Timesave per chapter compared to last encode (FILETIME): Prologue 0.000 (0f) 1A 0.051 (3f) 1B 0.697 (41f) 2A 0.000 (0f) 2B 0.085 (5f) 3A 0.561 (33f) 3B 2.176 (128f) 4A 0.969 (57f) 4B 2.244 (132f) 5A 0.000 (0f) 5B 1.700 (100f) 6A 1.717 (101f) 6B 11.203 (659f) 7A 0.510 (30f)* 7B 11.254 (662f)* *7B RTM messes with the way I'm calculating these times, and I had to use an alternate method. I'm like 80% sure these are accurate but less confident than with the other times. The total summit timesave is definitely correct, the split between 7A/B might be wrong if I failed to consider something.
i don't even speedrun this game and yet i can pick out specific tech in this video and name them. why is my brain like this. that spiked cobwob (spobwob) in chapter 1 was crazy
I find it crazy that with the really long intro combined with the save and quit, the TAS manages to get through all of 7B without listening to the chapter 7 melody (until it switches to the 8 bit tune at the end obviously).
Lots of crazy tech, but my favorite part is how long you held onto that berry in 3A. Awesome TAS! Wild to see spinner stunning cut this much time from the vanilla game.
Game corner corrects you extremely hard out of and into dream blocks, this is a prime example. Very precise subpixel stuff I think, to actually go through the wall.
Same mechanic at 4:38, that one's easy enough to do RTA just get the position right (within some pixels) and diagonal dash. Guessing the first is much more precise though.
madeline's hitbox is tall enough so that she enters the second dream block before fully leaving the first one. it's not precise at all, you can do it from the floor there
I'm kinda curious about the pause buffering used in this run. My best guess was that the spinner hitbox clock keeps ticking while the game is paused so you can effectively "disable" spinners at the cost of spending a pretty large portion of your frames with the timer still running in the pause menu, which is why it's worth in certain sections and not others (why it's not to just go through spinners everywhere), but looking at 26:15 that explanation seems a little less likely considering how early the pause buffering starts. If anyone knows what's going on, i'd be interested to know as well
good guess lol. each spinner checks if they should load their collision hitboxes every 3 frames, so we can effectively "stun" one third of all spinners by repeatedly pausing on the frame they do that check. we usually have to do it starting from far away because, when on screen, they start load checks from 16 tiles away
that one is to reset spinner drift, enabling the big spinner stun you see a couple rooms later. there's a spot in that room with two spinners directly on top of each other, and if we don't do the quit out, those two spinners will be in different "groups" and we will not be able to stun both of them
Gg to the creators. I have a question: there are multiple spots (for example in 6b) where it looks like the game is being paused; why would a tas require pause buffering?
It's a trick called spinner stunning. In short, spinners (circular spikes) are loaded in 3 groups. Each group loads on a different frame. If the game is paused on that frame, the spinner won't load. Through repeated pausing, you can unload a group of spinners
only for 5b and 6b. i believe 7b and then 2b would be the two other b sides that lose the least amount of time compared to a-side counterparts. the All Cassettes TAS needs 4 hearts to unlock core, and gets 3a 5b 6b 7b hearts to do so
You don't collide with spikes if you're moving up through them. This seems normal enough, but there are a few quirks: if the spikes move up into you, or the wind pushes you into them, there is one frame IIRC in which you can jump off the ceiling/wall behind, before the next frame where you're inside the spikes with zero velocity and take damage. TAS being TAS, of course we're going to showboat bunnyhop all over it, nothing else to do but wait anyway :> There's also jumping off corners with spikes on top (necessary for 1A winged golden, tricky but certainly doable RTA), or the few pixels between spinners (placed spike objects with bounding boxes -- not tiles as the above spikes are) and whatever wall or floor they're beside.
@@T3sl4 I believe spike jumps like that 4B clip are buffered, meaning that one frame where you can jump functionally acts as 5 frames. This is a big part of how human speedrunners actually go for strats like that sometimes, because it's more lenient than it looks.
Tool assisted speedrun. Basically, they programmed and optimized all these inputs, meaning that this is a frame-perfect speedrun to the best of current knowledge
You know the movement tech is PRECISE when a TAS that can play the game one frame at a time still needs to use pause buffering to pull certain things off. This game is wild
I think what you're referring to is called spinner stunning. They pause the game repeatedly to stop spike hitboxes (called spinners) from loading so they can just move through spikes
The fact this is near the Any% wr in time is funny
it's even slower than human any%
And this is why they don't accept all the B-Sides in the original runs, just the one from the mirror temple.
@@FluffyCurry not just mirror temple, they do reflection B side as well
@@FluffyCurry they actually do the 5B because the music for it is that good (/j)
Any% tas and bny% tas released a day apart. Celeste community is getting spoiled. This is incredible.
its bc of new spinner tech being recently discovered
"Oh, thank you, bird, for teaching me how to wall bounce :v"
Timesave per chapter compared to last encode (FILETIME):
Prologue 0.000 (0f)
1A 0.051 (3f)
1B 0.697 (41f)
2A 0.000 (0f)
2B 0.085 (5f)
3A 0.561 (33f)
3B 2.176 (128f)
4A 0.969 (57f)
4B 2.244 (132f)
5A 0.000 (0f)
5B 1.700 (100f)
6A 1.717 (101f)
6B 11.203 (659f)
7A 0.510 (30f)*
7B 11.254 (662f)*
*7B RTM messes with the way I'm calculating these times, and I had to use an alternate method. I'm like 80% sure these are accurate but less confident than with the other times. The total summit timesave is definitely correct, the split between 7A/B might be wrong if I failed to consider something.
