Uploaded July 2024 | Updated September 2026, 2 weeks ago
New Nahatomb phase 1 strat, new strat compilation. A direct continuation to the previous video : youtube.com/watch?v=kQH2K7nFKJc
This uses save-states.
In the previous description, I mentioned how I thought it was impossible to fill all three cannons using armored-less enemies, before Nahatomb initiates his tongue attack.
Well, I just wanted to practice the - then - fastest strat again given amoser started using it in bad shaped runs… and did exactly that. Pretty quickly. Almost without realizing it too.
So, disregard the term I used to describe it, I think it’s bad. These strats should have better names really.
Traditional for the conventional top level strat, NTA (no-tongue-attack) for the previous fastest strat, TS (tongue-skip) for this new one ???
As explained, you try and use all three enemies to fill cannons before Nahatomb does an attack, skipping it.
This strat is both a lot harder and more luck reliant than the one before it. You need :
- The lone death Moo to spawn to the right (1/2)
- The three armored death moo to go in your direction (1/2)
- The first armored death moo to break from Nahatom’s fist shockwave, near the close vicinity of the cannon
- To grab it as soon as you can, then filling the cannon before immediately proceeding to the right. You’ll probably need to take an intentional hit because Nahatomb’s fist will be right in the middle. The fist can push you to the right if you touch it from the base which can be useful. But it can also break your enemy or block your cannon shot, This is the hardest execution part.
- Ideally grab the following two enemies moving down the slope for extra speed and without jumping. It’s almost impossible without. Sadly, this attempt shows the bad example, as not only did I have to jump, twice, but I had to shoot backwards. Don’t get it wrong though, even with, it’s still extremely clutch, and you need to make your shots without losing any speed and on the absolute edges. It’s also incredibly to get hit while grabbing them.
- The lone death Moo of the next spawn to appear to the right of you (1/2).
Also, you’ll notice that I immediately started going left towards the adjacent cannon. I thought going there (as well as to the cannon after it, which is barely reachable on-time) would help with the positioning of the armored death moos, but I didn’t find my (admittedly limited) testing very conclusive.
I also considered avoid having to shoot at granny’s cannon during the 3-o-fill (if you will). You see, the cannons each waggle vertically, but not at all at the same speed.
Balue’s the slowest, then it’s Moire (he’s almost unnoticeably faster unless you wait a full minute), then Seadoph, Queen (same story, almost indistinguishable with Seadoph unless you wait a while)… and then there’s Granny, which is uncomparably faster… for whatever design reasons.
Honestly, I thought Balue and Seadoph would be in the lead. Not some old lady...
Anyways, because she moves up and down so fast, I thought she would be very annoying to hit, sometimes forcing a jump out of the player. In the end I’m also not too sure.
It might be better to go towards the next cannon on the left at the start… but then it messes with the position of Nahatomb’s fist…
Super brutal trick, even for ILs. It's still most likely technically easier than the TAS Joka final phase skip. But to use this in runs ? Ewww. Now I don't love this phase anymore.
And if you're wondering why we need to have the enemy spawn to the right instead of the left... I haven't fully tested if a strat variant was possible on the left. It would be insanely useful because it would eliminate the first step (you can pause for half a second to know where the enemy goes). You have to consider that Nahatomb's fist position is asymetrical, potentially making this different, or naught.
New Nahatomb phase 1 strat, new strat compilation. A direct continuation to the previous video : youtube.com/watch?v=kQH2K7nFKJc
This uses save-states.
In the previous description, I mentioned how I thought it was impossible to fill all three cannons using armored-less enemies, before Nahatomb initiates his tongue attack.
Well, I just wanted to practice the - then - fastest strat again given amoser started using it in bad shaped runs… and did exactly that. Pretty quickly. Almost without realizing it too.
So, disregard the term I used to describe it, I think it’s bad. These strats should have better names really.
Traditional for the conventional top level strat, NTA (no-tongue-attack) for the previous fastest strat, TS (tongue-skip) for this new one ???
