![]() ![]() The usual range of the light is 6-10, but if the black tile (instant loss) is at either 5 or 11 ticks away precisely, the game can exceptionally go out of it's way to land on it. Fast: this is the one you want as it is the fastest, it will take two ticks of slowing down before landing on the light. Medium: it will slow down towards the color in a somewhat predictable manner. Slow: it will take a while to land on the light, sometimes trolling you. In addition, the light has three different speeds. ![]() Obviously, it is necessary to have the light land on the earliest possible color which is 6 ticks away. The light has a fixed range of 6-10 "ticks" away from the initial one on which it can land. Basically, the aim of the game is to guess which color the light will land on after turning for a while. However, not all is easy here, al lot of time can be lost by being careless. in RTA it is somewhat random, but in TAS, we can manipulate luck, so we are fine. This part of the run is where a lot of the time difference is made for all 100% attempts. This is often used to go through spike balls, burning bushes or even enemies by taking advantage of the invincibility frames from the recent damage. Cancelling the knockback animation prevents all knockback, and so, Alundra can start moving again sooner than intended. This can still be done on the ground, but the animation of the item being pulled out of the inventory is slower than the knockback animation, so it would be pointless. Doing this trick in mid-air compared to on the ground has the advantage of cancelling the animation of the item being pulled out from the inventory when landing on the ground. This can be done by pulling out a bomb/spring bean while in mid-air during the knockback. If Alundra receives damage and takes knockback as a result, it is possible to cancel the knockback animation by carrying an item during the animation.If it is used on the ground (called DJ), it gives an additional 1 tile high to jump, but if it explodes on a wall (called 3DJ) before reaching the ground, it can give a bit of extra height. ![]() This item however has collision and when it is thrown, Alundra can use it as a stepping stool before it explodes on the ground or on the wall. The magic bean is an item that Alundra can pull out of his inventory at will and was intended to be planted into pots to grow into spring plants.One specific door has a massive hinge on the side and this can be jumped on at height 2, skipping the door. Almost every door/gate in the game has a specific height, but it is usually too high for Alundra to jump over, usually height 5.It can skip having to walk around the stool and gives the illusion of "pulling" the stool. When pushing a stool, it is possible to change the direction it will travel by moving 1 frame after it starts to travel.It is not a lot but it is done many times. Pulling out a bomb or a magic bean while taking damage on any spikes/lava will push Alundra in the direction he is traveling, saving 1 frame.bomb or magic bean) shortly after falling, Alundra will retain his running speed all the way during his fall. When shoulder dashing (attack while running) off a ledge and carrying any item (i.e.If one were to swap more than once while the initial attack animation is playing, only the weapon equipped while the enemy is hit will count for the stack effect. This only works with a single swap however. E.g.: attacking with the fire wand and while the fire projectile is in the air, swap weapons with the legend sword to stack the damage from both weapons. If during that animation Alundra pauses the game and switches weapon, the damage from both weapons are applied to the enemy in a single attack. When initiating an attack, Alundra has a short attack animation. All weapons in Alundra have a fixed amount of damage they can deal.However, it is possible to get additional recoil speed from a bomb when jumping and carrying another bomb shortly after the initial bomb's detonation. When jumping, Alundra usually goes a bit under 3 tiles in any direction.When Alundra is receiving damage and tries to carry a bomb, while another is exploding, it is possible to infinitely pull out a bomb without taking further damage and considerably reducing the time between each bomb explosion.Several glitches and exploits are used to break the game: You can use this to check for item collection if you want. This video of the TAS has commentary + tracker. ![]()
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