file iMacmatician's videos

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29 Jul 2011 22:27 #451
Marble Blast Levels 15


Done a while ago, just got to uploading it.

Grand Finale (38.77): Remember my 39.82 here (
) from April 2009? Well, I decided to revisit this path, and you know what? That tornado fling after the 4th gem isn't actually needed, I can just jump on the purple part (seems to take about the same time). General skill improvements allow me to gain a second on my old time.
In case you're wondering, I never tried that possible edge hit tweak…

Hop Skip and a Jump (8.09): I've wanted to get a good run on this for about a year. I tried the edge hit method that I used to get a 8.05 two years ago (by sheer luck) and a slower version of the WR path (got me 8.15 max). I decided to revisit the really old path as an alternative. At first I did that just so I could see how low of a time I could go by just doing one jump at the start pad (due to the shape of the level, you usually need 2 jumps (and the subsequent edge hit) to get sub-8.2x. A few surprisingly good times (I got either 8.26 or 8.23) prompted me to try the 2 jump method and after a while and some annoyingly close misses, I got a 8.09.
Note: This path is the fastest path (that I know) with big marbles, I think I have a 7.8x with the BM3.

Marble Playground (41.36): Another case of old path (the ~45 second one) with new tweaks and skills. Just watch to see the cool path modification!
Note: There are (obviously) two variants of the path tweak, I think this one's slightly faster.

Mini Mountain (5.11): I adjusted camera angles to minimize camera turns (which is necessary because keyboard is slow with the camera turning), and I got a decent run on the scenery pole wall-hit path.

Keep on Rollin' (5.57): Finally was able to do the wall-hit path. I don't jump on the wall-hit though (can't do that yet). I really like the speedup after the last jump.

Basic Agility Course (28.85): General improvements all around compared to my previous video of this level.

Powerup Practice (40.90): I always wanted to do the get 6th gem with Helicopter and get to 7th gem without an intermediate bounce, but could never do so. Well, now I can, and combined with a wall-hit at the end (which could be done better), it saves 2 seconds.

Perplexingness (42.19): I could never get better than a mid-high 4x (the Helicopter bit is surprisingly hard) until I tried a bit harder.

Lightning Ice (1.96): Tried this level for the first time. I can't get better than 1.95 without a different start.

Trap Door Extreme (8.13): I had to work to get the jumps right. It could go just under 8.00 with the right jumps and positions. I also had to work to get the .rec working.

Volcanic Chasm: One of those levels I was horrible at for a long time but then got a lot better at. The TM catch is my best. The mine doesn't propel the marble as much as I thought it would (I guess I'm too used to nukes). (This .rec also screwed up many times.)

A time can be beaten, but a path can't be rediscovered. The best path stays forever.

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29 Jul 2011 23:11 #452
Nice video, I really like the path for Marble Playground!

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29 Jul 2011 23:24 #453
Okay, yeah, I just looked through my iTunes Library playlist of my Marble Blast videos and I realized I have 3 more videos (from April I may add) I never uploaded.

Marble Blast Alternate Paths


Marble Blast: No Jumping 6


Marble Blast: No PowerUps


Also, here's an update on No Gems: The Second Compilation.

10 levels to go! Out of 134 levels I have 10 more (besides IC levels) that I definitely plan on doing/redoing.
    Treacherous Path
    Catwalks
    The Ultimate Friction Challenge
    Frictional Ascent
    Learn the Time Modifier
    Siege
    Icarus
    The Tale of the Tall Skyscraper
hidden
hidden
That's the hardest 7.5% though, and how long it takes to get through those levels will determine when in September I'll finish this compilation.

A time can be beaten, but a path can't be rediscovered. The best path stays forever.

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29 Jul 2011 23:34 #454
First two are amazing. You really had a lot of paths on Michael's MBP Adventure; did you consider using the halfpipe to get higher and higher until you reached the finish platform?

Third video is private.

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29 Jul 2011 23:42 #455
Really liked them! Nice surprise for you finding it!

and yes, the third one is indeed private.

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29 Jul 2011 23:43 #456
TTotTS totally being traplaunched. 3rd vid is privatised.

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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30 Jul 2011 00:48 #457
First two vids were amazing!

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30 Jul 2011 00:51 #458
Sorry about that. Made public now.

A time can be beaten, but a path can't be rediscovered. The best path stays forever.

