note: this map has the extended variant "Every Jump is an Ultra" enabled, which causes the automatic ducking and huge cornerboosts (it also makes the cpops free and not require a down press)
very cool map. it is both easier and harder than you think.
note: this map has the extended variant "Every Jump is an Ultra" enabled, which causes the automatic ducking and huge cornerboosts (it also makes the cpops free and not require a down press)
very cool map. it is both easier and harder than you think.
0:00 start 3:41 final 6:09 journalCeleste Mods - CMgv by TheMathGuyhyper2024-06-18 | 20 actual real american dollars to whoever who can find every inconsistency in this clear vid. absolutely none of it was intentional; this is organically the worst clear video ever produced
incredibly bad hallway 2 route, this is legit like my top 3 hardest clears cause of that. otherwise, the map feels low 2 star
vidless and self-labbed yeah yeah SHUT THE FUCK UP ALREADY WE GET IT YOU LIKE LABBING STUFF YOURSELF
0:00 start 0:53 hallway 2:02 towels 3:56 books 5:38 outside 7:24 journalCeleste Mods - Shatter Site by AstralightSky (Full Clear)hyper2024-05-28 | yt fucked up audio again sry. it is not supposed to be this loud
masrock9 got his art featured in the loov guys :D so happy for him
r1 and r2 are reclears since i played them with no styleground the first time on accident (118 moment)
the map has no music so i was listening to my own. rather than leave that disjointed mess in, i put a different song over the whole thing: youtube.com/watch?v=03UYNo7M3wM
this map is so insanely over-hated. also 118 is harder (that's not true it's just way less consistent and skill-based, resulting in r3 and r6 taking 2-3 times as long as anything in shite, which is pretty funny). also 8-phi is harder (that one is just true (still on the fence about that actually))
unfortunately i can't slap the vidless+self-labbed label on this one since i did watch pig's golden when that came out. the clear was still self-labbed, but i wouldn't have been aware of the existence of things like the moonberry cheese otherwise
clear time somewhat inflated due to the aforementioned self-labbing. moonberry took like 5 minutes after i finalized my route, and r3 also took around that much time after labbing. it's really just final and r6 for hard rooms in this map
0:00 start 0:04 r1 0:19 r2 0:39 r3 1:05 r4 1:28 r5 + mb 1:43 r6 2:11 r7 2:35 r8 2:50 final 3:42 heart 4:25 journalCeleste Mods - 118.71% FulFilled Emptiness by Isanc (Full Clear)hyper2024-05-18 | i think r3 and r6 are closer in difficulty than the clear times show for two reasons: my r6 clear has a ton of labbing time, and i failed the cpop like 12 times. r6 is probably just easier than r3 if you are reasonably good at 2f cpops (i am not) or if you get normal luck (i did not) or if you can find a setup for 1f/3f that doesn't suck ass (i could not)
regarding the labbing mention: i thought it would be fun to try and figure out the r6 cheese without looking at carrot's strat, and i ended up finding the same thing for the final drop, but a slightly different setup for the first two
end of r1: it's possible to be slow enough so that you simply can't make the gap without using your dash. the save (which i don't think i had to do, but i was worried about how low i was) is to 1f tap up into the pixel in the vid, fulljump, fulljump at the peak, then hit a 2f window on the right press. the window for the 2nd climbjump is actually most lenient if you tap another 1f up, but telling if you 1f'd or 0f'd on up taps is hard, so i just try one time and then go for it. in my clear, i ended up 0f tapping
r2: pretty self-explanatory, the right demo at the start is a 2f iirc
0:32 beginning of r3: get 0.5, walljump, slowfall, downright dash, turn around and grab the wall. do a walljump but don't move after, then redirect the right dash. it's a 2f window, but you have to cornerboost for either 1f or 2f respectively depending on the frame you dash on. then it's a fulljump and 1f right demo. i'm not sure if this is better than creeps' strat or not. it should be the same number of 1f's, but it has less complexity overall (faster setup, no 3f neutral, no 6f jump release, can hold right for final cornerboost instead of going neutral), but it has that weird split jump timing which is practically just a third 1f (reacting to which frame you dashed on is possible but hard, but sometimes you just accidentally hit both the windows you weren't going for so it's somewhere in between a normal 1f and 2f)
