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Difference between revisions of "What Are The Downsides Of Using Artificial Intelligence In The Classroom"

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== Non-Shortcut 3lap ==
 
== Non-Shortcut 3lap ==
  
Strat here.
+
* Rocket boost, and immediately begin a right-facing SSMT.
 +
* Release the MT as the rocket boost wears off, and aim for the corner at the end of the bridge.
 +
** You should be slightly to the right of the center of the road when you release the MT.
 +
* Begin a shroomslide as you reach the grass.  Shroomslide around one of the bushes, and release an MT as the rocket boost wears off (which should happen about when you leave the grass).
 +
*: '''Slower strat:''' Skip the SSMT at the beginning of the race; instead, shroomslide as straight as possible towards the corner.  Then shroom slightly before reaching the grass.
 +
* Left-facing MT, followed by a right-facing MT, around the next two corners.
 +
* After the corner, do an SSMT almost immediately, and aim in between the two thwomps at the end of the room.
 +
* MT between the two thwomps.  Start holding right shortly before reaching the thwomps, and release the MT and start turning right as soon as possible as you pass between the thwomps.
 +
*: '''Slower strat:''' If you have trouble going between the thwomps, then leave out the SSMT.  If you still can't go between the thwomps, then go to the left of both thwomps.  Like the faster strat, start pressing right shortly before reaching the thwomps, and release the MT as soon as possible.  Only use this strat if both thwomps are down.
 +
* You'll now notice several bars of light across the ground.  There are two ways to take the next corner, about equally fast, so do whatever you find easiest:
 +
** Begin the MT as you reach the second to last bar.  After you finish charging, hold right and release the MT as you go around the corner, without hopping.
 +
** Aim a little farther to the right, and start the MT slightly later.  After you finish charging, instantly hop to the right tightly around the corner.
 +
* Watch out for thwomps in this room.  Depending on your pace, they may be in your way.  MT around the corner.
 +
* Start an MT around the middle of the bridge, and aim slightly to the left of the center of the bridge.  As you reach the end of the bridge, quickly charge up the MT, release it as soon as possible, and turn to the right.
 +
*: '''Slower strat:''' If you have trouble with bounces at the end of the bridge, then skip the MT; instead, hop from the end of the bridge into a short slide around the corner.  Try to land as soon as possible after the bridge, so you have time to turn.
  
 
* [http://wrvids.com/Mario%20Kart/MK64/Fastest%20Available%20Vids/bc-15064(pal)-Lacey.avi WR Video (PAL) - 1'50"64] by [[William Lacey]]
 
* [http://wrvids.com/Mario%20Kart/MK64/Fastest%20Available%20Vids/bc-15064(pal)-Lacey.avi WR Video (PAL) - 1'50"64] by [[William Lacey]]

Revision as of 20:42, 25 August 2008

File:MK64bc.jpg
Bowser's Castle

Bowser's Castle (BC) is Mario Kart 64's twelfth course, and Star Cup's fourth course.

Creating the ghost

By creating a ghost, you can prevent two of the thwomps from chasing you. To create the thwomp:

  1. Use all 3 shrooms to reach the large thwomp room as fast as possible.
  2. After going around the left-hand corner, drive straight into the room until you reach the wall.
  3. Turn around and position yourself as shown in the picture. Within a few seconds, the thwomps will begin moving back and forth and stomping the ground within that small part of the room.
    • If the thwomps close their eyes and stop moving, it means you are too far away. If this happens, start over and try again.
  4. Wait until the time that you would normally pass this point on lap 3 (~1:25 at WR pace).
  5. Carefully finish the race without hitting any more thwomps or falling off the track, to create a ghost (and save the ghost if you have a Controller Pak).

Non-Shortcut 3lap

  • Rocket boost, and immediately begin a right-facing SSMT.
  • Release the MT as the rocket boost wears off, and aim for the corner at the end of the bridge.
    • You should be slightly to the right of the center of the road when you release the MT.
  • Begin a shroomslide as you reach the grass. Shroomslide around one of the bushes, and release an MT as the rocket boost wears off (which should happen about when you leave the grass).
    Slower strat: Skip the SSMT at the beginning of the race; instead, shroomslide as straight as possible towards the corner. Then shroom slightly before reaching the grass.
  • Left-facing MT, followed by a right-facing MT, around the next two corners.
  • After the corner, do an SSMT almost immediately, and aim in between the two thwomps at the end of the room.
  • MT between the two thwomps. Start holding right shortly before reaching the thwomps, and release the MT and start turning right as soon as possible as you pass between the thwomps.
    Slower strat: If you have trouble going between the thwomps, then leave out the SSMT. If you still can't go between the thwomps, then go to the left of both thwomps. Like the faster strat, start pressing right shortly before reaching the thwomps, and release the MT as soon as possible. Only use this strat if both thwomps are down.
  • You'll now notice several bars of light across the ground. There are two ways to take the next corner, about equally fast, so do whatever you find easiest:
    • Begin the MT as you reach the second to last bar. After you finish charging, hold right and release the MT as you go around the corner, without hopping.
    • Aim a little farther to the right, and start the MT slightly later. After you finish charging, instantly hop to the right tightly around the corner.
  • Watch out for thwomps in this room. Depending on your pace, they may be in your way. MT around the corner.
  • Start an MT around the middle of the bridge, and aim slightly to the left of the center of the bridge. As you reach the end of the bridge, quickly charge up the MT, release it as soon as possible, and turn to the right.
    Slower strat: If you have trouble with bounces at the end of the bridge, then skip the MT; instead, hop from the end of the bridge into a short slide around the corner. Try to land as soon as possible after the bridge, so you have time to turn.

Non-Shortcut flap

Strat here.

External Links

Template:MK64