The method demonstrated in the TAS bumps into a wall that forces Jim into the idle animation shortly after he starts his roll. However, we can enter the idle animation and be at a non-zero velocity in many ways. The developers tried to stop this being apparent in normal gameplay by severely restricting when you can enter first person to only when you are in the idle animation. However, instead of writing your velocity to 0, entering first person preserves your previously held velocity. Perspective Force Slide (PFS) When you enter first person (done with R + C-Up), it may seem like you are brought to a halt. This all might seem trivial, but it is all crucial to why this run works The twirl/hover move assists with some of this, allowing Jim to gain 0.05 vertical units per frame for 22 frames, and allowing the ability to travel further, extending the range of how far you can go. Instead of going through walls, the way of going out of bounds in this game is jumping over walls, so optimising the height you gain is critical for some sequence breaks to work. Whilst this is an intended move, the developers did not consider how high you can get with this move when protecting the player from going out of bounds or accessing areas early. Superjump A standard move in the game which is activated when you crouch and then press A with a neutral stick.
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