Supergliding: Difference between revisions

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{{distinguish|supergrinding}}
{{distinguish|supergrinding|supersliding}}
{{Infobox strat
{{Infobox strat
|image=supergliding.png
|image=supergliding.png
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|theorisers=[[Ejay B]]
|theorisers=[[Ejay B]]
|discoverers=[[Ejay B]]}}
|discoverers=[[Ejay B]]}}
'''Supergliding''' is an [[external velocity]] (EV) exploit used to increase speed. It currently has one known use for Nintendo tracks due to its reliance on [[slow-ramp-abuse]], and is only possible on bikes.
'''Supergliding''' is an [[external velocity]] (EV) exploit used to increase speed. Although once used as a timesaving strategy on [[SNES Ghost Valley 2]], it now has zero known uses for TAS BKTs due to its reliance on [[slow-ramp-abuse]]. Supergliding is only possible on bikes.


== History ==
== History ==
Despite supergliding being a 2023 discovery, a fundamental part of it was found [[Slow-ramp-abuse#History | over a decade prior]].
Supergliding was discovered in 2023, however, a fundamental part of it, [[Slow-ramp-abuse#History | slow-ramp-abuse]], was found over a decade prior. Despite the impressive spectacle of the glitch, it remained useless for time trials until February 2, 2023, when [[Ejay B]] accidentally entered the state on SNES Ghost Valley 2 while trying to optimise the last ramp for a TAS. Wishing to complete an entire lap of the course in this state for fun, he utilised the properties of the grey blocks to pinball the vehicle around. In the process, Ejay discovered that specific manipulation of bike [[Rotational axes#Roll | roll]] and joystick inputs while in this state could build up XZ speed. He navigated to the last turn and found a setup which allowed for the exploit to carry speed into the following lap. After some optimisation, the next lap could be entered with enough speed to make it faster than a standard miniturbo entry. Supergliding allows for a 117.1 XZ lap entry, saving ~0.250 over [[Inside-drifting bike | IDB]] no glitch flaps. Since then, [[Outside-drifting bike | ODBs]] have been used in conjunction with completely different strategies, such as [[supersliding]], to achieve a time even faster by ~0.500. Hence, supergliding is no longer viable.


Besides the impressive spectacle of the glitch, it remained useless for time trials until Februrary 2, 2023, when [[Ejay B]] accidentally entered the state on SNES Ghost Valley 2 whilst trying to optimise the last ramp for a TAS. Wishing to complete an entire lap of the course in this state for fun, he utilised the properties of the grey blocks to pinball the vehicle around. In the process, Ejay discovered that specific manipulation of bike [[Rotational axes#Roll | roll]] and joystick inputs whilst in this state could build-up XZ speed. He navigated to the last turn and found a setup which allowed for the exploit to carry speed into the following lap. After some optimisation, the next lap could be entered with enough speed to make it faster than a standard miniturbo entry. As it stands, supergliding allows for a 117.1 XZ lap entry saving ~0.250 over no glitch flaps.
==Technical description==
 
== Technical description ==
The exact inputs used to fully optimise the setup of a superglide are not fully understood as of now. Below is a rough explanation.
The exact inputs used to fully optimise the setup of a superglide are not fully understood as of now. Below is a rough explanation.


After slow-ramp-abuse has been performed, the player must turn the vehicle so that the facing direction is perpendicular to the travelling direction. The player must then turn for a short time in the opposite direction to their travel, making the bike lean. Then, the opposite direction to that must be held until the bike's roll is approximately neutral. At this point, the joystick must be repeatedly alternated in a pattern of {0, ±2}, with the direction of the 2nd input being in the direction of travel. Inputs greater in magnitude than 2 can be used, but will result in inefficient speed-building. The same goes for not adhering to frame-perfect joystick alternations, and instead turning, e.g., once every three frames.
After slow-ramp-abuse has been performed, the player must turn the vehicle so that the facing direction is perpendicular to the travelling direction. The player must then turn for a short time in the opposite direction to their travel, making the bike lean. Then, the opposite direction to that must be held until the bike's roll is approximately neutral. At this point, the joystick must be repeatedly alternated in a pattern of {0, ±2}, with the direction of the 2nd input being in the direction of travel. Inputs greater in magnitude than 2 can be used, but will result in inefficient speed-building. The same goes for not adhering to frame-perfect joystick alternations, and instead turning, e.g., once every three frames.


As the joystick is alternated, EV will slowly increase. Eventually, 70 EV will be reached, which, combined with the locked 50 [[internal velocity]] (IV), will provide a max speed of 120 XZ. EV will still continue to increase, but at this point it is no longer necessary to continue the strict alternation pattern to maintain top speed, since it is capped at 120.
As the joystick is alternated, EV will slowly increase. Eventually, 70 EV will be reached, which, combined with the locked 50 [[internal velocity]] (IV), will provide a max speed of 120 XZ. EV will still continue to increase, but at this point it is no longer necessary to continue the strict alternation pattern to maintain top speed, since it is capped at 120. If airtime is achieved during a superglide, the superglide will end on the frame that the vehicle touches the ground after being airborne. The IV lock will be removed, and external velocity will quickly dissipate. Because of this, it isn't possible to exit a superglide in an [[Outside-drifting bike | ODB]] and immediately begin [[superhopping]] at full speed.
 
The imprecision of supergliding, unlike most other EV exploits, means that it is viable for use in real-time human runs.
 
If airtime is achieved during a superglide, the superglide will end on the frame that the vehicle touches the ground after being airborne. The IV lock will be removed, and external velocity will quickly dissipate. Because of this, it isn't possible to exit a superglide in an [[Outside-drifting bike | ODB]] and immediately begin [[superhopping]] at full speed.


== TAS BKTs ==
The imprecision of supergliding, unlike most other EV exploits, means that it is viable for use in [[Real-time attack | RTA]] time trials if desired.
==TAS BKTs==
{| class="wikitable"
{| class="wikitable"
|+ Applicable categories
|+Applicable categories
|-
|-
!Type
!Type
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|-
|-
!3lap
!3lap
| style="text-align:center; |No
| style="text-align:center; " |No
| style="text-align:center; |No
| style="text-align:center; " |No
| style="text-align:center; color:red" |''Banned''
| style="text-align:center; color:red" |''Banned''
|-
|-
!Flap
!Flap
| style="text-align:center; |No
| style="text-align:center; " |No
| style="text-align:center; color:#028A0F" |Yes
| style="text-align:center; background-color:#DDEBFF" |Obsoleted
| style="text-align:center; color:red" |''Banned''
| style="text-align:center; color:red" |''Banned''
|}
|}
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SNES Ghost Valley 2 Flap (No Ultra SC) - [https://www.youtube.com/watch?v=z-EWl8Cm3wo 15.766 by Ejay and Citrinitas].
SNES Ghost Valley 2 Flap (No Ultra SC) - [https://www.youtube.com/watch?v=z-EWl8Cm3wo 15.766 by Ejay and Citrinitas].


== Relevant code ==
==Relevant code==
For Vabold and other programmers.
For Vabold and other programmers.
== Trivia ==
* Despite slow ramp collision being present in [[GBA Shy Guy Beach]] and [[Moonview Highway]], slow-ramp-abuse — and hence supergliding — can't be performed on them (due to the shape of the ramp in GBA Shy Guy Beach, and the tops of cars/trucks being entirely surrounded by air in Moonview Highway).