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	<updated>2026-06-13T21:36:35Z</updated>
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		<id>https://wiki.mkwtas.com/index.php?title=List_of_TASers_by_number_of_twisty_puzzles&amp;diff=1387</id>
		<title>List of TASers by number of twisty puzzles</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=List_of_TASers_by_number_of_twisty_puzzles&amp;diff=1387"/>
		<updated>2026-06-05T02:03:28Z</updated>

		<summary type="html">&lt;p&gt;Tactical: Added all my twisty puzzles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article provides a &#039;&#039;&#039;list of TASers by number twisty puzzles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Name&lt;br /&gt;
!style=&amp;quot;width: 12%&amp;quot; | Country&lt;br /&gt;
!Total&lt;br /&gt;
!Puzzles&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[marvus]]&lt;br /&gt;
|[[{{Country-flags|CA}}|x12px|border]] {{Country|CA}}&lt;br /&gt;
|143&lt;br /&gt;
|CubeStyle (or Ziina idk) Twist Cube, CubeStyle Penrose 3x3, DaYan 2x2 50mm (White), DaYan TengYun M 3x3, DaYan TengYun V3 M 3x3, DianSheng 7x7 M, DianSheng Crazy 3x3x2, DianSheng Diamond Tank UFO, DianSheng Galaxy CTO (Magnetic), DianSheng Galaxy FTO (Magnetic), DianSheng Galaxy Mirror Skewb, FanXin (or Lefun) Twisty Skewb, FanXin 3x3 Octahedron, FanXin Banana 2x2x3, FanXin Barrel Redi Cube, FanXin Hexagonal Prism, Flame Mirror Cube, Frozen Glow Cube V2 - Limited Edition, GAN 249 V2 M (Black), GAN 356 Air SM (Black), Grey Matter Mirror Illusion Cube (Silver/Gold), Lefun Christmas Tree 3x2x1, Lefun Ghost Pyraminx, MFJS MeiLong 10x10 V2, MFJS MeiLong 13x13, MFJS MeiLong 2x2 (Stickerless), MFJS MeiLong 3x3, MFJS MeiLong 8x8 V3, MFJS MeiLong 9x9 V3, MFJS MeiLong Clover 3x3, MFJS MF3RS 3x3 (Black), MFJS MF5 5x5 (Black), MFJS Pandora Cube, Mini DaYan ZhanChi 42mm (Stickerless), MoYu AoSu 4x4 GTS M (Black), MoYu Redi Cube, MoYu RS3 M 2020 3x3 (Stickerless), MoYu Super RS3M 2022 3X3, QiYi 1x3x3 Spinner (Black), QiYi 2x2 Gear Ball (Tiled), QiYi 2x2 Mirror Cube (Black/Silver), QiYi 3x3 Mirror Blocks (Luminous), QiYi 3x3 Mirror Blocks (Stickered Black/Gold), QiYi 3x3x2 (Black), QiYi Axis Cube, QiYi Axis Cube (Tiled - Icy Amber), QiYi Axis Cube S (Tiled), QiYi Big Sail 3x3 (6.8cm), QiYi Corner Mastermorphix, QiYi Dino Cube - Jelly, QiYi Dino Cube (Stickerless), QiYi Fisher Cube (Stickerless), QiYi Gear 3x3 (Tiled), QiYi Gear Pyraminx (Tiled), QiYi Ivy Cube, QiYi Ivy Cube - Jelly, QiYi Kilominx (Stickerless), QiYi Mastermorphix - Jelly, QiYi Mini Pillowed 3x3 Keychain Cube - Jelly, QiYi O2 Cube, ZePuzzles Shattered Eye Cube, QiYi Pillowed Pyramorphix, QiYi Pillowed Pyramorphix - Jelly, QiYi Pyramorphix - Jelly, QiYi QiCheng Skewb - Jelly, QiYi QiDi S 2x2 - Jelly, QiYi QiFa S Square 1 - Jelly, QiYi QiFa S Square-1 (Black), QiYi QiMing Pyraminx - Jelly, QiYi QiYuan S 4x4 - Jelly, QiYi QiZheng S 5x5 - Jelly, QiYi Sail W 3x3 (Black), QiYi Speed Void Cube 3x3 (Magnetic), QiYi Warrior W 3x3 - Jelly, QiYi Windmill Cube - Jelly, QiYi Windmill Cube S (Tiled), Rubik&#039;s 4x4 (Stickered), Rubik&#039;s Despicable Me 1x2x3, ShengShou 2x2 FTO (Magnetic), ShengShou 3-Layer Pentahedron, ShengShou 3x3 Mirror Blocks (Black/Silver), ShengShou 3x3 War Drums Puzzle, ShengShou 5-Layer Pyramid Tower, ShengShou 6x6 Mastermorphix, ShengShou 7-Axis 3x3 Cube, ShengShou 7x7 Mastermorphix, ShengShou 8x8 Mastermorphix, ShengShou 9x9 (Black), ShengShou 9x9 Mastermorphix, ShengShou Blossom Megaminx, ShengShou Crazy 3x3, ShengShou Gigaminx, ShengShou Gigaminx V2, ShengShou Gigamorphix, ShengShou Jing Pyraminx, ShengShou Legend 3x3 (Metallic), ShengShou Magnetic Clock, ShengShou Mastermorphix, ShengShou Megamorphix, ShengShou Mirror Q-Platypus, ShengShou Pillowed Pyramorphix, ShengShou Square-0 (Mirror Layers), Tony &amp;amp; Traiphum Pillowed Hexaminx (Black), Unknown 3x3 (probably from the 90s or early 2000s), V-Cube 2b, V-Cube 3b, V-Cube 5, V-Cube 6b, V-Cube 7, X-Man Bell Magnetic Pyraminx (Black), X-Man Galaxy Megaminx V2 M (Sculpted), X-Man Wingy Magnetic Skewb (Concave), YiSheng (or FanXin)3x3x4 Cuboid, YJ 3x3 Ball Cube, YJ GuanShi 6x6, YJ MGC 4x4 (Stickerless), YJ MGC 5x5 (Stickerless), YJ MGC 6x6 (Stickerless), YJ MGC 7x7 (Stickerless), YJ MGC SQ-1 (Magnetic), YJ MGC2 Elite 2x2 (Stickerless), YJ MGC3 Beta 3x3 (8-Magnet Ball-Core + UV Coated + MagLev), YJ MGC3 Elite 3x3 (Stickerless), YJ MGC3 Elite V2 3x3, YJ MGC3 II 3x3, YJ QianJi 3x3, YJ TianYuan O2 Cube V3, YJ Yeet Ball, YuXin 3x3 Treasure Box (Black), YuXin Little Magic 3x3 (Black), YuXin Little Magic 8x8, YuXin Mini Panda 2x2 Keychain, YuXin Petaminx, YuXin Teraminx, YuXin Tiger 2x2 Keychain Cube, Z Luban Lock Puzzle 1, Z Luban Lock Puzzle 2, Z Luban Lock Puzzle 3, Z Luban Lock Puzzle 4, ZePuzzles Blanker Cube 3x3, Ziina Calendar Cube 3x3 V2, Ziina Christmas Tree 3x2x1, Ziina Deformed 3x3 Centrosphere Keychain Cube, Ziina Time Machine 2x2 (Numbered)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[User:Tactical|Tactical]]&lt;br /&gt;
|[[{{Country-flags|US}}|x12px|border]] {{Country|US}}&lt;br /&gt;
|61&lt;br /&gt;
|GAN 251 M Air, GAN 251 M Pro, GAN 251 M Leap UV, ShengShou 2x2 (non-magnetic), Ferrocore V2, MoYu WeiLong V11, MoreTry &amp;quot;Half Maglev&amp;quot; 3x3, X-Man Tornado V3 (UV), YJ MGC Sigma, GAN 11 M Pro, GAN 11 M Duo, GAN 11 M Mini, GAN 12 Maglev, GAN 12 Peacock (unopened), GAN 12 Peacock (opened), GAN 13 Maglev, GAN 14 Maglev, GAN 15 Maglev, GAN 16 Maglev, MoYu AoSu V7 Special Edition, MoYu AoSu V7 Double Track UV, MoYu AoSu WRM, MoYu AoSu GTS2 M, MFJS MeiLong 4x4, GAN 460, MoYu AoChuang V6 Special Edition, GAN 562 (matte), X-Man Hong 5x5 (UV), Valk 5 M, MFJS MeiLong 5x5, YJ MGC 6x6, YJ MGC 7x7, QiYi 8x8, QiYi 9x9, Sengso 13x13, Cubicle 1x1 Cube, Cubicle 1x1 Pyraminx, Cubicle 1x1 Megaminx, GAN Skewb Enhanced, GAN Megaminx V2 (UV), DaYan Megaminx Pro+ (Maglev), YJ YuHu V2, GAN Pyraminx Enhanced, X-Man Bell V2, YJ MGC Square-1, QiYi Magnetic Clock, 1cm 3x3, GAN 356 i Carry 2 (UV), 3x3 inside 2x2 (brand unknown), GAN Mirror Blocks, QiYi Void Cube, MFJS Master Pyraminx, ShengShou Kilominx (2x), YuXin Master Kilominx, DianSheng Gigaminx (magnetic), YuXin Corner Helicopter 2x2, GAN Keychain 3x3, Yeet Ball, WitEden 3x3x9, Rubiks Phantom &lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Ejay B]]&lt;br /&gt;
|[[{{Country-flags|AU}}|x12px|border]] {{Country|AU}}&lt;br /&gt;
|&#039;&#039;40+&#039;&#039;&lt;br /&gt;
|Help.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[LirWm]]&lt;br /&gt;
|[[{{Country-flags|AU}}|x12px|border]] {{Country|AU}}&lt;br /&gt;
|17&lt;br /&gt;
|Pyraminx (x3), Mirror Cube, ??? (x4), 1x1x1 (?), 2x2x2 (x2), 3x3x3 (x3), Mini 3x3, GoCube 3x3, 4x4x4&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Pyraminxstars]]&lt;br /&gt;
|[[{{Country-flags|GB}}|x12px|border]] {{Country|GB}}&lt;br /&gt;
|&#039;&#039;15+&#039;&#039;&lt;br /&gt;
|Pyraminx, Megaminx, 2x2x2 (x2), 3x3x3 (x4), 4x4x4, 5x5x5, 6x6x6, 7x7x7, Void Cube, XXL Gear Cube, Rubik&#039;s Clock, &#039;&#039;and more&#039;&#039;&lt;br /&gt;
&#039;&#039;TODO: Get full list and brand names&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[kierio04]]&lt;br /&gt;
|[[{{Country-flags|NZ}}|x12px|border]] {{Country|NZ}}&lt;br /&gt;
|11&lt;br /&gt;
|Rubik&#039;s 2x2x2, Rubik&#039;s 2x2x2 (happy meal toy), Rubik&#039;s Speed Cube 3x3, Rubik&#039;s The Void Puzzle, Picture Cube 3x3, Rubik&#039;s 4x4x4, Rubik&#039;s Revolution (game), Qiyi Mirror Block Cube 3x3, QiYi DNA Cube 3x3 (Concave), GoCube 3x3, World Athletics 3x3&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[CampbellMop]]&lt;br /&gt;
|[[{{Country-flags|US}}|x12px|border]] {{Country|US}}&lt;br /&gt;
|1&lt;br /&gt;
|3x3x3&lt;br /&gt;
&#039;&#039;TODO: Get brand name&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:TASer lists]]&lt;br /&gt;
[[Category:Incomplete]]&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Checkpoint&amp;diff=1386</id>
		<title>Checkpoint</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Checkpoint&amp;diff=1386"/>
		<updated>2026-06-05T01:27:44Z</updated>

