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GoatPrince
เข้าร่วมเมื่อ 9 ก.ค. 2014
Dumb channel with dumb content. I upload whatever I feel like.
Pseudoregalia: Annotated 100% Completion Guide With All Time Trials
I've been chronically obsessed with this little indie masterpiece since I first played it nine days ago as of this video's upload date. I've come up with what I believe to be a very efficient and optimal way to do a 100% run, so I thought I would record myself playing it and upload it for anyone to see. This walkthrough contains occasional annotations to provide general gameplay advice and explain certain details of my methodology.
Un-annotated version of this video: th-cam.com/video/EBNMHKuq9vo/w-d-xo.html
Time stamps:
0:00:24 Dilapidated Dungeon 1 (Dreambreaker, Slide, small key, health piece)
0:06:51 Castle Sansa 1 (Memento, Indignation)
0:08:53 Listless Library 1 (Sun Greaves, health piece)
0:12:02 Castle Sansa 2 (small key)
0:14:54 Sansa Keep 1 (small key, Sunsetter, health piece, Strikebreak, aspect)
0:21:33 Empty Bailey 1 (Solar Wind, small key, health piece, major key)
0:24:33 Tower Remains 1 (Cling Gem, major key)
0:27:44 Empty Bailey 2 (aspect)
0:28:57 Sansa Castle 3 (health piece x2, small key)
0:30:23 Listless Library 2 (aspect, health piece)
0:31:09 Castle Sansa 4 (health piece x2, aspect x2)
0:36:14 Twilight Theatre (health piece x2, aspect x2, Soul Cutter, major key)
0:47:14 Underbelly 1 (health piece x2, aspect, small key, Ascendant Light)
1:00:29 Dilapidated Dungeon 2 (aspect, small key, health piece)
1:04:01 Castle Sansa 5 (health piece, aspect)
1:06:44 Sansa Keep 2 (major key)
1:10:26 Underbelly 2 (health piece, major key, aspect)
1:16:00 Underbelly time trial
1:17:25 Twilight Theatre time trial
1:18:52 Empty Bailey time trial
1:20:43 Sansa Keep time trial
1:21:38 Listless Library time trial
1:22:36 Dilapidated Dungeon time trial
1:23:49 Castle Sansa time trial
1:24:35 Tower Remains time trial
1:26:27 Opening the door at the tower
1:27:42 Distorted Memory (finale)
I complete the time trials in the above order so that the names of the unlockable outfits appear in the attire menu from shortest to longest.
Un-annotated version of this video: th-cam.com/video/EBNMHKuq9vo/w-d-xo.html
Time stamps:
0:00:24 Dilapidated Dungeon 1 (Dreambreaker, Slide, small key, health piece)
0:06:51 Castle Sansa 1 (Memento, Indignation)
0:08:53 Listless Library 1 (Sun Greaves, health piece)
0:12:02 Castle Sansa 2 (small key)
0:14:54 Sansa Keep 1 (small key, Sunsetter, health piece, Strikebreak, aspect)
0:21:33 Empty Bailey 1 (Solar Wind, small key, health piece, major key)
0:24:33 Tower Remains 1 (Cling Gem, major key)
0:27:44 Empty Bailey 2 (aspect)
0:28:57 Sansa Castle 3 (health piece x2, small key)
0:30:23 Listless Library 2 (aspect, health piece)
0:31:09 Castle Sansa 4 (health piece x2, aspect x2)
0:36:14 Twilight Theatre (health piece x2, aspect x2, Soul Cutter, major key)
0:47:14 Underbelly 1 (health piece x2, aspect, small key, Ascendant Light)
1:00:29 Dilapidated Dungeon 2 (aspect, small key, health piece)
1:04:01 Castle Sansa 5 (health piece, aspect)
1:06:44 Sansa Keep 2 (major key)
1:10:26 Underbelly 2 (health piece, major key, aspect)
1:16:00 Underbelly time trial
1:17:25 Twilight Theatre time trial
1:18:52 Empty Bailey time trial
1:20:43 Sansa Keep time trial
1:21:38 Listless Library time trial
1:22:36 Dilapidated Dungeon time trial
1:23:49 Castle Sansa time trial
1:24:35 Tower Remains time trial
1:26:27 Opening the door at the tower
1:27:42 Distorted Memory (finale)
I complete the time trials in the above order so that the names of the unlockable outfits appear in the attire menu from shortest to longest.
