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#638490952675144478 - Movie File update. Now with annotations because I am a dumbfuck. Yayyyyyyyyyyyyyyyyyyyyyyy

shocktopusAny% - Copy.ltm
In 05:51.47 (10544 frames), 14522 rerecords
Game: 1001 Spikes ( Linux, see all files )
57 downloads
Uploaded 4/19/2024 3:47 AM by EnderOnryo (see all 4)
Electric Shoctopus Time Save
Confirmed
Level 4: Better movement in the electric field, and a wall jump after going around the bend for faster vertical acceleration.
Level 39: On the last jump to the straightaway you can use a different lineup and a charge to gain significant speed. You might end up having to jump to not run into the wall of missiles ahead of you.
Suspected
Level 24: Due to the bomb blocks and missiles acting as a time gate there is potential to drop down and climb the wall for a faster time.
Level 41: Better movement might be possible.
Level 43: Better missile manipulation might be possible.
Level 45: Better positioning during the missile segments might be able to save some frames.
In general: Better wall charge climb. I just held the charge button and spammed wall jump rather than properly timing it in some places. Confirmed instances are Lv. 30, 31
In general: Charge Boost. If you are moving in the same direction as a electric fields direction you can charge to get a minor speed boost. This can occasionally save frames.
Copium
Level 10: If you can wall jump from the left wall to the upper platform you can skip right to the end, potentially saving time. I have never gotten this to work.
Level 42: Just running or jumping off the ledge (can't recall whitch) results in a trajectory that just barely scrapes the second set of spikes. If you can get that to work you save having to do all the looping down below.

Annotations

libTAS resoltuion is set to Native
QT_SCALE_FACTOR is set to 1.5