[TAS] Lego Star Wars 3 the Clone Wars (Wii) | Weapons Factory first room skip Free Play
Автор: Rocko Tisi
Загружено: 2026-01-04
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This is a Tool-Assisted demonstration meant to demonstrate that it's theoretically possible to hit the OoB door to skip the first room in Weapons Factory (the 5th Level in the Douku Story) in Free Play. This is not really a full proper TAS with prerecorded inputfiles and all that kind of stuff, mostly because I don't really know how to do that. I just played on Dolphin Emulator with savestates and half speed and spliced out failed attempts in between savestates.
The OoB door that sends you to the next room is under the ground, near the bottom left corner of the arena. With the Magnaguard Wallclimb, you can easily make it over the invisible walls to get out of bounds, but the door is too far away from the edge of the floor to make it there with just an R2 hover. So instead I have to do some absurd stuff to make it to the door without going back inbounds by accident. I first did some R2 hovers to precise spots inside of the wall at the bottom edge of the map. I have to stay half inbounds and half out of bounds where I can still stand in the wall, but never too far out to go back inbounds. It’s a hard balance to get right. Unfortunately, even from the closest spot in the wall, the door is still too far away to reach with intended glide features. So now, I jump into the sloped floor into such a spot where it counts as standing on the ground with Magnaguard's big hitbox, but being under the ground with R2's much smaller hitbox. So if I now swap from Magnaguard to R2, I can start an R2 hover while still under the ground. This first hover makes it to a spot in the sloped floor geometry where a slope is steep enough to almost act like a wall. I can hover to that spot to briefly stand in the “wall” without going too far, but it does allow me to start another R2 hover. With this second hover, I keep going further until I reach like a crevice in the floor. Now I swap to Magnaguard and because I'm still high enough, I'm briefly inside of the floor, so it counts as standing. Even though I fall down now, I can still do a jump for a few frames after leaving the ground (coyote time). So now I do that jump while under the ground, as Magnaguard, while going towards an uphill slope. That jump gives me enough height to get up into the ground again. If the floor terrain was flat, even the latest possible jump would give me too much height and eject me out of the ground, but because I’m going uphill, there is more room to jump before going too high. If the jump went just the right height, you’re inside the floor again. You’re in the same situation as before, except you made progress at towards the door, so you can keep doing these coyote jumps inside the floor until you reach the end of the slope. (Technically it is possible to do this type of coyote jump chain on flat terrain by swapping characters mid jump to kill your height and prevent going too high that way, but it’s way more difficult as it requires a lot of really precise inputs in very quick succession.) Now, I go into the ground one last time, I swap to R2 and do one final R2 glide. At this point, I've moved far enough into the ground that this last R2 hover covers enough distance to reach the out of bounds door. Now it’s just a matter of finding it.
This trick is absolutely not RTA viable at all. From the precise navigation in the wall to the precise R2 hovers in the floor and the absurdly precise coyote jumps up the slope. And if you mess up at any point, you have to restart the hole setup from scratch. If you fall down and die, you respawn back inbounds, so you’re screwed, and if you go back in bounds by accident, you’re also screwed. Everything about that screams TAS only. I really don’t think humans will ever do this RTA on real hardware without savestates, but maybe I will be surprised and proven wrong someday. Only time will tell.
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