0:38 what i'm doing with that spring cancel spam: if you dash from that horizontal pixel (no subpx dependency) then it's impossible to cornerjump if you buffer the demohyper (it's kinda rare to get the vertical pixel where cornerjump is an issue, but lining up while stalling is very easy so i think it's worth it)
0:42 just fulljump wallbounce and hold slowfall and buffer a jump on the core block and you don't have to do the ass revdemohyper. if you start the hyper on the switch gate close enough to the left (pretty lenient), jumping becomes a 2f window (dashcd1/2)
there's a strat there where you bhop on the core block instead of doing an ultra at all, which i found while labbing, but there's some liftboost jank which i didn't want to bother figuring out cause the 2f hyper timing was easy enough. i noticed a lot of people using it in their clears though so maybe look into that
vidless and self-labbed :3 im kinda proud could u tell
difficulty opinion: it's criminal that this is in the same tier as mauve. r1 belongs in high 2 star
final goes so hard, it's the perfect level of routing difficulty imo where it's tricky but possible (unlike the first 3 rooms (for me at least))
done vidless, though that doesn't mean much since i didn't actually figure out intended for r1-3, and final isn't as massive a routing challenge
difficulty opinion: somewhere on the border between low and high 1 star, i think it's fine in either. there's probably lots of minor cheese to be found in final, however, which might make it easier over time
0:00 r1 0:08 r2 0:43 r3 1:15 r4 2:17 berry 3:18 journalCeleste Mods - Lost in Cave by Winterline (Full Clear)hyper2024-05-16 | all the cpops i did manually have a setup which i didn't know about
difficulty opinion: harder than mauve (just cp3, and maybe only penultimate), especially if C_08 cheese gets patched. belongs in low 2 star either way probably
chill map, i really like the atmosphere. the only thing i didn't like was the spikejump section in cp3 r1, that shit is impossible
there are a bunch of unsetup cpops in the 3rd checkpoint, but you can buffer all but one in the first two cps. i heavily recommend learning the setups for 3x wallkick and 1x wallkick if you're gonna play this map
0:00 Start 2:51 Surjection 3:20 skip dialogue 5:22 Ambient Space 8:40 journalCeleste Mods - Scarlett Sundown by TheNinthAllyhyper2024-05-13 | would not recommend. based music though
also this is underrated imo. should be low 2 star, final is harder than most if not all of those
0:00 Cemetery 2:07 Near-death 4:38 Heaven 7:44 Hell 11:43 journalThe Big Reveal - Golden Berryhyper2024-05-02 | this video is a little fucked up, so watch this for a better viewing experience: youtu.be/Bfe_EgaC23w
i am gameing.
i broke the curse of only one cp4 per stream by getting 3 cp4s plus first cp5 plus golden all in a 2 hour stream. decent session ig
thank you everybody who hung out in chat or even just joined for pacepings, you guys made this grind a lot more fun than it would have been if i did it entirely offline.
i was apprehensive about streaming at first, and i thought i was going to have to either stop or just do a mix of sessions on and off stream because of how bad my performance was during the first couple. chat distracts me even when there's literally nobody talking, and it's hard to focus when part of my brain is thinking about what to say and how to act and such. but i think i adapted to it pretty quickly, and once i got the f2 pb live i knew it would be fine, so i'm glad i stuck with it.
also shoutouts to serekabii and lilian, your messages in deathless_general after i posted a f7 death helped me snap out of caring so much about when and how long i go live. before that i was being weird about not wanting to stream if i was only gonna play short sessions (which they almost always are), so i had been playing offline a lot
also, ofc, hi slash. i send this guy well over 100 dms per day. it goes without saying that having a friend like that is a big buff to enjoyment and motivation for any kind of grind, so, thanks slash.
