Gpro | Crash Twinsanity Any% Better Fast Totem Hokum Skip (all versions) @IAmGpro | Uploaded 1 week ago | Updated 19 hours ago
This isn't new. It's just that the long jump method was taken over, as it was considered easier at the time (and it's also slower). This version is comparable to the one with the XBOX ledge and shouldn't be as random, but PS2 runners can use it as well.
Why would this be comparable to the XBOX ledge method? The reason is due to movement mechanics and the way coordinates are calculated. This method is suitable for nearly any movement positioning, making it far more flexible.
The XBOX ledge can only reasonably done from certain spots, and on top of that, the bodyslam tends to fail due to the positioning of the ledge and where Crash is when he jumps on a micro scale. This new one depends on camera-tilting OR spinning bodyslamming, which should boost consistency, even though it's quite hard, and since we have the standard aerial movement and not the long jump movement, it's far easier to control, so should be more consistent
This isn't new. It's just that the long jump method was taken over, as it was considered easier at the time (and it's also slower). This version is comparable to the one with the XBOX ledge and shouldn't be as random, but PS2 runners can use it as well.
Why would this be comparable to the XBOX ledge method? The reason is due to movement mechanics and the way coordinates are calculated. This method is suitable for nearly any movement positioning, making it far more flexible.
The XBOX ledge can only reasonably done from certain spots, and on top of that, the bodyslam tends to fail due to the positioning of the ledge and where Crash is when he jumps on a micro scale. This new one depends on camera-tilting OR spinning bodyslamming, which should boost consistency, even though it's quite hard, and since we have the standard aerial movement and not the long jump movement, it's far easier to control, so should be more consistent