		<summary type="html">&lt;p&gt;Tactical: Fixed CKPT abbreviation (thanks ejay)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Checkpoints&#039;&#039;&#039;, &#039;&#039;&#039;CPs&#039;&#039;&#039;, or &#039;&#039;&#039;CKPTs&#039;&#039;&#039;, are a mechanic in &#039;&#039;[[Mario Kart Wii]]&#039;&#039; used to track progression through the lap. They handle lap counts and [[respawn]] locations.&lt;br /&gt;
&lt;br /&gt;
The checkpoint system attempts to prevent unintended shortcuts from counting the lap. However, there are several oversights in the system, which makes it possible to skip a majority of the track and still get a lap count.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&amp;lt;TODO i am going to look at restructuring a lot of this -Michael&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Checkpoints are (convex) quadrilaterals on the XZ plane, spanning infinitely up and down, which cover the entire track. Only the vehicle&#039;s origin point (i.e. its center) is used to determine what checkpoint it&#039;s currently in. The current checkpoint value is used to determine the Race% value (as explained below), as well as the respawn point after being counted out of bounds. These values stop updating if the vehicle enters an area without an active checkpoint.&lt;br /&gt;
&lt;br /&gt;
=== Key checkpoints ===&lt;br /&gt;
A few checkpoints on each track are marked as &#039;&#039;&#039;key checkpoints&#039;&#039;&#039;, or &#039;&#039;&#039;KCPs&#039;&#039;&#039;. Not all checkpoints are active at any given time; rather, key checkpoints control which checkpoint regions are active. If the vehicle is in a regular CP, all checkpoints between the two closest KCPs are active; if the vehicle is in a KCP, all checkpoints between the previous and next KCPs are active.&lt;br /&gt;
&lt;br /&gt;
Each track also a finish line checkpoint. The finish line is the first regular and key checkpoint in order, so it is also known as CP 0 or KCP 0. If the current key checkpoint value is the last KCP of the track upon entering the finish line, the lap count increases by 1.&lt;br /&gt;
&lt;br /&gt;
The intended functionality of key checkpoints is preventing unintended shortcuts. If the vehicle progresses through the track as intended, it crosses each KCP in order, eventually activating the final KCP and the finish line to receive a lap count. On the other hand, if the vehicle skips a key checkpoint, the next checkpoint regions are not activated, preventing as the finish line checkpoint remains deactivated.&lt;br /&gt;
&lt;br /&gt;
=== LapCompletion, RaceCompletion ===&lt;br /&gt;
&#039;&#039;&#039;LapCompletion&#039;&#039;&#039; and &#039;&#039;&#039;RaceCompletion&#039;&#039;&#039; are two float values used internally to keep track of the vehicle&#039;s progress through the lap and race. LapCompletion is a value between 0 and 1, and it is updated each time the current checkpoint changes. RaceCompletion consists of an integer and decimal portion, where the integer portion represents the current lap count and the decimal portion represents lap progress. Unlike LapCompletion, RaceCompletion is updated on every frame.&lt;br /&gt;
&lt;br /&gt;
The LapCompletion value increases linearly within each checkpoint, from the back to the front. The exact value of Lap% and the decimal part of Race% roughly correspond to the proportion of lap driven, but the values are arbitrary and not very accurate in many cases. &amp;lt;TODO this is wrong, rewrite tomorrow, make a shaded diagram of GV lapcompletion or something&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LapCompletion is used in the &#039;&#039;&#039;95% rule&#039;&#039;&#039; and &#039;&#039;&#039;5% rule&#039;&#039;&#039; that are used to combat ultra shortcuts and delayed lap counts. RaceCompletion is used in determining the progression through the race, and consequently the positions of players. It is rarely involved in any useful glitches or exploits.&lt;br /&gt;
&lt;br /&gt;
=== Lap count rules ===&lt;br /&gt;
&lt;br /&gt;
In order to increase the lap counter when entering KCP 0, the following conditions must be met:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last KCP rule:&#039;&#039;&#039; If the current lap value is less than or equal to the max lap value, the current KCP value must be the last KCP of the track&lt;br /&gt;
:&#039;&#039;&#039;Max Lap rule:&#039;&#039;&#039; Else, if the current KCP value is greater than the max lap value, the current KCP value is not checked&lt;br /&gt;
*&#039;&#039;&#039;Reverse Last CP rule:&#039;&#039;&#039; If the current CP value is the last CP of the track, then the lap count increases by 1&lt;br /&gt;
:&#039;&#039;&#039;Reverse 95% rule (or 5% rule):&#039;&#039;&#039; Else, if the current CP value is a different CP in the last KCP region and LapCompletion value decreases by over 0.95, then the lap count increases by 1&lt;br /&gt;
&lt;br /&gt;
Similar rules apply for decreasing the lap counter upon leaving KCP 0:&lt;br /&gt;
*&#039;&#039;&#039;Last CP rule:&#039;&#039;&#039; If the new checkpoint value is the last CP of the track, then the lap count decreases by 1&lt;br /&gt;
:&#039;&#039;&#039;95% rule:&#039;&#039;&#039; Else, if the new checkpoint value is a different CP in the last KCP region and the LapCompletion value increases by over 0.95, then the lap count decreases by 1&lt;br /&gt;
&lt;br /&gt;
== Glitches &amp;amp; exploits ==&lt;br /&gt;
&lt;br /&gt;
=== Ultra shortcut ===&lt;br /&gt;
:&#039;&#039;Main article: [[Ultra]]&#039;&#039;&lt;br /&gt;
It is not required to drive through every KCP in order to get a lap count; the only necessary condition is driving in the last KCP, then the finish line. By going from KCP 0 to any checkpoint in the final KCP region except the last CP, and increasing the Lap% value by less than 0.95, the game does not subtract a lap, and crucially the final KCP is still active. This makes it possible to get lap counts while skipping all other KCPs.&lt;br /&gt;
&lt;br /&gt;
It is also possible to quickly decrease the lap counter with a similar method. Going from any but the last CP in the final KCP region to KCP 0, while decreasing the Lap% value by less than 0.95, does not trigger the failsafe to increment the lap counter by 1.&lt;br /&gt;
&lt;br /&gt;
=== CP1 trick ===&lt;br /&gt;
Because LapCompletion only updates upon entering a new checkpoint, it can effectively be &amp;quot;boosted&amp;quot; by driving into the next checkpoint ahead and back into the current one. This updates your LapCompletion to a value towards the front of the checkpoint, rather than the back. It is most commonly applied by driving forwards to CP1 and back into CP0 to make the 95% rule easier to satisfy, hence the name. However, it can also be used to satisfy the 5% rule when performing delayed lap counts, such as on the Rainbow Road unrestricted flap.&lt;br /&gt;
&lt;br /&gt;
=== Delayed lap count ===&lt;br /&gt;
:&#039;&#039;Main article: [[Delayed lap count]]&#039;&#039;&lt;br /&gt;
It is intended to always enter KCP 0 from the back when getting a lap count, but it is also possible to enter it from the sides or the front, as long as all the regular conditions for triggering a lap count are satisfied.&lt;br /&gt;
&lt;br /&gt;
Delayed lap counts are often used in flap TASes to start the lap further ahead than normal (as seen on [[DS Yoshi Falls#No Ultra Flap | DS Yoshi Falls NU Flap]]), or while already moving backwards in preparation of an ultra shortcut. Breaking the checkpoint system to perform a delayed lap count usually takes a long time, so they are rarely useful in 3lap runs, but can be used to start the lap with a higher Lap% value, as seen on [[Coconut Mall#Unrestricted 3lap | Coconut Mall UR 3lap]].&lt;br /&gt;
&lt;br /&gt;
=== Ghost checkpoints ===&lt;br /&gt;
:&#039;&#039;Main article: [[Ghost checkpoints]]&#039;&#039;&lt;br /&gt;
The vehicle is considered to be inside a checkpoint if it is between the quadrilateral&#039;s side boundaries, in front of the &amp;quot;back&amp;quot; line, and behind the &amp;quot;front&amp;quot; line. However, due to a divide by zero error during calculations, some checkpoint configurations cast regions where one is simultaneously considered in front of the first checkpoint, behind the second checkpoint, and within side boundaries of both. In this case, a failsafe is triggered which places the driver on the boundary between the two checkpoints. These regions can be cast far beyond the boundaries of the checkpoint quadrilaterals themselves, and in many cases they extend infinitely outwards.&lt;br /&gt;
&lt;br /&gt;
There are multiple checkpoint configuration patterns that can cause ghost checkpoints. However, they generally occur when the boundary between two checkpoint quadrilaterals is slanted, and the side boundaries of those checkpoints are otherwise parallel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;put an image here or something&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Split path ghost checkpoints ====&lt;br /&gt;
&amp;lt;blah&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ghost checkpoints can be viewed for any track or KMP file through the [https://gcp-finder.fly.dev/ Ghost Checkpoint Viewer], written by EPIK95.&lt;br /&gt;
&lt;br /&gt;
=== Lap underflow ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=O1BHac3pw6w &amp;quot;Finishing a Race in Mario Kart Wii By Driving Backwards for 2 Weeks&amp;quot; by Malleo]&#039;&#039;&lt;br /&gt;
The lap counter is a signed 2-byte value, restricted from values between -32768 and 32767. Normally, the race ends once the lap counter reaches 4. However, there is no lower bound, making it possible to drive laps backwards until the lap counter underflows from -32768 to 32767.&lt;br /&gt;
&lt;br /&gt;
After underflowing the lap counter and driving from the last CP to KCP 0, the &amp;quot;max lap&amp;quot; value (responsible for the lap count in the HUD and Lakitu&#039;s sign) is set to be equal to the lower byte of the lap counter, or lap counter modulo 256. If the upper byte of the lap counter is still positive after crossing the line (e.g. the lap counter is between 1 and 32767), driving from the last CP to KCP 0 again in any way, such as driving back and forth on the finish line, instantly ends the race and sets any undefined lap times to 99:59.999. The game&#039;s logic is as follows: the first time, the current lap value is greater than the max lap value (which starts at 1), so the max lap value is updated to match the lower byte of the lap counter; the second time, because KCP 0 is entered with a high enough max lap value, the race ends.&lt;br /&gt;
&lt;br /&gt;
It is theoretically possible to achieve very low lap times by underflowing the lap counter, driving laps backwards until the lap counter&#039;s lower byte is 1, then crossing into KCP 0. In this state, driving 2 more laps finishes the race, but lap 3 can be completed by driving back and forth over the finish line since the lap counter is already very high, and no lap times are undefined. However, lap times driven in this manner are always displayed as 99:59.999, no matter how many frames it took. This is due to another failsafe in the game: once the in-game timer hits 8 hours and 20 minutes, it freezes permanently, and all laps completed from that point on are stored as -60 seconds.&lt;br /&gt;
&lt;br /&gt;
The timer failsafe is far too strict to underflow the lap counter in the time limit on any Nintendo track, and because lap times after the failsafe are not calculated properly, they are not valid flap runs. Regardless, underflowing the lap counter is banned in every category according to the [[Category rules | TAS ruleset]], including Unrestricted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Anomalies ==&lt;br /&gt;
These are unintended behaviors that show up as a result of checkpoint misuse. As the game makes assumptions about the shape and configuration of checkpoints, breaking these rules can lead to unexpected consequences. As Nintendo tracks were made with these assumptions in mind, these effects generally only come into play on custom tracks, but they are documented for completeness regardless.&lt;br /&gt;
&lt;br /&gt;
=== Concave checkpoints ===&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
=== Incomplete split paths ===&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
=== Fake key checkpoints ===&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
=== Split path key checkpoint loading ===&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=List_of_TASers_by_number_of_twisty_puzzles&amp;diff=1385</id>
		<title>List of TASers by number of twisty puzzles</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=List_of_TASers_by_number_of_twisty_puzzles&amp;diff=1385"/>
		<updated>2026-06-04T11:55:48Z</updated>

		<summary type="html">&lt;p&gt;Tactical: Added myself to the list, will get a full list of cubes and brand names shortly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article provides a &#039;&#039;&#039;list of TASers by number twisty puzzles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
!Name&lt;br /&gt;
!style=&amp;quot;width: 12%&amp;quot; | Country&lt;br /&gt;
!Total&lt;br /&gt;
!Puzzles&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[marvus]]&lt;br /&gt;
|[[{{Country-flags|CA}}|x12px|border]] {{Country|CA}}&lt;br /&gt;
|143&lt;br /&gt;
|CubeStyle (or Ziina idk) Twist Cube, CubeStyle Penrose 3x3, DaYan 2x2 50mm (White), DaYan TengYun M 3x3, DaYan TengYun V3 M 3x3, DianSheng 7x7 M, DianSheng Crazy 3x3x2, DianSheng Diamond Tank UFO, DianSheng Galaxy CTO (Magnetic), DianSheng Galaxy FTO (Magnetic), DianSheng Galaxy Mirror Skewb, FanXin (or Lefun) Twisty Skewb, FanXin 3x3 Octahedron, FanXin Banana 2x2x3, FanXin Barrel Redi Cube, FanXin Hexagonal Prism, Flame Mirror Cube, Frozen Glow Cube V2 - Limited Edition, GAN 249 V2 M (Black), GAN 356 Air SM (Black), Grey Matter Mirror Illusion Cube (Silver/Gold), Lefun Christmas Tree 3x2x1, Lefun Ghost Pyraminx, MFJS MeiLong 10x10 V2, MFJS MeiLong 13x13, MFJS MeiLong 2x2 (Stickerless), MFJS MeiLong 3x3, MFJS MeiLong 8x8 V3, MFJS MeiLong 9x9 V3, MFJS MeiLong Clover 3x3, MFJS MF3RS 3x3 (Black), MFJS MF5 5x5 (Black), MFJS Pandora Cube, Mini DaYan ZhanChi 42mm (Stickerless), MoYu AoSu 4x4 GTS M (Black), MoYu Redi Cube, MoYu RS3 M 2020 3x3 (Stickerless), MoYu Super RS3M 2022 3X3, QiYi 1x3x3 Spinner (Black), QiYi 2x2 Gear Ball (Tiled), QiYi 2x2 Mirror Cube (Black/Silver), QiYi 3x3 Mirror Blocks (Luminous), QiYi 3x3 Mirror Blocks (Stickered Black/Gold), QiYi 3x3x2 (Black), QiYi Axis Cube, QiYi Axis Cube (Tiled - Icy Amber), QiYi Axis Cube S (Tiled), QiYi Big Sail 3x3 (6.8cm), QiYi Corner Mastermorphix, QiYi Dino Cube - Jelly, QiYi Dino Cube (Stickerless), QiYi Fisher Cube (Stickerless), QiYi Gear 3x3 (Tiled), QiYi Gear Pyraminx (Tiled), QiYi Ivy Cube, QiYi Ivy Cube - Jelly, QiYi Kilominx (Stickerless), QiYi Mastermorphix - Jelly, QiYi Mini Pillowed 3x3 Keychain Cube - Jelly, QiYi O2 Cube, ZePuzzles Shattered Eye Cube, QiYi Pillowed Pyramorphix, QiYi Pillowed Pyramorphix - Jelly, QiYi Pyramorphix - Jelly, QiYi QiCheng Skewb - Jelly, QiYi QiDi S 2x2 - Jelly, QiYi QiFa S Square 1 - Jelly, QiYi QiFa S Square-1 (Black), QiYi QiMing Pyraminx - Jelly, QiYi QiYuan S 4x4 - Jelly, QiYi QiZheng S 5x5 - Jelly, QiYi Sail W 3x3 (Black), QiYi Speed Void Cube 3x3 (Magnetic), QiYi Warrior W 3x3 - Jelly, QiYi Windmill Cube - Jelly, QiYi Windmill Cube S (Tiled), Rubik&#039;s 4x4 (Stickered), Rubik&#039;s Despicable Me 1x2x3, ShengShou 2x2 FTO (Magnetic), ShengShou 3-Layer Pentahedron, ShengShou 3x3 Mirror Blocks (Black/Silver), ShengShou 3x3 War Drums Puzzle, ShengShou 5-Layer Pyramid Tower, ShengShou 6x6 Mastermorphix, ShengShou 7-Axis 3x3 Cube, ShengShou 7x7 Mastermorphix, ShengShou 8x8 Mastermorphix, ShengShou 9x9 (Black), ShengShou 9x9 Mastermorphix, ShengShou Blossom Megaminx, ShengShou Crazy 3x3, ShengShou Gigaminx, ShengShou Gigaminx V2, ShengShou Gigamorphix, ShengShou Jing Pyraminx, ShengShou Legend 3x3 (Metallic), ShengShou Magnetic Clock, ShengShou Mastermorphix, ShengShou Megamorphix, ShengShou Mirror Q-Platypus, ShengShou Pillowed Pyramorphix, ShengShou Square-0 (Mirror Layers), Tony &amp;amp; Traiphum Pillowed Hexaminx (Black), Unknown 3x3 (probably from the 90s or early 2000s), V-Cube 2b, V-Cube 3b, V-Cube 5, V-Cube 6b, V-Cube 7, X-Man Bell Magnetic Pyraminx (Black), X-Man Galaxy Megaminx V2 M (Sculpted), X-Man Wingy Magnetic Skewb (Concave), YiSheng (or FanXin)3x3x4 Cuboid, YJ 3x3 Ball Cube, YJ GuanShi 6x6, YJ MGC 4x4 (Stickerless), YJ MGC 5x5 (Stickerless), YJ MGC 6x6 (Stickerless), YJ MGC 7x7 (Stickerless), YJ MGC SQ-1 (Magnetic), YJ MGC2 Elite 2x2 (Stickerless), YJ MGC3 Beta 3x3 (8-Magnet Ball-Core + UV Coated + MagLev), YJ MGC3 Elite 3x3 (Stickerless), YJ MGC3 Elite V2 3x3, YJ MGC3 II 3x3, YJ QianJi 3x3, YJ TianYuan O2 Cube V3, YJ Yeet Ball, YuXin 3x3 Treasure Box (Black), YuXin Little Magic 3x3 (Black), YuXin Little Magic 8x8, YuXin Mini Panda 2x2 Keychain, YuXin Petaminx, YuXin Teraminx, YuXin Tiger 2x2 Keychain Cube, Z Luban Lock Puzzle 1, Z Luban Lock Puzzle 2, Z Luban Lock Puzzle 3, Z Luban Lock Puzzle 4, ZePuzzles Blanker Cube 3x3, Ziina Calendar Cube 3x3 V2, Ziina Christmas Tree 3x2x1, Ziina Deformed 3x3 Centrosphere Keychain Cube, Ziina Time Machine 2x2 (Numbered)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[User:Tactical|Tactical]]&lt;br /&gt;
|[[{{Country-flags|US}}|x12px|border]] {{Country|US}}&lt;br /&gt;
|50+&lt;br /&gt;
|TODO: Add full list&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Ejay B]]&lt;br /&gt;
|[[{{Country-flags|AU}}|x12px|border]] {{Country|AU}}&lt;br /&gt;
|&#039;&#039;40+&#039;&#039;&lt;br /&gt;
|Help.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[LirWm]]&lt;br /&gt;
|[[{{Country-flags|AU}}|x12px|border]] {{Country|AU}}&lt;br /&gt;
|17&lt;br /&gt;
|Pyraminx (x3), Mirror Cube, ??? (x4), 1x1x1 (?), 2x2x2 (x2), 3x3x3 (x3), Mini 3x3, GoCube 3x3, 4x4x4&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Pyraminxstars]]&lt;br /&gt;
|[[{{Country-flags|GB}}|x12px|border]] {{Country|GB}}&lt;br /&gt;
|&#039;&#039;15+&#039;&#039;&lt;br /&gt;
|Pyraminx, Megaminx, 2x2x2 (x2), 3x3x3 (x4), 4x4x4, 5x5x5, 6x6x6, 7x7x7, Void Cube, XXL Gear Cube, Rubik&#039;s Clock, &#039;&#039;and more&#039;&#039;&lt;br /&gt;
&#039;&#039;TODO: Get full list and brand names&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[kierio04]]&lt;br /&gt;
|[[{{Country-flags|NZ}}|x12px|border]] {{Country|NZ}}&lt;br /&gt;
|11&lt;br /&gt;
|Rubik&#039;s 2x2x2, Rubik&#039;s 2x2x2 (happy meal toy), Rubik&#039;s Speed Cube 3x3, Rubik&#039;s The Void Puzzle, Picture Cube 3x3, Rubik&#039;s 4x4x4, Rubik&#039;s Revolution (game), Qiyi Mirror Block Cube 3x3, QiYi DNA Cube 3x3 (Concave), GoCube 3x3, World Athletics 3x3&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[CampbellMop]]&lt;br /&gt;
|[[{{Country-flags|US}}|x12px|border]] {{Country|US}}&lt;br /&gt;
|1&lt;br /&gt;
|3x3x3&lt;br /&gt;
&#039;&#039;TODO: Get brand name&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:TASer lists]]&lt;br /&gt;
[[Category:Incomplete]]&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Checkpoint&amp;diff=1384</id>
		<title>Checkpoint</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Checkpoint&amp;diff=1384"/>
		<updated>2026-06-03T12:59:11Z</updated>

