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This TAS is brought to you by all these cool people that you should subscribe to: @Sharkey91 @Really_Tall @Migu6 @bobbybobsm64ds @Keiki-cv2im This TAS is the result of multiple years of on-and-off work, due to the sheer complexity of Quantum Tunneling (the glitch that lets you clip through floors). All the people in the title put a ton of effort into this TAS, and I wouldn't say that I am the biggest contributor. So I would really like to thank all of these people, Sharkey91, Really_Tall, Migu, bobbybob and Rupa for letting me upload this TAS here ! If you want to see a detailled explanation, you can check out our TASvideos submission: https://tasvideos.org/9126S My main contribution to this TAS was writing a bruteforcer to help find good solutions to the different Quantum Tunnels that we perform in this TAS. To give you an idea of how precise this glitch is, we need to hit a spot in the collision that is about 1/1000th the size of Mario (1/64th of a unit), while moving at 50 units per frame (at least). So I decided that I would write a discrete optimization solver to find ways to reach these spots at fast speeds. The way it works is that it finds a basic solution at first, then slightly modifies it and checks if the final position is closer to the goal. The optimizer finds better and better solutions, and eventually one that works ! I did a ton of small optimizations as well, for example, it finds a solution that is close to improving the best run, it tries to tweak just the ending and sees if it can find a better solution. This was really fun to make, and I used it in three of the clips you see in this TAS. I will probably use it again to help save a B press in THI, so that might come soon ;) Love you all ! Thanks for tuning by ! ❤️