Moo Moo Meadows
Moo Moo Meadows is the second course of the Mushroom Cup in Mario Kart Wii.
Overview
Type | Unrestricted | No Ultra | No Glitch |
---|---|---|---|
3lap | 1:12.159 | 1:13.469 | |
Flap | 9.207 | 21.962 | 21.368 |
Moo Moo Meadows has a 3lap viable ultra shortcut, and currently benefits from supergrinding and superhopping in both 3lap and flap categories. Hence, it has three 3lap and three flap categories. However, no TAS exists for a 3lap with the ultra shortcut, so the No Ultra 3lap record is the Unrestricted 3lap record for the time being.
Unrestricted 3lap
The current strategy for UR 3lap is to perform a supergrind at the end of laps 1 and 2; carrying it until the first turn, where an ejection is performed, preserving EV via momentum hops. The supergrind is not used at the end of lap 3, as it is only faster after it has been held for a few seconds into the following lap. Every lap, a RFH low trick is performed on both ramps. On the "blue ramp", this is done get a trick as soon as possible. On the boost ramp, this trick is done to be low enough to start RFH and mask the low speed with the trick boost. On lap 3, this trick is as low as possible, which is faster when the supergrind doesn't need to be considered. All three mushrooms are used on the grass cut before the blue ramp, once each lap.
Unrestricted Flap
- Video: 9.207 by Jellopuff (2023)
The current strategy for UR flap is to perform an ultra shortcut. The strategy is dependent on several ODB-exclusive techniques, so obviously requires an outside-drifting bike; in this case the Phantom is used. First, you wallclip the surrounding fence behind the finish line shroomless to reach the finish line banner. The top of the banner is two diagonal walls facing upwards, which meet at an intersection that acts like a horizontal wall, allowing for HWG to be performed. Hitting this intersection unavoidably enters the next lap, so after landing out of bounds, you wall hug forwards around the entire lap until reaching the finish line again. By charging and releasing a SSMT boost, you perform a spin hop under the 10 IV threshold to change your rotation. The first mushroom is used to do this a second time, which is used to start drifting. This drift results in a bounce upon wheelieing, which is used to perform an ODB clip. This wallclip takes you into the next lap and into the solid OOB. By nosediving, you can perform an OOB hop. By now, the first mushroom has run out and you will receive the 0.1 speed modifier from the solid OOB, decelerating you quickly enough to stay on the OOB seam. You then SSMT to turn to the left, and use the second mushroom to accelerate. From here, you hop to the right and perform a seam swing. As you fall towards the last KCP, you use the third mushroom to prevent losing boost speed, and then respawn. The respawn puts you in the last CP, from where you can use a respawn boost and drive to the finish line, however since you came via the last KCP, you do not get a lap subtracted, and the lap counts.
No Ultra Flap
- Video: 21.962 by Kierio (2022)
The current strategy for NU flap is to perform a supergrind into the lap, and then use superhopping, where applicable, for the rest of the lap. Because of this an ODB is used, specifically the Shooting Star. For superhopping on the first turn to be viable, the supergrind has to be facing to the left, and so a flap-only ODB supergrind must be used. The first mushroom is used on the first grass cut of the section with the cows, the second is used in the 3lap shroomspot, and the third is used in the grass on the last turn.
No Glitch 3lap
The current strategy for NG 3lap is to drive 3 laps normally, with every lap using the same strats. The only difference between the UR 3lap and the NG 3lap is the lack of the supergrind, as all other strategies are identical.
No Glitch Flap
The current strategy for NG flap is basically a combination of the NG 3lap and NU flap strats, where the driving strategies from the NG 3lap are used, and the shroomspots from the NU flap are used.
History
TODO: History of all strat developements. Section devoted to supergrinding as well as one for the ultra shortcut and all the theories that led to its discovery.
Future
Known timesaves
- UR 3lap - The ultra shortcut can be used to bring the TAS well under 1:10. No work has been done towards routing, and no work-in-progress TAS exists, aside from a shroomless lap 1 demo [1] proving superhopping wouldn't make the ultra slower. This would create a new category, making the current UR 3lap the new NU 3lap.
- UR 3lap - The current TAS uses a highly outdated start slide, and the beginning of the first lap was made before full input range was available, so wheel inputs could be used to save time during any airtime
- UR 3lap - Every section TASed solely by Kierio was made in only 5 days, so more time could be cut from just further optimisation
- NU flap - The current TAS is missing a few minor superhopping optimisations throughout the entire lap, so could benefit from those being implemented
- NG flap - The lap can be entered with a miniturbo boost from a double wheelie SSMT slip drift, saving a small amount of time over the grounded hop drift
- NG flap - You can get a slip drift into the first shroomspot to charge a miniturbo during the boost, saving time over the plain wheelie strategy
Potential timesaves
- UR 3lap - If superhopping were done fast enough, it could be used instead of the IDB supergrind strategy. Once the 3lap with the ultra shortcut has been made, we will know whether this is the case.
- UR flap - If the ultra shortcut can be done with the Shooting Star, it would probably be faster than Phantom.
References
- ↑ Lap 1 shroomless demo with SH, image by Kierio, 2023