มุมมอง: 11
วีดีโอ
Pseudoregalia Skill Check
มุมมอง 6919 ชั่วโมงที่ผ่านมา
Recorded on my second day playing Pseudoregalia. It took about two and a half hours, but I finally acquired the alternate outfit in Twilight Theatre. These outfit challenges can be difficult, but I appreciate how they force you to get good at the game's complex platforming.
How to Actually Play Wacky Workbench in Sonic CD
มุมมอง 2.2Kหลายเดือนก่อน
This video's purpose is to demonstrate some of the better strategies for Sonic CD's infamous skill issue level, which is too obnoxiously designed for most people to bring themselves to learn. The way I go about playing the level here provides some of the quickest methods of time travel, heavily mitigates frustration with the floor and electricity fields, and makes for a fairly easy accumulation...
Mario Kart 8 Deluxe: Vancouver Velocity Music - Arena Version (Clapping and Cheering)
มุมมอง 2326 หลายเดือนก่อน
The theoretical 8DX version of Tour's ice arena music that the BCP developers either didn't have time to throw together or simply didn't think was an important enough detail to include.
The Night Tour in Mario Kart 8 Deluxe
มุมมอง 3946 หลายเดือนก่อน
The inclusion of Waluigi Stadium actually makes sense here lol
Drawing Ralsei in Animal Crossing (Time Lapse)
มุมมอง 1707 หลายเดือนก่อน
Authentic GameCube hardware capture
Vancouver Velocity Re-Routed - Revised Edit
มุมมอง 1287 หลายเดือนก่อน
Vancouver Velocity footage cobbled together to emulate the fabled 2-3-1 route arrangement that everyone was expecting for the course prior to Wave 5. This revised edit was recorded in time trials so that the red arrow fields aren't visible, and the audio is more convincing as well.
MK8DX: All DLC Courses in Order of Release in Tour
มุมมอง 5607 หลายเดือนก่อน
To compliment the BCP's role as a "best of" compilation of Mario Kart Tour content, I thought it would be appropriate to arrange all 48 courses in the order they were released in Tour. 2019 courses: 0:00 Tour New York Minute - September 24, 2019 (New York Tour) 1:45 3DS Toad Circuit - September 24, 2019 (New York Tour) 3:28 3DS Rock Rock Mountain - September 24, 2019 (New York Tour) 5:53 Tour T...
MK8DX: DK Mountain Gap Jump Practice - 150cc and 200cc
มุมมอง 2617 หลายเดือนก่อน
A video consisting entirely of me doing the DKM gap jump for five minutes
Rome Avanti's forgotten alleyway
มุมมอง 967 หลายเดือนก่อน
This little narrow alleyway in Rome Avanti was omitted from the course's routing in 8DX for some reason, despite the fact that it's used in two of the three Rome routes in Tour. You might assume that it was left out of 8DX due to being too narrow to comfortably access on 200cc, but this video demonstrates that it's not at all difficult to drift into the alleyway, even on 200cc and with a build ...
