Yes, after 4 years I found something new!
Behold the glorious quality
Hey man I'd love helping out with the TAS, maybe we can brainstorm a little together about strats
I'd say option 1 and 3 would be best. I don't know alot about glitched speedruns and how much V1.1 saves over V1.0 so I leave that up to people with more knowledge about this. Glitched V1.0 as misc seems like a good idea to me!
I found a few plane glitches a while ago, but wasn't able to record them.
Went to ESA this year and a friend had a capture card for 3DS, so I was able to get some nice quality videos. Unfortunatly one file got corrupted and was only able to upload 3 out of 4.
Fossil Canyon
Space Dust Valley
Splashdown Pass
Please read the description for a detailed explaination.
I landed it once without touching the sign, by using the road as slope to gain some extra height. Perhaps needs some more testing
Ah sorry, I made it unlisted now haha.
My experience is that you always have to drive back for a small amount. But the closer you land to the finish line, the less distance you need to travel (from the point you drive backwards to to finish line).
So I was messing around on Storm Creek trying to land closer to the finish line than the current strat does and I stumbled upon this:
When you go from wrong phase to correct phase while not pressing A or B on a jumpplate (while going forward? I can't replicate it in slowmo), you don't get any forward momentum from the jumpplate untill you press a button. We can abuse this to land closer to the finish line instead of landing all the way in the back.
Comparison:
Now I'm not entirely sure how this exactly works yet and if you need to touch the rails or anything, but this is very useful on this track and potentially others, as you now don't have to make weird zig zag pattern jumps (Turbine Canyon) to get near the landing area you want to go.
Trick in action:
Thoughts?
Boosting in midair is capped.
While using strafe, you now don't lose speed anymore.
Good thing I didn't update ^^
I also think we should wait for the patch, but it shouldn't take much longer. Here's my thoughts on the subject for now.
I definetly agree with the idea of removing "50cc" and "100cc", they're not real speedruns in my eyes.
Hero mode IL's are in my opinion useless, since there's actually no way in checking what exact time you got in-game.
For me the most important categories would be:
-
Any%(?) - Anything goes, fastest time counts
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No Skips - Just clean driving, no skips should be used. This also brings up what to do with Chuoku and Sendai corner cutters. In my opinion they can stay because the game almost begs those parts to be skipped, but I'd like to hear other opinions too.
I'm open-minded in accepting other categories as long as they have a solid ruleset.
For Cup IL's, in my mind they DO make sense since the game saves your fastest time on it
I'd also like to volunteer.
Mick actually summed it up perfectly. I'm really enjoying the activity here now and I'd love to join in on the fun seeing how people other then me play/run their strats.
I wouldn't invest too much time in it for now, the patch will happen soon.