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18 Dec 2011 06:38 #481
Lol I spent over 1.5 hours trying to (re-)find a working tweak for sub-10 but once I did that it was about 5 more minutes until I got the 9.73.

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18 Dec 2011 06:53 #482
Pretty much any speedrun of a short level that is made to look super 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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18 Dec 2011 14:26 #483
good job

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07 Jan 2012 03:59 #484
No Gems: Marble Blast Advanced


I am aiming to make No Gems Compilations of a number of different mods, and recently I decided to combine all No Gems videos from No Gems: The Second Compilation onward under the name No Gems Series.

Here is the next part of the No Gems Series, featuring Marble Blast Advanced! Videos are all CamStudio because for some reason I can't seem to make .rec's.

Beginner levels
Halfpipe X: I got a surprise edge hit near the end, which is cool because otherwise I may not have finished (it's possible to finish using this path without the edge hit, but there's a high chance that you'll go too far right to hit the finish).
Barkward: I got lucky on the double Super Jump, this didn't take long.

Intermediate levels
The Beast: Kinda tricky tweak at the start that saves 0.4 second.
Secrets of the Ferrie: This took a while, the path isn't optimal but it's pretty good. Apparently you have to time it right—the blue platform (not quite?) reaching the start is the reason for the marble bouncing slightly on it and therefore you can't jump off when you need to.
Convergence: The trap can't be too fast or you can't go far left enough to hit the finish pad.
Subplanedajune: It's enough to say I really like the start and the finish!
Setilo: Kinda wonky wall-hit path here.
Lasvalte: I usually average about 0.1 higher here, this was a freakishly optimal run that took me by surprise.
Jump and Aim Island: This level likes fast camera movement so I was limited by the keyboard, although I tried to reduce its impact as much as I could.
Castle Adventure: There are (at least) three methods to edge hit up to the finish, one of them you see here, another is similar to this one but gives a higher finish time, and another is part of the alternate paths. I didn't think this method (or the second) would be possible but then I remembered the jump at start method to accelerating your run.

Advanced levels
Cube Climb: Why did I not just land and jump on the small square, which the Super Jump is on? The fan still affects the marble at that point, so as you are trying to land, the fan pushed you up just enough to not be able to land. It's still possible to land, just considerably harder.
Upward Dilemma: I find these types of levels really hard. The hardest part of this one was jumping from the 4 purple moving platforms to the next part of the level. Moving too fast makes the marble slide off the platforms on the next part of the level.
Pillar of Dew: No matter what I tried, no sub-5 run ever got to the finish, the marble was always too low, too far to the right, or had too much bounce direction. It's possible to edge hit on the red rectangular prism.
Au Czde Losiou: I'm so glad there are Gyrocopters and Super Jumps...
Doomsday: I didn't do this one, the level is way too long and hard for me to do, even without gems, unless there is some quick shortcut I missed.

Bloopers and alternate paths
Race 1: No OOB 0.00 finish.
Castle Adventure: My old path for this level, making use of the (third kind of) edge hit. Even after I beat the time, I had to leave the path in the video.
Subplanedajune: My old start for this level, this is from an actual finish of 19.32 seconds.

Songs: Dragonforce - Operation Ground and Pound, Iron Maiden - Fear of the Dark

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07 Jan 2012 05:12 #485
Awesome job! There really is no path for Doomsday. The first level should have a large platform around the finish. Great trick for Au Czde.

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07 Jan 2012 05:26 #486
Jan 6, 2012, 9:12pm, pablovasquez wrote:The first level should have a large platform around the finish. There is but it's high up and the finish pad moves upwards over time. When I reached the finish not enough time had passed for the finish pad to move up to the large platform.

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07 Jan 2012 05:41 #487
I just copied all the levels from MBA into MBP, so I could add checkpoints wherever necessary.

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07 Jan 2012 06:03 #488
The pad moves, not the platform? Weird. I didn't know objects could move.

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07 Jan 2012 13:15 #489
Quote:NOTICE This video contains an audio track that has not been authorized by all copyright holders. The audio has been disabled. More about copyright

hahahahahahahhahahaha

This is why I always ask Pascal to check YouTube for all of his music to make sure its on YouTube. if it is, then he can use it. Otherwise it's muted or removed.

