Some tips and speedrun techniques
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Some tips and speedrun techniques
Güncelleme tarihi 5 years ago tarafından Fastynator

This page intends to give some starting tips if you plan to speedrun an individual level or the entire game. However, most techniques are restricted to a single stage. This page will be updated if something new is discovered. If there is a need for discussion about the content of this guide, a thread in the forum can be used for that purpose.

General tips and techniques:

  • During the 3D sections, keep tapping (not holding !) the acceleration button to swim faster. It is not necessary - for your button's health - to press the button incredibly fast. Pressing at a moderate speed is enough to reach the maximum speed of your character.
  • If you keep pressing the dash button with the correct timing, Nemo will move slightly faster. This only applies to Nemo, but not Marlin and Dory.
  • All four slide puzzles in the regular stages (Submarine, Hide and Seek, Mask Search, and Mount Wannahoockaloogie) have an easy solution. It's hard to describe them in words, so it is recommended to look into the current World Record of that specific stage and to memorize the solution.

Going to School: For IL and 100% IL runs, start a new game and play the level once to learn the dash ability. Now you can repeat the level as much as you want, but never enter the stage 'Field Trip'. Entering 'Field Trip' introduces the points, which causes the clams in the last area of 'Going to School' to drop points. After defeating the second clam, the game would give you about two more seconds to pick up the points before ending the level. Without ever entering 'Field Trip', the clams won't drop anything and the stage ends immediately, which saves about two seconds.

Mask Chase: In the 2D areas, the rule of thumb is to stay on the upper side of the stage most of the time to avoid obstacles and to memorize the exceptions.

Submarine: In the 2D areas, if you are fast enough and you don't get stuck anywhere, you can swim past almost every leak before the fire comes out. You just have to memorize the few exceptions.

Anglerfish Chase: If you keep tapping the acceleration button, you don't even have to dodge. This way, everyone should be able to easily achieve 01:23:??? or 01:22:??? on that stage.

Jellyfish Race:

  • The amount of jellyfish that can be used without interruptions is time-based once you touch the first one, so better timing leads to less interruptions. However, this maneuver is difficult to time and 9 to 10 jellyfish will be the most likely amount you can use. My personal record was 13 so far.
  • Unfortunately, the directions where the small jellyfish move during the bouncing section seem to be completely random, so you can only hope that they won't jump towards you or block bottleneck areas.

Whale Chase:

  • Dashing makes you temporarilly invincible to some (not all !) obstacles. You still get the usual animation when getting hit, but you don't receive any damage. Combined with the current in the 2D sections, you can dash through the gas and save a lot of seconds.
  • In the second 2D area, where the falling balls appear, getting hit by one on purpose resets the pattern of the obstacles in a way that requires less dodging because the falling balls now won't appear at all if you don't stop moving anywhere. Since the in-game timer stops during cutscenes where the character gets defeated by something, this technique is especially beneficial for IL runs.

Treatment Plant: The first spinning obstacle with the spikes does not reset its position when you restart the level, so you can restart until you find a timing where you don't have to wait because the obstacle is blocking your way. It is currently unknown if other obstacles that are further away like the elevators are affected by that trick.

v 1.0 : Initial release of the guide (05.08.2018)

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