Vapo
not wr
updated 5 years ago
hardest is over the hills by far (t6 maybe t5) then sinew (maybe t7), the rest are all pretty comfortable. (worth noting that housing crisis is *not* included in the rainbow, making this much more viable than it might sound at first)
Abby's Alley: 0:00
Firefly Cavern: 2:19
Lemon Temple: 4:34
Ultra Fling Underpass: 7:24
Untitled Theo Map: 8:27
Drowsy Dreamland Like The Area From Toontown: Corporate Clash: 9:47
Madeline Can Move: 11:09
Sanguine Insomnia: 12:03
Starry Cliffside: 14:20
Flipping Facility: 15:59
Forest Rush B-side: 17:18
Mach 6.22: 18:49
Meteor Shower: 20:33
Shiverburn Spire: 22:38
Sinew: 24:40
AAA: 26:27
Over the Hills: 28:12
Rainbow Collect+Stats: 31:37
mod link: gamebanana.com/mods/481836
experience was a bit finicky, i got stalled for a bit at 3 flag 6 deaths before passing it yesterday then 4!!! flag 4 deaths before finally getting the golden today. i enter the chapter at the start of the video because this was right after the 4th flag 4 death and i almost quit for the day before deciding to go back in and try 1 more attempt, thinking surely i can't find another way to die there (and i was right!)
pauses around flag 8 are because of an itch that wouldn't go away, then at the end of flag 1 because i realised after breaking the box i haven't actually continued from there to the end in practice and thus had to look up a video to know what the movement was lmao
sj mod link: gamebanana.com/mods/424541
gamebanana.com/mods/522962
mod link gamebanana.com/mods/484664
major malfunction is low quality because i messed up a recording setting woops
Subterranean Exploration: 0:00
Watertown: 1:35
Trenches of Jellies: 2:48
High Voltage: 4:39
New Jank City: 6:15
Starlit Grotto: 8:20
Switchback Station: 9:34
Ligament: 12:56
Thunder Temple: 16:44
Major Malfunction: 18:19
Blank Dreams: 21:00
Electric Exuberance: 22:15
Ultra Sandwich: 24:35
Cycle Madness: 25:49
Olden Tower Ruins: 29:30
Rainbow Collect+Stats: 31:33
Gem Garden: 0:00
Aquatic Underground: 1:52
Error 418: 3:56
Crypt of the Kevins: 5:16
KoKoDoKo?: 7:26
Forest of the Ancients: 8:48
Tripeak Trail: 12:48
TheHeck90: 14:20
Theo Hell: 16:08
Fish Hell: 18:49
Temporal Tower: 20:43
Ultra Difficult: 22:36
Heart of the Storm: 24:29
Rainbow Collection+Stats: 26:47
aquatic underground is the second hardest silver in this lobby send tweet
mod link: gamebanana.com/mods/409812
difficulty opinion: i am realising despite having close to 15 tier 7s i have 0 clue where the upper boundary of it is, this felt slightly harder than cotcs (my previous hardest t7) but notably easier than superluminary so i could see both high t7 and low t6, not really sure
mod link: https ://gamebanana.com/mods/494348 (no youtube i am not performing a 1 time verification to post links)
mod link: gamebanana.com/mods/494348
thoughts on the lobby itself: unfortunately my least favourite in sj by a longshot, at least half of these maps i didn't really enjoy on first playthrough and it kinda sucked a lot. thankfully most maps became notably better on replay so this was an overall ok experience, albeit still with a lot of frustrating grinds. goal overall is 400 berries which this puts me 7 away from, so next few sj uploads will likely be my remaining t7s and then the more fun gm silvers
Flying Battery: 0:00
The Core Problem: 1:28
Overgrown Linn: 4:33
Hydroshock: 6:19
Subway Neon: 7:52
Meaningless Contraptions: 10:01
Golden Alleyway: 13:12
System.InvalidMapException: 15:52
A Change in Direction: 17:36
Skyline Usurper: 18:49
Clockwork: 21:17
Plasma Reactor: 25:10
FLOATING POINT: 26:42
Storm Runner: 28:55
Time Trouble: 31:12
Hypnagogia: 33:16
Ethereal Ascension: 35:08
Vinculum (Full Clear): 39:16
Mosaic Garden: 44:44
Lunar Pagoda: 45:51
Caper Cavortion: 48:48
Madeline: The Bubble: 50:17
Chromatic Complex: 53:15
Fortress Fall: 55:13
Psychokinetic: 57:53
Garden of Khu'tara: 59:44
Narrow Hollow: 1:02:04
Summit Down-Side: 1:04:48
Polaris: 1:08:01
Rainbow Collect (+stats): 1:11:17
mod link: gamebanana.com/mods/488205
