Coconut Mall
Coconut Mall is the second course of the Flower Cup in Mario Kart Wii.
Overview
Type | Unrestricted | No Ultra | No Glitch |
---|---|---|---|
3lap | 22.714 | 1:28.918 | 1:50.608 |
Flap | 3.395 | 19.697 | 35.939 |
Coconut Mall has a 3lap viable ultra shortcut, and currently benefits from HWG (which is used to drive OOB), delayed lap counts, wallclips, superhopping, and supersliding in both 3lap and flap categories. Hence, it has three 3lap and three flap categories.
Unrestricted 3lap
The current strategy for UR 3lap is to perform the ultra shortcut. The best way to perform the ultra shortcut is to repeatedly drive from the finish line to the last KCP in the parking lot to the right of the finish line. To start the race, you drive over to the wall on the right and perform a parallel clip, propelling you up to a horizontal wall (HW) flush with the "Coconut Mall" sign. By hitting the sign at its rightmost point, the sign will be facing diagonally, pushing you slightly towards the invisible wall to your right. As you are colliding with the HW and the sign, HWG is active for the next 20 frames, so you have enough room to barely pass through the invisible wall and fall OOB. The specific location you land is important, as the time spent in the air falling is time not spent on the ground accelerating. The stair collision extends partially OOB, so landing there lets you keep a small amount of speed forwards. You must hit CP1 here as otherwise you will be 95% ruled when entering the last KCP. Once close enough to CP1, you decelerate in such a way that you can SSMT and turn to the right, have your hitbox extend to the left to hit CP1 for a frame, and then immediately be pushed by a wall to the right (where you want to travel). Once turned far enough, you use the second mushroom to accelerate, during which you charge a miniturbo. The miniturbo is faster overall due to an interaction with another wall during the hop, which decreases airtime and allows for sooner charging. The third mushroom is used as you drift around the last turn, where you hit the last KCP, and then align yourself for the finish line. On lap 2, you enter the lap with a spin hop wallclip and get a delayed lap count, skipping the need for hitting CP1 again. This hop is continued into a drift, where you charge and release a miniturbo and wheelie towards the last KCP, then drift once again to hit the last KCP and align yourself for the finish line. Lap 3 is exactly the same as lap 2, except for the fact that optimal wheelie turning is used to get better angles in the lead-up to the finish line, which you enter immediately, rather than delaying the lap count, as there is no other lap to prevent yourself being 95% ruled in.
Unrestricted Flap
The current strategy for the UR flap is to perform the ultra shortcut. The premise of the route is to get OOB, get into a Wario Bike superslide (WBSS) state, enter the lap facing forwards with significant EV in the backwards direction, hit the last KCP, and then use two mushrooms to reach the finish line. Thus, Wario Bike is used. Only two mushrooms are necessary for the flap, so any method to get OOB which uses one mushroom is also optimal. In this particular TAS, Monster opted for the shroomless HWG entry near the shortcut path. Once OOB, you can navigate beneath the track towards the finish line, then perform the ultra shortcut. After entering the last CP, you can navigate to the edge of the track's collision to enter the WBSS state, and then navigate back to the parking lot to prepare for a delayed lap count. In order to have the EV required to move backwards to the last KCP, you need to superslide in circles for over 20 seconds, before you can eject from the superslide state to have the bike's hitbox extend over the wall, finally entering lap 2. The knockback from the wall redirects the EV towards the last KCP, where you can perform momentum hops to maintain it. Once close enough to the last KCP, you can use two mushrooms to reach the finish line. Unlike the end of the UR 3lap, it is faster to stay in the parking lot and hop over the wall, as you don't have to spin hop clip to get over it with mushroom boost.
No Ultra 3lap
- Video: 1:28.918 by Kierio (2021)
The current strategy for the NU 3lap is to take advantage of various methods to get into and navigate OOB. The premise of the route is to get OOB on lap 1, skip several turns before returning back in-bounds in the middle of lap 2, then getting OOB again on lap 3, where you skip the same turns as lap 1, before finishing the race. As a no ultra TAS, every KCP has to be hit, so the route taken OOB is slightly unorthodox. To get OOB on laps 1 and 3, you need to; drift into the ramp next to the shortcut path, trick off it, land from that trick, get a high trick with the trick boost, use a mushroom to extend the boost long enough for you to land near the end of the fence, and get HWG. As a further optimisation, you can get a low enough bounce off the HW to let you drift left slightly, and trick off the banister, the collision of which extends partially OOB. The best place to use the remaining mushroom is immediately before passing through a wall on lap 2, such that you can get a clip drift, charge a miniturbo, and release it as you enter back in-bounds, skipping the need to accelerate up to wheelie speed and realign around the pillar. For a full explanation of the rest of the TAS, see the NG 3lap section, as this entire TAS is not very optimized and misses out on a plethora of strategies.
No Ultra Flap
The current strategy for the NU flap is to perform a delayed lap count OOB, return back in-bounds, then return back in-bounds, before completing the lap, hitting all KCPs in the process. Unlike the UR flap, all 3 mushrooms are needed in the lap, so a shroomless OOB method is required (though, as already stated, the UR flap uses an optional shroomless OOB method anyway, so this is not a problem). From here, the ultra shortcut is performed solely for convenience (if it were necessary, this would not be a NU flap), where you once again enter the last CP before navigating in front of the finish line to perform a delayed lap count. Again, unlike the UR flap, this is done at the very front of CP0, in order to start as far into the lap as possible. From here, the same general route from lap 2 of the NU 3lap is used. You use the first mushroom to accelerate from a stop upon entering lap 2, then using a bounce from accelerating, get a slip drift, charge a miniturbo, and release it, letting you align back in-bounds. You use the second mushroom as you pass through the wall used for a clip drift in the NU 3lap, but here you do not return immediately in-bounds; you drive underneath the U-turn before drifting, charging a miniturbo, and releasing it to align for the fountain. During this entire sequence, you hit KCP1 (during the first shroom) and KCP2 (during the second shroom). Upon hitting the fountain, you launch off it with very a very precise position and approach, trick with STA, and clear the invisible wall opposite, landing back OOB. Finally, when clipping through the outermost wall, you perform another clip drift, then wheelie towards the last KCP, and drift and wheelie towards the finish line. As with the UR 3lap, optimal wheelie turning is used to perfect the angle leading towards the finish line.
No Glitch 3lap
- Video: 1:50.608 by Luke (2018)
TODO: Finish this
No Glitch Flap
- Video: 35.939 by Luke (2017)
TODO: Finish this
History
TODO: History of all strat developements. Section devoted to the ultra shortcut and its variations over time, as well as all different OOB routes for NU, and the different NG strats over time (there have been more than most tracks).
TAS Competitions
Coconut Mall has featured in one of the MKCinema Challenges open to TASing (#12) and four tasks of the MKWii TAS Competition (Task 22 2020, Task 7 2021, Task 15 2021, and Task 7 2023).
Future
Known timesaves
TODO: Finish this
Potential timesaves
TODO: Finish this
References