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There is some incredible stuff there Aaron, thank you for sharing!
Edit history:
Exo: 2011-09-23 01:31:10 pm
Sandbagging
Quote from Aaron_Haynes:
PJ: It's way too hard to do every time. The ones from 3:16-3:52 similarly require flawless timing, so in a SS, it's a huge gamble to try for them. But with those, you can still try for the more cautious route if you mess up, not so much with 3-13.

Thanks for finding that, btw!


For the 3-13 blade skip try to slide along the right side of the block instead of jumping over it. That boosts up the success rate immensely.
Obviously you dont have to do it but give it a try and see if it changes things Smiley
3-13 is def worth practicing.  I can get it about 50% of the time, and haven't really put much effort into it.  As for the chapter 6 strats Joe posted, they are worth doing if you don't get a perfect Larry to try to save the run.
Edit history:
BaronHaynes: 2011-09-23 04:48:16 pm
Strange days, incredible days
Cody - No problem! Glad it had some benefit. I figure it's just best to share everything and let skill be the deciding factor.

Mundungu - That's a good point. I think it only amounts to about 6 or 7 seconds total, but that's worth an extra Larries cycle at least.

I'll give 3-13 a try next time I play. Seems iffy to me though.
Edit history:
Exo: 2011-09-24 07:45:57 am
Exo: 2011-09-24 06:50:45 am
Exo: 2011-09-24 06:35:37 am
Exo: 2011-09-24 06:35:23 am
Exo: 2011-09-24 06:35:18 am
Exo: 2011-09-24 06:35:13 am
Exo: 2011-09-24 06:34:10 am
Exo: 2011-09-24 06:34:09 am
Exo: 2011-09-24 06:33:49 am
Exo: 2011-09-24 04:14:17 am
Exo: 2011-09-24 04:13:03 am
Sandbagging
Hey Aaron just wanted to mention that the 2nd missle didnt prematurely explode even once in 5-17 for me o_O
I've tried it for like 100 times and it always seems to work.

P.S.: You can go all out there and jump over the last pillar while not getting hit by the missle. It's pretty tricky.

P.P.S.: The 6-4 route is a LOT more consistent than joe makes it look. I usually get to the 2 blade-clock crossing point way too early so i have to wait till I jump in between them. The timing is pretty forgiving on this and it saves a lot of time.

P.P.P.S.: (Keep finding new things ~_~) If you miss the quick 5-1 strat and are about to jump into the 2nd building do a full jump. That guarantees that you will pass the big+small blade-combo which allows you to jump over the big final blade.
Strange days, incredible days
I'll record what I'm talking about on 5-17, it happens for me constantly. I've gotten the first missle to curve back around and hit the wall before, but I doubt this is repeatable Tongue

Assume you meant 6-4, and yeah the current strat calls for a few seconds waiting around at that spot and the end, cause any slips basically mean you won't make the fast strat.

I've gotten over the final blade on 5-1 early even with the slow strat, but it's super precise. I'll keep practicing.
Edit history:
Exo: 2011-09-24 05:30:13 pm
Exo: 2011-09-24 05:29:43 pm
Sandbagging
Heres my strat for 3-17 :



If you can improvise on the spot you shouldnt die doing this.
Doing small jumps makes the keygrab a sure-fire tactic for this level.
(if the cannons start shooting while youre falling its a good idea to stop for 0.5-1s in the pit if you dont want to risk a run^^)

New 1-14 strat :



More walljumps = less milliseconds.

(last jump over the hill is a bit too high in this footage)
Edit history:
Breakdown: 2011-09-24 11:48:22 pm
Haters gonna hate
Here's a vid with some stuff that might help you SS runners.  Some things here I haven't seen either posted here or in runs, so figured I would share.  These run from tiny to decent time savers and easy to crazy difficulty, but I think there's at least something in each level that could be incorporated.



Anri's definition of alphabetical is different than my computer's, but here's a quick rundown by level.

1-10 - 4.59:  Not too hard, especially this early.  The jumps between the levels are the big thing here.

1-16 - 4.19:  Not going to reject a run for not threading the needle on either side, but this is the fastest way to do the section in the middle.

1-18 - 2.00:  Saves about .1, not a huge deal, but it's something.