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07 Sep 2011 00:29 #459
An update on No Gems: The Second Compilation:

I'm finished! Well, basically. I finished the last non-IC levels today and now all I have to do is to record the .rec's, look through and see if there are any IC levels (or others…) I missed (and do them if there are), compile the videos, and release them onto YouTube. Expect to see the videos on YouTube in a week or so.

Anyway, as a teaser before the release, I have a list of superlatives for my runs, like Matan has for the WRR3.

List of superlatives

Dumbest Edge Hit: Plumber’s PortalSmartest Edge Hit: Marble Playground, Michael’s Final AdventureTraplaunch of Heaven (doesn't mean easiest): The Tale of the Tall SkyscraperTraplaunch from Hell: Skyscraper**Most Creative Path: MMG: Icichole, Mastering the MarbleMine/Nuke usage: Twisting the Night awayBest Time Travel Catch (not lowest catch): Marble Agility CourseAlignment Madness: Take the High Road, AcrobatUnexpected Path Tweak: Mudslide, StaminaCollision Boundary Overuse: King of the Marble, Pink-Fold MazeMost Annoying Path: Catwalks*, Strategy ClimbBiggest Improvement (short/medium levels): SiegeBiggest Improvement (long levels): Bouncing Fun!Jaw Drop: Platform Race 2 (if you haven’t seen my run of it in NGC1), Morph, Mastering the MarbleThe “I skipped most of this level” award: Space StationThe “I couldn’t skip any of this level” award: DespairThe “I used a With Gems run for this level” award: Leap of FaithThe “Final Time: 0.00” award: Tunnel VisionUnbeatable Very hard to beat run: Take a Stroll..., Diamond Seeking Fun!, Tunnel Vision ), Sand Storm
* Path that was succeeded by another path
** Path that I was not able to do

Also, another video.

Marble Blast Levels Collection


As the name implies, this is a collection of levels, some done for a fast time, others with some form of alternate path.

Upward Spiral (14.04): The old WR path. I missed a surprisingly large number of 13.xx's before I had to settle for slightly over 14.00 seconds.

Acrobat (31.78): The full path; I touch every platform in order, including the first one again. Included because of the edge hit on the 3rd platform (at a slightly different angle it can go straight into the launcher).

Dive! (14.03): In December of 2008, after a 1.5-hour marathon, I got a surprise 14.24 on Dive! using the loop exit + bottom finish path. I got no finish using that path before or since. Indeed, the only reason why I finished this one was because I got an edge hit on one of the poles at the end. Recently, I decided to do this path again, and definitely try to get a good run. I did, after some time (and this time using the slightly faster way of no edge hit).

King of the Mountain (21.86): It's been a hobby of mine to use one of the two full paths (the second one isn't really a full path, but is close) of King of the Mountain to see my general improvement over the years. Here I have the full path on video, although unfortunately the .rec fails at the end.

… (16.60): The other full path, this one uses the Super Speed at the end instead of the Gyrocopter (so it's not really a full path), but I prefer this one because it's easier to do.

Mini Mountain (9.30): I explored what to do when I do the level Mini Mountain with the condition that I get the Speed Boost first before getting any other item. This is one way. The jump from the Speed Boost area to the rest of the level isn't as easy to do as it may look.

… (9.37): Another path. Both of these paths can go sub-9.

Winding Steps (20.88): I was in a jumping mood for the days leading up to this run.

Batlements II (24.67): I saw Pascal's 27 second run of this level, and I recalled getting 27 seconds (higher than Pascal's) on this level some years ago. I realized that I could probably shave off 1-2 seconds on my old time using my current skills. So I did, and with additional small tweaks (of Pascal's and mine), I got 24 seconds.
I wonder if it's possible to get lifted up with the fan high enough such that the marble can reach the Super Jump on the trapdoors. That may be able to get 17-18 seconds.

FNMN 0 (5.11): Forum's Next Marble Ninja (?) 0. It took me a while to get 5.11, although I think I can get 5.0x with a lower edge hit.

Marble Melee Primer (14.07) [GG]: Marble Melee Primer with the GG marble (same size as MBU's). This path is (I think) also possible with the regular marble.

A time can be beaten, but a path can't be rediscovered. The best path stays forever.

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07 Sep 2011 01:57 #460
Can't wait for the no gems videos! Your newest vid was great btw.

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07 Sep 2011 03:07 #461
Amazing video! I especially liked the Acrobat run. Looking forward to the No Gems Compilation 2!

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07 Sep 2011 07:16 #462
Jaw-dropping.

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07 Sep 2011 09:52 #463
very nice job!

