#MG ODM 3lap
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whatever he sent as a clip
trying to carry the improvements to the first half of my cave strat but i'm struggling (about half a frame)
Gonna do one more hw problem then I'll boot up dolphin
that one problem took a lot longer than I thought it would
good thing you did it before you started tasing lol
carries the improvement a little bit, but it randomly loses ev after the second green
my dolphin keeps crashing, guess that's it for me today
I think this loses time because of the angle: it's not really possible to drift on the red mushrooms
carried some improvement up to gap jump. i still don't get the gap jump. i'm not sure this cave strat is fully optimized yet
i just can't replicate this. weirdest skill issue ever. would appreciate if one of you guys did bc i feel like it can be faster
i can try in a few hours
didn't managed to replicate it lol but i think yours is faster anyway
idk your strat has better speed for quite a while before landing on the green shroom, that's why i can't be sure
comparing from the two clips i think yours is either equal or 1 f slower, but i have no idea if it can be optimized better
so annoying that they're close and completely different
mine i think need to be oriented way more to the right before the boost panel ramp in the cave which would lose time i think
finally replicated alego's clip... as you can see the two strategies are very very close. will have to keep messing with this ghost later
sidetricks might be faster for l3 cave someone remind me later
Sidetricks stop leaning though don’t they?
Every time I sidetrick against a ghost rta I instantly lose a ton of speed
yeah, in most places they seem to lose speed. also tilt lock is very undesirable for the grass cut before chicken roll. for some reason i seemed to gain a little bit with them at the cave
Sometimes side tricking helps because it can sometimes make it so you can move more in line with your EV vector
yeah i think that's what's happening. for first two bounces 4 on ttk (idk if left or right) gives lower ev but higher xz speed during the bounce
(This is why a sidetrick on cliff climb landing is better for mg NU flap)
Might be a lap 3 strat? Doubt it’s worth getting tilt lock on l1/2
tilt lock causes you to not taildive as much if you're holding full down right? that would mess up norgay. l3 strat though definitely
Well def on nu, but for this I’m sure it’s similar
NU maybe not though since tilt also helps for ending wallride
Won’t tilt lock affect gap clip L3
Getting the back wheel high enough
Actually just watched it back, probably won’t matter
i don't believe tilt lock affects physics outside of tricks
This is maybe something I can work with
ye feel free. i want to see if i can squeeze something else out of the other strat first. i noticed a couple things i may be able to change
I didn’t really have much luck with it, so I’ll try to get Alego’s to work so we can compare
It’s a bit closer to what I already know works
yeah i think the low bounces depend entirely on vertical spacing/qm. most things just ruin the sequence bc your vertical trajectory is very slightly different
I’m just glad that I know exactly what to blame low air fails on
the most useful real life application of physics
PhD in being fucked 
I know it doesn't affect hops but does it not affect normal airtime (like, leaning back after bouncing off a mushroom)?
It shouldn't
interesting
new concept for the low bounce strat. haven't found a way to make the second half work yet though
idk how i feel about the long rfh. not really the kind of strats i had in mind when i started making the tas. but i guess it's not an sg outright so it's fine
wtf was that last interaction LMFAO
soft wall bounce
that looks so cursed
i've had a couple, they look funny, ultimately not any different from previous strategies in this tas
just touching the edge with one wheel, but from a different side than usual
I'm assuming you aren't performing supergrinds in this run?
I'm gonna try to get the Alego strat to work without rfh
that was the idea. although this strat is definitely borderline sg
if the dkm kart rfh is allowed in ng, i guess so is this in my head. i went out of my way to not do input alternations to gain ev. although this strat would definitely not be as fast without a long rfh
here's a ghost, exits the cave behind the previous thing i sent, need to come up with something for the second green mushroom to make this faster
lol
alright cool gl i'm going to bed
This is much slower by the end of cavern, but maybe there's a different way of doing the green mushrooms
I just can't get anything good landing that far left
This does get a few frames of airtime after landing on the green, which usually sets you up really nice for a fast spindrift
but the airtime just doesn't want to work without the slope
maybe that would work with 3 momentum hops lmao
fundamentally the issue is that landing on the 3rd red mushroom that late just isn't good. need to rfh again on the second green or something, to land early like in the previous ghost
i was able to spinhop out of the first rfh before, but not anymore now, idk what gives
could rfh help for chicken roll?
