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Post by PHAIL maan on Dec 18, 2011 3:38:43 GMT
Lol I spent over 1.5 hours trying to (re-)find a working tweak for sub-10 but once I did that it was about 5 more minutes until I got the 9.73.
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Post by IsraeliRD on Dec 18, 2011 3:53:49 GMT
Pretty much any speedrun of a short level that is made to look super easy
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Post by Xuan on Dec 18, 2011 11:26:47 GMT
good job
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Post by PHAIL maan on Jan 7, 2012 0:59:52 GMT
No Gems: Marble Blast Advanced — www.youtube.com/watch?v=NY69jKhwWi4I am aiming to make No Gems Compilations of a number of different mods, and recently I decided to combine all No Gems videos from No Gems: The Second Compilation onward under the name No Gems Series. Here is the next part of the No Gems Series, featuring Marble Blast Advanced! Videos are all CamStudio because for some reason I can't seem to make .rec's. Beginner levels Halfpipe X: I got a surprise edge hit near the end, which is cool because otherwise I may not have finished (it's possible to finish using this path without the edge hit, but there's a high chance that you'll go too far right to hit the finish). Barkward: I got lucky on the double Super Jump, this didn't take long. Intermediate levels The Beast: Kinda tricky tweak at the start that saves 0.4 second. Secrets of the Ferrie: This took a while, the path isn't optimal but it's pretty good. Apparently you have to time it right—the blue platform (not quite?) reaching the start is the reason for the marble bouncing slightly on it and therefore you can't jump off when you need to. Convergence: The trap can't be too fast or you can't go far left enough to hit the finish pad. Subplanedajune: It's enough to say I really like the start and the finish! Setilo: Kinda wonky wall-hit path here. Lasvalte: I usually average about 0.1 higher here, this was a freakishly optimal run that took me by surprise. Jump and Aim Island: This level likes fast camera movement so I was limited by the keyboard, although I tried to reduce its impact as much as I could. Castle Adventure: There are (at least) three methods to edge hit up to the finish, one of them you see here, another is similar to this one but gives a higher finish time, and another is part of the alternate paths. I didn't think this method (or the second) would be possible but then I remembered the "jump at start" method to accelerating your run. Advanced levels Cube Climb: Why did I not just land and jump on the small square, which the Super Jump is on? The fan still affects the marble at that point, so as you are trying to land, the fan pushed you up just enough to not be able to land. It's still possible to land, just considerably harder. Upward Dilemma: I find these types of levels really hard. The hardest part of this one was jumping from the 4 purple moving platforms to the next part of the level. Moving too fast makes the marble slide off the platforms on the next part of the level. Pillar of Dew: No matter what I tried, no sub-5 run ever got to the finish, the marble was always too low, too far to the right, or had too much bounce direction. It's possible to edge hit on the red rectangular prism. Au Czde Losiou: I'm so glad there are Gyrocopters and Super Jumps... Doomsday: I didn't do this one, the level is way too long and hard for me to do, even without gems, unless there is some quick shortcut I missed. Bloopers and alternate paths Race 1: No OOB 0.00 finish. Castle Adventure: My old path for this level, making use of the (third kind of) edge hit. Even after I beat the time, I had to leave the path in the video. Subplanedajune: My old start for this level, this is from an actual finish of 19.32 seconds. Songs: Dragonforce - Operation Ground and Pound, Iron Maiden - Fear of the Dark
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Post by Pablo on Jan 7, 2012 2:12:03 GMT
Awesome job! There really is no path for Doomsday. The first level should have a large platform around the finish. Great trick for Au Czde.
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Post by PHAIL maan on Jan 7, 2012 2:26:21 GMT
The first level should have a large platform around the finish. There is but it's high up and the finish pad moves upwards over time. When I reached the finish not enough time had passed for the finish pad to move up to the large platform.
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Post by ktbold12345 on Jan 7, 2012 2:41:02 GMT
I just copied all the levels from MBA into MBP, so I could add checkpoints wherever necessary.
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Post by Pablo on Jan 7, 2012 3:03:50 GMT
The pad moves, not the platform? Weird. I didn't know objects could move.