re: chapter complete screen - not sure why celestetas showed, i had it on a lot because room 3 has some pretty funky subpixel manip at the start but obviously i didn't use it for any room clears, fitting for the map though i guess
mod link: gamebanana.com/mods/360187
final is a reclear because i wasn't recording first clear, thankfully only took ~10 minutes to reclear despite first clear being pretty brutal - definitely my hardest screen clear to date. i still had the original chapter complete screen and journal stats so those are still in the video for a mostly coherent experience
mod link: gamebanana.com/mods/424290
been trapped in here for a while since i didn't want to have too many hardlist clears going on at once but this takes an eternity to complete. thoughts on the map itself: while the early parts were generally fun and i like the concept im not a big fan unfortunately :( main criticisms:
- it's kinda frustrating that the map puts so much effort into trying to help you (hints tab for a vague idea of what to do, explanations for a really in depth explanation of how the mechanic works) but both of those tabs completely miss the most important part, which is the information you actually need to *do* the tech. it's cool that i know the inner workings of why it works i guess but i still have no idea what i'm doing wrong when i fail or what inputs i should try and shift - to me this should be the primary focus of a map meant to teach a bunch of tech and it kinda just doesn't do this, leading to a lot of frustrating rooms where you're not given the tools to properly understand the mechanics and as a result it just feels like luck, which is very unfortunate.
- i think a big part of the appeal of theo gameplay is the ability to create difficult gameplay through complex inputs rather than relying on really tight timings you have to bash your head against the wall until you get. unfortunately this map kind of ignores that and instead has a lot of bashing your head against the wall until you hit the random 1fs the map wants you want to get. these screens were generally not fun at all (main shoutouts were screen 64 and the cpop screens but there were a few) and i wish there was more emphasis on just getting good at the tech itself rather than this
- tartarus as a final screen im not a big fan of unfortunately, feels like an unnecessarily large difficulty spike with not much prep beforehand. theo ladders in general it feels quite hard to know what im doing wrong when i die which is quite frustrating and led to me just bashing my head against the wall for 2 hours along the way until it clicked, with a lot of incorrect assumptions made across that 2 hours because the map doesn't really teach you how they work and i had to guess. sad!
i typed way more than i expected to uhhhhh hopefully future hardlist clears will have more positive descriptions! other things in the video: cheesed 98 completely because i just wanted to get to tartarus, check any other vid for intended there. no music for 97 and 99 because i had metronomes on in the background and ingame music was distracting. i also forgot input display for one session early on so a few screens don't have that. next is sbww maybe (or i finally finish up cpvl i've been on perfection for a decade now without actually starting it)
gamebanana.com/mods/486569 the map in question
mod link (play it now): gamebanana.com/mods/494348
this might be my last 1* for a while since they're getting added so quickly i can't realistically keep up with the limited amount of free time i'll have shortly (last year of uni), so next is probably just finishing up cpvl and trying some 2*s
mod link: gamebanana.com/mods/481836
some notes for any future 1* sweepers to help make this as easy as possible:
- clear videos i used the most were youtube.com/watch?v=UfNNHbx9ItA (includes some neat voiceovers to help explain parts which might not be obvious), youtu.be/ihLRaTQuNfg (clear input display) and youtu.be/lA_uuZUF7R0 (cool strats, one of the only input display vids on most recent patch)
