Hi! Thanks for watching this video, and here's the pinned comment I promised! Firstly, thanks to exopta, alexion3007 and mlseg5143 for their comments clarifying some stuff! And talking about exopta, if you want to see this challenge pushed to its limits by a TAS, make sure to watch exopta's TAS here: ua-cam.com/video/hX1m_GCECEE/v-deo.html So what seems to happen at 20:33 is that doing that "ultra" diagonal dash on the wall puts the character in a crouched state, which is not visible on screen but it allows Madeline to climb higher on the wall (since the crouched hitbox is smaller), making it possible to reach the other wall. Also, while a lot of the TAS jump saves (in the link above) use inhumanly precise TAS-only strats (like spinner stunning for example, which by itself saves like 20 jumps), some jumps in this video are humanly possible to save, here's a list of them: [3:13] With very precise positioning, we can use the speed of the mechanism to dash diag down and barely touch the wooden platform to regain our dash without losing momentum, allowing us to dash a second time towards the wall and save a jump [5:05] By using the "ultra crouch conservation" trick you can find in exopta's TAS, we can dash diagonally down on the wall towards the ground to force our character to crouch on the wall and use that to grab the wall above, allowing us to get past without jumping. [13:56] There's a berry room on the right where we can climb the wall with a lot of grab resets, allowing us to reach the next room without jumping. Note that there's more jumps that could be saved in this list, but before adding them to the list I want to physically perform the tricks first to make sure they're humanly possible. Also, small mistake in the video (thanks to DianeSteele for pointing it out): what I'm calling "wallboost" during the entire video is actually called a wallbounce. Wallboost is a completely different tech that was not used in this run. Thanks for your comments! :)
@@aloespirit1880 Thanks! Actually, the first part is close enough, I'm French and in French there's a flower called "Rhododendron", which is where I got the "Rhodo" from. The dodo though, I didn't think about the bird, but just "Rhodo" was too short and was probably already taken, so I added another "do".
by the way if you could technically save all of the 20 jumps that spinner stunning save by waiting 118 hours which also activates spinner stunning. To be fare though I think you have better things then waiting 2360 hours doing nothing just to save 20 jumps.
10:42 Madeline sprints from Oshiro, focused on nothing more than the peril created by the monster that man had become. Her eyes widen as she realizes... there's no more roof. Standing at the edge of her certain doom, she whips around, facing the bloated apparition staring menacingly with its wide maw. Panicking in the moment, Madeline screams out the first thing that comes to her head: "chapter 3 jumps: 7".
Initially I was confused why they were called "dust bunnies" too, but apparently in English that's the name of clamps of dust that accumulate when you don't clean a house for long. In this chapter Madeline is helping Oshiro to clean the hotel since he's, well, dead. This is also why there is less of them in consecutive areas after you clean previous ones.
Hey, funny jumpless TASer here - just wanted to say, awesome video! It's impressive how many techniques and strats you've managed to find yourself (RTA-friendly ones, at least), the strat you did at the end of 2500M even caught me off guard lol. Wanted to clear something up at 20:33 - while both of the techs you mentioned here don't really exist (the 1px above floor thing and the ultra speed conservation thing), you got REALLY close to pulling off what is called ultra crouch conservation here, which actually saves the single jump press in Old Site, making it only take half of a jump press (you'd typically hold the jump press from the end of city - the trick is relatively RTA friendly, though getting the crouch itself is a bit of a roulette given that the game doesn't show if you have a crouch hitbox) There are a few more tricks I'd mention, but most of them aren't very possible to do RTA (like spinner stunning, TAS-only climbing that has you alternate down and neutral inputs every frame to save a lot of stamina, etc). The TAS completes any% in about 25 jump presses (spinner stunning alone saves about 20 lol), which I thought you'd find interesting here: ua-cam.com/video/hX1m_GCECEE/v-deo.html (the Old Site jump press save is at 3:13)
Hi, thanks for your comment! Interesting, so if I understood correctly, the reason why 20:33 worked is not because of extra speed but because the crouch hitbox allowed Madeline to climb higher on the wall, right? And it could even allow to directly grab on the wall above? Wow, that TAS was VERY interesting! I had heard about spinner stunning but I didn't expect it to save so many jumps! The wall grabs at 14:24 (in your video) are really interesting too, the wind current alone allows to grab walls like that without having to use that "ultra crouch conservation" thing? Very cool stuff! I'll link your TAS in a pinned comment if you don't mind, more people should see it!
I keep getting surprised by how often my brain instinctively suggests jumping as an answer. There’s a lot of types of jump in this game and I really didn’t think about it in the slightest!
I love how calm you are other UA-camrs yell all the time while you're just relaxed and i love it You should also try to do the c sides and b sides i think that would be fun and try to do core as well
@@Rhododo I also liked tedious. Feels nice to hear a non english speaker speak english because it reveals a lot of inconsistencies about our language 😅
@@Rhododo one thing I did find interesting, is the text on screen stating you mispronounced "route" where what you used is an entirely correct pronunciation, /ɹuːt/ and /ɹaʊt/ are both entirely valid
@@nolshru Oh, interesting! I guess the word comes from French (it's the same word in French), and it is pronounced the way I said it in French, but since most of the content creators I watch are american, I've always heard the other pronunciation, so I assumed I pronounced it incorrectly
@@Rhododo yeah, it's more of a thing in Scotland, not sure about other English speaking countries but I'd assume it's due to many people here speaking french due to proximity or smthn still, it is an entirely valid pronunciation within the anglosphere, and listed on wiktionary as valid, so ye
firstly, very cool video and you actually found quite a lot of tough jump saves which is impressive. some jumps you can save: You can skip the jump at 3:08 by doing a precise down diagonal dash from the zipper, touching the ground to get back dash while keeping speed and then up diagonal dash at 9:07 you can skip the first wallbounce by climbhopping over the cage and turning around and barely grabbing the ledge saving a jump at 12:10 if you're super fast you can get on that ledge and still make it on the back of the moving block by using a dash, you then need to use another niche tech where you get you're dash back if a block crushes the top of your hitbox and forces you to crouch at 12:56 you can actually climb high enough on the left wall to fall all the way to the cloud at 13:49 you can again climb the left wall to skip one jump at 13:56 you can enter the berry room to the right to skip that jump at 15:23 you only need two keys to open the path for the bubble at 19:30 iirc you can maybe ultra from the left zipper and get to the right one again in 23:21 you can just barely get to the wall with a climbhop on the moving block there's also a ton more jumps you can save with spinner stunning but that's not really rta viable
@@DarkStarCoreX i get the basic idea of spinner stunning but why would you need to wait 118h exactly to do it? I thought it's frame perfect either way...
