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FAST Racing League TAS notes

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May 24th, 2020
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  1. BOOSTS LAST 90 FRAMES (technically 91, because they don't start until the frame after the input),
  2. SAVE FROM 30 TO 50 FRAMES DEPENDING ON USE (save more in corners, as you never lose top speed when turning)
  3.  
  4. ONCE ONE BOOST STOPS (starts losing speed), 89 FRAMES UNTIL NEXT POSSIBLE BOOST PRESS (technically 90 frames, but
  5. 89 frames from when the speedometer shows a decrease)
  6.  
  7.  
  8. 49 frames saved boosting first corner, semi-optimised
  9. 38 frames saved boosting second corner
  10. 47 frames saved boosting turns 3 & 4
  11. 50 frames saved boosting last corner
  12.  
  13. 4369 4567 198 (semi-optimised)
  14. 1631 1878 247
  15.  
  16. 2861 2536 325
  17. 2505 2880 375
  18.  
  19. 5"68
  20. 7"43
  21. 9"78
  22. 11"25 374
  23. 12"11 winged
  24. 16"18 end of b boostpad, should be 15"36 due to extra orb timeloss
  25.  
  26. COVE HARBOUR
  27. Usually 6 phase switches, but trick at end means only 5.
  28. 45 orbs possible, 5 at start account for phase switches, so 9 possible boosts.
  29.  
  30. 1st lap - Boost off start, collect 3 orbs, use boostpad, boost into 3 orbs, boostpad, boost loop, switch phase, collect
  31. 6 orbs (3 then 3 again), boostpad, boost into 3 orbs, switch phase 3 ORBS
  32. 2nd lap - Boost off line, collect 3 orbs, use boostpad, boost into 3 orbs, use boostpad,
  33. switch phase, collect 6 orbs, use boostpad, boost into 3 orbs, switch phase. 6 ORBS
  34. 3rd lap - Boost off line, collect 3 orbs, use boostpad, boost into 3 orbs, use boostpad,
  35. switch phase, boost into 6 orbs, use boostpad, boost into 3, boost alongside boostpad and over jumppads for timesave.
  36.  
  37. TESTING: Would doing the jumppad skip save time on lap 1 over boosting into the orbs?
  38.  
  39.  
  40. FLOOD AREA
  41. No phase shifts, use starting and death boosts for lap skips.
  42. Turn around, boostpad, test whether drifting can land to get stuck into the wall, if not spin around and reverse
  43. then accelerate into the edge - make sure to go off nearer the middle, this might be the factor to get respawned
  44. further back.
  45.  
  46. TURBINE CANYON
  47. How many possible orbs? Counted 24 (8 per lap), but it could be possible to get an extra one each lap after the first jumppad
  48. by picking up two at once. Also, the last set of orbs seems a bit spread out, so might lose a few frames trying to
  49. get 3?
  50.  
  51. Current route:
  52. 1 phase switch, stay on black throughout
  53. 24 orbs possible, 23 for boosts, so 3 are useless; 5 boosts available
  54.  
  55. 1st lap: Boost off start, collect 3 orbs, whitejumppad, boost into 2 orbs, 3 orbs, hit wall and switch phase on
  56. jumppad for shortcut
  57. 2nd lap: Boost off line, boost 3 orbs, jumppad, 2 orbs boost, 3 orbs, jumppad shortcut
  58. 3rd lap: Boost off line, boost 3 orbs, jumppad, 2 orbs boost, jumppad shortcut
  59.  
  60.  
  61. THE RIG
  62. 6 phase switches (2 per lap)
  63. 43 orbs (14 l1 l2, 15 l3), 37 for boosts, so 2 are useless; 8 boosts available (12 for new route)
  64.  
