Way to be totally irrelevant Shadowblade. Nice plug. (We know how to get 150 in bosses) >_>
Spikevegeta I don't see any recent streams of Origins or any in the schedule :O You waiting for ILs or just focusing on KH2 at the moment? Next up I believe I'm gonna knock 1-4 on it's ass again, maybe record a 28 for Swinging Caves and hell from that point I may just move linearly through the level list. We'll see I guess.
Yeah, I'll be finishing up KH2 hopefully in the next few days, then I'll go back to Rayman Origins until I get a Sub-2:14. I'm also highly considering getting the steam version to start down the road to a much faster run.
@CrypticJacknife Oh cool! Great idea why didn't I think of that? I'll remove the post and put it there xD
@Spikevegeta I Keep missing your streams. I would like to watch kingdom hearts cause I've never played it.
Edit: These are videos on some little techs and tricks you may know of already but I just decided to do videos on them. Some may be useless and impractical and others may be useful if they can be applied somewhere.
Rayman Origins: Wall Crouching Trick Video
This is pretty useless but I just wanted to show it anyway. I found If you repeatedly press the sprint button whilst holding down whilst running up walls you can actually crouch on walls.
Rayman Origins Multi Spin Rolling Technique Video
How to do After spin attacking or landing holding down will make make you do a forward roll. If you press the attack button during this you'll do a Spinning roll attack. I found if you alternate between pressing the sprint and attack buttons you can do multiple spinning rolls. I have found on one useful application for this which I used a previous video against the bird boss to hit the eggs. I'm am sure there are more uses for this
Rayman Origins: Super Slide Technique Video
When you spin attack and hold down you go into a forward roll into a slide. I found if you spin attack letting go of sprint you get this little animation where you get a burst of speed. This is very precise but I discovered If you tap down just at the right moment you go straight into the sliding animation maintaining the speed of the animation at the end of spin attacking.
Rayman Origins Repeated Spins vs Timed Spins (In water) Video
This is a video showing the difference in speed between repeatedly spinning and timing spins when in water.
Ok, so here's how these work. A few months ago, while putting together my any% route, I timed all 225 Electoons before Murray of the Deep, which is where you need 130 Electoons to progress through that and the rest of the levels of the game. From that level on, no Electoons are needed.
I assigned a "Time Value" to each of the 225 Electoons up to that point, in a goal to find the 130 fastest to collect. Remember that even many of the "Main" Cages or "3rd cages" recieve a time rank, because as you've seen in my stream, you can "Suicide" through most any level in the game. Exceptions to this rule are any levels where you learn techniques from Nymphs, Electoon levels(the really fast levels in the first 5 worlds full of Electoons and king lums, so pretty much the entire level all the lums are doubled), and Boss levels from the 2nd half o the game., and obvuiously the final level, but that doesn't matter for this anyway. For all of these levels, each of the electoons values are simply listed as "Required". This alone gave me 32 Electoons for the route. Note, not all of the Lum Electoons in these levels are technically required, but the time to go out of the way to collect lums for them was so small anyways, that I didn't even bother timing them.
For all non-Time Trial Electoons, the timing for the "Time Value" starts from gaining control of Rayman to the end of the results screen of that particular level. This was done to try and keep things mostly consistent between different versions, since the big time difference between versions is due to loading screens before and after levels. Moving on, the first thing I did for all the non-required levels was time how long it took me to "Suicide" through the level, meaning kill myself 8 times on one screen, prompting the game to give you the option to leave the level and move on to the next one. So for "Suicide" Times, I found the quickest place to die 8 times, which I think every time was either on the 1st or 2nd screen of the level, and recorded down that time. Next up, I timed how long it took me to just speed run the level, and break the "3rd Cage" at the end(which for those times, they end once I skip the results screen, available after the screen goes white, before the lums start counting up). Now let's say a 3rd cage took 1:03 to break from gaining Control of Rayman to skipping the results screen, but it took me 0:30 to "Suicide" through the level, that means the 3rd cage of that level has a base time value of 0:33, as that is how much time collecting that electoon added to the run.
Next up, had to time Lum Electoons, which in my document, is simply put under "150", "300", "50", "100", or whatever, just signifying the number of lums needed for that electoon. Now here, I felt I had pretty good lum routes for each of these, however, with more research, better lum routes could be found, but whatever, I did it myself. Anyways, so let's say with the same level as above, getting the 150 lum Electoon took me 1:25 from gaining Control of Rayman to the end of the results screen(note: each electoon adds 9-10 seconds for 150 electoons just for the results screen alone, as now you can't skip that animation). Well, since beating the level and getting the 3rd cage of that level took 1:03, that means getting the 150 Electoon took an extra 0:22. That 0:22 is the base time value of the 150 Electoon for that level. Same goes for finding the 2nd Lum Electoon time, however it's base time value is based off of whatever total time it took to get all three, we'll say 2:15, minus the 150 electoon time, which in this case was 1:25, giving you a time value of 0:50 to the 300 or whatever electoon.
Note for timing all those lum electoons is that I did not experiment with adding the Bonus Cage Electoons to those routes, since I mostly assumed it wouldn't be worth the time adding the Bonus Cage and finding it, entering it, and finishing it, for how few lums you get from that bonus area, it would make that time to large to take anything from anyways.
Next up, we have the 2 bonus cages for each level(most levels have these anyways). For these times, I simply found where I was on the regular path while going through a level, the point in which I need to steer off the path to get to the secret area, finish it, then get back to the point of the path(or past it), where you have to stray off the path to enter the secret area. Those times have nothing to do with the lum electoons and are their own self contained Time values.