@@nerfmoze8590 118 hours is roughly the time it takes for the float value that determines (to cut a long story short) the timeactive variable to overflow, meaning that 2 out of the 3 spinner groups are unloaded, and some other things are also affected.
This is eminently impressive, my mind is forever blown by the infinite detours runners must use to not utilize core concepts in the medium they love. Kudos to you good person, keep being meticulously perfect
20:45 The reason this works is because you released the wall while still moving up which gave you a very small amount of upwards movement, which made you go slightly higher than you would've gone otherwise. If you look at it frame-by-frame this becomes very obvious, as you can see that Mdeline rises a few pixels after you let go of the wall. Edit: After analyzing more closely, it appears that the (theorized) upwards momentum of the successful drop moved Mdeline up just 1-2 pixels, which was apparently all you needed to grab the wall.
Yeah but that happens every time we leave a wall when holding jump, the extra height and floating happens at 19:48 too (and at 1:40 too). What seems to be the difference between 19:48 and 20:32 (after the "ultra" dash) is that the second one has more horizontal speed because of the diagonal dash on the wall, but my question was not really "how did we cross the gap?", it was rather "why does this dash on the wall gives extra speed if ultra dashes only give speed after touching the ground?" Also, after doing the "ultra" dash, the character sometimes does a weird crouch animation for a few frames after dropping from the wall for some reason (which didn't happen in the video but happened in my test runs)
@@Rhododo it's because you are climbing while crouching meaning you can get higher on the wall. the ultra forces you to crouch while already grabbing and then if you only climb up you can preserve that crouch state. very niche tech and note that you would not be able to grab while crouching but the reverse workse with ultras. also I checked and it's still possible without the ultra it's just pretty precise
Loved this video! English subtitle are so nice to have, and your narration is very sweet ^^ Challenge is structured well and the explanations were good! Nice editing OH AND ALSO, DOOR SKIP LET'S GOOOO
dude, I can't stress enough how good and underrated your videos are! I really hope that more people find this channel, because goddammit it deserves more view and likes! I absolutely loved this vid, it is incredibly well-done, the little gags with textboxes are a cherry on the top of your sense of humour and pleasant editing! keep up the good work! i'm ringing the bell and can't wait for the next thing you do ;)
Okay so I'm going to be using ua-cam.com/video/hX1m_GCECEE/v-deo.html as a reference as for how to save a bunch of the jumps. 3:10 you can dash off of the moving block, refill your dash from the ground, and still dash up right within 10 frames to get across. 5:07 is where you can use the trick that confused you at 20:40 - namely, whenever you land an ultra you become crouched. if you do this right on a wall, you can climb while crouched. this allows you to get over the one block ledge. 9:10 tas level stamina preservation allows for this in just one jump 9:37 you can spinner stun 9:46 spinner stun the floor to refresh dash 10:30 stun for both jumps 12:16 when getting crushed by a block where you can crouch under it's actually possible to refill your dash allowing you to dash to avoid that initial jump 13:02 I believe because the wind pushes you it is now possible to climb up all those left walls to get to the pink cloud jumpless 13:50 same as above to avoid jumping the first time 14:00 avoid this jump by going the alternative path in the room to the right 14:39 spinner stun 15:14 spinner stun 15:30 you don't need all three - getting all three gets you a berry. you can get two, though, and that saves that jump. 16:10 spinner stun 18:10 spinner stun 19:30 dashing down right up right again [same as in c1] gives you the extra speed to make it up there 20:40 how ultras work, real quick, is when your most recent dash was a down diagonal the next time you touch the ground you get a 1.2x speed boost and you become crouched. so with that crouch you can go higher up the wall. 22:46 the other route can be done with stunning. 23:23 you can very precisely reach that wall with just a dash 27:00 stun for both jumps 27:17 stun for all 4 jumps 27:32 stun! both jumps 28:20 lo and behold stun. 28:40 you can barely reach a spinner which you stun. 28:55 stun for two jumps. 29:10 stun! 29:48 stun! So from 59 jumps it goes: -24 jumps from stunning leaving another 35 -10 jumps from better gameplay to get us to 25. but honestly, this is really impressive. spinner stunning is never possible by a human so this is great. you can visit the celeste challenges discord (if you're in the celeste discord, the invite link is pinned in #tas-general) to see where we discuss these kinds of challenges.