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Post by IsraeliRD on Jan 7, 2012 10:15:42 GMT
hahahahahahahhahahaha
This is why I always ask Pascal to check YouTube for all of his music to make sure its on YouTube. if it is, then he can use it. Otherwise it's muted or removed.
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Post by Xuan on Jan 7, 2012 15:34:17 GMT
awesome job imac!
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Post by IsraeliRD on Jan 7, 2012 22:47:27 GMT
After seriously watching the video and enjoying it, I must ask why didn't you try some traplaunches. Some of them seem to be very possible.
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Post by PHAIL maan on Jan 8, 2012 1:43:37 GMT
I tried a trap on Subplanedajune and I couldn't get the marble in the trap for some reason, so I just avoided traps for the most part. What levels are you thinking would benefit from traps? Plus I was low on time - about a half dozen levels were redone after winter quarter started (and would not have been if the quarter started with a lot of work).
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Post by PHAIL maan on Jan 17, 2012 15:58:04 GMT
Marble Blast Levels 17 — youtu.be/F7ATkysZrt4A short video, but all but one involves paths or tweaks I haven't used before. Learning to Roll: Finally I decided to use the "standard" edge hit way without any jump pattern or so. I was a bit surprised by my time—expected 3.04-3.06. Jump Training: Pascal's old path (or at least the one he used) with some minor tweaks. The key to this path is as low an edge hit as possible. Mine Field: JRONI's path! Missed a much better run unfortunately. Pitfalls: If you do this exact path perfectly, you can land past the first of the large holes on your second bounce after the second wall-hit, instead of landing just before the large hole as I did in this video. Unfortunately it is very hard to do without some kind of extra jump around the first wall-hit (which I can't do) and many attempts fall in the large hole. I got the "land past the large hole" tweak about 4-5 times in all my attempts at this path, but all but 2 of them fell into a subsequent hole (it's possible to avoid that hole). My top time is 10.85, using the "land past the large hole" tweak, and the other success was another 10.93. Best time using the "land just before the large hole" version is 10.92. Jump jump jump: 2.38. Wanted to make a No Gems version afterwards but I had enough failed 2.38's for me to not keep trying. Maybe later. Go for the Green: Surprisingly hard, especially since during practice I got it (only once) on one of my early tries and thought the path was easy. It took me quite a while to get this second success. Spork in the Road: I had a 16.09 using one of my existing paths, although I don't know which one or what tweaks I used since I don't see how I could have gotten that low a time using my existing paths without small tweaks and a very good run. Well, I tried to beat this time using a new path. I attempted to use the WR path but with some tweaks since I couldn't do that start pad jump at the start. I found that an edge hit got me to the first gem without taking too much of a detour, and it takes about 1.5 seconds more than Pascal's runs of the WR path. The most annoying parts of this path were the edge hit and the Super Jump catch - gyrocopter catch movement. I missed a mid-15, although I'm happy with this time because several other misses would have gotten around this time or maybe a higher time. Song: Trans-Siberian Orchestra - Midnight (thanks calebsoong for the song suggestion!) EDIT: Audio was muted, so I audio swapped. New song is Musicshake - Games - The Grand Design
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Post by PHAIL maan on Jan 28, 2012 21:13:07 GMT
Skate Park (22.78) — www.youtube.com/watch?v=n9p3dMBVSz8About 2 years ago I got a 23.79 on Skate Park. I couldn't get much better than this, the best I pulled off was a 23.74 and another 23.79. The 23.74 stayed as my best time for the next two years, and while I tried occasionally to beat it, I was never successful—I would always screw up at some point or another in the run. A week ago I decided to revisit this level, and I ended up beating my time, eventually by about a second despite constant screwups as always. There are two places of slowness in this run, one after the 6th gem (I can jump only once on the floor before jumping up to the rock, or I could even jump directly onto the rock after exiting the blue stuff) and one after the 14th gem (I can go up the slope a lot faster, but I had enough trouble not getting hit by the brown ramp-like stuff). Wall-hit tweak after the 16th gem by Dushine. I don't know if it saves time, although I'm wondering if it's possible to tweak the tweak such that I only bounce on the 17th gem "rock" once instead of twice. Song: Muse - Sing for Absolution
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Post by IsraeliRD on Jan 28, 2012 21:15:53 GMT
Good job, but the wall hit is really odd and is much slower than just getting the next gem.
