there's a spot in the 3rd room of 5c where you are supposed to wallbounce out of a downdiag bubble, but its very precise. i find it easier it to just jump off the top of the block you're supposed to wallbounce off of, which can also works
0:35 isnt it what games call forgiveness, where you make a minor mistake and the game is forgiving enough to give you a chance
for example in one game with no forgiveness, if you time a jump at the very edge wrong, it wont count it and youll fall off
a game with forgiveness will have a small timer for you to be able to jump in the air so then youre able to jump off of a ledge like you intend to
yes, and many believe the only reason it was implemented was because the creators of the game are Canadian
Coyote time is the technical term in game development. The lack of coyote time makes movement feel sluggish.
The name stems from the looney toons coyote. He runs off cliffs and only starts falling after a few seconds and realizing he should be falling.
Nice video, but would be better if you did a slow motion and zoom to show better the tricks.
I thought most of these are just to make the game more player-friendly, considering that it's already tough to complete for most people and the developers did acknowledge that.
The devs spent a lot of effort to make sure the game is challenging but also fair, by adding a lot of minor leniency mechanics that make the gameplay more fluid and intuitive
This is really informative! Not quite sure if I'd ever use many since I like playing casually, but it's still neat to know about these small mechanics
coyote time was just added so that people that arent really good at platforming can have a chance at beating the game as it no longer requires perfect timing
Thanks, very helpful
the ceiling pop actually requires you to be in a certain area in the pixel (iirc it was around 30% of it) to perform, this makes it very luck based
the ceiling pop in that area has a setup that makes it consistent, i just forgot about it when recording, because i'm not a speedrunner D:
and yeah ceiling pops iirc are a 1-3 frame window depending on your position, Parrot Dash has made a pretty good video about it
@@Ezel_142 aren't they always a 1f window, it's just that the frame you need to jump changes based on subpixel? so the amount of frames you hold down before jumping varies, and the jump is always frame perfect
@@_dan1715 yea, thats why parrot has a much better explanation. Mine is very basic and i didnt know as much about ceiling pops
Of course the video they show for the extended wall jump mechanic is the level I’m stuck on in Monika’s D-sides…
Thanks for the help with it lol.
That room is made so that you can do it without noticing if you're going really fast, but yeah in general that room exploits this mechanic
polska gurom
very forgiving of them
Wow ceiling pop is interesting
another name for this video could be "all of the tricks tas uses to flex on us chumps"
why didn't you do the setup for the cp?
Crumble blocks can stay for a long time if you stay on them, it starts disappearing as soon as you stop touching it.
It can stay for probably 5-7 seconds
that's true, i forgot to mention that as well, although they don't stay for that long :p
Niezły film
5:39 i remember when i didnt even know what this was and wasnt good at the game
I am no expert speed runner at all, but I think it is easier to preform ceiling pops at the #4 flag of 7B. I found myself constantly accidentally preforming them
3:45 why just not use neutral jumps?
If you need to jump between 2 walls, but you need the distance of a grab jump, this is the trick youd use
ezel
dude i didn’t understand superboosting on my first play through so i thought bumpers were just rng
I understood that holding in the direction at the start of the bounce will make you go farther and there are some screens where you need to alternate yet still thought it was more rng than wavedashing
Polska gurom
3:33 This one is actually taught by the postcard before starting chapter 4. (the wind chapter)
5:07 ok
if you're referring to madeline dashing through the spikes, that's called a demo dash. i dont know how to really explain it, but it's when you input down for a really small window (1-5 frame window i think) during the start of the dash. this makes madeline's hitbox the same size as her crouching hitbox, which just so happens to be able to fit between spikes. its a really useful tool to skip entire parts of levels
@@trystansimmonsayala9584 It’s where you dash holding down but then immediately change to a horizontal input to trick the game into dash with Madeline’s crouch hit box allowing you to be small enough to do a pixel perfect dash through a walk if spikes in some scenarios.
@@trystansimmonsayala9584 wait I didn’t press read more I didn’t realised you explained it oops
great video but wheres the demodash?
I think demodashes weren’t intentional when they designed Celeste. They just didn’t patch them out cause they’re so cool. Plus there are tons of demo dash tutorials out there
@@randomclustermissile8701 they're canon now, there's a room in farewell you can only get in with a demodash
@@gummy2bear358Nah, you don’t need a demo dash button. Manual demos still work
Are you polish?
0:40 I just jump while crouching
Hej polska
I don't know if Coyote time is an actual mechanic... I think it is an option in the menu which lets inputs be easier for stuff like this. I think you can literally turn it off. It is literally assistance.
i have played this game and have literally never seen anything in the menus relating to this, where did you get this information?
I wish I could go back to being a beginner and relearning the game. It was awesome.