Thanks a lot for your comment! Interesting stuff, I will try to see how many of those jumps in the "better gameplay" category I can save and I will update the pinned comment accordingly
@@xer125 oh yeah that's true I should [but probably won't] check which of these stun grabs are saved by freeze. not every one would be but about 2/3 might
@@xer125 Technically, yes, that could save a lot of those spinner-related jumps. Practically, it would be a little inconvenient to wait thousands of hours for spinners to deactivate, but it would be possible if someone had enough time and willpower
I found out about your channel after the previous video and was really excited when I realized that we have the same interests. UA-camr that likes/liked Minecraft, Celeste and BH is what I needed, love you so much♥
love to see a celeste challenge video made by someone who actually knows about super niche tech like this and has the skill to pull it off. awesome vid
22:22 ohhh I love how clever this one was. When I saw you do it, I thought back to a lot of times where I've encountered exactly what you're using here! such a cool use of it too
20:33 i'm pretty sure that was subpixel stuff. Basicly, madelines position is a floating point, not a whole number (one in-game pixel has width of 1, and game rounds madelines position only on screen, not in memory) and game checks every frame if you're inside a wall. If so, it pushes you from it using FIXED value and drops your speed if needed, but if you move too fast (aka dash, and yes, it's fast for game) you're pushed more not to be in the wall, and turns out the precision of "fast pushing" is questinable, and you'r pushed a bit more, than usual (usual is walking into wall), but you still stay on same pixel, so you still hold on wall. And after this you're a tiny bit further and can succesfully cross the gap! Easy, right? :D Also it is so random, so you can't just asume that you did it right, cuz it can simply refuse to work as you want it to work. P. S i'v no idea if someone comented about this
Maybe that also happened, but the main thing that happened here is that the "ultra dash" I mentioned makes Madeline climb on the wall crouched, which lowers her hitbox, allowing us to go higher on the wall, which was just enough extra height to reach the other wall. If you do that dash correctly, you can see that Madeline's hitbox is so small that her entire head can literally disappear inside of the wall when climbing it (which didn't happen in the video because I dropped from the wall a bit early, but it's possible)
@@RhododoYou literally made me install tas tools. In Previous comment I did a tiny bit of speculation, but rn i did some experiments. Turns out, "ultra" do nothing with this case, and that strange thing is possible even without dash at all. But subpixel position is quite helpful, as doing that super precise "climb boost" (when you a bit accelerated when you suddenly stop grabbing wall while climbing it) is a bit easier when you are tiny bit further from start. Also, there is no crouched hitbox thing, as if it was, madeline's sprite would also be crouched, and madeline's hitbox top is just her head excluding hair. And yes, I will spend my time on such silly things)
@@Equal-zzz As I said, maybe that subpixel position thing has an impact, and I've never been able to get past the wall with that alone but I wouldn't be surprised if it was possible to do. [EDIT: Wait a second, I just did it, it is indeed possible to get past the wall without the crouched hitbox thing! But let's still talk about crouched hitboxes.] But I can guarantee you that the crouched hitbox thing exists. The reason why Madeline's sprite isn't crouched is that the game doesn't expect Madeline to be crouched on a wall, as it's not supposed to normally happen, so the sprite doesn't change. But after that "ultra", the hitbox DOES change to the crouched hitbox. Here's a video example: ua-cam.com/video/AQQSaQ-heCs/v-deo.html
alright i am now actively watching the video. LOVE the editing style! very clean and the little text gags are very fun -- excellent job on the run as well! A Good Video.
Tip for English: The term "dust bunny" is a term referring to clumps of dust in places that are uncleaned. Astuce pour l'Anglais : Le terme « dust bunny » désigne des amas de poussière dans des endroits non nettoyés.
Most creative gaming channel ever,only god know's how many times you tried for every specific idiotic "jump" :D i wish you get more popularity about these legendary videos,see you next video pal
The common name for the "grab reset" is the very intellectual and fancy name, low and behold : *drum roll* THE GRAB SPAM!! The one time celeste players didnt complicate a name
14:26 just wanna say i saw it only visible for like 2-3 frames but we can see you jumped after exiting the bubble you did an hyper dash But really amazing video tbh this might be the third time i watch it Also i know the jump was only for speed purposes but found it funny
Sort of. Unlike Super Mario 64, it's probably not intended by the game for holding jump to make a difference, but it works in some situations nonetheless
What i learned from watching your videos: always look at text bubbles because they are different from the original game and oshiro has dialogue even when hes in a corner crying about the mess
Imagine if you had to pause playing Celeste to hold down the jump button, then go back to playing Celeste so it wouldn’t count as a jump I haven’t been through the whole video yet so this might happen
pretty sure that is how ultras work btw. When you dash down diagonally you get a 1.2x speed boost until you touch the ground. Thats why you traveled more distance. The reason why ultras work is because when you diagonal dash into the ground, you lose the 1.2x speed boost. Instead, its converted into a wavedash. However, in an ultra, you dash down diagonally but you exit the "dashing" state right before you touch the ground and therefore you can use the 1.2x speed boost paired with your jump speed boost (jumping gives you a 40 speed boost)
Dust bunnies refer to small clumps of dust around/below furniture, in corners etc. when not regularly cleaned. It's an English expression, easy to not understand if English is not your first language, even if your English is otherwise very good. It's just one of those things, like idioms and such, that you just have to know. Great video, in any case!
this was so interesting to watch as someone who often forgets stamina is even a mechanic in Celeste because i need to use the infinite stamina accommodation
Thanks! (no a diagonal dash wouldn't have reached enough distance at 6:18, and I didn't jump at 22:50, just used the platform's momentum to reach the wall)
It's really funny realizing English isn't your first language. But insulting dust bunnies was uncalled for! Anyways, really well done challenge. Even if it's obvious jumps will be required from the start, you tried your hardest to use none of them. 12:15 Can't you just walk off and dash up instead of jumping? 20:30 Now I'm not the most knowledgeable on ultras but I'm pretty sure there's no momentum storage in the first place lol, ultras only increase speed because dashing diagonally gives you speed and if you chain that together _without losing the momentum_ you steadily increase. But like if you touch a wall yeah duh your momentum's gone.
At 12:15, we could do that but then we wouldn't have a dash to reach the next crystal, so we'd still have to jump once to reach it Yeah what happened with the ultra and the wall is a bit different, what seems to happen at 20:33 is that doing that "ultra" diagonal dash on the wall puts the character in a crouched state, which is not visible on screen but it allows Madeline to climb higher on the wall (since the crouched hitbox is smaller), making it possible to reach the other wall.