Possibly
Very rarely I hit the front of the green and stick to it
Could probably turn that into rfh
oh fuck you're right about that
i was considering getting the lowest qm bounce, leaning the entire time, land earlier on the back of the green and rfh
idk how i even feel about using rfh in this tas at this point. i want to see if one of these two ideas works first but i feel like it's approaching "too much"
yeah, that might be what i'll do. it would be cool to beat the current nu bkt. rfh on chicken roll and cavern is definitely the only way to get there, if it's possible.
Add superhopping for the extra funny factor
for no rfh strats, we actually don't have any cave that skips rfh entirely. this does a spinhop from the first green, and a small rfh on the second. it should be possible to get something usable just doing two spinhops instead
the new optimizations i've been finding definitely require rfh to be faster than this
We need to land farther right on the green for this in my experience
If you land nearly perpendicular to the edge of the green as early as possible, you can hold hard right and get 3-4f airtime over the lowest part of the mushroom
Spindrift after that and you can get close to 110 before hitting the back of the second green
i'll have to experiment with that. i was envisioning something simpler following the same line. but who knows the green mushrooms can be annoying
They are
There’s a very specific angle that gives insane spindrifts
But I generally have to aim about 1/4-1/3 of the way on the left side of the slow ramp to get that
The visual cue I’ve picked up for this is a sort of “scooping” motion in the divot of the green
The bike visually dips down farther than you’d think it should
I’ve got a ghost hanging around somewhere on my console that gets a really good one, I’ll try to dig it up tomorrow if you don’t figure it out before then
i do not work off of visual cues at all lmao so i'd appreciate it
That’s all I’ve got going for me lol
It’s so hard to go from doing things by hand to making them frame-by-frame
But I’ve slowly been picking it up
i've definitely had that advantage since i hadn't played the game in like 7-8 years before i got into tasing. but at least you can start off knowing a lot of details about the game
i'm not sure this strat is viable after all. this is the best i can get for now, it just always ends up slower in the end
I've got exams next week, so I probably won't have as much free time to experiment here. Might be a little bit before I boot up dolphin
good luck dude
ty, Quantum and Optics
I'm not particularly worried about either, but we don't get an equation sheet for quantum and we've covered a lot of stuff so far lol
gl man
came up with a new strat for the middle part. got it to save about 2 f, hopefully can be optimized to save more. (no rfh)
i was trying desperately to get a stable rfh and gradually stumbled into this. i land on the green mushroom twice very briefly to reduce vertical speed without sacrificing my ev. by the time i get to the red mushroom i have ~7 more ev than before
alt ghost here that doesn't touch the soft wall when first landing on the green mushroom, more ev but i couldn't find movement to carry it
what is that lol
BRUH WHAT
lmao thanks guys. i want to spend more time here before returning to the cave. i'm trying to come up with ideas but there has to be more to save
would somthing like that be possible on the green in the cave ?
i don't think it would be helpful
No shot silly seal is actually faster
That’s what everyone calls this for some reason btw
It’s another one of those things that happens rarely lol
????????
But usually we are still holding drift so it obviously isn’t good like that one
everyone
can't find a single mention of it in any tt servers
Not in the tt server
Mg server
Like I said, we expect to keep holding the drift so it doesn’t end up good
But that interaction with the front of the green is very common
Shane was the one that named it
A few days prior to that clip
can i get an invite
It’s dead now but sure
Isn’t that just where they do chicken roll in the opposite direction?