This TAS guy is so good at this game it looks like a machine
i don't even speedrun this game and yet i can pick out specific tech in this video and name them. why is my brain like this. that spiked cobwob (spobwob) in chapter 1 was crazy
Rain World brain rot detected
Or, games when the movement tech sheet is 100 pages:
@T3sl4 rain world doesn't really have that much in comparison to the amount of esoteric tech in celeste
I find it crazy that with the really long intro combined with the save and quit, the TAS manages to get through all of 7B without listening to the chapter 7 melody (until it switches to the 8 bit tune at the end obviously).
to be fair, they did restart the map in chapter 4 which also restarted the music
@mxyzptplk I mentioned the save and quit in my comment.
That 4B is insanity
I imagine skipping dialog in a speedrun is just slapping the character and running away
7B was fire! holy crap ggs
Lots of crazy tech, but my favorite part is how long you held onto that berry in 3A.
Awesome TAS! Wild to see spinner stunning cut this much time from the vanilla game.
oh my god bunny%
What does bunny% mean?
nice beany percent video
this is absolutely amazing, this is mesmerizing to watch!
80 more frames until sub 25????
absolute cinema
7B heart poem is such a fitting phrase to end on
4:03 “Think you could keep up with me?” Ahh Madeline
4B at 11:46, wtf bruh??? sorcery I tell you!
4:05, how does that work ?
double jumping out of the dream block?
Game corner corrects you extremely hard out of and into dream blocks, this is a prime example. Very precise subpixel stuff I think, to actually go through the wall.
Same mechanic at 4:38, that one's easy enough to do RTA just get the position right (within some pixels) and diagonal dash. Guessing the first is much more precise though.
madeline's hitbox is tall enough so that she enters the second dream block before fully leaving the first one. it's not precise at all, you can do it from the floor there
I'm kinda curious about the pause buffering used in this run. My best guess was that the spinner hitbox clock keeps ticking while the game is paused so you can effectively "disable" spinners at the cost of spending a pretty large portion of your frames with the timer still running in the pause menu, which is why it's worth in certain sections and not others (why it's not to just go through spinners everywhere), but looking at 26:15 that explanation seems a little less likely considering how early the pause buffering starts.
If anyone knows what's going on, i'd be interested to know as well
iirc spinners only deload if you're a certain distance from them or if they're off screen
good guess lol. each spinner checks if they should load their collision hitboxes every 3 frames, so we can effectively "stun" one third of all spinners by repeatedly pausing on the frame they do that check. we usually have to do it starting from far away because, when on screen, they start load checks from 16 tiles away
25:49 why did it quit and restart? i thought it didn't have the "waking up" animation like 15:12?
that one is to reset spinner drift, enabling the big spinner stun you see a couple rooms later. there's a spot in that room with two spinners directly on top of each other, and if we don't do the quit out, those two spinners will be in different "groups" and we will not be able to stun both of them
that's very subtle. thank you for the explanation!
4:04 WHAT???
celeste
@@Lmjacks makes sense lol
that 4B tas was absolutely disgusting. the entire level was just madeline violating spikes and spinners
11:33 ... what. how did madeline learn to become invincible
not the splipped droost into double cpop 😭
bunny%
Gg to the creators. I have a question: there are multiple spots (for example in 6b) where it looks like the game is being paused; why would a tas require pause buffering?
It's a trick called spinner stunning. In short, spinners (circular spikes) are loaded in 3 groups. Each group loads on a different frame. If the game is paused on that frame, the spinner won't load. Through repeated pausing, you can unload a group of spinners
4:05
I- wha- HUH!?
celeste
cny% when
or dny%
I get why badeline cries now cuz this is even worse than bullying
Is it faster to do any b side instead of the A sides ? I know it is at least for chap 5 and 6, but Chapter 4 looked so fast as well
only for 5b and 6b. i believe 7b and then 2b would be the two other b sides that lose the least amount of time compared to a-side counterparts. the All Cassettes TAS needs 4 hearts to unlock core, and gets 3a 5b 6b 7b hearts to do so
Okay so taseline can just walk into spikes??? Like, fully embed herself in them.
No tas awake :ε
:ε get a Greek keyboard
11:26 WTF
You don't collide with spikes if you're moving up through them. This seems normal enough, but there are a few quirks: if the spikes move up into you, or the wind pushes you into them, there is one frame IIRC in which you can jump off the ceiling/wall behind, before the next frame where you're inside the spikes with zero velocity and take damage. TAS being TAS, of course we're going to showboat bunnyhop all over it, nothing else to do but wait anyway :>
There's also jumping off corners with spikes on top (necessary for 1A winged golden, tricky but certainly doable RTA), or the few pixels between spinners (placed spike objects with bounding boxes -- not tiles as the above spikes are) and whatever wall or floor they're beside.
@@T3sl4 I believe spike jumps like that 4B clip are buffered, meaning that one frame where you can jump functionally acts as 5 frames. This is a big part of how human speedrunners actually go for strats like that sometimes, because it's more lenient than it looks.
I thought it said "bunny%"
What does TAS mean?
Tool assisted speedrun. Basically, they programmed and optimized all these inputs, meaning that this is a frame-perfect speedrun to the best of current knowledge
You know the movement tech is PRECISE when a TAS that can play the game one frame at a time still needs to use pause buffering to pull certain things off. This game is wild
I think what you're referring to is called spinner stunning. They pause the game repeatedly to stop spike hitboxes (called spinners) from loading so they can just move through spikes