@@Rhododo Oh sure, but I thought that dash crystal was in reach regardless. I did understand what eventually happened with your smaller hitbox from the pinned, I was just explaining a little about ultras haha.
So I'm gonna be annoying but you sometimes spoke about ''wall boost'', but it was actually ''wallbounce'' because a wallboost is when you neutral climb jump and in a 11 frame window press the opposite side of the wall, which gives you back your stamina (it's used for ''half stamina climbs'' for example)
20:30 it might be subpixel related. Basically, the pixels you see aren’t the actual increments of space, and you can be positioned in different fractions of the pixels (that’s a really bad explanation but eh). It’s kind of rng but there are ways to normalise it. Maybe that down diagonal dash into the wall gave you slightly more optimal subpixel placement
gonna try to dump a subpixel explanation here for anyone interested: so your position is stored as a number, and as a consequence, can be a decimal. of course, its impossible ingame to be at a position of half a pixel, so the game rounds down to the nearest pixel. so for example if your x position is 12.8 or 12.1 (made up numbers for simplicities sake), you would visibly appear on the 12th pixel regardless of whatever comes after the decimal point. if you do a dash that moves you forward 1.7, if youre at 12.8 you would go forward to 14.5, whereas if you start at 12.1 you go to 13.8. even though in both scenarios you are visibly at the same location, having a different subpixel can make an observable difference
Yeah, subpixels might have something to do here, and it is very possible that I failed the dash trick at 20:30 and ended up getting past thanks to subpixels However, that down diagonal dash on the bottom of the wall also does something else when done properly: it makes Madeline climb the wall crouched, making her hitbox smaller and allowing her to climb higher on the wall. Madeline isn't meant to crouch when climbing walls though, so the climbing animation is the same as usual. Here's a video example: ua-cam.com/video/AQQSaQ-heCs/v-deo.html
15:16 you only need 2 of the 3 keys to get through. after testing, the leftmost right is easily doable, and i think the rightmost one is possible with a demo dash through a spinner wall i checked the tas after testing (which i should have before testing tbh lol) and it does do this, but i think it would be possible for a human to do as well
Yeah for some reason I forgot you only needed two keys so I didn't really try I just checked the TAS, this demodash setup looks really difficult for a human, but yeah it's probably possible
Hi!
Thanks for watching this video, and here's the pinned comment I promised!
Firstly, thanks to exopta, alexion3007 and mlseg5143 for their comments clarifying some stuff! And talking about exopta, if you want to see this challenge pushed to its limits by a TAS, make sure to watch exopta's TAS here: ua-cam.com/video/hX1m_GCECEE/v-deo.html
So what seems to happen at 20:33 is that doing that "ultra" diagonal dash on the wall puts the character in a crouched state, which is not visible on screen but it allows Madeline to climb higher on the wall (since the crouched hitbox is smaller), making it possible to reach the other wall.
Also, while a lot of the TAS jump saves (in the link above) use inhumanly precise TAS-only strats (like spinner stunning for example, which by itself saves like 20 jumps), some jumps in this video are humanly possible to save, here's a list of them:
[3:13] With very precise positioning, we can use the speed of the mechanism to dash diag down and barely touch the wooden platform to regain our dash without losing momentum, allowing us to dash a second time towards the wall and save a jump
[5:05] By using the "ultra crouch conservation" trick you can find in exopta's TAS, we can dash diagonally down on the wall towards the ground to force our character to crouch on the wall and use that to grab the wall above, allowing us to get past without jumping.
[13:56] There's a berry room on the right where we can climb the wall with a lot of grab resets, allowing us to reach the next room without jumping.
Note that there's more jumps that could be saved in this list, but before adding them to the list I want to physically perform the tricks first to make sure they're humanly possible.
Also, small mistake in the video (thanks to DianeSteele for pointing it out): what I'm calling "wallboost" during the entire video is actually called a wallbounce. Wallboost is a completely different tech that was not used in this run.
Thanks for your comments! :)
wait does you name refer to the greek rhodos meaning rose and the dodo bird? also cool vid and pfp
@@aloespirit1880 Thanks! Actually, the first part is close enough, I'm French and in French there's a flower called "Rhododendron", which is where I got the "Rhodo" from. The dodo though, I didn't think about the bird, but just "Rhodo" was too short and was probably already taken, so I added another "do".
I was literally thinking of commenting that I'd love to see a TAS of this lol.
by the way if you could technically save all of the 20 jumps that spinner stunning save by waiting 118 hours which also activates spinner stunning. To be fare though I think you have better things then waiting 2360 hours doing nothing just to save 20 jumps.
Less than 2 minutes in and we've already found a way to bring up half of an A press this is truly one of the challenge runs of all time
I was searching for this comment
I'm so used to abusing neutral jumps to ignore stamina that it's bizarre to see a challenge where stamina is actually an obstacle
10:42 Madeline sprints from Oshiro, focused on nothing more than the peril created by the monster that man had become. Her eyes widen as she realizes... there's no more roof. Standing at the edge of her certain doom, she whips around, facing the bloated apparition staring menacingly with its wide maw. Panicking in the moment, Madeline screams out the first thing that comes to her head: "chapter 3 jumps: 7".
And she panics and blurts out “also ur ugly Oshiro”
And then he just fucking collapses to the ground, dead xD
the dialogue edits to the text boxes were smooth as hell and pretty funny
henlo :) im birb
@@cheese0827 I am sheep
I'm flying lol
There's a txt file in the game files which contains most dialogue
@@tanja_the_fox a little bit of the real text appeared after the edited one meaning it's edited
I liked that you named your character "MDELINE" instead of Madeline because you're noy supposed to press A. Very funny ^^
~~first reply~~ cool
It doesnt work 😭
@@ThatOneRandobuthandlessuck What ?
Also with captions on it says Bdeline
@@ThatOneRandobuthandlessuck Sooo... ?
