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DDGQ WR Commentary

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Jul 30th, 2019
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  1. Wherever I mention times, look at the splits on the left, not the video time. If you want to get in contact with me, all my info is on my speedrun.com profile.
  2. World 1
  3. Forest Edge: Basically perfect, I believe this is a real gold.
  4. Dangerous Cliff: There's a 1 second skip I missed. To do it, do what I did after picking up the B-piece, but try to jump later or
  5. higher so you get over the milkshake instead of picking it up. Other than that, very good.
  6. The Track: You can probably do a slopekick near the moose at the beginning, never tried. I messed up the skip @ 5:05 a bit
  7. costing a little time. The half cycle skip @ 5:20 can be done faster (found just before my run by
  8. Kompx):https://www.youtube.com/watch?v=K7Qwzju3wjw. This saves 2 seconds. You can double jump over the bear trap
  9. from the tree at the very end using the milkshake, but I find it very difficult. This probably saves 0.5-1s as
  10. well, maybe less though.
  11. The Gorge: Messed up the movement @ 7:10. What you should do is double jump almost as soon as you hit the book, which lands
  12. you on the end of the moving platform. Then, jump on the moose and the following box to land on the second
  13. platform. Also got stuck on the pole near the B-piece cause collision in this game is weird. You can get a boost
  14. from the moving platform @ 7:55 but it's hard to get.
  15. Bernadette: I did the fight really well, but sometimes the game lets you jump really late on Bernadette for some reason,
  16. causing the timeloss here.
  17.  
  18. World 2
  19. First Avenue: Very good, nothing to note.
  20. Urban High-Rises: I've heard talks of it being possible to get the skip @ 13:33 from the box, but I've never seen it happen, so I
  21. don't go for it. You can also single jump between the conveyor belts @14:10, but again I find it difficult so I
  22. just do an immediate double jump to lose minimum time vs a single jump.
  23. Roof Tops: You can skip getting hit at the beginning by jumping on the construction worker, this allows you to do 2 extra
  24. slopekicks which save a little bit of time. (Again didn't know this till after I completed the run). Also you can
  25. boost of the box @ 15:42 to jump to the platform above you immediately, but it's probably the hardest trick in the
  26. game.
  27. The Roofs: Tiny gold here, feels very close to being optimal.
  28. Beagle Boy: I didn't get the wrecking ball to come down early on the last hit of the 2nd phase. I also jumped off before I was
  29. supposed to on the last hit, just stay there and get hit thrice before you jump. Kompx found a consistent strat for
  30. the dynamite after this WR, saving a significant amount of time: https://www.youtube.com/watch?v=tTAE201lUUc (Note
  31. that this is only for the dynamite, ignore the wrecking ball movement.)
  32.  
  33. World 3:
  34. Haunted Hall: Golded even though I got knocked off once, so can be improved by 1-2s. Otherwise very good.
  35. Ghostly Path: I messed up a bit @ 24:32, you can jump over the second Frankenduck as well, saving a bit of time by not being
  36. propelled upwards.You can also use the spiky ball @ 24:47 to skip the wait on the carpet, but I got hit by the
  37. pumpkin earlier so I would've died. It saves a tiny fraction of time. You can double jump over the spiky ball @
  38. 25:14 quite easily, but I got hit earlier and really didn't want to kill this run, so I decided to take the safe
  39. option which loses a tiny amount of time. Also lmao @ 25:34. That should never happen don't worry about that. With
  40. very specific movement you can skip the wait for the spiky ball @ 25:47, but again I find it very hard and it saves
  41. very little anyway.
  42. Creepy Corridor: Very good, dunno where I can save that 0.5s vs my gold, probably waited a bit longer on some platform.
  43. Eerie Alley: Same as above.
  44. Magica de Spell: Basically a perfect fight. There is a way to get 1-hits on the last phase as well by standing to the left of the
  45. pumpkins when they land, but it's hard, especially to pull of three times.
  46.  
  47. World 4:
  48. Temple's Entrance: You can keep walking down @ 35:45, but I died afterwards once and ever since I'm paranoid. Would save 0.1s though.
  49. Missed the jump @ 36:30, which is actually tougher than it appears to time correctly. Gold, but can definitely be
  50. improved.
  51. Artifact Way: Lost a bit of time by double jumping at the very start, you should just single jump there. Same @ 38:22. You can
  52. also jump next to the spinning guys right after that, but I always die there so I don't do it. Other than that
  53. pretty good
  54. Murky Way: Heart attack @ 40:24. You can make a cycle earlier @ 40:50, but again very hard to do.
  55. Merlock: Very good shooting after being shaky for the first phase.
  56.  
  57. If you actually read all of this, I hope you enjoyed reading and the run!
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