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10 Sep 2011 21:21 #464
No Gems: The Second Compilation (1. Marble Blast Gold)


After 11 months, I have finished the second compilation of No Gems videos. Here, you will see the first video of the compilation. (Apparently I'm still limited to 15 minute videos. That will give I think 5 parts (MBG, MBP Beg/Int, MBP Adv, MBP Exp, Bloopers + alternate paths.)

In this video you'll see many new paths and for the levels that kept the same path from NGC 1, a healthy speed increase. You also get to see the current Leap of Faith (With Gems) World Record, as the path is the same as the best No Gems path.

When I mentioned that my trailer was made in the style of the MBG WRR2 final trailer, that was a subtle hint to the composition of the videos (not counting the short clip of Platform Mayhem). I purposely used videos of runs that were already beaten or would be beaten in the trailer. You can see the improved run of Money Tree in this video, and improved runs of the other levels in the next videos. (Unfortunately, my plan backfired slightly, I wasn't able to beat my Skyscraper time (the new path proved harder than expected).)

Comments on some of the runs:

Marble Materials Lab: I shaved off 0.03 by not turning the camera at all (after the initial turn) for the entirety of the run.

Tri Twist: This path was surprisingly hard to do, the alignment has to be close otherwise you will miss the finish one way or another.

Marbletris: Surprisingly, I found out that using the Super Speed is actually faster (0.06-ish) than using the Super Bounce to go directly to the finish.

Marble Playground: One of my favorite MBG No Gems paths. I attempted it for the NGC 1 but wasn't able to (I had bloopers though). The start is a little slow because that gives me better control over the marble at the Super Speed part than with a perfect start. It's 0.2 seconds faster than the direct path, which just goes to show that sometimes a long way is the faster way.

Take the High Road (2.41, there's a mistake in the caption): This level was very annoying because you have to get the alignment perfect for a 2.41 (I got the time twice, once when not recording).

Money Tree: Awesome traplaunch because it pushed me towards the finish not away from or straight up like most traplaunches from that point.

Leap of Faith: I used my MBG recording and removed the gem from the level. I have a delayed start because that puts the marble where it needs to be for the rest of the level. When I hit the bottom platform I hit it away from the edge. That's very rare because usually I hit it on or close to the far trim (if I hit it) or miss it completely (much more common).

Stepping Stones: There's a path for this level which involves a delayed start and an edge hit on the second stepping stone. It is probably faster than the start pad trick path but it's surprisingly extremely hard to do (I only got it once, for a 1.84).

Skyscraper: This is a great run; it's the best TT catch I ever got using this path. But the best path is one of two 4.xx paths. They each involve getting the TTs first, then the Super Jump, then quickly get to one of the two available trap locations (more information in the bloopers and alternate paths video) and then trap to the finish. Either trap is very hard, I've only gotten to the finish once per location, and neither of them were in a real run.

Escher's Race: Notice the hard (as in opposite of soft not opposite of easy) edge hit? That saves ~0.04 second.

Will o' Wisp: This path is a product of some path exploration I did early on in the making of this compilation. Originally I could get the TT at 8.7-8.9 (I had a final time 9.16 run), but I retried it at the end (this was the last run I did for NGC 2) and found a tweak at the Gyrocopter part (and improved the part before it) so I could get the TT at 8.2-8.4.

Siege: There are two types of launches that are good for this path: the launch that gets 5.2-5.3 and the launch that gets 4.7-4.9. The problem with the latter type of launch is that you don't have much room to spin the marble back and so what happens if you even get to the TTs is that you get knocked off one way or another. I had two ways of overcoming that problem: edge-hit and try to stay on the TT part, or spin towards the 2nd TT so that the marble hits both TTs, falls off, and then try to get to the launcher as quickly as possible. This run is special because I didn't need either tweak, I was bumped up at an angle closer to the TTs than usual.

Acrobat: The other level of precise alignment. Even with a Super Speed generous space to finish, it's surprisingly hard to get the precise positioning required to finish. Here I also used only forward and backward where possible, because if I'd use left or right at the launch, I would Super Speed at some unpredictable angle.

Mudslide: The bumper hit was unexpected, but it looks to save at least 0.02 over just the edge hit.

Pipe Dreams: Had this path idea for a while but only recently got to doing it. The edge hit can go lower too, and even into the second tube.

Daedalus: Another of my favorite No Gems paths. The coolest thing about this path is that I go outside the level right after getting the first TT. I wonder if this path can be extended for a With Gems run without the time restarting.