		<summary type="html">&lt;p&gt;Tactical: Unbolded a comma that was bolded by accident&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Checkpoints&#039;&#039;&#039;, &#039;&#039;&#039;CPs&#039;&#039;&#039;, or &#039;&#039;&#039;CkPts&#039;&#039;&#039;, are a mechanic in &#039;&#039;[[Mario Kart Wii]]&#039;&#039; used to track progression through the lap. They handle lap counts and [[respawn]] locations.&lt;br /&gt;
&lt;br /&gt;
The checkpoint system attempts to prevent unintended shortcuts from counting the lap. However, there are several oversights in the system, which makes it possible to skip a majority of the track and still get a lap count.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&amp;lt;TODO i am going to look at restructuring a lot of this -Michael&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Checkpoints are (convex) quadrilaterals on the XZ plane, spanning infinitely up and down, which cover the entire track. Only the vehicle&#039;s origin point (i.e. its center) is used to determine what checkpoint it&#039;s currently in. The current checkpoint value is used to determine the Race% value (as explained below), as well as the respawn point after being counted out of bounds. These values stop updating if the vehicle enters an area without an active checkpoint.&lt;br /&gt;
&lt;br /&gt;
=== Key checkpoints ===&lt;br /&gt;
A few checkpoints on each track are marked as &#039;&#039;&#039;key checkpoints&#039;&#039;&#039;, or &#039;&#039;&#039;KCPs&#039;&#039;&#039;. Not all checkpoints are active at any given time; rather, key checkpoints control which checkpoint regions are active. If the vehicle is in a regular CP, all checkpoints between the two closest KCPs are active; if the vehicle is in a KCP, all checkpoints between the previous and next KCPs are active.&lt;br /&gt;
&lt;br /&gt;
Each track also a finish line checkpoint. The finish line is the first regular and key checkpoint in order, so it is also known as CP 0 or KCP 0. If the current key checkpoint value is the last KCP of the track upon entering the finish line, the lap count increases by 1.&lt;br /&gt;
&lt;br /&gt;
The intended functionality of key checkpoints is preventing unintended shortcuts. If the vehicle progresses through the track as intended, it crosses each KCP in order, eventually activating the final KCP and the finish line to receive a lap count. On the other hand, if the vehicle skips a key checkpoint, the next checkpoint regions are not activated, preventing as the finish line checkpoint remains deactivated.&lt;br /&gt;
&lt;br /&gt;
=== LapCompletion, RaceCompletion ===&lt;br /&gt;
&#039;&#039;&#039;LapCompletion&#039;&#039;&#039; and &#039;&#039;&#039;RaceCompletion&#039;&#039;&#039; are two float values used internally to keep track of the vehicle&#039;s progress through the lap and race. LapCompletion is a value between 0 and 1, and it is updated each time the current checkpoint changes. RaceCompletion consists of an integer and decimal portion, where the integer portion represents the current lap count and the decimal portion represents lap progress. Unlike LapCompletion, RaceCompletion is updated on every frame.&lt;br /&gt;
&lt;br /&gt;
The LapCompletion value increases linearly within each checkpoint, from the back to the front. The exact value of Lap% and the decimal part of Race% roughly correspond to the proportion of lap driven, but the values are arbitrary and not very accurate in many cases. &amp;lt;TODO this is wrong, rewrite tomorrow, make a shaded diagram of GV lapcompletion or something&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LapCompletion is used in the &#039;&#039;&#039;95% rule&#039;&#039;&#039; and &#039;&#039;&#039;5% rule&#039;&#039;&#039; that are used to combat ultra shortcuts and delayed lap counts. RaceCompletion is used in determining the progression through the race, and consequently the positions of players. It is rarely involved in any useful glitches or exploits.&lt;br /&gt;
&lt;br /&gt;
=== Lap count rules ===&lt;br /&gt;
&lt;br /&gt;
In order to increase the lap counter when entering KCP 0, the following conditions must be met:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last KCP rule:&#039;&#039;&#039; If the current lap value is less than or equal to the max lap value, the current KCP value must be the last KCP of the track&lt;br /&gt;
:&#039;&#039;&#039;Max Lap rule:&#039;&#039;&#039; Else, if the current KCP value is greater than the max lap value, the current KCP value is not checked&lt;br /&gt;
*&#039;&#039;&#039;Reverse Last CP rule:&#039;&#039;&#039; If the current CP value is the last CP of the track, then the lap count increases by 1&lt;br /&gt;
:&#039;&#039;&#039;Reverse 95% rule (or 5% rule):&#039;&#039;&#039; Else, if the current CP value is a different CP in the last KCP region and LapCompletion value decreases by over 0.95, then the lap count increases by 1&lt;br /&gt;
&lt;br /&gt;
Similar rules apply for decreasing the lap counter upon leaving KCP 0:&lt;br /&gt;
*&#039;&#039;&#039;Last CP rule:&#039;&#039;&#039; If the new checkpoint value is the last CP of the track, then the lap count decreases by 1&lt;br /&gt;
:&#039;&#039;&#039;95% rule:&#039;&#039;&#039; Else, if the new checkpoint value is a different CP in the last KCP region and the LapCompletion value increases by over 0.95, then the lap count decreases by 1&lt;br /&gt;
&lt;br /&gt;
== Glitches &amp;amp; exploits ==&lt;br /&gt;
&lt;br /&gt;
=== Ultra shortcut ===&lt;br /&gt;
:&#039;&#039;Main article: [[Ultra]]&#039;&#039;&lt;br /&gt;
It is not required to drive through every KCP in order to get a lap count; the only necessary condition is driving in the last KCP, then the finish line. By going from KCP 0 to any checkpoint in the final KCP region except the last CP, and increasing the Lap% value by less than 0.95, the game does not subtract a lap, and crucially the final KCP is still active. This makes it possible to get lap counts while skipping all other KCPs.&lt;br /&gt;
&lt;br /&gt;
It is also possible to quickly decrease the lap counter with a similar method. Going from any but the last CP in the final KCP region to KCP 0, while decreasing the Lap% value by less than 0.95, does not trigger the failsafe to increment the lap counter by 1.&lt;br /&gt;
&lt;br /&gt;
=== CP1 trick ===&lt;br /&gt;
Because LapCompletion only updates upon entering a new checkpoint, it can effectively be &amp;quot;boosted&amp;quot; by driving into the next checkpoint ahead and back into the current one. This updates your LapCompletion to a value towards the front of the checkpoint, rather than the back. It is most commonly applied by driving forwards to CP1 and back into CP0 to make the 95% rule easier to satisfy, hence the name. However, it can also be used to satisfy the 5% rule when performing delayed lap counts, such as on the Rainbow Road unrestricted flap.&lt;br /&gt;
&lt;br /&gt;
=== Delayed lap count ===&lt;br /&gt;
:&#039;&#039;Main article: [[Delayed lap count]]&#039;&#039;&lt;br /&gt;
It is intended to always enter KCP 0 from the back when getting a lap count, but it is also possible to enter it from the sides or the front, as long as all the regular conditions for triggering a lap count are satisfied.&lt;br /&gt;
&lt;br /&gt;
Delayed lap counts are often used in flap TASes to start the lap further ahead than normal (as seen on [[DS Yoshi Falls#No Ultra Flap | DS Yoshi Falls NU Flap]]), or while already moving backwards in preparation of an ultra shortcut. Breaking the checkpoint system to perform a delayed lap count usually takes a long time, so they are rarely useful in 3lap runs, but can be used to start the lap with a higher Lap% value, as seen on [[Coconut Mall#Unrestricted 3lap | Coconut Mall UR 3lap]].&lt;br /&gt;
&lt;br /&gt;
=== Ghost checkpoints ===&lt;br /&gt;
:&#039;&#039;Main article: [[Ghost checkpoints]]&#039;&#039;&lt;br /&gt;
The vehicle is considered to be inside a checkpoint if it is between the quadrilateral&#039;s side boundaries, in front of the &amp;quot;back&amp;quot; line, and behind the &amp;quot;front&amp;quot; line. However, due to a divide by zero error during calculations, some checkpoint configurations cast regions where one is simultaneously considered in front of the first checkpoint, behind the second checkpoint, and within side boundaries of both. In this case, a failsafe is triggered which places the driver on the boundary between the two checkpoints. These regions can be cast far beyond the boundaries of the checkpoint quadrilaterals themselves, and in many cases they extend infinitely outwards.&lt;br /&gt;
&lt;br /&gt;
There are multiple checkpoint configuration patterns that can cause ghost checkpoints. However, they generally occur when the boundary between two checkpoint quadrilaterals is slanted, and the side boundaries of those checkpoints are otherwise parallel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;put an image here or something&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Split path ghost checkpoints ====&lt;br /&gt;
&amp;lt;blah&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ghost checkpoints can be viewed for any track or KMP file through the [https://gcp-finder.fly.dev/ Ghost Checkpoint Viewer], written by EPIK95.&lt;br /&gt;
&lt;br /&gt;
=== Lap underflow ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=O1BHac3pw6w &amp;quot;Finishing a Race in Mario Kart Wii By Driving Backwards for 2 Weeks&amp;quot; by Malleo]&#039;&#039;&lt;br /&gt;
The lap counter is a signed 2-byte value, restricted from values between -32768 and 32767. Normally, the race ends once the lap counter reaches 4. However, there is no lower bound, making it possible to drive laps backwards until the lap counter underflows from -32768 to 32767.&lt;br /&gt;
&lt;br /&gt;
After underflowing the lap counter and driving from the last CP to KCP 0, the &amp;quot;max lap&amp;quot; value (responsible for the lap count in the HUD and Lakitu&#039;s sign) is set to be equal to the lower byte of the lap counter, or lap counter modulo 256. If the upper byte of the lap counter is still positive after crossing the line (e.g. the lap counter is between 1 and 32767), driving from the last CP to KCP 0 again in any way, such as driving back and forth on the finish line, instantly ends the race and sets any undefined lap times to 99:59.999. The game&#039;s logic is as follows: the first time, the current lap value is greater than the max lap value (which starts at 1), so the max lap value is updated to match the lower byte of the lap counter; the second time, because KCP 0 is entered with a high enough max lap value, the race ends.&lt;br /&gt;
&lt;br /&gt;
It is theoretically possible to achieve very low lap times by underflowing the lap counter, driving laps backwards until the lap counter&#039;s lower byte is 1, then crossing into KCP 0. In this state, driving 2 more laps finishes the race, but lap 3 can be completed by driving back and forth over the finish line since the lap counter is already very high, and no lap times are undefined. However, lap times driven in this manner are always displayed as 99:59.999, no matter how many frames it took. This is due to another failsafe in the game: once the in-game timer hits 8 hours and 20 minutes, it freezes permanently, and all laps completed from that point on are stored as -60 seconds.&lt;br /&gt;
&lt;br /&gt;
The timer failsafe is far too strict to underflow the lap counter in the time limit on any Nintendo track, and because lap times after the failsafe are not calculated properly, they are not valid flap runs. Regardless, underflowing the lap counter is banned in every category according to the [[Category rules | TAS ruleset]], including Unrestricted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Anomalies ==&lt;br /&gt;
These are unintended behaviors that show up as a result of checkpoint misuse. As the game makes assumptions about the shape and configuration of checkpoints, breaking these rules can lead to unexpected consequences. As Nintendo tracks were made with these assumptions in mind, these effects generally only come into play on custom tracks, but they are documented for completeness regardless.&lt;br /&gt;
&lt;br /&gt;
=== Concave checkpoints ===&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
=== Incomplete split paths ===&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
=== Fake key checkpoints ===&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
=== Split path key checkpoint loading ===&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Checkpoint&amp;diff=1383</id>
		<title>Checkpoint</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Checkpoint&amp;diff=1383"/>
		<updated>2026-06-03T12:57:56Z</updated>

