Nice run, you select several dangerous gaps with clever control.
With pre version you can use "ground flip" to increase your speed. Also you can use strings(vine, rope) to make great speed. Flipping and release at gripping point makes also make nice speed.
GG!
This video is an archive of terrible Yellow Monke. Helicopter stuck. Long jump at the end of Human Fire is great (and scary).
Congrats for your run. By the way, you flip on the ground after learning it, but at your version such action make no sense unfortunately. Even though it is Pre1.7. Ground flip version is before Daily Run added one. In this version (and latest version), flipping and landing will only in effect when you could land on branches, roofs... not on the ground. In the case you are interested in ground flip like top lanker, I'll try to make guides for installing "ground flip version" with translating guidance in Japanese. You can check it in Japanese server before my support.
P.S. I made guidance for installing Ground Flip version!
Sorry for my late reply.
Mobtelo san had confirmed that if only one file completed main story you have, it will let opening Liberation for other file, (though it is only for Latest version). You can hold only one file with completed main, then delete other files for play Liberation as a blank state. This means attempting this category will be easier especially on the Latest version. File problem is solved with this fact. Version problem is actually exist although. (Are there someone who'd love to run Liberation on Pre1.7 version finally?)
RNG problem is not solved, but idk so much about this. I must try to run Liberation. Then this also must be discuss whether this category have something worth to do with fun or not, among experienced players. Just for making new category, I'd like to give agree.
As he said, this run has good RNGs (no "ass" valley in Ch3, few warehouse in Ch4...etc) Also has bad RNGs such as no following by Yellow in Ch5's factory. 2 Mountains in storm area (early, middle), early mountain in Ch8, some colliding in Ch10. Good routing with early releases for sliding make sense for high speed. Nice run.
Great branch releasing technics: No Home, The Last Chance, New World. Great routing: Reunited, New World (going up map)
It's so challenging run..., insanity Human Fire's routing. Recoveries are great. Such as branch releasing at the enter of Endagered, valley sliding at New World, valley sliding jumping Concrete Jungle.
This is so epoch making record! Congrats! The run till The Last Chance is so great, but RNGs after Heli Falling was bad... Possibility to sub 36 showed by this video.
Pink seems respawned ahead of dead point at Human Fire, and it reduce definitely less time loss than usual.
It's so pioneer that avoid big tree slope after falling. Avoiding to grab rope at the entrance of human fire is also great technic. This is the first time I see normally recover from dead at "random bad valley" on chapter 2. Generally it causes load loop.
Jeef san, you are totally correct and comment like represent to my thought lol.
As you said considering population is something hard maybe, because of active players are biased in Japanese. And in this page, nothing guidance for downgrade for playin on Pre version, it is disadvantage for non-Japanese runners (Japanese Discord have such guidance, so I may have to translate and post it to this community). But separating the leader board into Pre and Latest is important, I'll try to learn how to realize it and build.
I'm also don't want to try OP skip in Pre version, it will take so much time away but take long real time for preparation in each PB attempt run, it is annoying literally haha! For this matter, Japanese community considering to change start timing from "selected Ch.1 and load completed" to "Press C for swing on the first tutorial (actual operational timing)", it helps every version will start same timing and OP skip will make nonsense. This topic also have to be discuss enough of course.
Sorry for such messy explanation, but I hope this community will become more comfortable for every runner. In other words, I'd like to play Daily and another additional content for this game instead of OP skip lol.
This is sequel to my last thread: https://www.speedrun.com/gibbon/thread/g7nzt
Additional differences between two version were revealed. (They are more internal and bigger matter I think.) The purpose of this thread is learning big gaps between them same as before, and separating category into two versions.
Same as the last time I made comparison videos. The segment of these videos are: selecting Chapter 5 and running until touching the poll of factory like building. (Please not be so strictly to compare the move, I mistook some route and action haha.)
- Slide and jump: On this video I performed just sliding and jump on the ground.
Up left: Pre version. Just slide and jump till the poll of factory.
Down left: Latest version. Intend to act just slide and jump same as Pre version. But Pink was killed.
Down right: Latest version. Slide and jump but also using swing, because without swinging Pink cannot avoid to death.
Conclusion: Without flipping, different of speed between Pre and Latest seem not so big. But friction effect of ground seem increased on Latest version. (Pre avoid to death, but Latest did.)
- Slide and roll: On this video I performed sliding, jump and roll.
Up left: Pre version. On this video, we can recognize "horizontal-ground-flip" is allowed to use (it can keep speed).
Middle: Latest version. It is almost same as down left but flip action succeeded on slope.
Down right: Latest version. Horizontal-ground-flip cannot be succeeded.
Conclusion: This is one of the biggest difference. Pre version reached goal faster about 20sec before Latest version. But when it comes to the Latest version, the technique is not successful, allowed. On my sight Pink's flip move is slowed down, but if you completed to flip, you will know there is no speed up effect (both visual effect and internal effect?). In the Latest version only landing on slopes after complete flip effective. Maybe you know there are so many areas where Pink can horizontal-ground-flip to go through in Pre version, if you running two version of this game or watching videos of top runners. For example: Fires of Man, Endangered, Last Chance, Concrete Jungle and all big slopes with long ivy or Yellow's following throw. This is the biggest gap why I'm suggesting to separate leader board again.
- Other information (Sorry for no videos)
- Landing on slopes after complete flip is allowed for both versions however, the Latest version is forced 2rolls flip into 1roll flip, even though you completed the action. In other words, in the Latest version player can only make 1roll speed up on slopes. (Nothing pink afterimage caused except catching or landing on branches.) As set-ups for double flip landing, for example entrance of Fires of Man and Lion's Den give more speed to Pink. Other big slopes are also effective. In short, on the Latest version must reconsider another route, because the route which need speedy state cannot feasible. Recently Japanese Latest version runners found mashing land button technique, the gap is not so big maybe.
According to above explanation, I'd like to suggest again that we have to separate leader board in order to reduce unfairness.
Thanks for your confirmation, Jeef san, DorianSnowbal san. I'm glad to see version tag on the leaderboard. I think current status is no problem because ppl can switching the board with versions. Yeah I'm also looking forward to hold more discussion about this topic. For example making guides for differences between versions and installing method of early version or so.
By the way I'm belonging to Japanese Gibbon community Discord, so I will share both your opinion to there and when something will be came up, bring it here as representative. Even though Idk such a act can be called discussion or not lol.
I'd like to discuss about making category by differ of game version and usage of glitch. This is because if there is the only one category on this leaderboard, it'll lead unfair situation for runs. (Even though there are no definition what is the glitch.)
Differences between early and latest version:
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Opening skip: You can remove wake up cutscene of Chapter 1 only in the case when you complete to watch staff roll. This makes about 50sec advantage from standard start easily. This glitch is available only for early version.
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Cutscene after "Fires of Man": In early version, Pink stops at the way of leaving "Fires of Man" and this disabled in latest version. This makes about 15sec between two version. Latest version advantage.
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Cutscene at the beginning of "Last Chance": Added cutscene at the beginning of "Last Chance" makes 20sec between two version. Early version advantage.
EXTRA: Map expansion in "New World": New map chips are added to 8th chapter "New World". It seems no affects though.
Oh I missed the regulation. Now confirming the video and submit again, sorry for irritating you :(