140 optimization strats

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Published on ● Video Link: https://www.youtube.com/watch?v=r9ICme_Jt-o



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I'm still very happy with my PB/WR. However I got curious how much time I could have further squeezed out, so here are the scenes, that I "messed up" sorta.
I apologize in advance for the usage of shitty Windows Live Movie Maker, I normally don't do video editing at all.
Explanations:

00:27 - The saving at the beginning of level 2 is rather minor, yet rather easy to perform. The orb moves faster than you, so, mathematically, if you catch it as far to the right as possible, you will save the most time. In my run, I caught it relatively in the middle.

00:36 - The time saving before the level 2 boss is rather counter intuitive: You need to roll down as LATE as possible to get to the orb activation as EARLY as possible. Here's why: When you fall down and catch the orb, you're waiting for getting pulled up. There is no difference in your horizontal speed while in mid-air or on the ground.
When you catch the orb early, you will get pulled up after you fell a considerable distance. Before you can get left over the edge again, you will need to be pulled up this distance. So, the LATER you catch the orb, the FASTER you will be able to get across the edge and the EARLIER you will be able to move left again. Fairly simple.

1:15 - The last bit is rather obvious: Jump as tightly as possible. The first jump in this video for the three blocks could have been even tighter. However, this requires you to have 140bpm in your blood and be able to count even sixteenth notes without any rhythmic background music at all.

I timed the sections and compared them to my WR run splits. At the end of level 2, the timer starts at the first beat of the same bar, as this event is 100% dependent on the music.



"But Zet, if you knew about these savings, why didn't you perform them on your run?"

I cannot 100% confirm this, but I have gotten the impression, that some of the mechanics of the game depend on your current audio hardware. As the developer stated, this game relies on the audio track for the events. I figured out, that some orb activation times were shorter when I played with my onboard soundcard as opposed to my external audio interface as the primary audio device. However, I don't know if this is just a placebo effect, jumping felt a tiny bit different and I wasn't fully used to it yet.

As you can see in the video, these "savings", if done just a little wrong, can cost you a lot of time, which will totally destroy your run completely. When I reached the end of level 2, I didn't want to risk, rolling into the orb too late, not catching it at all and thus destroying the so far phenomenal run. Same goes for the beginning of level 3. You can say, I just "played safe" here.
As for the level 2 beginning: I just didn't have a strat for this orb... always forgot to think of one. However, this saving was a lot less than the other two, so nevermind.

_______________________________________

I don't know yet, if I continue to run this game to beat and perfectionize my PB again. There's almost no runner and it's a bit sad without competition. So to everyone who thought about running this game: Try it. :) You can see, there's still room to get the WR, and if you do, that might be practically unbeatable.

As for me, I'm thinking about learning this game blindfolded. Other options include mirror stages (gulp) or a 100% run, which would be normal plus mirrored stages (GULP).







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speedrun strats
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