4 year old me would've felt so motivated and avenged from all the game overs he had in the first boulder level if he saw this and saw the boulder getting ungodly outpaced.
I'm interested in so many things going on id love to hear commentary! 1:00:26 I've never seen this before I wonder who they were? Either way despite sounding odd at a glance having such an important release in your honor even if only in retroactive respects. Sweet.
I was surprised when you double jumped at first river level, also the super speed trick even the spinning boulder bailed from existence, and before you got the last gem the screen shows 35% completion and after you got the last gem it shows 100% lol, I notice the Japanese edition switched Slippery Climb with Sunset Vista, did they think it was easier? that was pretty am fun TAS video, thanks for the fun nostalgia ride The8bitbeast.
honestly they shoulda made every 9 gems you get, the speed of the gems going through your screen should be tripled. so at 9 gems it goes from 6 seconds to 2 seconds and at 18 gems it goes from 4 seconds to 2 seconds again with another triple. if the game has 27, it would be even FASTER after that.
@@beinyourguard actually, no. the reason is just that he didn't use any bonus saves. they actually do count towards percentage, but getting all 26 gems nullify their effect - which is also the reason for the sudden jump to 100%.
1:20 - Excuse me!? 😓 Edit 1: he's actually going faster than the boulders...I thought that this wasnt possible all this time... Edit 2: What version is this? I remember Papu having 3 bars compared to 5. Edit 3: 12:43 - I can't. This is too much to process Edit 4: TNT boxes instantly explode upon contact. I'm shocked.
To address your questions in order: - The crate bridge uses a technique called the Submarine Jump. Basically if you spin off a ledge (or in this case, a barely-existent Outline Crate), there's a 10-frame window where Crash can jump while still in the air. - Most of this run uses Zigzagging, where you alternate adjacent diagonal inputs as fast as possible while in the air (e.g. Up-Left, Up-Right, Up-Left, etc.) to move faster. You can do this every other frame if you're fast enough. This is not to be confused with the TAS-only trick Zip-Zagging, where you alternate opposite diagonals (Up-Left, Down-Right, etc.) to build up a ton of speed. - This run was done on the NTSC-J version, released in Japan. This version has a lot of changes, including giving Papu more health, moving the Green and Red Gems to earlier levels, removing the second half of The High Road, and swapping the locations of Slippery Climb and Sunset Vista. NTSC-J is the fastest version for 100% by over a minute, as it skips needing to revisit Road to Nowhere later. - Yeah, they're basically jumping off the scenery out of bounds. Very cool. - TNTs explode instantly when spun. Normally this would just damage you, but the explosion has an expanding hitbox and can be escaped if you're fast enough.
Not for RTA runs, as they require you to input opposite diagonals (i.e. Up-Left, Down-Right, Up-Left, etc.) every single frame without letting go of the D-pad, for several seconds at a time.