Stomp on the Thwomp: Difference between revisions

From Ukikipedia
Jump to navigation Jump to search
No edit summary
(Adding in a TAS description.)
Line 19: Line 19:
In terms of TAS records for SotT, most optimization has gone into SotT + 100 coin star (all four 120 TASes combine the two stars). Some TASers still took the time to claim the IL record, however, and it has resulted in a fairly decent point for a non-full game star.
In terms of TAS records for SotT, most optimization has gone into SotT + 100 coin star (all four 120 TASes combine the two stars). Some TASers still took the time to claim the IL record, however, and it has resulted in a fairly decent point for a non-full game star.
{{History}}
{{History}}
==TAS Strategy==
''This is mainly describing Nahoc's 18.87 TAS since the two improvements since have been lost.''
The current route begins by heading the normal direction most players would, but triple jumps into the corner below and to the right of [[Roll into the Cage]]. This is followed by two normal wall kicks, and then a [[glitchy wall kick]] to keep the same direction to dive towards the [[Get a Hand|Get a Hand star]] cubby. After landing in the cubby, a long jump into a wall kick is done immediately to reach the [[cog]] for another wall kick. Worth noting, this cog position is where it is due to the random setting cog of the clock, and therefore [[RNG]], and requires precise work to have it in the needed range.
Wall kicking off the cog, there is a precise wall kick off the cage around the RitC star to get on top. Upon landing, another long jump into a wall kick is executed, which leads into another glitchy wall kick. The glitchy wall kick provides a better angle to be able to jump off the [[pendulum]] (which is also where it is due to RNG). This jump off the pendulum is led into by a speed kick-double jump combo that allows the jump off the pendulum to be a triple jump. This triple leads into yet another wall kick that lands on the cage beneath [[Timed Jumps on Moving Bars]].
Upon landing, a sideflip into a wall kick allows Mario to land above the TJoMB star. A creative long jump into the exclamation block here allows two wall kicks that give enough height to land on the walkway that leads to the higher hand. After following the path to the area below the Stomp on the Thwomp star, an unorthodox triple jump into a well placed wall kick allows Mario to land on the treadmill. This is enough height to sideflip onto the thwomp, and single jump into the star.
The improvements to this route supposedly came in the form of small improvements (which happens in the case of most time saves) and better RNG. RNG is logical as this route has mario interacting with two [[treadmill|treadmills]], a pendulum, the [[thwomp]], and a very specific wall kick of a cog.


==References==
==References==
<references />
<references />

Revision as of 02:51, 28 September 2018

Stomp on the Thwomp
SotT.png
Star Info
Course Tick Tock Clock
Height Above Ground 249
Course Records
TAS World Record 17.90
RTA World Record 21.58[1]
ABC Minimum 5[2]
ABZ Minimum 15[3]

Stomp on the Thwomp, or SotT for short, is the fourth mission of Tick Tock Clock. The star requires navigation through the entirety of the mainly vertical clock to reach the thwomp at the top. Due to the length of the star and the distance it covers, it's usually combined with the 100 coin star.

This star is particularly difficult in certain challenges, such as the A Button Challenge and ABZ Challenge. The massive vertical climb takes many seemingly unavoidable presses to scale, and often involves maximizing the value out of every press used.

TAS WR History

In terms of TAS records for SotT, most optimization has gone into SotT + 100 coin star (all four 120 TASes combine the two stars). Some TASers still took the time to claim the IL record, however, and it has resulted in a fairly decent point for a non-full game star. Template:History

TAS Strategy

This is mainly describing Nahoc's 18.87 TAS since the two improvements since have been lost.

The current route begins by heading the normal direction most players would, but triple jumps into the corner below and to the right of Roll into the Cage. This is followed by two normal wall kicks, and then a glitchy wall kick to keep the same direction to dive towards the Get a Hand star cubby. After landing in the cubby, a long jump into a wall kick is done immediately to reach the cog for another wall kick. Worth noting, this cog position is where it is due to the random setting cog of the clock, and therefore RNG, and requires precise work to have it in the needed range.

Wall kicking off the cog, there is a precise wall kick off the cage around the RitC star to get on top. Upon landing, another long jump into a wall kick is executed, which leads into another glitchy wall kick. The glitchy wall kick provides a better angle to be able to jump off the pendulum (which is also where it is due to RNG). This jump off the pendulum is led into by a speed kick-double jump combo that allows the jump off the pendulum to be a triple jump. This triple leads into yet another wall kick that lands on the cage beneath Timed Jumps on Moving Bars.

Upon landing, a sideflip into a wall kick allows Mario to land above the TJoMB star. A creative long jump into the exclamation block here allows two wall kicks that give enough height to land on the walkway that leads to the higher hand. After following the path to the area below the Stomp on the Thwomp star, an unorthodox triple jump into a well placed wall kick allows Mario to land on the treadmill. This is enough height to sideflip onto the thwomp, and single jump into the star.

The improvements to this route supposedly came in the form of small improvements (which happens in the case of most time saves) and better RNG. RNG is logical as this route has mario interacting with two treadmills, a pendulum, the thwomp, and a very specific wall kick of a cog.

References