Uploaded December 2011 | Updated September 2026, 3 weeks ago
Tool-Assisted.
Total Time for Mine Blowing: 0:07
Some notes from this level:
-I skip the recharger text here rather than in the final area as it takes the same amount of time and allows me to take a more direct path to the floating platforms.
-I once again put off going for "Get to the Bottom of things" until later
-I found that it was actually faster to use the mushrooms in the cave rather than to use just jumping
-A sequence break after exiting the cave area allows me to get to the top level of Mine Blowing without going through the main room. This streamlines the level's route quite a bit.
-The first of several damage boosts occurs here after getting the ticket. I use them a few times around this level but they don't save too much time, maybe 1-3 frames.
-The mine cart section is dependent entirely on the mine carts that move at fixed intervals, so I play around a little while waiting. I tried to finish the winding platform one cycle quicker, but I couldn't reach the cart.
-It saves a small amount of time to fall into the void at the end and respawn near the clown. He didn't cooperate very well, though, so I had to go a bit out of my way.
-In the gems room, I skip the first bomb and do a bit of juggling with gems. This actually gave me the idea to do juggling with bombs, which was incredibly difficult. That's part of the reason the run was delayed so long; I was frustrated trying to juggle bombs. In the end, I found out a way to complete the parts in which I would juggle bombs more quickly anyway, so I finally resumed progress after over a year's hiatus.
-I grab two tokens through the bombable walls (these, unfortunately, are the only two things for which this works; it doesn't work with the ticket, machine part, or the last token.) This was one of the ways I cut bomb juggling. Another was the damage boost off of an enemy, which I had actually found was faster before stopping the run. When I came back a year later I was scared for a minute because I thought I had a desync and lost all the work from the past year.
-Luck manipulation in the rolling rocks room was weird. It seems that the pattern that the rocks fall depends on factors decided before you enter the room and can be changed by dropping a bomb and picking up another one. This was too slow, however, so I went back to the basement room and delayed myself by a few frames and found a setup that worked perfectly.
-Two more damage boosts in here, which are usually impossible because the damage is meant to make you drop the bombs. I canceled this by jumping at the right frame.
-The machine went much better than I had expected. Everything lined up nearly perfectly due to faster execution than the previous run and new tricks, such as climbing the side of the corkscrew.
-From the machine, it's a hop, skip, and a jump to the final token and ticket and I save/quit.
Tool-Assisted.
Total Time for Mine Blowing: 0:07
Some notes from this level:
-I skip the recharger text here rather than in the final area as it takes the same amount of time and allows me to take a more direct path to the floating platforms.
-I once again put off going for "Get to the Bottom of things" until later
-I found that it was actually faster to use the mushrooms in the cave rather than to use just jumping
-A sequence break after exiting the cave area allows me to get to the top level of Mine Blowing without going through the main room. This streamlines the level's route quite a bit.
-The first of several damage boosts occurs here after getting the ticket. I use them a few times around this level but they don't save too much time, maybe 1-3 frames.
-The mine cart section is dependent entirely on the mine carts that move at fixed intervals, so I play around a little while waiting. I tried to finish the winding platform one cycle quicker, but I couldn't reach the cart.
-It saves a small amount of time to fall into the void at the end and respawn near the clown. He didn't cooperate very well, though, so I had to go a bit out of my way.
-In the gems room, I skip the first bomb and do a bit of juggling with gems. This actually gave me the idea to do juggling with bombs, which was incredibly difficult. That's part of the reason the run was delayed so long; I was frustrated trying to juggle bombs. In the end, I found out a way to complete the parts in which I would juggle bombs more quickly anyway, so I finally resumed progress after over a year's hiatus.
-I grab two tokens through the bombable walls (these, unfortunately, are the only two things for which this works; it doesn't work with the ticket, machine part, or the last token.) This was one of the ways I cut bomb juggling. Another was the damage boost off of an enemy, which I had actually found was faster before stopping the run. When I came back a year later I was scared for a minute because I thought I had a desync and lost all the work from the past year.
-Luck manipulation in the rolling rocks room was weird. It seems that the pattern that the rocks fall depends on factors decided before you enter the room and can be changed by dropping a bomb and picking up another one. This was too slow, however, so I went back to the basement room and delayed myself by a few frames and found a setup that worked perfectly.
-Two more damage boosts in here, which are usually impossible because the damage is meant to make you drop the bombs. I canceled this by jumping at the right frame.
-The machine went much better than I had expected. Everything lined up nearly perfectly due to faster execution than the previous run and new tricks, such as climbing the side of the corkscrew.
-From the machine, it's a hop, skip, and a jump to the final token and ticket and I save/quit.

![Azoraes Gap Bounce Walkthrough [Portal 2 PeTI]
Part of my Grand Designs collection: http://steamcommunity.com/workshop/filedetails/?id=73977444. This includes all of my Portal 2 Perpetual Testing Initiative chambers. To see this maps dedicated page, visit http://steamcommunity.com/sharedfiles/filedetails/?id=68629662.
Gap Bounce was the first map that I published, and originally it had an array of different parts, including a fling, a room which was flown through via faith plates and timed portaling, and even a laser puzzle. In this complete re-imagining, I changed the entire back room to fit the theme of using blue gel to clear gaps in various ways. I am much happier with this design and am publishing this video to show the changes. If you have this chamber sitting in your queue or your history, check it out again, its completely different! Azoraes Gap Bounce Walkthrough [Portal 2 PeTI]](https://i.ytimg.com/vi/RrDx55JoHkY/mqdefault.jpg)


![[Obsolete] Neon White - Whites Heaven Rush in 34:44 (New Run In Description)
7/13 UPDATE: NEW RECORD RUN HERE: https://youtu.be/KDox8b8hkcA
Full Game Speedrun personal best as of 7/11. Very improvable, and the competition is heating up. Strong runners like Humps, Sladke, Blaidan, TackyTactics, and Kaleido are all working on Heaven Rush so expect this run to be beaten soon, if not by me, by one of them.
Recorded live at https://twitch.tv/azorae. Follow me there for livestreams of speedrun attempts and more! [Obsolete] Neon White - Whites Heaven Rush in 34:44 (New Run In Description)](https://i.ytimg.com/vi/VKHcAWtXcjI/mqdefault.jpg)



![[OBSOLETE] Neon White - Whites Hell Rush in 33:36 (New run in description)
7/23 UPDATE - NEW RUN HERE: https://youtu.be/8U8CQkCL448
Bit sloppy in the endgame but overall this was a pretty solid run considering the stressful category.
Recorded live at https://twitch.tv/azorae. Follow me there for livestreams of speedrun attempts and more! [OBSOLETE] Neon White - Whites Hell Rush in 33:36 (New run in description)](https://i.ytimg.com/vi/WDfS1EFo__E/mqdefault.jpg)

![[SDVX III] Bokura Shika Shiranai [EXH] (K-Shoot Mania)
Remember to like the video and subscribe here and at http://twitch.tv/Azorae [SDVX III] Bokura Shika Shiranai [EXH] (K-Shoot Mania)](https://i.ytimg.com/vi/XDLPilk1DUs/mqdefault.jpg)