@danknados 5 is very low, consider even a simple wavedash into ultra, that's down, right, dash, jump, dash, jump, then maybe something after the ultra and that takes like half a second maybe. You are right in that there's a lot more cbs and other stuff that the tas can do though.
@volanceleste ok maybe you can do like 10 but my point was the tas can do like way more as they slow the game down to the 60th of a second to do frame perfect inputs.
@danknados yeah because the game runs at 60fps the tas can do 60 inputs per second and humans at max could do 20 but that’s in veerry input dense rooms
"I'm so excited for the new TAS" I exclaimed with excitement, but little did i know... It would be a feature... A creature feature... Featuring... the creature (TAS Madeline)
Timesave per chapter compared to last encode (this is FILETIME; s+q makes IL time another 0.612 (36f) lower in each of 2A and 5B): Prologue 0.000 (0f) 1A 0.068 (4f) 2A 0.527 (31f) 3A 1.088 (64f) 4A 0.459 (27f) 5A 0.000 (0f) 5B 1.700 (100f) 6A 1.717 (101f) 6B 11.203 (659f) 7A 3.196 (188f)
@@mozvi1436 From an extremely rough glance through maingame_improvements, about 1 second of that timesave is in rooms without spinner stunning. (also not a man)
@@Puffman728 yee, when they grab the side of the wall and do a 1f jump upwards, then move left for 6 frames or so, then hold right and jump in coyote. it gets you a decent amount of extra distance over a normal last frame coyote jump.its one of my favourite techs, but not something i expected to see in a speedrun lol
It's absolutely incredible to see all the amazing strategies this community has developed. I wouldn't be surprised if this is the best display of community teamwork in any video game.
after the first jump, that tas alternates left and right inputs every frame to keep a very tiny amount of speed moving away from the spikes because spikes wont kill you if youre moving away from them. also you can jump off of a wall from 2 pixels away, so that is how the actual jump itself happened.
Very impressive run! Great job on the timesaves. Just curious, how are you going through spinners vertically? Does it have something to do with the collision checks?
spinners hitboxes are activated according to : - their position relative to the camera - their position relative to madeline - wheter or not some internal timer has a certain value. So if they go through spinners without pausing, they're just far enough ahead of the camera so that the hitboxes are not active. If they do pause repeatedly, then they'rre using spinner stuning : since the internal timer from the 3rd condition stops and progresses weirdly when you pause, you can manipulate it to make the hitbox activation fail every single time it tries to activate, at the cost of moving about 5 or 6 times slower. This explanation was not very precise because I really wanted to not say crap, but you can have a more in depth and detailed one in the discord :)
That is frame perfet pausing and unpausing, used to "stun" certain groups of off-screen spinners (the spikey crystals) from loading their hitboxes when they come onto the screen, preventing them from having a hitbox when they should. It works with electricity too, but is not practical to do this for every spinner because 1) there are three different "colours" of spinners, and you can only stun one at a time, and 2) pausing is a time loss in Celeste even for IGT. They were only discovered relatively recently, so in the last couple years there's been a huge overhaul of TASs because they need to work out whether spinner stunning is more optimal in many rooms with spinners, hence the mindblowing, almost 20 second timesave compared to the any% TAS 2 years ago.
Spinner stunning keeps unloaded spinners from loading, it doesn't unload spinners that are already loaded, which means you have to start stunning before the spinners get into view of the camera (or immediately upon room entry, but idk about that last part, TASser input needed)
What I learned from this run: my silly little tricks that would never be used in a real run (I can never even execute them properly) are used in the WR TAS. Edit: also what the hell was that just phasing through spinners at the start of 6A?
A lot of ultras, delayed ultras and cornerboosts. There are a lot of human-viable modded maps that let you achieve these speeds, but most of them need at the very least the ability to chain ultras.
this spinner stunning is where you pause very rapidly on specific frames, which prevents the spinners from properly loading, and therefore allows you to pass through them.
It's the same as the one where you wait hundreds of hours. Spinners are only active on certain frames. Normal people wait really long to break the timer so some deactivate. TAS can just do frame perfect pauses to always move when they're deactivated instead.
"Average person runs at relativistic speeds" factoid actually just statistical error. Average person runs at 8 mph. TASeline, who breaks several laws of physics, is an outlier and should not have been counted.
This video changed my life.
sup msushi x3
This tas is using different physics than me which just give it extra speed whenever it wants it istg
Ik this is probably a joke but its because of how many jumps they can do in such a short amount of time which gives it extra speed
It's more like a time problem. They can do like 20 inputs in a second while you can do like 5 at the most.