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07 Jan 2012 18:34 #490
awesome job imac!

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08 Jan 2012 01:47 #491
After seriously watching the video and enjoying it, I must ask why didn't you try some traplaunches. Some of them seem to be very possible.

"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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08 Jan 2012 04:43 #492
I tried a trap on Subplanedajune and I couldn't get the marble in the trap for some reason, so I just avoided traps for the most part. What levels are you thinking would benefit from traps? Plus I was low on time - about a half dozen levels were redone after winter quarter started (and would not have been if the quarter started with a lot of work).

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17 Jan 2012 18:58 #493
Marble Blast Levels 17


A short video, but all but one involves paths or tweaks I haven't used before.

Learning to Roll: Finally I decided to use the standard edge hit way without any jump pattern or so. I was a bit surprised by my time—expected 3.04-3.06.
Jump Training: Pascal's old path (or at least the one he used) with some minor tweaks. The key to this path is as low an edge hit as possible.
Mine Field: JRONI's path! Missed a much better run unfortunately.
Pitfalls: If you do this exact path perfectly, you can land past the first of the large holes on your second bounce after the second wall-hit, instead of landing just before the large hole as I did in this video. Unfortunately it is very hard to do without some kind of extra jump around the first wall-hit (which I can't do) and many attempts fall in the large hole. I got the land past the large hole tweak about 4-5 times in all my attempts at this path, but all but 2 of them fell into a subsequent hole (it's possible to avoid that hole). My top time is 10.85, using the land past the large hole tweak, and the other success was another 10.93. Best time using the land just before the large hole version is 10.92.
Jump jump jump: 2.38. Wanted to make a No Gems version afterwards but I had enough failed 2.38's for me to not keep trying. Maybe later.
Go for the Green: Surprisingly hard, especially since during practice I got it (only once) on one of my early tries and thought the path was easy. It took me quite a while to get this second success.
Spork in the Road: I had a 16.09 using one of my existing paths, although I don't know which one or what tweaks I used since I don't see how I could have gotten that low a time using my existing paths without small tweaks and a very good run. Well, I tried to beat this time using a new path. I attempted to use the WR path but with some tweaks since I couldn't do that start pad jump at the start. I found that an edge hit got me to the first gem without taking too much of a detour, and it takes about 1.5 seconds more than Pascal's runs of the WR path.
The most annoying parts of this path were the edge hit and the Super Jump catch - gyrocopter catch movement. I missed a mid-15, although I'm happy with this time because several other misses would have gotten around this time or maybe a higher time.

Song: Trans-Siberian Orchestra - Midnight (thanks calebsoong for the song suggestion!)
EDIT: Audio was muted, so I audio swapped. New song is Musicshake - Games - The Grand Design

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29 Jan 2012 00:13 #494
Skate Park (22.78)


About 2 years ago I got a 23.79 on Skate Park. I couldn't get much better than this, the best I pulled off was a 23.74 and another 23.79. The 23.74 stayed as my best time for the next two years, and while I tried occasionally to beat it, I was never successful—I would always screw up at some point or another in the run.

A week ago I decided to revisit this level, and I ended up beating my time, eventually by about a second despite constant screwups as always. There are two places of slowness in this run, one after the 6th gem (I can jump only once on the floor before jumping up to the rock, or I could even jump directly onto the rock after exiting the blue stuff) and one after the 14th gem (I can go up the slope a lot faster, but I had enough trouble not getting hit by the brown ramp-like stuff).

Wall-hit tweak after the 16th gem by Dushine. I don't know if it saves time, although I'm wondering if it's possible to tweak the tweak such that I only bounce on the 17th gem rock once instead of twice.

Song: Muse - Sing for Absolution

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29 Jan 2012 00:15 #495
Good job, but the wall hit is really odd and is much slower than just getting the next gem.

"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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29 Jan 2012 08:23 #496
Very athletic.

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13 Feb 2012 23:10 #497
[No jumping] Fork in the Road (6.18)


Double edge hit for the win!