Initially I was confused why they were called "dust bunnies" too, but apparently in English that's the name of clamps of dust that accumulate when you don't clean a house for long. In this chapter Madeline is helping Oshiro to clean the hotel since he's, well, dead. This is also why there is less of them in consecutive areas after you clean previous ones.
Interesting, thanks for the explanation!
I thought that was just what this one youtuber I watch for fun called them lmao
as an american, i hate this phrase
@@pastamonster_7 why?
In Swedish we call them dust rats, but yeah it's a little weird
I love the dialogue you added to the textboxes, it had me laugining
Hey, funny jumpless TASer here - just wanted to say, awesome video! It's impressive how many techniques and strats you've managed to find yourself (RTA-friendly ones, at least), the strat you did at the end of 2500M even caught me off guard lol.
Wanted to clear something up at 20:33 - while both of the techs you mentioned here don't really exist (the 1px above floor thing and the ultra speed conservation thing), you got REALLY close to pulling off what is called ultra crouch conservation here, which actually saves the single jump press in Old Site, making it only take half of a jump press (you'd typically hold the jump press from the end of city - the trick is relatively RTA friendly, though getting the crouch itself is a bit of a roulette given that the game doesn't show if you have a crouch hitbox)
There are a few more tricks I'd mention, but most of them aren't very possible to do RTA (like spinner stunning, TAS-only climbing that has you alternate down and neutral inputs every frame to save a lot of stamina, etc). The TAS completes any% in about 25 jump presses (spinner stunning alone saves about 20 lol), which I thought you'd find interesting here:
ua-cam.com/video/hX1m_GCECEE/v-deo.html
(the Old Site jump press save is at 3:13)
Hi, thanks for your comment!
Interesting, so if I understood correctly, the reason why 20:33 worked is not because of extra speed but because the crouch hitbox allowed Madeline to climb higher on the wall, right? And it could even allow to directly grab on the wall above?
Wow, that TAS was VERY interesting! I had heard about spinner stunning but I didn't expect it to save so many jumps! The wall grabs at 14:24 (in your video) are really interesting too, the wind current alone allows to grab walls like that without having to use that "ultra crouch conservation" thing? Very cool stuff!
I'll link your TAS in a pinned comment if you don't mind, more people should see it!
An A press is an A press, you can't say it's only a half
:)))))
@@DarkStarCoreXokay TJ """" Henry"""" Yoshi
@@DarkStarCoreXits generally called half an a press until you let go, reason being some physics in games act differently if youre holding it or not
@@sihark I know, I was just making a sneaky reference.
I keep getting surprised by how often my brain instinctively suggests jumping as an answer. There’s a lot of types of jump in this game and I really didn’t think about it in the slightest!
Same!
Most often with neutral jumping for me
For like a minute I forgot supers needed a jump lmao
I love how calm you are other UA-camrs yell all the time while you're just relaxed and i love it
You should also try to do the c sides and b sides i think that would be fun and try to do core as well
"What if jump game, but no jump?"
-A wise man
Great video, this channel is very underrated
I like the way you say “promising” and “mechanism.” I’ve never heard those words pronounced like that before. (Sorry if this sounds rude.)
Interesting, I did know I pronounced "height" very wrong the whole video but I didn't know about those two words, thanks for pointing it out!
@@Rhododo I also liked tedious. Feels nice to hear a non english speaker speak english because it reveals a lot of inconsistencies about our language 😅
@@Rhododo one thing I did find interesting, is the text on screen stating you mispronounced "route" where what you used is an entirely correct pronunciation, /ɹuːt/ and /ɹaʊt/ are both entirely valid
@@nolshru Oh, interesting! I guess the word comes from French (it's the same word in French), and it is pronounced the way I said it in French, but since most of the content creators I watch are american, I've always heard the other pronunciation, so I assumed I pronounced it incorrectly
@@Rhododo yeah, it's more of a thing in Scotland, not sure about other English speaking countries but I'd assume it's due to many people here speaking french due to proximity or smthn
still, it is an entirely valid pronunciation within the anglosphere, and listed on wiktionary as valid, so ye
firstly, very cool video and you actually found quite a lot of tough jump saves which is impressive.
some jumps you can save:
You can skip the jump at 3:08 by doing a precise down diagonal dash from the zipper, touching the ground to get back dash while keeping speed and then up diagonal dash
at 9:07 you can skip the first wallbounce by climbhopping over the cage and turning around and barely grabbing the ledge saving a jump
at 12:10 if you're super fast you can get on that ledge and still make it on the back of the moving block by using a dash, you then need to use another niche tech where you get you're dash back if a block crushes the top of your hitbox and forces you to crouch
at 12:56 you can actually climb high enough on the left wall to fall all the way to the cloud
at 13:49 you can again climb the left wall to skip one jump
at 13:56 you can enter the berry room to the right to skip that jump
at 15:23 you only need two keys to open the path for the bubble
at 19:30 iirc you can maybe ultra from the left zipper and get to the right one
again in 23:21 you can just barely get to the wall with a climbhop on the moving block
there's also a ton more jumps you can save with spinner stunning but that's not really rta viable
Thanks for your comment!
Alright, I will try those and update the pinned comment accordingly!
Well spinner stunning is RT viable... if waiting 118 hours for each spinner stun is more your speed.
@@DarkStarCoreX yeah technically spinner freezing could also work. Not sure if the drifts line up though
@@DarkStarCoreX i get the basic idea of spinner stunning but why would you need to wait 118h exactly to do it? I thought it's frame perfect either way...
@@nerfmoze8590 118 hours is roughly the time it takes for the float value that determines (to cut a long story short) the timeactive variable to overflow, meaning that 2 out of the 3 spinner groups are unloaded, and some other things are also affected.
Your probably the most underrated youtuber I've ever seen
keep up the good work
This is eminently impressive, my mind is forever blown by the infinite detours runners must use to not utilize core concepts in the medium they love.