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Post by Pablo on Jan 29, 2012 5:23:51 GMT
Very athletic.
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Post by PHAIL maan on Feb 13, 2012 20:10:28 GMT
[No jumping] Fork in the Road (6.18) — www.youtube.com/watch?v=RtXJpGkuJz4Double edge hit for the win! I wanted to beat my "Roll Only: Fork in the Road (6.39)" run for quite some time, but I never got a low enough time for it to be worth it (nothing below 6.34 or so). A few days ago I tried again and after a few frustrating 6.3-6.5+'s, I got this 6.18. Song: Disturbed - Ten Thousand Fists
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Post by IsraeliRD on Feb 14, 2012 0:27:24 GMT
Sweet edge hitting!
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Post by Andrew on Feb 14, 2012 0:39:55 GMT
Amazing!
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Post by Pablo on Feb 14, 2012 0:57:36 GMT
You're better without jumping than I am with it.
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Post by PHAIL maan on Mar 21, 2012 17:40:31 GMT
The MBG/MBP Ultra Blast Compilation — youtu.be/x6ZxyC_6l1AThanks to the Project Revolution people for the Ultra Blast! I couldn't resist making a video showcasing the Blast on MBG and MBP levels. I had 3 videos planned and started before this one, but this finished first, so I'm releasing it first. A lot of levels here have much better times due to the blast. Some of the times aren't better than the top normal times, but I've included them due to the coolness of the paths. Note for MBU and MBO players and anyone else familiar with the MBU blast: This blast is considerably stronger than the MBU blast. I'm not sure about loading time differences, although the blast can only be activated once the meter goes to about 2/3-ish of the way to the end, rather than a small distance from the start as in MBU. The Blast does not work with .rec—the recording will not activate the blast (in fact anything besides the normal controls). So I had to record while playing, which lagged my computer significantly. I used Easy Screen Record Lite, the only recording software that didn't make Marble Blast unplayable on the computers I use. Even then, there are a couple of levels that could be improved without too much difficulty if I didn't record while playing. There's also no visual effect when the blast is used (I don't know how to add one). However I think it's fairly obvious when it's used even if you don't look at the blast bar. Unfortunately, I wasn't able to do Gauntlet (yet). I spent several hours but couldn't get the particular edge hit needed for a much-lower-than-9.00 time for some reason (I got a 8.94 but I didn't put it in here for obvious reasons). I'll get it one day though. Pitfalls (10.36): It was surprisingly hard to beat Pascal's time—I had a bunch of 10.43/10.44's. I broke through that "barrier" eventually. Platform Party (20.65 and 10.21): The path of the first video was found by accident. It's the closest thing MBG can get to the checkpoint "glitch" on MBU that allows you to get 20.xx. The second video uses the Blast before the edge hit so I can get to the edge faster. I got a bunch of misses and out of nowhere comes this very good run. Upward Spiral (11.68): Yes, the time restarted at the end, but it was by only 0.06 seconds, and I nearly fell into a hole after catching the first TM (plus the rest of the run could have been done faster), so unless something like that happens to you, you can be rest assured you will finish with whatever time you get on the first TM. Escher's Race (29.37): Did you know you can make the jump to the platform with the 3rd gem by using the blast? Will o' Wisp (10.81): (Best TM catch 10.60 I think, it's kinda hard to do with the lag.) A straight copy of the MBU path except for no edge hit at the start (unnecessary in MBG) and a simpler Gyrocopter movement to the last gem (thanks to the more powerful blast). Scaffold (0.92): In the MBU WR Rampage, Adustalarm finishes Scaffold without getting one of the TTs, because the blast lets him skip a bunch of the trapdoors and small platforms. With the PR blast, I can do the same. Path of Least Resistance (3.16): Slightly harder than the MBU version (I've done this path on MBO) due to the mud. Battlements (13.76): The 14.xx path only with an additional blast. My best time (as you can see) is 13.53, that was gotten by an edge hit where I apparently did a wall hit which gave a launch directly to the finish platform. Pathways (23.54): I think of this path as another MBG version of Adustalarm's 21.xx path on MBU. Learn the Time Modifier (0.97): (I also took the long way to show you that the time won't restart even if you take the negative TM.) Mountaintop Retreat (8.51): The jump + JB + Blast combo goes very high, but during my real runs, I couldn't seem to get the necessary height most of the time, sometimes because I moved too far forward and so I hit the trim before I got enough height. Roll Like the Wind! (9.36): During my recording of the No Gems Compilation 1, I tried the latter half of this path without success. Now with the blast, it becomes almost too easy…. Winding Steps (14.11): You can't go too fast on the steps after the first blast, or you won't be able to activate the second blast when you need to. Songs: Nightwish - The Crow, the Owl and the Dove, Slowride - Building a Building. Desktop background from Microsoft (I think).
