Mario Kart DS - Desert Hills
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- Опубліковано 11 вер 2024
- bgm: サイケアウツ - PUBLIC ENEMY vs さくら (Nu skool 2-step mix)
i cannot put to words how awful this track is to TAS (i will do so anyway below)
this was basically started right after i uploaded the 1:04 TAS with dry bomber, ALAKTORN found a whole new approach for the PRB hillclear at the 2nd half of the track after miniturbo frame timings did not line up for the old style clear, and on top of that this clear clips the top of the hill briefly making it much faster overall
the issues arise with doing 3 whole laps of this track, starting after the lake:
- if you take a tight line around the pyramid normally, the hill on the right side of the right turn forces you to catch a lot of frames of airtime, killing PRB and speed in general, forcing you to try to reline it until you dont catch airtime immediately
- the left miniturbo afterwards you want to hop into without catching additional random airtime on landing, an effect that occurs shockingly often, and forces you to reline and retime the miniturbos again from the pyramid at worst if you cant clear it otherwise
- the right miniturbo leading to the first big jump has to be optimally low, has to be on a specific line approach and also has to carry enough speed throughout it which if at this point if these things don't line up like you want them to, you guessed it, you go back to pyramid miniturbo lines, and redo it all over :D
- when you do land into it you still dont want to be too far towards right, because the bump ahead will entirely kill your run if you charge your mt on it, so if you're pointed too far right on the landing better hope you can readjust the miniturbos prior according to it
- you have to be on early enough miniturbo timings throughout the bumpy pokey straight line to make it past the next turn in an optimal line, and this part has an ungodly amount of places where you can randomly get extra airtime, you can seemingly without rhyme or reason bounce a bunch from hop landing, the pokey timings can also make things complicated
- the slipdrift. the long left turn before the final hills is cleared with a slipdrift, executed by releasing a right miniturbo before with minuscule amount of airtime during which you start a left drift, the problem is that in order to induce minimal amount of airtime, you have to manually bruteforce random left right inputs usually for 15-30 minutes until you get low airtime because normally you get launched high in the air and there is no rhyme or reason as to why some inputs chains work and others don't. additionally the left drift has to be as tight as possible so you have to redo your initial approach from 1-2 miniturbos before and bruteforce the low slipdrift individually every single time until you get an appropriate slipdrift line
- the prb hill itself when set up properly prior isnt too terrible, however its still essentially testing random input chains a lot until you get it really well, and it does affect the approach for the track ending
- before the final jump there's a right-left-right-left miniturbo sequence, and the terrain specifically around the second right miniturbo likes to in a common desert hills fashion send you midair at uncontrollable sequences, and if you cant line up just right for the left miniturbo you may have to redo from prb hill again :D
- last right miniturbo is essentially just lining up appropriately and then once again bruteforce test random left-right inputs until you get a sufficiently fast wallclip, doesnt usually take a horrible amount of time but annoying regardless
so why is lap 3 slower than lap 2? i honestly can't tell, most likely small bits of time lost everywhere starting with the wide pyramid mt line, i did look at trying to optimise it further but literally any change to the lap at any point requires a complete redo from there until the lap finish which i find almost demoralising at this point
on top of that about few days ago me and ALAKTORN set out to reoptimise starting from lap 1, and we found big potential timesaves that could set this tas at 1 minute flat, the catch however? we gain so much speed at the 1st large jump after pyramid that we are physically too fast for the slipdrift and it is anywhere between impossible to months of bruteforcing away to actually solve that XDDDDD
basically this TAS im releasing right now because i am sick and tired of working on it for weeks and i want a marginally better TAS published than the current 1:04 before a better 59-1:00 TAS might be released in some months(?)
cheers i spent almost an hour writing this shit
By far one of the craziest TASes I have ever seen in this game. Not sure what could top this.
only the perfect sub minute tas could top this as far as i can see for now, that will probably be much later however
@@metarottayou think a sub min is really possible!???! This looks almost optimized to perfection alr
@@TF2Starlight the drift line around the lake and pyramid are possible to optimise outright, as for the 1st big jump me and ALAKTORN found enough optimisations before it that we can outpace the current run ghost by at least .3, possibly .4 seconds, problem is 1 of the optimisations makes the 1st big jump way faster, and as a result the slipdrift in the wide right turn after is nearly if not impossible to line up (have tried for several hours without success), ive also tried clipping that wall to outdate the slipdrift entirely but the hills after give really poor line which loses all time saved beforehand
its an entire mess to solve but if it is solvable then i can barely see a sub minute run happening here
my condolences 🍻
may you one day be free from the horrors that is DH
I love how ringy and harmonious the note produced by the miniturbos sounds when accompanied by the background music
Sick song i love cardcaptor sakura, also the tas is absolutely incredible, not good at mkds but ik how the mechanics work, truly impressive work
I always wanted to see a full PRB desert hills run. My life is complete now, thank you.
you're a wizard harry
absolutely incredible work bestie 🎉
thx bestie 🎉
Congratulation For This TAS ! 😸 🐙 🦑 👻 🙈
this is insane good job
yooo nice! lap 3 😭
legendary :D
Good job crazy run
I saw my buddy Paulie do this one time
Holy moly
0:18 I’ve always wondered how moulfrit did that prb trick you can just delay the miniturbo midair :0
This is absolute insanity. I can barely comprehend how this is even possible. I read the whole description and holy shit. 🤯
(For some strange reason, the one MT that looks the weirdest to me is the delayed MT during the curve before the ending hills. It's just something that you don't really see in MKDS usually.)
yeah, the slipdrift drove me nuts because on lap 1 it somehow lined up perfectly without any issues but laps 2+3 forced to just endlessly add random LR sequences until something worked, which in turn made taking it tight also extra annoying
does that mean poltergust could be faster? or are there abseloutely no prb frames left to spare?
theoretically yes but i dont even want to find out if it can keep prb for the whole lap, tracks awful enough as is
watching world records for this game reminds me how bad I was when I used to play this game🤣🤣
🔥
Very good :)
ここって悪路がすごく減速するはずだけど、、、
それにクッパだしおかしい
finding the viable PRB lines here took a very long time, the offroad right after the pyramid is by far the most inconsistent thing i have ever done with TAS
also from testing i found out that heavy characters bounce further from landing on jumps like 0:28 which is why bowser was used over dry bones
Amazing!
Nice!
THPS2 - we needed graffiti wifi
How is this even possible?!
This is fucking diiiirttyyyy. You’re a wizard arry
looks rta viable enough
Hey, Cool!
Godot's wifi gameplay be like
i know Alaktorn but who is "me"
he's a silly guy
gg
With cheats it’s easy
Competitor to biggest idiot of the year
Driving with cheats is ez
you already commented this lol
@@metarotta exactly