Guide to Speedrunning TA NM Consistently and Quick (Every Level Explained)
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Guide to Speedrunning TA NM Consistently and Quick (Every Level Explained)
更新时间 4 years ago LatiosGD

Troll game? Half-correct. It can be a speedrun game too, and it makes the whole game easier once you get the hang of it and go through every single level with skill. How? I will show you how to pass/speedrun every single level. Trust me, your time will be much quicker once you know everything.

Level 1: Simple. Once the guy is shown onscreen, press right a bit later than usual. If you do it too early, you will get hit by hidden spikes. (Or go left and jump up to reveal the crazy mode/cm easy tuning)

Level 2: After passing through Level 1, instantly press and hold right again (as each level resets all the buttons.) and jump all the way to the top. Remember there are hidden spikes in the middle of the top platform.

Level 3: Memory part, but it's easy. Once you fall down from the left most column, hold right. Then fall down to the middle column, bottom row. For me, I prefer jumping up again, avoiding the spikes on the left side of the bottom right corner blocks. I then take a medium jump, hold left, landing right on the platform, and swerve right, while jumping instantly. Easy. (There are spikes on the ceiling, so don't jump in the top platform.)

Level 4: A lot of people will choose to fall down first, land in the hole, then jump up to activate the spike skewer. For me, I JUMP into THE EDGE of the hole, activating the skewer and then jump at the exactly right time after the skewer passes exactly under the head to save time. Then I fall directly into the corridor, avoiding the spikes and the extra cliffs. Now here's the difficult part: I hold right exactly the time when I almost fall into the corridor. I know it saves only couple tenths of seconds, but it's still worth it. (After all, I broke my own record my 0.4s and that is essential.) Then, hold right. Easy too.

Level 5: You don't need to rush! (You can, but it doesn't give you advantage as you'll have to wait for the rotating block to come as everyone else does.) Time yourself semi-perfectly to swoop through the 4 spikes. Now here's what differs everyone else's starting mark. A lot of people choose to jump onto the block and wait until jumping onto the edge of the pipe, but for me the best is to run and jump when the block rotates to a point where you can run and jump on it and then jump again to save time. After that two small jumps and that's all for this level.

Level 6 (World 2): Such wow, grey bricks everywhere At the start, just hold left until the moment where there is room for you to jump up exactly at the right tip of the pipe. Parkour nicely (in which you late jump if the block is higher than the block you're standing on and early jump if the height is the same), then jump directly onto the middle block. (lowest block=troll) After that, once you land on the block, jump and hold left at the same time. In mid-air, hold right, and quickly go back to the block you have just jumped on. The spike rams to the wall and lets the block above you fall on you. So, jump when/a tiny bit early the spike hits the wall. Voila, there's no troll at the last corridor.

Level 7: Tricky? Not really. Wait for less than half a second, then fall onto the rightmost block, followed by another fall to the block beside it. High jump to skip the third one (it has a 90% chance that the yellow thing is already on top of the block if you wanted to step on it), low jump to try and not pause the holding-left movement and high jump onto the last block. Don't care about the block without the yellow thing, it does nothing. High jump onto the highest platform while avoiding to stick to the walls and let the spikes kill you. Done.

Level 8: It really depends on which type of bouncy block you get. In my run I was pretty unlucky because I got the bouncing backwards block which doesn't take you to the left. The second type is the normal block which bounces at a stable speed. Third is the super aggressive block which bounces at a 2.5x speed. If you get the third one you're lucky to be ahead of people by a few seconds, but watch the timing to aim at the hole directly without missing. Not really much to say, I guess. (One more tip: If you don't want to wait on the normal block, jump when the height of the block bouncing on is the highest, then adjust yourself to jump in the hole. It's pretty hard, ngl.)

Level 9: Fallllllllllllllllllllllllllllllllllllllllllllllllllllllllllllll

Level 10: Don't get distracted by the fall! Hold right once it switches to this level or you'll die to the spike beneath you. Time yourself to jump between the 2 spikes and the ceiling. Ignore the creaks as the blocks won't break. Just hold right, also ignoring the falling ceiling above you. Jumpscares are in this troll game, huh? Interesting.

Level 11: There are 3 ways to deal with this. I call them "Super Expert Genocide", "Normal Genocide" and "Normal Pacifist" (Undertale vibe). Super Expert Genocide means that at the start of the level, immediately hold right and do the normal stuff (jump on the first block, then to the above right corner block, then to the top block to destroy the eye). There is a really slight chance that the scattering fireballs will not hit you. Fastest method among the 3. Second is Normal Genocide, which you wait for the fireballs to spin past you and then do the normal stuff. The third one is interesting; after you beat the game, notice how the path in the end credits is. This is the second fastest way to this single level, in which you might have to see it yourself. Choose a way and you'll eventually land on the block closest to the eye, jump onto the second highest one, then down down down zigzag to the next level.