As explained, you try and use all three enemies to fill cannons before Nahatomb does an attack, skipping it.
This strat is both a lot harder and more luck reliant than the one before it. You need :
- The lone death Moo to spawn to the right (1/2)
- The three armored death moo to go in your direction (1/2)
- The first armored death moo to break from Nahatom’s fist shockwave, near the close vicinity of the cannon
- To grab it as soon as you can, then filling the cannon before immediately proceeding to the right. You’ll probably need to take an intentional hit because Nahatomb’s fist will be right in the middle. The fist can push you to the right if you touch it from the base which can be useful. But it can also break your enemy or block your cannon shot, This is the hardest execution part.
- Ideally grab the following two enemies moving down the slope for extra speed and without jumping. It’s almost impossible without. Sadly, this attempt shows the bad example, as not only did I have to jump, twice, but I had to shoot backwards. Don’t get it wrong though, even with, it’s still extremely clutch, and you need to make your shots without losing any speed and on the absolute edges. It’s also incredibly to get hit while grabbing them.
- The lone death Moo of the next spawn to appear to the right of you (1/2).
Also, you’ll notice that I immediately started going left towards the adjacent cannon. I thought going there (as well as to the cannon after it, which is barely reachable on-time) would help with the positioning of the armored death moos, but I didn’t find my (admittedly limited) testing very conclusive.
I also considered avoid having to shoot at granny’s cannon during the 3-o-fill (if you will). You see, the cannons each waggle vertically, but not at all at the same speed.
Balue’s the slowest, then it’s Moire (he’s almost unnoticeably faster unless you wait a full minute), then Seadoph, Queen (same story, almost indistinguishable with Seadoph unless you wait a while)… and then there’s Granny, which is uncomparably faster… for whatever design reasons.
Honestly, I thought Balue and Seadoph would be in the lead. Not some old lady...
Anyways, because she moves up and down so fast, I thought she would be very annoying to hit, sometimes forcing a jump out of the player. In the end I’m also not too sure.
It might be better to go towards the next cannon on the left at the start… but then it messes with the position of Nahatomb’s fist…
Super brutal trick, even for ILs. It's still most likely technically easier than the TAS Joka final phase skip. But to use this in runs ? Ewww. Now I don't love this phase anymore.
And if you're wondering why we need to have the enemy spawn to the right instead of the left... I haven't fully tested if a strat variant was possible on the left. It would be insanely useful because it would eliminate the first step (you can pause for half a second to know where the enemy goes). You have to consider that Nahatomb's fist position is asymetrical, potentially making this different, or naught.


![Ishras Ark in 0 Ds popkaless + bonus strat
I honestly forgot about doing those. Better late than ever.
Anyways, easy stage, not very different without Popka. Only dangerous part we have to cross twice is at 7:42.
At 8:24 and 10:31, I attempted to skip the door opening animation.
In the first instance I pulled it off, but got a bad outcome that slowed me down in the end, as the displaced Klonoa opening animation shouldn’t have happened. I dont think it is random, rather I think I shouldnt have spammed jump there.
And at the end is the successful outcome.
It’s the fastest Popka/less strat for entering this door, though a bit tight and the time-save is negligible when used in the former category.
[18 may 2022 : this trick isnt possible on the alternate version of this stage because there arent any Goomis around.]
Mira-Mira will absolutely make up for the lack of difficulty in this stage...
Vision scores playlist : https://www.youtube.com/playlist?list=PL1GOxYfabbWIHQj6axuMeDzVlibdt6t-P Ishras Ark in 0 Ds popkaless + bonus strat](https://i.ytimg.com/vi/qC8-G3OKLcA/mqdefault.jpg)
![Klonoa : Door to Phantomile any% in 38:31 [Obsolete]
Run begins at 2:31 and ends at 41:02.
VOD : twitch.tv/videos/2202813818
My run for the PlayStation Racing race ! (https:// therun.gg/races/ricky-weekly-18)
Landed second, beaten by amoser by a dozen seconds. Good fun !