Icarus: This level seems to have something against me because I've tried the mid-5 path (same as the one you see plus a Super Bounce at the edge hit) for hours for both compilations, without success (but I have close misses). Couldn't get sub-6 on video with this path either, but at least it's an improvement over the NGC 1 video (6.08).

Songs:
Nightwish - FantasMic
Nightwish - End of All Hope

————————————————

Q&A regarding No Gems: The Second Compilation

Q: Why did you decide to make a second No Gems compilation?
A: The first one was getting rather long in the tooth, especially because many of the long levels were not done particularly well.

Q: When did you start and finish the No Gems compilation?
A: I started on October 8, 2010 with a recording of Battlecube (2.66) (which was beaten since then). I officially finished on September 6, 2011 (11 months later) with a recording of Marble Playground (3.87), but I did a few runs afterwards, my actual final run was Will o’ Wisp (8.43) on September 9, 2011.

Q: 11 months, why such a long time?
A: I had schoolwork and other things which meant I couldn’t spend a lot of time per week on average on the NGC 2. Also, I wanted to still have ample time to work on the levels (the NGC 1 was a bit rushed).

Q: Why did you make a No Gems compilation to begin with?
A: No Gems makes levels shorter, simpler, and easier to do. At the time I made my first No Gems compilation, using No Gems was the only way I could do a compilation of most of the Marble Blast Platinum levels.

Q: Doesn’t removing all the gems from a level make the level really easy?
A: Depends on the level. Levels with the finish pad right next to the start pad obviously become trivial. Many levels end up at an easy to moderate difficulty range, in that they are easier than the levels with gems but aren’t so easy it’s boring or IC-dependent. There isn’t a level where the best No Gems path I know of is definitely harder than the With Gems WR path, but some paths (Skyscraper and Icarus, maybe some others too) are very hard. Skyscraper I’ve spent 6 hours or so on the 4.xx path without success, and Icarus I’ve spent over 10 hours on the mid-5 path with the same lack of result. Leap of Faith and Despair use the same paths for both No Gems and With Gems.

Q: Is this compilation a WR Rampage?
A: No, it’s not designed to be a WR Rampage (except for the Leap of Faith run for the MBG WRR3—that’s why that run is in MBG), and it isn’t. A WR Rampage has higher standards of run that this compilation lacks. The NGC 2 is meant to be a full compilation video showing paths and runs of levels done without gems.

Q: Okay then, are the runs all PRs at least?
A: Most of the runs are personal records, but not all of them. For example, I didn’t bother to match PRs on the numerous IC levels in the compilation, because not only might I not be able to hit PR with the PC I’m using, but even if I did, it wouldn’t really make the run any more enjoyable to watch. The only non-PR worth mentioning is Icarus (6.03), the PR is 5.94 (same path).

Q: How many runs from the NGC 1 did you beat?
A: Most of them; all runs with the grey/rainbow striped marble and black and blue marble were made after NGC 1. The runs from NGC 1 that aren’t for IC levels or Tunnel Vision that I didn’t beat are Skate Park (2.79), Pinball Wizard (1.57), and Arch Acropolis (2.52).

Q: Why do you have 5 different marble skins?
A: I change marble skins each year (I don’t replace one skin with another, I keep the old skin, put the new skin on a different default marble, and switch to that marble), so I have a high-level visual record of what run was done when.
Default MBG marble: MBG on Mac, January 2005 - Q1 2006, March/April 2008 - current
Rainbow marble: October 2008 - June 2009
White marble: June 2009 - August 2010
Grey and rainbow striped marble: August 2010 - August 2011
Black and blue marble: August 2011 - current

Q: Why did you do some runs on the Mac?
A: I did a few runs on my Mac (you can identify them from the lower (1152x720 vs. 1280x720) resolution, lower frame rate, and frame counter on the bottom left) because MBP on it has better camera turning (with the right display settings) than the PC (Eye of the Storm and Michael’s Final Adventure necessitated it). In Bouncing Fun on the PC, there was a weird lag at the first Helicopter part which doesn’t happen on the Mac. Siege I used MBG on my Mac since that is the only configuration I have access to that can do that path.

Q: Did you find all the paths yourself?
A: Since I’m the only one who has done a large No Gems compilation, I by necessity found most of the nontrivial paths. However, there are some that aren’t mine, such as Acrobat, Pathways, Rolling to Eternity, and Speed Attack.

