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[MKWii TAS] Completing Wario's Commitment Celebration and GCN Waluigi Stadium With THE SAME INPUT скачать в хорошем качестве

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[MKWii TAS] Completing Wario's Commitment Celebration and GCN Waluigi Stadium With THE SAME INPUT
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[MKWii TAS] Completing Wario's Commitment Celebration and GCN Waluigi Stadium With THE SAME INPUT

Same Input Challenge Volume 9. Playlist of all videos:    • Same Input Challenge   For those confused, this TAS was a joke submission and intentional DQ in Bonus Round 3 of the MKWii TAS Tournament. You can watch the stream VOD of the results here:   / 2339479859   The task required you to complete lap 1 of Wario's Commitment Celebration using the "Crazy Collision" code. You weren't allowed to perform an ultra, so naturally I did one anyway, twice. The actual submission to the task, using Wario, is on the left-hand screen. The central part of this TAS is that I also made sure it completed GCN Waluigi Stadium as well, since that has been a running joke in TAS Comp 2024. This equivalent run, played back with exactly the same inputs, and using Waluigi, is on the right-hand screen. The biggest issue with this whole concept was that WCC ultra requires you to perform the CP1 trick. This means that you're extremely limited in how you gain height. I brainstormed many different ways of using RFH, however the method I settled on involved repeatedly backwards hopping. The way backwards hops work are by reversing, then holding A and A+B on the next 2 frames (the sequence of inputs required to perform a hop). These frames of holding A actually cause your negative speed to decay, eventually making it go above -10 (the speed at which you start an SSMT). To counteract this, I simply reverse for enough frames to stay below -10. It was also fairly difficult to perform the rWS ultra, since horizontal wall glitch is impossible with this code. The more obvious way of gaining height (which is actually not fast enough to clear the ceiling on WCC) is just to perform RFH, however hopping requires you to be over 10 speed, and if you're facing a wall at too sharp an angle, you will be slowed to under 10 speed. So, the angle must be quite a shallow diagonal. The next problem is now that you're moving too far horizontally and cross backwards over the finish line. Thankfully, the amount of height you gain in a hop is dependent on your pitch, and so I was able to use the high backwards tilt achieved by ramming against a wall in a wheelie. Finally, I had to route the entire thing. Both ultra shortcut strats are not compatible by any means, so they had to be done one at a time. The problem with this is that performing a set of inputs specific to one track will cause the player to move far from the starting position on the other. This is especially bad for WCC because once you hit CP1 you cannot cross over the finish line, or else you'll have to hit it again. I planned out several ways to have Waluigi move, while keeping Wario still as long as possible. The awkward initial movement is to ensure Wario gets stuck on the seating. From there, I can then perform rWS ultra, however I need to make sure that Wario doesn't cross over the finish line, I brake midair and perform an SSMT to realign myself on both tracks. My next goal is to get Waluigi to the last turn since that is the most open area. Because of the narrow bottleneck going backwards, it's also relatively inescapable. I perform a supergrind so that once I switch to controlling Wario, I can still retain some EV and make it further along the turn. From there, I can then perform WCC ultra, which requires some realignment to move backwards. This wasn't planned, but doing this actually rotated Waluigi such that he cleared the wall on the last turn, which after respawning puts you on the last ramp facing the finish line. Because of the incredibly useful coincidence of Waluigi escaping the track after the last KCP, I had almost full control of Wario. While Waluigi was mid-air and respawning, I was able to land at the hairpin turn, and start RFH to give me the height required to skip directly across to the last KCP. Since this code makes it so you're always grounded, when respawning, the instant Lakitu drops you, you're able to perform a respawn boost. I do this by releasing A between hop frames during the WCC supergrind. From here, it was just a matter of doing traditional same input trial-and-error, by messing with inputs until they both completed the track, and eventually in the exact same time. The icing on the cake was meant to be that the two runs actually both complete lap 1 in exactly the same time, however due to mismanaging my savestates while TASing the ending, I managed to accidentally desync the ending of one of the runs such that they were about 0.1 seconds apart in the official submission, and by extension the livestream. This was quite funny when it happened on stream, however it was unintentional and I have corrected it specifically for this video! And this was all done in less than 4 hours. Special thanks to ‪@flurry_mk‬ (my teammate in the task) for strat testing on rWS, and ruling out HWG. Music: A_A_RonHD - MKWii Wario's Gold Mine SSBU-Style Remix:    • Wario's Gold Mine - Mario Kart Wii / Mario...  

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