DS Yoshi Falls: Difference between revisions

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m Potential timesaves: i just didn't finish writing this lmfao
 
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<b>NG Flap</b>
<b>NG Flap</b>
*Manual transition is likely better than automatic. With the additional mushrooms, manual is able to eliminate one of the rehops, reducing the disadvantage over automatic. However, no fully optimized flaps exist for either transmission, so the
*Manual transition is likely better than automatic. With the additional mushrooms, manual is able to eliminate one of the rehops, closing the gap between it and automatic. However, no fully optimized flaps exist for either transmission, so it is not confirmed which transmission is better.


== References ==
== References ==

Latest revision as of 11:44, 19 October 2025

DS Yoshi Falls is the second course of the Shell Cup in Mario Kart Wii. Its first appearance as a course was in Mario Kart DS. It is significant in that it has the fastest NU Flap of all 32 tracks, being faster than most tracks' UR flaps utilising ultra shortcuts.

Overview

Current BKTs
Type Unrestricted No Ultra No Glitch
3lap 0:49.913 0:57.572
Flap 6.969 12.190 18.176

DS Yoshi Falls has a flap-only ultra shortcut, which uses supergrinding, a delayed lap count, wallclips, and respawning to save time. Outside the ultra shortcut, it also currently benefits from the use of supergrinding and wallclips in both 3lap and flap categories. Hence, it has two 3lap and three flap categories. The Unrestricted 3lap record is also technically the No Ultra 3lap record since no ultra shortcut is used.

Unrestricted 3lap

Video: 0:49.913 by Corvid, Mikul (2025)

The current strategy for UR 3lap is to supergrind on all 3 laps, and perform the egg shortcut on lap 3. Funky Kong + Spear is used, because this combo is able to gain a lot of EV in the short supergrind before the egg cut.

  • Lap 1: A custom startslide is used to start with a good line into the waterfall, while sacrificing as little forward distance as possible. The first mushroom is used at the waterfall to prevent speed loss and start a supergrind on the banking. This supergrind continues until the second supergrind, and EV is preserved with a few momentum hops. Another supergrind is started on the slopes at the last turn, using the boost from the zipper. It is carried into the next lap.
  • Lap 2: The supergrind is continued up until the first waterfall. The EV from it is preserved with momentum hops, and using the soft walls at the edge of the turn. The soft walls also help redirect motion so that the bike can make it through the turn in a drift, and the miniturbo is released into the bridge. The next part of the track follows manual no glitch strategies, up to the last turn where another supergrind is started.
  • Lap 3: The previous supergrind is continued up to the first waterfall. The second mushroom is used there to start a supergrind on the banking, like on lap 1, and gain a lot of EV. The EV is preserved up to the next waterfall with momentum hops, launching towards the giant egg shroomless. The third mushroom is used at the egg to increase IV upon touching it; because of the bike's high pitch rotation, IV is pointing upwards, therefore the mushroom has a big effect on height. The landing recovery simply involves a SSMT to turn towards the finish line.

Unrestricted Flap

Video: 6.969 by Jellopuff, Kierio (2024)

The current strategy for UR flap is to perform the ultra shortcut with a delayed lap count. Baby Daisy + Bullet Bike is used. First, the delayed lap count is performed shroomless. This involves starting a supergrind at the bridge, accumulating over 200 EV, and ejecting to carry a lot of momentum into the giant egg. With a good bounce from the egg, it is possible to land on the other side of the track and break the checkpoint progression, with the finish line still active.
The second part of the setup involves starting another supergrind at the bridge, this time driving through the track backwards to carry it all the way to the first turn. The first mushroom is used at the banking at the first turn; this greatly increases the amount of EV accumulated, to about 300. The slopes around the waterfall are used to turn to the left and gain a lot of height, before crossing the finish line backwards to start the flap, flying towards the egg. The second mushroom is used before touching the egg to increase IV, and therefore height. The third mushroom is used in the air for more distance, and also to have boost upon landing to quickly accelerate. Due to the mushroom boost, using the barrel roll state to quickly turn is not viable, so the landing recovery simply involves hopping up and charging a miniturbo.