also, ofc ofc, thank you zucchini and goose for making the map and indulging the silly clips, cheeses, and pbs i sent you two. i think i learned how to spell "zucchini" cause of this golden. also i refuse to call it " 'zzle "
this was streamed on twitch twitch.tv/telehops follow if you like, but i don't really know what or how often i'll be streaming from now on. probably sj exp/gm rainbows whenever that happens. maybe hist maps too? i'm not as sure about streaming those. we'll see
clear: 9:52:52 // 11440 // 12-02-23 golden: 123:05:21 // 54263 // 5-01-24 Δ: +113:12:29 // +42823 this is a hard list map: tinyurl.com/celestehardlist
difficulty opinion: probably low t0. i have no other t0 or t1 experiences to compare it to, but i feel fine placing it anyway. i'll gain more perspective after sjexp and gm and then hopefully i'll know for certain, but if someone repeats and downgrades it before then, that's ok
songs: BARAKO - 乙女ゴコロ×局中法度 ~だんだら shooting MIX~ (ends in the first 5s lol) Blacklolita - Imgnatio [後悔] lapix - Whiteout Keigo Hoashi - Forest Kingdom Nyarons, Sanso Nakamura - Narcissism Angel Project G - 癲癇 中島岬 - RandolfThe Big Reveal - All Checkpoints Deathlesshyper2024-04-12 | peak
i don't think i can golden this so my goal for now is sub 10 deaths. depending on how fast i get that i might try for lower but idk. i'm gonna be streaming whenever i do attempts to save my hard drive come watch :) twitch.tv/telehops
0:00 hi 0:18 cp1 5:28 cp2 9:53 cp3 15:14 cp4 21:44 cp5 25:14 journalCeleste Mods - Shockbounce by LuukasMhyper2024-04-05 | why the fuck aM i like this. i cleard this 2 FUCKING MONTHS ago but procrastinated so hard on making a thumbnail that it's coming out now. fuickkkkkkkkkk
fun map. probably goldenable but that'll have to wait for a while
difficulty opinion: high 1 star or low 2 star, but i could be underrating because i playtested it. i never cleared final pre-release, but i did spend ~4 hours testing various sections and tricks. while not analogous to 4 hours of genuine practice and clear attempts, it does make it really really hard to tell how long it would've taken me to clear blind
clear times for each room are omitted because of the aforementioned playtesting, but you can find the times for this partial reclear and the times for my original clear (for rooms which i did original clears of) on the Room Clear Times sheet of my spreadsheet
0:00 start 0:08 Berry 1 0:29 S0 0:36 S1 0:54 S2 1:02 Berry 2 1:11 S3 1:27 tutorial 1:53 S4 2:03 S5 (+B3) 2:17 S6 3:03 heart 3:32 journalCeleste Mods - Distant Wasteland by VagrantXXIhyper2023-12-31 | this map is such an experience. movement throughout is fucking sick and i love any and all usage of dream redirect blocks. the heavy routing pockets got tedious sometimes and felt like they messed with the pacing of the routing process, but i liked most of them (especially the switch gate section in Brick Thicket). big recommend
i had lag issues on Brick Thicket which made it completely unplayable at first, but restarting the game fixed it.
0:00 Start 1:51 Below Zero 2:06 Lost Halls 2:27 Combination Lock 2:50 Pitfall 3:19 Double 3:28 Acceleration Point 3:42 Brick Thicket 4:14 Elevator 4:43 Whirlwind 5:09 MonolithCeleste: Archie Collab - The 2000s American Housing Crisis by jimmyclyde (Full Clear)hyper2023-12-17 | I was thinking about why so many in the radical left participate in the "hard list"
0:00 The Trout Market is in a Concerning Recession 0:15 Fluctuation of Gas Prices will Increase Carbon Footprint 0:42 Cancellation of the NAFTA Will Increase Steel Prices In Canada 0:55 Madeline does not vote in the US Presidential Election 1:30 Unemployment benefits will rise in 2025 2:08 Macroeconomic Trends in Southeast Asia Suggest Long Road to Recovery 2:30 Quantum Algorithms Predict Market Trends with Unprecedented Accuracy 2:51 I was thinking about why so many in the radical left participate in "speedrunning" 3:06 The 8c Frogchampion Economy is Predicted to Trend Upwards 3:50 This Really Says a Lot About SocietyCeleste Mods - Magnetic Dawn (B-Side) Golden Berryhyper2023-11-27 | 9:13:42 // 14579 // 11-21-23 mod: gamebanana.com/mods/370086 sheet: tinyurl.com/hyperceleste this is a low 2 star map on the hard list: tinyurl.com/celestehardlist
my placement: mid t3
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my fourth 2* clear and second 2* golden
i think this is mid t3, but i could be underrating it. if someone repeats this and suggests high t3 then i would be down with that. i might have a major skill solution on input dense gameplay due to my mauvelike grind recently, but based on my original clear i didn't really feel like it translated all that much. but if this is t2, then hvg is underrated
difficulty opinion: omauve fcg is probably mid t2 (but i can imagine low) and nmauve fcg is one subtier lower than omauve fcg (if you ignore tasmauve route). i would like nmauve golden/fcg to be added to the modded golden sheet in some form, but there are a lot of options, and i'll save my detailed suggestions for a post in the discord (one day)
two things about the journal stats: - new mauve journal used to include my original omauve FC stats from pre-update, but i manually moved them to my omauve file so that the stats would be totally isolated, so that's why the journal doesn't look correct compared to the stat breakdown below. - i manually removed ~3h worth of 2x1, 3x2, and cpop labbing from new mauve for the following stats (idk mauve just seemed like the right map to go do that on)