Kind of the same thing as the previous PB but apparently I was faster by 13 seconds.
I got first try ultimate 6-2, thats about the only good thing.
Well, I thought my movement for Naha III was sick looking, even thought I got awful RNG.
Rip Gelg Bolm, I had a pretty nice perfect fight streak until now. Also the fight on its own costed me 40 seconds, I didnt even anticipate it to be this bad.
Awful 6-1, better but not fast Ghadius still in three runs
If Gelb Bolm was perfect, this would be 37 Klonoa : Door to Phantomile any% in 38:31 [Obsolete]](https://i.ytimg.com/vi/qKeWU9_yEL4/mqdefault.jpg)


![“Frame-perfect death” video follow-up
Follow-up to this : https://www.youtube.com/watch?v=JBh2rb_ms_Q and https://youtu.be/5JrisspqHKc
This time, a small video dedicated to my results and random findings on something that I spent an excessively long time on.
After randomly stumbling on a Rongo-Lango music glitch on JAP where you do similar stuff to trigger it, I got motivated to dive into it all again, recording info about many different actions being done at the exact end of a boss fight, and that across all versions of the game excluding Namcollection. A wild journey that I estimate took me 20 hours to end. It was lengthened by the sudden discovery of a 5rd version of the game, Best for Family (PS1 re-release shortly after original JAP release date). And by even more if you count all of the video editing, and text preparation and layout, as it is a grouped upload… This has been in preparation probably since the start of summer.
The concluding effort of which translates into these two videos, but also this OpenDocument excel file loaded with stats. To easen me the work a little bit, some of the events in this video will be left for you to read on that file : https://www.dropbox.com/scl/fi/4f09aars003lau6ngqaz0/F-p-kill-death-pause-data.ods?dl=0&rlkey=kr8myrp29g8p0m37evw5gdw9g#
With this particular video I will aim at giving video documentation to some of those findings, along with additional info that wouldn’t exactly fit in the excel.
Let’s begin with the Rongo Lango clip that started it all. But before that, I need to explain what sequence of music glitches are. I’ve made videos very far and between about them, but haven’t really made something comprehensive yet so this will be the perfect occasion (You’ll allow me to cut some slack as I’m too lazy enough to make a full dedicated video on them).
Sequence of music glitches are a series of multiple and unrelated tracks that plays only for a loop, one after the other, all separated by large moments of silence, up until the very end where it seems to quiet down forever…
Unlike the music mute glitch though, pausing here won’t revert it back to normal, since we’ve had to do just that in order to trigger the glitch in the first place (exception for 3-2’s sequence which can be fixed through other means).
As far as it is known, there are three of those sequences in the game and the way to trigger them varies.
The already known sequences were the following : https://www.youtube.com/watch?v=fqU_pYJXXq0
https://youtu.be/1w6Kr9 oWw?t=321 (bottom of description)
And here I show a brand new one. It successively plays “Quiet Choir”, “Balue & Lephise” and “Weeping Karal”. You can find additional info or how to reproduce it on the excel, but it’s factually very simple, and exactly like shown here.
[Edit 27 december 2021 : two new sequences were found here : https://www.youtube.com/watch?v=bmALQ0q5Jxc]
During my pause-kill-death madness, I picked up on some weird instances of unrelated tracks playing for a couple frames after the end of a cutscene. They really don’t trigger at random and I suggest reading the special info row of Rongo Lango and Nahatomb’s second phase to learn more about it. There most likely are more.
This is it for this specific video. Let me end off by saying that I’ll never go through the trouble of testing a thing through all the many versions just to spot potential version differences. That just makes for way too much work. Someone else might have fun with that, but I’d rather let them unveil themselves over unsuspected players first.
Would really like to upload two last videos before real life strikes back as it periodically does “Frame-perfect death” video follow-up](https://i.ytimg.com/vi/qs60M_K6DZc/mqdefault.jpg)



