getting a 2nd jammed trick into the temple which was much faster. Monster improved on this strategy by getting a Wheelie Trigger, saving even more time.
I also use an old strategy inside the temple called "pasta," in tribute to Estaloy. This makes use of the sand pile around the U-turn to take the turn much tighter than hopping and drifting around it. TASPlasma proved it to be faster on lap 1, and with that logic in mind, I proved it to be faster on lap 2 & 3 by cutting off more of the corner each lap. By clipping the sand on the end of my lap 3 "pasta," I am able to take the turn into the sand pit much wider while not falling behind. This sets me up to do a slip half-chain instead of Michi's rehop meaning I only have to accelerate from 93kmh instead of 85kmh.
On laps 1 and 3, you can see that I clip the bats exiting the temple. Getting Covid is faster because it converts into sideways momentum, which I can utilise to travel faster in the air. I also use vertical tricks instead of side tricks on the ramp before the ending cut. Tilting forward and drifting with an vertical trick causes your vehicle to point slightly in the opposite direction of the trick, thus allowing side-trick abuse properties from the sideways facing angle to generate extra speed.
Lap 3 presented me with an issue I never imagined. I got pacelocked by beating the lap 3 pillar after the bridge. I had to lose time by charging a miniturbo into the pillar trick, ultimately making up the time I lost by doing so. Thank you Kierio for that suggestion. You would need to be about .5 ahead of the run at this point in the race to make not tricking on the pillar faster.
I would like to thank the following people for their contributions:
Lamejoin (The best TASer of all time) for his very generous 1 input on the startslide.
TASPlasma, for theory crafting the optimal shroomstrat, pushing for further improvements and assistance with several optimisations on lap 1.
Malleo, for his help getting the low ultra cut.
Monster and Alego, for their combined help with the quintuple tricks (arguably the most appreciated contributions).
And, MKDestroyer for his help on the Lap 2 zipper trick.
See you all in TAS Awards 2023 when I win Best TAS of the Year.
60fps encode here: youtube.com/watch?v=keYWSJQOHdI
Previous 3 Lap TAS BKT by MKGumba (01:39.711) - TAS BKT Cut: -1.044
(youtube.com/watch?v=7HDCdtfD1OU)
Previous Flap TAS BKS by Estaloy (30.339) - TAS BKS Cut: -0.096
(youtube.com/watch?v=HCRok8O2CEc)
Music: Bravely Default - The Land of Sand and Its Great Clock (x1.15 speed)"
(youtube.com/watch?v=6H4SR7KjqrQ)
This showcase was performed on Dolphin 5.0 Lua Core with the use of Frame Advance, Savestates, & TAS Input. This not not make use of any Gecko Codes besides Infinite Shrooms.
Here is the ghost file for anyone who doubts the integrity of this video:
(cdn.discordapp.com/attachments/600410593937195069/1096656162428047360/rDH_TASThomas_1m33s782.rkg)
About a month ago, I discovered by accident that you can use RFHA to bypass the games collision detection for about a second. This meant that for that short period of time, I was able to "drive" through the Out of Bounds area where Lakitu would usually pick you up. I thought nothing of it at the time and moved on.
As a result of a recent discovery I made involving Wario Bike being able to gain External Velocity on upward slopes, there was obviously a lot of talk surrounding Wario Bike being useful on a few tracks. rDH was brought up and I remembered about the OOB bypass I got. Epik had a theory that the point that checks for OOB was far enough above the ground due to the angle of my Supergrind that the game doesn't register my vehicle as OOB.
I immediately went to try the Phantom as it is the "longest" vehicle meaning I had even more leeway with the point that checks for OOB and I managed to RFH to the top of the sand in the middle of the track with no problems at all. I tried to see if I could clear the flat OOB to look at the potential of the Delayed Lap Count Epik uses in his Ultra Flap. It barely made it into the sand before it would be counted as OOB.
Something urged me to try a "long" kart, just to experiment with all my options, so I chose the Offroader and tried to clear the flat OOB and it cleared it with almost no issue at all. Offroader definitely seems like the best vehicle for this method from my testing.
As it stands, I don't think we fully understand why this happens but I'm sure Vabold can probably give a comment with an explanation on what is actually happening.
I'm not sure how useful this will be for Nintendo Tracks but I'm sure that people can find some use for this on Custom Tracks!