No that’s spicy
Oh
The first mention of it might even be in an even deader server, I think that one got deleted though
Lol
Ignore the cavern, but this can also happen on the roll
I wasn’t able to make it faster when I made my TASes because I couldn’t soft drift double mt for shit, but might be worth exploring here
I love this strat name omg
🥰
preserving the ev for longer has to be faster. i lose so much by getting a lower bounce already
i also got soft wall bounces with this line and they are much worse
ty man! glad you like my progress
i used to do that on accident all the time, so sick to see it's faster
i didn't expect at all that something like this could be fast either. i'm trying to see if i can come up with even faster variants
the search for the silliest seal...
vairrin is the silliest seal
he either named the strat or i named it that bc of him
i don't remember tbh
managed to add the trick, saved 2 f more. not as much as i hoped. hopefully there's a way to carry more ev through the big bounce like before
the dream would be to combine the two ghosts. barely land on the green mushroom, get low air and spinhop from the edge, while also doing the trick boost then land on the red mushroom edge. idk if the spacing can possibly work out though
ty, good luck
if we manage to save 2 frames from this (taking for granted that the cave can be resynced, i'm assuming yes) then i think it'll be just barely enough to beat the nu bkt
The RTA community has no hope understanding what’s optimal if this beats 3/3 norgay (this is in no way negative I’m just stating a side effect)
But it would be funny
also a run on this calibre is never happening rta lol, so that distinction is still pretty clear
I've stopped caring about rta ngl
game got boring randomly after I got 1:35
lol you pulled an Ejay
Oh that's what I was envisioning with the jammed trick earlier
I tried the exact same thing but my hop height was much lower so it didn't work
What if we put this project on hold and finished 3/3 norgay first 
sir corvid doesn't put anything on hold.
got more than 2f of timesave, sending soon
got something like the no trick strat but with a trick
whoa that's interesting, tricking early so the trick cooldown is 0 when you touch the green shroom, didn't think it would be fast nice find
ty!
Idk why that didn't work when I did it lmao
i optimized the start of the sequence to have more ev. had to hold back before due to spacing. landed further forwards as well. prob makes a difference
That whole sequence looks like low gravity
i managed to land on the back of the green shroom for 1 f (which allows me to start building ev again). this is definitely the optimal strategy for this part. saved 2 f over alego, i think more optimizations are possible but it's starting to get difficult
i barely peak at 119 u/f xz, would be cool to reach 120
more timesave but i can't figure out how to get a good cave turn from this
will take a look in it in about an hour
gl
ty and nice job !
nvm i figured it out lmao, i was just hopping slightly too late. close to 2 f better than this
Wow Corvid I’m very impressed with how you’ve been able to optimise this, you too Alego!
0.3f improvement
nice alego, your improvement gets us to 10 f ahead of the old strat exactly. i think i'll try to resync the cave later, just so that it's easier to reference
the cave turn isn't as good as before, but the angle is way different too so it may be forced
oh 10 f per lap should be enough for 1:24 actually, that's awesome
ty !
resynced the end of l1, 28.441. it was harder than i expected
i am satisfied with the middle section, we can move on to the cave again. there was this improvement i got which i couldn't figure out how to carry
i'll try to carry this today
resynced your timesave, + better gap jump than your ghost, but didn't managed to get a good clip
Jesus, that’s gonna be like a 28.2 L1
it'll be about 2 f faster than the prior ghost so 28.40x l1 prob
i'll mess with the wallclip later. i can't tell if it's qm locked or just very annoying
I have a bit of free time, I will mess with this again
for the clip, this is what we look like right now compared to Alego's 3lap
this is a 96f ghost delay in agc
95 is a bit closer together
this would explain the issue I'm having
I can clip, but I just bonk the wall the next frame when I do
need a bit more right rotation
oh, this might be worth trying btw https://youtu.be/TAQdTdqbgCw?si=3xnTwnlUdhkqQqDK&t=35
This ties the flame runner flap bkt.
Was not expecting this, especially not this soon after Tiles reclaimed (again) bks with a 31.215. This lap was average until the cavern, whereupon a get an insane tas cavern.
But what the fuck was that gap cut!? I had tried wheelie hopless in tas when making my 1:31, but I couldn't ever get it to work. I BA...