- i rebinded a lot to help make some jumps more consistent and only outlined some of them clearly in the vid, most notable ones i can think of i didn't notate are 1:17 (l1 jump), 1:25 (right face button is right+jump, top is left+grab+jump), the same right+jump again for 1:33, and r2 for a left bind in final checkpoint)
and some strats for individual checkpoints:
- the 3rd coin at 0:28 my strat was 1f tap into the pixel (where madeline is facing left and has 1 tile of ground to the right of her foot), hold jump, then as she starts falling do a (iirc) 3-4f right tap. this was the only normalised setup i could personally find to make it consistent, and it evidently took some retrying but helped make sure i could get it my first attempt that touched coin 2
- 1:08 this is much more of a preference thing but doing a 1f left tap right at the start means any left tap gets you off the platform, which i found made it much easier to "react" and press right after
- 1:12 i saw some clears press left twice but i found it easier overall to hold jump a bit longer so you can just do 1 big left press and keep the momentum such that a neutral midair jump still takes you slightly left, getting you over the spike
if you read this far good luck, you'll need it
world's first (not clickbait) (real)
difficulty wise i was pretty sceptical of this being hardlist at first but it definitely picks up past the event horizon section, and flag 2 in particular is really hard (would have been even harder if i didn't do sc ngmhs flag 2 in the past to get good at tornadoes), so overall this was still a pretty tough clear. 10th hardlist clear will probably be another 1*, thinking of undercity or sbww - we'll see
mod link: gamebanana.com/mods/365379
this is a custom map with the "every jump is an ultra" extended variant enabled, hence all the physics being the way they are. i really liked the first half of the map, it does a lot of cool stuff with the variant and it feels fun to pull off! i'd be really interested in seeing more stuff with this variant around the same difficulty of this part
unfortunately i really hated the second half and that made up most of the playtime due to its difficulty, the inputs become excessively tight and awkward to a level which was borderline unplayable for me, in particular the last 3 major gameplay segments were just not fun at all and i was just pushing myself to keep playing because i didn't want to give up - the final room before the 6tile is probably the hardest room i've cleared but am i happy about that being the case? not really :(
some notes if you are using this as a clear reference:
- probably don't use this as a clear reference check youtu.be/q598ALvoB0w instead
- at 3:22 you are intended to go left, unfortunately the inputs required to do so were way too awkward for me to ever feasibly pull off. right side is a cheese which is way less consistent but i just wanted out
mod link: gamebanana.com/mods/466796
banger map by ricky06 go play gamebanana.com/mods/437011
Silent Wanderings: 0:00
How To Do Celeste Tech: 0:30
Farewell Fire: 2:15
Effete: 5:07
Drafty Daze: 7:24
Far Gone: 10:11
Ruby Mines: 12:00
Frozen Citadel: 14:15
Cupid's Garden: 15:58
Rainbow Temple: 18:12
Ember Paradise: 20:15
A Resort.Bin: 22:26
Midnight Library: 24:19
Pristine Streams: 26:18
Overgrown Dungeon: 29:11
Mahogany Monastery: 32:49
Tardigrade Temple Too: 35:14
Unsaved Changes: 38:30
Rainbow+Stats: 40:23
mod link: gamebanana.com/mods/387247
Dream Booster Temple: 0:00
Mechanized Horizon: 2:01
Grassy Springs: 4:44
Subconsciousness: 5:53
Verdant City: 11:23
Electric Aurora: 12:34
Strange Sleepwalk: 14:23
Lilly's Lake: 15:42
Ruby Cliffs: 18:00
Curious Crater: 20:04
Bubble Wrap Temple: 22:20
Serenity: 24:09
Collapsing Canyon: 26:34
Basaltic Beach: 29:07
The Secret Cliffside Mansion: 30:44
Fallen Memories: 35:12
An Exercise in Futility: 38:50
Hostile Trail: 43:43
Move Block Grotto: 45:18 :(
Haunted Halls of Alte-Celi: 48:54
