Mario Circuit

Revision as of 18:53, 26 August 2023 by Ejay B (talk | contribs) (Created page with "'''Mario Circuit''' is the first course of the Flower Cup in ''Mario Kart Wii''. == Overview == {| class="wikitable" |+ Current BKTs |- !Type !Unrestricted !No Ultra !No Glitch |- !3lap | style="text-align:center;" |38.932 | colspan="2" style="text-align:center;" |1:17.983 |- !Flap | style="text-align:center;" |8.469 | style="text-align:center;" |21.523 | style="text-align:center;" |24.093 |} Mario Circuit has a 3lap viable ultra shortcut, and currently benefi...")
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Mario Circuit is the first course of the Flower Cup in Mario Kart Wii.

Overview

Current BKTs
Type Unrestricted No Ultra No Glitch
3lap 38.932 1:17.983
Flap 8.469 21.523 24.093

Mario Circuit has a 3lap viable ultra shortcut, and currently benefits from superhopping, and supergrinding in both 3lap and flap categories. Hence, it has three 3lap and three flap categories. The No Glitch 3lap record is also technically the No Ultra 3lap record, since there is no existing No Ultra 3lap run which uses glitches.

Unrestricted 3lap

Video: 38.932 by Monster (2023)

The current strategy for UR 3lap is to perform the ultra shortcut. The idea is to wallclip the mountain wall at the beginning of the track to travel over the invisible wall extending up from the grey wall, so as to hit the finish line pole. Doing so correctly allows you to fall through a gap in the ground and into the tunnel, at which point you are able to drive normally and complete a lap. Superhopping from here until the end of the last turn allows you to drive most of this section at high XZ speed due to EV building. Since superhopping makes your bike face left, it is necessary to end the superhop and drift right so that the bike's facing direction is corrected for the next wallclip. A mushroom and wheelie are used to return to top speed, and the slope from the curb provides lots of height, allowing for a wallclip over the invisible wall again. This time, the aim is not to hit the finish line pole, but rather to land further and at the very edge of the grass above the tunnel exit, on an almost-flat wall. Hitting this wall sets your IV between -10 and 10, enabling you to charge an SSMT. Simultaneously, your falling speed is converted into sideways momentum by the wall, sending you left at speed. As your sideways momentum dissipates upon landing, the now-charged SSMT can be released, accelerating your IV back up to max drift speed. From here, the same strategies are repeated until the end of the race, with the exception of the last turn of lap 3, where the superhopping continues until the finish line.

Unrestricted Flap

Video: 8.469 by Luke (2023)

The current strategy for the UR flap is to perform the ultra shortcut. RFH is performed on the sloped curb before the last turn. Supergrinding from here until the third-last tree provides you with enough EV to eject from the curb with sufficient height to clear the mountain wall. Driving into the tunnel from here, if done carefully, allows you to trigger the finish line (which is a quadrilateral checkpoint box) from the side instead of the front. This saves time over the method used in the UR 3lap TAS because time isn't spent travelling through the air and falling down to the ground after starting the lap. Doing the prior wallclip shroomless means you can spend almost the entire flap through offroad chaining mushrooms and miniturbos. ODB isn't used for UR flap because of lower max speed, and also its EV-building abilities are useless against the three mushroom boosts.

No Ultra Flap

Video: 21.523 by Ancient (2022)

The current strategy for NU flap is to perform superhopping and supergrinding. The same slope location used for the UR flap supergrind is utilised here, and a supergrind can be carried all the way to the first turn. At this point, enough EV has been built to eject from the supergrind and start superhopping already at max speed. Curb slopes are used to take some successive turns tighter, and also help maintain high EV. The boost ramp shortcut can be taken shroomless at high speed too. The rest of the lap involes using mushrooms to drive through the grass, and superhopping from the last turn until the finish line.

No Glitch 3lap

Video: 1:17.983 by Rocky, Monster, and Ancient (2020)

The current strategy for NG 3lap is to drive 3 laps normally, performing various small shortcuts. TO DO: Finish this.

No Glitch Flap

Video: 24.093 by Ejay, Citrinitas, and Kierio (2020)

The current strategy for NG 3lap is to drive 3 laps normally, performing various small shortcuts. TO DO: Finish this.

History

TODO: History of all strat developements. Section devoted to the ultra shortcut and its variations over time, as well as the supergrinding.

TAS Competitions

Mushroom Gorge has featured in TO DO: List competitions.

Future

Known timesaves

NU 3lap

  • Superhopping and supergrinding combined can be performed throughout the entire race, resulting in a time much faster than No Glitch.

NU Flap

  • Supersliding for the entire flap using Wario Bike is faster by around one second.

NG 3lap

  • A faster start slide exists than the one used in the current TAS
  • A jammed trick can be performed at the ramp to save some time.
  • More optimization has been done at the beginning of lap 1, and can similarly be done in the rest of the TAS.
  • The run was made before full input range was available, so wheel inputs could be used to save time during any airtime.

NG Flap
Like in the NG 3lap, a jammed trick can be performed at the ramp to save some time.

  • The run was made before full input range was available, so wheel inputs could be used to save time during any airtime.

Potential timesaves

None, currently.

References