MK8DX: Wii Rainbow Road - 200cc - No Items or Coins
มุมมอง 1447 หลายเดือนก่อน
Recorded on November 12, 2023
MK8DX: SNES Bowser Castle 3 - 200cc - No Items or Coins
มุมมอง 547 หลายเดือนก่อน
Recorded on November 12, 2023
MK8DX: Rosalina's Ice World - 200cc - No Items or Coins
มุมมอง 557 หลายเดือนก่อน
Recorded on November 10, 2023
MK8DX: Madrid Drive - 200cc - No Items or Coins
มุมมอง 767 หลายเดือนก่อน
Recorded on November 10, 2023
MK8DX: Piranha Plant Cove - 200cc - No Items or Coins
มุมมอง 277 หลายเดือนก่อน
MK8DX: Piranha Plant Cove - 200cc - No Items or Coins
MK8DX: Daisy Circuit - 200cc - No Items or Coins
มุมมอง 457 หลายเดือนก่อน
MK8DX: Daisy Circuit - 200cc - No Items or Coins
MK8DX: DK Mountain - 200cc - No Items or Coins
มุมมอง 187 หลายเดือนก่อน
MK8DX: DK Mountain - 200cc - No Items or Coins
MK8DX: Rome Avanti - 200cc - No Items or Coins
มุมมอง 717 หลายเดือนก่อน
MK8DX: Rome Avanti - 200cc - No Items or Coins
MK8DX: Playing Wave 6 for the First Time (11/8/2023)
มุมมอง 917 หลายเดือนก่อน
MK8DX: Playing Wave 6 for the First Time (11/8/2023)
Predicting Wave 6 of the Booster Course Pass with Datamines and Leaks
มุมมอง 3.8K10 หลายเดือนก่อน
Predicting Wave 6 of the Booster Course Pass with Datamines and Leaks
Vancouver Velocity Binaural Mix (Mario Kart Tour + Mario Kart 8 Deluxe)
มุมมอง 24310 หลายเดือนก่อน
Vancouver Velocity Binaural Mix (Mario Kart Tour Mario Kart 8 Deluxe)
MK8DX: All Wave 5 Courses - 200cc - No Items or Coins
มุมมอง 14510 หลายเดือนก่อน
MK8DX: All Wave 5 Courses - 200cc - No Items or Coins
Predicting the Route for Rome Avanti in MK8DX
มุมมอง 2.8K11 หลายเดือนก่อน
Predicting the Route for Rome Avanti in MK8DX
Mario Kart Wii: Moonview Highway with the MK8DX Music
มุมมอง 6K11 หลายเดือนก่อน
Mario Kart Wii: Moonview Highway with the MK8DX Music
MK8DX: Koopa Cape - 200cc - No Items or Coins
มุมมอง 34411 หลายเดือนก่อน
MK8DX: Koopa Cape - 200cc - No Items or Coins
That looks so fun😮 Kinda reminds me of crow 64 but mixed with sly cooper
The movement is probably more similar to SM64 than anything. It's one of the best games I've played in a very long time, and it's extremely cheap on Steam if you want to play it yourself. I would highly recommend it.
@@goatprince1 ah, I see. Yes, I shall check it out sometime, very speedrun worthy.
A few minor mistakes I made: 13:55 You actually can get the health piece in this hallway with only the Sun Greaves if you jump from the platform in the middle in the room. 25:22 Somehow I was forgetting that there's a much easier way to obtain the Cling Sleeve. All you need to do is high jump and kick your way up to the top of one of the arches at the bottom of the tower structure and then do the same to access the platform around the back. From there, you just need to perform a single high jump to get on top of the tower. Even still, I could have much more easily gone about my own method of getting up there if I had just done three wall kicks followed by a backflip. I'm not sure what I was thinking there. 1:12:13 Another obvious thing I forgot: There's a much faster route to the area containing the aspect of martial prowess. It's a path branching out of the large circular platforms in the center of the room, which leads straight there.
Now it's perfect.
OBS simply could not comprehend the precision of this game's platforming.
I love that single chime train whistle at 1:45. Such a beautiful, haunting sound.
It's relentlessly iconic
was metal sonic supposed to be in wacky workbench or not
Not to my knowledge, unless that's some sort of early, unrealized concept that I've never heard of. The ending videos obviously show Metal in Stardust Speedway, and I would assume those animations were completed long in advance of the game's release, so if Metal had ever been planned as the Wacky Workbench boss, then that idea must have been canned very early on.
