@telehops
  @telehops
hyper | Celeste Mods - Ultra Skrimbles by SPLOwON @telehops | Uploaded November 2023 | Updated October 2024, 2 hours ago.
mod: gamebanana.com/mods/454851
sheet: tinyurl.com/hyperceleste
this is a low 3 star map on the hard list: tinyurl.com/celestehardlist

-

splowon sweep catpog

i cleared the original A and B sides before they were combined and had an additional room appended to them:
Ultra Skrimbles (originally the A-side: room 1 in this video; 4 sections): 1:59:50 // 5803 // 10-19-23
Ultra Skrimbles Too (originally the B-side: room 2 in this video; 3 sections): 4:17:19 // 15035 // 10-28-23
Ultra Skrimbles Definitive Edition (the map's current version, and this whole video): 2:20:57 // 6950 // 11-01-23
from this video, 1:20:27 is spent reclearing the A and B-sides. 1:00:30 is spent on third and fourth rooms (the new sections). you can find exact room time breakdowns on the Room Clear Times sheet on my spreadsheet.

anyway,

i like this map and i'm going to try to tell you why.

before, i didn't understand the lack of cb block usage in splowon's maps. cbs are inconsistent and rng, and i was kinda annoyed while playing mg+ that they weren't used. however, after playing that and ultra skrimbles, i realized a couple things:

1. cbs aren't technically rng (as you probably know), but they are practically rng because the frames on which they work (or don't work) are arbitrary. there usually isn't a continuous frame window; the good frames are peppered with the bad frames. this creates a sort of filter where some percentage of your attempts automatically fail because they didn't hit one of the good frames.

2. with the introduction of this filter, something interesting happens. for extremely short, input-dense, tight gameplay like in this map (and mg+ to a lesser extent), the filter forces you to become more consistent at the entire section's inputs than you would otherwise need to be. to compensate for the percentage of attempts which don't pass through the filter, you must raise your percentage chance of success in other areas. this makes fluking more difficult, because you not only have to fluke the inputs, but you have to fluke past the filter at the same time.

there are a few things i'd like to point out now which may have been misconceived by the way i've been talking:
- not every cb in this map has to be a good cb. for most of the sections with a lot, you have a little bit of wiggle room in the number of good cbs you need to hit out of all the available ones.
- despite what i said in #1 while describing the filter, you CAN actually aim for the specific good frames amongst all the bad frames. often, you'll find yourself gravitating toward good frames subconsciously through the sheer amount of data you acquire as you attempt something hundreds of times (i will say, however, that this is much less common for me on something like omauve, probably because there's much more variation in your possible positions compared to Ultra Skrimbles). in addition to that, you can lab cbs. for example, you'll find that one might always work if you nearly buffer the jump after an ultra, or this other cb tends to work more often if you jump late just before it, or (moreso in mg+) you can find setups from which you can start a hyper or wavedash and always get a cb to work. even staircases of cbs have strats to make them more consistent. it's hard to express if you haven't experienced it, but there is actual nuance and skill involved in labbing these cbs. you have some power over the filter.
- I LIKE CB BLOCKS!!!! please use them if you are going to map a mauvelike. i am simply pointing out that they are not DIRECT upgrades; there is a tradeoff in the use of them because they inherently change the gameplay. frankly, i don't know if i would prefer Ultra Skrimbles with cb blocks or not, but the choice not to use them is not 100% a loss. as long as i've convinced you of that, even if you don't enjoy this unfair, inconsistent gameplay like i do, i'm happy.

so yeah imo it's like right around mg+ in difficulty. really hard to compare directly because the gameplay is surprisingly different, but it felt like a similar level. i'd place it just above mg+ to be safe, because i did have a weirdly bad time with that map, and also because splowon thinks it's above mg+.

-

0:00 1-1
0:12 1-2
0:20 1-3
0:28 1-4
0:57 2-1
1:09 2-2
1:16 2-3
1:43 3-1
1:54 3-2
2:12 3-3
2:31 4
3:26 journal
Celeste Mods - Ultra Skrimbles by SPLOwONCeleste Mods - 8-φ by Hydro0Celeste: Strawberry Jam - Beginner Lobby - All Full Clear Silver + Golden StrawberriesCeleste Mods - Amoeba by Fref (Full Clear)Celeste: Spring Collab 2020 - Heart of the Storm - A Nice ViewThe Big Reveal - All Checkpoints DeathlessCeleste: Strawberry Jam - Expert Lobby - Hypnagogia - Secret RoomCeleste Mods - Eclair by NeihraCeleste: Strawberry Jam - Grandmaster Lobby - kevintechspam.bin - Pleasant SightCeleste: Strawberry Jam - Expert Lobby - Hydroshock - Cut RoomsCeleste: Strawberry Jam - Expert Lobby - Meaningless Contraptions - Cabob, Ru, & Ema (Secret Rooms)Celeste: Strawberry Jam - Grandmaster Lobby - Lava Layer - Easter Eggs & Secret Rooms

Celeste Mods - Ultra Skrimbles by SPLOwON @telehops

SHARE TO X SHARE TO REDDIT SHARE TO FACEBOOK WALLPAPER