WHOA LONG POST
Muzozavr wrote:OK, now
this is a speedrun and not just a route video.

Absolutely fantastic, overall, with treacherous levels executed smoothly without a hitch. A few levels that I dreaded watching (like The Pyramid) became some of the most enjoyable ones to see.
But since this is now good enough to be a run, I have to comment...
First of all, I think flash games for Simon Says are a perfect way to train your memory for the shards.

That's also a note for myself.
Mm, good idea.
EDIT: Specifically, I always get screwed up whenever the song starts with one shard three times in a row. I don't know why that screws up my counting, but it does.
Muzozavr wrote:"Passage of Fire": OK, sometimes it's worth to be cautious for the sake of sanity, but considering this level always works the same way (no random or semi-random factors) and it's very early in the game, I'd say it's worth trying to learn the more reckless route and getting 0:32 instead of 0:59. I understand restarting the game more often is not pleasant, but 27 extra seconds are not to be ignored. If I ever end up going for a whole-game run, I'll definitely go for the better (more reckless) route on this level.
I kind of figured it was possible to go faster, but I wasn't entirely sure on the timing, so I didn't chance it.
Muzozavr wrote:"Chomper Cave": I think you can beat this level faster by raising the bridge again after the chomper dies, going across the island and circling across the level clockwise instead of counterclockwise. I think. I'm not sure.
Ooh, good idea. Going to look into that.
EDIT: Yeah, I'm just about certain that's faster.
Muzozavr wrote:"Double Lock": I GAVE YOU A BETTER ROUTE FOR THIS WHY ARE YOU NOT USING IT (translation: you're wasting 10 seconds on this level alone just because you didn't watch my video)
For both this and Power Cubes B, it's because I haven't memorized/practiced your route yet.
Muzozavr wrote:"River Crossing": there has to be a better way of doing the right part, it looks so slow. I don't know exactly what needs to be done, but there has to be something. VERY well executed run, though.
Thank you.

On that note, if you're skilled with quick-turn on Brr pads, I think it's possible to speed up the right side of the level significantly. Going to test this a bit later.
EDIT: As I suspected, it's entirely possible to do this faster, but it requires several quick-turn tricks. What I did (which still may not be the fastest way) was put a brr pad south-west of the short wall, so that one turtle was right next to the wall with the other one just above it. After that, I pretty much filled the water with brr pads, and when sliding across to the main area, shot a brr pad to the lowest water tile (you can't reach it otherwise).
The quick-turn comes into play where you have to slide across the bottom three panels into the wall, then move down immediately to make it to the lower gems. From there, fill the water tiles up to the higher wall, slide across those, then immediately move east to make it to the central right area. From there, just slide across two pads from the wall-turtle to the centre of the level.
(I hope that made sense)
Muzozavr wrote:"Stoppers": just skip the bottom scritter and do this level the one-scritter way, it's possible.
Do you have a video of the one-Scritter route? I have no idea how this is supposed to be done.
Muzozavr wrote:"The Green Shard": That's an unfortunate ending with that glitch getting triggered.

Maybe it's worth it to be completely reckless, skip through the starting dialogue very very very quickly and then rush straight ahead, not even waiting for that fireball. It's difficult to do, but I think it's almost guaranteed to shift the timing so that the end glitch
never happens. Normally this trick wouldn't be worth doing (especially so late in the game) because it only saves a minimal amount of time and has a high risk of dying, but considering this unfortunate design oversight at the end, it may just be worth it to avoid the risk of getting stuck.
Mm, yeah, that's something worth trying. On another note, I did try Q-Blinking into the button room on the left, and it's not possible, the walls along the sides are in the way.
Muzozavr wrote:"The Purple Shard": I know this is only a matter of a few extra seconds and not worth making a fuss over, but no extra blink at the end for speed? Really? Aww.

Mm, forgot about doing this, actually.
Muzozavr wrote:Coin taking strategy: MUCH BETTER this time around. I didn't do any testing here, but I suspect this coin strategy might be close to perfect.
I'm not entirely sure about that, there's likely still some room for improvement. The coin strategy here (if you can call it that, it was mostly spur of the moment) came about because during an earlier run (the one that was killed by the Green Shard lock-up) I ended up 3 coins short and had to muck about in the Sewers for a bit longer to get enough coins.
Muzozavr wrote:Additional Q-spells in the sewer hub section: OH MY GOD. I swear I didn't even think of doing that outside an adventure.
The thing I'm wondering here is whether or not this is actually that much faster. I suspect it is, but I haven't timed it to check.
Muzozavr wrote:"Treasure Springs": epic run. You got 0:31, didn't you?
Thank you.

Yes, that was 0:31.
Muzozavr wrote:"The Magic Gloves": there is visible room for improvement, but honestly, this is a treacherous level and you've done a great job.
Again, thank you. The part with the firetraps at the end is probably the worst part of the level, in my opinion, if only because trying to rush through it can give you a good example of how finicky collision detection in the Adventures engine can be at times (aka "WHAT I WASN'T ON THE FIRETRAP ANYMORE WHY DID I GET BURNT").
Muzozavr wrote:"Firing Squad": aha, so that's how this level looks when done well. Makes sense that you chose to do this one instead of "Helping Friends", it looks like "Helping Friends" is actually slower unless something tricky is found.
I'm not sure on the time difference between the two, but I went for Firing Squad because I'm more or less certain that (due to the fact it's right near the entrance of the room) it's faster overall.
Muzozavr wrote:"Thwart Power Cubes" A and B: GREAT execution this time around. You've found the perfect spot to stand on A.
Again, thank you.

I'm assuming you mean either C or D instead of B, though?
Muzozavr wrote:"The Pyramid": wait, you've found reliable, non-fumbly ways to deal with scritters going down instead of up? You only messed up once? Wait, white magic saves time when backtracking? For an understanding viewer, this is one of the highlights of the run.
Reliable? Sort of, not entirely. What I'm doing is carefully listening to the button presses to determine when to move a Scritter down. It's still not perfect, and it's still a bit slow, but in my opinion it definitely makes this section a lot more bearable.
Muzozavr wrote:There are many more things I liked about this run, I just can't remember them all at once. Anyway, aside from the end of "The Green Shard", which wasn't your fault, and the fact that you clearly didn't watch my videos on "Double Lock" and "Thwart Power Cubes B", I'd only really criticize "Passage of Fire". The rest of the run went really, really well and was a blast to watch.
Thank you.
billy bob wrote:Wait, why are we still doing River Crossings?
I approximate:
Button Me Down - 1:30
River Crossings - 1:10
The other four that give you a swamp key each - 0:45
You only need to do four.
Ignoring whether or not River Crossing can be sped up, the only real reasons I do it are because A) in playing that level, you only need to navigate four different hub areas of the Forest, and B) During initial routing, that was one of the few levels I remembered the solution to. I'm not sure if it's actually faster or not to find a different adventure to do, haven't tried it.
billy bob wrote:Also on The Green Shard, are you sure you didn't just wait long enough? I've definitely seen it take longer for the mechanism to operate than what you waited.
I'm more or less certain it failed, there - If you listen closely, there are two explosion noises, meaning one of the turtles is getting killed by the gate as well. If one of the turtles was still "free", then the mechanism should've triggered right away, because the other turtle would be right next to the button.