I noticed in this and a few of your other recent runs that the geyser launch is totally different and takes way less time. I’m assuming it’s super new because it wasn’t in the SGDQ run, but is there a good explanation of this new strat anywhere? It really intrigues me.
It was made viable a little bit before SGDQ, I just didn't do it there as I only had a little experience with it at the time and didn't want to start the run with 10 minutes of resets.. As far as an explanation goes, it's essentially just all about reaching the geyser at the right time. The window for being launched up is around 0.1-0.2 seconds long, too early or too late and you don't reach the launchpad. The two double jumps used to reach the geyser are frame perfect, they require inputting one jump, then waiting exactly 1 frame after releasing before inputting another jump. Patch 1.1.15 made diagonal walking faster than walking forward, which made reaching the geyser a lot easier. We've known this trick was possible for a looooong time now, but this change made it actually viable.
That’s really cool! Does the damage animation from landing on the ground in the geyser area have a purpose in this start or is it just the natural consequences of jumping a little high?
@@ptminsker Can't you slow down your fall by hitting the tree for a frame though, that might get rid off the slow, however it might not be time saving if you dont do it frame perfect maybe
I'm not 100% sure, but I think it's because the object he landed on is perpendicular with the floor! It's the same thing used is the start to don't die after the geyser
The game has a strange way of administering falling damage. If you fall straight into a world with high speed, you die instantly. But if you fall into a planet from orbiting it (not straight down but from an angle) the game deals you damage but you will survive it. Now imagine the stand he landed on was a planet, the angle he falls upon is letting him survive the fall damage. The youtuber 'tomatoanus' explains it visually in his outerwilds speedrun video
For the one at the 2 minutes mark, I assume it uses the light shrine thing to "absorb" the shock and negate fall damage Otherwise if you take damage that would kill you normally, you always wake up
Falling damage has to do with the angle of the plane youre falling on, and the angle you come from. If he missed that stand and landed on the flat ground, it would have killed him since thats considered 90° aka straight against an object/plane
It’s so clutch that the player has a flashlight surgically embedded into their skull
So that's what that fourth eye does!
yooooo, a fresh speedrun! nice:D
diagonal walking is faster??? how recently was this discovered, ive always heard that it was fastest to walk straight forward
It wasn't really discovered, the most recent patch made it faster than walking forward.
@@ptminsker ohhh huh. i assume that was an accidental change?
@@vorchitect Yup
@@ptminsker makes sense
1997
I noticed in this and a few of your other recent runs that the geyser launch is totally different and takes way less time. I’m assuming it’s super new because it wasn’t in the SGDQ run, but is there a good explanation of this new strat anywhere? It really intrigues me.
It was made viable a little bit before SGDQ, I just didn't do it there as I only had a little experience with it at the time and didn't want to start the run with 10 minutes of resets..
As far as an explanation goes, it's essentially just all about reaching the geyser at the right time. The window for being launched up is around 0.1-0.2 seconds long, too early or too late and you don't reach the launchpad.
The two double jumps used to reach the geyser are frame perfect, they require inputting one jump, then waiting exactly 1 frame after releasing before inputting another jump.
Patch 1.1.15 made diagonal walking faster than walking forward, which made reaching the geyser a lot easier. We've known this trick was possible for a looooong time now, but this change made it actually viable.
That’s really cool! Does the damage animation from landing on the ground in the geyser area have a purpose in this start or is it just the natural consequences of jumping a little high?
@@clairemoore8797 It kills some time since damage slows you down, can't reach the geyser too early.
@@ptminsker Can't you slow down your fall by hitting the tree for a frame though, that might get rid off the slow, however it might not be time saving if you dont do it frame perfect maybe
Bro said it's too easy with the suit on
When are you going to speedrun the game's alpha? I can't wait to see it!
There must be a way to get the prisoner without the codes. Maybe experimenting with the elevator above to glitch through?
How did falling in the endless canyon there not kill you?
I'm not 100% sure, but I think it's because the object he landed on is perpendicular with the floor! It's the same thing used is the start to don't die after the geyser
The game has a strange way of administering falling damage. If you fall straight into a world with high speed, you die instantly. But if you fall into a planet from orbiting it (not straight down but from an angle) the game deals you damage but you will survive it. Now imagine the stand he landed on was a planet, the angle he falls upon is letting him survive the fall damage. The youtuber 'tomatoanus' explains it visually in his outerwilds speedrun video
Daaaamn gg
Where do you find the code for the alarm? I've completed the game and DLC, but I've never found that code.
I believe speedrunners brute-forced this code; it doesn’t appear anywhere in the game.
@@DrewLevittI 'm almost surprised there IS a code. Freaking crazy to think it was brute forced... How many combinations are there I wonder?
i'm pretty sure it was found in the game files, brute-force would take forever
@@Ryan3 makes more sense.
@@dwebus1020if i remember my maths lessons correctly, 5^7 cause you have 5 symbols to find and 7 possibilities for every 5 slots.
where is that code to turn off the light?
Wait can you just always jump crazy far and not die in the dream realm? Looking at 2:51
Came to the comments to ask the same thing (for 2:03)
For the one at the 2 minutes mark, I assume it uses the light shrine thing to "absorb" the shock and negate fall damage
Otherwise if you take damage that would kill you normally, you always wake up
Falling damage has to do with the angle of the plane youre falling on, and the angle you come from. If he missed that stand and landed on the flat ground, it would have killed him since thats considered 90° aka straight against an object/plane