dw, i completely get that to try to give a brief overview of everything: the start is set up in a way where if you ever snap onto the platform you are stuck and have to reset, this forces you to enter the setup by jumping through the platform without getting snapped onto it and (more importantly) only leaves one possible way to make progress in order to reach the warp you need to jump off of the top-right-most vine which is covered in minispikes the only way to survive the minispikes when jumping off of the vine is to have hfpi, which while facing left retains your full hitbox but when facing right (after jumping off of the vine) makes the hitbox 1px slimmer, allowing you to get past the minispikes in order to get hfpi one has to use the blue ice block right after the start of the setup, though since it is covered by a spike can only be used with vfpi the way to use the ice to get hfpi is, before landing on the ice dont move, when landing on the ice jump and hold right, this moves you 0.2px horizontally, but also introduces a tiny amount of error, this error is what is required to get hfpi every five ice vfpi bhops you move about 0.00000000000006px horizontally due to the error, and since you need to move 0.1px with this you have to do this just about 1,666,666,666,667 times however, since you also move 0.2px to the right every vfpi bhop, you get forced off of the block every five jumps and need to correct your align, this can only be done with the block almost directly above the setup, though it is too high to reach directly in order to reach it you need to use the two lower vines to the right, the block can only be reached by jumping off of the right vine and then using a doublejump, meaning you need to maintain your doublejump the whole time until you are able to reach the vfpi spot again, which also means there are no conventional methods of keeping your doublejump without being restricted to fulljumps only until you jump off of the right vine the vines are placed on killer blocks, meaning you can only jump off of them from 1px underneath the block since you are not given the align of the block; this severely restricts your options to just one, keep doing fulljumps until things eventually line up correctly when doing a fulljump from the vfpi spot to the lower vine you get there with a valign of .5, but the vstring does not line up correctly for you to be able to jump off of the right vine, though getting back to the lower vine with a fulljump you end up moving down about 0.000000000000056px toward the valign of .1 you actually need, meaning you need to do about 10,714,285,714,286 of these vine jumps to be able to correct your align and do five more vfpi bhops to drift your x position further each of these vine fulljumps takes 44 frames (or 0.88s), meaning to correct your align you spend about 9,428,571,428,571.68s => 298,978.04y doing this 1,666,666,666,667 times to move 0.1px horizontally results in a final time of around 498,296,733,333,432,992.68y
@CreativeUsername0 dw, i completely get that to try to give a brief overview of everything: the start is set up in a way where if you ever snap onto the platform you are stuck and have to reset, this forces you to enter the setup by jumping through the platform without getting snapped onto it and (more importantly) only leaves one possible way to make progress in order to reach the warp you need to jump off of the top-right-most vine which is covered in minispikes the only way to survive the minispikes when jumping off of the vine is to have hfpi, which while facing left retains your full hitbox but when facing right (after jumping off of the vine) makes the hitbox 1px slimmer, allowing you to get past the minispikes in order to get hfpi one has to use the blue ice block right after the start of the setup, though since it is covered by a spike can only be used with vfpi the way to use the ice to get hfpi is, before landing on the ice dont move, when landing on the ice jump and hold right, this moves you 0.2px horizontally, but also introduces a tiny amount of error, this error is what is required to get hfpi every five ice vfpi bhops you move about 0.00000000000006px horizontally due to the error, and since you need to move 0.1px with this you have to do this just about 1,666,666,666,667 times however, since you also move 0.2px to the right every vfpi bhop, you get forced off of the block every five jumps and need to correct your align, this can only be done with the block almost directly above the setup, though it is too high to reach directly in order to reach it you need to use the two lower vines to the right, the block can only be reached by jumping off of the right vine and then using a doublejump, meaning you need to maintain your doublejump the whole time until you are able to reach the vfpi spot again, which also means there are no conventional methods of keeping your doublejump without being restricted to fulljumps only until you jump off of the right vine the vines are placed on killer blocks, meaning you can only jump off of them from 1px underneath the block since you are not given the align of the block; this severely restricts your options to just one, keep doing fulljumps until things eventually line up correctly when doing a fulljump from the vfpi spot to the lower vine you get there with a valign of .5, but the vstring does not line up correctly for you to be able to jump off of the right vine, though getting back to the lower vine with a fulljump you end up moving down about 0.000000000000056px toward the valign of .1 you actually need, meaning you need to do about 10,714,285,714,286 of these vine jumps to be able to correct your align and do five more vfpi bhops to drift your x position further each of these vine fulljumps takes 44 frames (or 0.88s), meaning to correct your align you spend about 9,428,571,428,571.68s => 298,978.04y doing this 1,666,666,666,667 times to move 0.1px horizontally results in a final time of around 498,296,733,333,432,992.68y
Something something floating point makes you go 0.00000000000006 units higher something something when you reach a certain height you can reset the height progress to dock like, 0.00000000000006 from the x coordinate something something when you're high enough and far enough you can jump to the next vine and do the manouvre.
