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Lucifer9783

Atlantis Speedrun Notes

Aug 22nd, 2016
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  1. General Notes
  2. Timer starts on the main menu, on pressing X to confirm 'Start Game'
  3. I personally split once player control is taken (and frame becomes letterbox) at the end of the level
  4. Movement: jumping is faster than running, jumping just as you touch the ground keeps momentum at a higher level
  5.  
  6. Whitmore's Mansion.
  7. ~6:30 minute tutorial
  8. Collect life pickup (runners discresion)
  9.  
  10. Ulysses
  11. Radio order - Milo (start) - Vinny (push, dynamite) - Milo (ladder*2) Audrey (repair*2) - Milo (overhead)
  12. Collect life pickup (it's in the way anyway)
  13.  
  14. Leviathan Attack
  15. Autoscroller - timesaves with fast open (tanking everything in opening), not dying, optimal movement
  16. Collect life pickup (not far out of the way, autoscroller means no real time loss)
  17.  
  18. Cove (1/3)
  19. Unlock Ice Trial
  20.  
  21. Ice Trial
  22. Radio order - Milo (start) - Audrey (knockdown, crossing, knockdown*3) - Milo (reading, push) - Audrey (darkroom) - Milo (ladder*2)
  23. Knock down second group of stalagtites down from back, to front, falling stalagtites keep their hitboxes and block flare shots)
  24. Do mammoth as Audrey, switch at radio across from mammoth initial spawn, straight into darkroom
  25.  
  26. Cove (2/3)
  27. Unlock Fire Trial
  28.  
  29. Fire Trial
  30. Radio order - Milo (start) - Vinny (dynamite, push, dynamite*2) - Milo (push, ladder, overhang, push*2, reading*3) - Vinny (dynamite) - Milo (ladder, push) - Mole (dig) - Milo (decent jumping ability)
  31. Checkpoint on first radio for safe strats
  32. Kill bugman after two pillars, will knock you down from ladder
  33. Equip 'Lava Crystal *2' before locked door, saves an instance of backpack menuing
  34. Push block to obstruct first fire spout, damage boost through second, using i-frames to get past the third
  35. Damage boost off fireflys (if possible) to skip next fire spout (3 damage compared to 10)
  36. Switch to Vinny after reading*3 as opposed to the radio approaching Fire Gem
  37. Checkpoint on Mole's radio for safe strats (death warp to save time if you fall)
  38. Possible Death warp after pulling lever to open Fire Gem
  39. Death warp after picking up Fire Gem
  40.  
  41. Cove (3/3)
  42. Radio order - Milo (start) - Audrey (repair)
  43. Ignore life pickup (too far out of the way)
  44. Fire gem before Ice gem
  45. Turn right, then left to reach Old Cog
  46. Be sure to use healing items BEFORE repairing digger
  47. Need approx 50 health to tank digger sequence
  48.  
  49. Truck Escape
  50. Always hold X, always go left, folowing the best racing line as manageable, while still collecting enough health and fuel to finish the level
  51. (100% path is left - right - left for letter pickups)
  52. Collect life pickup (it's in the way anyway, autoscroller means no real time loss)
  53.  
  54. Outer Atlantis (1/2)
  55. Radio order - Milo (start) - Vinny (dynamite)
  56. Bridge crossing is potential run killer, take care (safe strats, with radio on the left path)
  57. Collect life pickup (runner's discresion)
  58. Turn RIGHT at 4-way room (radio on the left as you exit)
  59.  
  60. Inner Atlantis
  61. Radio order - Milo (start, knockdown, push*2) - Vinny (dynamite)
  62. Ignore life pickup (drowning risk), take care getting key, ~2 minute time loss if you fall
  63.  
  64. Outer Atlantis (2/2)
  65. Turn LEFT at 4-way room (radio in front of door)
  66.  
  67. Secret Swim
  68. Radio order - Milo (start) - Kida (A-switch, A-switch) - Milo (push)
  69. Always go left
  70.  
  71. Trechery
  72. Radio order - Milo (start) - Audrey (darkroom) - Vinny (dynamite, push) - Mole (dig) - Kida (A-switch)
  73.  
  74. Aktriak Flight
  75. Autoscroller - timesaves with not dying (potentially only breaking even)
  76.  
  77. Save Kida
  78. Don't jump off the edge trying to dodge Helga or Rourk
  79. FINAL SPLIT on last hit connecting on Rourk
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