My hardest level, although not my hardest clear. I made most of the level in late 2024. I just added 2/3 of the last section (everything after the bomb and spring landed on the ground), made some small changes, and added aesthetics.
I played this level for 2.5 hours a few months ago, but I quit. I recently returned, and it took me almost 17 hours, so over 19 hours in total. However, during the 17-hour grind, I skipped many days, sometimes I didn't play for a few days in a row. If I had played consistently, I believe I would have cleared it much sooner. The difficulty using the JP speedrun scale? I think either a 6.0 or 6.5.
First section (0:01- 0:12)
Probably the easiest section. Not much to say here, I think the inputs are pretty lenient.
Second section: (0:12 - 0:16)
The hardest one for me. For some reason, making it through the second 2-block gap was difficult, even though it feels it should be easy. 2-block gaps, even without crouching, are easy, but I guess doing a 2-block, 3-block and then 2-block gap jump in fast succession is hard, especially since you have to also drop an item during the 3-block one.
I'm pretty sure the spring jump is frame perfect. Midair spring jumps (no matter if a drop or a throw) have a 2-frame window, and it's the case here too. However, throwing it during one of the frames will make you land on the spring a bit later, and you'll be stopped by the P block. In hindsight, it was probably unnecessary to add a frame perfect trick, and I could have put the P block a block lower, but it had been here since 2024, and I didn't want to change it.
Third section (0:16 - 0:26)
The first 5 seconds, until I leave the dry bone shell, are easy. I almost never failed the triple jump, and entering the dry bone shell was not much of a problem. I did a controlled jump there, although it's possible with a full one too.
The next 5 seconds, where I alternate between throwing the buzzy and the dry bone shell, are harder. They require precise momentum control, and it's common to mess up by being a bit too much to the left or right. The 2-block gap is there because I wanted to force the player to throw the buzzy beetle, instead of bonking it. However, it made it harder for me because you have to be on the left edge, otherwise the buzzy will not make it to the other side.
You also have to ground pound the piranha. There are hidden blocks above it with big boo rings, and if you bounce on the piranha, the boos will reach you before you get to the key door.
Fourth section (0:28 - 0:34)
The trick at the beginning is something I never became consistent at; there are many ways you can fail it. The most common for me was bonking the bomb instead of grabbing it. I found some minor cheese now that I cleared it: you can just twirl instead of ground pounding; I tested it and it feels more consistent.
For the jumps over spikes at the very end, I mapped my down button to the L button (which I almost never use outside of the editor). I did this because I play with the joystick, and trying to hold down and right at the same time is actually precise.
I failed in this section around 30 times (just a guess), which is way too much, and one of good reasons why this level took me this long.
ID: RBC-Q0T-TLF
Practice: RLC-GHD-81H
In the description of my previous video, I stated that after this level, I would go for my bomb kaizo level, Black Mambo. But honestly, I'm not feeling in the mood to grind this, so I will probably start a few shorter grinds. I've recently been playing Team Shell levels. I completed a few 5.5s and 6.0s and will probably reach for some 6.5 clears and maybe even a 7.0. I kind of want to go for HAPPY place (rated 7.0 using the speedrun scale, which is around 9.0 using the Team Shell scale), but I'm not sure if I will. It would probably be my hardest clear.
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