		<summary type="html">&lt;p&gt;Tactical: added the new CkPt abbreviation for checkpoints&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Checkpoints&#039;&#039;&#039;, &#039;&#039;&#039;CPs&#039;&#039;&#039;, or &#039;&#039;&#039;CkPts,&#039;&#039;&#039; are a mechanic in &#039;&#039;[[Mario Kart Wii]]&#039;&#039; used to track progression through the lap. They handle lap counts and [[respawn]] locations.&lt;br /&gt;
&lt;br /&gt;
The checkpoint system attempts to prevent unintended shortcuts from counting the lap. However, there are several oversights in the system, which makes it possible to skip a majority of the track and still get a lap count.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&amp;lt;TODO i am going to look at restructuring a lot of this -Michael&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Checkpoints are (convex) quadrilaterals on the XZ plane, spanning infinitely up and down, which cover the entire track. Only the vehicle&#039;s origin point (i.e. its center) is used to determine what checkpoint it&#039;s currently in. The current checkpoint value is used to determine the Race% value (as explained below), as well as the respawn point after being counted out of bounds. These values stop updating if the vehicle enters an area without an active checkpoint.&lt;br /&gt;
&lt;br /&gt;
=== Key checkpoints ===&lt;br /&gt;
A few checkpoints on each track are marked as &#039;&#039;&#039;key checkpoints&#039;&#039;&#039;, or &#039;&#039;&#039;KCPs&#039;&#039;&#039;. Not all checkpoints are active at any given time; rather, key checkpoints control which checkpoint regions are active. If the vehicle is in a regular CP, all checkpoints between the two closest KCPs are active; if the vehicle is in a KCP, all checkpoints between the previous and next KCPs are active.&lt;br /&gt;
&lt;br /&gt;
Each track also a finish line checkpoint. The finish line is the first regular and key checkpoint in order, so it is also known as CP 0 or KCP 0. If the current key checkpoint value is the last KCP of the track upon entering the finish line, the lap count increases by 1.&lt;br /&gt;
&lt;br /&gt;
The intended functionality of key checkpoints is preventing unintended shortcuts. If the vehicle progresses through the track as intended, it crosses each KCP in order, eventually activating the final KCP and the finish line to receive a lap count. On the other hand, if the vehicle skips a key checkpoint, the next checkpoint regions are not activated, preventing as the finish line checkpoint remains deactivated.&lt;br /&gt;
&lt;br /&gt;
=== LapCompletion, RaceCompletion ===&lt;br /&gt;
&#039;&#039;&#039;LapCompletion&#039;&#039;&#039; and &#039;&#039;&#039;RaceCompletion&#039;&#039;&#039; are two float values used internally to keep track of the vehicle&#039;s progress through the lap and race. LapCompletion is a value between 0 and 1, and it is updated each time the current checkpoint changes. RaceCompletion consists of an integer and decimal portion, where the integer portion represents the current lap count and the decimal portion represents lap progress. Unlike LapCompletion, RaceCompletion is updated on every frame.&lt;br /&gt;
&lt;br /&gt;
The LapCompletion value increases linearly within each checkpoint, from the back to the front. The exact value of Lap% and the decimal part of Race% roughly correspond to the proportion of lap driven, but the values are arbitrary and not very accurate in many cases. &amp;lt;TODO this is wrong, rewrite tomorrow, make a shaded diagram of GV lapcompletion or something&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LapCompletion is used in the &#039;&#039;&#039;95% rule&#039;&#039;&#039; and &#039;&#039;&#039;5% rule&#039;&#039;&#039; that are used to combat ultra shortcuts and delayed lap counts. RaceCompletion is used in determining the progression through the race, and consequently the positions of players. It is rarely involved in any useful glitches or exploits.&lt;br /&gt;
&lt;br /&gt;
=== Lap count rules ===&lt;br /&gt;
&lt;br /&gt;
In order to increase the lap counter when entering KCP 0, the following conditions must be met:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last KCP rule:&#039;&#039;&#039; If the current lap value is less than or equal to the max lap value, the current KCP value must be the last KCP of the track&lt;br /&gt;
:&#039;&#039;&#039;Max Lap rule:&#039;&#039;&#039; Else, if the current KCP value is greater than the max lap value, the current KCP value is not checked&lt;br /&gt;
*&#039;&#039;&#039;Reverse Last CP rule:&#039;&#039;&#039; If the current CP value is the last CP of the track, then the lap count increases by 1&lt;br /&gt;
:&#039;&#039;&#039;Reverse 95% rule (or 5% rule):&#039;&#039;&#039; Else, if the current CP value is a different CP in the last KCP region and LapCompletion value decreases by over 0.95, then the lap count increases by 1&lt;br /&gt;
&lt;br /&gt;
Similar rules apply for decreasing the lap counter upon leaving KCP 0:&lt;br /&gt;
*&#039;&#039;&#039;Last CP rule:&#039;&#039;&#039; If the new checkpoint value is the last CP of the track, then the lap count decreases by 1&lt;br /&gt;
:&#039;&#039;&#039;95% rule:&#039;&#039;&#039; Else, if the new checkpoint value is a different CP in the last KCP region and the LapCompletion value increases by over 0.95, then the lap count decreases by 1&lt;br /&gt;
&lt;br /&gt;
== Glitches &amp;amp; exploits ==&lt;br /&gt;
&lt;br /&gt;
=== Ultra shortcut ===&lt;br /&gt;
:&#039;&#039;Main article: [[Ultra]]&#039;&#039;&lt;br /&gt;
It is not required to drive through every KCP in order to get a lap count; the only necessary condition is driving in the last KCP, then the finish line. By going from KCP 0 to any checkpoint in the final KCP region except the last CP, and increasing the Lap% value by less than 0.95, the game does not subtract a lap, and crucially the final KCP is still active. This makes it possible to get lap counts while skipping all other KCPs.&lt;br /&gt;
&lt;br /&gt;
It is also possible to quickly decrease the lap counter with a similar method. Going from any but the last CP in the final KCP region to KCP 0, while decreasing the Lap% value by less than 0.95, does not trigger the failsafe to increment the lap counter by 1.&lt;br /&gt;
&lt;br /&gt;
=== CP1 trick ===&lt;br /&gt;
Because LapCompletion only updates upon entering a new checkpoint, it can effectively be &amp;quot;boosted&amp;quot; by driving into the next checkpoint ahead and back into the current one. This updates your LapCompletion to a value towards the front of the checkpoint, rather than the back. It is most commonly applied by driving forwards to CP1 and back into CP0 to make the 95% rule easier to satisfy, hence the name. However, it can also be used to satisfy the 5% rule when performing delayed lap counts, such as on the Rainbow Road unrestricted flap.&lt;br /&gt;
&lt;br /&gt;
=== Delayed lap count ===&lt;br /&gt;
:&#039;&#039;Main article: [[Delayed lap count]]&#039;&#039;&lt;br /&gt;
It is intended to always enter KCP 0 from the back when getting a lap count, but it is also possible to enter it from the sides or the front, as long as all the regular conditions for triggering a lap count are satisfied.&lt;br /&gt;
&lt;br /&gt;
Delayed lap counts are often used in flap TASes to start the lap further ahead than normal (as seen on [[DS Yoshi Falls#No Ultra Flap | DS Yoshi Falls NU Flap]]), or while already moving backwards in preparation of an ultra shortcut. Breaking the checkpoint system to perform a delayed lap count usually takes a long time, so they are rarely useful in 3lap runs, but can be used to start the lap with a higher Lap% value, as seen on [[Coconut Mall#Unrestricted 3lap | Coconut Mall UR 3lap]].&lt;br /&gt;
&lt;br /&gt;
=== Ghost checkpoints ===&lt;br /&gt;
:&#039;&#039;Main article: [[Ghost checkpoints]]&#039;&#039;&lt;br /&gt;
The vehicle is considered to be inside a checkpoint if it is between the quadrilateral&#039;s side boundaries, in front of the &amp;quot;back&amp;quot; line, and behind the &amp;quot;front&amp;quot; line. However, due to a divide by zero error during calculations, some checkpoint configurations cast regions where one is simultaneously considered in front of the first checkpoint, behind the second checkpoint, and within side boundaries of both. In this case, a failsafe is triggered which places the driver on the boundary between the two checkpoints. These regions can be cast far beyond the boundaries of the checkpoint quadrilaterals themselves, and in many cases they extend infinitely outwards.&lt;br /&gt;
&lt;br /&gt;
There are multiple checkpoint configuration patterns that can cause ghost checkpoints. However, they generally occur when the boundary between two checkpoint quadrilaterals is slanted, and the side boundaries of those checkpoints are otherwise parallel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;put an image here or something&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Split path ghost checkpoints ====&lt;br /&gt;
&amp;lt;blah&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ghost checkpoints can be viewed for any track or KMP file through the [https://gcp-finder.fly.dev/ Ghost Checkpoint Viewer], written by EPIK95.&lt;br /&gt;
&lt;br /&gt;
=== Lap underflow ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=O1BHac3pw6w &amp;quot;Finishing a Race in Mario Kart Wii By Driving Backwards for 2 Weeks&amp;quot; by Malleo]&#039;&#039;&lt;br /&gt;
The lap counter is a signed 2-byte value, restricted from values between -32768 and 32767. Normally, the race ends once the lap counter reaches 4. However, there is no lower bound, making it possible to drive laps backwards until the lap counter underflows from -32768 to 32767.&lt;br /&gt;
&lt;br /&gt;
After underflowing the lap counter and driving from the last CP to KCP 0, the &amp;quot;max lap&amp;quot; value (responsible for the lap count in the HUD and Lakitu&#039;s sign) is set to be equal to the lower byte of the lap counter, or lap counter modulo 256. If the upper byte of the lap counter is still positive after crossing the line (e.g. the lap counter is between 1 and 32767), driving from the last CP to KCP 0 again in any way, such as driving back and forth on the finish line, instantly ends the race and sets any undefined lap times to 99:59.999. The game&#039;s logic is as follows: the first time, the current lap value is greater than the max lap value (which starts at 1), so the max lap value is updated to match the lower byte of the lap counter; the second time, because KCP 0 is entered with a high enough max lap value, the race ends.&lt;br /&gt;
&lt;br /&gt;
It is theoretically possible to achieve very low lap times by underflowing the lap counter, driving laps backwards until the lap counter&#039;s lower byte is 1, then crossing into KCP 0. In this state, driving 2 more laps finishes the race, but lap 3 can be completed by driving back and forth over the finish line since the lap counter is already very high, and no lap times are undefined. However, lap times driven in this manner are always displayed as 99:59.999, no matter how many frames it took. This is due to another failsafe in the game: once the in-game timer hits 8 hours and 20 minutes, it freezes permanently, and all laps completed from that point on are stored as -60 seconds.&lt;br /&gt;
&lt;br /&gt;
The timer failsafe is far too strict to underflow the lap counter in the time limit on any Nintendo track, and because lap times after the failsafe are not calculated properly, they are not valid flap runs. Regardless, underflowing the lap counter is banned in every category according to the [[Category rules | TAS ruleset]], including Unrestricted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Anomalies ==&lt;br /&gt;
These are unintended behaviors that show up as a result of checkpoint misuse. As the game makes assumptions about the shape and configuration of checkpoints, breaking these rules can lead to unexpected consequences. As Nintendo tracks were made with these assumptions in mind, these effects generally only come into play on custom tracks, but they are documented for completeness regardless.&lt;br /&gt;
&lt;br /&gt;
=== Concave checkpoints ===&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
=== Incomplete split paths ===&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
=== Fake key checkpoints ===&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
=== Split path key checkpoint loading ===&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=N64_Bowser%27s_Castle&amp;diff=1375</id>
		<title>N64 Bowser&#039;s Castle</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=N64_Bowser%27s_Castle&amp;diff=1375"/>
		<updated>2026-01-27T21:58:05Z</updated>

		<summary type="html">&lt;p&gt;Tactical: Added &amp;quot;(this is known as a Delay Clip)&amp;quot; when it describes the first delay clip performed on lap 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;N64 Bowser&#039;s Castle&#039;&#039;&#039; is the fourth and final course of the Lightning Cup, the final retro course, and overall final course in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. Its first appearance as a course was in &#039;&#039;[[Mario Kart 64]]&#039;&#039;. It is significant in that it has the slowest NU 3lap, NU flap, NG 3lap, and NG flap of all 32 tracks, essentially making it the longest track in the game. &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Current BKTs&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Unrestricted&lt;br /&gt;
!No Ultra&lt;br /&gt;
!No Glitch&lt;br /&gt;
|-&lt;br /&gt;
!3lap&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |1:31.197&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |2:27.972&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |18.299&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |43.379&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |47.620&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
N64 Bowser&#039;s Castle has a 3lap viable [[ultra shortcut]], which uses [[supergrinding]], [[barrel rolls]], [[wallclips]], and [[Respawn glitch | respawning to save time]]. Outside the ultra shortcut, it also currently benefits from the use of [[superhopping]], [[wallclips]], and [[horizontal wall glitch]] in 3lap and flap categories. Hence, it has three 3lap and three flap categories. Since no No Ultra 3lap exists which uses glitches, the No Glitch 3lap is technically the current No Ultra 3lap record.&lt;br /&gt;
&lt;br /&gt;
=== Unrestricted 3lap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=sN8gixH0e-A 1:31.197 by Alego11, Aoiro, Campbell, Corvid, Ejay B, Justin, Marth, Monster (2023)]&#039;&#039;&lt;br /&gt;
The current strategy for UR 3lap is to perform the ultra shortcut twice, on laps 1 and 2, then perform two respawn shortcuts on lap 3, using [[supergrinding]]. Funky Kong + [[Vehicles#Spear | Spear]] is used, because it is the only currently known combo that can perform the ultra respawnless.&lt;br /&gt;
*&amp;lt;b&amp;gt;Lap 1&amp;lt;/b&amp;gt;: A supergrind is started on the bridge, accumulating [[EV]]. Then, a supergrind ejection is performed, followed by a bounce on the rail, into a [[wallclip]] at the start line pole; this gives enough height to perform the ultra without respawning, using two mushrooms. After hopping onto the rail, a left drift is done to charge a miniturbo and wallclip, backtracking to the [[Checkpoint system#Last KCP rule | last KCP]] respawnless and no-stop. After turning around with an [[Standstill miniturbo | SSMT]], a trick is performed (landing on the edge of the ramp for reduced airtime). The last turn is driven using a double hop, to make up for the Spear&#039;s poor drift.&lt;br /&gt;
*&amp;lt;b&amp;gt;Lap 2&amp;lt;/b&amp;gt;: The supergrind setup from lap 1 is repeated, again clipping the start pole. The last mushroom is used to perform the ultra with a respawn. After respawning, a wallclip is done (using airtime from bounces induced during the SSMT) off the side of the rail, to reach the last KCP without respawning. A spinhop into an SSMT is done to reach the KCP more quickly. The end of lap 2 is similar to lap 1, but using [[Rapid fire hop | RFH]] for a lowtrick instead.&lt;br /&gt;
*&amp;lt;b&amp;gt;Lap 3&amp;lt;/b&amp;gt;: Another supergrind is started on the bridge, to speed through the first turn. The supergrind is ended with an ejection, into a right drift with a miniturbo. Then, a complex sequence of wallclips is done to perform a respawn shortcut shroomless and no-stop. First, a lowclip into the wall causes a small bounce; it is immediately followed by a highclip during the bounce (this is known as a [[Delay Clip]]), then by a third wallclip to land quickly and get landing bounces. This sequence allows for the required airtime and height for the last wallclip, which triggers [[Horizontal wall glitch | HWG]] using the arrow sign, letting the bike pass through the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
:The lap continues with some regular driving. Due to the Spear&#039;s low drift, the racing lines are quite awkward, clipping offroad at several points for better cornering. Then, another respawn shortcut is performed to skip the spiral turn, shroomless and no-stop. This is done by inducing bounces at the edge of the bridge for height, then clipping a wall; this gives just enough distance to land into the correct checkpoint. After respawning, the strategy for the trick and last turn are identical to lap 2.&lt;br /&gt;
&lt;br /&gt;
=== Unrestricted Flap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=gy8tg2k2hFs 18.299 by Alego11, Campbell, ego, Ejay B, Justin, Monster (2024)]&#039;&#039;&lt;br /&gt;
The current strategy for UR flap is to perform the ultra shortcut respawnless, using Funky Kong + Spear like for the 3lap run.&amp;lt;br&amp;gt;&lt;br /&gt;
The setup for the ultra, and the movement to reach the last KCP afterwards, are exactly the same as the lap 1 in the 3lap. The third shroom is used immediately after turning around in the SSMT, to accelerate quickly. The trick and last turn are done adjusted slightly, to compensate for the higher speed.&lt;br /&gt;
&lt;br /&gt;
=== No Ultra Flap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=CU08IEXvLcs 43.379 by Monster (2022)]&#039;&#039;&lt;br /&gt;
The current strategy for NU flap is to perform [[superhopping]] and a respawn shortcut. Funky Kong + [[Vehicles#Shooting Star | Shooting Star]] is used for being the fastest ODB combo.&amp;lt;br&amp;gt;&lt;br /&gt;
The flap is started on the left rail; this is done to generate enough [[EV]] to start at 120 u/f, without compromising the entry line. Superhopping is performed throughout the flap, using the three mushrooms at the lava room, u-turn, and grass turn to skip through offroad or go through sections which would be tough for superhopping. Then, an [[Wallclip#ODB clip | ODB clip]] is performed shroomless for a respawn shortcut, skipping the spiral. The lap ends with a [[Rapid fire hop | RFH]] low trick and more superhopping through the last turn.&lt;br /&gt;
&lt;br /&gt;
=== No Glitch 3lap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=c-rgKnx3qmI 2:27.972 by Alego11, Corvid, Foss, Jack, Marth (2025)]&#039;&#039;&lt;br /&gt;
Funky Kong + [[Vehicles#Flame Runner | Flame Runner]] is the optimal combo. Daisy + [[Vehicles#Mach Bike | Mach Bike]] has also been tested extensively.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bdAY2fiptJ4 (MKWii TAS) N64 Bowser&#039;s Castle (No-Glitch) - 2:28.162]&amp;lt;/ref&amp;gt; While it gains several frames over Flame Runner at both the shroom and the spiral, it loses more time everywhere else due to lower top speed and higher tricks.&lt;br /&gt;
*&amp;lt;b&amp;gt;First bridge&amp;lt;/b&amp;gt;: Each individual plank has its own collision, causing many unavoidable airtime pockets. On lap 1 only, a startslip is performed to delay the first [[Wheelie#Chain | chain wheelie]].&lt;br /&gt;
*&amp;lt;b&amp;gt;First turn&amp;lt;/b&amp;gt;: Mostly a softdrift, but with a few hard inputs early to get a tighter line initially. After releasing the [[miniturbo]], it is slightly faster to drive on the offroad for 2 frames for a better line.&lt;br /&gt;
*&amp;lt;b&amp;gt;Castle turns (2-6)&amp;lt;/b&amp;gt;: Very similar conceptually; hard left/right turns, with a small amount [[Drift#Delay drift | delay drifting]] (except for the second turn which is fully delayed), and a [[Hop#quickhop|quickhop]] after each turn for realignment. Holding down for most of each hop gives better rotation late in the drift. On laps 1 and 2, the Thwomp before the 4th turn gets in the way, while on lap 3 it&#039;s not down; with other tiny optimizations, it&#039;s just barely enough to save a frame.&lt;br /&gt;
*&amp;lt;b&amp;gt;Lava room&amp;lt;/b&amp;gt;: When driving on the bridge, getting a stick or airtime is almost equal. Hopping at the right spot (and holding up) reduces airtime when leaving the bridge.&lt;br /&gt;
*&amp;lt;b&amp;gt;Stairs + u-turn&amp;lt;/b&amp;gt;: The mushroom is used on each lap to cut through the grass inside the u-turn. To get a good drift, land late on the stairs with a landing bounce, then start drifting in midair. Vertical inputs are used to get favorable landing bounces throughout. Holding up during the big airtime allows to hold right early for a better line, and still get good rotation.&lt;br /&gt;
*&amp;lt;b&amp;gt;Grass turn&amp;lt;/b&amp;gt;: Hard right turn with one frame of [[Drift#Spindrift | spin]]. Drifting over the grass for one frame is worth the speed loss, for a better racing line. A slipchain is done on the second bridge to remove the following chain wheelie.&lt;br /&gt;
*&amp;lt;b&amp;gt;Spiral&amp;lt;/b&amp;gt;: Three miniturbos using [[Drift#Chain drift | chain drifts]]. The second miniturbo is held briefly to get better rotation for the third. The wall hit doesn&#039;t lose any speed, and also gives better rotation.&lt;br /&gt;
*&amp;lt;b&amp;gt;Flip trick&amp;lt;/b&amp;gt;: Airtime is reduced with [[Rapid fire hop | RFH]] and a [[Trick#Drift trick | drift trick]], which also allows to land on the rail to the right. On lap 2, the fire pillar gets in the way, so the drift trick must be omitted and airtime can&#039;t be reduced as much; the trick direction also changes from down to right. The following stunt trick is performed by driving off the rail and touching the edge of the ramp for lower airtime.&lt;br /&gt;
*&amp;lt;b&amp;gt;Last turn&amp;lt;/b&amp;gt;: A spindrift, to bounce over the rail and gain as much rotation to the right as possible. To optimize the rotation, the previous trick boost is used to drive to the left edge of the rail, then turn back right once the boost has almost run out.&lt;br /&gt;
*&amp;lt;b&amp;gt;QM locks&amp;lt;/b&amp;gt;: First bridge (bad QM causes massive airtime); lava room (can&#039;t get a low hop with bad positioning); second bridge (no airtime required for slipchain); last trick (bad positioning results in less airtime reduction).&lt;br /&gt;
&lt;br /&gt;
=== No Glitch Flap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=yX5vgDaG7Hw 47.620 by Aoiro, Monster, NOKKY (2023)]&#039;&#039;&lt;br /&gt;
Like for the NG 3lap, Funky Kong + Flame Runner is the optimal combo.&lt;br /&gt;
*&amp;lt;b&amp;gt;Lap entry + first turn&amp;lt;/b&amp;gt;: The first mushroom is used to cut through as much grass as possible to the right of the first turn. The line entering the lap is a bit diagonal, for a good entry into the grass.&lt;br /&gt;
*&amp;lt;b&amp;gt;Castle turns - u-turn&amp;lt;/b&amp;gt;: Same strategy as the 3lap.&lt;br /&gt;
*&amp;lt;b&amp;gt;Grass turn&amp;lt;/b&amp;gt;: The third mushroom is used here, to drive over the grass. This also removes the need for a slipchain.&lt;br /&gt;
*&amp;lt;b&amp;gt;Spiral - last turn&amp;lt;/b&amp;gt;: Same as the 3lap.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TODO: History of all strat developements. Section devoted to the ultra shortcut, its variations, and its subsequent routing challenges, the spiral skip and all its variations, the sign bypasses, and supergrinding/superhopping.&lt;br /&gt;
&lt;br /&gt;
=== TAS Competitions ===&lt;br /&gt;
&lt;br /&gt;
N64 Bowser&#039;s Castle has featured in two tasks of the [[MKWii TAS Competition]] (Task 9 2020, Christmas Task 2023).&lt;br /&gt;
&lt;br /&gt;
== Future ==&lt;br /&gt;
&lt;br /&gt;
=== Known timesaves ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NU 3lap&amp;lt;/b&amp;gt;&lt;br /&gt;
*No 3lap run has been created yet. It would follow the same strategy as the flap on every lap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NU Flap&amp;lt;/b&amp;gt;&lt;br /&gt;
*Implement arrow sign HWG shortcut.&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/1385414494682878122/1403594515108859995 rBC NU Flap thread]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NG Flap&amp;lt;/b&amp;gt;&lt;br /&gt;
*Optimal boost distribution.&lt;br /&gt;
*(Likely) slightly better optimization from the 3lap.&lt;br /&gt;
&lt;br /&gt;
=== Potential timesaves ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;UR 3lap/Flap&amp;lt;/b&amp;gt;&lt;br /&gt;
*If a different bike were able to perform the ultra respawnless, it would likely be faster than Spear. Flame Runner&#039;s drift would save time throughout the driving on lap 3. Zip Zip is also a possibility, for ODB mechanics. It would save time throughout with superhopping, and at the spiral shortcut with a faster setup, but lose time at the lap 1 ultra landing and at the arrow sign shortcut due to lack of inside drift.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox courses}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Courses]]&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1372</id>
		<title>User:Tactical</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1372"/>
		<updated>2026-01-26T15:30:09Z</updated>

