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RecordCount: 43800 Mount Vesuvius: https://gamebanana.com/mods/563544 Definitely still room for optimization, especially towards the end. The openness of the map and ample dashes leads to a lot of unintended routes. Practicality nothing is done intended. === NOTES === 0:13 You can actually phase through single tiles coming out of redirect dream blocks. It's technically possible to do this with normal dream blocks as well, but since since regular dream blocks are always a whole number of tiles in length, you never get the correct alignment to do so. 0:58 Thanks for Seraphina for finding this demo! 1:56 Individual grouped zipper blocks have different lengths of time before they're able to be activated again based on their length (shorter paths take longer to reactivate). When the left zipper is touched, the zippers to the right and in the above section aren't ready to be activated and do not move. The right zipper has to be touched 2 frames later in order to activate it and the zippers above to be in the right position. Hopefully that was understandable. 2:12 The cassette section in this map were quite interesting and difficult to TAS. Since almost every room has a cycle of a different length, the part of the cycle which you leave the room at has a massive effect on what part of the cycle the next room will be on. This was especially difficult to optimize for the key hub rooms, where the time saved or lost by cycle changes can be significant depending on the order. 3:01 Due to cycles and this room being an autoscroller, it turns out that doing this room while dashing as little as possible to reduce freeze frames just barely makes it possible to leave on a cycle you can insert both keys before entering the next room at the perfect time, saving almost two seconds. If just one more dash was required for this room, it wouldn't work. 3:31 Dying to the spikes here loses two frames, but gives a much better cassette cycle for the upcoming rooms. 4:35 Getting stuck in solid tiles when transitioning between rooms puts you in a limbo state for a bit before softlock prevention respawns you at the start of the room. It's honestly kind of lame, but it's faster than going the intended way. 4:45 There's a layer of dust bunnies under Oshiro to prevent you from dream dashing up there in normal gameplay, but spinner stunning doesn't care! It's a long and slow and lame stun, but definitely much faster than doing the rooms required to get past normally. 4:55 Dream dashes and invincibility dashes actually persist a bit after the dash ends, even if you begin another dash, which is pretty neat. 5:08 From this point forward, cornerboost protection is enabled, which means you can still get +40 speed even if you collide with a wall. This is used in a few places to keep a bit more speed. 6:01 While it might seem like these dream blocks just don't give a dash back, they actually remove a dash. Had a cool idea to enter this dream block with a dash from the previous room in order to keep both, but that didn't work. 6:53 Going through the spinners here actually skips a big slowdown trigger, saving a decent chunk of time. 7:26 Yeah you can just go out here. Nothing's stopping you, but apparently this isn't very useful in real runs. Same with the next room. 7:41 The springs in this section actually have triggers on them that take away your double dash and then your single dash, so avoiding them is a high priority. 8:30 This probably will be patched at some point. 9:31 There's water on top of the tiles at the end here for visual effect, but they also allow for Madeline to jump twice on the ground for more speed. Special thanks to Nebulae and Seraphina for letting me ramble to them while making this!