My original discovery of this method can be found here:
(streamable.com/nc3sl0)
Music: Pizza Tower - The Death That I Deservioli
(youtube.com/watch?v=r8zCr1qKrQ0)
This run was performed on Dolphin 5.0 Lua Core with the use of Frame Advance, Savestates, TAS Input, TAS Toolkit, & Lua Scripts
Authors: Thomas (Myself)
I have no more interest in this track, the end of the lap is not optimized. The ghost of this run is now public. I just wanted to publicly showcase progress I have made to pushing another track to it's limit with ODB tech.
The ghost I am racing is Kierio's BKT just so I can show everyone had bad and slow he really is!
You can find my ghost in the Official MKW TAS Discord here: discord.com/invite/NCZghgy
You can also find the runs I, and many others, have actually decided to complete more than one lap on here: mkwtas.com/menu.php
Previous Lap 1 BKS by Kierio04 (40.010) - TAS BKS cut: -2.565
(youtube.com/watch?v=w8KG8TRRV6I)
Current Flap (3 shrooms) BKS by Kierio04 (37.079) - TAS BKS cut: +0.366
(youtube.com/watch?v=qphlgtiyAxY)
Music: Sonic Mania - Eggman Mean Bean (Chemical Plant Zone Boss)
(youtube.com/watch?v=Fu-ZxTHKeDg)
This run was performed on Dolphin 5.0 Lua Core with the use of Frame Advance, Savestates, TAS Input, TAS Toolkit, & Lua Scripts
Authors: Thomas (Myself)
This run beats the oldest BKT in the game, which stood for 2,841 days at the completion of this run. Due to the dolphin version that run was performed on, the ghost cannot be synced on console. Therefore I am racing Don Capri's 01:57.921 as it is the fastest run that syncs on console.
This run makes use of an advanced movement technique known as Superhopping. Outside-drifting bikes have a special property that allows them a bit of extra movement in the air when they hop. This movement is not added to the vehicle speed, labeled "IV" on screen, but instead to an uncapped portion of your speed called the "External Velocity," labeled "XV" on screen.
Normally, the External Velocity quickly disperses as soon as you land from the hop, however, by performing a specific sequence of inputs, the External Velocity is preserved even after landing on the ground, and the next Superhop adds more external velocity. By repeating this process many times, the game essentially gives you large amounts of "free speed" allowing you to easily reach and maintain a full 120KM/H.
Peach Gardens presented me an extremely unique challenge that has never happened in a TAS before now. Due to the sheer amount of input changes on such a long track, I actually reach the games internal input limit. This is a memory restriction and without actually reprogramming the games verification system, this run cannot be saved after the beginning of lap 3. Due to being unable to save and TAS Code any progress on lap 3, The only way I could finish this TAS was to use a textfile to manually write every single input for the whole of lap 3 and play it back as a script using TASToolkit. This was beyond tedious but I am relatively happy with the final result.
This run was recorded by myself and is the first time I have tried a HUD setup like this. The speedometers are unfortunately quite low quality as they are taken straight from the TAS Debug Panel created by Melg, Stebler, Kierio04, and Gaberboo, and upscaled 200% to be more visible. The audio also starts to desync around the point the Input Limit is reached and no amount of rerecording could fix it, so I can only guess the two could be linked.
Our community is dedicated to discussing and following Tool-Assisted Speedruns for Mario Kart Wii. You can join the Official MKW TAS Discord here: discord.com/invite/NCZghgy
And if you would like to look find a list of all the BKTs in the game, please visit: mkwtas.com
Previous 3 Lap TAS BKT by TASPlasma (01:57.571) - TAS BKT Cut: -13.412
(youtube.com/watch?v=t3ZkLaUUoPU)
Previous Flap TAS BKS by Kierio04 (35.926) - TAS BKS Cut: -1.892
(youtube.com/watch?v=JJHfzxDR0G4)
Music: Pokémon Mashup: "Battle! vs Unova Champion Iris!"
(youtube.com/watch?v=TnKH8ursbkk)
This run was performed on Dolphin 5.0 Lua Core with the use of Frame Advance, Savestates, TAS Input, TAS Toolkit, & Lua Scripts
Authors: Thomas, Monster, Justin, & Ejay
This is a huge run as this is the first time in the entire game's history that either Waluigi or The Phantom have ever been used in a RTA or TAS WR/BKT on a Nintendo Track!
This run makes us of an advanced movement technique known as Superhopping. Outside-drifting bikes have a special property that allows them a bit of extra movement in the air when they hop. This movement is not added to the vehicle speed, but instead to an uncapped portion of your speed called the "External Velocity."
Normally, the External Velocity quickly disperses as soon as you land from the hop, however, by performing a specific sequence of inputs, the External Velocity is preserved even after landing on the ground, and the next Superhop adds more external velocity. By repeating this process many times, the game essentially gives you large amounts of "free speed" allowing you to easily reach and maintain a full 120KM/H.
SGB presents several unique challenges for a Superhopping TAS. Superhopping on off-road is similar to normal Superhopping but requires a few extra considerations. Because off-road slows you down, Superhopping requires you to gain more External Velocity to make up for the lost vehicle speed. Additionally, because Superhopping inputs require you to spindrift 4/5 times a second to build velocity, the player will always turn slightly inward, making long straights very difficult to optimize. Lastly, the glitch requires you to back up, then accelerate back to max speed. These goals converge on The Phantom with its worse handling compared to other ODBs with high off-road stats, and Waluigi, who lacks any handling bonus and high acceleration modifier.
Thank you to Monster, Justin, & Ejay for your help with lap 2 ending and the Glitch!
Monster: youtube.com/c/Monster3rum
Justin: youtube.com/channel/UC9UESyRCqWQJ7cUGuf_1t8A
Ejay: youtube.com/c/EjayB
Special thanks to Kierio for recording and making the thumbnail!
Kierio: youtube.com/c/Kierio04
You can also find an encode of this run with a full Debug Panel here: youtube.com/watch?v=SF-HDguuqkQ
Our community is dedicated to discussing and following Tool-Assisted Speedruns for Mario Kart Wii. You can join the Official MKW TAS Discord here: discord.com/invite/NCZghgy
And if you would like to look find a list of all the BKTs in the game, please visit: mkwtas.com
Previous 3 Lap TAS BKT (Ghost) by Kierio04 (01:13.245) - TAS BKT Cut: -17.350
(youtube.com/watch?v=G_4trkj7ACo)
Previous Flap TAS BKT by Ejay, Kierio and Justin (16.262) - TAS BKT Cut: -1.517
(youtube.com/watch?v=jHGzGXbRlRc)
Music - Nekomata Master - Avalon no Oka
(youtube.com/watch?v=kvW8NheTUK8)
This TAS is performed on track version 1.2.2 (by FunkyDude15, Riidefi and Zachruff)
I tried this track just to take a break DDR and rMC. This also stands as a test to see how well I could use Automatic given my lack of experience with it. This is semi-optimized but I'm content with the result given it is only about 20 hours of work and was done for fun.
Current TAS Glitch BKT by CésarMK (01:33.994)
(youtube.com/watch?v=RhSxi5_ofo4)
Current RTA No Glitch BKT by Carter (01:35.900) - BKT Cut: -1.490
(youtube.com/watch?v=If86AjZOGYU)
Music - Mario & Luigi: Dream Team - Never Let Up!
(youtube.com/watch?v=xL4kDGHsnBM)
This TAS is performed on track version 2.43.
Yet another lap one, on a custom track of all things. I finished this lap back in late December to see how far I could push the track. I will probably finish this run as I am still very far ahead of the new BKT.
Previous TAS BKS Lap 1 by CésarMK (01:13.983) - TAS BKS Cut: -1.445
(youtube.com/watch?v=GWWPp_hUS8k)
Music - Laur - PRAGMATISM (2021 Remaster)
(youtube.com/watch?v=7c82-59o33o)
Another lap one, I promise that I will finish runs someday. I'd say this lap is quite optimized. This was a really fun track to TAS with kart, there were some very interesting mechanics to play with.
Perhaps a DwainiumB collab?
Previous TAS BKS Lap 1 by Atek (43.995) - TAS BKS Cut: -0.745
(youtube.com/watch?v=SU7DrWZKJ0s)
Music - Genshin Impact - Signora Theme (Phase 2)
(youtube.com/watch?v=zh5gGz9NBM4)
Pretty nice to finally have lap one finished, I will finish this run before continuing with GV. Every strat in this run saves time.
Taking the small grass cut at the end means you can't stick to the last ramp the same way Zak does because of the later MT boost, so my double trick might be very slightly slower than his. If it loses any time over Zak's double trick, it loses nowhere near as much as the grass cut saves.