		<summary type="html">&lt;p&gt;Tactical: added 2026 tascomp stats to my user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox user|image=Tactical pfp.png|pronunciation=/ˈtæktɪkəɫ/|other_names=The Tactical TASer|country=us|mkwtas=Tactical|youtube=thetacticaltaser|twitch=TheTacticalTASer|discord=thetacticaltaser}}&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m Tactical (aka. The Tactical TASer). I like to make NU/UR CT TASes as well as RT TASes. I started TASing back in &lt;br /&gt;
&lt;br /&gt;
March 2021 and still TAS to this day. I found a few RT strats like the CM one shroom fountain cut w/ODB, the rYF one &lt;br /&gt;
&lt;br /&gt;
shroom egg cut with sneakster, and the rYF egg cut no SSMT landing. As for TAS Comp, I&#039;ve submitted to Special Task &lt;br /&gt;
&lt;br /&gt;
III in 2022, Tasks 14 and 15 in 2023, Tournament Rounds 1 and 2 in 2024, and most tasks in 2025 and 2026. In total, I have &lt;br /&gt;
            &lt;br /&gt;
secured five top 10 placements and one top 3 placement, and a few close placements to top 10. Among the five top 10            &lt;br /&gt;
&lt;br /&gt;
placements that I had achieved, I got 8th place two times, 7th place one time, 6th place one time, 4th place one time, 3rd place one &lt;br /&gt;
&lt;br /&gt;
time, and 1st place one time. I also have TASed other games like SMB1 and NSMBW, and I submitted to Task 2 2025 of the NSMBW &lt;br /&gt;
&lt;br /&gt;
TASCompetition and got 9th place, which I think is pretty good for my first time TASing that game.&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1371</id>
		<title>User:Tactical</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1371"/>
		<updated>2026-01-26T15:28:13Z</updated>

		<summary type="html">&lt;p&gt;Tactical: fixed the formatting on my user page again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox user|image=Tactical pfp.png|pronunciation=/ˈtæktɪkəɫ/|other_names=The Tactical TASer|country=us|mkwtas=Tactical|youtube=thetacticaltaser|twitch=TheTacticalTASer|discord=thetacticaltaser}}&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m Tactical (aka. The Tactical TASer). I like to make NU/UR CT TASes as well as RT TASes. I started TASing back in &lt;br /&gt;
&lt;br /&gt;
March 2021 and still TAS to this day. I found a few RT strats like the CM one shroom fountain cut w/ODB, the rYF one &lt;br /&gt;
&lt;br /&gt;
shroom egg cut with sneakster, and the rYF egg cut no SSMT landing. As for TAS Comp, I&#039;ve submitted to Special Task &lt;br /&gt;
&lt;br /&gt;
III in 2022, Tasks 14 and 15 in 2023, Tournament Rounds 1 and 2 in 2024, and most tasks in 2025. In total, I have &lt;br /&gt;
            &lt;br /&gt;
secured five top 10 placements and one top 3 placement, and a few close placements to top 10. Among the five top 10            &lt;br /&gt;
&lt;br /&gt;
placements that I had achieved, I got 8th place two times, 7th place one time, 6th place one time, 4th place one time, 3rd place one &lt;br /&gt;
&lt;br /&gt;
time, and 1st place one time. I also have TASed other games like SMB1 and NSMBW, and I submitted to Task 2 2025 of the NSMBW &lt;br /&gt;
&lt;br /&gt;
TASCompetition and got 9th place, which I think is pretty good for my first time TASing that game.&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1370</id>
		<title>User:Tactical</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1370"/>
		<updated>2026-01-26T15:27:58Z</updated>

		<summary type="html">&lt;p&gt;Tactical: fixed the formatting on my user page again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox user|image=Tactical pfp.png|pronunciation=/ˈtæktɪkəɫ/|other_names=The Tactical TASer|country=us|mkwtas=Tactical|youtube=thetacticaltaser|twitch=TheTacticalTASer|discord=thetacticaltaser}}&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m Tactical (aka. The Tactical TASer). I like to make NU/UR CT TASes as well as RT TASes. I started TASing back in &lt;br /&gt;
&lt;br /&gt;
March 2021 and still TAS to this day. I found a few RT strats like the CM one shroom fountain cut w/ODB, the rYF one &lt;br /&gt;
&lt;br /&gt;
shroom egg cut with sneakster, and the rYF egg cut no SSMT landing. As for TAS Comp, I&#039;ve submitted to Special Task &lt;br /&gt;
&lt;br /&gt;
III in 2022, Tasks 14 and 15 in 2023, Tournament Rounds 1 and 2 in 2024, and most tasks in 2025. In total, I have &lt;br /&gt;
            &lt;br /&gt;
secured five top 10 placements and one top 3 placement, and a few close placements to top 10. Among the five top 10            &lt;br /&gt;
&lt;br /&gt;
placements that I had achieved, I got 8th place two times, 7th place one time, 6th place one time, 4th place one time, 3rd place one &lt;br /&gt;
&lt;br /&gt;
time, and 1st place one time. I also have TASed other games like SMB1 and NSMBW, and I submitted to Task 2 2025 of the NSMBW TASCompetition and got 9th place, which I think is pretty good for my first time TASing that game.&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1369</id>
		<title>User:Tactical</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1369"/>
		<updated>2026-01-26T15:27:35Z</updated>

		<summary type="html">&lt;p&gt;Tactical: fixed the formatting on my user page again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox user|image=Tactical pfp.png|pronunciation=/ˈtæktɪkəɫ/|other_names=The Tactical TASer|country=us|mkwtas=Tactical|youtube=thetacticaltaser|twitch=TheTacticalTASer|discord=thetacticaltaser}}&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m Tactical (aka. The Tactical TASer). I like to make NU/UR CT TASes as well as RT TASes. I started TASing back in &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
March 2021 and still TAS to this day. I found a few RT strats like the CM one shroom fountain cut w/ODB, the rYF one &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
shroom egg cut with sneakster, and the rYF egg cut no SSMT landing. As for TAS Comp, I&#039;ve submitted to Special Task &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III in 2022, Tasks 14 and 15 in 2023, Tournament Rounds 1 and 2 in 2024, and most tasks in 2025. In total, I have &lt;br /&gt;
            &lt;br /&gt;
secured five top 10 placements and one top 3 placement, and a few close placements to top 10. Among the five top 10            &lt;br /&gt;
&lt;br /&gt;
placements that I had achieved, I got 8th place two times, 7th place one time, 6th place one time, 4th place one time, 3rd place one &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
time, and 1st place one time. I also have TASed other games like SMB1 and NSMBW, and I submitted to Task 2 2025 of the NSMBW TAS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Competition and got 9th place, which I think is pretty good for my first time TASing that game.&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1368</id>
		<title>User:Tactical</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1368"/>
		<updated>2026-01-26T15:26:50Z</updated>

		<summary type="html">&lt;p&gt;Tactical: fixed the formatting on my user page again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox user|image=Tactical pfp.png|pronunciation=/ˈtæktɪkəɫ/|other_names=The Tactical TASer|country=us|mkwtas=Tactical|youtube=thetacticaltaser|twitch=TheTacticalTASer|discord=thetacticaltaser}}&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m Tactical (aka. The Tactical TASer). I like to make NU/UR CT TASes as well as RT TASes. I started TASing back in &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
March 2021 and still TAS to this day. I found a few RT strats like the CM one shroom fountain cut w/ODB, the rYF one &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
shroom egg cut with sneakster, and the rYF egg cut no SSMT landing. As for TAS Comp, I&#039;ve submitted to Special Task &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III in 2022, Tasks 14 and 15 in 2023, Tournament Rounds 1 and 2 in 2024, and most tasks in 2025. In total, I have &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
secured five top 10 placements and one top 3 placement, and a few close placements to top 10. Among the five top 10            &lt;br /&gt;
&lt;br /&gt;
placements that I had achieved, I got 8th place two times, 7th place one time, 6th place one time, 4th place one time, 3rd place one &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
time, and 1st place one time. I also have TASed other games like SMB1 and NSMBW, and I submitted to Task 2 2025 of the NSMBW TAS &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Competition and got 9th place, which I think is pretty good for my first time TASing that game.&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1367</id>
		<title>User:Tactical</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1367"/>
		<updated>2026-01-26T15:26:19Z</updated>

		<summary type="html">&lt;p&gt;Tactical: fixed the formatting on my user page again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox user|image=Tactical pfp.png|pronunciation=/ˈtæktɪkəɫ/|other_names=The Tactical TASer|country=us|mkwtas=Tactical|youtube=thetacticaltaser|twitch=TheTacticalTASer|discord=thetacticaltaser}}&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m Tactical (aka. The Tactical TASer). I like to make NU/UR CT TASes as well as RT TASes. I started TASing back in &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
March 2021 and still TAS to this day. I found a few RT strats like the CM one shroom fountain cut w/ODB, the rYF one &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
shroom egg cut with sneakster, and the rYF egg cut no SSMT landing. As for TAS Comp, I&#039;ve submitted to Special Task &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III in 2022, Tasks 14 and 15 in 2023, Tournament Rounds 1 and 2 in 2024, and most tasks in 2025. In total, I have &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
secured five top 10 placements and one top 3 placement, and a few close placements to top 10. Among the five top 10      &lt;br /&gt;
&lt;br /&gt;
placements that I had achieved, I got 8th place two times, 7th place one time, 6th place one time, 4th place one time, 3rd place one &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
time, and 1st place one time. I also have TASed other games like SMB1 and NSMBW, and I submitted to Task 2 2025 of the NSMBW TAS &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Competition and got 9th place, which I think is pretty good for my first time TASing that game.&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1366</id>
		<title>User:Tactical</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1366"/>
		<updated>2026-01-26T15:25:59Z</updated>

		<summary type="html">&lt;p&gt;Tactical: fixed the formatting on my user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox user|image=Tactical pfp.png|pronunciation=/ˈtæktɪkəɫ/|other_names=The Tactical TASer|country=us|mkwtas=Tactical|youtube=thetacticaltaser|twitch=TheTacticalTASer|discord=thetacticaltaser}}&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m Tactical (aka. The Tactical TASer). I like to make NU/UR CT TASes as well as RT TASes. I started TASing back in &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
March 2021 and still TAS to this day. I found a few RT strats like the CM one shroom fountain cut w/ODB, the rYF one &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
shroom egg cut with sneakster, and the rYF egg cut no SSMT landing. As for TAS Comp, I&#039;ve submitted to Special Task &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III in 2022, Tasks 14 and 15 in 2023, Tournament Rounds 1 and 2 in 2024, and most tasks in 2025. In total, I have &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
secured five top 10 placements and one top 3 placement, and a few close placements to top 10. Among the five top 10  &lt;br /&gt;
&lt;br /&gt;
placements that I had achieved, I got 8th place two times, 7th place one time, 6th place one time, 4th place one time, 3rd place one &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
time, and 1st place one time. I also have TASed other games like SMB1 and NSMBW, and I submitted to Task 2 2025 of the NSMBW TAS &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Competition and got 9th place, which I think is pretty good for my first time TASing that game.&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1365</id>
		<title>User:Tactical</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1365"/>
		<updated>2026-01-26T15:24:47Z</updated>

		<summary type="html">&lt;p&gt;Tactical: Updated my tascomp stats to my user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox user|image=Tactical pfp.png|pronunciation=/ˈtæktɪkəɫ/|other_names=The Tactical TASer|country=us|mkwtas=Tactical|youtube=thetacticaltaser|twitch=TheTacticalTASer|discord=thetacticaltaser}}&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m Tactical (aka. The Tactical TASer). I like to make NU/UR CT TASes as well as RT TASes. I started TASing back in &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
March 2021 and still TAS to this day. I found a few RT strats like the CM one shroom fountain cut w/ODB, the rYF one &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
shroom egg cut with sneakster, and the rYF egg cut no SSMT landing. As for TAS Comp, I&#039;ve submitted to Special Task &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III in 2022, Tasks 14 and 15 in 2023, Tournament Rounds 1 and 2 in 2024, and most tasks in 2025. In total, I have &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
secured five top 10 placements and one top 3 placement, and a few close placements to top 10. Among the five top 10 &lt;br /&gt;
&lt;br /&gt;
placements that I had achieved, I got 8th place two times, 7th place one time, 6th place one time, 4th place one time, 3rd place one &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
time, and 1st place one time. I also have TASed other games like SMB1 and NSMBW, and I submitted to Task 2 2025 of the NSMBW TAS &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Competition and got 9th place, which I think is pretty good for my first time TASing that game.&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1330</id>
		<title>User:Tactical</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1330"/>
		<updated>2025-11-25T18:47:14Z</updated>

		<summary type="html">&lt;p&gt;Tactical: I meant to say task 20 in the previous thing srry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox user|image=Tactical pfp.png|pronunciation=/ˈtæktɪkəɫ/|other_names=The Tactical TASer|country=us|mkwtas=Tactical|youtube=thetacticaltaser|twitch=TheTacticalTASer|discord=thetacticaltaser}}&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m Tactical (aka. The Tactical TASer). I like to make NU/UR CT TASes as well as RT TASes. I started TASing back in &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
March 2021 and still TAS to this day. I found a few RT strats like the CM one shroom fountain cut w/ODB, the rYF one &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
shroom egg cut with sneakster, and the rYF egg cut no SSMT landing. As for TAS Comp, I&#039;ve submitted to Special Task &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III in 2022, Tasks 14 and 15 in 2023, Tournament Rounds 1 and 2 in 2024, and most tasks in 2025. In total, I have &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
secured five top 10 placements and one top 3 placement, and a few close placements to top 10. Among the five top 10 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
placements that I had achieved, I got 8th place two times, 7th place one time, 6th place one time, 4th place one time, and 3rd place one &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
time. I also have TASed other games like SMB1 and NSMBW, and I submitted to Task 2 2025 of the NSMBW TAS &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Competition and got 9th place, which I think is pretty good for my first time TASing that game.&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1329</id>
		<title>User:Tactical</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1329"/>
		<updated>2025-11-25T18:44:03Z</updated>

