Swimming optimization: Difference between revisions

no edit summary
(Added section on swimming speed)
No edit summary
 
(One intermediate revision by one other user not shown)
Line 15: Line 15:
* '''Overshooting Turns:''' Slightly overshooting a turn to a far target can give marginally more distance.
* '''Overshooting Turns:''' Slightly overshooting a turn to a far target can give marginally more distance.
* '''Precise Target Pitch:''' Alternating between two joystick positions can give target pitch values otherwise impossible to reach when swimming straight.
* '''Precise Target Pitch:''' Alternating between two joystick positions can give target pitch values otherwise impossible to reach when swimming straight.
* '''Mobius Turning:''' When turning, Mario can do a tighter turn by pitching away from 0. If he cannot move too far vertically, he can oscillate up and down to keep tight turning.
== Detailed Explanations ==
== Detailed Explanations ==
=== Swimming Speed ===
Maximum swimming Fspeed is 28 and falls to 26 before the next A press. Optimal swimming is on a 20 frame cycle; there are 13 frames where pressing A will be too early and do nothing, then 7 frames where pressing A will result in maximum speed, and beyond that pressing A will result in slower swimming speed. Regardless of when the A button is pressed in the 7 frame window, this 20 frame cycle will repeat.
=== Straight Lines ===
=== Straight Lines ===
It should not be surprising that between two points in the water with no obstacles or collision nearby, the fastest path between them will be approximately a straight line. Turning should thus be generally kept to individual segments separated by straight lines, unless forced by surrounding geometry and obstacles. For example, intervening whirlpools and other water currents can make moving in a straight line extremely undesirable, as Mario begins to either strain harder and harder to maintain such a line or gets pulled far off course from it.
It should not be surprising that between two points in the water with no obstacles or collision nearby, the fastest path between them will be approximately a straight line. Turning should thus be generally kept to individual segments separated by straight lines, unless forced by surrounding geometry and obstacles. For example, intervening whirlpools and other water currents can make moving in a straight line extremely undesirable, as Mario begins to either strain harder and harder to maintain such a line or gets pulled far off course from it.
136

edits