Finally, there was timing all the Time Trial or "TT" Electoons. This is where different versions should get vastly lower times then I yielded in the Wii version right here. This is because Time Trial electoons are based on from entering the level from the world map screen all the way to gaining control of Rayman after getting back to the World map screen(so after that electoon goes through the animation of adding itself to your total). These yielded by far the highest times almost always across the board.
Now that we had all those base times, we need to adjust for a few things. Mainly, let's take the above example. Again, you have a "3rd Cage" time of 0:33. However, the 150 Lum base time was only 0:22. Technically with the 150 Electoon having a lower time than the 3rd Cage Electoon, that makes the 3rd Cage Electoon more valuable and the 150 Electoon less valuable, since it could be worth it to collect both of them for a total of 0:55 added to the run. However, to the get the final "Time Value" for each of those, we divide that total of 0:55 by the number of electoons(2) and get a 0:27.5 for each, meaning that's where they land in the final rankings. Since the 300 electoon ended up with a time of 0:50, which is much higher than that 0:27.5, the 300 electoon doesn't lower their times, and stays at it's Time Value rank of 0:50. The time for those could be further lowered if either of the 1st or 2nd Bonus cages in that level had times lower than 0:27.5. Let's say the 1st Bonus cage had a Base Time Value of 0:25. Add that to the 0:55, giving you a 1:20, and divide that by the total number of electoons(now 3) and you get a new time of 26.66 for each of the three. You'll see in the time Ranks that there were many "3rd Cage" Electoons with higher times that we're than lowered by 1, 2, 3, or all 4 of the other electoons in the level, so even though a level might be longer, the ability to get many electoons realatively quickly in the level made the level worth it.
Now don't judge me too hard, but I doubt any of those times are the lowest they can possibly be(some probably not even close). Again, these times are from months ago, and part of the reason I didn't really want to post these times was because even I could improve many of these times immensly(at least for those in the routes I've been playing every day and improving there). Still here they are.
There is also attached the "Time Ranks", which is what I used to obviously rank them 1-225, and find the cut off 130 line. I have to talk about one thing to finish making sense of the document. It was a realatively clean cut through the top 127, however for the final 3 electoons, things got somewhat hairy. At that point, the next fastest level worth of electoons was actually getting all 5 from Golly G. Golem, or Level 5-4. However, at that point, I only needed 3 more electoons to finish off my route, so looked back and took the 3 fastest electoons(which had to be the 3rd cage, plus two more from the other options) from that level. I found that the next fastest level, 8-1 or Dragon Soup yielded 3 Electoons that we're faster and had a better time value rank then the 3 fastest from 5-4 or any of the other slower options obviously.
I'm tired and going to bed now, but if any of this is confusing, just post about it and I will explain from there. It's really pretty simple, but if you have questions, ask away!
Just got a 2:11:58. I'll be submitting this to SDA, despite two very quick deaths. The run was nearly flawless for the last 13 levels or so. I'll also try to upload it to Youtube in the next few days.
spikevegeta: holy sh*t, this is fun to watch. I'm about halfway through the run, having a blast...the amount of practice you have put in is evident. A 2+ hour game, too...
More bullshit on my end causing a massive delay in IL progress, sorry guys. Three reasons.
1. Diablo 3 2. Controller broke while playing S4E2, don't worry I've pledged not to do that shit again but I still do need to get a different controller AGAIN.... 3. Diablo 3
Have a nice day. Progress will happen when it happens.
Amazing run, spikevegeta! Can't wait for it on SDA to listen to the commentary track.
I have a question: at 2:08:28 in the run, if you jump a bit later, you can jump to the red blob without doing additional 4 wall jumps, but does that save any time in this semi-autoscroll section?
Quote:
It appears that every version of the game is the same in terms of gameplay
Compared to the PC, Wii version is missing a few enemies in underwater sections. I can get screenshots of those, if you're interested.
Okay now that I've finally played this game (not done, but I'm almost done and I finished Land of the Livid Dead), I can finally make a judgment on the ILs, and Cryptic is not going to like my answer.
Prepping for the time trials is okay. In fact, in some stages it's nearly impossible not to prep because there are timed elements that depend on when you hit the stopwatch. I know this is going to make redoing some stages really annoying, but I don't see why you wouldn't prep the stages, especially since bringing a heart into a stage where it's faster to take damage is preparation.
Huzzah, ILs except more tedious. That is totally gonna motivate me to actually return to this game when I replace the controller >_>
Whatever, if there are major tricks you can do by prepping then maybe, but otherwise someone else can cover that end of things. I'm fine with people beating my ILs using it.
Prepping for the time trials is okay. In fact, in some stages it's nearly impossible not to prep because there are timed elements that depend on when you hit the stopwatch. I know this is going to make redoing some stages really annoying, but I don't see why you wouldn't prep the stages, especially since bringing a heart into a stage where it's faster to take damage is preparation.
Does this mean we can use this as precedent to finally get an IL table for Crash Bandicoot 3? =D
Whether I will stick to any% only challenge rooms or do them all is yet to be seen. Done with World 2, did them all. So yeah. Shout outs to me remembering what I bought my controller for.
@Spikevegeta Pay close attention to how I get over the pit in the very first challenge room. I'm seriously not sure whether this momentum keeper has been documented but if it hasn't, get the feel. Hell this is all said provided you play the game at all any more lol.
Really sweet strats cryptic, This week is gonna be busy as hell, but I do intend on getting back into the game very soon with SGDQ fast approaching. So keep 'em coming and I will do my best to implement them.
Cool cool spike. Marathon aside, I think we both know a wave of timing electoons needs to happen, so feel free to skype, tweet or PM me if you want to discuss specifics