N64 Bowser's Castle: Difference between revisions
Sir Corvid (talk | contribs) Added information for all categories (I wasn't super thorough for UR but I think it's informative enough) |
m Added "(this is known as a Delay Clip)" when it describes the first delay clip performed on lap 3 |
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*<b>Lap 1</b>: 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's poor drift. | *<b>Lap 1</b>: 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's poor drift. | ||
*<b>Lap 2</b>: 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. | *<b>Lap 2</b>: 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. | ||
*<b>Lap 3</b>: 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, 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.<br> | *<b>Lap 3</b>: 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.<br> | ||
:The lap continues with some regular driving. Due to the Spear'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. | :The lap continues with some regular driving. Due to the Spear'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. | ||