stat breakdown (in order of completion): Old Mauve FC: 4:54:51 // 7178 // 8-03-23 New Mauve FC: 4:26:56 // 7495 // 8-31-23 New Mauve Golden: 11:26:07 // 11647 // 10-04-23 Old Mauve Golden: 11:24:42 // 12783 // 10-06-23 Old Mauve FCG: 20:52:22 // 17060 // 11-09-23 New Mauve FCG: 15:51:40 // 14899 // 11-10-23
change in stats for each completion: Old Mauve FC: 4:54:51 // 7178 // 8-03-23 New Mauve FC: 4:26:56 // 7495 // 8-31-23 New Mauve Golden: +6:59:10 // +4152 // 10-04-23 Old Mauve Golden: +6:29:51 // +5605 // 10-06-23 Old Mauve FCG: +9:12:56 // +4099 // 11-09-23 New Mauve FCG: +3:45:58 // +2505 // 11-10-23
the rest of this description was written for the video i was gonna release when i did both regular goldens (not full clears) (which is on my alt channel if you want to watch that for some reason: youtube.com/watch?v=GSvJ4BQ9GNc):
the note i wrote on my sheet about new mauve: "a little easier but mostly just less annoying, not actually significantly less difficult. 1st reworked nyoom is way less dieable and that was one of the biggest choke points in old mauve, but Half Diagonal, first dultra, and final are a lot more dieable now. also, most of the precise trick rooms (which contribute most of the difficulty with this golden) are no different in the update. imo not worth changing tier
update: actually half diagonal is cheeseable so that room is the same as old mauve. final makes up for it though"
i think that if someone were to golden new mauve only, it should count for the current entry on the golden sheet (as long as they didn't use the tas route, of course. there's so few people goldening mauve that i think this is fine to judge on a case-by-case basis).
i cleared the original A and B sides before they were combined and had an additional room appended to them: Ultra Skrimbles (originally the A-side: room 1 in this video; 4 sections): 1:59:50 // 5803 // 10-19-23 Ultra Skrimbles Too (originally the B-side: room 2 in this video; 3 sections): 4:17:19 // 15035 // 10-28-23 Ultra Skrimbles Definitive Edition (the map's current version, and this whole video): 2:20:57 // 6950 // 11-01-23 from this video, 1:20:27 is spent reclearing the A and B-sides. 1:00:30 is spent on third and fourth rooms (the new sections). you can find exact room time breakdowns on the Room Clear Times sheet on my spreadsheet.
anyway,
i like this map and i'm going to try to tell you why.
before, i didn't understand the lack of cb block usage in splowon's maps. cbs are inconsistent and rng, and i was kinda annoyed while playing mg+ that they weren't used. however, after playing that and ultra skrimbles, i realized a couple things:
1. cbs aren't technically rng (as you probably know), but they are practically rng because the frames on which they work (or don't work) are arbitrary. there usually isn't a continuous frame window; the good frames are peppered with the bad frames. this creates a sort of filter where some percentage of your attempts automatically fail because they didn't hit one of the good frames.
2. with the introduction of this filter, something interesting happens. for extremely short, input-dense, tight gameplay like in this map (and mg+ to a lesser extent), the filter forces you to become more consistent at the entire section's inputs than you would otherwise need to be. to compensate for the percentage of attempts which don't pass through the filter, you must raise your percentage chance of success in other areas. this makes fluking more difficult, because you not only have to fluke the inputs, but you have to fluke past the filter at the same time.
there are a few things i'd like to point out now which may have been misconceived by the way i've been talking: - not every cb in this map has to be a good cb. for most of the sections with a lot, you have a little bit of wiggle room in the number of good cbs you need to hit out of all the available ones. - despite what i said in #1 while describing the filter, you CAN actually aim for the specific good frames amongst all the bad frames. often, you'll find yourself gravitating toward good frames subconsciously through the sheer amount of data you acquire as you attempt something hundreds of times (i will say, however, that this is much less common for me on something like omauve, probably because there's much more variation in your possible positions compared to Ultra Skrimbles). in addition to that, you can lab cbs. for example, you'll find that one might always work if you nearly buffer the jump after an ultra, or this other cb tends to work more often if you jump late just before it, or (moreso in mg+) you can find setups from which you can start a hyper or wavedash and always get a cb to work. even staircases of cbs have strats to make them more consistent. it's hard to express if you haven't experienced it, but there is actual nuance and skill involved in labbing these cbs. you have some power over the filter. - I LIKE CB BLOCKS!!!! please use them if you are going to map a mauvelike. i am simply pointing out that they are not DIRECT upgrades; there is a tradeoff in the use of them because they inherently change the gameplay. frankly, i don't know if i would prefer Ultra Skrimbles with cb blocks or not, but the choice not to use them is not 100% a loss. as long as i've convinced you of that, even if you don't enjoy this unfair, inconsistent gameplay like i do, i'm happy.
so yeah imo it's like right around mg+ in difficulty. really hard to compare directly because the gameplay is surprisingly different, but it felt like a similar level. i'd place it just above mg+ to be safe, because i did have a weirdly bad time with that map, and also because splowon thinks it's above mg+.
