At my other attemp (2"85) when i passed the lap the kart was almost parallel to the finish line but in my newest run i had a much better angle and could save more secs on the 2nd lap.
So basically it's a matter of angle.(I also got a 2"80 1st lap but the angle was extremely bad).
But to do that i need at least 2 mushrooms.(1 to bounce off someone and another one to jump of penguin island). So i must not be in first place since i only get 1 mushroom and if i'm not first it's gonna be extremely hard to be quick enough and bounce off someone.(If there is a heavy at the "last" places).
could you use a shroom near a [?] and get another shroom? I know there's [?]s not too far from the island.
Even if you need to be in be 2nd I think it'd still be faster if it worked, like the banshee boardwalk SC.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
I'd love to see a run of this that plays all tracks with no huge shortcuts. Of course, how to define "huge shortcuts"... I'd go with "the camera should show a route around the entire track each lap". i.e. cutting a corner here and there is fine, as long as the road you skipped past is still on the screen. (There's potential for abuse "well it's there... waaaaay over there..." but this game has a pretty low draw distance, so maybe not.) Taking a shortcut put there deliberately (e.g. the sandbar or tunnel in Koopa Beach) would be fine too.
You might debate whether a shortcut exists deliberately, e.g. jumping the wall at the beginning of Wario Stadium. Fortunately this game's coding helps with that a bit: when you jump over the wall, you can't see the track beyond until you land on it, because it doesn't switch which segment it's rendering until you land. So probably that route wasn't intended, or else they'd have set that up to avoid the graphical glitch.
In this case though we have a more interesting possibility: I've been able to decode and render the levels from the game, including the paths defining the routes that the AI, camera, etc will follow and that players must roughly adhere to. I've also managed to hack Lua scripting into Mupen64Plus, although it hasn't made it into the official branch yet due to laziness. So we could define allowed routes in terms of the path data defined in the game, and if we wanted to be really strict, even write a script that checks if the player is straying too far from the path.
This isn't a perfect solution though, since e.g. there's no path leading through the tunnel in Koopa Beach (no need, since the game allows players to skip portions of the path), yet it's hard to say that route shouldn't be allowed or wasn't intended.
Perhaps we could make a rule like "no skipping more than 10% of the track in total"? You could measure the length of the track by playing one lap without cutting any corners (but taking the shortest possible routes, sticking to the insides, etc) with an odometer script (which I've already written), or the length of the aforementioned paths, and then require the player's route to be at least 90% of that length (or whatever other number is appropriate for any given track). Then the trick becomes getting the distance covered as close to that limit as possible and keeping speed as high as possible.
Or the player could just plan their routes for each track and post them to see if everyone agrees on them, but I imagine that'd get even more nitpicky than this idea is already... :P
You know, this game is awesome enough, that I wouldn't mind to see both a "glitched" branch with heavy shortcuts and glitch abuse, and a "intended routes" branch, even though I have to admit that I would be more inclined to see the "glitched" branch, to be honest, it can have more of that "wtf" TASing feeling, as a rule of thumb it's never too entertaining to see someone driving on a track without exploiting any glitches, no matter how perfectly he is driving. At least in my opinion.
Well I find it entertaining to watch such perfect driving. A glitched all-track run would be neat too, but glitched runs of games like this tend to get pretty repetitive. Turn left, jump off cliff, get put back on track, repeat twice. It's technically impressive but not a ton of fun to watch.
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
If someone were really motivated to do that, you need only look at the current WRs for the 3 lap, non shortcut levels. Those would give you what "normal" route to follow. Just go to time trials and have fun.
"really motivated" in this case means, without discovering something major, copying the WR strats and maybe shaving off less than 0.5 seconds per course. Have fun!
I'm more excited for the all-cup GP TAS. Despite the game-breaking shortcuts, there's just so much awesome TAS stuff that you simply will never be able to pull off real time in one go. Plus you get item manipulation, CPU manipulation, etc.
I don't think anyone will do a "non-glitched" run of this game, considering how little the game's already been TASed.
I would find a non-glitched run entertaining too, but I'm really looking forward to the glitched "all tracks" run.
No major shortcuts would be quite lame imo, I'd rather just watch the current time trails WRs for RTS, they at least display impressive RT human skill, and combined 10s of thousands of man hours or work. Watching someone do the same with with TA in a few hours of work to get .17s better lap times or 10s of thousands of hours of work to get .22s better lap times has nothing novel or interesting to it.
I'd rather see a couple hundred hours of work to see something like nothing else I'd ever get to see otherwise. Ya a few of tracks aren't too much different than RTS repeating a glitch 3 times, but there's a lot of them with crazy item and CPU manipulation and frame precision to do ridiculous shortcuts not otherwise possible without TA.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Very nice Kyman. Couldn't imagine that stage could be entertaining :)
Is anyone remotely working on this game anymore? It's one of few very popular games that needs to be tased.
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Kyman, when you had the Super Mushroom, you could have gotten more mileage out of it by skidding and using the left/right trick. It's possible to skid for very long amounts of time (you can control how fast you shift from yellow to orange to orange-red) and then before you skid out of control you can do a short hop and start from the beginning. I know it was on a mostly straightaway (you can get around this by snaking) but that section you could have made a bit faster.
Kyman, I had planned to jump off a cpu for the final version, but good idea with super shroom. Did you try comparing this to getting a star and spinning out to jump down?
At the very end, it seemed to be a large delay for Lakitu to pick you up... did he ever end up coming?
P.S. Other than being incredibly busy (I just finished an engineering Master's degree program while working fulltime and becoming a father), I am still working on Mushroom cup...
I did not compare those routes, but I have another one that's very close to working that will save a lot of time. (Will post later)
For the Lakitu, I found that since I triggered the lap animation at the same time I was supposed to get picked up, he would never come.
And I would be willing to help you with whatever you need for that.
Yeah, I wasn't going for too much optimization, I was reading a lot about optimization in this game last night so I feel like I know a lot more now.
Kyman, very interesting. Thanks for explaining the stuck glitch. A friend of mine (David Wonn) and I had seen this happen on the Japanese 1.0 version of the game and we were trying to figure out if it was unique to that version. I guess that means it's still a mystery as to why the Japanese 1.0 version of the game does not have the half lap skip work on laps 2 and 3 (any ideas?).
As for the All Cups TAS, I'm just now starting KTB. Which will be interesting, because this level does not have a single test TAS completed for it. I plan to get two stars at the first item boxes and then grab another star from the finish line glitch at the end of laps 1 and 2.
Very interesting approach. Wouldn't landing in the water like that mean that you can't trigger the shortcut on laps 2 and 3? Or, did you still manage to get it working? Normally, if you cut over the water or land in the water, Lakitu will not place you down below on the following laps (so, even if you had landed on the road, you would be much slower on the next two laps due to this).
hey me and my friend Vosva are planing on doing an all cups run.
do you think its a good idea? and if it is can we have some info on glitches and short cuts?
,poptart1234