I've only ever done it once on purpose lol
I think I'm the only person who has ever done this though
and both times it happened in runs were accidents
I remember testing hopless gap jump on odb a while back and getting similar results but it normally swung out too far, that looks like a pretty nice line though
could probably do some drift shenanigans at the landing to mitigate that
I have no idea how the wheelie cancel hopless works though
it is extremely precise
I am so close to getting this clip to work
I have the same angle as Alego, just need to fine tune the position
if you agc this with Alego (95f ghost delay), it is very very close
frame 1889 shows the relative positions needed on the frame of the clip
because of how much angle change we need, I had to end the drift a few frames early to give some time to steer right
which is why this only goes 112 over gap instead of 116
the angle in that ghost is pretty much the limit
for the bike to barely be facing away from the wall
slightly better view
we honestly still might need more
definitely need more
yaw diff on frame 1889 is -0.74
my guess is that needs to be around -0.25
(it was around -7 in the ghost Alego sent, waaaaaayyy too big)
this seems to be about right
YES
GOT IT
jesus
that one is -0.44 yaw diff
I clip a frame later than Alego does
but now the pitch is too high
gahhhh now I've gotta basically redo this because nosediving earlier misses the wall 😭
but the coordinates are so close WHYYYY
nosedive needs to start on frame 1883 for the pitch to be close
bahhhhhh if I change anything by even the tiniest amount I bonk the wall
can someone invent half inputs so I can type -5.5
actaully wait, the extra ev is a problem
because we can't cut as tight
nvm, kinda got it to work
corvid was right, .4 L1
I'm splicing together Alego's drift inputs to transition into the next lap, then I'll leave you guys to optimize
this is already on pace to be NU bkt
L2 and L3 should be 150-200ms faster
and then L3 like a frame faster than L2
actually probably not with this method of gap, considering that we already counterdrift into the line lol
probably like half a frame faster
obviously still need to optimize gap
and maybe cavern
but this is a good baseline imo
I'm just happy that I finally got around to something first (that wasn't a "new" strat)
agc'd against Alego for reference
you can see what I mean by the ev messing with the clip
it sends the bike to the right a little bit
I'm sure one of you can work some magic there though
and here's what it looks like against the last progress sent
compared to this ^
it loses about 2-3ms to compensate for the angle
up to the frame of the expected clip, at least (1888)
I think the ev loss is worth
especially considering that the extra ev would only send the bike even farther right
if someone can delete that ev and land earlier, we should be able to save at least those 24ms
this lap looks so cool so far
i just woke up and barely backread but for whatever reason, the clip seems to get more lenient if you hold up first, then down late
which ghost are you using for that
just my experience from the 441 or whatever which was the only time i ever made this particular clip
was that ghost sent in here, there have been so many lol
will try to improve gap jump soon
this one
I'll compare those two
cuz I know for certain the one that I just made can go down by at least a frame
it's about 30ms behind until the gap
the time it makes up looks to be entirely from an early landing
player is the 441
ooh okay you are having the opposite problem i had. i kept having pitch too low and so i landed too early
this looks like you clip with a different facing direction that's more to the right as well
I was referencing Alego's inputs, but I'm sure what I did can be changed to give it less pitch
yeah for sure the height of the clip can be played with
maybe landing more to the right and lower is faster too who knows
I'll get a freecam pic rq
yes, I do have more right angle
I just couldn't get it to clip without coming to a dead stop unless I was that far over
Considering that the yaw diff here is -6.4, that probably means that this ghost can work with only minor modifications
would save another 2-3ms ish
I'm wondering how in the hell you even got the clip in that 441
it took me like an hour!