Don't know why the comment section is filled with kids making jokes and referencing their favourite videogames, this is seriously cool and I love this kind of insane TAS that abuses miniscule bugs to do seemingly simple tricks. Thanks for sharing this!
The Kid can't obtain a cape flying license until he is 18 years old but who'd wanna wait that long if you could just do this for a measly couple quadrillion years?
The GD tpll stuff is silly. afaict the "hardest" ones are just absurdly high fps or distance levels. You can trivially get endless difficulty that way. The goal of my game was to maximum difficulty under reasonable constraints: vanilla static objects only, first screen only, standard framerate.
@MinusNC Hmm, but the game (ran on idealized hardware) registers arbitrarily fast clicks right? That's disanalogous from something like the I Wanna engine where each key can only have one action per frame.
@KinataKnight it's not trivial in gd, you need to do some pretty clever stuff with triggers to get that far. it's basically a challenge for the creators
sorry to be annoying but can you post an explanation somewhere other than twitter
niko
dw, i completely get that
to try to give a brief overview of everything:
the start is set up in a way where if you ever snap onto the platform you are stuck and have to reset, this forces you to enter the setup by jumping through the platform without getting snapped onto it and (more importantly) only leaves one possible way to make progress
in order to reach the warp you need to jump off of the top-right-most vine which is covered in minispikes
the only way to survive the minispikes when jumping off of the vine is to have hfpi, which while facing left retains your full hitbox but when facing right (after jumping off of the vine) makes the hitbox 1px slimmer, allowing you to get past the minispikes
in order to get hfpi one has to use the blue ice block right after the start of the setup, though since it is covered by a spike can only be used with vfpi
the way to use the ice to get hfpi is, before landing on the ice dont move, when landing on the ice jump and hold right, this moves you 0.2px horizontally, but also introduces a tiny amount of error, this error is what is required to get hfpi
every five ice vfpi bhops you move about 0.00000000000006px horizontally due to the error, and since you need to move 0.1px with this you have to do this just about 1,666,666,666,667 times
however, since you also move 0.2px to the right every vfpi bhop, you get forced off of the block every five jumps and need to correct your align, this can only be done with the block almost directly above the setup, though it is too high to reach directly
in order to reach it you need to use the two lower vines to the right, the block can only be reached by jumping off of the right vine and then using a doublejump, meaning you need to maintain your doublejump the whole time until you are able to reach the vfpi spot again, which also means there are no conventional methods of keeping your doublejump without being restricted to fulljumps only until you jump off of the right vine
the vines are placed on killer blocks, meaning you can only jump off of them from 1px underneath the block since you are not given the align of the block; this severely restricts your options to just one, keep doing fulljumps until things eventually line up correctly
when doing a fulljump from the vfpi spot to the lower vine you get there with a valign of .5, but the vstring does not line up correctly for you to be able to jump off of the right vine, though getting back to the lower vine with a fulljump you end up moving down about 0.000000000000056px toward the valign of .1 you actually need, meaning you need to do about 10,714,285,714,286 of these vine jumps to be able to correct your align and do five more vfpi bhops to drift your x position further
each of these vine fulljumps takes 44 frames (or 0.88s), meaning to correct your align you spend about 9,428,571,428,571.68s => 298,978.04y
doing this 1,666,666,666,667 times to move 0.1px horizontally results in a final time of around 498,296,733,333,432,992.68y
@@Nick-pu8jgcould you repeat that
@CreativeUsername0 dw, i completely get that
