Celeste: Crossover Collab TAS - Celeste Dash (All Levels) (All Coins) (
Автор: Bain8renn
Загружено: 2026-01-11
Просмотров: 416
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This is TAS I made that beats the entirety of the recently released Crossover Collab's "Celeste Dash" minigame. For those that don't know, Crossover Collab is a mod of Celeste that has many many different "levels" that are based on and named after many other games, like Minecraft, Deltarune, Omori, Subnautica, etc. One of the games you can play is Geometry Dash, or as the level's title screen calls it, "Celeste Dash".
This one was interesting, to say the least. It plays about as you'd expect, every gamemode outside of duals and minis are included (Cube, Ship, Ball, UFO, Wave, Robot, Spider, Swing). This seems like it wouldn't be interesting to TAS as it'd be a giant autoscroller, and that is mostly true, however there are some quirks that don't make it as straightforward as "just beat the levels without dying".
Firstly, there are small skips you can take. This is by far the most evident in Critical Hit which has 3 skips total, but there is also a huge skip in How to Adventure that I'll explain in a bit. These can either be huge timesaves, or relatively minor, it depends on what's actually skipped.
Secondly, the Cube, Robot, and UFO have a physics quirk that change how they're worked on, especially the first 2: You're slightly faster in air. How much faster? Only about ~0.1 pixels per frame, or 1 pixel for every 10 frames. This obviously does add up, especially since the game runs at 60 fps, so thats about 6 pixels of distance that hopping regularly saves over a full second, let alone a minute, but it is also probably very difficult to notice at a glance. So for Cube and Robot, the strat is to be in the air as much as possible. Robot's a bit easier in that regard, as the Robot actually has the exact same vertical physics as Madeline does in vanilla, and has the same jump timer as well. The way the Cube works is that when Madeline is in the normal "running" mode, she can only at most jump up for one frame. However, to compensate, she is given a larger initial vertical speed, so gravity takes longer to get her to start falling. This is to make her jump the same way the Cube does in GD. There is one key difference: Madeline can still slowfall (and fast fall but that doesn't come up often). Slowfalling is when you hold jump when you have a very low vertical speed, which halves your gravity. This, as it sounds, allows you to stay in the air for longer than just jumping for a frame or so. Sometimes its a bit overblown, but you don't have to hold slowfall, just use it on specific frames, so with the right manip you still have some level of control over madeline, though still limited. It's usually easy to avoid the ground in the UFO, so this isn't really much of an issue there.
Ship, Ball, Spider, and Swing are all fairly easy to understand, sometimes they allow for neat skips, but they work just about how you'd expect them to.
Waves do act very similarly to how they do in GD, but you can typically hit the ground unless there is a spike in the way. You can also still corner-clip, which is when madeline hits a corner's bottom edge, and gets pushed out of the wall. This can be used for Cube, Robot, and UFO as well, but the Wave basically gets it for free unless a slope has a pixel at the very tippy top, which it often doesn't, hence why it looks like the wave is against the top of the slopes often.
Now for individual skips:
Most of the small stuff is just gaps in things, but there are 3 skips that are much more involved.
At the start of Critical Hit, you can skip going backwards briefly. This takes a very precise position and movement in the ship, and I HEAVILY doubt that it's possible RTA. I am very proud of it though!
Also in Critical hit, you can skip one part of the countdown. By flying in the ship before the Robot, you can jump with the robot right out the gate, and hit the yellow jump pad high up, hitting the UFO crystal, and moving leftward, skipping the short section with Cube to Ship entirely.
Finally, the biggest skip here, the one near the end of How to Adventure. Basically, You can be rolling as the ball on the underside of those platformers, and if you time that final ball click just right, you can fall on a yellow jumppad that's used in a section that is intended to be hit going leftwards, not rightwards. For reasons I am unfamiliar with, the game gets confused, and you temporarily have your normal vanilla movement back, no longer autoscrolling. I use that to fall down and climb up to the final wave that literally is right below that point. The climb looks slow, and that's not just because it is, but because it has to be, you can never push against the wall, as even in this state, that would instantly kill Madeline, so the climb has to be careful to only at most be on the pixel adjacent, but never getting "retained speed". Once the wave crystal is hit, it goes back to frictionless autoscrolling.
Overall, very proud of the final result! And I hope you enjoy it too!
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