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IhavenonameSDA

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Apr 4th, 2021
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  1. Some thoughts/feedback on Shadow_Meow's 43:20
  2. youtube.com/watch?v=fy0-SZJ6QTA
  3.  
  4. Tutorial:
  5. 0:33 - if you're going to be walking closer to the distant panel, it's better to take a more direct diagonal line to where you'll be solving from than to walk through the patio.
  6. 2:05 - that dot on the forced segment to the end is something to keep an eye out for, it could have saved a couple seconds of trying to find a solution on a start that already didn't work.
  7. It might be worth looking into switching these 5 dots panels for the Town crate discard, depending on your comfort level with shapes.
  8.  
  9. Desert:
  10. 3:00 - from where you solve the first panel, you can look up and see the third pattern in the upper set. This is definitely worth trying to note and remember while doing the rest.
  11. 3:20 - it didn't apply to this run, but after setting the bottom panel to rotate you can see if it only has a central starting position or is the square panel. If it's the latter, you get to skip running up the structure. If it's the former, then it's faster to guess through the three patterns that start in the center.
  12. 3:26 - You can stand farther to the left, at the top of the left stairs to see the reflection sooner.
  13. 4:05 - If a Desert panel allows starting in a location that isn't the center, it will never start in the center. I prefer the right setting on the light switch, as it tends to narrow things down to a single pattern from what's visible- the exceptions being SE around to SW, and the 3 patterns that only exist in the bottom right half.
  14. 5:45 - I recommend learning the 1 latch skip to solve three less panels here! It's actually very easy since all you have to do is stand at the entrance to the elevator and look up and right so that only part of the starting circle is visible. Overall though you've got a great grasp of Desert!
  15.  
  16. Town:
  17. 6:50 - you should be solving the dots set of 6 panels before going to the redirect panel, since they're right there.
  18. 6:59 - you should be going around the right side of the red building to get to the symmetry set- it also allows solving the stair dropping panel from farther back.
  19. 7:19 - solving the Desert-like panel while the bridge is moving seems like a nice timesave, but the bridge now moves so fast that it's rough. I like solving it through the window after the symmetry set, but if you can make this work quickly then that's great!
  20. Aside from the ordering, this is a solid Town. I definitely see some strong potential :) (if you decide to go for Town crate, the time to get it is on the way to Monastery laser)
  21.  
  22. Keep:
  23. 11:32 - it's a bit faster to go to the Monastery laser around the left side, instead of the right side. You can also cut between the Town perspective puzzles to get there a bit quicker.
  24. 12:18 - I remember the last parts of this panel as "yes/no" (for taking the 2nd segment in the bottom row) and "4/5" (for which row I cut across in the top left). This one would be yes4, and easily avoids rechecking the panel.
  25. 13:02 - this isn't feedback I'm just jealous of how easy those last two were to solve lol
  26. 13:28 - if you can remember the paths taken for the walkway puzzles, then they should work for the final panel as well. Here, the last two were easy back and forths that just solve (though the top left requires an adjustment from the walked path)
  27. 14:29 - this hurt to watch a bit. All of those shapes on the left have to be put together and touch the left wall (and include those two stars!) and the way I look at this set is pairing the L pentomino with the I tromino to make a 2x4 rectangle, then noting that the P and L can do the same to make a 4x4 square. It's a tough panel, the first big run killer in my opinion.
  28.  
  29. Jungle & Mountaintop:
  30. 16:48 - that was honestly a really good Jungle! Fast inputs and recognition of which pattern to go for, no complaints here.
  31.  
  32. Floor 1:
  33. 20:32 - If you can remember, leaving the second of the purple set for the way back can be better than doing both in a row.
  34. 22:03 - This is why I really, really don't like having to do the green set from a distance. All the way back at 18:46 you drew RRURU followed by LU, when UL would give the same result for walking and the panel while also giving a great view of green 3. You played it decently from what you could see, but it's honestly always worth prioritizing visibility on green when possible.
  35. 24:08 - I actually like this decision to walk away and do the blue set before coming back with fresh eyes, it's smart to avoid repeatedly hitting a brick wall.
  36. 24:19 - When I look at the second blue panel, my first check is to see if the stones prevent solving it while being snapped in. Here, they don't, and the stars work with that as well, so I would immediately try to pin the black stones to the left edge and zigzag the right side, which works.
  37. 26:10 - usually, you can redraw the same solution for exiting the area that you used on the way in. Since you know it's a solution that works for walking, it can avoid issues like 26:34.
  38. 27:04 - At least on my setup, I can see the dots on green 5 while snapped in if I look very closely. I play on 85 FOV and 1366x768 windowed, so I'm not sure how much of an impact that has. In any case, solving from a distance doesn't seem to grant any visibility advantage and just makes inputting harder- the green set should always be done from snapped in when possible, I find.
  39. Floor 1 is honestly a brutal section of the run that's tough to practice- there's not much way around needing it, especially for parsing the green set quickly.
  40.  
  41. Floor 2:
  42. 28:15 - This was a lucky panel with a symbol in R1C2- you can use its color to easily tell which symbols match which for the rest of the panel, which would show that this is very close to a solution.
  43. 28:49 - Each line needs to take 4 dots, so I would catch that the dot in the bottom row had to go to the bottom left line during this path. Still, 1:30 for the color set (from leaving floor 1) is actually quite good!
  44. 29:23 - This is such a lucky seed what the heck- this is a panel where you can do a faster strategy of taking the blue line to the RIGHT side, and then just leaving with the orange line later, as opposed to the "standard" strategy of left side, pin two symbols with orange, exit with blue.
  45.  
  46. Floor 3:
  47. 32:33 - There's a parity argument at play with this panel that can really help. If the pieces will be kept separate, then there must be an even number of total shape cells (and an even number of total shape cells forces them to be separate too!). The opposite holds as well, with an odd number requiring them to be together, and being together requiring an odd number. Here you have 3+4 and 3+5 on what appears to be an attempt to keep them separate. This quick parity check would have gotten you to the correction made at 34:35 much, much sooner.
  48. 35:41 - Don't split the pillars like this!! It might seem faster to go back and forth, but the limiting factor is the elevator rising up, which only starts after the rocks finish, and both of these are triggered by the last pillar on each side. So basically, you want to finish one side as fast as possible, and then finish the other side. (In practice, doing the first from both and then finishing that side is fine for the randomizer.)
  49. Other than that, I don't have specific things to add for the pillars beyond what I've written in my guide: https://docs.google.com/document/d/12e9GbsMQFC2ejldQO6qzjA9GvbTmOLCrl9-beM64qoQ/edit
  50.  
  51. Good luck with any future attempts, watching that run shows me you're 100% capable of a 35 or so right now!
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