the angle is so far left tho
it literally faces into the wall
oh wait I see it
the iv vector doesn't get reset until the next frame, so you have one more frame of rotation before the bike is pulled forward
but you also hit the vertex, looks like you qm'd through the corner lol
i have genuinely no idea what's going on with this clip it's just so annoying
like wtf
you are literally facing into the wall lol
I suppose the downward slope of the red line means that the wall is technically oriented a bit more to the left in the xz plane of the vehicle
I didn't take that into account
rough sketch of where the wall intersects the xz plane (blue line)
this is such an interesting way to tas. you actually inspect the environment and stuff. i'm just changing lines all the time lmao
It took me forever to realize the angle was the reason I couldn't get the clip, so now that's the only way I've been looking at it
but basically that just means that there is room to be "facing into the wall" from a birds-eye-view
only a little bit
this is also because I want to understand why things work lol
i've always just tried to feel it out by changing inputs for a while until i find some logic
honestly though, that probably finds "solutions" faster
I don't have enough tas intuition to apply the things I notice
today was a bit of progress though, this clip is the first thing I've made by only modifying what inputs I think need to be modified (compared to just throwing random things at the wall until they stick)
particularly recognizing that I needed more yaw to the right and doing things to move in that direction
it took me like a week to improve my first turn from something optimized already. it becomes so easy after the initial pains
just like everything
it's a very different way of thinking compared to rta
minimizing sacrificed time to get a desired outcome
I've got the first of my exams tomorrow, I'm excited to see what you guys throw together by morning
gl on exams
^
got this close to the clip 3f ahead of the .441
the angle might not be exactly the same tho
got a wallclip but with way lower pitch so the lap transition is awful
the facing angle was an issue before. now idk what's wrong
good wallclip finally. i also had more right yaw this time, and the wider landing saves time due to better angle later. close to 4 f ahead of 441
saving about 4 ms from this would allow for a clean resync, hopefully that's possible
oh that looks so nice
ty this part is so frustrating but i finally got my victory
i've done it
v nice wow
nice job
ty both
tried to save 4ms and got this, haven't been up to date with this thread at all so idk if getting more ev here is known / useful or not
incase its useful
If you keep the inputs going from the slow ramp, do you overshoot
That slow ramp is very sensitive to changes
idr, the start of the vid suggests i didnt because im in the grass. i didnt really mess with this much because i have a burning hatred for odm and just tas coded whatever corvid did after a few tweaks to see what would happen
ignore this. corvid's inputs only go up to the slow ramp and hold 0,0 after it so momentum is lost
the answer is im not sure
I'll splice em together to see
yeah we overshoot
ghost delay is -1690f for anyone else who will agc the laps against each other
unfortunate, didnt have many expectations considering i changed like 2 inputs
time to never have another go at this!
iirc during the first few frames of the hop on the gap jump i changed a -7 vertical to a -2
and then tas coded the rest
gotcha
the mushrooms are very sensitive to small changes
I think the 4ms we need is before the start odm begins
from my professional obsdervation the gap jump looks optimised so u might ned to go back to the cave
actually I wonder if I can do something else
I'm going to test
idk how to improve cave lol
change a vertical input and hope smth big comes out of it
I'm gonna adjust the hop over the grass L2 and see if I can line up the ghosts during start odm
it looks like we should be able to work from that
hmm
sticking to the green in roll seems really precise, might take some effort to resync
doing my best
kinda got something
it doesn't look synced at first, but I made them line up by the spinhop landing
it's just qm from here, still working on it
congrats on finishing 🎉
"done" is up to corvid lol
but judging by the wording here I'd assume so
if not, this is good practice for me lol
the player is a tiny bit backward relative to the ghost
which is why it misses the good collision on the back of the green
oh, I got it to work
changing the -6 -> 6 wheelie nudge to 5s gets the low bounce, but desyncs afterward
-7 -> 5 works pretty good
this slight desync messes with the landing
I don't want to do too much in case we change something L1, but it would need to save a full frame to change anything
culprit seems to be ev difference of -0.1ish
takes effect on the spinhop at the back of the green
I don't understand this landing lol
oh woah I just saved .2f
wtf was that landing