Never found wacky workbench all that annoying or difficult
Not to mention ther is an easier way to go to the past on act 2
Wacky Workbench and Metallic Madness never gave me a lot of trouble beyond my first few playthroughs of the game. Stardust Speedway tends to be the one that I have trouble with, mostly because every part of it looks the same to me, so I barely know where I'm going half the time.
what about the projections of metal sonic, I know they're not needed but they are still there
I've never cared enough about the holograms to go out of my way for them or even memorize where they are. I probably would if there were an actual reward for doing so, but there isn't, so that's just how it is.
@@goatprince1animals appear running around the zones, also you get a secret thank you screen at the end of the 93' version of the game
I've beaten this several times :] it isn't hard to figure out and bouncing was fun
Wait what? these cylinders don't crush player but transport you to the pipes!?!?! Seriously? I always thought they are just standart crushers! Jeez, how amI supose to find that out!?
As much as I love Sonic CD, the level design is more than just a little bit questionable at times. There are all kinds of stupid, counterintuitive things of that sort throughout the game.
@@goatprince1 its the sort of thing you bought sega power magazine for the NES was the same with cryptic shit.
soo good !!
I was just half expecting the player to just turn off the game
lol
litearlly one of the easiest levels in the game,then again i owned this back in the early 90s,you can tell whos a poor cause they only got this game on mobile in the modern era lol and got absolutely filtered.
Sick burn, bruh!
@@random_an0nyappin
Dang your so good lol new sub
thanks, super helpful!!
I didn't remember setting the moveset to original made the camera move like the original too
How do you pull off this type of stuff also is this origins
It's very beneficial to have a solid grasp of the game's physics, stage layouts, and time travel routes. I've been playing Sonic CD for eleven years, so for me it's practically just a matter of muscle memory at this point. The version of the game I play here is the 2011 Taxman version, which to my knowledge is the same as the version in Origins.
@@goatprince1 (the fact is, in origins you can't time travel using the pipes, i hate that tbh)
@@kiriloka Typical Sonic Team porting ineptitude making their own games worse in some capacity, as usual. I would recommend downloading the decompiled version of the 2011 release, which is what I'm playing in the video.
Is that the animated policemen in a motorcycle in the thumbnail?
Correct.
0:28 Are those the vultures also seen in “Forty Pounds of Trouble”?
Yes, they're the same vultures. Those were the only two in the ride.
This is quite relaxing, but a bit creepy.
Good on you for capturing your gameplay footage. I just film my Gamecube games on the iPad facing the CRT TV lol.
Out of what I’ve seen from the old version of the ride, I think I like it a lot better than the new one. It’s darker in tone and fits the situation more. The blaring sirens are eerie and lack of overall music makes it sound and feel like a fever dream straight into hell.
I wouldn't say the old ride was necessarily "darker" (although I definitely see where you're coming from with the lack of music), but the complete absence of soundproofing and the resulting effect of being able to hear sound effects from other scenes bleeding through the walls certainly added an extra layer of chaos that wasn't quite replicated in the 1983 version. That constant cacophony of sirens, whistles, and bells heightened the feeling of pursuit and rowdiness, and made it seem like there was a lot of commotion being stirred in the background. There were actually so few sound effects in the ride prior to 1983 that it would have been awkwardly quiet if guests hadn't been able to hear so much noise seeping in through the set walls.
@@goatprince1 Yeah, it seems like the audio bleeding was both an advantage and disadvantage to these rides. I can say the same for Snow White, where the witches bleeding laughter also helps the experience in an unexpected way. I guess what I meant by “darker tone” is that the overall vibe is more anxiety inducing in pre ‘83, while it’s more whimsical and Disney-ish post ‘83. Although you gotta admit that tree ambience at the end is pretty creepy. Nevertheless, I’m grateful that these recordings have been archived and uploaded. I’ll try to check out some of your other vids.
