Blobdance: Difference between revisions
→Walkthrough
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{{Infobox Level | {{Infobox Level | ||
| | |pack = cc1 | ||
|level = 133 | |level = 133 | ||
| | |image = [[File:Level_133.png|300px]] | ||
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==Full level map== | ==Full level map== | ||
[[ | [[File:Cc1_full_map_level_133.png|500px]] | ||
== Walkthrough == | == Walkthrough == | ||
{{#ev:youtube| | {{#ev:youtube|vQYPF_2YRoc}} | ||
{{#ev:youtube|TOTI0WaWnHg}} | |||
* There are two routes shown here: a 950 that was played live, and a manipulated perfect run to show what a 951 might look like. The 950 will be more instructive for anyone wishing to go for any fast time on this level, as it shows numerous strategies for minimizing risk and deciding when a gamble is worth taking. | |||
* There are many risks throughout most fast routes, and no two routes will likely be alike. Depending on the positions of the blobs, use [[spring step]]s, collect the [[computer chip]]s on moving blob turns, tend to avoid situations where a blob move could cause Chip to be possibly blocked both ways, and if this situation does result, wait [1 1/2], rather than merely [1/2], and then spring step if the route does not call for gambling. | |||
* | * Skilled use of pause buffering can allow for perfect reactions to blob movements in many situations- a typical example is a case where a blob is a knight move (for example, two left and one down) away from Chip in the direction you want to go. If the blob steps towards Chip (right), then two quick steps towards the blob (left left) is guaranteed safe. If the blob instead steps another direction (up) then stepping diagonal to the blob (down left) is best, with waiting for the next blob move and hoping your path isn't blocked. | ||
{{Level Progression|Mix Up|Pain}} | {{Level Progression|Mix Up|Pain}} | ||
[[Category:Untimed levels]] | [[Category:Untimed levels]] |