I wanted to beat my Roll Only: Fork in the Road (6.39) run for quite some time, but I never got a low enough time for it to be worth it (nothing below 6.34 or so). A few days ago I tried again and after a few frustrating 6.3-6.5+'s, I got this 6.18.

Song: Disturbed - Ten Thousand Fists

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14 Feb 2012 03:27 #498
Sweet edge hitting!

"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 Feb 2012 03:39 #499
Amazing!

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14 Feb 2012 03:57 #500
You're better without jumping than I am with it.

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21 Mar 2012 19:40 #501
The MBG/MBP Ultra Blast Compilation


Thanks to the Project Revolution people for the Ultra Blast! I couldn't resist making a video showcasing the Blast on MBG and MBP levels. I had 3 videos planned and started before this one, but this finished first, so I'm releasing it first. A lot of levels here have much better times due to the blast. Some of the times aren't better than the top normal times, but I've included them due to the coolness of the paths.

Note for MBU and MBO players and anyone else familiar with the MBU blast: This blast is considerably stronger than the MBU blast. I'm not sure about loading time differences, although the blast can only be activated once the meter goes to about 2/3-ish of the way to the end, rather than a small distance from the start as in MBU.

The Blast does not work with .rec—the recording will not activate the blast (in fact anything besides the normal controls). So I had to record while playing, which lagged my computer significantly. I used Easy Screen Record Lite, the only recording software that didn't make Marble Blast unplayable on the computers I use. Even then, there are a couple of levels that could be improved without too much difficulty if I didn't record while playing.

There's also no visual effect when the blast is used (I don't know how to add one). However I think it's fairly obvious when it's used even if you don't look at the blast bar.

Unfortunately, I wasn't able to do Gauntlet (yet). I spent several hours but couldn't get the particular edge hit needed for a much-lower-than-9.00 time for some reason (I got a 8.94 but I didn't put it in here for obvious reasons). I'll get it one day though.

Pitfalls (10.36): It was surprisingly hard to beat Pascal's time—I had a bunch of 10.43/10.44's. I broke through that barrier eventually.

Platform Party (20.65 and 10.21): The path of the first video was found by accident. It's the closest thing MBG can get to the checkpoint glitch on MBU that allows you to get 20.xx. The second video uses the Blast before the edge hit so I can get to the edge faster. I got a bunch of misses and out of nowhere comes this very good run.

Upward Spiral (11.68): Yes, the time restarted at the end, but it was by only 0.06 seconds, and I nearly fell into a hole after catching the first TM (plus the rest of the run could have been done faster), so unless something like that happens to you, you can be rest assured you will finish with whatever time you get on the first TM.

Escher's Race (29.37): Did you know you can make the jump to the platform with the 3rd gem by using the blast?

Will o' Wisp (10.81): (Best TM catch 10.60 I think, it's kinda hard to do with the lag.) A straight copy of the MBU path except for no edge hit at the start (unnecessary in MBG) and a simpler Gyrocopter movement to the last gem (thanks to the more powerful blast).

Scaffold (0.92): In the MBU WR Rampage, Adustalarm finishes Scaffold without getting one of the TTs, because the blast lets him skip a bunch of the trapdoors and small platforms. With the PR blast, I can do the same.

Path of Least Resistance (3.16): Slightly harder than the MBU version (I've done this path on MBO) due to the mud.

Battlements (13.76): The 14.xx path only with an additional blast. My best time (as you can see) is 13.53, that was gotten by an edge hit where I apparently did a wall hit which gave a launch directly to the finish platform.

Pathways (23.54): I think of this path as another MBG version of Adustalarm's 21.xx path on MBU.

Learn the Time Modifier (0.97): (I also took the long way to show you that the time won't restart even if you take the negative TM.)

Mountaintop Retreat (8.51): The jump + JB + Blast combo goes very high, but during my real runs, I couldn't seem to get the necessary height most of the time, sometimes because I moved too far forward and so I hit the trim before I got enough height.

Roll Like the Wind! (9.36): During my recording of the No Gems Compilation 1, I tried the latter half of this path without success. Now with the blast, it becomes almost too easy….

