Attraction 7 Optimization Explained
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Attraction 7 Optimization Explained
Actualizado 3 years ago por Polonxy

This run does not show the Optimized versions of Area 7-4, Area 7-7, and of Area 7-DK. Check the IL leaderboard for better visual understanding of those levels. [UPDATE] New records have been established for 7-6 and 7-8 on January 8 2021 so go check those ILs for the visual reference as well.

Area 7-1: I listen to the beat of the music and I start the first mini on 7 and the second mini on the and of 8. I then shoot the first mini ASAP and time my second shot perfectly so I don't interfere with the first minis movement and so I can pause the cannons cycle to make sure I make it to the door as fast as possible. Shoot a tad late and the cannons will move an angle during that time, causing you to miss the cycle.

Area 7-2: Start the minis ASAP. Prioritize the mini up front first to make the cannon cycle.

Area 7-3: This one is tricky. I listen to the beat of the music and activate the minis on the and of 7. Do not displace the conveyors until a mini has entered the cannon, doing so will stop the cannons movement for a few frames costing you the perfect angle right off the bat. I try my best to fire immediately when a mini has entered a cannon. I got lucky as my second conveyor placement didn't really mess up my fifth cannons position. Sometimes if you build something at the wrong time period the cannons might freeze for longer then intended.

Area 7-4: I listen to the beat of the music and I activate Mario on the 8th beat of the second bar of 8/4. During this time I setup a pipe for Mario to enter and I remove a riveted girder. I then divert Mario to move towards the pipe by creating a wall with the girder. remove both girders once done. retrieve the pipe once Mario has entered. Retrieve the second pipe once Mario has exited. Create a wall to make everyone move rightward. Afterwards, retrieve it. place pipes for Mario and Peach to enter and exit. When they have entered retrieve the pipe that they entered In. If fate favors you Mario and Peach will enter the cannon facing diagonally left upwards. I did not get this in my run but you only lose a 1 second so It's fine for now. Fire immediately. create a platform for them/Toad (whatever you get) to walk across. Retrieve it afterwards. When you've entered the cannon you want to fire when the cannon is facing upwards. After firing let Mario fall back down and create a platform for peach to walk on while she's airborne. Place a pipe for Pauline and create another platform to get across. Remove the girder to the left when it is not being used and place it below the girder above that is bridging the two towards the pipe. Fire Mario immediately when the cannon is facing downwards. Right after, remove the girder bridging towards the pipe when Pauline has entered the pipe. This will let Peach fall and land on the second girder below towards her door. Fire Pauline immediately out of the cannon. You want it facing diagonally towards the top right but as we know we can't all get what we want from Attraction 7.

Area 7-5: I listen to the beat of the music and I activate the minis on the 2nd beat of the second bar of 8/4. I was swearing when doing that because I missed and I was a beat off and so I thought I would have missed the cycle. I was thankfully wrong. You want to fire the first mini immediately and fire the second mini when the red light on the cannon is visible. That is important. Head right and build a ladder. The exact moment the first mini switches to its climbing animation is when you activate the 3rd mini down below. The 2 minis up top will be throwing the hammers at each other once because of the ladder. This is why I timed my second minis first cannon shot it's so that we don't lose the hammers and so we don't die. Fire the minis up top when they enter their cannons and I found it easier and I think it's a tiny bit faster in RTA and IGT to just let the minis use the cannon instead of ladder dropping them.

Area 7-6: I listen to the beat of the music and I only activate the mini upfront on the 4th beat of the second bar of 8/4. During this time I retrieve the Blocker up top. Fire immediately and this will trigger the second mini to activate and move left. After they have entered the pipe remove the blocker that is blocking the Snifits backward knock-back movement and Place a Blocker over top the spikes to the right which then bridges the two platforms. when the cannon that they are entering is facing down you want to fire them one at a time. This will eliminate the Snifit. activate the other 2 minis when you hear one of the two minis below jump the block in their path to the cannon. Place a blocker and fire the cannon when it is facing right. Once the blocker has made them turn to the left remove it.

Area 7-7: This one sucks. You want to activate the top mini ASAP and then activate the one at the bottom when the mini on top get to the same X Position as it. I did it a bit early in this run. I then pause quickly 3 time to add some buffer to the cannons movement. Once received create a platform for the Capture Kong to walk across. If everything works out you should enter the cannon when it is facing upwards. This is good. Destroy the girder right after the Capture Kong is off of it and immediately create a new one to the right. Fire the cannon when you feel the Capture Kong is going to collapse in the middle of the cannons view. After that immediately destroy that girder, place one up top for the mini that you fired and for the other mini that you activated. It's best if the Capture Kong falls down where that cannon is. Activate the last mini to the right. Once the other Capture Kong on the right hits the girder making it move to the right you want to remove it, place a girder platform over the spikes in the path of the last activated mini, Fire the cannon as the mini should be free by now, and then when its safe to do so remove the girder above the spikes and block the Capture Kong from getting through. The mini will end up getting captured. Remove the girder platform on top when everybody is off it. Let the first mini knock out the Capture Kong and then create a slope with the extra girders to space out the minis for when they drop down into the hole where the door is they don't bounce off each others heads. I failed to do this successfully in this run.

Area 7-8: Press start to skip the level cutscene and then remove the girder up top to then use to barricade the Snifit. After doing so activate the mini with the key and then when the cannon is facing left after roughly 2 seconds activate the two minis upfront. Fire the two minis before the mini with the key enters. Fire the mini with the key. Remove the girder platform that only the mini with the key used. When the mini with the key reaches its apex make sure no other minis will cut him off when you make a slope towards the door. When the two minis have dropped back down into the cannon fire them again as soon as possible.

Area 7-DK: Create a platform to reach the first cannon. Remove that platform. fire when it faces diagonally to the top right. Build a wall on the left and remove it when you hear one click from the other cannons. build a slope platform towards the center. Remove it afterwards. Build a platform connecting the land on the left to the cannon as well as a sloped girder intercepting the cannon I used When the cannon its self faced towards the bottom left. This will line up the perfect shot. once the second mini has entered fire immediately both times. Quickly remove the girders and place one connecting towards the land platform on the top left. Build the platform for the 3rd mini so it doesn't die. Trap the cannon on the top right with a girder wall when it is facing upwards. I failed to do this the first try because I wasn't paying close enough attention. Hopefully the cannon you enter faces towards the top right. Remove the wall and fire as fast as possible and then fire again.

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