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[MKW TAS] GBA Shy Guy Beach (No Glitch) -

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BKT cut: 307 ms (by Luke, DwainiumB)
Alestorm Call of the Waves

Special thanks to ‪@Blounard‬ for creating Advanced Ghost Comparison. This TAS, along with his recent work on rDKM NG, is the first to make heavy use of this tool. AGC uses position data rather than inputs, so we can delay or advance the ghost as much as we want... even entire laps! This allowed us to very efficiently progress after lap 1, and recycle inputs after backtracking entire laps. Without Blounard's tool, this run would have taken way longer with a worse finishing time.

This also sets a new record for most authors for a single run, from 12 to 15. Who would've thought a noglitch TAS of a flat track would be the biggest collab TAS of all time? Thank you ‪@abbymkw12‬ for assisting me with optimization through most of the course; ‪@Citrinitaser‬ for handling the encode; ‪@mkwLuke‬ and ‪@MKWiiTomas‬ for early strat testing; ‪@campbellmop355‬ for backtracking the TAS back to lap 1; and ‪@EjayB‬, ‪@ellucinea‬, ‪@Jellopuff_TAS‬, ‪@jtlonchannel‬, ‪@Kierio04‬, ‪@MarthTAS‬, ‪@PyraminxstarsHD‬, ‪@SirLucas.‬, ‪@sealpuptakingalittlenap‬ for various contributions.

For being such a simple track, we found a lot of small things to improve on the previous BKT. Here's a rough breakdown:
• 16 ms to a much better start slide and curve
• ~35 ms on the first turn of laps 2 and 3, with a much tighter line plus an added slipchain (which was by far the hardest part of the run to TAS)
• ~50 ms to a new shroom line, which sets us up better for the island and can afford much better boost distribution
• ~85 ms to the islands; we accelerate a frame earlier from the rehop, avoid all bounces, and take a better line overall
• ~12 ms to slightly improved trick and rehop
• ~95 ms to a new last turn strat; we catch air and use miniturbo deceleration to cut over a lot of offroad, while doing a slipdrift for realignment

Even though the track may look flat at first, the terrain is all bordered by shallow offroad slopes. With precise positioning, we can use these slopes to get air, allowing us to cross the water in many places without breaking the wheelie or slowing down excessively. The range of "good" positions is often very small though, much shorter than the length of movement in one frame; this behavior is we refer to as QM.

Bad QM on this track loses a lot of time, so we're often forced to give up a small amount of timesave to fulfill conditions for good QM. The two major roadblocks are the first water puddle, which only works out in ~1 ms ranges out of 16.68 ms in a frame, and the islands section (particularly the slipdrift) which involves several variables to make it through without bounces and speed loss. On lap 3, after the islands there are no notable QM locks, so we went all out with optimization.

posted by Kruckedd