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- Hyper Room: Try to go past the explosion at the breakable walls. It saves a second, looks cool, is fairly consistent, only loses half a second if you mess up, and there’s a free heart next level
- Heavy Room: Revise the generator throw (corner boost, short hop, throw)
- Skyrim: Go further to the left after jumping at the tuning forks for a half second time save
- Hole Lake: Corner boosts after fire up on right, maybe it’s faster to hug the left side and a do a crap ton of what may or may not be corner boosts
- Dark Woods: Go for swag jump
- Nitros 1: Look at Kirkq's setups for Nitros fights, may be more consistent
- Clown Valley: Do the free 2 second timesaver that isn’t even hard
- Great Rock: I'm faster in outside the nest throw (which needs to be tight), you can get past that final fireball launcher without a jump if you go to his left and line up your ledge grab
- Fog Route: Work on that grabless setup and a way to land on the walkie talkie
- Endol 1: My strats are bad and lose a half second. Do Kirkq’s
- Grogg Hills: Corner boost mushrooms, think about not getting the walkie talkie (test)
- Bubble Hole: New hole strats, work on the right side of the first paintdrop enemy
- Erars Lake: Do corner boosts (probably too risky with the holes)
- Waterway: Maybe work on strats around the heart
- Rock and Roll Hall of Fame: Heart pickup in is probably faster than the one in Waterway, work on corner boosts from the pipes
- Water Hole: Be tight with the first wall, weave at the stairs, and see if grabbing the moving platform is faster than jumping on top of it
- Warp Room: Barrel barrel barrel figure out the barrel
- Dark Prison: Moving bomb drop, compare setups for jumping around the 4th key cell
- Nitros 2: Once again, Nitros setups
- Killer Gate: Compare drops, probably some time loss somewhere, work on that juke
- Spiral Tower: Maybe time loss from hugging walls? Looks like a minor slowdown
- Snake Route: Do the platform jump strat, play big and risky with those ledges to make the cycles
- Baruda 2: Push into the corner
- Magma Lake: Get the lava plum avoidance and hugging the volcano strats down
- Magma Dam: Get the jump first try, leave the heart for fuckups, and work on the turn for wiggle room. Also learn to keep the angles at the start tighter and do the jump on the small outcrop after the first health chamber
- Crysta Hole: Corner boost at the first ledge, don't grab the final ledge
- Death Pyramid: Do the sick kick in the cage, bomb drop for acceleration after the heads
- Death Road: Go back to old 3 hop strats
- Float Zone: Figure out what the fuck we are all doing here. #realtalk Every run has had incredibly varied times for this level. We need to test if it's faster to pick up the first heart and pop an extra time, how much each pop saves, where we pop, how much hanging around and not floating up saves, and how the AI on the yellow dudes work. That final grab is sick fast though
- Aqua Tank: Kirkq's route should be standard for all of us. It's consistent regardless of the tomato man location and is independent of audio cues
- Aqua Way: Corner boost inside the skeleton snake even though it's scary, though we need to figure out how much a hit loses you (I literally never bothered to time this)
- Nitros 3: Go for the double shield hit? Anyways just be a god with those tower throws and get 2 at once while going for the skid jumps
- Autoscroller 1: Work on the reference points for jumps and figure out any way the coaster trick could be less dangerous. It's a huge risk to do that trick in a marathon
- Dark Maze: Figure out the safest way to do the fast route that does not rely on an audio cue
- Autoscroller 2: Kirkq's right side strats are silly but save time. Figure out if we can make judgment calls to go for the heart refills if low by knowing the time difference between left and right side. Work on reference points for the jumps
- Move Stone: Whoever gets 2 Push in a run first gets the moral world record. Time the various ways to take out fireball launchers
- Bolban 1: He isn't hard. Go for tail strats
- Hopper Land: Time the heart pickup
- Cool Cave: One of the dudes spawns based on how fast you are. Just be fast on throws
- Storm Valley: The new setup for the jump saves a lot of time. It's basically mandatory at this point. Learn consistent setups for the second jump
- Snow Circuit: Practice the early Bomber Slider start and go on the center at the end of the level
- Heaven Sky: Corner boost throughout, be early with the first double dragon hit
- Rainbow Road: Keep tight angles, don't be scared of the weave strats, and jump around that one dagger
- Nitros 4: SKID JUMP SETUP
- Air Room: Corner boost first ledge
- Zero G Room: Don't grab that first ledge, throw to the platform switch earlier, and work on that gravity switch throw
- Mirror Room: Compare the pillar jump to the bomb drop strat and figure out what you're comfortable with, time the ways to traverse that central winding platform
- REMEMBER TO EXIT THE LEVEL
- Natia 1: New strats, rolling bomb her in phase 2 (it’s much safer and faster than either kicks or throws
- Endol 2: If you lose time here you’re bad
- Cronos: I'm pretty sure he gives you the same patterns from reset every time unless you die. 2 cycle makes or breaks the run
- Nitros 5: he is basically 3 with a kick that can fuck you
- Natia 2: Pray for good luck and get good
- Bagular: Manipulate his phase 1 AI to reset invincibility (saves a second or two), stay on the corner and pray for Yashi TV luck
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