Previous TAS BKS Lap 1 by LukasLoucks (29.384) - TAS BKS Cut: -0.051
(youtube.com/watch?v=LgSmhIFWMaA)
Music - Shoutoku Legend - True Administrator
(youtube.com/watch?v=Ykyz5tcJ-NE)
Used the inputs from my rockhop lap 1 for the beginning half of the lap. Last ramp can probably be improved but I could not get a better ramp with the offroad bounce. I currently have no intentions of finishing this run so I will pass it on to the TAS server. Rockhop is still my main priority.
Previous TAS BKS Lap 1 by Rocky/N3vermind (35.996) - TAS BKS Cut: -0.103
(youtube.com/watch?v=LDi9hcvHSZE)
Music - S.S.H - Travel Demon
(youtube.com/watch?v=qUbySmzxUdY)
Pretty happy with this lap. Last turn can probably be improved. QM is a terrible concept and Chaos Theory isn't real.
Previous TAS BKS Lap 1 by Kierio (29.879) - TAS BKS Cut: -0.084
(youtube.com/watch?v=7xgNxgjy_Y0)
Music - M2U & NICODE - Myosotis
(youtube.com/watch?v=btjb8IHjaxE)
This is 20 frames faster than the regular Luma bounce in a full run (it skips the coin textbox on Starship Mario) but is 25 frames slower during the IL.
This is a pretty solid lap in my opinion. I have no idea what made me try this track.
Former BKS by MKWLH1000 - 34.xxx (he vanished)
Music: Super Mario Galaxy 2 - Hurry!
(youtube.com/watch?v=Y4iXtKv9ECM)
Authors: Thomas, Marth & Akari
Marth found the faster ramp strat, I found that doing rfha on it was actually about 2 frames faster, so me and Akari played around with it for a while.
The beginning of the run before the shortcut was backwards and forwards improvements from Marth and Akari and the shroomcut onward was redone and optimised by me and Akari.
I'm fairly confident we have optimised the lap enough and we will more than likely begin work on the no glitch lap 2 and also testing super-grind.
Previous TAS BKS Lap 1 by Marth and Akari (33.356) - TAS BKS Cut: -0.116
(youtube.com/watch?v=PIfUwr1Bl8I)
Music - CONTEMPORARY NATION 6 [HD] 「砂塵カゲロウ LONG」(youtube.com/watch?v=Hy4qqNOFQxU)
Authors: Thomas, cf, Kierio, Luke, Malleo, Marth
A little over a week ago, a N64 Bowser’s Castle ultra shortcut strategy was theorized by cf, and after extensive efforts by Marth, Blaze, and Malleo we got extremely close to successfully pulling it off. Later that day, Luke became the first person to pull off the ultra shortcut.
The reason this ultra shortcut is possible is due to a new strategy before the clip. We can go to the end of the bridge and start a series of rapid fire hops to get ourselves stuck in the floor. We can make our way over to the finish line pole while simultaneously rotating ourselves enough to the left such that we are setup to clip the side of the finish line pole. When we stop rapid fire hopping, we can get ejected out of the floor with significant amounts of airtime. In fact, we can get just enough airtime to completely clear the wall on the side of the road. As a result, we can get ejected, pop a wheelie, and clip the pole at 120 km/h. With this high-speed clip, and with Spear’s high speed stat, we can just barely land close enough to the road by the last ramp to get a respawn by the last ramp. Once we respawn, we have to turn around and respawn again. In order to get a lap count ,we have to reach the last key checkpoint of the map, which is actually near the previous ramp. After respawning for the second time, we can simply drive to the finish line and count our lap.
Again, due to the series of ~130 rapid fire hops (pressing B 30 times per second), this will never be performed by a human. In addition, getting an optimal clip is extremely precise.
At the beginning of the flap, we experimented with starting the supergrind at various different parts of the bridge. As it turns out, the bridge’s collision isn’t consistent, meaning the slope between certain planks on the bridge is different. Only near the end of the bridge is there a slope sufficient enough to give us a good ejection after rapid fire hopping.
Malleo started the flap. cf, Malleo, and Marth worked on setting up the supergrind. Malleo pulled off the clip. Marth worked between the first and second respawn. Luke optimized the second respawn landing up until the ramp landing. Relying on a strategy shown by Kierio, Thomas was able to take the last turn tightly through a series of hops that allow you to slide further to the right due to the wall collision.
This is the first actual TAS in this category, there is no TAS to compare this to.
