[MKWii TAS] Skyline Avenue (v2.02) Lap 1 - 46.901 (No Glitch)

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Published on ● Video Link: https://www.youtube.com/watch?v=_pBZI65vZ_c



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This is a tool-assisted speedrun (TAS). Played on SwareJonge's Dolphin 5.0 LUA Core v3.5.2. Tools used: slow-down, savestates, frame advance, TAS code, and RAM watch (info display).

This Lap 1 is an improvement of;
0.623s over the strat test interim upload I made on my second channel (47.524 by myself): https://youtu.be/ViXELvbV1h4
2.695s over the former lap 1 TAS on the current track version (49.596 by MilesAlley66): https://youtu.be/Fu-_bas1yBY,
2.090s over the former lap 1 TAS on the older track version (48.991 by DrakeTheBeast): https://youtu.be/iMRE2izsnKc,
and 3.155s over the lap 1 of the real-time 3lap world record (50.056 by Doge): https://youtu.be/sbMd3RdJkbw,

Music: Terua Nakamura - Unicorn (1973) 03 "some other blues" (https://youtu.be/Vtj0ayp63fI?t=771)

I decided yesterday that I wanted to TAS this track. I challenged myself to make an entire lap 1 in just that one day. 8 hours later, I finished. This is the result.
Download the track here: http://wiki.tockdom.com/wiki/Skyline_Avenue
Download the TAS here: https://cdn.discordapp.com/attachments/919764656980127754/920071616556326984/CM_no_name_1m56s367.rkg

Some comments about the run:
- The miniturbo at 0:12 is released late due to QM on the ramp. It is harder than it looks to actually get a trick off the ramp when doing RFH, let alone as low of a trick as I get in the TAS.
- I do an up trick at 0:17. This is actually faster due to the fact that side tricks give bounces when landing this early. You can avoid the bounces by hopping when landing but that slows you down a bit here. For those wondering, down tricking makes no difference. The TAS syncs if you change the up trick input to a down trick input.
- The shortcut at 0:24 is very difficult to do well. There's a very specific polygon on the planter that I want to trick off in order to get the correct balance of height, angle, and speed that allows me to reach the height of the shortcut path. In order to do so optimally, I do a down trick, which doesn't actually lose time, because I have to do very specific TF physics, and STA is limited by this to the point where it's slower (you have to use a slower planter polygon in order to reach the shortcut path and do optimal STA).
- Input display at 0:30 :)
- The section from 0:31 to 0:38 is all one continuous strat. Every part of it is interdependent with other parts of it. First, the entire pool table is trickable, and the edges of it are boost panels, so there's no point tricking off the flip trick ramp before it, as it would give me a lower speed outside a wheelie and more height. Because I have a mushroom boost from the edges of the pool table, I have enough frames of offroad immunity that I can perform an offroad bounce, extending the amount of continuous boost time I have, saving time (this is done at the shroomspot of thomas's GV NG lap 1). The only way to get to the offroad early enough to perform the bounce, I have to get a full low trick off the edge of the pool table, which requires hopping. Since I land less than 10 frames earlier from the previous ramp before having to hop, if I were to wheelie upon landing (bringing my speed to 120 instead of 117.614), a trick would immediately start, and I wouldn't be able to get a low trick off the edge of the pool table. So I instead hold a drift, hop, and trick, which then allows me to get low enough to offroad bounce. Exiting from this offroad bounce, I then land back on the track and bounce again, which allows me to hold my wheelie for slightly longer (as the trick boost has run out, meaning if I drift, I drop to 84.01 instead of staying at 96.6115), before then slip drifting to charge a miniturbo during the boost panel's boost. This next miniturbo is NOT chained into the second one because I have to do a very precise mixed '08/spin drift to cut the inside edge of the track via a series of bounces. This specific U-turn took most of the final 2 hours of TASing alone to optimise. If you were to properly chain a drift here, the turn would be significantly wider, costing about 0.1.
- The mushroom at 0:38 is required to get on to the high path above (which allows you to cut the following turn tighter, have a 100 speed lock while realigning into that turn, and get an earlier trick boost landing). As far as I'm aware, these in combination save more time than any other potential shroomspot. I'd be happy to be proven wrong though (inb4 blaze releases a 3lap TAS of this next week with a new shortcut or something).

Special thanks to _tZ (https://www.youtube.com/channel/UCYgxToY9uwv_9TtoG-c42OA) for making an unreleased TAS of this track earlier in the year, and showcasing the two shortcuts that set this version of the track separate from the older one. They save a lot of time.

Want to see more TASes and TAS projects? Visit https://mkwtas.com
or the MKWii TAS discord, at https://discord.gg/NCZghgy




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