Q: Which level had the most path changes?
A: Counting both NGCs, it would be Catwalks. There was the first path I used to finish the level without diamonds, and then 6 new paths / large tweaks afterwards. A number of other levels have 5 new paths.
The average number of path and large tweak changes across both compilations is MBG Beg/Int: 0.95, Adv: 1.82, MBP Beg/Int: 1.44, MBP Adv/Exp: 2.24.

Q: What’s a “large tweak”?
A: I divide paths and tweaks into three major types. I haven’t precisely defined the divisions between the types (yet), but it goes something like this.
1. Path (or large path): A significant change in how the level is played.
2. Large tweak: Most of the same general route, but a significant change in form within or related to the route.
3. Tweak (or small tweak): A minor change that affects only a small portion of the route.
Example 1: Ramp Matrix (with gems). Old 20 second path to newer 19 second path: New path. Newer 19 second path + Super Jump trim hit: Large tweak. Ending jump tweak: Small tweak.
Example 2: Icarus (no gems). 5.9-6.1 second edge hit path + Super Bounce on edge hit: Large tweak. Change to 6 second edge hit path on the other side of the level: New path. Change the start jump pattern: Small tweak (could be large tweak if it makes a significant difference later in the path).
The divisions also depend on the size of the path, so changing the start pattern on an IC level could be considered a new path, but wouldn’t even be considered a small tweak on a long level.

Q: Why are the light greens in the video (and to a lesser extent, everything else) so bright?
A: Apparently, a side effect of FRAPS (on the computer I use at least) and the export process. (This shows up in my other videos too.) I can’t change the brightness/color too much without making the colors wonky.

Q: Why didn’t you do MBP Director’s Cut or custom levels? Your first No Gems compilation did.
A: I didn’t do those sets of levels because I didn’t want to work on too many levels.

Q: Are you going to make No Gems compilations of other mods?
A: I am planning a No Gems compilation for Marble Blast Advanced, which won’t be released earlier than January 2012.

Q: Are you planning to make a third No Gems compilation?
A: I have no plans for one. What’s more likely is a few occasional No Gems videos with improved runs, since any improvements now are likely to be quite incremental over time. (After the NGC 1, I planned to make a number of runs 4-5 months after the release of NGC 1, but that plan never came to fruition. ~9 months after that, I evidently made a new plan to just make a new compilation.)

A time can be beaten, but a path can't be rediscovered. The best path stays forever.

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11 Sep 2011 00:35 #465
Epic. 'Nuff said.

Normally I'd question some of those times but because you're iMac I won't.

I love you, but your attitude is like that of a shrew. Your options? Take a pill or be my kill. Might I suggest that you wear a vest. Perish in class or be banished to the land of bluegrass, where dreams don't exist as you'll be eternally pissed.

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11 Sep 2011 04:19 #466
Excellent runs, there are a few favorites that I can easily select. The edge hitting quality is fantastic.

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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13 Sep 2011 21:00 #467
No Gems: The Second Compilation (2. Marble Blast Platinum part 1 [up to Ultimate Tree])


The second part of No Gems: The Second Compilation. I originally thought that the MBP portion would require 3 parts, but with the right division I only need 2.

Notes:

Ramps: The right jumps in the right places give a direct path to the finish that saves time over other paths.

Hazard Loop: One of the most perfect starts I've ever done.

Spin Practice: Probably the first totally new path I found for NGC 2, it also gets the Easter Egg.

MMG: Icichole: The sweet path I found for NGC 1 (and dedicated it to JRONI) gets a tweak that catches the TM to save 5 seconds. Can go sub-3.

Take a Stroll...: I thought my 2.87 TM catch (seen in my 4.26 run of the level With Gems) was impossible to beat. Looks like it wasn't.

Roll Like the Wind!: I forgot to have a strangest path category for my No Gems 2 superlatives, if I did, this path would be it.

Powerup Practice: I thought of this large tweak (the wall-hit at the Jump Boost) while making NGC 1, but wasn't able to do it back then.

Wall Master: A path that requires a lot of precise alignment because it is so easy to miss the finish by such a small amount.

Astroflight: A path I used the direction of the Speed Boost depends on the angle of the surface method.

Floor Climb: I found that getting the TMs first was faster than going straight to the finish. Also you have to be quick to get to the Jump Boost and to the finish without the time restarting.

Perplexingness: Originally I started by not jumping at Go and jumping once I hit the green, but that approach makes it very hard to get an edge hit high enough to get to the next part of the level. Then I tried jumping at Go and as you can see that tweak gives enough additional speed so the marble goes higher than necessary. That tweak and the accidental edge hit at the end save 0.8 second.

