Superdavo0001 | [TAS] SMSR: The Piano Playing Thwomps 9"33 *WR* @Superdavo0001 | Uploaded 7 years ago | Updated 14 seconds ago
9"50 by Shredwot: http://youtu.be/lwruu2GZpn8?t=17m58s
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9"33 by me
In this (short) video, I collect the star The Piano Playing Thwomps in 9"33, beating the previous record by 5 frames. There isn't much to describe in detail really for this one.
The only thing I really need to explain is the main improvement, which is right at the start. It's faster to jump immediately, hold the jump, and dive/recover at the bottom than to kick+jump+roll (as jumping at a nonzero speed will reduce that speed unnecessarily).
I also use a dust-frame on the final thwomp. This is because when landing optimally on the corner, the geometry is too steep to recover on, until you reach a flatter triangle 1f later.
This isn't perfect, not even close. I'll probably work to improve it a bit in the near-future, but one of the more annoying things about this star is that it requires bouncing on two thwomps, both of which use RNG, which determines where they will be when I reach them. Thankfully, I got fairly lucky with little tedious manipulation here, but I'm probably not going to optimise this part any time soon (especially when it'll have to be re-done with different RNG in a final run anyway). This run was just a proof-of-concept if anything, but I might try to optimise the start a bit more.
Re-records: 1022
9"50 by Shredwot: http://youtu.be/lwruu2GZpn8?t=17m58s
↓
9"33 by me
In this (short) video, I collect the star The Piano Playing Thwomps in 9"33, beating the previous record by 5 frames. There isn't much to describe in detail really for this one.
The only thing I really need to explain is the main improvement, which is right at the start. It's faster to jump immediately, hold the jump, and dive/recover at the bottom than to kick+jump+roll (as jumping at a nonzero speed will reduce that speed unnecessarily).
I also use a dust-frame on the final thwomp. This is because when landing optimally on the corner, the geometry is too steep to recover on, until you reach a flatter triangle 1f later.
This isn't perfect, not even close. I'll probably work to improve it a bit in the near-future, but one of the more annoying things about this star is that it requires bouncing on two thwomps, both of which use RNG, which determines where they will be when I reach them. Thankfully, I got fairly lucky with little tedious manipulation here, but I'm probably not going to optimise this part any time soon (especially when it'll have to be re-done with different RNG in a final run anyway). This run was just a proof-of-concept if anything, but I might try to optimise the start a bit more.
Re-records: 1022