  65. 1st lap: Boost off start, collect 3 orbs, boostpad, 1 orb and boost, 3 orbs, boostpad, switch phase, boostpad, 2 orbs,
  66. boostpad, switch phase, boostpad, boost into 2 orbs, 1 orb, 2 orbs, boostpad 7 ORBS
  67. 2nd lap: Boost off line, collect 3 orbs, boostpad, boost into 1 orb, boost into 3 orbs, boostpad, switch phase,
  68. boostpad, 2 orbs, boostpad, switch phase, boostpad, pick 1 orb and boost picking another up, 1 more, 2 orbs, boostpad
  69. 4 ORBS
  70. 3rd lap: Boost off line, collect 3 orbs, boostpad, boost into 2 orbs, 3 orbs, boostpad, switch phase, boostpad, 2 orbs,
  71. boostpad, switch phase, boostpad, boost into 2 orbs, 1 orb and boost through chicane, boostpad (might pick up the
  72. useless orbs on the way)
  73.  
  74.  
  75. 6ORBS 3, boost 2, boost 4, shift, 3, shift, boost 3, boost 1 & 2, 2 4ORBS 3, 2, boost 4, shift, 3, fancy trick boost 3
  76. boost 1 & 2, boost (shift somewhere between fancy trick and end)
  77.  
  78.  
  79. boost, 6 orbs, boost again, 4 orbs, shift, 3 orbs, shift, boost, 4 orbs, boost, 2 orbs 2 ORBS
  80. 3 orbs, boost, 3 orbs, 2 orbs boost 2 orbs, shift, 3 orbs, shift, 2 orbs boost 1 orb, 4 orbs boost
  81.  
  82. boostpad trick misses 3 orbs every time, gets an extra 2
  83.  
  84. 4 orbs after 1st trick, 5 orbs, boost, 2 orbs 6ORBS 3 orbs boost, 2 orbs, boost 4 orbs, boostpad, switch phase
  85. boostpad, 3 orbs, boostpad, switch phase, boost trick, 5 orbs, boost, 3 orbs, boostpad, 4ORBS, copy lap 3 of trick finding
  86.  
  87.  
  88.  
  89. ROOKIE BEACH
  90. 7 phase switches (3 l1, 2 l2 l3)
  91. 63 orbs (21 per lap), so 56 for boosting, so 1 useless; a nice 12 boosts available
  92.  
  93. 1st lap: Boost off start, phase switch, collect 6 orbs, boost loop, 3 orbs, boost before loop, 2 orbs, boostpad,
  94. 4 orbs boost, jumppad to boostpad 2 orbs, 3 orbs phase switch, 1 orb on boostpad, phase switch, boost over jumppad,
  95. boostpad 3 ORBS
  96. 2nd lap: Boost off line, 6 orbs, boost loop, 3 orbs, boost before loop, 2 orbs, boostpad, 4 orbs boost,
  97. jumppad to boostpad 2 orbs, 3 orbs phase switch, 1 orb on boostpad, phase switch boost over jumppad, boostpad 1 ORB
  98. 3rd lap: Boost off line, 6 orbs, boost loop, 3 orbs, boost before loop, 2 orbs, boostpad, 4 orbs boost,
  99. jumppad to boostpad 2 orbs, 3 orbs phase switch, 1 orb on boostpad, phase switch boost over jumppad, boostpad
  100.  
  101. TESTING: Use a boost at the end over a wrong jumppad, rather than taking the corner skip. If not, take out 5 orbs.
  102. THEORY: At the start, boost to an orb, turn around, phase switch, use black boostpad, drift and let go with the perfect
  103. line going off at the last possible frame and boosting instantly. A lap skip may be possible. If this doesn't work,
  104. TAS the whole lap, but at the upside-down boostpad, try going off to the right (drift might help) and boost from there.
  105.  
  106. BREEZE CITY
  107. No phase switching and no orbs, so just start/line boosting, 1 boostpad, and use given orb boost at the end.
  108.  
  109. THEORY: Go back past the chicane, to the end of the straight, and drive along the left edge, hit a little bump near
  110. the barrier, and quickly boost. Farfetched lap skip theory.
  111. Also, try it with the collision glitch. Might be able to skip one lap.
  112.  
  113. SCORPIO CIRCUIT
  114. 1 phase switch
  115. 29 orbs for boosting, 4 useless; 6 boosts available, 6 needed for shortcuts
  116. Need 10 orbs before every first skip
  117.  
