Blechy

NumSMW marathon skyblazer

Oct 27th, 2012
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  1. • Since I'm playing on emulator, not sure how to stream game audio only without mumble. If omni can do this, probably better to just hear his sound anyway.
  2. • (Check on streaming in 4:3 ratio - this is probably the size of the game, but do I need to change stream resolution also?)
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  4. Facts about skyblazer (maybe send to omni so he can edit/add/not duplicate work. Maybe have a screenshot of overworld map with flyouts on what would be good topics to talk about. But probably omni & I will be explaining anyway):
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  6. • Temple Infernus: Zips
  7. 1-frame trick to get stuck in a wall. Then, left in wall = 2-frame trick, or up in wall = 1-frame trick. Left along ground = 1-frame trick and costs magic, and is only usable in ~4 spots anyway.
  8. • Temple of Infernus boss
  9. You want to cast magic in such a rhythm that you 1-cycle the boss. You can only have 1 magic on screen at a time, so the rhythm is based on how close you are to the edge.
  10. • Tower of Tarolisk: Zip riskiness
  11. Most of the time you can try as many times as you want to zip, but in the 2nd room of Tower of Tarolisk, you need to do it before you get crushed. You have about 3-4 chances, which is usually enough, but is a 8-10 second setback if you die.
  12. • Tower of Tarolisk boss: Damage breakdowns
  13. The ground combo is always punch-punch-kick.
  14. Punches do 1 damage
  15. Kicks (air or ground) do 2 damage
  16. Spells, except Phoenix, do 4 damage
  17. Phoenix does 8 damage, and lasts long enough to hit multiple times
  18. • Air Autoscroller: Importance of comet
  19. Using comet on flat ground saves 54 frames, and helps to skip elevator cycles or the elevators themselves, go against or skip strong water/air currents, etc. Comet costs 2 magic, making magic an important resource.
  20. • Air autoscroller/Petrolith: Magic rng/forced spawns
  21. Almost all enemies drop an item when they die. When you enter a room a frame counter begins, and the item dropped depends on what frame you killed them on in this counter. Mostly it's 1 gem (100 gems = 1up). One available drop is a 4-magic refill, which allows for 2 extra comets.
  22. • Petrolith: Variation in strats
  23. Omni and Blechy often use different strats (though Blechy changed a lot of his for marathon consistency). One example is early in Petrolith, where Omni uses 1 less comet than Blechy in room 1. This is made up for in room 2 where he uses that leftover magic to get a magic spawn faster than Blechy's method. The two strats come out to be even.
  24. • Fortress: Fortress luck
  25. The one fully luck-based part of this run is in the fortress, where we need to get a full magic drop. If we don't get it, we need to spend 1.5 extra seconds in the next level (Gateway) getting an assured magic drop there.
  26. • Gateway: 100% run consists of 1 extra old man dialogue and 2 extra autoscrollers, which you can get by pushing up after you beat Gateway level
  27. • Great Tower: Crusher skips
  28. The crushers only crush just before they are fully closed, and just after they start opening. If you can get in the crusher while it's fully closed, you can crawl along and excrete yourself out the other end, thus helping to skip a cycle.
  29. • Whenever: TAS movement method
  30. Does a bunch of tiny zips which basically transport your character back several pixels (which is what we do to get stuck in a wall to initiate a zip). That's a 1-frame trick which isn't totally consistent, plus you need to immediately change your direction afterwards or you'll be going in the wrong direction.
  31. • Whenever: In doing runs, there are many choices of consistency vs speed. ex. petrolith spawn, double crusher skip, storm fortress, dragophant.
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  33. Suggestions for commentating:
  34. • (Pretty much just knowing when to talk about the stuff above)
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