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0:00 1-1 0:12 1-2 0:20 1-3 0:28 1-4 0:57 2-1 1:09 2-2 1:16 2-3 1:43 3-1 1:54 3-2 2:12 3-3 2:31 4 3:26 journalCeleste Mods - Mature Grape+ by SPLOwON (Full Clear)hyper2023-11-24 | 20:02:40 // 36180 // 10-18-23 mod: gamebanana.com/mods/444804 sheet: tinyurl.com/hyperceleste this is a low 3 star map on the hard list: tinyurl.com/celestehardlist
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i had an interesting experience with this map
- i spent 6 hours on !!: i mindblocked the intended method for the nrcb dultra at the start so hard that i would only get a run past it every ~20 minutes, but i could never react fast enough to execute the next inputs because dying itself was being ingrained into my muscle memory. the strat you see me using is one i only found ~30 mins before clearing, and i don't really want to think about how long the room would have taken me if i hadn't found that. while i was still using the intended start, i had already beaten the room about 5 times from a state placed at the correct DashCD for the reverse hyper (aka skipping the frame perfect jump at the start) - for moonberry, i was doing the intended start (neutral into climbjump to multiboost off the swap block) until about 20 mins before the clear, when i finally decided to look at a video and saw the cheese strat. very similar story to !!; i beat the room so many times from a state a few frames past the start, but mindblocked the start so bad that i didn't know if i would ever clear. in the end, !! + mb made up over half of my 20h playtime on this map - this is my worst clear Ever - i still like the map
first clear was using a revdemohyper dultra like how smoothee did it originally. 14 minutes later, i did it the intended way, which is what the video shows.
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chapters for mg+ are just, the rooms that fucked me up 0:00 Start 6:59 exclamation mark exclamation mark 7:26 final 7:42 moonberry 8:26 48 seconds of death counter increasing to chill/study to 9:16 journal 9:23 Mature GrapeCeleste Mods - Pale Violet by Egrym (Full Clear)hyper2023-11-23 | 6:50:33 // 10952 // 9-30-23 mod: gamebanana.com/mods/470435 sheet: tinyurl.com/hyperceleste this is a high 1 star map on the hard list: tinyurl.com/celestehardlist
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these cbs are less consistent than mg+'s
clear should be 1* imo, with pink tile for fc. final is comfortably harder than mauve final (definitely omauve and arguably nmauve too). if you're not convinced, some of the berries are also quite hard. specifically, the two nrcb ones are similar to the mauve nrcb difficulty-wise, and the cb spam one is just fucked up. pls add :) (better late than never) (edit it got added)
i like pretty much everything about this map (especially the deco) except for that fuckass spike jump in r2. i can't figure out how to get it consistent (or even find any method that has a reasonable chance of success over any other method) i feel like i have to be missing something
0:00 Intro 0:10 Climb 0:18 Couloir 0:37 Temple (berry 1) 0:52 Hollow 1:04 Cave 1:15 Bumper (berry 2) 1:38 Crystal (berry 3) 2:07 Geode 2:16 Kettle 2:35 Lake 2:44 Glacier 3:03 Edge (berry 4) 3:16 Your Ivory Tower 4:03 JournalCeleste Mods - Horror Vacui (v1.07) Golden Berryhyper2023-10-07 | 38:42:26.685 // 27949 Δ: 27:16:27.869 // 17585 mod: gamebanana.com/mods/453193 sheet: tinyurl.com/hyperceleste this is a high 2 star map on the hard list: tinyurl.com/celestehardlist
goldening this has been one of the best experiences i've ever had in this game through a combination of this map being amazing, me already having history with it (as the 3rd clearer, and also it's still my hardest clear to date (and now my hardest golden)), the absolute gold mine of insane strats which were just begging to be labbed (the chokecloud strat was discovered on one of the final days of the grind), and having slash to do it all with.