idk if that line works though
synced cavern turn
ish
yeah
almost got cavern
this is fun
it's like a puzzle
trying to figure out what frame of input I need to change to make things line up
there are tiny differences, but I made sure to adjust them to be on the same pace
the spindrift off the back of the second green is what is causing the desync
I go from 0.002f ahead to 0.002f behind
and that's enough to mess with the last red mushroom qm
nice view
I love TASing with freecam lol
finally, synced cavern
that took a surprising amount of effort for that one interaction
YES
got the good clip
bruh that also took so long
28.191 L2
the landing is a bit goofy
I remained on pace with L1 the entire lap using agc
this clip is weird
I get a tiny bit more height, but then instantly drop down under the ghost
which is why I land 1f earlier
oh nvm, I fixed it
ok, 194 with it actually following the ghost
but the good thing is that I should just be able to copy L2 to L3 and not have to do as much
and then do the slightly faster landing at the end of lap 3
yeeee
hugging the wall lol
oh that is beautiful
I can wheelie nudge that
0.003 yaw diff
first try it made it to roll lol
just need to add more data to the agc recording
Corvid is gonna wake up and the TAS will be done
It’s great
By enjoying using agc, you’re saving yourself literally hundreds of hours of extra work tasing lap 2s and 3s
all I'm doing is babysitting it to keep the butterfly effect from running away
here's this before I forget
ah, I see exactly how it desynced there
man, this is so nice
I'm changing literally one or two inputs every few seconds
L2 was so much more work
gj flam. i didn't say but yeah i think it was fine to resync. didn't come up with anything better for the cavern
i don't want to use strats that rfh for the entire green shroom for this, but even then i don't think they line up as well as this 2 brief rfh strat
wdym
hold on i'll find the clip
there was this idea i didn't test super thoroughly, but in the ~2 hours i gave it this was the fastest i could get. it involves holding rfh through the entire first green shroom, so just personally i think it looks out of place for this tas lmao
and then this would also require about the same rfh for continuation. both strats land on the edge of the shroom
ah, I forgot about that
it's fine i like the current strat
(I do too)
it'll be 1:24 anyway so who cares lmao
lol
this is to after the cave turn
frames 4682-4726 are what I'm trying to adjust to make it sync
-1690f ghost delay in agc
nice, just a matter of time then
I'm having a surprisingly difficult time getting the first red mushroom bounce to work
the first low bounce depends entirely on height so try to match the forward position closely if you haven't already
lol, read my mind
it worked pretty easily when I did L2, but it is definitely giving me some trouble rn
yeah this is baby's first qm lock lmao
can't gain more time, can't lose it during resync either
oh yeah, it's a possibility, it can be tested later. good to have just the normal strat resynced for now i think
having the same issue I did here L2
I probably shouldn't be up much later working on this
that ghost should have L2's clip inputs copied over, so it will just need minor modifications after getting the mushroom qm
nice you definitely did the lion's share of the work, if you can't get it i'm sure alego or i can get it to work later
Here's a list of everything I remember doing to sync L2 and L3:
- Used foss' edit with higher ev before momentum hop, removed 1f ev generation to get low ramp qm
- Copied Corvid's L1 spinhop inputs and adjusted them slightly to accommodate for a more forward landing
- Edited the spinhop landing to line up with L1 in agc. Minor wheelie turning to match pace as best as possible
- Shifted the rapid fire ev generation between the green and the second red up one frame to make room for one more alternation (needed a tiny bit more ev to catch up to the ghost)
- Edited one or two frames of the taildive airtime to adjust for angle
- Slightly modifed the cave turn by moving the "Luke's rule" frame of +7 drift
- Wheelie turning/minor angle adjustments for cavern syncing
- Added a few frames of taildive after second green to fix angle for last red qm
- Changed the first +6 nosedive to +7 after the last red
- Slight airtime angle adjustments
- Ground angle adjustments for clip qm
- Landing adjustments to compensate for slightly different clip
then L3 was just L2 inputs with like a change or two before every major segment
You'll notice that the cave turn is slightly different each lap
apart from that, L2 and L3 are essentially identical
so L2 credit is just whatever we each did in L1 + a bit of me sprinkled everywhere lol
but it was pretty much everything except slow ramp to second green in cavern
I had a lot of fun with this, definitely needed it after all the stress I didn't actually need to put myself under for today's midterm
nice job flam and corvid !
resynced the gap jump, 1.24.752 !
