[TAS] Celeste - Farewell in 199 Dashes (
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- Опубликовано: 20 сен 2024
- Update 12/4/23: For those wondering, the TAS has been improved to 186 dashes since the time of this upload (7 of those dash saves being from breaking the final room using bino control storage). Also, DTS saves a dash now which is pretty cool.
As you might know, spinner stun is a recent tech discovery which completely breaks mindash, though this TAS is reserved under the restricted ruleset which bans the use of stun. However, Luna has put a ton of effort into the unrestricted Farewell TAS and it's finally finished, so go give it a watch: • [TAS] Farewell Unrestr...
Original description:
Over the past 2 years, I have been working on and off saving dashes and optimizing the Farewell mindash TAS. Since the first upload, 18 dashes have been saved, and the TAS is a minute and a half shorter. I sincerely hope you enjoy this TAS as much as I do, it's crazy how malleable the chapter is if you try hard enough.
The TAS uses two extra dashes to skip the dash trigger at the start of the chapter, but it saves these two dashes back (one in g-01, one in h-07) by utilizing double dash, as well as saving time in numerous other rooms.
Thanks to aleph_null for saving a dash at the start of Determination, and to atpx8 for creating the Subpixel Jelly mod (gamebanana.com...) which was invaluable for TASing the second half of Reconciliation and the final room.
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!
:cereal1: they will never do farewell in sub 200 dashes
:cereal2:
2:22
And now introducing... dashless jellyvator
It’s called jelly laddering
Absolutely unreal gaming. It has taken so much work and creativity to get to this point that it's just mindblowing. Congrats!
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,
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
My God, that's very cool. I'm speechless.
MADELINE YOUVE TAKEN THAT JELLY ACROSS HALF OF FAREWELL
algorithm comment
its so cool that the huge key hub can actually be done in less dashes the normal way instead of doing the speedrun strat
It's over! Gg
this is a really awesome tas great job!
Omg sub 200 ! Gg
Underated content
bro literally juggled the jellies
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
I cast algorithm boost
grineline but again
:cereal2:
12:06 I’m sorry what
3:50 I don't understand celeste anymore
This is fucked up
cereal2
12:14 wtf stuck in a corner???
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
¿!!Restricted¡¡?
lol
What happened at 9:59?
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