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Koffee: 2017-03-30 08:57:34 am
Koffee: 2017-03-30 07:55:33 am
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Koffee: 2017-03-30 06:52:58 am
Koffee: 2015-11-08 07:23:30 pm
oh gee whiz is lagged out adamed lag
Now, I know a lot 1*10-5 people have heard of this, but I still wanted to bring it up, because I would love to see more speedruns of this game.

Skelemania is a Metroid-esque game created by a guy named Benal, which is based entirely around platforming, with all of the enemies being 1-hit kills to you.

The game is free, and can be located at his website here:  http://beanallean.itch.io/skelemania

Now, what makes this game interesting is the fact that the game can be beaten only using the dive ability.  Dive allows you to dive mid-jump, allowing you to go farther without a sacrifice in jump height, and instead sacrifices air control.  You also slide on the ground, and can retain that sliding momentum.

However, the one other thing that's required is the ability to walljump, something that is available (but never taught to you) from the beginning of the game.  If you hold towards the wall, tap the opposite direction, then quickly press jump, you can jump off, then immediately go back to the wall.  It only has a limited time window, though, as you sort of push slightly off the wall, and then drop if you don't jump.  This allows you to wall-climb, Super Meat Boy style.  Basically, it's just Metroid walljumping.

- Bugs -

There's only one major bug that I used in my current 5:08 speedrun of the game, which I like to refer to as Rocket Jumping.  The basis of rocket jumping is that walljumping a.) doesn't stick you to the wall, b.) is on a set timer, and c.) is multiplicative to your jump, not additive.  This trick can be performed at any floor-to-wall corner in the game.  What you do is jump, then, just before landing, walljump.  If done correctly, you will walljump and backflip at the same time, allowing you to rocket up roughly 1.5 screens.  This can be used to climb certain areas much faster, and skip a few annoying jumps.

Edit: Backflip is no longer needed to beat the game, so this would only really be applicable to 100% runs, if anyone was willing to route that.

Jumping out of the slide following a dive without touching any directions retains dive speed for much longer than normal, speeding up movement slightly.  This is even better in hard mode, because holding a direction does not kill your momentum, and instead allows you to walk at dive speed until you let go of the direction that you're going.

-Routing-

I don't really have per-room routing, however I do have an overall map layout that I use.  And yes, I do know the image is bad.

Edit: Ignore any rooms that go towards the Backflip item, since it's not needed for any% runs.

Key: Blue is the location of Backflip (no longer needed for any%)
        Red is the location of Dive
        Green is the location of the three keys that you need to get for any%
        Yellow is the location of the three doors that go with each key



So yeah that's it.  Also, timing starts when the skeleton (Oscar) hits the ground, and is able to move (set it to about -3.35 from exactly when you hit normal after hitting new game).  My splits are:  First Key, Second Key, Dive, Third Key, Cure, Finish.  The run ends when Oscar leaves the screen.
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Koffee: 2017-03-30 06:56:27 am
oh gee whiz is lagged out adamed lag
Edit/Bump:
After a bit of experimenting, I learned that it's possible to skip getting backflip entirely, using the strange hitboxes on the spikes.
Also, the game was updated so that there's no more checkpoint on the final screen, so that doesn't have to be worried about any more.
Visual references for the backflip-less spike jumps, and the spike jump to get dive early.

Early dive:


Surface spike jumps: