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It only works out about three seconds faster, which is less than I was expecting, but I took the time to learn the jump timings and they're really consistent now.
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The Curious Factory: Main change here is going across the top of the platforming room in the runback. Spoiled Rotten: Change of tactics here too, attacking from the right side works out faster since you don't have to wait for him to move out of the corner for the last few hits. Hall of Hieroglyphs: Even this level has some new stuff! You'll notice some quick dashjumps in small corridors to build speed, and a rock used as an enemy to bounce up and skip a ladder. As far as I can tell you still have to be kind of close, but there's enough leeway to make things like preserving dash momentum pretty straightforward. Vertically, Wario's typical jump height is 3 tiles, but by using an enemy you can get a jump height of four, or even more tiles if you're clever!įinally, this game has what I like to call "loose jumping", where if you hold jump before you land on a platform, you'll jump on the first available frame. So often what I'll do before jumps is let go of R and very quickly jump - you don't go straight back down to normal running speed so you can preserve most of your velocity, then hold R as you land to return to dashing. Horizontally, your fastest means of movement is holding R to dash (though B-punching and jumping accelerates quicker), however if you're at dash speed any jump you do is full-size. In each level, the objective is to pick up four pieces of gem (in the yellow chests), the key, and hit the frog switch to open up the vortex at the start of the stage.Īlso, movement techniques are interesting. With the recent finds in this game, all of the runners do Ruby first, and then anticlockwise - even though it wastes a couple of seconds on the map, the zips in Ruby are real run killers, as they can softlock the game, and being able to reset after failing them is much easier when you only have to throw away ten minutes of work rather than 30-40. Some general things about this game: Apart from the Entry and Golden passages, the remaining passages can be done in any order.
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So any run that gets out of Pinball Zone (where you have to do two zips with a total of four direction changes) is a miraculous occurence. So I pause to do this as well but often you do this in positions where you can't see any visual indicator of a jump, so you have to listen for the jump sound, which can often be hard to hear against the music. However, when you want to change direction, you have to pull off -another- frame perfect maneuvre (jump then change direction the next frame) and you can't let go of both left and right for a single frame.
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If you see Wario's hat kind of embedded in the ceiling, then when you unpause, hold away from the wall and press A, and you should move into the wall and upwards. Basically the way this works is you find a 4 or 5 tile high ceiling, jump into the corner of it, ground pound just before you hit the ceiling and pause.
#Wario land 4 crescent moon village zip#
So, what's changed since last time? Well, you can zip now, that's a thing. If you want to learn to run this game, I've created a guide here: VlackSR - Doesn't actually run this game, but deserves credit for finding the real time method to do the zips which brought the time down significantly! The SDA crew (too many of you to list now) - keeping SDA awesome!Ġ0greenbean00, becored - Other people run this game now! The competition drove these times down really quickly - in one three day period each of us set a new record!
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