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- BOOSTS LAST 90 FRAMES (technically 91, because they don't start until the frame after the input),
- SAVE FROM 30 TO 50 FRAMES DEPENDING ON USE (save more in corners, as you never lose top speed when turning)
- ONCE ONE BOOST STOPS (starts losing speed), 89 FRAMES UNTIL NEXT POSSIBLE BOOST PRESS (technically 90 frames, but
- 89 frames from when the speedometer shows a decrease)
- 49 frames saved boosting first corner, semi-optimised
- 38 frames saved boosting second corner
- 47 frames saved boosting turns 3 & 4
- 50 frames saved boosting last corner
- 4369 4567 198 (semi-optimised)
- 1631 1878 247
- 2861 2536 325
- 2505 2880 375
- 5"68
- 7"43
- 9"78
- 11"25 374
- 12"11 winged
- 16"18 end of b boostpad, should be 15"36 due to extra orb timeloss
- COVE HARBOUR
- Usually 6 phase switches, but trick at end means only 5.
- 45 orbs possible, 5 at start account for phase switches, so 9 possible boosts.
- 1st lap - Boost off start, collect 3 orbs, use boostpad, boost into 3 orbs, boostpad, boost loop, switch phase, collect
- 6 orbs (3 then 3 again), boostpad, boost into 3 orbs, switch phase 3 ORBS
- 2nd lap - Boost off line, collect 3 orbs, use boostpad, boost into 3 orbs, use boostpad,
- switch phase, collect 6 orbs, use boostpad, boost into 3 orbs, switch phase. 6 ORBS
- 3rd lap - Boost off line, collect 3 orbs, use boostpad, boost into 3 orbs, use boostpad,
- switch phase, boost into 6 orbs, use boostpad, boost into 3, boost alongside boostpad and over jumppads for timesave.
- TESTING: Would doing the jumppad skip save time on lap 1 over boosting into the orbs?
- FLOOD AREA
- No phase shifts, use starting and death boosts for lap skips.
- Turn around, boostpad, test whether drifting can land to get stuck into the wall, if not spin around and reverse
- then accelerate into the edge - make sure to go off nearer the middle, this might be the factor to get respawned
- further back.
- TURBINE CANYON
- 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
- 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
- get 3?
- Current route:
- 1 phase switch, stay on black throughout
- 24 orbs possible, 23 for boosts, so 3 are useless; 5 boosts available
- 1st lap: Boost off start, collect 3 orbs, whitejumppad, boost into 2 orbs, 3 orbs, hit wall and switch phase on
- jumppad for shortcut
- 2nd lap: Boost off line, boost 3 orbs, jumppad, 2 orbs boost, 3 orbs, jumppad shortcut
- 3rd lap: Boost off line, boost 3 orbs, jumppad, 2 orbs boost, jumppad shortcut
- THE RIG
- 6 phase switches (2 per lap)
- 43 orbs (14 l1 l2, 15 l3), 37 for boosts, so 2 are useless; 8 boosts available (12 for new route)
- 1st lap: Boost off start, collect 3 orbs, boostpad, 1 orb and boost, 3 orbs, boostpad, switch phase, boostpad, 2 orbs,
- boostpad, switch phase, boostpad, boost into 2 orbs, 1 orb, 2 orbs, boostpad 7 ORBS
- 2nd lap: Boost off line, collect 3 orbs, boostpad, boost into 1 orb, boost into 3 orbs, boostpad, switch phase,
- boostpad, 2 orbs, boostpad, switch phase, boostpad, pick 1 orb and boost picking another up, 1 more, 2 orbs, boostpad
- 4 ORBS
- 3rd lap: Boost off line, collect 3 orbs, boostpad, boost into 2 orbs, 3 orbs, boostpad, switch phase, boostpad, 2 orbs,
- boostpad, switch phase, boostpad, boost into 2 orbs, 1 orb and boost through chicane, boostpad (might pick up the
- useless orbs on the way)
- 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
- boost 1 & 2, boost (shift somewhere between fancy trick and end)
- boost, 6 orbs, boost again, 4 orbs, shift, 3 orbs, shift, boost, 4 orbs, boost, 2 orbs 2 ORBS
- 3 orbs, boost, 3 orbs, 2 orbs boost 2 orbs, shift, 3 orbs, shift, 2 orbs boost 1 orb, 4 orbs boost
- boostpad trick misses 3 orbs every time, gets an extra 2
- 4 orbs after 1st trick, 5 orbs, boost, 2 orbs 6ORBS 3 orbs boost, 2 orbs, boost 4 orbs, boostpad, switch phase
- boostpad, 3 orbs, boostpad, switch phase, boost trick, 5 orbs, boost, 3 orbs, boostpad, 4ORBS, copy lap 3 of trick finding
- ROOKIE BEACH
- 7 phase switches (3 l1, 2 l2 l3)
- 63 orbs (21 per lap), so 56 for boosting, so 1 useless; a nice 12 boosts available
- 1st lap: Boost off start, phase switch, collect 6 orbs, boost loop, 3 orbs, boost before loop, 2 orbs, boostpad,
- 4 orbs boost, jumppad to boostpad 2 orbs, 3 orbs phase switch, 1 orb on boostpad, phase switch, boost over jumppad,
- boostpad 3 ORBS
- 2nd lap: Boost off line, 6 orbs, boost loop, 3 orbs, boost before loop, 2 orbs, boostpad, 4 orbs boost,
- jumppad to boostpad 2 orbs, 3 orbs phase switch, 1 orb on boostpad, phase switch boost over jumppad, boostpad 1 ORB
- 3rd lap: Boost off line, 6 orbs, boost loop, 3 orbs, boost before loop, 2 orbs, boostpad, 4 orbs boost,
- jumppad to boostpad 2 orbs, 3 orbs phase switch, 1 orb on boostpad, phase switch boost over jumppad, boostpad
- TESTING: Use a boost at the end over a wrong jumppad, rather than taking the corner skip. If not, take out 5 orbs.