Level 12: Puzzle-solving is the best. To activate the rolling thing, ignore the rushing water coming out from the pipes as you jump once on every platform one by one. For me I decide to small jump directly onto the platform to save time. After activating it, fall fall fall down to the corner of the bottom floor. Notice how the water doesn't flow through there when it rushes. Then at any moment, go to the second-top platform where you wait until all 3 pipes are destroyed and the rolling thing will eventually come back. Follow THE TAIL (not the front) of the rolling thing and another rolling thing will appear, crashing onto the first one. The pathway is open, my dude.

Level 13: The start of this level is the cue to stand out from other speedrunners. It's hard to explain how the process is done, but refer to the ** sentence located in Level 3. It's 3 times of that, but smaller jumps. Land on the 3-block moving platform, calm yourself down for a while, then proceed to do some easy jumps. Take your time when jumping; the speed is the same. After jumping over all the spikes, most people tend to stay until they pass the level. Why not do what crazy mode gives you? Before the platform reaches the end, directly fall down onto the row of spikes which you might or might not depending on when you fell. If you do it correctly, it should take you to the next level. (Falling in mid-air while passing the level is ok, don't you know?)

Level 14: Just a timing jump. Don't panic; jump when you're on the edge of the rightmost block. Into the pipe, done.

Level 15: Danger my dudes! It's the red bricc and the red woll At the end of the corridor is a trap which blocks can fall on you. Activate the blocks and RUNNNN till the end of the corridor. Not so fast buddy, the pipe will fall on you too. People choose to let the pipe fall on them and get out of there, but for me jumping between the blocks and the pipe is better for saving time. Then no trap so RUNNNNN to pass the level. (There's a bug though: If you time perfectly and swerve left for a single pixel after activating the first 3 falling blocks, the remaining ones won't fall, and you won't die too. Try it out yourself.)

Level 16: Small jump, small jump and do it until you land on a solid block. The rightmost block out of the 3 blocks will fall so activate it to use it as a block to jump on the remaining 2. Jump onto the lower platform and go through from the middle column. Time your last jump to the right or you'll fall into the hidden spikes of doom.

Level 17: ROLLING STONES YESSSS jk Hold right once again, and time yourself to jump over the boulder. If you hold right late, the next boulder appearing is the exact time when the blocks on the left are destroyed by the first one. Then you die (F). Jump in where the boulders fall. Next!

Level 18: MOREEE ROLLING STONESSSSS NOO Instantly hold left jump right, hold right and you should encounter your first boulder there. Jump over it and jump left. Don't jump again. There should be a hidden hole beneath you, so just hold left until you fall. After falling just jump back up onto the top platform. Run a while and you will know there is a second hole to dodge over the third boulder. Wait for a short moment and then fall, jump back up, dodging the THIRD hole and avoiding the hidden spikes at the left edge of the wall. Jump up and you're all set.

Level 19: Instantly jump and hold right, grab the wing powerup and go through the PIPE, not the big gap. I've tried the gap and trust me, you either aren't fast enough to get there OR you softlock yourself and have to start the game over. Wait for the boulder to fall and voila, spam your jump button. Next.

Level 20: It's the dark grey ages boi! When you go through the pipe, abruptly spam the jump button until you face 2 yellow things (which you've already seen them in Level 7). Time yourself to get over it in the MIDDLE, so don't use the left/right button before passing them. Then, align yourself to the middle of the row of spikes. If you're sure, then drop down freely. For my record run I didn't know why but I did it legit using luck. Hold right and constantly tap the jump button to flap at a certain beat. Stop right at the right wall of spikes, cross over the 4 spikes and you know what to do after this.

Level 21: (This is probably the most annoying level for LCM players) As I mentioned before that the button hold resets every level, you time yourself to hold right right before you tap the jump button at a constant beat. With consistency you can beat this level even if you're nervous.

Level 22: Timing is key. At the first few tries at Level 22, you might find yourself stuck while showing "Number over!" or almost stuck when it's rising up. That's because the past levels are being counted into the timer which touches the ceiling exactly when the timer hits 3:12. As you have a certain height to pass through, it suggests that you might need to finish the past levels within 3 minutes. Keep practising the past ones until you're confident enough to get a decent record.

Level 23: COMPLETELY luck-based ____ _________ _ ___ GOAL!!! I I I Yes, the holes can be very close to each other. It's random, so don't take the image above too seriously. If you have great luck, you might as well do it in one go without knowing you've avoided all the holes. Oppositely, you might fall in every single one of them a lot of times depending on how you jump and where the holes are. Chances are: You fall into a hole while running OR you fall directly into a hole after jumping.

And this is pretty much how I got sub-2:13.

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