IL specific strats
8 years ago
Gotland, Sweden

Use this thread to discuss strats and tech for specific levels.

CORPOREAL: Elevator cancelling: Most levels have moving platforms you need to bump into an operator to activate. What you'll see me do with a handful of them is to position myself between its path and another platform. This causes them to stop preemptively, which is most often useful for maybe a .3 or .4 second timesave, but a select few can be cancelled in a way that makes riding them obsolete. For example, on the screen with two officers and a row of employees you bounce on and then return to a few screens later, the moving platform can be cancelled by placing yourself between the operator that drops the box on the second operator that lowers the platform, halting it in such a way you can immediately jump on it and then continuing to the above area. Bear in mind, if you don't position yourself correctly you can either miss the cancel altogether, or even worse get trapped beneath the bottom of and the floor, which results in an almost guaranteed reset. Also, the physics apparently get confused when you do elevator cancelling because when you get on top of the stopped platform your dude can start twitching and erratically "fly" a couple pixels into the air. Perhaps this can be used for breaking the game eventually, but so far it's much too unpredictable to be useful.

Elevator pre-positioning: All levels have elevators and the way you leave them depends entirely on your position when you "lock in" when entering them. For example, if you are on the right side of the elevator when it closes, you will pop out on the right side as well. It's worth mentioning the position is fixed within the elevator's entity, i.e., regardless of the difference in rotation, position or scale of the entry elevator, you'll exit by the position relative to the sprite. For example, the first elevator in Purgatory is flipped upside down between entry and exit, and if you enter the elevator at the "bottom" of it, you'll exit at the "top". When you bop the elevator operator, you have a second to readjust your position before the doors close, allowing you to position yourself more optimally for when you exit. This is probably good for .2 seconds, depending on the elevator. Elevators are also very finicky when they determine whether you're in them or not when they close. I find that they're more reliable if you're unstickied and standing still. The trickiest positioning are those when you want to be in the air when you're locked in, e.g., the first elevator in Purgatory and Event Horizon. The timing is very tight, but just keep practicing and you'll get a feel for it. Also, elevators really don't know how to handle you if you're moving around after you're locked in. This is only applicable to the final elevator in Purgatory where you're floating into one. You'll exit it in weird positions and still floating upwards. This could probably be used to position yourself further to the right than it should be possible, but I haven't found the spot for it yet.

Gotland, Sweden

CORPOREAL Tractor beam hopping: Purgatory and Event Horizon have tractor beams that trap you and transport you in the direction they are flowing. This is quite slow, even when moving within them. Thankfully, you can still jump and quickly drop through them by unstickying. The horizontal tractor beams can be traversed far more quickly by "skipping" above them by jumping when you make contact with it. E.g., the first tractor beam on Purgatory with the string of notes. If you time your skips nicely, you can skip exactly between each note which feels and looks cool. XD When you're in vertical tractor beams, you can climb them much faster by just spamming jump or descend them by holding unsticky. Controlling yourself inside vertical beams is really awkward, so be careful not to accidentally shooting out on one side and smacking yourself against a red wall!

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