@danknados 5 is very low, consider even a simple wavedash into ultra, that's down, right, dash, jump, dash, jump, then maybe something after the ultra and that takes like half a second maybe. You are right in that there's a lot more cbs and other stuff that the tas can do though.
@volanceleste ok maybe you can do like 10 but my point was the tas can do like way more as they slow the game down to the 60th of a second to do frame perfect inputs.
@danknados yeah because the game runs at 60fps the tas can do 60 inputs per second and humans at max could do 20 but that’s in veerry input dense rooms
GAME: "Oh hey I put some objects in this level so you can"
MADELINE: "Don't need them thx byeeee"
"I'm so excited for the new TAS"
I exclaimed with excitement, but little did i know...
It would be a feature...
A creature feature...
Featuring... the creature (TAS Madeline)
Timesave per chapter compared to last encode (this is FILETIME; s+q makes IL time another 0.612 (36f) lower in each of 2A and 5B):
Prologue 0.000 (0f)
1A 0.068 (4f)
2A 0.527 (31f)
3A 1.088 (64f)
4A 0.459 (27f)
5A 0.000 (0f)
5B 1.700 (100f)
6A 1.717 (101f)
6B 11.203 (659f)
7A 3.196 (188f)
ty gamer I was gonna do the math myself otherwise
That should be 19.958 seconds saved damn almost 20 seconds faster. Impressive
Thanks man
How much of the 6B time save is spinner unloading vs how much is just movement optimization?
@@mozvi1436 From an extremely rough glance through maingame_improvements, about 1 second of that timesave is in rooms without spinner stunning. (also not a man)
I guess you could say this speedrun is truly
stunning 😎😎😎😎😎😎😎
...tool assisted 😎😎😎😎😎😎😎
14:21 i love how you didn't even spam pause this time, you just *flew through the spinners*
WOOOO YEAH I LOVE UP TO DATE TAS ENCODES
this shit is so hypnotizing I didn't even realize I was about to watch the whole thing until it was almost over
11:15 grounded wallboost my beloved
Is that a
Gwoost
@@Puffman728 yee, when they grab the side of the wall and do a 1f jump upwards, then move left for 6 frames or so, then hold right and jump in coyote. it gets you a decent amount of extra distance over a normal last frame coyote jump.its one of my favourite techs, but not something i expected to see in a speedrun lol
indeed its peak
even madeline herself didn't know she could beat any% so fast
this an awesome celeste moment™️
tas gaming
stas-8
9d? more like
9tas
@purpelyy 9das
shoutouts to tas gaming
smots TASing
And I thought the last TAS in 2022 was insanely optimized... this is amazing. Great job!
Oh man, this Tas guy really is good at any game he plays huh
It's absolutely incredible to see all the amazing strategies this community has developed. I wouldn't be surprised if this is the best display of community teamwork in any video game.
People make tas seem like it isn't much but this is extremely hard to accomplish
Amazing job
Yea it requires an insane knowledge abt the game and its tech
it's baffling comparing this tas to the ones from the first year or so of the game
this is crazy :3
12:30 you've gotta be kidding me with that music sync
I think we just discovered something faster than the speed of light...
I don't know who this "TAS" person is but they're really good!
this is true art
thanks to all the participants
The dultras and rcbs are all very visually impressive, but my favourite part of this tas is all the coyote jumps
13:35 dude, that slow motion dude
it’s spinner stun
YESSS NEW TAS LETS GO
damn i didn't expect there to be a new video ever
WOO NEW ANY% TAS
"stay hydrated" -waterboosting Madeline, probably
Love to see it!
Yippee‼️
Ridiculous speed. Beautiful
9:25 Madeline just wave dashed off of a spike jesus christ
you get better and better at celeste but these tases stay just as impressive, what on earth
I love how reflection and summit are literally half the run its amazing
Genuinely the funniest video I’ve ever seen.
early christmas gift!
i love celeste!
this tas is actually fucking crazy like what
as someone happy to have a sub hour run... this is just insane
Love celeste
Doing 5-B instead of 5-A to save time is absolutely crazy
and 6-B as well
The tas is like "hazards? What hazards? I only know S P E E D"
W tas
How dare this be hidden from me for 34 minutes
Qurturt jumpscare
another 2 years and there might be sub 21 (100% no cap)
EVEN FURTHER BEYOND
Peak
19:34 what if we just go through the wall
can someone explain the wall jump at 11:20 ? the second jump on the spike wall
after the first jump, that tas alternates left and right inputs every frame to keep a very tiny amount of speed moving away from the spikes because spikes wont kill you if youre moving away from them. also you can jump off of a wall from 2 pixels away, so that is how the actual jump itself happened.