sorry fref i burnt penultimate
don't use this video as a clear guide since this map will be heavily decheesed in the near future. here's the intended clear guide: youtu.be/84E3_XnPimY
0:00 r1 0:12 r2 0:34 r3 1:04 r4 1:43 penultimate 3:04 final 4:43 the what room :flusheline: 5:23 journalCeleste Mods - Horror Vacui (v1.06) by Frefhyper2023-09-24 | this is my second clear. first clear stats (v1.0.1): 11:25:58.816 // 10364 // 7-23-23 mod: gamebanana.com/mods/453193 sheet: tinyurl.com/hyperceleste this is a high 2 star map on the hard list: tinyurl.com/celestehardlist
i uploaded an unlisted video of my first clear a while back, but i thought it would be cool to reclear and reupload after lots of decheese updates came out (another one of which came out immediately after i finished this lol (i don't think i did anything it patches?))
i like this map a lot you should go play it rn. you'll get something out of it at any skill level. although the final room was not as hard as i was expecting (given the rest of cp5 and the previous cps' final rooms), it was still a fair bit harder than dmr/tob/vabyss final rooms for me (and i played those maps decades ago so i'm better now!)
notes: - beg/int/adv cps stateless - i suck at reading swap blocks and the gm rooms are incredibly hard to read so i used clear vid on like half of them (to varying degree per room, i try to only watch what i need to), a full list is the notes on the difficulty column on swapslut's entry on my sheet - longest room: purple haze final at 1:18:56 - 2nd longest: purple haze r12: 53:08 - all purple haze room clear times are on the "Misc Clear Times" sheet - i finally got a version of my obs input display without the bug where buttons would sometimes get stuck on after unpressing them :D - day one bajillion of waiting for my video chapters to decide to work again :)
0:00 start 0:59 Beginner: Seeing Red 6:06 intermediate tutorials 9:14 Intermediate: Yellow Bellied 13:30 advanced tutorials 15:49 Advanced: Green Thumbed 20:37 expert tutorials 27:25 Expert: Feeling Flue 33:01 grandmaster tutorials 40:26 Grandmaster: Purple Haze 42:44 moonberry detour 45:24 purple haze cont. 48:01 finale 52:25 journalfwghyper2023-09-10 | In the shadowy realm of cyber warfare, a notorious figure known as Hyper, the master of arson, emerged from a long and enigmatic hiatus. His reappearance sent shockwaves through the digital underworld, for he bore not only a renewed sense of purpose but also an entirely new army at his command. The whispers of his intentions spread like wildfire in the dark corners of the web, and it wasn't long before he unveiled his audacious plan to overthrow the government.
Hyper's return was marked by the cryptic rallying cry that echoed across encrypted channels: "Ignition Protocol." The clandestine preparations had been meticulous, and his new army, an eclectic assembly of hackers and tech savants, stood ready to execute his vision. Among their arsenal were not just lines of code and sophisticated algorithms but an assortment of pufferfish and a device known only as the "double midair button."
The day of reckoning arrived, and with surgical precision, Hyper and his devoted followers initiated their audacious scheme. The first wave of their digital onslaught came like a tempest, exploiting vulnerabilities in the government's cybersecurity defenses that had remained hidden for years. Passwords crumbled like sandcastles, firewalls shattered like glass, and the heart of the government's digital fortress was exposed.
Within the virtual realm, the battle raged on, with Hyper's army employing their specialized weaponry. Pufferfish, seemingly innocuous creatures of the sea, were unleashed as digital Trojan horses, infiltrating secure networks with deadly payloads of malware. The "double midair buttons" proved to be the key to their success, enabling the hackers to execute intricate maneuvers with unfathomable precision. Hyper's fingers danced across the keyboard with the grace of a maestro, executing commands and unleashing attacks with a speed and accuracy that defied belief. It was a symphony of chaos, and the government's defenses crumbled under the relentless onslaught.
As lines of code clashed and firewalls fell, one unexpected bystander found themselves caught in the digital maelstrom. Zoomer, a regular immigrant to this virtual landscape, was inexplicably thrust into the heart of the battle. Panic coursed through their veins as the digital war raged around them, but fate had other plans.
In the midst of the chaos, a strange sense of serenity washed over Zoomer. They seemed to move through the torrents of data and cascading lines of code with an uncanny ease. It was as if they possessed an innate understanding of this digital realm, a sixth sense that guided them through the turmoil. The precision of Hyper's army's attacks, their impeccable timing, and the intricate maneuvers performed with the "double midair buttons" were all but meaningless to Zoomer.
Miraculously, against all odds, Zoomer remained unscathed. They navigated the virtual battlefield with an otherworldly grace, dodging the malicious pufferfish and effortlessly sidestepping the onslaught of precise flicks and 5-frame timings. It was as if they were the embodiment of digital serendipity, a cipher untouched by the chaos that unfolded around them.