@@BaxterSquee I see what you mean with the "added anxiety" factor; the lack of music and the very blunt, loud quality of the sound effects made the cacophony of noise more "realistic," so to speak; more in line with what you might actually hear if you were an anthropomorphic amphibian recklessly careening about the English countryside in a 1900s-era automobile. As far as audio is concerned, there wasn't any embellishment to make the experience more stylish or cinematic as there has been since 1983. Aside from The Merrily Song playing in Toad Hall, it was all very crude, cold, and a bit impersonal; barely a step above a 1930s pretzel dark ride. I've always seen it that the lack of soundproofing prior to 1983 added extra chaos to Toad, more looming villainy to Snow White, and an additional layer of surrealism to Alice - unintentionally contributing to the respective theme of each ride. The one exception is Peter Pan, where the constant bleed-through of the Hook/Smee dialogue didn't amount to much more than being slightly distracting. Thank you for watching some of my other videos, by the way. I really just use this channel to upload whatever I feel like at the moment, but I hope you find something else you like as well.
@@goatprince1 no problem, that ralsei pixel art is cool. I suck at pixel art. Maybe one day I should found a small amusement park and recreate this ride without the toad IP, but keeping the crudeness. Probably just a Dream. (Also crazy Mario cart skills gosh.
@@goatprince1 I also make random “dumb videos” so seems like we have something in common lol
1:00 I can hear the white rabbit’s horn before the car approaches that popping up dandelion with it’s roar sound effect
Very good ear. With these vintage dark ride recordings, I've always been slightly obsessed with deciphering sound effects from other scenes bleeding through the walls, not only because it's fascinating to hear bits and pieces of other ride-throughs happening concurrently with the one being recorded, but also because I find the primitive lack of soundproofing in the old rides to be aesthetically discordant in a weird way. The flower garden in particular had a central location within the show building, so you would have been able to hear sounds from all over the ride bleeding into that room. In this recording, in addition to the White Rabbit's horn (or squealing tea kettle; whatever it was), I can make out the Cheshire Cat laughing during the pause in the Golden Afternoon song, the accordion owl at 0:53 and 0:55, and Alice's narration for the Oversized Room. If you were actually on the ride, it's likely that you would have been able to hear the sounds from the crash room in there as well.
25:18 Jr takes a tumble going downhill
Sounds awesome better than the wii version!
how'd you do this
You can very easily change the audio in Undertale and Deltarune by replacing a given file in the music folder with a file of the same name, as long as the new file is in .wav format. I replaced Rude Buster with Bonetrousle by copying "mus_papyrusboss.wav" (Bonetrousle) from Undertale's music folder, pasting it into Deltarune's music folder, and renaming the file to "battle.wav" (the filename for Rude Buster), which resulted in Rude Buster being replaced.
BRSTM'S download?
This is a "fake" video in that I actually just replaced the Moonview music with silence and synced the 8DX music with the footage in editing. As far as I'm concerned, there's no way to implement dynamic, location-dependent music into MKW, so there aren't any BRSTM files involved here except for the silent one that I actually used in the game.
@@goatprince1 Huh, didn't know about that.
I remember first playing it and I was super confused and sad
Very cool
The best Moonview Highway. More difficult traffic and car horns and sirens with the 8 Deluxe music
Why even did Waluigi Stadium appear in the Night Tour? It's a very prominent sunset track in Tour
Because the Tour developers were feeling a bit silly and goofy (quite possibly even slightly wacky) when they came up with the course lineup, I would suppose.
10th like
agreeable goat proponent
STOP YOU WILL CAUSE A TIME PARADOX!
It's already too late 💀
This is something you’d find on old TH-cam (: very cool
A lot of my videos sort of unintentionally fit that bill just on the grounds of being barely edited recordings of fuzzy composite/component gameplay of old video games.
It feels weird that they waited till Wave 6 to break the "1st released variant must be Lap 1" rule especially when this course would've benefitted so much from it
Personally my ideal re-route would be: Lap 1 is VCV1 Lap 2 is VCV3, U turn after hockey rink, VCV2 Lap 3 is VCV1 again, alternate starting line in the park
❤👍
i just realized you were using Tour’s version of Vancouver ost
I've always preferred the Tour version of the music. I don't dislike the 8DX version by any means, but the original is practically unbeatable IMO. I do wish 8DX had kept the synced clapping in the hockey arena, however.