Pink-Fold Maze: A weird path I thought of when I wondered if I could get to the TM and stay on after just one Gravity Defier at the start instead of two.
In this particular run, I thought I wouldn't hit the 2nd Gravity Defier, but I somehow did.

Orange-Fold Maze: Kept messing up 1.18's because of the time restarting and GDs activating when I didn't mean to cross them.

Platform Race: I had a 13.35 I was going to use, but then I wondered, could the epic finish sign hit path I used for No Gems 2 work here too? I didn't see any reason why not, so at the end of my work for the compilation, I tried doing that. I couldn't get the right angle with the marble on the side of the platform closer to the start pad, but when I tried it with the marble on the far side of the platform, it was much easier to get the right angle.
I remember on one run, thinking, I could have hit the finish sign if I moved the marble back a little bit. I did that for a run soon after and to my surprise and delight, I hit the finish sign and finished with the run you see here. Even more epic than the Platform Race 2 run IMO.

Fighting Slopes: Used two sign hits. The second sign hit was a little slow, compare with the one in NGC 1 (that one was really good!).

Slippery Steps: I don't know what happened, it took me an hour to get a working edge hit for NGC 1, and while recording for NGC 2, I got successful edge hits every few minutes.

Slope Madness: I had a 0.99 in NGC 1 just by moving backwards and getting the TM. I tried jumping at Go and getting the TM, and to my utter astonishment, this path was faster than the other path!

Crash Course: The jump before the finish was very hard to do.

Beach Party: One of the last runs I did. I was fooling around with the level and got a 1.56 on the TM (I had a 1.57 No Gems run I was planning to use). Surprised, I tried the level again, got a 1.51 (I think) best time. Then through either accident or deliberate path changing, I didn't jump on Go but instead activated the Speed Boost right away. That saved time.
Note: I think the solid for the finish sign is rectangular, not curved to the shape of the sign. That's why it's so easy to do a finish sign hit from that angle.

Platform Race 2: I lost my 6.51 run for NGC 1 (plus a number of other runs which I had to redo right at the end, such as Recoil Training 3.81). I re-did it for a 6.64, which can be done better but I didn't really want to do it again.

Frictional Ascent: It's possible to get nearly to the grass platform (near the Jump Boost) by using just one run-up on the ice half-pipe. However I never actually got to the platform; the white trim stuff always gets in the way (you'll see what I mean if you try it). I had to use two run-ups instead, although if you are really good you might be able to get enough height with one…

Treacherous Path: If NGC 2: MBG was the hard edge hits, otherwise easy runs part of the compilation with regards to edge hits, this part (NGC 2: MBP part 1) is the sign hits part.

Combo Course: Weirdest sign hit. I kept getting 8.1-8.4's on the TM, anything less (even many 8.1-8.2's) and I couldn't stay on the level. But on this run I evidently hit the sign(s) right next to it, which kept me on the level. The TM catch is at least 0.07 better than probably any other catch I got, staying on the level or not. And if you're wondering, the Jump Boost is required, otherwise you don't get high enough to finish. You could use the Helicopter like I did in NGC 1, but from this height (in the path for NGC 1, I dropped onto the Helicopter from a lower platform) you usually go too fast too high.

Songs:
Nightwish - Whoever Brings the Night
Muse - Resistance
My Chemical Romance - The Only Hope for Me is You

A time can be beaten, but a path can't be rediscovered. The best path stays forever.

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14 Sep 2011 01:14 #468

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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14 Sep 2011 01:23 #469

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19 Sep 2011 00:25 #470
No Gems: The Second Compilation (3. Marble Blast Platinum [from Strategy Climb])


The third part of No Gems: The Second Compilation is up! Bloopers and other paths (the final part) will take a week or two.
If the first part was hard edge hits and the second part was sign hits, the third part would be easy edge hits in hard/long paths.

Notes:

Strategy Climb: This level pissed me off more than any other level (Catwalks alternate path was very close though). The reason being every time I hit the Speed Boost I would always go to the left or right, missing the finish pad, sometimes by less than a marble's diameter.

Morph: One of my favorite paths in the NGC 2.

Frictional Battlecube: Probably my oldest recording in the NGC 2, since it's very hard to get a 1.24 (even 1.26 takes quite a bit of work). I've actually gotten 1.23 once or twice, but that's near-impossible.