In the end, Hyper's audacious plan to overthrow the government succeeded, thanks to his unmatched skill and the prowess of his newly assembled army. But among the chaos and destruction of the virtual battlefield, there was one enigma that remained unanswered - the inexplicable immunity of Zoomer, the regular immigrant who had somehow emerged unscathed from the heart of the digital storm. In the annals of cyber history, Zoomer's name would forever be synonymous with the unexplainable, a living legend in the digital realm, where chaos and miracles danced hand in hand.1 STAR HARD LISThyper2023-09-02 | i recently beat every 1* map on the hard list. this is a compilation of the hardest/longest rooms from each c:
a few rooms shown were not actually the longest in their map, but in all cases the final room took only slightly less time and is cooler and more climactic (and usually still harder): - Pinball Purgatory: actual longest was Pursuit at ~10 mins higher than Pumber (took longer to learn a good route but isn't as hard imo. also it's earlier in the map) - Vivid Abyss: goose's guest room took 2 more minutes than final (jank diff) - Temple of Bounceleste: D-10 took 46 seconds longer than Finale (jank diff part 2) - Sapphire Dash: Flag 4 took 10 minutes longer than Flag 2 because of majorly choking f4 and major fluking f2
0:00 Intro 0:34 Pinball Purgatory [FC] 1:33 The Solar Express [FC] 1:59 Darkmoon Ruins [FC] 3:01 S.B.W.W. [FC] 3:45 Vivid Abyss [FC] 4:50 Moon of the Ultras [FC] 5:32 7D With Single Dash... (Old) 7:07 Mauve [FC] 7:45 Sapphire Dash [FC] 8:56 Temple of Bounceleste 9:43 Serotonin 9:52 5b_Garbage_Version 12:18 Forsaken UndercityCeleste: Strawberry Jam - All Catshyper2023-07-20 | i hope you enjoy :)
hi blake :3Celeste: Strawberry Jam - Expert Lobby - Garden of Khutara - Apeture Mountain Relichyper2023-06-14 | i have no excuse for why this took me so long. i'm just lazy sorry
0:00 intro 0:36 clearCeleste: Strawberry Jam - Advanced Lobby - VtoC + 0g Nice Viewhyper2023-06-01 | thank you so much to Viv for making this challenge and helping me through it 💜
some notes: - the entrance to the secret has a bit of jank. there's a one-time use teleport trigger which you're supposed to hit when you grab the berry normally, opening the gap to the end, but it doesn't get activated from just jumping toward the berry. instead, you have to dash into it before you get too high and hit the permanent teleport trigger (less precise timing than the final dash through the gap). basically, just don't be confused if you hit the right timing but get teleported back the first time, and try it again :thumbeline: - vivEnd and viv8 were recorded before i started the grandmaster lobby. viv7 had a trick i couldn't figure out, so i just spent a couple hours save stating through the rest of the map (and getting stumped on a couple more moves (and taking one look at 0gNV and deciding i couldn't do it)) and decided i'd come back later (almost 120 hours later lol) - 26/27 cats :3c
f2 is a rerecording due to audio issues, but the time increase written is accurate
hopefully getting back to easter egg vids now, i have a huge backlog
0:00 Start 0:53 Flag 18 1:22 Flag 17 1:55 Flag 16 2:39 Flag 15 3:00 Flag 14 3:35 Flag 13 4:23 Flag 12 4:48 Flag 11 5:37 Flag 10 6:27 Flag 9 7:12 Flag 8 7:52 Flag 7 8:45 Flag 6 9:08 Flag 5 10:05 Flag 4 10:41 Flag 3 11:17 Flag 2 12:12 Flag 1.5 12:59 Flag 1 14:15 EndCeleste: Strawberry Jam - Expert Lobby - Summit Down-Side with Theohyper2023-05-09 | edit: GG NINZ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
context: near the end of this map is a door which requires a throwable object to open. located left of spawn (only accessible by falling from high up) is a theo crystal.
while this is the first 1-segment clear (to my knowledge), i used save states to practice (go ninz!!!!)
time: 07:27:58.734 (02:26:31.414 at original full clear, so almost exactly 5 hours for this challenge) deaths: 2494 (0 at original full clear, these are all from save states on this)
chapter segments are not official or indicative of checkpoints. they're sakuzyo song titles cause i thought it was silly 0:00 prologue 0:47 ready 2:18 anxiety 3:18 courage 4:02 chaos 4:47 the endCeleste: Strawberry Jam - Expert Lobby - Overgrown Linn - Comfs & Suchhyper2023-05-09 | madeline travels to overgrown linn to discover new comfs or die trying
0:00 a-00-start 0:09 a-05 0:17 a-06 0:26 a-07 0:43 a-07_berry 0:57 a-08_berry 1:14 a-09Celeste: Strawberry Jam - Grandmaster Lobby - Stellar Odyssey - A Stellar Viewhyper2023-05-08 | i use crossfades i'm a Professional now
this one's pretty easy but i like it. going backwards is a super cool idea, although timing the start of the backtrack is kinda annoying.
