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MaGMML3 - Static Man 0 Jumps 1:59.799

Here's one of the extra stages in the game, one of the MaGMMRM winners, Static Man. It's a fairly interesting stage with a bunch of new gimmicks and enemies. For gimmicks, there's these orbs that periodically create an electric wall between itself and perpendicular orbs. There's also these static platforms that when you move along them give you a static charge that lets you interact with blocks and spikes that only materialize when you have a charge. Interestingly, you can't Track Shoes up the static charge platforms. It only really matters in one part in the stage, but it is interesting. For enemies, there's these annoying jumping sheep enemies and there's these robots that spray sparks until you get on the same level as it where it'll then shoot a wave at you.

The hardest part of this run is the health management. I don't Ctrl+R at the second checkpoint in the stage because it's faster to continue Rush Biking, but it does make health an issue. I lucked out in this run because I miraculously avoided getting spawned on by the Mummira directly after the first checkpoint which meant I was up 6 HP off my usual route. My usual route would kill the second Electriri in that room where you have to take a detour to get some static charge off a wall. You see that I still kill it out of habit, but normally, if I don't kill it, I'd be at 1 HP when I still need to damage boost through the last Mummira in the stage. While I could use an E Tank to alleviate my problems, it does lose a marginal amount of time compared to using this damage boosting route. This small time loss is probably enough to lose me that sub-2 minute time that I tried really hard to get.

The most interesting room is that room where you need to detour get some charge off the left wall and being it to the right side of the screen. As I mentioned, you can't Track Shoes up the static charge platforms so if you want to move up them, you'd need to Electro Cable Scooch. This is necessary if you take the bottom route in this room or you get knocked down to it by the Electriri. If you manage to stay on the top route though, you can Electro Cable straight to the top of the static charge platform. And interestingly, you can get static charge by just holding left while clinging onto Electro Cable while on it. I think this is because when you hold a direction while on Electro Cable, Mega Man kinda vibrates in place and you get charge when you're on the static charge platform and moving.

Figuring out whether I should use Rush Bike or Electro Cable optimizations in some rooms was pretty hard for this stage. This stage has some pretty complex architecture. My general rule is that if the length between the current position and the next wall that needs to be Track Shoes'd up is longer than 3 slides and an Electro Cable optimization, then Rush Bike is probably the weapon to use. Rush Bike becomes even more appealing if you spend a significant amount of time in the air. A lot of the lengths in this stage are really borderline. The second room and the room before the first checkpoint were exactly like this.

The titular Static Man is unfortunately a kind of RNG boss. I start the fight with a Tornado Blow which hits him earlier than Bait Bobber and then do the rest of the fight with Bait Bobber. Like most bosses, you want Static Man to jump as little as possible. While you can direct Bait Bobber to fire higher, the angle is a little unwieldy and it's likely to miss when Static Man jumps. If you spend too much time on the fight, Static Man will jump over to the middle and use Power Line. He can use Power Line downwards or upwards. If you're too slow and he uses it upwards, he'll jump to the ceiling and you won't hit him for a while. This loses about 3 seconds.

This run beats the previous 0 jump record, Yoshi2024's 7:34. For improvements, I think I lost the most time on Static Man. I dropped the chain a bit. You can see I almost lost the whole run because I missed Bait Bobber right at the end. I was shitting myself then because I'd been at the stage for 5 hours straight trying for the sub-2. I got it in the end, but my dropped chains on Static Man lost me about a second total. Other than that, the next biggest improvement would be in the room before the detour room. With the last Electro Cable in that room, you can get it to latch onto the top of the top solid the Mummira is on which lets you avoid having to Track Shoes at the end. This would be a really big improvement, but unfortunately because of the Mummira blocking the platform, I'm pretty sure this is a pixel perfect horizontal floor Electro Cable. Other than that, I'm pretty happy with my performance. I'm sure there's other minor improvements though.

Видео MaGMML3 - Static Man 0 Jumps 1:59.799 канала Eric Zhou
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