Stomp on the Thwomp: Difference between revisions

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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.
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]].
Wall kicking off the cog, there is a precise wall kick off the cage around the Roll into the Cage 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.
Upon landing, a sideflip into a wall kick allows Mario to land above the Timed Jumps on Moving Bars 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.
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.
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