Kudos to you good person, keep being meticulously perfect
20:45 The reason this works is because you released the wall while still moving up which gave you a very small amount of upwards movement, which made you go slightly higher than you would've gone otherwise. If you look at it frame-by-frame this becomes very obvious, as you can see that Mdeline rises a few pixels after you let go of the wall.
Edit: After analyzing more closely, it appears that the (theorized) upwards momentum of the successful drop moved Mdeline up just 1-2 pixels, which was apparently all you needed to grab the wall.
Bazinga
Yeah but that happens every time we leave a wall when holding jump, the extra height and floating happens at 19:48 too (and at 1:40 too). What seems to be the difference between 19:48 and 20:32 (after the "ultra" dash) is that the second one has more horizontal speed because of the diagonal dash on the wall, but my question was not really "how did we cross the gap?", it was rather "why does this dash on the wall gives extra speed if ultra dashes only give speed after touching the ground?"
Also, after doing the "ultra" dash, the character sometimes does a weird crouch animation for a few frames after dropping from the wall for some reason (which didn't happen in the video but happened in my test runs)
@@Rhododo it's because you are climbing while crouching meaning you can get higher on the wall. the ultra forces you to crouch while already grabbing and then if you only climb up you can preserve that crouch state. very niche tech and note that you would not be able to grab while crouching but the reverse workse with ultras. also I checked and it's still possible without the ultra it's just pretty precise
Loved this video! English subtitle are so nice to have, and your narration is very sweet ^^
Challenge is structured well and the explanations were good! Nice editing
OH AND ALSO, DOOR SKIP LET'S GOOOO
Thanks, I'm glad you liked it! :)
and yeah, door skip!!!!!!
dude, I can't stress enough how good and underrated your videos are! I really hope that more people find this channel, because goddammit it deserves more view and likes! I absolutely loved this vid, it is incredibly well-done, the little gags with textboxes are a cherry on the top of your sense of humour and pleasant editing! keep up the good work! i'm ringing the bell and can't wait for the next thing you do ;)
Thanks a lot, I'm glad you enjoyed it! :)
I love your sense of humor so much!! Went back like five times just to watch Mr Oshiro's dialogue over and over 😂
Okay so I'm going to be using ua-cam.com/video/hX1m_GCECEE/v-deo.html as a reference as for how to save a bunch of the jumps.
3:10 you can dash off of the moving block, refill your dash from the ground, and still dash up right within 10 frames to get across.
5:07 is where you can use the trick that confused you at 20:40 - namely, whenever you land an ultra you become crouched. if you do this right on a wall, you can climb while crouched. this allows you to get over the one block ledge.
9:10 tas level stamina preservation allows for this in just one jump
9:37 you can spinner stun
9:46 spinner stun the floor to refresh dash
10:30 stun for both jumps
12:16 when getting crushed by a block where you can crouch under it's actually possible to refill your dash allowing you to dash to avoid that initial jump
13:02 I believe because the wind pushes you it is now possible to climb up all those left walls to get to the pink cloud jumpless
13:50 same as above to avoid jumping the first time
14:00 avoid this jump by going the alternative path in the room to the right
14:39 spinner stun
15:14 spinner stun
15:30 you don't need all three - getting all three gets you a berry. you can get two, though, and that saves that jump.
16:10 spinner stun
18:10 spinner stun
19:30 dashing down right up right again [same as in c1] gives you the extra speed to make it up there
20:40 how ultras work, real quick, is when your most recent dash was a down diagonal the next time you touch the ground you get a 1.2x speed boost and you become crouched. so with that crouch you can go higher up the wall.
22:46 the other route can be done with stunning.
23:23 you can very precisely reach that wall with just a dash
27:00 stun for both jumps
27:17 stun for all 4 jumps
27:32 stun! both jumps
28:20 lo and behold stun.
28:40 you can barely reach a spinner which you stun.
28:55 stun for two jumps.
29:10 stun!
29:48 stun!
So from 59 jumps it goes:
-24 jumps from stunning leaving another 35
-10 jumps from better gameplay to get us to 25.
but honestly, this is really impressive. spinner stunning is never possible by a human so this is great. you can visit the celeste challenges discord (if you're in the celeste discord, the invite link is pinned in #tas-general) to see where we discuss these kinds of challenges.
Thanks a lot for your comment! Interesting stuff, I will try to see how many of those jumps in the "better gameplay" category I can save and I will update the pinned comment accordingly
@@xer125 oh yeah that's true I should [but probably won't] check which of these stun grabs are saved by freeze. not every one would be but about 2/3 might
@@xer125 Technically, yes, that could save a lot of those spinner-related jumps.
Practically, it would be a little inconvenient to wait thousands of hours for spinners to deactivate, but it would be possible if someone had enough time and willpower
I know there's a ton of comments saying this already but you deserve much more recognition, amazing video
Can't even imagine the amount of effort this must've taken. Absolute madlad
That was some high tier editing! Great video, really enjoyed it!!!!
This is top tier celeste content, waiting to see what you do next, really good job with these videos, I love them!
I love how at 16:57 the subtitles say "Bdeline"
this youtube channel is so underrated as hell
Brooo this is amazingly edited! Very high quality! Good job!!!
Why does this video have less than a thousand views, really underrated. I found this in my recommended and hope it blows up soon.
I found out about your channel after the previous video and was really excited when I realized that we have the same interests. UA-camr that likes/liked Minecraft, Celeste and BH is what I needed, love you so much♥
This is such a high quality challenge run video what the hell
Keep it up dude, this is amazing
3:35 why do I find that frame so funny
Imagine LowJump% speedrun.
I love how even this game has half A presses
love to see a celeste challenge video made by someone who actually knows about super niche tech like this and has the skill to pull it off. awesome vid
22:22 ohhh I love how clever this one was. When I saw you do it, I thought back to a lot of times where I've encountered exactly what you're using here!
such a cool use of it too
20:33 i'm pretty sure that was subpixel stuff.
