Supergliding: Difference between revisions

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== History ==
== History ==
Despite supergliding being a 2023 discovery, a fundamental part of it was found over a decade prior (see: history of slow-ramp abuse).
Despite supergliding being a 2023 discovery, a fundamental part of it was found over a decade prior (see: [[https://wiki.mkwtas.com/wiki/Slow-ramp-abuse|history of slow-ramp-abuse]]).
 
Slow-ramp-abuse was first popularised by the 2011 custom track [https://wiki.tockdom.com/wiki/Calidae%20Desert Calidae Desert], which included a large slope on the last turn with slow-ramp properties. This enabled players to easily enter a strange grounded gliding state characterised by limited control of the vehicle's travelling direction, as can be seen [https://youtu.be/COXI30rRvVE?t=71 here]. This would later be proven reproducible on Nintendo tracks, as demonstrated by Reo in his 2014 [https://youtu.be/a3Kmdh_5Qvo?t=108 Mushroom Gorge TAF], through the use of the ramp inside the cave. Alongside Mushroom Gorge, it was shown possible on GBA Bowser Castle 3 and SNES Ghost Valley 2.


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 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.
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 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.
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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 (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.


The imprecision of supergliding, unlike most other external velocity exploits, means that it is viable for use in real-time human runs.
The imprecision of supergliding, unlike most other external velocity exploits, means that it is viable for use in real-time human runs.