Music: Mario and Sonic and the Rio 2016 Olympic Games - Final Boss (New Super Mario Bros. Wii)
(youtube.com/watch?v=GM_DRBBX9b8)
This is for you Dylab. I've wanted to try a Kart TAS for a while now and I'm quite satisfied with the result.
The bridge at the end is yucky and bouncing down the mountain is faster I promise - (please read this for a simple explanation: pastebin.com/Xie3gvwz)
Previous TAS BKS by s7o9 - (40.976) - TAS BKS Cut: -1.412
(youtube.com/watch?v=Omglqcrxuo8)
Music: Deltarune - Rude Buster
(youtube.com/watch?v=GPL5Hkl11IQ)
The Shell Cup is now the first cup to have at least two categories on all four tracks.
This run is dedicated to Marth who finally put some time into finding a supergrind spot for rYF. Check him out here, he's an amazing TAS/TAFer: youtube.com/channel/UClkb9VBvCEq3SMxE9HKS2kA
There are some details in this run that I would like to talk about. The momentum from the supergrind recovery meant that I could get a 120kmh waterfall shroomless. This means I am able to shroom elsewhere in the lap. On top of that, I was able to manipulate slide mechanics on the edge of the track on the first drift to maintain a very high speed. XYZ speed goes to 110kmh every time I land from one of the bounces and gradually reduces to around 100kmh.
This is the first actual TAS in this category, there is no TAS to compare this to.
Music: Persona 4 Ultimax - Adachi's Theme
(youtube.com/watch?v=POxrDin4fj4)
This clip is not faster than pipe bounce but I'm uploading it anyway because it's pretty cool. Thank you cf for the inspiration to try this strat.
Current TAS Flap BKT by Snoop - (08.384) - TAS BKT Cut: +0.354
(youtube.com/watch?v=qZ-3VU0Rb2w)
Music: Super Mario Galaxy 2 - Fleet Glide Galaxy
(youtube.com/watch?v=Rttm5oROmuk)
This run is not fully optimised. I am uploading this partially for documentation but mainly because Malleo and Blaze have been going on at each other for about 2 weeks telling the other to upload it, so I decided to upload to shut them up.
Blaze did all of lap 1 and the start of lap 2, Malleo did the end of lap 2 and glitch alignment for lap 3 and I redid the glitch into lap 3 using Malleo's alignment and completed the rest of lap 3.
This run will be redone since Blaze has new strats and we will fully optimise the run next time.
Here are the links to their channels:
Malleo: youtube.com/user/ShwaMalleoMK
Blaze: youtube.com/user/MalleoSquirrelX
Former TAS BKT by Blaze - (34.515) - TAS BKT Cut: -2.095
(youtube.com/watch?v=AwNOlzWyVXw)
Music: Akumajou Densetsu - Mad Forest:
youtube.com/watch?v=OiazILmn0vQ
This looks much better than the run I did here years ago and I am pretty much satisfied with this lap now.
The new last ramp strat saves over .1
Former Lap 1 BKS by me - (22.728) - TAS BKS Cut: -0.274
(youtube.com/watch?v=HZWnxmFYAb8)
Music: Sonic Generations 3DS - Big Arm:
(youtube.com/watch?v=MVQjrIcwyEg)
Shoutout to Jellopuff for making the glitch and making a template for the bounce to the cannon, check him out here: (youtube.com/channel/UCUjE8oTqClAchc9Ojkkx4LQ)
I redid the bounce to the cannon and completed the rest of the lap.
Former TAS Flap BKT by Malleo - (20.914) - TAS BKT Cut: -0.431
(youtube.com/watch?v=iyHZt499_q4)
Music: Super Mario RPG - Forest Maze (Vector U Remix)
(youtube.com/watch?v=jkOsPE254Pc)
Huge shoutouts to SwareJonge for recording this run, you can check out his amazing TASes here:
youtube.com/channel/UCgWt9Z4U52hBcGU_StsMWXA
SwareJonge will leave a comment explaining the new XYZ speedometer in its current state and I highly suggest reading it.
Former TAS BKT by Rocky - (1:06.737) - TAS BKT Cut: -0.387
(youtube.com/watch?v=kgrfNePIsNQ)
Music: Sonic Mania - Flying Battery Zone Act 2
(youtube.com/watch?v=fD0Xg5idU_o)
Former TAS BKS by Me (42.560) TAS BKS Cut: -0.242
Music: NOMADIC NATION 2 [Esperanza Long]
(youtube.com/watch?v=CSpznl8xtMo)