		<summary type="html">&lt;p&gt;Tactical: added my task 19 results to my user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox user|image=Tactical pfp.png|pronunciation=/ˈtæktɪkəɫ/|other_names=The Tactical TASer|country=us|mkwtas=Tactical|youtube=thetacticaltaser|twitch=TheTacticalTASer|discord=thetacticaltaser}}&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m Tactical (aka. The Tactical TASer). I like to make NU/UR CT TASes as well as RT TASes. I started TASing back in &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
March 2021 and still TAS to this day. I found a few RT strats like the CM one shroom fountain cut w/ODB, the rYF one &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
shroom egg cut with sneakster, and the rYF egg cut no SSMT landing. As for TAS Comp, I&#039;ve submitted to Special Task &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III in 2022, Tasks 14 and 15 in 2023, Tournament Rounds 1 and 2 in 2024, and most tasks in 2025. In total, I have &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
secured five top 10 placements and one top 3 placement, and a few close placements to top 10. Among the five top 10 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
placements that I had achieved, I got 8th place two times, 7th place one time, 6th place one time, 4th place one time, and 3rd place one &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
time. I also have TASed other games like SMB1 and NSMBW, and I submitted to Task 2 2025 of the NSMBW TAS &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Competition and got 9th place.&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Supergrinding&amp;diff=1328</id>
		<title>Supergrinding</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Supergrinding&amp;diff=1328"/>
		<updated>2025-11-25T18:40:27Z</updated>

		<summary type="html">&lt;p&gt;Tactical: Added the rDS ultra to the list of SG strats on the sg page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|supergliding|supersliding}}&lt;br /&gt;
{{Infobox strat&lt;br /&gt;
|image=&lt;br /&gt;
|other_names=&lt;br /&gt;
|class=Glitch&lt;br /&gt;
|type=External velocity exploit&lt;br /&gt;
|date_found=Late 2012&amp;lt;ref&amp;gt;[https://cdn.discordapp.com/attachments/747708415702466672/1202864487149998090/image.png Discovery date claim by Black]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|timesave= N/A&lt;br /&gt;
|theorisers=[[Black]]&lt;br /&gt;
|discoverers=Black}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergrinding&#039;&#039;&#039; is an [[external velocity]] (EV) exploit used to increase speed by performing [[rapid-fire hop abuse | RFH]] while alternating the joystick between some horizontal direction and neutral every other frame. This joystick alternation, commonly referred to as &amp;quot;SG inputs&amp;quot;, only has an effect on bikes.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== 2012-2019: Initial discovery and limited use ===&lt;br /&gt;
&lt;br /&gt;
=== 2019-2020: Realization of wider applications ===&lt;br /&gt;
&lt;br /&gt;
=== 2020-2021: Increase in mid-track supergrinds ===&lt;br /&gt;
&lt;br /&gt;
=== 2022-present: ODB supergrinding discovered ===&lt;br /&gt;
&lt;br /&gt;
== Technical description ==&lt;br /&gt;
&lt;br /&gt;
It is not yet fully understood why alternating the joystick builds EV. Below is a rough explanation.&lt;br /&gt;
&lt;br /&gt;
After having started performing RFH, you alternate the joystick inputs such that you are inputting a horizontal direction on the frame you press B (creating an [[Hop#Angle hop | angle hop]]), and neutral on the frame you release B (to prevent [[Hop#Committing | committing]]). This allows you to build EV, and if done long enough, move at a maximum of 120 XZ for an extended period of time.&lt;br /&gt;
&lt;br /&gt;
=== 90 degree rule ===&lt;br /&gt;
&lt;br /&gt;
Whenever you perform RFH, you approach a change in slope and repeatedly hop to lock your rotation to the initial slope. If you supergrind long enough, the small amount of rotation from the angle hops will start to stack up, immediately taking you off of a straight path. If you turn more than 90 degrees away from the downhill direction of the initial slope, you will be prematurely ejected. This is due to the fact that your [[Rotational axes#Roll | roll]] is constantly moving to the side, and eventually your front wheel will pop out of the ground. As a result of this rule, a lot of tracks with RFH spots do not have supergrinds, because the slopes are facing the wrong direction (e.g. [[GBA Bowser Castle 3]] and [[SNES Ghost Valley 2]]).&lt;br /&gt;
&lt;br /&gt;
== Relevant code ==&lt;br /&gt;
For Vabold and other programmers.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
=== ODB supergrinding ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=Cwjs7buORPI &amp;quot;&amp;lt;nowiki&amp;gt;[MKW TAS]&amp;lt;/nowiki&amp;gt; Shooting Star Supergrind Strat on Grumble Volcano&amp;quot; by Ancient]&#039;&#039;&lt;br /&gt;
Using an [[outside-drifting bike | ODB]], you can perform a different, much more versatile range of supergrind setups. Plenty of [[inside-drifting bike | IDB]] setups are impossible or slower with ODBs, however the ability to start a supergrind instantly while moving the direction you want to move and facing the direction you want to face, proves to incredibly useful.&lt;br /&gt;
&lt;br /&gt;
=== Downhill supergrinding (DSG) ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=SEZ8MyVQKgQ &amp;quot;Downhill Supergrinding using a Kart (DSG)&amp;quot; by Kierio05]&#039;&#039;&lt;br /&gt;
When RFHing downhill, you can build external velocity without inputting any joystick directions. This has the major benefit of allowing karts to supergrind.&lt;br /&gt;
&lt;br /&gt;
== Optimizations ==&lt;br /&gt;
&lt;br /&gt;
=== Ejection ===&lt;br /&gt;
&lt;br /&gt;
When reaching the end of a supergrind, you will have surplus amounts of EV. In order to maximize the use of it, you can &amp;quot;eject&amp;quot; from the supergrind by stopping hopping and performing some other action(s), such as drifting, wheelieing, or [[Hop#Momentum hop | momentum hopping]].&lt;br /&gt;
&lt;br /&gt;
=== Angle drop ===&lt;br /&gt;
&lt;br /&gt;
Often, at some point in a supergrind, you will approach another change in slope which causes your vehicle to become further tilted into the ground, losing speed. When this occurs, the best option is to stop and restart the supergrind by delaying a single hop for 1-2 frames. This will drop your angle to be level with the new ground.&lt;br /&gt;
&lt;br /&gt;
=== Hard turning ===&lt;br /&gt;
&lt;br /&gt;
Not alternating the joystick results in turning significantly more, at the cost of gradually losing EV. This happens because you are holding a direction on the second frame of each hop, and so are committing to a direction, which rotates you for that 1 frame. This can be useful if you are in a situation where turning faster matters more than building or maintaining EV.&lt;br /&gt;
&lt;br /&gt;
=== Softgrinding ===&lt;br /&gt;
&lt;br /&gt;
Traditionally, supergrinds are best used on long straights. The problem with this is that you will eventually stop going straight, and veer off the track. The most common way to stop yourself turning is just holding neutral on one or more hops, as this will prevent your EV from increasing. However, holding neutral will begin a slow redirection of your movement back towards your facing direction and you will gradually lose EV. A way to prevent this is just to hold a lower magnitude direction throughout the supergrind, using the smallest magnitude that has any effect on your roll: ±2.&lt;br /&gt;
&lt;br /&gt;
=== Counter-rotation ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=KcjgFEik0VQ &amp;quot;Optimal Supergrind Counter-Rotation&amp;quot; by Kierio05]&#039;&#039;&lt;br /&gt;
Even with softgrinding, you will eventually turn too far, and so correction is required. The naive way of counter-rotating is to alternate the joystick in the opposite direction, or even hard turn the opposite direction. However, by alternating the joystick back and forth between one direction and another, you can gain EV from the angle hop, and then commit to hopping the opposite direction, countering the rotation. As you rotate significantly less during the angle hop frame, counter-rotation can actually be used to traverse turns in the opposite direction, however the more you counter-rotate, the more EV is lost from doing so.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Applicable categories&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Unrestricted&lt;br /&gt;
!No Ultra&lt;br /&gt;
!No Glitch&lt;br /&gt;
|-&lt;br /&gt;
!3lap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Supergrinding is currently used in many 3lap and flap categories, and is used both on its own and to perform the following &#039;&#039;&#039;strats&#039;&#039;&#039;:&lt;br /&gt;
* LC ultra shortcut&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=lWVkvLACPCo &amp;quot;&amp;lt;nowiki&amp;gt;[MKW TAS]&amp;lt;/nowiki&amp;gt; New Ultra Shortcut on Luigi Circuit&amp;quot; by Jellopuff]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* MC shroomless ultra shortcut with ODB&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=dKyIekfR_ck &amp;quot;MC shroomless ultra with ODB&amp;quot; by Ejay B]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* DDR ultra shortcut&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=clN8JQ8Nr1s &amp;quot;New Ultra Shortcut on Dry Dry Ruins&amp;quot; by BlazeMSX]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* MH ultra shortcut&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=odwgrKDVVCY &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; New (Ultra) Shortcut on Moonview Highway&amp;quot; by Monster]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* BC ultra shortcut&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=WFcCjWEEL-U &amp;quot;&amp;lt;nowiki&amp;gt;[MKW TAS]&amp;lt;/nowiki&amp;gt; New Ultra Shortcut on Bowser&#039;s Castle&amp;quot; by Jellopuff]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* rPB shroomless delayed lap count&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=0bHjyZ-ZHO0 &amp;quot;NU rPB Delayed lap count shroomless&amp;quot; by Arthur]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* rYF ultra shortcut (including delayed lap count)&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=kJlx67QVd1g &amp;quot;New Ultra Shortcut on DS Yoshi Falls&amp;quot; by Michael]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* rYF egg cut&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=UPKx93ou7BA &amp;quot;Another New Shortcut on DS Yoshi Falls&amp;quot; by Micheal]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* rMR hill shortcut&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SqtPLthNdMk &amp;quot;New Super Grinding Shortcut on Raceway&amp;quot; by N3vermind]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* rDS ultra shortcut&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=aQsMypAbwSk &amp;lt;nowiki&amp;gt;&amp;quot;New Ultra Shortcut on DS Delfino Square [MKWii TAS]&amp;quot; by Monster&amp;lt;/nowiki&amp;gt;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* rDS fountain shortcut&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=YNA1F1MRpFA&amp;amp;pp=ygUGMzcuODc4 &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; DS Delfino Square Flap - 37.878 (Super Grinding) by Marth &amp;amp; Kierio&amp;quot; by Marth]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supergrinding has also been used in TASes on the following &#039;&#039;&#039;custom tracks&#039;&#039;&#039;:&lt;br /&gt;
* Big Express City&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=12B3G5_AvVY &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; Big Express City (No Ultra Shortcut) - 1:44.892&amp;quot; By Michael]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Hman&#039;s Deathrun 2&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=np9pQD7XJ2o &amp;quot;MKWii TAS Competition 2021 - Task 9 Results&amp;quot; by Kierio04]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Lunar Spaceway&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=QVBmL5syOy0 &amp;quot;&amp;lt;nowiki&amp;gt;[MKW TAS]&amp;lt;/nowiki&amp;gt; Lunar Spaceway - 2:51.895&amp;quot; by BlazeMSX]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Sagittarius Circuit&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=9s7ZNSe3Y9Y &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; Sagittarius Circuit (Pre-Release) - 44.417 (Supergrinding)&amp;quot; by Kierio04]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1262</id>
		<title>User:Tactical</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1262"/>
		<updated>2025-10-30T11:58:29Z</updated>

		<summary type="html">&lt;p&gt;Tactical: Changed the infobox to a user one, added twitch and discord profiles to it, and changed up the formatting of the text to fill up more of the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox user|image=Tactical pfp.png|pronunciation=/ˈtæktɪkəɫ/|other_names=The Tactical TASer|country=us|mkwtas=Tactical|youtube=thetacticaltaser|twitch=TheTacticalTASer|discord=thetacticaltaser}}&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m Tactical (aka. The Tactical TASer). I like to make NU/UR CT TASes as well as RT TASes. I started TASing back in &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
March 2021 and still TAS to this day. I found a few RT strats like the CM one shroom fountain cut w/ODB, the rYF one &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
shroom egg cut with sneakster, and the rYF egg cut no SSMT landing. As for TAS Comp, I&#039;ve submitted to Special Task &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III in 2022, Tasks 14 and 15 in 2023, Tournament Rounds 1 and 2 in 2024, and most tasks in 2025. In total, I have &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
secured five top 10 placements and one top 3 placement, and a few close placements to top 10. Among the five top 10 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
placements that I had achieved, I got 8th place two times, 6th place one time, 4th place one time, and 3rd place one &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
time. I also have TASed other games like SMB1 and NSMBW, and I submitted to Task 2 2025 of the NSMBW TAS &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Competition and got 9th place.&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Toad%27s_Factory&amp;diff=1253</id>
		<title>Toad&#039;s Factory</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Toad%27s_Factory&amp;diff=1253"/>
		<updated>2025-10-28T13:29:10Z</updated>

		<summary type="html">&lt;p&gt;Tactical: Added Task 21 2025 to the list of tasks TF was part of&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Toad&#039;s Factory&#039;&#039;&#039; is the fourth and final course of the Mushroom Cup in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Current BKTs&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Unrestricted&lt;br /&gt;
!No Ultra&lt;br /&gt;
!No Glitch&lt;br /&gt;
|-&lt;br /&gt;
!3lap&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |1:35.950&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |1:45.696&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |30.377&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |33.727&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Toad&#039;s Factory has a [[wallclip]] shortcut, and currently benefits from the use of [[supergrinding]] and [[superhopping]] in both 3lap and flap categories. Hence, it has two 3lap and two flap categories. The Unrestricted 3lap and Unrestricted Flap records are technically the No Ultra 3lap and No Ultra flap records respectively since no ultra shortcuts are used in either TAS.&lt;br /&gt;
&lt;br /&gt;
=== Unrestricted 3lap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=Nky3q2XdCJs 1:35.950 by RS, Ejay, Jellopuff, Luke, Malleo, Marth, Rocky, SwareJonge, ego, Kierio, and sorry (2022)]&#039;&#039;&lt;br /&gt;
The current strategy for UR 3lap is to perform the &amp;quot;box clip&amp;quot; shortcut. On lap 1, to maximise your [[moving road velocity]] (MRV) while avoiding being squished by the stompers, you wallclip them and reo drift to correct your alignment. When reaching the end of any conveyor, momentum hops are used to preserve MRV longer - this is done twice each lap. By performing a wallclip off a moving box as it falls off the track on the right side, you can reach the conveyor turn with a single mushroom, saving several seconds. The caveat to this is that the boxes are on a cycle, so there is a fixed time at which you can perform the shortcut on each lap, resulting in a [[pacelock]]. Upon landing from the &amp;quot;box clip&amp;quot; shortcut, [[Rapid-fire hop abuse | RFH]] is performed to retain low [[Rotational axes#Pitch | pitch]], thereby reducing your forward speed and letting you turn faster. When exiting the factory, a [[wall trick]] is used to land much sooner, but late enough that the trick boost extends into the &amp;quot;lake cut&amp;quot;. By launching off the first bump in the right way, and using [[TF physics]], you can clear the entire lake, landing on the bulldozer on the other side. Here, you can use the reject road at the top of the bulldozer to gain large amounts of XZ speed, once again using RFH to turn tighter. Laps 2 and 3 are the same as lap 1, except for two things. First, the initial conveyor strategies are unnecessary, as the stomper cycle is different. Second, the first boost panel after the lake cut is covered by the bulldozer. By losing time in a creative way, you can approach the bulldozer slightly sooner than when it is properly uncovered. You do an RFH low trick off the first bump, then get two tricks in quick succession to angle yourself towards the bulldozer. Then, you wheelie off the edge of the bulldozer, landing above where the boost panel would be. Provided you have enough negative Y velocity, you can partially clip into the bulldozer&#039;s road triangle, touching the boost panel. This is marginally faster than performing a proper lake cut and going to the first left boost panel.&lt;br /&gt;
&lt;br /&gt;
=== Unrestricted Flap ===&lt;br /&gt;
:&#039;&#039;Video: [https://youtu.be/akir3xFbHJg 30.377 by Arthur and César (2022)]&#039;&#039;&lt;br /&gt;
The current strategy for the UR flap is to perform the &amp;quot;box clip&amp;quot; shortcut. To enter the lap, a very short supergrind is used to gain [[External velocity | EV]] and to get an [[Supergrind#Ejection | ejection]], letting you carry a significant amount of trick boost into the lap. The driving strategies are mostly the same as lap 2 of the UR 3lap, aside from the use of mushrooms on the first and second turns. The third mushroom is of course used for the box clip.&lt;br /&gt;
&lt;br /&gt;
=== No Glitch 3lap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=51pvNH8oTyM 1:45.696 by ego and sorry (2022)]&#039;&#039;&lt;br /&gt;
The current strategy for NG 3lap is to drive 3 laps normally. The TAS starts off exactly the same as the UR 3lap, but branches off from the second turn, where it uses a mushroom each lap. In the section where the box clip would happen, a [[Wheelie#Rewheelie | rewheelie]] is performed when landing from the trick, allowing for a delayed [[Wheelie#chain | wheelie chain]].&lt;br /&gt;
&lt;br /&gt;
=== No Glitch Flap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=08Zp_9Olcv0 33.727 by Rocky (2019)]&#039;&#039;&lt;br /&gt;
The current strategy for NG flap is to drive 1 lap normally. The lap is entered similarly to the UR flap, but with regular RFH rather than a supergrind. So, less EV is gained, and the trick is further from the lap, leaving less trick boost carried in. This TAS is basically a combination of the UR flap and NG 3lap, taking the shroomspots from the UR flap, and driving strategies from the NG 3lap.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TODO: History of all strat developements. Section devoted to the platform/box shortcuts and their variations over time, as well as supergrinding, superhopping, and supersliding in recent years.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== TAS Competitions ===&lt;br /&gt;
&lt;br /&gt;
Toad&#039;s Factory has featured in one of [[FlaminFunky&#039;s Challenges]] (#4) and four tasks of the [[MKWii TAS Competition]] (Task 14 2020, Task 1 2021, Task 16 2023, Task 21 2025). Task 14 2020 is infamous for CampbellMop&#039;s disqualification by touching one of the green conveyor belts for a single frame.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=fipnI_Tnjmw &amp;quot;When You Touch the Conveyor for One Frame&amp;quot; by Campbell Mop]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Future ==&lt;br /&gt;
&lt;br /&gt;
=== Known timesaves ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UR 3lap&#039;&#039;&#039;&lt;br /&gt;
* Using an [[Outside-drifting bike | ODB]] to perform superhopping throughout the entire race, allowing for a cycle to be saved on the box clips on laps 2 and 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UR flap&#039;&#039;&#039;&lt;br /&gt;
* Using [[Vehicles#Dolphin Dasher | Dolphin Dasher]], [[supersliding]] (requires a long setup) into the lap and around the first two turns is about 0.5 faster than supergrinding into the lap with [[Vehicles#Flame Runner | Flame Runner]], which itself is faster than the trick boost entry.&amp;lt;ref&amp;gt;[https://cdn.discordapp.com/attachments/735589843513638940/1143248364595585034/RMCJ01-200.png Screenshot of early Dolphin Dasher superslide lap time by Monster]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=3N3hYIOeJYo &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; New Supergrind Strat on Toad&#039;s Factory&amp;quot; by Ejay B]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NG 3lap&#039;&#039;&#039;&lt;br /&gt;
* The beginning and first two turns have been shown to be improvable by a frame.&amp;lt;ref&amp;gt;[https://cdn.discordapp.com/attachments/735589843513638940/1115441305338789918/Screen_Shot_2023-06-05_at_5.45.02_PM.png Screenshot of small improvement by Justin]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NG flap&#039;&#039;&#039;&lt;br /&gt;
* The entire TAS is several years old, and thus does not use wheel inputs for a full input range in airtime, which would save a lot on the lake cut.&lt;br /&gt;
&lt;br /&gt;
=== Potential timesaves ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UR 3lap&#039;&#039;&#039;&lt;br /&gt;
* Reaching the lap 1 box clip one cycle earlier. This has almost been proven possible, but the box clip has not been successfully performed.&lt;br /&gt;
* Performing an [[Supergrinding#ODB supergrind | ODB supergrind]] on the final straight of lap 3 has been suggested for quite a while, but as no work has gone to an ODB TAS, it has not been investigated, and thus hasn&#039;t been proven useful.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox courses}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Courses]]&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1201</id>
		<title>User:Tactical</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1201"/>
		<updated>2025-10-16T10:50:58Z</updated>