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Post by Andrew on Mar 21, 2012 17:52:36 GMT
Great job
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eNetro314
Experienced Marbler
Home of the Gravity Swap series and 2nd Home of the Marble Blast Levels Series!
Posts: 166
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Post by eNetro314 on Mar 21, 2012 20:17:06 GMT
I never thought of those paths. Well, maybe 1-2 I found.
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๖ۣۜAddict™
Advanced Marbler
[ss:Resurrection]
ツ ツ ツ ツ ツ ツ ツ ツ ツ ツ ツ
Posts: 312
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Post by ๖ۣۜAddict™ on Mar 22, 2012 0:25:48 GMT
I hope that they let people use the blast for the WRR that could open up a whole new world of possibility for paths
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Post by IsraeliRD on Mar 22, 2012 6:48:16 GMT
I hope that they let people use the blast for the WRR that could open up a whole new world of possibility for paths I don't know whether this was sarcasm or actually being serious. iMac: great runs, I would be interested to see this done on custom levels and more MBP levels as well (maybe other mods too? you can add the blast.cs code in main.cs to launch it afaik). Also MBU's ice is the same as MBG's mud. Both have friction = 0.2 or something like that.
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eNetro314
Experienced Marbler
Home of the Gravity Swap series and 2nd Home of the Marble Blast Levels Series!
Posts: 166
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Post by eNetro314 on Mar 22, 2012 20:22:35 GMT
mbgaddict, plus, read this: A WR Rampage has higher standards of run that this compilation lacks.
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Post by PHAIL maan on Mar 25, 2012 20:41:51 GMT
The MBG/MBP "Unmodded" Compilation — youtu.be/XM3ZQ82v5IcHere I decided to play "unmodded" on MBG/MBP ("modded" is default), the only way to accurately do so with default settings is a restrictive method of pressing at most one movement key at a time (this applies to the camera keys too, but I didn't really care about those). This makes a lot of things awkward, anything involving turns becomes hard to do, hence you see mostly simple paths in this video (especially the first half). For full disclosure, I may have held two keys briefly as I switched from one to another (I tried my best to not do those). Hopefully someone can do some coding or something so that the each key will go at 1/√2 of normal speed when two are pressed in the diagonal formation. A few notes concerning some techniques. The start pad trick: When doing this unmodded it is not necessary to slow down the marble before hitting the slope of the start pad, as long as you do a close-enough-to-perfect start. I didn't know this for a long time and when I did, I could get 0.01-0.02 better on many of the linear levels. The jump-jump-jump-bounce-jump-jump start: You see it in at least 2 levels here. It's the closest equivalent to the jump start in MBU that I know of (that can be done easily). Okay, now to run commentary. Super Bounce (4.89, 3.68): The first path is the one I used for a while. It was inspired by xboxpro57's Frictional Concerns 6 second path. The second path was one I discovered later. You have to be precise with the bounces or you won't make it over to the finish part. For some strange reason, you can do a more delayed start than this one and you still won't make it over the gap (you'd think it would be the other way around). Bumper Training (3.07): I use a different bumper and jump before hitting it because that seems to be the only way to get to the finish in a fast time. Pitfalls (13.02): It's possible to make it over to the top part without any kind of "blast," but in this case I need to do a slight run-up at the start, hence my time is about 0.5 off the best MBU unmodded times. Of course some of it could be due to the key press limitation. Go for the Green (3.92): I remember doing a 4.11 over 3 years ago using about the same path, that was before I could do the level diagonally. Fork in the Road (4.36): This level was annoying because it was very difficult to do the start pad trick without slowing down. I'm not sure if an edge hit near the end of