Stamina: I wanted a traplaunch that would shoot me towards the goal, not directly upwards. Well what do you know, I got one. But if you look closely, it actually went upwards, it just edge hit the sign thing with the triangle on it. Well, it doesn't matter, the end time is still a big reduction from straight up launches.

Tunnel Vision: Notable for being the only level in MBP (unless you include Learn the Time Modifier [Big Marble 3] and Gravity Shaker in DC) to have a 0.00 No Gems time.

Helicopter Monster Course: Had a 4.46 but when compiling the video it was too long for the songs I had, so I decided to redo it (plus I already knew I could go 4.3x). One of the elapsed time savers I had was going straight to the TM above the nuke rather than going for the high TM after the first part of the course then nuking to the nuke TM (it's also a bit easier). My catch here is the 2nd best TM catch I got, the best is 4.28.

Recoil Ultra Course: Recorded this one right after HMC 4.29. I thought I tried the start pad trick last year but didn't get a better time than 2.51…

Bouncing Fun!: Had a 7.45 but discovered an edge hit timesaver so I redid the run. That run was a bit sloppy anyways. In a number of my practice runs I went too high with the Helicopter launch at the end and went above the finish, but this time I went too low and wasted 0.1 seconds on the clock. (This run is still better than my 7.45, even if you exclude the edge hit.) But be thankful I even redid this level, since it was after my official end of recording for the compilation and I was going to use my older run.

Speed Attack: Messed up tons of runs because I couldn't get the marble to escape those magnets. This time, I did and in the run up for the Speed Booster launch, I started jumping too late and got only one jump in (I generally get 2). I thought oh no this run is wasted now, but the launch was actually perfect to get to the finish!

Platform Mayhem: Jumping at the TM catch apparently gives a little more backwards force and helps me stay on the platform better, allowing TM catches of up to 0.03 lower than otherwise to still stay on the platform.

Arch Acropolis: Used my NGC 1 run because this edge hit is strangely ridiculously hard to do.

Catwalks: I'll tell you more about this level in the bloopers and alternate paths video, but suffice it to say here that the edge hit + double Jump Boost path is a more than acceptable alternative to what could have been.
The double Jump Boost is strange though. I tried it a while ago but couldn't get it all the way to the finish. I tried it again more recently and I found that some boosts can actually get me to the finish, but most can't. (This one was a bit too high.)

The Ultimate Friction Challenge: I can't do that awesome sub-20 path, but I added in an edge hit so you wouldn't be totally bored with this run (plus it saves a few seconds). Also the longest elapsed time video. I had two runs of this level that were all good right up to the finish part. I hit the scenery pole and then hit one above it on the rebound, then went OOB. Pissed me off a lot and on this run I made sure I pressed forward to get myself out of the location of the second scenery pole.

Mastering the Marble: My favorite path of the entire NGC. Let's see here… interesting way to get to the ice, fast edge hit, checkpoint abuse + running (more like falling) TM catch, and shortcut to the end.
It's ironic that a level that I couldn't even do No Gems when I made the NGC 1 (it was omitted in that compilation) has now become the level which possibly the best path of NGC 2 was created on.

Songs:
The Rasmus - First Day of My Life
Nightwish - Wanderlust
Nightwish - Astral Romance

A time can be beaten, but a path can't be rediscovered. The best path stays forever.

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19 Sep 2011 03:15 #471
Great job all in all, as I said on YT I believe you could've done much better on 2 levels (plus more epic looking because they're harder to execute) but otherwise really really good.

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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19 Sep 2011 03:19 #472
Very well done.

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20 Sep 2011 06:54 #473
amazing job

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27 Sep 2011 19:59 #474
No Gems: The Second Compilation (4. Alternate paths and bloopers)


Bloopers and alternate paths are up! Unlike in my other videos of this type, I haven't separated the bloopers from the alternate paths. The reason for this lack of distinction is that some bloopers are of alternate paths that I weren't able to pull off.

Comments:

Skyscraper: Here you see the two variants of the 4.xx path I attempted to do. Either one will theoretically get you to the top, I've gotten traps that went to the top, but neither of them were on a proper run (for example, the 11.56 you see here).

Icarus: If only the finish trigger was higher…

Roll Like the Wind!: If you get the right edge hit on the Anti-Recoil, you can go into the hole on the other side without having to jump on the level beforehand. The problem with that tweak is that the marble goes at too steep an angle to hit the finish trigger, so I haven't been able to finish in any of those runs.

