![]() ![]() All other fingers have more or less recovered, but the right middle finger seems to be traumatized for good. Hours later, and my hand was all messed up. I think that I was holding the controller in some tense, awkward way during one of these white knuckle game sessions. You could have poked me with a hot iron during those levels and I might not have felt it. While playing some of the harder levels of the game, I had to block out internal and external stimuli in order to survive. Still, I’m 99% sure that Super Meat Boy is to blame for this new found injury. The game doesn’t actually requires use of the right middle finger (though I’m sure that wont stop a lot of you). There's still no way to manipulate larry.My middle finger has been partially numb for over two weeks. Trying to jump or walljump from them also leads to some weird crap. Whether or not you're holding jump as you touch them makes a huge difference. You can also force one every time where a diagonal wall intersects a vertical wall.ĭiagonal walls or floors are really silly in general. There's a few walls where they have a high random chance. Wallslides have a low random chance of happening on most/all walls. You often get weird glitchy jumps (wallslides, hopslides, etc) from them, and you can walljump off the edge of where the full block would be, even though there's no visible wall there. Halfblocks in the game are poorly coded they're represented in the code as full-size blocks with an asterisk. Typically this is paired with autojump to make sure you can hit the frame. If you complete a level touching the floor or a wall, then when you start the next level, on the first frame you have control you'll be able to jump as if you were still touching that floor or wall. The first and most common is walljumping off a wall next to you as you spawn, before you touch the ground. The same principle can also be applied to jumping from the ground, but this has very limited usefulness. This can be used to climb slightly faster up a single wall, but it affects the spacing, timing, & trajectory of your jumps so it's not always a good idea. It's how you do brownie skip every time w/o dying. The input typically looks like touch wall, let go of run, jump, hold run. Lets you stay closer to a wall you jump from & walljump faster. I use joy2key to remap them to my controller and to put escape on L1 for easier autojumping. (other keyboard-only functions: backspace exits you back to the map from within the level without having to open the menu, space + W allows you to replay warp zone levels (and obliterate the game with glitches)). This saves 1 button press at the end of each level. The A and S keys on your keyboard, when pressed upon completion of a level, advance you to the next level or exit you back to the map without having to mash through the replay screen first. Don't bother getting mad at him, just play better next time. 'Perfect' (3-cycle) larry is about a 9.6% chance. The remainder of these comments are just gonna be explanations of tech & some basic info. My 'final' goal is about 15 seconds faster (to take this run from 17:43 rta timing to 17:2x) but I honestly wouldn't mind if I never beat this time. My estimate for the lowest reasonably-humanly-possible single-segment time w/ current knowledge is about 25 seconds faster with no silly death, less slop, & about 10 seconds worth of strats I didn't do. I was pretty ecstatic to get this time hopefully you get as much out of the run as I put into it. So I've played this game for way too long. I play with a PS3 controller (and use the dpad instead of the stick). The game now considers you to be pressing jump every frame. Hold jump, hit start, release jump, exit the pause screen with start button or B. When I pause and then jump really fast, that's a glitch which gives you autofire.
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