Advertisement
RingRush

ABC Remaining Presses

Jan 15th, 2017 (edited)
263
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.42 KB | None | 0 0
  1. Aztec:
  2. Vulture (1) - There is little hope, with no vine or tag or grabbable surface in the temple, and with the switch lightyears away from any entrance and very high. Swim jumping is one of the few feasible ways to get a slam slide started up, but the switch is so high up does that really help? TBS can be obtained by bringing a tag barrel in when there is already a vase inside.
  3.  
  4. Factory:
  5. Mad Jack (5) - Need to slam 5 switches.
  6.  
  7. Forest:
  8. Lanky Mushslam (3) - Pot lag can let you reach 2 of the five mushrooms (and the GB), but you'll need either a lot more lag or a new way to jump to hit the other 3. Nothing feasible exists right now, and even a slamslide would be hard pressed to help on elevated mushrooms.
  9.  
  10. Caves:
  11. Tomato Palace (2) - There is a seemingly unavoidable press to start the game. Since the default state of the game is a loss, you then need to press A at least once to slam and make it a win. Hard to imagine either of those presses being skipped unless there is some whacky wrong grab shenanigans possible to get a jumpstate mid-minigame.
  12. Tiny 5DI (3) - Need to pound target 3 times after starting in game. Couldn't get a mini slam slide to help hit multiple times, and thats even if you could get a tag barrel inside. Most hope lies on getting some vine inside via a misaligned grab.
  13.  
  14. Castle:
  15. Ballroom (1) - Can't reach rocketbarrel and not much help around. But if you can bring a tag barrel this is confirmed possible using a vase bridge (TBS doesn't seem to work properly). If you can get a tag barrel or fake tag barrel to anywhere by the top of the castle you can ledge clip into the ballroom.
  16.  
  17. Isles:
  18. Diddy Phase (1) - Pause cancel can skip this press but its more useful on Chunky's phase, so solving Chunky's phase without pause cancel could skip this. Otherwise, you need to reach a pretty high barrel with no good method of gaining height.
  19. Tiny Phase (4) - One press can be saved with pause cancel, but see Diddy's phase notes. Same issue, need to reach a high barrel in the center 4 times.
  20. Chunky Phase (3) - This is assuming the pause cancel is used in this phase. After the first pause cancel, you can't slam the center switch, since the punch cutscene moves the stored position and so you can't slam out of bounds. However, jumping straight to the center switch, you are 0.8 units away from being able to hit it with perfect optimization. If we could get a single lag frame during that jump, this would be possible in 0xA.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement