I've seen crazy celeste TASes before, but what even IS this one?? the spikes just don't exist at any point, they're not even a suggestion anymore amazing work broski!
@@Cr33pyCat XD my guy, didn't expect to see a response immediately. Anyway, I meant the final dash at the end of said room(after second puffer). My first thought was that you were doing the tas late at night or smth and just saw a good demohyper opportunity
@@exylophone1 Basically it's all about speed and the direction you're moving (Or abusing pausing) For regular spikes if you're moving in the same direction they're pointing (Or you're pushed into them, due to how the game handles movement and spike collision detection) they wont kill you. For spinners, if you're moving fast enough, you can be on one side of them on one frame, and on the other side on the next. Or you can simply go through them before they ever load due to the sheer amount of speed. Then there's spinner stunning. If you pause on the same frame a spinner hitbox is supposed to load, the pause overrides the spinner hitbox loading. Repeating this over a 3-frame cycle, (Spinners are on 3 different groups, each checking to see if Madeline is within range of them every 3 frames, each group on separate frames, for performance) you can essentially prevent spinners from ever loading their hitbox. The same thing can be done with lightning, but I don't really know how that works. There's likely a lot more intricacies that don't really align with anything here, but this is kind of a basics guideline. Take this with a small grain of salt, since I'm not an experienced TASer by any means. Quick edit: damn I just whipped up an essay on how the game handles whether or not it should kill madeline in like 5 minutes lmao
Reuploaded since I found the final dash save for sub 200 dashes while I was resyncing files, the new dash save is at 18:02!
Absolutely unreal gaming. It has taken so much work and creativity to get to this point that it's just mindblowing. Congrats!
2:22
And now introducing... dashless jellyvator
It’s called jelly laddering
tfw your grandmother passes away and you ascend to the astral plane
awesome tas :)
It's beautiful! Congrats on sub 200! I'm completely in awe, and so happy to see it's come so far
I've seen crazy celeste TASes before, but what even IS this one?? the spikes just don't exist at any point, they're not even a suggestion anymore
amazing work broski!
spikes exist actually, they can’t be ignored because this is a restricted tas so it doesn’t allow spinner stunning,
:cereal1: they will never do farewell in sub 200 dashes
:cereal2:
My God, that's very cool. I'm speechless.
this is a really awesome tas great job!
It's over! Gg
Omg sub 200 ! Gg
The jelly smuggling is criminal.
MADELINE YOUVE TAKEN THAT JELLY ACROSS HALF OF FAREWELL
You can juggle the jellyfish! That’s actually epic.
its so cool that the huge key hub can actually be done in less dashes the normal way instead of doing the speedrun strat
Underated content
algorithm comment
11:49 what sorcery is that?
You can use coyote frames from leaving the ground to hyper out of the bubble
@@Cr33pyCat wait even then this tech is possible in green bubble right? How did you demodash in red bubble?
@@mars_titan By crouching into the red bubble from the ground you can demodash out of it
bro literally juggled the jellies
11:42 you can just grab spiked walls now ig
3:50 I don't understand celeste anymore
5:37???????? how? its not stunning is the hitbox just not touching cuz doiesnt look like shes crouching?
She's crouching through the spinners but the fish launch animation makes it look like she's uncrouched
@@Cr33pyCat mmm ok thanks very cool
Was the final dash in the 1:25ish room needed tho? Could've been 198
That dash is about half a pixel away from being skippable but as far as I know you can't get the pufferfish to line up
@@Cr33pyCat XD my guy, didn't expect to see a response immediately. Anyway, I meant the final dash at the end of said room(after second puffer). My first thought was that you were doing the tas late at night or smth and just saw a good demohyper opportunity
@@alibeksalim7072 Oh, you can skip that dash but you need a dash anyway to cross the gap at the start of the next room, so it's just a timesave
@@Cr33pyCat ohhh that makes perfect sense. Ty
12:14 wtf stuck in a corner???
:cereal2:
grineline but again
12:06 I’m sorry what
cereal2
What happened at 9:59?
I cast algorithm boost
lol
¿!!Restricted¡¡?
This is fucked up
why do you just not care about spikes in the cassette section
Because TAS could not care less about spikes
Spikes are a suggestion
@@SuperBox_Ray a technical explanation would be cooler though
@@exylophone1 Basically it's all about speed and the direction you're moving (Or abusing pausing)
For regular spikes if you're moving in the same direction they're pointing (Or you're pushed into them, due to how the game handles movement and spike collision detection) they wont kill you.
For spinners, if you're moving fast enough, you can be on one side of them on one frame, and on the other side on the next. Or you can simply go through them before they ever load due to the sheer amount of speed.
Then there's spinner stunning. If you pause on the same frame a spinner hitbox is supposed to load, the pause overrides the spinner hitbox loading. Repeating this over a 3-frame cycle, (Spinners are on 3 different groups, each checking to see if Madeline is within range of them every 3 frames, each group on separate frames, for performance) you can essentially prevent spinners from ever loading their hitbox. The same thing can be done with lightning, but I don't really know how that works.
There's likely a lot more intricacies that don't really align with anything here, but this is kind of a basics guideline. Take this with a small grain of salt, since I'm not an experienced TASer by any means.
Quick edit: damn I just whipped up an essay on how the game handles whether or not it should kill madeline in like 5 minutes lmao