  118. 1st lap: Boost off start, 1 orb, phase switch, 5 orbs (2 then 3), shortcut #1, boostpad, shortcut #2
  119. 2nd lap: Boost off line, 10 orbs (2 then 3 then 5), shortcut #1, boostpad, shortcut #2
  120. 3rd lap: Boost off line, 10 orbs (2 then 3 then 5), shortcut #1, boostpad, shortcut #2
  121. FOR SHORTCUT #2 drift left sometime after the boostpad, boost off, aim straight at the track, and then turn right as you land
  122. then swivel around to the line.
  123.  
  124. ICE PARK
  125. No phase switching
  126. 39 orbs (13 each lap) for boosts, 4 are useless; 8 boosts available
  127.  
  128. 1st lap: Boost off start, boostpad and 1 orb, boost into 4 orbs, 4 orbs, boost, 3 orbs, boost corner skip 2 ORBS
  129. 2nd lap: Boost off line, boostpad and 1 orb, 4 orbs, boost into 4 orbs, 4 orbs?, boost corner skip 5 ORBS
  130. 3rd lap: Boost off line, boostpad and 1 orb, boost into 4 orbs, boost into 3 orbs, 2 orbs, boost corner skip
  131. IF I can't get 4 orbs in question marked but only 3, can't boost into 3 orbs on lap3 but get all 4 and boost the corner
  132. with the ice and still get just 2.
  133.  
  134. THEORY: Boosting at the last corner might be able to scrape a lap skip?
  135.  
  136.  
  137. DRY HILL
  138. No phase switching and no orbs, just use given orb boosts and death orb boosts to do lap skips (lap3 boost outside
  139. of corner to avoid wrong boostpad)
  140.  
  141. THE CHILLOUT
  142. No phase switching?
  143. 21 easy orbs, shortcut doesn't need any, 1 useless? 5 boosts available in a short space
  144.  
  145. 1st lap: Boost off start, collect 5 orbs, boost across ice, boostpad, boost into 2 orbs, shortcut 2 ORBS
  146. 2nd lap: Boost off line, collect 5 orbs, boostpad, boost into 2 orbs, shortcut 4 ORBS
  147. 3rd lap: Boost off line, collect 4 orbs, boost across ice, boostpad, 2 orbs and boost, shortcut
  148.  
  149. TEST: Get the useless one and phase shift - the black boostpad might be better
  150. In this case, 5 orbs, don't boost but phase shift, boost into 2, shortcut 6 ORBS
  151. 4 orbs boost into 5th across ice, boostpad, boost into 2, shortcut 3 ORBS
  152. 5 orbs boost across ice, boostpad, 2 orbs and boost, shortcut
  153.  
  154. PYRAMID VALLEY
  155. No phase switches, use starting and death boosts for lap skips
  156.  
  157. STORM CREEK
  158. 6 phase switches (2 each)
  159. 12 orbs, 6 for boosting, 1 useless; 2 boosts available
  160.  
  161. 1st lap: Boost off start, 2 orbs, phase switch, boostpad, boost somewhere before jumppad & 2 orbs on the way,
  162. phase switch jumppad for shortcut 2 ORBS
  163. 2nd lap: Boost off line, 2 orbs, phase switch for boostpad, 2 orbs, phase switch jumppad for shortcut 4 ORBS
  164. 3rd lap: Boost off line, 2 orbs, phase switch for boostpad, boost somewhere before jumppad & 1 orb on the way, phase switch
  165. jumppad for shortcut
  166.  
  167. NEW IDEA: 3 orbs first set, 2 orbs second set. Show off all three ideas, starting with normal jumppad, then jumppad to go
  168. off ramp, and finally glitchy collision. 8, 7 phase, 9, 8 phase, jumppad, 3 boost, 6, 5 phase, 7, 6 phase, jumppad, 1 boost,
  169. 4, 3 phase, 5, 0 boost for glitchy collision.
  170.  
  171. TEST: I tried going to the right from the jumppad and over the tunnel, and I'm sure there was a perfect spot that
  172. didn't require reversing. This might be faster because of the use of the boostpad.
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