		<summary type="html">&lt;p&gt;Tactical: fixed the rt strats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox taser|player_name=Tactical|image=Tactical pfp.png|other_names=The Tactical TASer|years_active=2021 - Present|country=us|mkwtas=Tactical|youtube=thetacticaltaser}}&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m Tactical (aka. The Tactical TASer). I like to make NU/UR CT TASes as well as RT TASes. I started TASing back in March 2021 and still TAS to this day. I found a few RT strats like the CM one shroom fountain cut w/ODB, the rYF one shroom egg cut with sneakster, and the rYF egg cut no SSMT landing. As for TAS Comp, I&#039;ve submitted to Special Task III in 2022, Tasks 14 and 15 in 2023, Tournament Rounds 1 and 2 in 2024, and most tasks in 2025. In total, I have secured five top 10 placements and one top 3 placement, and a few close placements to top 10. Among the five top 10 placements that I had achieved, I got 8th place two times, 6th place one time, 4th place one time, and 3rd place one time. I also have TASed other games like SMB1 and NSMBW, and I submitted to Task 2 2025 of the NSMBW TAS Competition and got 9th place.&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1198</id>
		<title>User:Tactical</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1198"/>
		<updated>2025-10-16T02:51:37Z</updated>

		<summary type="html">&lt;p&gt;Tactical: Made it a whole lot more like a user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox taser|player_name=Tactical|image=Tactical pfp.png|other_names=The Tactical TASer|years_active=2021 - Present|country=us|mkwtas=Tactical|youtube=thetacticaltaser}}&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m Tactical (aka. The Tactical TASer). I like to make NU/UR CT TASes as well as RT TASes. I started TASing back in March 2021 and still TAS to this day. I found a few RT strats like the CM one shroom fountain cut and the rYF one shroom egg cut. As for TAS Comp, I&#039;ve submitted to Special Task III in 2022, Tasks 14 and 15 in 2023, Tournament Rounds 1 and 2 in 2024, and most tasks in 2025. In total, I have secured five top 10 placements and one top 3 placement, and a few close placements to top 10. Among the five top 10 placements that I had achieved, I got 8th place two times, 6th place one time, 4th place one time, and 3rd place one time. I also have TASed other games like SMB1 and NSMBW, and I submitted to Task 2 2025 of the NSMBW TAS Competition and got 9th place.&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=File:Tactical_pfp.png&amp;diff=1197</id>
		<title>File:Tactical pfp.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=File:Tactical_pfp.png&amp;diff=1197"/>
		<updated>2025-10-16T02:37:59Z</updated>

		<summary type="html">&lt;p&gt;Tactical: The profile picture of The Tactical TASer (Tactical)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The profile picture of The Tactical TASer (Tactical)&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1196</id>
		<title>User:Tactical</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1196"/>
		<updated>2025-10-15T12:13:08Z</updated>

		<summary type="html">&lt;p&gt;Tactical: added links and an infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tactical is a CT/RT/TAComp TASer that specializes in things NU or UR.&lt;br /&gt;
&lt;br /&gt;
== Career ==&lt;br /&gt;
{{Infobox taser|player_name=Tactical|other_names=The Tactical TASer, Mkwii is amazing|years_active=2021 - Present|country=us|mkwtas=Tactical|youtube=thetacticaltaser}}&lt;br /&gt;
Tactical started TASing in March 2021 under the name &#039;&#039;Mkwii is amazing&#039;&#039;. He joined the TAS server that same month. He made mostly TAS/TAF compilations and unoptimized TASes, most notably, a [[Koopa Cape]] UR &amp;quot;BKT&amp;quot; that beat the NG TAS at that time by 0.5 seconds and is slower than today&#039;s RTA record. Mkwii is amazing did this for a while until he was banned from the TAS server for being underage. He later took on platinum runner TASing, still not optimizing his runs, and only making little progress in improvement. Mkwii is amazing would change his name to The Tactical TASer on August 16th 2022, and regain contact with the community after talking to [[Kierio04]] about [[MKWii TAS Competition|TAS competition]]. Although he didn&#039;t get unbanned from the TAS and TAS Competition servers &lt;br /&gt;
&lt;br /&gt;
immediately after turning 13 in October 2022, he would later get unbanned from both the TAS server, and the MKWii TAS Competiton server in mid 2023. Over the next 2 years, he would improve drastically and become a decently good TASer. He would later stop making platinum runner TASes and he would move on to 50cc, CT, and RT TASes later&lt;br /&gt;
&lt;br /&gt;
== TAS BKTs, WIPs, and Strat finds ==&lt;br /&gt;
Not counting his KC &amp;quot;BKT&amp;quot; (since it was cut from [https://mkwtas.com mkwtas.com]); Tactical has inputs in 2 RT TAS BKTs: [[Mushroom Gorge]] NG Flap (collab), and [[Luigi Circuit]] NU Flap (solo). He also has inputs in the following WIPs: [[N64 DK&#039;s Jungle Parkway|rDKJP]] NU 3lap, [[Coconut Mall|CM]] NU Flap, and [[DS Yoshi Falls|rYF]] UR 3lap. Tactical has also found 3 RT TAS strats: [https://discord.com/channels/214574342137315328/864397137667555329/1418793276437299342 rYF one shroom egg cut with sneakster], [https://discord.com/channels/214574342137315328/735589843513638940/1418926076477968508 rYF egg cut no SSMT landing], and the [https://discord.com/channels/214574342137315328/864397137667555329/1386139087370584107 CM one shroom fountain skip w/ ODB].&lt;br /&gt;
&lt;br /&gt;
== MKWii TAS Competition ==&lt;br /&gt;
Tactical&#039;s first ever submission to the [[MKWii TAS Competition]] was to Special Task III in September 2022. He later competed in Task 14 and Task 15 in 2023, and Tournament round 1 and Tournament round 2 in 2024. He now actively competes in most tasks in 2025, his latest submission being to Task 19 2025. He secured his first top 10 placement in Task 5 2025 on a team with shxd and Raviex, and his first medal in Task 10 2025 on a team with 315C and Rogue.&lt;br /&gt;
&lt;br /&gt;
== Other Games ==&lt;br /&gt;
Tactical Previously TASed SMB1/SMB2J and has made his way into the [https://docs.google.com/document/d/1CDXOV4CZCaH7d4AvfsjPxdeZz6tbTphB-b06ATFdsrI/edit?tab=t.0 RTA Rules TAS List] and has also submitted to the New Super Mario Bros Wii TAS Competition and got 9th place&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1195</id>
		<title>User:Tactical</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=User:Tactical&amp;diff=1195"/>
		<updated>2025-10-15T11:42:07Z</updated>

		<summary type="html">&lt;p&gt;Tactical: Added shit to it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tactical is a CT/RT/TAComp TASer that specializes in things NU or UR.&lt;br /&gt;
&lt;br /&gt;
== Career ==&lt;br /&gt;
Tactical started TASing in March 2021 under the name &#039;&#039;Mkwii is amazing&#039;&#039;. He joined the TAS server that same month. He made mostly TAS/TAF compilations and unoptimized TASes, most notably, a Koopa Cape UR &amp;quot;BKT&amp;quot; that beat the NG TAS at that time by 0.5 seconds and is slower than today&#039;s RTA record. Mkwii is amazing did this for a while until he was banned from the TAS server for being underage. He later took on platinum runner TASing, still not optimizing his runs, and only making little progress in improvement. Mkwii is amazing would change his name to The Tactical TASer on August 16th 2022, and regain contact with the community after talking to Kierio04 about TAS competition. Although he didn&#039;t get unbanned from the TAS server immediately after turning 13 in October 2022, he would later get unbanned from both the TAS server, and the MKWii TAS Competiton server in mid 2023. Over the next 2 years, he would improve drastically and become a decently good TASer. He would later stop making platinum runner TASes and he would move on to 50cc, CT, and RT TASes later&lt;br /&gt;
&lt;br /&gt;
== TAS BKTs, WIPs, and Strat finds ==&lt;br /&gt;
Not counting his KC &amp;quot;BKT&amp;quot; (since it was cut from mkwtas.com); Tactical has inputs in 2 RT TAS BKTs: Mushroom Gorge NG Flap (collab), and Luigi Circuit NU Flap (solo). He also has inputs in the following WIPs: rDKJP NU 3lap, CM NU Flap, and rYF UR 3lap. Tactical has also found 3 RT TAS strats: rYF one shroom egg cut with sneakster, rYF egg cut no SSMT landing, and the CM one shroom fountain skip w/ ODB.&lt;br /&gt;
&lt;br /&gt;
== MKWii TAS Competition ==&lt;br /&gt;
Tactical&#039;s first ever submission to the MKWii TAS Competition was to Special Task III in September 2022. He later competed in Task 14 and Task 15 in 2023, and Tournament round 1 and Tournament round 2 in 2024. He now actively competes in most tasks in 2025, his latest submission being to Task 19 2025. He secured his first top 10 placement in Task 5 2025 on a team with shxd and Raviex, and his first medal in Task 10 2025 on a team with 315C and Rogue.&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Wallclip&amp;diff=1175</id>
		<title>Wallclip</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Wallclip&amp;diff=1175"/>
		<updated>2025-10-09T15:24:27Z</updated>

		<summary type="html">&lt;p&gt;Tactical: Changed the link to rMC3 in the airtime section of the wallclip page to be the Flap instead of just the general page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox strat&lt;br /&gt;
|image=supergliding.png&lt;br /&gt;
|other_names=&lt;br /&gt;
|class=Glitch&lt;br /&gt;
|type=? &lt;br /&gt;
|date_found=?&lt;br /&gt;
|timesave=?&lt;br /&gt;
|theorisers=?&lt;br /&gt;
|discoverers=?}}&lt;br /&gt;
A &#039;&#039;&#039;Wallclip&#039;&#039;&#039; refers to any interaction where the player collides with a wall and gains height without losing speed.&lt;br /&gt;
&lt;br /&gt;
==Technical description==&lt;br /&gt;
&lt;br /&gt;
(todo: example of a typical wallclip &#039;&#039;before&#039;&#039; this part, for better context)&lt;br /&gt;
&lt;br /&gt;
There are 3 main components to keep in mind when performing a wallclip:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Approach angle.&#039;&#039;&#039; When you collide with a wall, the effect it has on your speed depends on the direction you&#039;re moving in relative to the facing direction (the &#039;&#039;normal&#039;&#039;) of the wall. Specifically, if the wall is facing &#039;&#039;towards&#039;&#039; you (more than 90° away from your direction of motion), colliding with it will kill all your speed and bounce you backwards a bit; but if the wall is facing &#039;&#039;away&#039;&#039; from you (less than 90° away from your direction of motion), you maintain all the speed you had before the collision, aside from any speed loss from a wheelie being cancelled. From a mathematical perspective, if the dot product of the player&#039;s total velocity vector and the wall&#039;s normal vector is &#039;&#039;positive&#039;&#039;, then no speed is lost. Colliding with the wall in this way is essential for a successful wallclip.&lt;br /&gt;
&lt;br /&gt;
(todo: visual with vectors and stuff)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Vehicle pitch.&#039;&#039;&#039; (todo)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Airtime.&#039;&#039;&#039;  When you collide with a wall, the height of the bounce you get can be affected by the airtime you have preceding the clip. Assuming the wall you collide with is facing &#039;&#039;towards&#039;&#039; you (more than 90° away from your direction of motion), there are 3 different factors that can determine airtimes effect on the wallclip attempt. First, if you have &amp;lt;4 frames of airtime, airtime will &#039;&#039;not&#039;&#039; have an effect on the wallclip, this is known as a &amp;lt;u&amp;gt;low clip&amp;lt;/u&amp;gt;. If you have exactly 4 frames of airtime, airtime will have a &#039;&#039;small&#039;&#039; effect on the wallclip, only giving you a small bounce. This is only useful in very niche cases (see [[SNES Mario Circuit 3#Unrestricted Flap|SNES Mario Circuit 3]]). And if you get &amp;gt;4 frames of airtime, airtime will have a &#039;&#039;drastic&#039;&#039; effect on the wallclip height, when combined with high vehicle pitch, this bounce can cross massive gaps and clear high walls. Typically, this high bounce (known as a &amp;lt;u&amp;gt;high clip&amp;lt;/u&amp;gt;) gives the most air at 5 frames of airtime and decreases each frame you add at a moderate rate. For a traditional wallclip, hitting the wall with an airtime of 5 or more frames is essential, &lt;br /&gt;
&lt;br /&gt;
==Wallclip Variations==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==TAS BKTs==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Applicable categories&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Unrestricted&lt;br /&gt;
!No Ultra&lt;br /&gt;
!No Glitch&lt;br /&gt;
|-&lt;br /&gt;
!3lap&lt;br /&gt;
| style=&amp;quot;text-align:center; &amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; &amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center; &amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; &amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runs:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Relevant code==&lt;br /&gt;
For Vabold and other programmers.&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Wallclip&amp;diff=1163</id>
		<title>Wallclip</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Wallclip&amp;diff=1163"/>
		<updated>2025-10-09T05:06:31Z</updated>