0:00 dialog 1:04 A Stellar View 1:32 dialog: the thequalCeleste: Strawberry Jam - Grandmaster Lobby - Superluminary - Easter Eggs & Secret Roomshyper2023-04-26 | cute girl clickbait part 2
a couple of notes: - there are no checkpoints near the secrets in a-06, i just used save states (i wanted to show how you might continue from those locations) - there is a way to discover the dash code not shown in the video. see comments for the solution or try and find it yourself :)
0:00 handsome fella 0:12 a-secret 0:29 computer badger 1:03 intro car room prelude 1:19 Secrets and easter eggs refer to bonus areas or interactions that are not tied to collectables or progression. Maps are allowed to h 2:02 dash code 2:40 haruhiCeleste: Strawberry Jam - Grandmaster Lobby - kevintechspam.bin - Pleasant Sighthyper2023-04-26 | pretty unoptimized end, you can get fast enough to go offscreen on the final nyoom but i only managed it with save states. here's a much cooler clear where you can see that in action: youtube.com/watch?v=bMoXbkQRB74
as you can tell, i'm experimenting with onscreen text to indicate room names and such. these are slightly different from lava layer's. lmk your thoughts
0:00 getting there 0:19 prelude 0:30 4-pleasantsight 0:47 {the_funny}Celeste: Strawberry Jam - Grandmaster Lobby - Lava Layer - Easter Eggs & Secret Roomshyper2023-04-26 | can you tell that i just started gm lobby
gameing clear was incredibly sloppy it makes me so sad. DO NOT ask me why i supered at the final coin i have no fucking clue
chapters are the room names: 0:00 intro 0:08 it's calling... 0:15 come find us 0:23 half human, half machine 0:36 predisposed to madness 0:47 that electronic hum 1:04 a digital prison 1:17 beware the gateCeleste: Strawberry Jam - Intermediate Lobby - Supernautica Secretshyper2023-04-19 | Peaceline
a few notes: - ":cliffhappy: That dialog is all ru, and idea was by Eeva lmao" -LegS - i know i went way too slow through dialog in general, and some of rooms (especially legs-4 holy shit) - there's an unused piece of dialog which was made for a comf spot that got removed: [MADELINE left sadder] oh. - regarding 9:12: specifically, the dialog IDs for each trigger follow a naming scheme of "SJ2021_LegS_1", "SJ2021_LegS_2", etc. the trigger meant to be "SJ2021_LegS_22" is missing one of the 2's - regarding lönn secrets: you can actually see the cars in-game with hitboxes on and free cam (CelesteTAS). you can't see the vinculum decal, but you can see the one in IHS
0:00 intro 0:09 clearCeleste: Strawberry Jam - Expert Lobby - Overgrown Linn - Spawn Room Secret + Bonus Roomshyper2023-03-27 | baddy makes it sound like there's even more but i can't figure it out and the entire section is hidden in debug map sooooooooooooo edit: there is nothing
0:00 end room secret 0:33 spawn room secret 2:09 bonus room 1 2:20 bonus room 2Celeste: Strawberry Jam - Expert Lobby - Garden of Khutara - Secret Roomhyper2023-03-27 | gamebanana.com/mods/424541
0:00 intro 0:16 cp1 clear 0:33 cp2 clear 0:56 planeCeleste: Strawberry Jam - Advanced Lobby - Belated Valentines Day - Final Roomhyper2023-03-21 | i forgot about this one since it's not really a secret room, but it's way harder than the rest of the map so might as well upload
also this took so much longer this time than it did my original run and the ending is so scuffed but idc (i do care (but not enough to re-clear))
0:00 clear 0:23 theoCeleste: Strawberry Jam - Expert Lobby - Hypnagogia - Secret Roomhyper2023-03-21 | the 3 clips in this were recorded in reverse order lol
space ruins took roughly 2 hr 10 mins heart ultra took another 45 mins
info about the heart ultra: - full height hyper into the heart, down-right on the first frame possible without collecting - for the bhop, i did a short jump (4f max i think) immediately followed by a short tap left (also around 4f max), and then the 2nd hop. the closer the first 2 inputs are, the better, but they can't be on the same frame