the level saves time—I know that I think I got it once but finished with another 4.36. Space Slide (3.31): Beats the "modded" WRR2 run by 0.01! Obstacle Course (5.84): I use the start mentioned earlier because that's the fastest way to get to the slope afterwards. A-Maze-ing (4.21): On my last jump before hitting the finish, I appear to do a light edge hit (which was accidental). In previous attempts I didn't do an edge hit and I wasn't able to reach the finish. Jump Tutorial (5.50): I thought this path was impossible. I honestly thought it was not possible unmodded and with the key restrictions. I couldn't get the distance after hitting the arch to get to the finish part, no matter what I tried. That is, until I got an accidental edge hit on the part where I do a wall-hit. That changed the path of the marble enough to allow it to bounce to the finish, as you see here. Learn the Friction! (20.43): The landing after the wall-hit was so much harder than it should have been due to the key restrictions. Learn the Random Force (4.05): Man was I lucky on this one! Sometimes the trim hit sends you faster than normal. This was one of those times (and with some special sauce on top of that). Byzantine Helix (9.37): The loop part annoyed the heck out of me since a lot of the time I would do a hard bounce on the start of the second loop instead of a series of smooth bounces, screwing the run. I managed to fix this problem by pulling back as I was nearing the top of the first. Also in my early runs I turned the camera to the right as I moved up the loops. I eventually realized that was completely unnecessary (unlike in a modded run, where you should do some form of diagonal for maximum speed). Timely Ascent (3.03): If you're wondering, sub-3 is possible (my best catch was 2.98 but I messed up the rest of the run). Divergence (5.03): I didn't do the trapdoor edge hit not so much because it was harder than the modded version, but because the key restrictions would give me much too poor control over the marble on the rest of the level. That's also why I didn't do levels like Jump jump jump. (I could have just done the part up to the TT, but I chose not to.) Learning the Basics (10.52): Note the three steps at the top (including the top platform). Normally I land on all three of these, getting a high 10.xx. This time, I was lucky and landed on the first step, then jumped past the second for an edge hit on the third. Songs: Nightwish - Sleeping Sun, Disturbed - Ten Thousand Fists, and Metallica - The Four Horsemen. The last song is cut off because in iMovie, I compiled one combination video of three Marble Blast videos (this also explains the 0.6 second black screen at the end, that was necessary for the fade to black to not get in the way of the title slide of the next video). The rest of the song covers the other two videos.
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Post by IsraeliRD on Mar 25, 2012 21:27:15 GMT
An enjoyable set of videos. Good job!
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Post by PHAIL maan on Mar 27, 2012 14:59:44 GMT
Short Levels 2 — youtu.be/BhaEFX-xkP4Finally, a successor to my "Short Levels 1" video from ~2.5 years ago. Hopefully I haven't already uploaded some of these videos to YouTube (I have so many videos now, I can't keep track of them!). Notes: Tornado Alley (2.72): Easier to do in MBP than MBG (although I think I can do it in MBG too) because the start pad is depressed in the MBG version. Under Construction (2.91): This run includes a built-in blooper that I didn't plan to be there, I didn't notice it until after I had made the entire video, but I'm not going to edit it out. In another attempt, I missed a 2.80 TT catch. Learn the Random Force (3.66): I spent a while trying to beat my old 3.68. I succeeded, but I used a different start. Bump Your Head! (3.52): I had a 3.61 or so, but then I found out that not jumping when you reach the Speed Boost saves time. I did this run immediately after using the same tweak on the "unmodded" run. Song: Metallica - The Four Horsemen Picture: Something off the internet…I think
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Post by Andrew on Mar 27, 2012 16:04:37 GMT
Good runs!
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