2-15 - 7.45:  This is how you make the top route at the start faster.

2-16 - 5.59:  The jump at the beginning is what's helpful.  The platforms you spawn over are half blocks, and you can jump off the half that isn't there.  Gets your acceleration up faster.

2-2 - 3.00:  Similar to what was in Exo's last run (awesome run btw), just no need to jump at the bottom.

2-5 - 5.49:  Hard to get consistent, but you want to push against the first fan a bit once you get to it to get good placement for the second one.

2-8 - 7.81:  Pretty self explanatory except for the jump at about :59, you actually let off of run briefly right before you land on the floating platform to make the next one clean.

2-9 - 3.59:  This level uses a technique I've been calling a spawn jump.  Basically when you spawn even if it looks like you're starting on the ground you're actually a little in the air, and if you're next to a wall you can wall jump before you land at the start.  This can save about .3 by itself and has applications in lots of levels.  It's not the most SS friendly thing in the world, but the strat here is still faster than current SS strats without it, my best without is about 3.80.

3-15 - 6.46:  Another spawn jump level, but it still works without it.  No waiting on that platform.

4-14 - 8.85:  Advancing without touching the top girders is really hard and if you don't do it right it's slower than just hugging them.  The method for the climbing the right wall is really what's on show here.

4-15 - 5.51: The start of this one isn't too bad, the end is really precise though.  I do think the start should be incorporated, but I'll leave the end up to individual runners.

4-3 - 8.41:  Right path > left path.

5-10 - 11.15:  I just noticed this today actually.  It seems really obvious you can jump that bottom sawblade, but I've never seen anyone do it.

5-14 - 9.78:  Slightly faster way to approach the far wall.  Not much else to say.

5-15 - 6.63:  The wall jump off the single block is really difficult, but not pulling up after the maggots after it and the jump at the end are very feasible for a SS run.

5-17 - 11.40:  Easier than it looks really.

5-2 - 7.85:  The wall jump by the second repulsor probably won't make it in, but do let the third one push you up and save a jump at the end.

5-4 - 8.31:  With a little practice this isn't too bad, but definitely way harder than using both.  Use at your discretion.

5-5 - 10.52:  Not hard at all and saves a good second done right.

5-6 - 6.48:  Again, not too hard, and this can go lower.

5-7 - 12.62:  The big thing is the jump to the second button.  If you're a little slow through the beginning you have to do the moving blades differently, but this'll still yield a time in the 13s.

Hope this helps somebody. Smiley
Strange days, incredible days
Some of these are absolutely incredible. I'm not sure about a few of them (the 5-15 walljump as you mentioned; 2-2 already gives me ulcers, but it's worth practicing) but most of them seem quite easy to incorporate. I also notice a trick with running through the crumbling blocks on 5-17 that never occurred to me, stepping back and getting up to full-speed so you push through faster than you would just holding left against it. Have you tested this and is it really precise?

Exo: I've been trying to replicate the midair missile explosion on 5-17 and suddenly I can't do it either. I'm succeeding almost every time. Yay? I guess so.
Breakdown, those improvements were amazing! Cheesy Can't believe no one ever thought of the 5-6 one.
Strange days, incredible days
Ahahah yeah 5-6 was a facepalm moment for sure.
Haters gonna hate
Thanks to both of you.

As for backing off the disappearing blocks instead of just pushing against them, it is definitely faster if done right.  It's not too exact, and if you screw up it's not like it kills you.  No reason not to go for it really.  Another level I meant to put in this was 3-10 which not only features this at the end, but you should also hop on the horizontal sets before they disappear to get downward momentum started sooner.
Edit history:
Exo: 2011-09-25 06:11:07 am
Exo: 2011-09-25 06:10:13 am
Sandbagging
Thanks for the new strats Breakdown! <3
I'll try to use as many of them as I can ^^
A lot of them are really awesome and I cant wait to try them out Smiley

-edit-

Just wanted to show Aaron and anybody else whos currently running this that 6-4 is really reliable with some practice :



P.S.: For 6-3 : Try to get the fast strat. You'll know if you dont hit it and can always change to the slower one Tongue
Edit history:
Kaede: 2011-09-25 10:23:30 am
Kaede: 2011-09-25 10:23:20 am
Kaede: 2011-09-25 10:23:04 am
Kaede: 2011-09-25 10:20:39 am
Kaede: 2011-09-25 10:20:19 am
Kaede: 2011-09-25 10:17:04 am
Kaede: 2011-09-25 10:16:53 am
Quote from scurty:
Can't believe no one ever thought of the 5-6 one.