to try to give a brief overview of everything:
the start is set up in a way where if you ever snap onto the platform you are stuck and have to reset, this forces you to enter the setup by jumping through the platform without getting snapped onto it and (more importantly) only leaves one possible way to make progress
in order to reach the warp you need to jump off of the top-right-most vine which is covered in minispikes
the only way to survive the minispikes when jumping off of the vine is to have hfpi, which while facing left retains your full hitbox but when facing right (after jumping off of the vine) makes the hitbox 1px slimmer, allowing you to get past the minispikes
in order to get hfpi one has to use the blue ice block right after the start of the setup, though since it is covered by a spike can only be used with vfpi
the way to use the ice to get hfpi is, before landing on the ice dont move, when landing on the ice jump and hold right, this moves you 0.2px horizontally, but also introduces a tiny amount of error, this error is what is required to get hfpi
every five ice vfpi bhops you move about 0.00000000000006px horizontally due to the error, and since you need to move 0.1px with this you have to do this just about 1,666,666,666,667 times
however, since you also move 0.2px to the right every vfpi bhop, you get forced off of the block every five jumps and need to correct your align, this can only be done with the block almost directly above the setup, though it is too high to reach directly
in order to reach it you need to use the two lower vines to the right, the block can only be reached by jumping off of the right vine and then using a doublejump, meaning you need to maintain your doublejump the whole time until you are able to reach the vfpi spot again, which also means there are no conventional methods of keeping your doublejump without being restricted to fulljumps only until you jump off of the right vine
the vines are placed on killer blocks, meaning you can only jump off of them from 1px underneath the block since you are not given the align of the block; this severely restricts your options to just one, keep doing fulljumps until things eventually line up correctly
when doing a fulljump from the vfpi spot to the lower vine you get there with a valign of .5, but the vstring does not line up correctly for you to be able to jump off of the right vine, though getting back to the lower vine with a fulljump you end up moving down about 0.000000000000056px toward the valign of .1 you actually need, meaning you need to do about 10,714,285,714,286 of these vine jumps to be able to correct your align and do five more vfpi bhops to drift your x position further
each of these vine fulljumps takes 44 frames (or 0.88s), meaning to correct your align you spend about 9,428,571,428,571.68s => 298,978.04y
doing this 1,666,666,666,667 times to move 0.1px horizontally results in a final time of around 498,296,733,333,432,992.68y
@@Nick-pu8jgbros message was cut off 😭
Something something floating point makes you go 0.00000000000006 units higher something something when you reach a certain height you can reset the height progress to dock like, 0.00000000000006 from the x coordinate something something when you're high enough and far enough you can jump to the next vine and do the manouvre.
I beat this but forgot to record
hypercam crashed during my run so i had nick throw together this tas
Try comprehending the size of that recording
Same but my computer broke afterwards because of the 837363553.81542e GB recording. 😢
I'm so fucking dumb i read it as "I beat to this but forgot to record"
@@PVZzombieguyNO NO NON O. O N ON PLEASE. NO
Don't know why the comment section is filled with kids making jokes and referencing their favourite videogames, this is seriously cool and I love this kind of insane TAS that abuses miniscule bugs to do seemingly simple tricks. Thanks for sharing this!
this guy gets it
you can say geometry dash it's okay
I thought this was a 16 ~ 13yo video that youtube started to recommend but nope, 21 hours ago
happy new year
@trentcard happy new year
average gd level in 2024
Basically Theoretically possible levels list
most creative gd platformer
award for most uncreative comment!