@@nibblz2546 thanks
13:32 what did just witness
Ok what
Like what
Someone explain to me what I just witness please.
In TASes, spikes are just a suggestion.
"ok."
12:55
false
Mauveline
Am I weird for giving a standing ovation after that 3a?
no, that's perfectly appropriate
holy crap (peter griffin)
Very impressive run! Great job on the timesaves. Just curious, how are you going through spinners vertically? Does it have something to do with the collision checks?
spinners hitboxes are activated according to :
- their position relative to the camera
- their position relative to madeline
- wheter or not some internal timer has a certain value.
So if they go through spinners without pausing, they're just far enough ahead of the camera so that the hitboxes are not active.
If they do pause repeatedly, then they'rre using spinner stuning : since the internal timer from the 3rd condition stops and progresses weirdly when you pause, you can manipulate it to make the hitbox activation fail every single time it tries to activate, at the cost of moving about 5 or 6 times slower.
This explanation was not very precise because I really wanted to not say crap, but you can have a more in depth and detailed one in the discord :)
Featuring even more delayed ultras
So many things I wanna try and copy here..
Then I remember I'm not TAS 😅
.. Might still try my luck with smth stupid like random spinner stuns tho
What's with the lag at certain points? Am I missing something important?
That is frame perfet pausing and unpausing, used to "stun" certain groups of off-screen spinners (the spikey crystals) from loading their hitboxes when they come onto the screen, preventing them from having a hitbox when they should. It works with electricity too, but is not practical to do this for every spinner because 1) there are three different "colours" of spinners, and you can only stun one at a time, and 2) pausing is a time loss in Celeste even for IGT.
They were only discovered relatively recently, so in the last couple years there's been a huge overhaul of TASs because they need to work out whether spinner stunning is more optimal in many rooms with spinners, hence the mindblowing, almost 20 second timesave compared to the any% TAS 2 years ago.
@ashleytheasteroid6444 ah, that's the stun mechanic people are talking about
why did you exit chapter 2 at the start of the awake checkpoint
sub 20 possible surely
Why the save reload at Awake?
Why do you do 5&6B?
wonky speed tech
14:38 wtf is going in that room
why does the pausing start so far before touching the spimmers
also why pause at all in the middle of the temple section of ch7 with no spinners in sight
Spinner stunning keeps unloaded spinners from loading, it doesn't unload spinners that are already loaded, which means you have to start stunning before the spinners get into view of the camera (or immediately upon room entry, but idk about that last part, TASser input needed)
Im sure it could be possible to get sub 19 in the future! Lets just use the assist mode
why is the TAS pause spamming?? does it have any other benefits than just being able to go frame by frame?
Basically pausing on certain frames can allow you to phase through Spinners.
What I learned from this run: my silly little tricks that would never be used in a real run (I can never even execute them properly) are used in the WR TAS.
Edit: also what the hell was that just phasing through spinners at the start of 6A?
just gm+4 overall
What spikes?
how does the tas go that fast, and how can i go that fast as well
A lot of ultras, delayed ultras and cornerboosts. There are a lot of human-viable modded maps that let you achieve these speeds, but most of them need at the very least the ability to chain ultras.
@@ashleytheasteroid6444 aah i see, never able to attain this speed in game
somehow this doesnt look as insane as i remembered it
What is spinner stunning? surely it isn't the one where you wait hundreds of hours, right? it has to be a different tech
this spinner stunning is where you pause very rapidly on specific frames, which prevents the spinners from properly loading, and therefore allows you to pass through them.
@DailyDoseOfCeleste Oh, that's really cool, thanks.
It's the same as the one where you wait hundreds of hours. Spinners are only active on certain frames. Normal people wait really long to break the timer so some deactivate. TAS can just do frame perfect pauses to always move when they're deactivated instead.
:) 🏳️⚧️
"Average person runs at relativistic speeds" factoid actually just statistical error. Average person runs at 8 mph.
TASeline, who breaks several laws of physics, is an outlier and should not have been counted.
goofy.
Meh, I could do that
Ok
I’m sorry but not talking to Theo invalidates this entire run
I can do this faster for sure
secure will beat it