NëonTech: One of my earliest No Gems paths. Back when I first tried it (mid 2009), it was very hard for me to get the edge hit (plus I quickly came up with easier and faster paths). Now the edge hit is the easy part; getting a low TM catch and low final time are harder.

Despair: In my previous part I noted that I thought Mastering the Marble was the best path in NGC 2. Well, if this path worked, it would probably be the new best path. But unfortunately if I don't get a run like this that doesn't go nearly as far enough, I go too high and go OOB. (It should be noted that this path doesn't seem to shoot the marble as high as a traplaunch.) I also tried nuke hits, but that doesn't really work, since the scenery poles are constantly in the way.

Catwalks: Here is my 32 second path that I spent 4 hours on, got nothing, and then gave up. The edge hit is much harder than it looks. As you can see from one of the bloopers, I missed a 32.3 (and no I wasn't doing another edge hit on the steps earlier in the level).
And before you ask, it's either not possible to Jump Boost directly to the finish or it's very very hard. The additional leftwards movement required for that means that you don't get as far forward as you need or you don't end up as high as you need when you approach the position of the finish platform.

Mastering the Marble: Sign hit I used before I found that scenery pole wall hit trick. Much easier than it looks. And just to note, this clip is from a successful run.

Song: Megadeth - Symphony of Destruction

A time can be beaten, but a path can't be rediscovered. The best path stays forever.

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31 Oct 2011 18:01 #475
No Gems: The Second Compilation Update 1


No Gems: The Second Compilation gets its first update! This update is just 4 short levels using new paths.

Ramps (2.15): After watching my 2.23 I realized I could change the jump pattern and probably save time. Actually testing the path confirmed my suspicions.

Spin Practice (2.42): I had originally tried my 2.48 path with a start pad trick but it seemed to be slower. Recently I tried that again and I found that with just the precise route I could go 0.02 or so faster. It was too hard to do consistently, so I searched for another path and got this one.
Note: I generally do an edge hit after the TM, since a wall-hit will not get me high enough to finish, but this one is a unique edge-hit/wall-hit hybrid that also works.

Gym (3.43): Using asuul714's starting method saves me 0.06 second. (I also used it in this video's run of Spin Practice.)

Quaked Path (3.23): Here I saved almost an entire second of time. I wanted an edge hit at ~1.57 but wasn't quite able to do so.

Marble Blast Levels 16


Diamond Round-Up (alternate path, 13.49): I used to hit the finish sign on the way up but then found out hitting a scenery pole saves 1 second.

Mountaintop Retreat (no edge hits, 10.54): I was surprised that it was possible to have only one hit on the platform at ~3.37 (previously I always used two). The final time approaches slow runs of the level with edge hits.

Par Pit (51.30): Remember my path in my 57.67 video? Well, it got modified significantly for this run. I was a bit slow at the end because that part is very annoying (I get it maybe once in 20 tries).

Michael's Final Adventure (4.36): Annoyed the heck out of me because I would fail so many times in so many places.

Song: Nightwish - Dead to the World (both videos)

A time can be beaten, but a path can't be rediscovered. The best path stays forever.

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31 Oct 2011 19:07 #476
Magical!

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01 Nov 2011 19:49 #477
very nice!

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18 Dec 2011 03:46 #478
The Ultimate Marble Speedbump(s) (9.73)


I found this path over 2 years ago I think and got a 9.8 or so on the level. Then I mostly forgot about it until Matan uploaded his Marble Blast Fubar Extra levels video. It took me quite a while to find the tweak required to get sub-10. The key is to activate the second Speed Boost as early as possible by making the wall-hit as low as possible while still going over the Learn the Super Speed interior immediately afterward.

Note 1: The precise place on the platform with the diamond on it that the marble hits is crucial. Too far towards the wall and the marble will not be able to go up enough to hit the wall; it will fall in the hole below it. Too far from the wall and the marble will miss the diamond.

Note 2: There are several large tweaks that will get the marble to the x-y location of the finish faster, but despite everything I tried, all of these large tweaks moved the marble either too low or (way!) too high to hit the finish.

Note 3: This level is the custom level that is 90% a bunch of Learn the Super Speed interiors one I was referring to here: www.marbleblast.com/index.cgi?act....3&page=1#154374

Song: Neuroticfish - They're Coming to Take Me Away

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18 Dec 2011 06:17 #479
That looked effortless.

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18 Dec 2011 06:35 #480
More like 'oh, look what I just did in 5 mins'

Great job though, that was oddly easy.

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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