This is so much better than what we got! Vancouver 1 is so much better as the final lap rather than the first lap
Who the hell puts Vancouver Velocity 2 as the first lap? It's the longest!
My best guess as to why we enter Piazza Navona on Lap 1 instead of that alleyway is to prevent too much overlap between racers who are further ahead on Lap 2 and racers who are far back, which would be rather awkward. However there's overlap in the Piazza Navona section anyway so I'm not sure
R.I.P. Pipeline 😢😭 Edit: I know they're probably saving it for the next game, but it, along with Wario Shipyard, Wario Colosseum, and DS Rainbow Road seemed to be geared towards 8's antigravity mechanics
The next Mario Kart will probably have antigravity too. If it doesn't, what will happen with the MK8 tracks in the next Mario Kart? Or they just gonna choose tracks with no antigravity on them
Small tip, wen you go of the gap you should go into it in a left drift in mid air, it would help you make the turn sharper
I have a lot of trouble consistently doing that on 150cc for some reason, but if I keep improving, I might make a follow-up video specifically for my 150cc attempts.
Some true & blue monkey business right here
An utterly iconic shortcut; the course simply wouldn't be complete without it.
It would be odd to have a cup with only 2 tour tracks and 2 Wii tracks
The Acorn Cup was actually meant to have only one Wii track when the original prefix order was created, as Moonview Highway was a replacement for either Piranha Plant Pipeline or some Tour nitro course that was scrapped altogether - whichever one had been planned for the third slot of the Acorn Cup.
I was wondering about that alleyway as well; really odd they didn’t implement it into 8DX
The BCP team usually made a point to include every single road in the city course routes, sometimes even implementing roads that weren't even used in Tour. It does seem very odd that this one alleyway was left out of Rome when the most blatantly obvious route arrangements for the track entailed its usage. It's possible that the alleyway somehow didn't prove conducive to good gameplay, similarly to how Amsterdam 2R was a better choice for MK8DX than 2N, which led to the split path in the canal being eliminated. I'm not sure how exactly that logic would actually apply to the Rome alleyway, but that may be the case regardless.
1. Tour Athens Dash (which is the first race of the Feather Cup in the final version) 2. Wii Daisy Circuit; it originally had a GCN prefix though, replacing GCN Dino Dino Jungle (which is the third race of the Acorn Cup in the final version) 3. 3DS Rosalina's Ice World; it originally had no prefix though, replacing Tour Piranha Plant Pipeline (which is the second race of the Spiny Cup in the final version) 4. Wii Rainbow Road (which is the fourth and last race of the Spiny Cup in the final version; this is the same)
“Wii Daisy Circuit” probably replaced “GCN Mushroom City” instead. I’m assuming Nintendo went with “DK Mountain” once they found out that the implementation of half pipes from “Mario Kart Tour” was successful, via recreating “Wii Maple Treeway.”
1. Tour Vancouver Velocity (which is the fourth and last race of the Cherry Cup in the final version) 2. Wii Maple Treeway (which is the fourth and last race of the Rock Cup in the final version) 3. Wii Moonview Highway; it originally had no prefix though (which is the third race of the Feather Cup in the final version) 4. Tour Piranha Plant Cove (which is the fourth and final race of the Acorn Cup in the final version; this is the same)
1. Tour Bangkok Rush (which is the first race of the Boomerang Cup in the final version) 2. GCN DK Mountain (which is the second race of the Acorn Cup in the final version) 3. SNES Bowser Castle 3 (which is the third race of the Spiny Cup in the final version) 4. Tour Squeaky Clean Sprint (which is the fourth and last race of the Feather Cup in the final version)
1. Tour Madrid Drive (which is the first race of the Spiny Cup in the final version) 2. Wii Koopa Cape (which is the third race of the Cherry Cup in the final version) 3. GBA Sunset Wilds (which is the second race of the Cherry Cup in the final version) 4. Tour Rome Avanti (which is the first race of the Acorn Cup in the final version)