Wink
I didn't think of it at first either, though, this is my second upload not the very first one.

Nice runs Exo and Breakdown.
Also, nice 5-15, I wasn't sure it was even possible.

@Breakdown: may I add the runs you have posted in the temporary IL table I posted a while back ?
Haters gonna hate
@Kaede, sure.

@ everyone else, I really should mention I have to give the nod to Kaede for at least the basis behind a lot of these strats.  Anybody running this game should check out his youtube channel.  Lots of good stuff there.
Ganondorf = Donkey Kong LOOK IT UP!!


Team Meat would like to apologise for creating the most broken as fuck character I've ever controlled.
Edit history:
UraniumAnchor: 2011-09-25 11:57:32 pm
Not a walrus
For the record I discovered that sawblade jump in 5-10 when I first played through the game but it seemed so obvious I didn't think it was worth mentioning. Lesson learned, I suppose. Wink
SEGA Junkie
Great video Breakdown!

Since I know you're an IL sort of guy I think you can make 4-3 slightly faster by holding against the right wall in that last tunnel, and wall jumping off that wall to gain speed. But the route changes are awesome.
Edit history:
Exo: 2011-09-26 06:56:05 am
Sandbagging
This should be pretty handy for anybody who runs this game single segmented.
I wrote this cause I got sick of having to delete the save file over and over again ^^
Put this in a .bat file :

DEL "C:\Program Files (x86)\Steam\steamapps\common\super meat boy\UserData\savegame.dat"
DEL "C:\Program Files (x86)\Steam\steamapps\common\super meat boy\UserData\savegame.dat.bak"
cd C:\Program Files (x86)\Steam\
Steam.exe -applaunch 40800

and make sure it points to your steam folder. Might vary Tongue
This basically deletes your old savegame and starts super meat boy for you in one executable.
Edit history:
Kaede: 2011-10-03 02:33:08 pm
Sorry for being so slow, I have just updated the temporary "submitable IL runs" table (link)
Edit history:
Kaede: 2011-10-08 03:38:25 pm
Kaede: 2011-10-08 03:37:43 pm
Kaede: 2011-10-08 03:36:02 pm
Kaede: 2011-10-08 03:34:48 pm
Kaede: 2011-10-04 04:45:42 pm
Kaede: 2011-10-04 04:44:25 pm
Kaede: 2011-10-04 04:41:40 pm
I finally finished running 5-20 (13.58s), after spending so much time on it and being frustrated with it (at first using a very hard route but missing one obvious and easy change, on top of it). It is still optimizable a little bit at the end though but I don't feel like doing it again right now.
Anyway, I think I am going to get into the game again, after that very long break Smiley
I will upload 5-20 and a few others this weekend.
edit : here it is


I also found a cool route for 4-12x, here is a sample :

It is not *that* hard to do once but I can't do it consistently and it must be done two times, which makes things more complicated.
Anyway, it seems to indicate that the lasers collisions are approximative / buggy. Or maybe Meat Boy collision box is just smaller than I thought.
edit : I found one more way to be faster in that level. When falling on the right side just round the right orb, it is possible to make that orb briefly turn clockwise but then go back and turn anti-clockwise. This can save a little time because the orb is usually slightly slower to turn than Meat Boy to get the key and turn back. It doesn't seem to be quite easy to do either, so it should make a difficult (but solid) run overall, I hope I could make it soon.

edit : language corrections
Sandbagging
Nice find Kaede <3
Maybe I'll give you some IL competition soon ^^
Here is something to start with:

1-14x in 6.10 seconds (leaderboard time) :



Getting meat boy to clip into the edge is really annoying Tongue
Edit history:
Kaede: 2011-10-09 05:14:56 am
Nice one.
I just worked on it and did 5.95s Smiley
Sandbagging
Got 5.92 ^^

Edit history:
Kaede: 2011-10-10 01:04:15 pm
Doh, you beat that in 20 minutes o\
I will probably give it a try again tomorrow Smiley