Basicly, madelines position is a floating point, not a whole number (one in-game pixel has width of 1, and game rounds madelines position only on screen, not in memory) and game checks every frame if you're inside a wall. If so, it pushes you from it using FIXED value and drops your speed if needed, but if you move too fast (aka dash, and yes, it's fast for game) you're pushed more not to be in the wall, and turns out the precision of "fast pushing" is questinable, and you'r pushed a bit more, than usual (usual is walking into wall), but you still stay on same pixel, so you still hold on wall. And after this you're a tiny bit further and can succesfully cross the gap! Easy, right? :D
Also it is so random, so you can't just asume that you did it right, cuz it can simply refuse to work as you want it to work.
P. S i'v no idea if someone comented about this
Maybe that also happened, but the main thing that happened here is that the "ultra dash" I mentioned makes Madeline climb on the wall crouched, which lowers her hitbox, allowing us to go higher on the wall, which was just enough extra height to reach the other wall. If you do that dash correctly, you can see that Madeline's hitbox is so small that her entire head can literally disappear inside of the wall when climbing it (which didn't happen in the video because I dropped from the wall a bit early, but it's possible)
@@RhododoYou literally made me install tas tools. In Previous comment I did a tiny bit of speculation, but rn i did some experiments. Turns out, "ultra" do nothing with this case, and that strange thing is possible even without dash at all. But subpixel position is quite helpful, as doing that super precise "climb boost" (when you a bit accelerated when you suddenly stop grabbing wall while climbing it) is a bit easier when you are tiny bit further from start. Also, there is no crouched hitbox thing, as if it was, madeline's sprite would also be crouched, and madeline's hitbox top is just her head excluding hair.
And yes, I will spend my time on such silly things)
@@Equal-zzz As I said, maybe that subpixel position thing has an impact, and I've never been able to get past the wall with that alone but I wouldn't be surprised if it was possible to do. [EDIT: Wait a second, I just did it, it is indeed possible to get past the wall without the crouched hitbox thing! But let's still talk about crouched hitboxes.]
But I can guarantee you that the crouched hitbox thing exists.
The reason why Madeline's sprite isn't crouched is that the game doesn't expect Madeline to be crouched on a wall, as it's not supposed to normally happen, so the sprite doesn't change. But after that "ultra", the hitbox DOES change to the crouched hitbox. Here's a video example: ua-cam.com/video/AQQSaQ-heCs/v-deo.html
@@Rhododo OMFG I didn't thought that climbing in crouched state is even possible! I indeed thought that it wasn't a thing! Thx a lot, pal
This is the best celeste challenge video I've seen, good job!
Thanks, I'm glad you enjoyed it! :)
This is suprisingly well edited 😮
As far as I'm concerned, this dude is the king of *pause* comedy right here
This was very entertaining to watch and definitely gave me a few chuckles. Good luck with the content creation
6:31 “I’m flying lol”
your handsock guy is also the socks i am wearing what the hell
anyway this video looks really cool and i am VERY excited to watch the rest of it :D
alright i am now actively watching the video. LOVE the editing style! very clean and the little text gags are very fun -- excellent job on the run as well! A Good Video.
this video is unnecessarily high quality and i love it
Thanks for making subtitles dude! :D
I appreciate it so much
Tip for English:
The term "dust bunny" is a term referring to clumps of dust in places that are uncleaned.
Astuce pour l'Anglais :
Le terme « dust bunny » désigne des amas de poussière dans des endroits non nettoyés.
3:11 I love the accent
Awesome video, really well edited and entertaining
I love Your content, hope more people will find Your channel
Most creative gaming channel ever,only god know's how many times you tried for every specific idiotic "jump" :D i wish you get more popularity about these legendary videos,see you next video pal
Thanks! :)
Insanely good video bro keep it up
This video was so good! Now I kind of want to see 100% with minimum jumps
The common name for the "grab reset" is the very intellectual and fancy name, low and behold : *drum roll* THE GRAB SPAM!!
The one time celeste players didnt complicate a name
14:26 just wanna say i saw it only visible for like 2-3 frames but we can see you jumped after exiting the bubble you did an hyper dash
But really amazing video tbh this might be the third time i watch it
Also i know the jump was only for speed purposes but found it funny
Damn, nice catch!
I'm glad you enjoyed the video! :)
Your editing style is soooooo goooooooodd.
Love how happy you get whenever you dash through some spinners :3
24:44 bro I swear I didn't know there was a strawberry on god you got me so bad 😢😢
I am here before the video get famous. Your celeste video is amazing as usual, keep going men we love you!
i love how at the end of chapter 1 it's just madeline looking at the camera saying "Chapter Jumps: 5"
1:38 so you're telling me, there's half A presses in this game.
Sort of. Unlike Super Mario 64, it's probably not intended by the game for holding jump to make a difference, but it works in some situations nonetheless
Perfect for my Celeste-adoring brain. Carry on with the q u a l i t y content
What i learned from watching your videos: always look at text bubbles because they are different from the original game and oshiro has dialogue even when hes in a corner crying about the mess
You have no idea how many times my brain just went: oh you can just neutral wall jump. Or: just do a wavedash
cant wait to learn to harness the power of parallel universes to save 1 jump
Great video! I’ve seen it done where wall jumps are allowed but never seen one doing minimum jump presses
6:49 was such a smooth transition
Imagine if you had to pause playing Celeste to hold down the jump button, then go back to playing Celeste so it wouldn’t count as a jump
I haven’t been through the whole video yet so this might happen
pretty sure that is how ultras work btw. When you dash down diagonally you get a 1.2x speed boost until you touch the ground. Thats why you traveled more distance. The reason why ultras work is because when you diagonal dash into the ground, you lose the 1.2x speed boost. Instead, its converted into a wavedash. However, in an ultra, you dash down diagonally but you exit the "dashing" state right before you touch the ground and therefore you can use the 1.2x speed boost paired with your jump speed boost (jumping gives you a 40 speed boost)
I watched Sample's no climbing challenge and thought "man... this would be a lot funnier if we could make 0.5x a presses jokes"
This video is very great edited! Keep up the great work!
Merci pour cette super vidéo, c'était vraiment divertissant bien édité.
Dust bunnies refer to small clumps of dust around/below furniture, in corners etc. when not regularly cleaned. It's an English expression, easy to not understand if English is not your first language, even if your English is otherwise very good. It's just one of those things, like idioms and such, that you just have to know.
Great video, in any case!
1:39 and already the perfect "half an A press" scenario, chapter 1 taked 4.5 A presses
this was so interesting to watch as someone who often forgets stamina is even a mechanic in Celeste because i need to use the infinite stamina accommodation
brilliant video and very well made! and goddamn that did not feel like 30 minutes lol
Man I love binging your videos they are all so entertaining ❤
It's sad that you have a little followers but your content is the best thing I ever seen
Great vid, you deserve more subs bruh
Now imagine how many jumps it will take to beat core and farewell
i don't want to know (probably a lot)
props to u for doing such a hard challenge (also wasnt a diagonal dash possible at 6:18 also did u jump at 22:50?
Thanks! (no a diagonal dash wouldn't have reached enough distance at 6:18, and I didn't jump at 22:50, just used the platform's momentum to reach the wall)
@@Rhododo oh I see
Can we talk about how he talked about holding the A press to make it useful in the next level and didn't call it half an a press
1:50 a true 0.5 A presses moment
indeed
Your routing seems rly smart ngl, I’m impressed
It's really funny realizing English isn't your first language. But insulting dust bunnies was uncalled for!
Anyways, really well done challenge. Even if it's obvious jumps will be required from the start, you tried your hardest to use none of them.
12:15 Can't you just walk off and dash up instead of jumping?
20:30 Now I'm not the most knowledgeable on ultras but I'm pretty sure there's no momentum storage in the first place lol, ultras only increase speed because dashing diagonally gives you speed and if you chain that together _without losing the momentum_ you steadily increase. But like if you touch a wall yeah duh your momentum's gone.
At 12:15, we could do that but then we wouldn't have a dash to reach the next crystal, so we'd still have to jump once to reach it
Yeah what happened with the ultra and the wall is a bit different, what seems to happen at 20:33 is that doing that "ultra" diagonal dash on the wall puts the character in a crouched state, which is not visible on screen but it allows Madeline to climb higher on the wall (since the crouched hitbox is smaller), making it possible to reach the other wall.
@@Rhododo Oh sure, but I thought that dash crystal was in reach regardless.
I did understand what eventually happened with your smaller hitbox from the pinned, I was just explaining a little about ultras haha.
10:47 I can hear the pain in his voice
So I'm gonna be annoying but you sometimes spoke about ''wall boost'', but it was actually ''wallbounce'' because a wallboost is when you neutral climb jump and in a 11 frame window press the opposite side of the wall, which gives you back your stamina (it's used for ''half stamina climbs'' for example)
isn't that called overclocking? or is that smth else?
@@purpelyyoverclocking is when you do a wall boost from the ground, giving you more stamina than the max
Intense work. You made it!
Not even two minutes in and we are at 0.5 A presses.
This is gonna be good
The way you pronounce words is so unique i love it :3
bro explained a half A press in like 1 sentence lol
Cant wait to listen to this while i sleep
I like how in most challenges chapter 2 is an absolute cakewalk while chapter 3 is a nightmare
'Also ur ugly oshiro' got me on the ground 💀
Funny how vertical distances is the one bane of the challenge but the entire point of climbing a mountain is vertical distance
Thank you for making me feel even worse at this game. Very nice, 10/10
you only need 2 of the keys in chapter 5 to take the bubble. the 3rd is just for a berry
20:30 it might be subpixel related. Basically, the pixels you see aren’t the actual increments of space, and you can be positioned in different fractions of the pixels (that’s a really bad explanation but eh). It’s kind of rng but there are ways to normalise it. Maybe that down diagonal dash into the wall gave you slightly more optimal subpixel placement
gonna try to dump a subpixel explanation here for anyone interested:
so your position is stored as a number, and as a consequence, can be a decimal. of course, its impossible ingame to be at a position of half a pixel, so the game rounds down to the nearest pixel. so for example if your x position is 12.8 or 12.1 (made up numbers for simplicities sake), you would visibly appear on the 12th pixel regardless of whatever comes after the decimal point. if you do a dash that moves you forward 1.7, if youre at 12.8 you would go forward to 14.5, whereas if you start at 12.1 you go to 13.8. even though in both scenarios you are visibly at the same location, having a different subpixel can make an observable difference
Yeah, subpixels might have something to do here, and it is very possible that I failed the dash trick at 20:30 and ended up getting past thanks to subpixels
However, that down diagonal dash on the bottom of the wall also does something else when done properly: it makes Madeline climb the wall crouched, making her hitbox smaller and allowing her to climb higher on the wall. Madeline isn't meant to crouch when climbing walls though, so the climbing animation is the same as usual. Here's a video example: ua-cam.com/video/AQQSaQ-heCs/v-deo.html
15:02 omg I remember I was watching someone else’s no climbing challenge and they had to do that room like that- which took 3 hours 😭
very underrated content keep it up!
the first "hello" make me happy
15:16 you only need 2 of the 3 keys to get through. after testing, the leftmost right is easily doable, and i think the rightmost one is possible with a demo dash through a spinner wall
i checked the tas after testing (which i should have before testing tbh lol) and it does do this, but i think it would be possible for a human to do as well
Yeah for some reason I forgot you only needed two keys so I didn't really try
I just checked the TAS, this demodash setup looks really difficult for a human, but yeah it's probably possible