damn, 10 seconds faster than spear, that's crazy
That was quick. Nice work flam
749
I HAVE INPUTS
you can get 1f less airtime after the wallcip during the gap jump but changing some vertical inputs which puts you ~2ms ahead after landing, but the angle is far more awkward to work with and i couldnt get anything. not sure if its possible to make it work
what does it look like
yeah the height can be adjusted and i don't think early landing is good
try doing a redrift
i tried for a bit but couldnt get anything to work, redrifts made me go wide
ill send the ghost just incase
there's a lot of ways to get to 39f of airtime instead of 40f by altering a few inputs if qm becomes an issue
vibes
best hardstyle song ever with best video settings possible lolol
I just realized that this track is back to being ~10s faster than rta wr lmfao
what catergory does this run go into, NU?
yeah, ODM is NU
mhm
I'm having a go at different clip landings
In theory you could make an earlier landing work if you clip facing to the right more
because then the clip would send you wider, and landing earlier in that case ideally wouldn't slam you into the wall
that's what I'm going to try
what if you were to drift left instead of right over the gap
any possibility that could be faster
I tried that, you don't grip the ground quick enough
slam into the stalks
unless if you could somehow clip them to send you straight
what about with a realignment clip
nothing from me
What if you could supergrind on landing 
746 working off corvid's ghost
Basically got what you were going for here
39f of airtime?
Yea
0.9 ms
yeah that aint happening unless a new setup happens
nice, i still want to try sidetrick in the cave
got a really low bounce in the cavern while messing around with sidetrick. doesn't make it over barely, maybe if it were replicated without tilt lock it could be faster?
oh i don't trick anyway actually so idk
has anyone else tried this again? i can't get anything interesting with the ghosts i sent. also don't really care to optimize the gap jump further
i'll take a look into it tomorrow
I tried briefly with your ghost and couldn't get anything
the comparison with the wallride run is hilarious. you'll see when the video is out but here's the perspective from the wallride run
Lol
idk if it could save of time bc it's not ahead even if it landed
yeah, i was trying to replicate without the sidetrick. couldn't get it though. it needs more height from the rfh ejection at the green mushroom so it will always land a bit behind
so do we consider it finished ?
yea i am very satisfied with the run. it's not an official category anyway, so if we missed a frame or two it's no big deal.
yeah i was not thinking that it could go from a projected 1:27 to a 1:24
isn’t this a nu bkt?
me neither! i expected 1:26 at best
theoretically it is
it is a bkt, but an optimized nu run would be 10 seconds faster with wallrides. there's no odm category, it was a for fun tas but we cheesed a bkt out of it
if it can be beaten by 10 seconds i don't care to potentially save a few ms
i feel like odbs unlocked in my brain for me so i got what i wanted out of this tas
when are you home from uni btw 👀
about 2 hours
4th mg NU bkt in a row with incorrect Strats 
back to idb for the next one
Well done to Corvid, Flam and Alego you have all done very well 👌
Idk if idb can realistically beat the time tbh
It will prob at least take a lot of effort
ty!
surely with quacker?
Maybe, would prob lose a lot to cave landing
Meanwhile still on the first mushrooms with bit bike 💀
Thanks !
Thx, the other two did most of the hard work lol
I think the only inputs of mine in L1 are a bit of start odm and the spindrift into chicken roll
flam surely you put the video and a good word for it in rta spaces right
you can lie and say you did most of the work
it's already uploaded lmao
Oh
Lmfao
“I hit this RTA actually”
I will comment when I’m out of class
Oh, I was scrolled down and didn’t see the notif in the bkt feed
That’s why lol
lol, I don't know if it was done on accident or what but the thumbnail is literally the exact same shot as one of my previous TASes
I only just realized
makes sense though because I'd argue this is the best freecam angle on the track
oh lmao it was def an accident i don't have encyclopedic knowledge of every thumbnail ever
WHAT
you mean you don't have an absurd memory when it comes to random pieces of information?
i only know the names of all 1025 pokemon, every theorem in calculus 2, and every microoptimization in sgb ng 3lap. sorry
sounds like you need to expand your repertoire
i will try 👍