		<summary type="html">&lt;p&gt;Tactical: Did the airtime section of the wallclip page under &amp;#039;Technical description&amp;#039;, may need revision&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox strat&lt;br /&gt;
|image=supergliding.png&lt;br /&gt;
|other_names=&lt;br /&gt;
|class=Glitch&lt;br /&gt;
|type=? &lt;br /&gt;
|date_found=?&lt;br /&gt;
|timesave=?&lt;br /&gt;
|theorisers=?&lt;br /&gt;
|discoverers=?}}&lt;br /&gt;
A &#039;&#039;&#039;Wallclip&#039;&#039;&#039; refers to any interaction where the player collides with a wall and gains height without losing speed.&lt;br /&gt;
&lt;br /&gt;
==Technical description==&lt;br /&gt;
&lt;br /&gt;
(todo: example of a typical wallclip &#039;&#039;before&#039;&#039; this part, for better context)&lt;br /&gt;
&lt;br /&gt;
There are 3 main components to keep in mind when performing a wallclip:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Approach angle.&#039;&#039;&#039; When you collide with a wall, the effect it has on your speed depends on the direction you&#039;re moving in relative to the facing direction (the &#039;&#039;normal&#039;&#039;) of the wall. Specifically, if the wall is facing &#039;&#039;towards&#039;&#039; you (more than 90° away from your direction of motion), colliding with it will kill all your speed and bounce you backwards a bit; but if the wall is facing &#039;&#039;away&#039;&#039; from you (less than 90° away from your direction of motion), you maintain all the speed you had before the collision, aside from any speed loss from a wheelie being cancelled. From a mathematical perspective, if the dot product of the player&#039;s total velocity vector and the wall&#039;s normal vector is &#039;&#039;positive&#039;&#039;, then no speed is lost. Colliding with the wall in this way is essential for a successful wallclip.&lt;br /&gt;
&lt;br /&gt;
(todo: visual with vectors and stuff)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Vehicle pitch.&#039;&#039;&#039; (todo)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Airtime.&#039;&#039;&#039;  When you collide with a wall, the height of the bounce you get can be affected by the airtime you have preceding the clip. Assuming the wall you collide with is facing &#039;&#039;towards&#039;&#039; you (more than 90° away from your direction of motion), there are 3 different factors that can determine airtimes effect on the wallclip attempt. First, if you have &amp;lt;4 frames of airtime, airtime will &#039;&#039;not&#039;&#039; have an effect on the wallclip, this is known as a &amp;lt;u&amp;gt;low clip&amp;lt;/u&amp;gt;. If you have exactly 4 frames of airtime, airtime will have a &#039;&#039;small&#039;&#039; effect on the wallclip, only giving you a small bounce. This is only useful in very niche cases (see [[SNES Mario Circuit 3]]). And if you get &amp;gt;4 frames of airtime, airtime will have a &#039;&#039;drastic&#039;&#039; effect on the wallclip height, when combined with high vehicle pitch, this bounce can cross massive gaps and clear high walls. Typically, this high bounce (known as a &amp;lt;u&amp;gt;high clip&amp;lt;/u&amp;gt;) gives the most air at 5 frames of airtime and decreases each frame you add at a moderate rate. For a traditional wallclip, hitting the wall with an airtime of 5 or more frames is essential, &lt;br /&gt;
&lt;br /&gt;
==Wallclip Variations==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==TAS BKTs==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Applicable categories&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Unrestricted&lt;br /&gt;
!No Ultra&lt;br /&gt;
!No Glitch&lt;br /&gt;
|-&lt;br /&gt;
!3lap&lt;br /&gt;
| style=&amp;quot;text-align:center; &amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; &amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center; &amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; &amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runs:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Relevant code==&lt;br /&gt;
For Vabold and other programmers.&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Supergrinding&amp;diff=1153</id>
		<title>Supergrinding</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Supergrinding&amp;diff=1153"/>
		<updated>2025-10-08T23:46:02Z</updated>

		<summary type="html">&lt;p&gt;Tactical: Added the egg cut to the list of strats using a supergrind underneath &amp;#039;Applications&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|supergliding|supersliding}}&lt;br /&gt;
{{Infobox strat&lt;br /&gt;
|image=&lt;br /&gt;
|other_names=&lt;br /&gt;
|class=Glitch&lt;br /&gt;
|type=External velocity exploit&lt;br /&gt;
|date_found=Late 2012&amp;lt;ref&amp;gt;[https://cdn.discordapp.com/attachments/747708415702466672/1202864487149998090/image.png Discovery date claim by Black]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|timesave= N/A&lt;br /&gt;
|theorisers=[[Black]]&lt;br /&gt;
|discoverers=Black}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergrinding&#039;&#039;&#039; is an [[external velocity]] (EV) exploit used to increase speed by performing [[rapid-fire hop abuse | RFH]] while alternating the joystick between some horizontal direction and neutral every other frame. This joystick alternation, commonly referred to as &amp;quot;SG inputs&amp;quot;, only has an effect on bikes.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== 2012-2019: Initial discovery and limited use ===&lt;br /&gt;
&lt;br /&gt;
=== 2019-2020: Realization of wider applications ===&lt;br /&gt;
&lt;br /&gt;
=== 2020-2021: Increase in mid-track supergrinds ===&lt;br /&gt;
&lt;br /&gt;
=== 2022-present: ODB supergrinding discovered ===&lt;br /&gt;
&lt;br /&gt;
== Technical description ==&lt;br /&gt;
&lt;br /&gt;
It is not yet fully understood why alternating the joystick builds EV. Below is a rough explanation.&lt;br /&gt;
&lt;br /&gt;
After having started performing RFH, you alternate the joystick inputs such that you are inputting a horizontal direction on the frame you press B (creating an [[Hop#Angle hop | angle hop]]), and neutral on the frame you release B (to prevent [[Hop#Committing | committing]]). This allows you to build EV, and if done long enough, move at a maximum of 120 XZ for an extended period of time.&lt;br /&gt;
&lt;br /&gt;
=== 90 degree rule ===&lt;br /&gt;
&lt;br /&gt;
Whenever you perform RFH, you approach a change in slope and repeatedly hop to lock your rotation to the initial slope. If you supergrind long enough, the small amount of rotation from the angle hops will start to stack up, immediately taking you off of a straight path. If you turn more than 90 degrees away from the downhill direction of the initial slope, you will be prematurely ejected. This is due to the fact that your [[Rotational axes#Roll | roll]] is constantly moving to the side, and eventually your front wheel will pop out of the ground. As a result of this rule, a lot of tracks with RFH spots do not have supergrinds, because the slopes are facing the wrong direction (e.g. [[GBA Bowser Castle 3]] and [[SNES Ghost Valley 2]]).&lt;br /&gt;
&lt;br /&gt;
== Relevant code ==&lt;br /&gt;
For Vabold and other programmers.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
=== ODB supergrinding ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=Cwjs7buORPI &amp;quot;&amp;lt;nowiki&amp;gt;[MKW TAS]&amp;lt;/nowiki&amp;gt; Shooting Star Supergrind Strat on Grumble Volcano&amp;quot; by Ancient]&#039;&#039;&lt;br /&gt;
Using an [[outside-drifting bike | ODB]], you can perform a different, much more versatile range of supergrind setups. Plenty of [[inside-drifting bike | IDB]] setups are impossible or slower with ODBs, however the ability to start a supergrind instantly while moving the direction you want to move and facing the direction you want to face, proves to incredibly useful.&lt;br /&gt;
&lt;br /&gt;
=== Downhill supergrinding (DSG) ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=SEZ8MyVQKgQ &amp;quot;Downhill Supergrinding using a Kart (DSG)&amp;quot; by Kierio05]&#039;&#039;&lt;br /&gt;
When RFHing downhill, you can build external velocity without inputting any joystick directions. This has the major benefit of allowing karts to supergrind.&lt;br /&gt;
&lt;br /&gt;
== Optimizations ==&lt;br /&gt;
&lt;br /&gt;
=== Ejection ===&lt;br /&gt;
&lt;br /&gt;
When reaching the end of a supergrind, you will have surplus amounts of EV. In order to maximize the use of it, you can &amp;quot;eject&amp;quot; from the supergrind by stopping hopping and performing some other action(s), such as drifting, wheelieing, or [[Hop#Momentum hop | momentum hopping]].&lt;br /&gt;
&lt;br /&gt;
=== Angle drop ===&lt;br /&gt;
&lt;br /&gt;
Often, at some point in a supergrind, you will approach another change in slope which causes your vehicle to become further tilted into the ground, losing speed. When this occurs, the best option is to stop and restart the supergrind by delaying a single hop for 1-2 frames. This will drop your angle to be level with the new ground.&lt;br /&gt;
&lt;br /&gt;
=== Hard turning ===&lt;br /&gt;
&lt;br /&gt;
Not alternating the joystick results in turning significantly more, at the cost of gradually losing EV. This happens because you are holding a direction on the second frame of each hop, and so are committing to a direction, which rotates you for that 1 frame. This can be useful if you are in a situation where turning faster matters more than building or maintaining EV.&lt;br /&gt;
&lt;br /&gt;
=== Softgrinding ===&lt;br /&gt;
&lt;br /&gt;
Traditionally, supergrinds are best used on long straights. The problem with this is that you will eventually stop going straight, and veer off the track. The most common way to stop yourself turning is just holding neutral on one or more hops, as this will prevent your EV from increasing. However, holding neutral will begin a slow redirection of your movement back towards your facing direction and you will gradually lose EV. A way to prevent this is just to hold a lower magnitude direction throughout the supergrind, using the smallest magnitude that has any effect on your roll: ±2.&lt;br /&gt;
&lt;br /&gt;
=== Counter-rotation ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=KcjgFEik0VQ &amp;quot;Optimal Supergrind Counter-Rotation&amp;quot; by Kierio05]&#039;&#039;&lt;br /&gt;
Even with softgrinding, you will eventually turn too far, and so correction is required. The naive way of counter-rotating is to alternate the joystick in the opposite direction, or even hard turn the opposite direction. However, by alternating the joystick back and forth between one direction and another, you can gain EV from the angle hop, and then commit to hopping the opposite direction, countering the rotation. As you rotate significantly less during the angle hop frame, counter-rotation can actually be used to traverse turns in the opposite direction, however the more you counter-rotate, the more EV is lost from doing so.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Applicable categories&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Unrestricted&lt;br /&gt;
!No Ultra&lt;br /&gt;
!No Glitch&lt;br /&gt;
|-&lt;br /&gt;
!3lap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Supergrinding is currently used in many 3lap and flap categories, and is used both on its own and to perform the following &#039;&#039;&#039;strats&#039;&#039;&#039;:&lt;br /&gt;
* LC ultra shortcut&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=lWVkvLACPCo &amp;quot;&amp;lt;nowiki&amp;gt;[MKW TAS]&amp;lt;/nowiki&amp;gt; New Ultra Shortcut on Luigi Circuit&amp;quot; by Jellopuff]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* MC shroomless ultra shortcut with ODB&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=dKyIekfR_ck &amp;quot;MC shroomless ultra with ODB&amp;quot; by Ejay B]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* DDR ultra shortcut&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=clN8JQ8Nr1s &amp;quot;New Ultra Shortcut on Dry Dry Ruins&amp;quot; by BlazeMSX]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* MH ultra shortcut&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=odwgrKDVVCY &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; New (Ultra) Shortcut on Moonview Highway&amp;quot; by Monster]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* BC ultra shortcut&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=WFcCjWEEL-U &amp;quot;&amp;lt;nowiki&amp;gt;[MKW TAS]&amp;lt;/nowiki&amp;gt; New Ultra Shortcut on Bowser&#039;s Castle&amp;quot; by Jellopuff]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* rPB shroomless delayed lap count&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=0bHjyZ-ZHO0 &amp;quot;NU rPB Delayed lap count shroomless&amp;quot; by Arthur]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* rYF ultra shortcut (including delayed lap count)&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=kJlx67QVd1g &amp;quot;New Ultra Shortcut on DS Yoshi Falls&amp;quot; by Michael]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* rYF egg cut&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=UPKx93ou7BA &amp;quot;Another New Shortcut on DS Yoshi Falls&amp;quot; by Micheal]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* rMR hill shortcut&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SqtPLthNdMk &amp;quot;New Super Grinding Shortcut on Raceway&amp;quot; by N3vermind]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* rDS fountain shortcut&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=YNA1F1MRpFA&amp;amp;pp=ygUGMzcuODc4 &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; DS Delfino Square Flap - 37.878 (Super Grinding) by Marth &amp;amp; Kierio&amp;quot; by Marth]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supergrinding has also been used in TASes on the following &#039;&#039;&#039;custom tracks&#039;&#039;&#039;:&lt;br /&gt;
* Big Express City&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=12B3G5_AvVY &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; Big Express City (No Ultra Shortcut) - 1:44.892&amp;quot; By Michael]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Hman&#039;s Deathrun 2&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=np9pQD7XJ2o &amp;quot;MKWii TAS Competition 2021 - Task 9 Results&amp;quot; by Kierio04]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Lunar Spaceway&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=QVBmL5syOy0 &amp;quot;&amp;lt;nowiki&amp;gt;[MKW TAS]&amp;lt;/nowiki&amp;gt; Lunar Spaceway - 2:51.895&amp;quot; by BlazeMSX]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Sagittarius Circuit&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=9s7ZNSe3Y9Y &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; Sagittarius Circuit (Pre-Release) - 44.417 (Supergrinding)&amp;quot; by Kierio04]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1152</id>
		<title>Supersliding</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1152"/>
		<updated>2025-10-08T23:24:37Z</updated>

		<summary type="html">&lt;p&gt;Tactical: Added and image and alternate names to the Infobox Strat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|supergliding|supergrinding}}&lt;br /&gt;
{{Infobox strat&lt;br /&gt;
|image=WBSS 1.png&lt;br /&gt;
|other_names=WBSS, DDSS, SS&lt;br /&gt;
|class=Glitch&lt;br /&gt;
|type=External velocity exploit&lt;br /&gt;
|date_found=&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|timesave= N/A&lt;br /&gt;
|theorisers=&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|discoverers=&#039;&#039;Unknown&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supersliding&#039;&#039;&#039; is an [[external velocity]] (EV) exploit used to increase speed by alternating the joystick between some horizontal direction and neutral every other frame while wedged inside of the ground. This joystick alternation, commonly referred to as &amp;quot;[[Supergrind | SG inputs]]&amp;quot;, only has an effect on bikes. Additionally, only [[Inside-drifting-bikes | IDBs]] can superslide — with the exception of the [[Vehicles#Wario Bike | Wario Bike]], which is an [[Outside-drifting-bikes | ODB]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== 2012-2015: Initial IDB discovery and limited use ===&lt;br /&gt;
&lt;br /&gt;
=== 2016: Initial Wario Bike discovery ===&lt;br /&gt;
&lt;br /&gt;
=== 2017-2023: Increase in minor applications ===&lt;br /&gt;
(Calidae Desert, SNES Bowser&#039;s Castle 2)&lt;br /&gt;
&lt;br /&gt;
=== 2023-present: The supersliding revolution ===&lt;br /&gt;
&lt;br /&gt;
== Technical description ==&lt;br /&gt;
It is not yet fully understood why alternating the joystick builds EV. Below is a rough explanation.&lt;br /&gt;
&lt;br /&gt;
After getting wedged inside the ground, you alternate the joystick inputs. This allows you to build EV, and if done long enough, move at a maximum of 120 XZ for an extended period of time.&lt;br /&gt;
&lt;br /&gt;
== Relevant code ==&lt;br /&gt;
For Vabold and other programmers.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
=== Tail hitbox supersliding ===&lt;br /&gt;
Add Mikul&#039;s Superstar Dystopia flap&lt;br /&gt;
&lt;br /&gt;
== Optimizations ==&lt;br /&gt;
&lt;br /&gt;
=== Accelerating ===&lt;br /&gt;
&lt;br /&gt;
=== Reversing ===&lt;br /&gt;
&lt;br /&gt;
=== Wall bonking ===&lt;br /&gt;
&lt;br /&gt;
=== Hard turning ===&lt;br /&gt;
&lt;br /&gt;
=== Superslidegrind ===&lt;br /&gt;
For uphills.&lt;br /&gt;
&lt;br /&gt;
=== EV building in confined space ===&lt;br /&gt;
Travel in circle e.g. CM carpark&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Applicable categories&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Unrestricted&lt;br /&gt;
!No Ultra&lt;br /&gt;
!No Glitch&lt;br /&gt;
|-&lt;br /&gt;
!3lap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Supersliding is currently used in many 3lap and flap categories, and is used both on its own and to perform the following &#039;&#039;&#039;strats&#039;&#039;&#039;:&lt;br /&gt;
* DC fountain skip&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=uwTk9l81CdQ &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; Daisy Circuit Fast Lap (No Ultra, Supersliding) - 20.675&amp;quot; by Monster, Alego11, César, clem, Ejay B, and Marth&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supersliding has also been used in TASes on the following &#039;&#039;&#039;custom tracks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=File:WBSS_1.png&amp;diff=1151</id>
		<title>File:WBSS 1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=File:WBSS_1.png&amp;diff=1151"/>
		<updated>2025-10-08T23:19:40Z</updated>

		<summary type="html">&lt;p&gt;Tactical: King boo supersliding on Ghost Valley 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
King boo supersliding on Ghost Valley 2&lt;/div&gt;</summary>
		<author><name>Tactical</name></author>
	</entry>
</feed>