Rainbow Berry Collect: 51:37
Light Breeze: 51:56
How To Play Celeste: 53:50
Vacuum Facility: 56:35
EXTREME SUSSY CHALLENGE: 57:49
Startside (+stats): 1:00:40
silver experience: pretty awful unfortunately, had several rooms that i mindblocked really hard and died 10+ times to before passing a single time, lots of really dumb deaths i shouldn't have taken
difficulty: not sure. took longer than ivory but i don't think that would have been the case if i got comparable luck in both, so i think t5 or t6 but have no way of judging because i've never done a golden of either tier
map: gamebanana.com/mods/474842, map is by ricky06
~4h casual ~8h silver clear, jump from mid-low t7 (previous hardest probably cotcs or fota). i surprised myself so much with this silver, things became consistent so much more quickly than i expected. i genuinely love this map now even more than i did casually, even ultimatum which people tend to shit on has a ton of nuance to get it consistent that felt so satisfying to get down
i guess im capable of a lot more than i expected, i often looked at a lot of stuff even in t6/t7 and it just seemed impossible to me but if i go in with a more open mindset apparently i can do shit like this??? maybe higher tiered goldens in the future too idk
strawberry jam mod link here gamebanana.com/mods/424541, map by linj in bottom left corner of gm lobby
run itself is decent (nearly reset in 1-4 lol), category can definitely still go a fair bit further with better execution + routing + more timeskips being found, 38 at least is a thing that exists
(betterany% is a mod that removes the requirement to fail each mission 7 times to skip it - gets much more interesting after 1-1/1-7 i promise, i think it has a pretty cool route and some cool variations to normal any%)
recent session vods youtube.com/playlist?list=PLVspfre4qGlnhcY-icDa-4k0nOPrKpEI3, splits splits.io/b6v2
run itself is pretty sloppy - due to the nature of the 3 lives system and being able to re-enter most rooms to refresh it there's generally not much need to play safe so i take a lot of unnecessary damage in this run. final fights are pretty scary though, had 2 deaths to those
map link gamebanana.com/mods/150350
map link gamebanana.com/mods/404124
map found here gamebanana.com/mods/393245
significantly easier than sj advanced rainbow, none of the maps really compare to tower/synapse in terms of difficulty. overall doing the silver made me enjoy most maps here more than i did before, still some stinkers though :(
Space Garden: 0:00
String: 1:35
Toxic Sewers: 2:23
Above Celeste's Peak: 3:41
Satellite: 7:00
Northern Lights: 8:10
Crimson Night: 9:06
Rhythm Realm: 11:31
Lucid Caverns: 13:27
Nice Doppelganger: 14:45
The Correlation: 15:56
The Dark Core: 18:10
Cave-In Cavern: 20:20
Dreamy Bluffs: 22:43
Booster In Orbit: 25:01
Crumbling Castle: 26:38
The Climb: 31:12
Ferocious Sanctuary: 33:00
Mural Skies: 35:18
nyoom: 38:31
Rainbow Collect: 39:39
Lethal Laser Laboratory: 0:00
Jellyfish Sanctum: 1:02
Lost Woods: 2:29
Java's Crypt: 4:49
Starry Ruins: 7:07
Tectonic Trenches: 8:16
Undergrowth: 9:57
Golden Dawn: 13:39
Slime Time: 15:34
Sands of Time: 17:45
Belated Valentine's Day: 20:29
Forest Rush: 22:24
Toggle Theory: 24:13
Dusk City: 25:33
Call of the Void: 27:56
Superstructure: 31:02
Attack of the Clone: 33:33
The Lab: 36:28
Rightside-Down Cavern: 39:25
Starlight Station: 41:47
Thinking With Portals: 44:41
Synapse: 46:10
The Tower (XVI): 50:10
Raindrops on Roses: 53:11
Bee Berserk: 58:25
Rainbow Collect: 1:02:37
uh thoughts: incredibly mixed bag, this map shows off the collab both at its best (flags 2 and 1 especially are incredible) and at its worst (flag 7 is completely absurd, 15/10/4 are also pretty ridiculous and not fun). overall still a good experience, sj is incredible please play it gamebanana.com/mods/424541
hard list 2* apparently, was an easier overall experience than solar fc which is not hardlist at all but at some point i have to chalk it up to simply getting better at the video game