- THEORY: At the start, boost to an orb, turn around, phase switch, use black boostpad, drift and let go with the perfect
- line going off at the last possible frame and boosting instantly. A lap skip may be possible. If this doesn't work,
- TAS the whole lap, but at the upside-down boostpad, try going off to the right (drift might help) and boost from there.
- BREEZE CITY
- No phase switching and no orbs, so just start/line boosting, 1 boostpad, and use given orb boost at the end.
- THEORY: Go back past the chicane, to the end of the straight, and drive along the left edge, hit a little bump near
- the barrier, and quickly boost. Farfetched lap skip theory.
- Also, try it with the collision glitch. Might be able to skip one lap.
- SCORPIO CIRCUIT
- 1 phase switch
- 29 orbs for boosting, 4 useless; 6 boosts available, 6 needed for shortcuts
- Need 10 orbs before every first skip
- 1st lap: Boost off start, 1 orb, phase switch, 5 orbs (2 then 3), shortcut #1, boostpad, shortcut #2
- 2nd lap: Boost off line, 10 orbs (2 then 3 then 5), shortcut #1, boostpad, shortcut #2
- 3rd lap: Boost off line, 10 orbs (2 then 3 then 5), shortcut #1, boostpad, shortcut #2
- FOR SHORTCUT #2 drift left sometime after the boostpad, boost off, aim straight at the track, and then turn right as you land
- then swivel around to the line.
- ICE PARK
- No phase switching
- 39 orbs (13 each lap) for boosts, 4 are useless; 8 boosts available
- 1st lap: Boost off start, boostpad and 1 orb, boost into 4 orbs, 4 orbs, boost, 3 orbs, boost corner skip 2 ORBS
- 2nd lap: Boost off line, boostpad and 1 orb, 4 orbs, boost into 4 orbs, 4 orbs?, boost corner skip 5 ORBS
- 3rd lap: Boost off line, boostpad and 1 orb, boost into 4 orbs, boost into 3 orbs, 2 orbs, boost corner skip
- 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
- with the ice and still get just 2.
- THEORY: Boosting at the last corner might be able to scrape a lap skip?
- DRY HILL
- No phase switching and no orbs, just use given orb boosts and death orb boosts to do lap skips (lap3 boost outside
- of corner to avoid wrong boostpad)
- THE CHILLOUT
- No phase switching?
- 21 easy orbs, shortcut doesn't need any, 1 useless? 5 boosts available in a short space
- 1st lap: Boost off start, collect 5 orbs, boost across ice, boostpad, boost into 2 orbs, shortcut 2 ORBS
- 2nd lap: Boost off line, collect 5 orbs, boostpad, boost into 2 orbs, shortcut 4 ORBS
- 3rd lap: Boost off line, collect 4 orbs, boost across ice, boostpad, 2 orbs and boost, shortcut
- TEST: Get the useless one and phase shift - the black boostpad might be better
- In this case, 5 orbs, don't boost but phase shift, boost into 2, shortcut 6 ORBS
- 4 orbs boost into 5th across ice, boostpad, boost into 2, shortcut 3 ORBS
- 5 orbs boost across ice, boostpad, 2 orbs and boost, shortcut
- PYRAMID VALLEY
- No phase switches, use starting and death boosts for lap skips
- STORM CREEK
- 6 phase switches (2 each)
- 12 orbs, 6 for boosting, 1 useless; 2 boosts available
- 1st lap: Boost off start, 2 orbs, phase switch, boostpad, boost somewhere before jumppad & 2 orbs on the way,
- phase switch jumppad for shortcut 2 ORBS
- 2nd lap: Boost off line, 2 orbs, phase switch for boostpad, 2 orbs, phase switch jumppad for shortcut 4 ORBS
- 3rd lap: Boost off line, 2 orbs, phase switch for boostpad, boost somewhere before jumppad & 1 orb on the way, phase switch
- jumppad for shortcut
- NEW IDEA: 3 orbs first set, 2 orbs second set. Show off all three ideas, starting with normal jumppad, then jumppad to go
- off ramp, and finally glitchy collision. 8, 7 phase, 9, 8 phase, jumppad, 3 boost, 6, 5 phase, 7, 6 phase, jumppad, 1 boost,
- 4, 3 phase, 5, 0 boost for glitchy collision.
- TEST: I tried going to the right from the jumppad and over the tunnel, and I'm sure there was a perfect spot that
- didn't require reversing. This might be faster because of the use of the boostpad.
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