This video finally made me truly understand arctan straining, and exactly why it works. I was aware of what it does and looks like in practice (getting more distance overall, but sacrificing H speed by straining more and more over time, with the speed of increase increasing as well), but now I understand how and why it works
@@iwersonsch5131 Yes that is actually what I started doing. It’s pretty tricky to do, but it helps the 600bpm / [1,4,7] case. Not enough to give any benefit over just having zero angle though. So I decided not to go down that rabbit hole in the video
That explains why going at an angle by using WA and then straightening out once you get the first success works so well. Pretty cool I was able to pick that up on my own not even my third attempt at it and with no real outside information.
That's really cool that iwerlipses are useful like this. Should've thought of it given that arctan straining lets you get more distance at the cost of burning speed. While BLJing, speed is an unlimited resource.
This could be useful in those pretty common cases where someone accidentally long jumps at an angle to the stairs. Now we know it's best to hold a slight left if angled to the right and vice-versa
… man my mind is just ruined. when I read that last word of your comment I thought of a specific game… (Only hints are that it’s made for a certain type of people and that the games name last 2 letters ends in “ed”)
Goddammit, holding straight up was too hard for me... but don't worry! Within the next 2 seconds I will have calculated the perfect arctan that will save this run.
Thank you for this video! We now know that being totally straight on stairs is more efficient, however, in pace, it often happens that we are slightly oriented on the first LJ, I'll think about oriented in the opposite direction now in that case!
... So you have to decide which direction to hold the control stick on the next frame: A) Towards the ledge B) Slightly up right C) at an angle of theta minus arc tan of tan theta over zero point one five, where theta is our facing angle, which if we're angled slightly to the right, ends up holding the control stick slightly up left" HMMMMMMMMMMMMM idk probably B
I was kind of expecting you to simulate it like last time instead of just testing it. I suppose this came out way too soon after the other one for that to be possible. But like, I wouldn’t mind if you made another video proving it by simulating it.
@@Maker0824 I did some simulations but when you start including different facing angles and straining angles everything becomes more complicated and it’s harder to draw very convincing conclusions from them. I decided an actual experiment would be simpler and keep this video shorter
@@belodie That’s a great question. After my simulations and experiments I found that the order of strength of the different BPMs and strategies doesn’t really change (unless you’re at an extreme unrealistic angle). However 400 bpm seems to suffer the least from being angled.
@@DiThi You would think so but the different A press combinations have an order of how successful they are and that doesn’t change with a small angle. Check my first video for more info, but a key point is that because the game runs at 30fps only a few bpm values give unique results in terms of what frames A is held. So we only have to check bpms of 360, 400, 450, 514.3, 600, 720, 900.
@@DiThi I did some simulations, and they’re only altered by small amounts from the zero angle values, but enough to decrease the success score of pretty much every combination. Weirdly the combination 1,6,10 which is what you get with 400bpm, had its score increased by a very small amount with this new straining strategy. So I expected some improvement over 0 angle for that case - but ultimately in experiments I couldn’t see it. Probably because the measurement uncertainty is too large.
This video finally made me truly understand arctan straining, and exactly why it works. I was aware of what it does and looks like in practice (getting more distance overall, but sacrificing H speed by straining more and more over time, with the speed of increase increasing as well), but now I understand how and why it works
@@Blobfish_Times That’s great to hear! Making this video helped me understand how it works too lol
Pog it's Blobfish the ABC and Blindfolded runner
bites you
Actually what happens if you hold 22.5° left at the start of the BLJ and then snap back to straight up as fast as you can?
@@iwersonsch5131 Yes that is actually what I started doing. It’s pretty tricky to do, but it helps the 600bpm / [1,4,7] case. Not enough to give any benefit over just having zero angle though. So I decided not to go down that rabbit hole in the video
The mathematical derivation made me subscribe
A future video on the science of SBLJs? God that's amazing, I'd be looking forward to that sooo much, I'm so down for that!
That explains why going at an angle by using WA and then straightening out once you get the first success works so well. Pretty cool I was able to pick that up on my own not even my third attempt at it and with no real outside information.
That's really cool that iwerlipses are useful like this. Should've thought of it given that arctan straining lets you get more distance at the cost of burning speed. While BLJing, speed is an unlimited resource.
This could be useful in those pretty common cases where someone accidentally long jumps at an angle to the stairs. Now we know it's best to hold a slight left if angled to the right and vice-versa
I figure it's worth a subscription if I've watched and thoroughly enjoyed both of your videos. Excited to see what comes next!
you know its serious when someone felt the need to write it up in latex
… man my mind is just ruined. when I read that last word of your comment I thought of a specific game…
(Only hints are that it’s made for a certain type of people and that the games name last 2 letters ends in “ed”)
@@jaspbcat7903no chance you're under 14. i know that game.
appetizer huh? im very excited for that video!!!
Goddammit, holding straight up was too hard for me... but don't worry!
Within the next 2 seconds I will have calculated the perfect arctan that will save this run.
Thank you for this video! We now know that being totally straight on stairs is more efficient, however, in pace, it often happens that we are slightly oriented on the first LJ, I'll think about oriented in the opposite direction now in that case!
Yay, can't believe we've been treated to more mario maths so quickly!
... So you have to decide which direction to hold the control stick on the next frame:
A) Towards the ledge
B) Slightly up right
C) at an angle of theta minus arc tan of tan theta over zero point one five, where theta is our facing angle, which if we're angled slightly to the right, ends up holding the control stick slightly up left"
HMMMMMMMMMMMMM idk probably B
@@Vykori you have failed the test
You're a legend for this.
All I do on TH-cam is watch Super Mario 64 deconstruction videos.
Absolutely based
not an SM64 guy but awesome content I appreciate this
love it
I was kind of expecting you to simulate it like last time instead of just testing it. I suppose this came out way too soon after the other one for that to be possible. But like, I wouldn’t mind if you made another video proving it by simulating it.
@@Maker0824 I did some simulations but when you start including different facing angles and straining angles everything becomes more complicated and it’s harder to draw very convincing conclusions from them. I decided an actual experiment would be simpler and keep this video shorter
I wonder if there's a different bpm instead of 600bpm that works better for strained BLJs? If there is, how does it compare to straight BLJs?
@@belodie That’s a great question. After my simulations and experiments I found that the order of strength of the different BPMs and strategies doesn’t really change (unless you’re at an extreme unrealistic angle). However 400 bpm seems to suffer the least from being angled.
UKIKIPEDIA MENTIONED POG
@@Skazzy3YT my favourite website of course
wouldn't the optimal timing strategy change when in an angle?
@@DiThi You would think so but the different A press combinations have an order of how successful they are and that doesn’t change with a small angle. Check my first video for more info, but a key point is that because the game runs at 30fps only a few bpm values give unique results in terms of what frames A is held. So we only have to check bpms of 360, 400, 450, 514.3, 600, 720, 900.
@@omedas64 I saw the whole video but I was wondering how the distances/speeds on each frame are altered.
@@DiThi I did some simulations, and they’re only altered by small amounts from the zero angle values, but enough to decrease the success score of pretty much every combination. Weirdly the combination 1,6,10 which is what you get with 400bpm, had its score increased by a very small amount with this new straining strategy. So I expected some improvement over 0 angle for that case - but ultimately in experiments I couldn’t see it. Probably because the measurement uncertainty is too large.
@@omedas64 I see thanks
Do you have a pdf version of the derivation?
ABLJs about to become a thing?
8th