Comments
thread: Celeste 64
New York City, NY, USAPaulDSSB3 months ago

this might just be me being a dumb dumb but dash and dialogue having the same button makes this kinda annoying. Idk if there's a dedicated talk button

thread: Celeste 64
New York City, NY, USAPaulDSSB3 months ago

To clarify my clarification: this is "peak-state" The runner tries to go to the final cassette tape but triggers peak-state at 10:05:64, which pauses the IGT

thread: Celeste 64
New York City, NY, USAPaulDSSB3 months ago

Also jesus christ 15 seconds is just absurd. I barely clocked in a sub-22sec

thread: Celeste 64
New York City, NY, USAPaulDSSB3 months ago

just to clarify, time ticks everywhere all the time, even while collecting strawberries. however time immediately stops ticking when you're at the peak by Badeline, which could pose an issue in a B-sides or 100% run, seeing as it's very easy to trigger the peak-state (which stops the timer) when you are near the final casette tape

New York City, NY, USAPaulDSSB1 year ago

I apologize how many drafts this strategy has been through. This is what we know to be the fastest Return Home strat now. It's consistent.

3 standing projectiles at spawn -> 1 flying projectile -> fly up above the orb -> dropkick

If you accidentally walk forward at the spawn you can use the above strategy I came up with earlier today as a backup and you shouldn't lose much time.

New York City, NY, USAPaulDSSB1 year ago

Here is a refined strategy for Return Home that is very consistent.

super jump (the higher up, the better for dodging barrels but sometimes u get hit anyway) -> fly -> skip the marauder cutscene -> fly forward and fire 2 flying shots at the turlin -> follow up with 2 flying attacks (NOTE: flying attacks will do more or less damage based on height / grazing the armor/orb. Flying from ground will do light damage while flying from high will do heavy damage. I find it's best to do 2 light's to clear the armor) -> Super jump -> fly high a bit -> dropkick

MysticManiac likes this
New York City, NY, USAPaulDSSB1 year ago

What I mean by that is, if Kenai is on one end of a level, and Koda on another, swapping bears moves the camera which pans across to meet the other bear. While the camera is panning, you can move immediately. And if you move immediately and pass an actor that is off camera, that actor is unloaded until it IS on camera.

This means that the distance between bears can be used to help one bear skip an obstacle, such as an elephant spraying water. (It's also worth noting that the water hitbox is only the fat end of it, not the shaft.

In Ice Cave 1 - Phase 2, Moving Koda to the elephant with Kenai at the beginning allows you to swap bears twice to pass the elephant, without needing Kenai to push the water spout. Likewise this can be done at the end of the level as well to get Kenai past the elephant faster.

New York City, NY, USAPaulDSSB1 year ago

It's a bit unclear in the rules and especially hard to judge when the final level ends with a skippable cutscene. Sometimes I accidentally skip it myself.

The run ends with you touching the goal of mountain chase, the screen fading to black, and then 3 frames later the cutscene starts (the first frame of it appears). So if you're like me and trigger happy with cutscene skips, you can re-time by looking for the first pitch-black screen, then advance 3 frames in your video.

New York City, NY, USAPaulDSSB2 years ago

I also don't foresee any issue? Though, for what it's worth, emulation via mGBA is probably going to be more convenient if you intend to practice and make use of save states for particular levels.

Would definitely like a mod's opinion as well.

TheLouieCopeland likes this
New York City, NY, USAPaulDSSB2 years ago

as long as you swap when Kenai is climbing the first ledge, swap once Kenai drops the boulder, get Koda across the gap first, and swap after cutting the rope, it works out perfectly

Skyvask likes this
New York City, NY, USAPaulDSSB2 years ago

I'm just here to say lmaooooooo WeaponLord ya can't get me removed now 😎

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