@@ElPastalero award for most uncreative reply!
at least im old enough to use this website unlike you
Just the right amount of difficulty, for people like us.
Props to the gamer who played this game for 498296733333432960 years just to finish one level.
You could tell me this video is 10+ years old and I would believe you.
lol I thought it said 16 years ago...
@ Same
my brain really thought it was 20 years old 🤦
This is peak game design
This is like constructing a Turing machine in a puzzle game except the only thing it calculates is pain
best comment
wow nick new tas i cannot believe my favorite tas is back hello!
"let your brother on when you finish that level"
imagine doing all that just to miss the jump at the end
This looks like something everyone would be reccommended after 15 years
shout out to the guy who played 500 quadrillion years to record this
'Timmy, mom said it's MY turn on the XBOX!!!'
floating point moment
Why can't the kid just use his cape to fly to the end? Is he stupid?
The Kid can't obtain a cape flying license until he is 18 years old but who'd wanna wait that long if you could just do this for a measly couple quadrillion years?
"one last level, i promise"
Bro achieved the goal of his life. being that guy....
I think that’s a world record.
Beautiful
This feels like something you would see 13 years ago
Bibically accurate gd sll level
SHUT UP PLEASEEE IM BEGGING YOU NEVER SPEAK AGAIN
man I love systems or levels that require a long time to beat
i wanna maker kid goes through eternal limbo
me and the birds by duster
sisyphus
Pannenkoek levels of building up speed, except it’s not building speed
why does the shape kind of look like weird al from that Albuquerque animation
imagine failing to do that last manouvre
Mental.
Dead intertent theory
why does this look like a video from 12 years ago
Thought this was some weird ahh album cover when i looked at the thumbnail
looks like you'd prefer an astronaut by hum
Weezer?
if this was gd hitboxes this would be at least 500 septillion times easier
yeah
can we get that in real time
real
Post full clear vid please
wth this is just modern day geometry dash
literally what are you talking about this game is ancient
@@foodynooby he means average platformer level
needle gameplay
Bro
@taha-e3q the term needle comes from one of these fangames 💔💔💔💔
joe meteri desh 2.2
me when technically possible
my ass thought this was a gd level🙏
was it worth it
average platformer extreme demon on geometry dash
HE'S JUST A GUY
alright who wanna beat this
This is the hardest fan made level for a game I’ve seen besides geometry dash is ppll and pppll
The GD tpll stuff is silly. afaict the "hardest" ones are just absurdly high fps or distance levels. You can trivially get endless difficulty that way. The goal of my game was to maximum difficulty under reasonable constraints: vanilla static objects only, first screen only, standard framerate.
@@KinataKnightframerate beyond 240fps no longer works properly now
@MinusNC Hmm, but the game (ran on idealized hardware) registers arbitrarily fast clicks right? That's disanalogous from something like the I Wanna engine where each key can only have one action per frame.
@@KinataKnight true
@KinataKnight it's not trivial in gd, you need to do some pretty clever stuff with triggers to get that far. it's basically a challenge for the creators
why.
Average PPLL level (not TPLL)
i thought this was geometrh dash
Whats this game
I Wanna Be The Guy
Mb jtool no?
@@GDDoppio it's not Jtool, it's an IWBTG fangame engine, like Yuuutu engine (assuming this was made using GM8)
whar
Just do it first try next time it aint that hard
i love IEEE 754
Looks like geometry dash
no it doesnt.
@PancakeOBJ like a plat. level
Do not use mediafire
Why?
@@Needle_Satan It opens sketchy tabs automatically.
@@1980woodpixie yes, but it's not a big deal at all. Just close the tab lol
Looks like geometry dash
i wanna be the guy (the gd level) and it's consequences on the internet