No Ultra Flap

Video: 12.190 by Jellopuff (2024)

The current strategy for NU flap is to perform supergrinding and the egg shortcut. Funky Kong + Spear is used. The flap setup involves entering a supergrind at the wooden bridge near the end of the track, and accumulating about 200 EV before starting the flap. The bike ejects from the supergrind at the first turn, and uses preserves most of the EV with momentum hops through the first turn, using the soft walls at the edge of the banking to redirect motion and keep a tight line. After more momentum hops the waterfall, the bike launches off towards the giant egg shroomless. The first mushroom is used at the egg, to increase IV (and therefore height) upon touching it. After landing on the other side of the track facing backwards, the soft walls are used to enter a barrel roll state, nearly flipping the bike. The second mushroom is used to accelerate, forcing the bike out of the barrel roll and sharply changing its yaw rotation in the process. The third mushroom is used to stay at 120 u/f until the finish.

No Glitch 3lap

Video: 0:57.572 by Alego11, Corvid, Marth (2025)

Funky Kong + Spear is used for the high top speed stat. Automatic transmission has been demonstrated to be a few frames faster than manual.[1] This is due to its ability to wheelie turn without speed loss, eliminating rehops.

  • First turn: The mushroom is used here on every lap, both to avoid the speed loss from the waterfall, and to avoid having to slowly accelerate to max wheelie speed after the drift ends. The sloping after the waterfall is used to go airborne and cut over some of the turn. The soft walls assist in recovering from the jump and making the turn. The shroom is delayed as much as possible, for a better line into the bridge.
  • Bridge: Automatic is able to wheelie turn through both shallow turns, being the main time gain over manual. On the slope transition before the bridge, getting a stick rotates the bike sharply to the right due to rotation conversion, making this strategy possible.
  • Second turn: A wheelie drop before the boost panel is done for a tighter line through the turn. The wheelie drop allows for an auto spindrift, to quickly turn to the right. Bounces after the boost panel, and A-tech further assist with turning.
  • Waterfall: The waterfall causes speed loss, and automatic can't miniturbo to quickly get up to top speed. Landing on the waterfall is delayed as much as possible, by using the soft wall before the downhill slope to gain large airtime. The wheelie is dropped midway through the waterfall (once IV is about to drop below regular top speed) for tighter turning exiting the waterfall. After sticking to the uphill slope, the auto rewheelie strat is performed to turn tighter, without speed penalty due to already being far below max wheelie speed.
  • Last turn: An auto spindrift is done at the boost panel, like before. Going from +7 to -7 and back during the drift allows to change the drifting direction on command, which is used to realign to the left before committing to the right fully. A-tech is again used to get more rotation when the boost ends. On lap 3, there is no need to align for the next lap, so an artificial chain wheelie is done for a better line to the finish.
  • Lap transition: The turn is too tight to simply wheelie turn throughout, so a small drift is started, followed by auto rewheelies, to gain rotation while sacrificing as little speed as possible. On lap 1, the start slide and start boost allow a simpler alternative line.

No Glitch Flap

Video: 18.176 by Estaloy, Kierio, SirLucas (2023)

Like for the 3lap, Funky Kong + Spear is used. Automatic transmission is currently used too, but manual is likely better.

  • Lap entry: The flap starts on the right side to reduce distance driven. The first mushroom is used at the downhill slope transition, to realign into the first turn without losing a lot of speed like the 3lap.
  • First turn - second turn: Same strategies as the 3lap. Second mushroom is used here.
  • Waterfall: The third mushroom is used here, both to avoid the slowdown from the waterfall, and to cut a small part of the track using airtime from the uphill slope transition.
  • Last turn: Same as the 3lap.

History

TODO: History of all strat developements. Section devoted to the ultra shortcut, the egg shortcut, and supergrinding.

TAS Competitions

DS Yoshi Falls has featured in two tasks of the MKWii TAS Competition (Task 6 2020, Task 10 2021).

Future

Known timesaves

UR 3lap

  • It is possible to perform the egg cut with only 1 mushroom, by starting the supergrind with a miniturbo instead of a mushroom, which still gives enough EV for the shortcut. This makes it faster to do the cut on all 3 laps.[2]
  • Sneakster gains more EV than Spear at the egg cut supergrind.[3]

UR Flap

  • There is a currently unuploaded 5.886 collab.[4]

NU Flap

  • Implement the delayed lap count.

Potential timesaves

NG Flap

  • Manual transition is likely better than automatic. With the additional mushrooms, manual is able to eliminate one of the rehops, closing the gap between it and automatic. However, no fully optimized flaps exist for either transmission, so it is not confirmed which transmission is better.

References