you can jump up to that pole and you need only a single slide triple jump out to get on the ground up there
martyste
martyste
mmmmmh bad idea actually.... you can get stuck in that spot.
martyste
but a tas can use it easy
baku69
The easiest way which im using as well as heso, is to get stuck on the left side of that barrier, and press up left arrow / move stick into that direction so asterix instead of sliding down, will slide up, thats the easiest way to do it. There is also a specific spot where asterix can jump higher after sliding from a collision of barrier
baku69
Download 2024-01-06_18-06-57.mp4:
baku69
There u have 2 different versions
baku69
Download 2024-01-06_18-06-33.mp4:
baku69
First one is where I got stuck on the left and then just slide up with up left direction (movement keys)
Second one is where I jumped from the specific spot to the left (from this spot you can somehow jump up higher, that's why it's easier)
failentin
yeah you can see how the route is supposed to go in my Helvetia%, but that jump from the pole to the upper platform is near impossible to get consistently
martyste
i could tell... and for some reason the pole i found is way easier to jump on with slowed down gameplay, even tho it's mostly a straight triple jump at a wall. Probably some little physics change here and there.
martyste
thanks for the setup info, i'll practice that again later.
baku69
np
martyste
@hesopesomeso i found the time variables!
martyste
martyste
hehehe i do a little 1-frame trolling
martyste
basically the game writes over certain spaces like this in the CText2Ds, so the more characters required for this, or the number of helmets, etc... the more the default variable text is taken over.
martyste
But, meh, it doesn't look like there's a "seconds" variable. idk what made them choose "S" and "CS" to call hours and minutes.