Winding Steps (14.11): You can't go too fast on the steps after the first blast, or you won't be able to activate the second blast when you need to.

Songs: Nightwish - The Crow, the Owl and the Dove, Slowride - Building a Building.
Desktop background from Microsoft (I think).

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21 Mar 2012 19:52 #502
Great job

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21 Mar 2012 22:17 #503
I never thought of those paths. Well, maybe 1-2 I found.

Awesome Hint:

Since the Awesome Time/Score is secret, you will have to beat it in order to find out what it is. Just practice every day, and be ready to keep pressing the 'Restart' button...A LOT!

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22 Mar 2012 02:25 #504
I hope that they let people use the blast for the WRR that could open up a whole new world of possibility for paths

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22 Mar 2012 08:48 #505
Mar 21, 2012, 7:25pm, mbgaddict wrote:I hope that they let people use the blast for the WRR that could open up a whole new world of possibility for paths

I don't know whether this was sarcasm or actually being serious.


iMac: great runs, I would be interested to see this done on custom levels and more MBP levels as well (maybe other mods too? you can add the blast.cs code in main.cs to launch it afaik).

Also MBU's ice is the same as MBG's mud. Both have friction = 0.2 or something like that.

"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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22 Mar 2012 22:22 #506
mbgaddict, plus, read this:

Sept 10, 2011, 2:21pm, imacmatician wrote:
A WR Rampage has higher standards of run that this compilation lacks.

Awesome Hint:

Since the Awesome Time/Score is secret, you will have to beat it in order to find out what it is. Just practice every day, and be ready to keep pressing the 'Restart' button...A LOT!

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25 Mar 2012 22:41 #507
The MBG/MBP Unmodded Compilation


Here I decided to play unmodded on MBG/MBP (modded is default), the only way to accurately do so with default settings is a restrictive method of pressing at most one movement key at a time (this applies to the camera keys too, but I didn't really care about those). This makes a lot of things awkward, anything involving turns becomes hard to do, hence you see mostly simple paths in this video (especially the first half). For full disclosure, I may have held two keys briefly as I switched from one to another (I tried my best to not do those). Hopefully someone can do some coding or something so that the each key will go at 1/√2 of normal speed when two are pressed in the diagonal formation.

A few notes concerning some techniques.

The start pad trick: When doing this unmodded it is not necessary to slow down the marble before hitting the slope of the start pad, as long as you do a close-enough-to-perfect start. I didn't know this for a long time and when I did, I could get 0.01-0.02 better on many of the linear levels.

The jump-jump-jump-bounce-jump-jump start: You see it in at least 2 levels here. It's the closest equivalent to the jump start in MBU that I know of (that can be done easily).

Okay, now to run commentary.

Super Bounce (4.89, 3.68): The first path is the one I used for a while. It was inspired by xboxpro57's Frictional Concerns 6 second path. The second path was one I discovered later. You have to be precise with the bounces or you won't make it over to the finish part. For some strange reason, you can do a more delayed start than this one and you still won't make it over the gap (you'd think it would be the other way around).

Bumper Training (3.07): I use a different bumper and jump before hitting it because that seems to be the only way to get to the finish in a fast time.

Pitfalls (13.02): It's possible to make it over to the top part without any kind of blast, but in this case I need to do a slight run-up at the start, hence my time is about 0.5 off the best MBU unmodded times. Of course some of it could be due to the key press limitation.

Go for the Green (3.92): I remember doing a 4.11 over 3 years ago using about the same path, that was before I could do the level diagonally.

Fork in the Road (4.36): This level was annoying because it was very difficult to do the start pad trick without slowing down. I'm not sure if an edge hit near the end of the level saves time—I know that I think I got it once but finished with another 4.36.

Space Slide (3.31): Beats the modded WRR2 run by 0.01!

Obstacle Course (5.84): I use the start mentioned earlier because that's the fastest way to get to the slope afterwards.

A-Maze-ing (4.21): On my last jump before hitting the finish, I appear to do a light edge hit (which was accidental). In previous attempts I didn't do an edge hit and I wasn't able to reach the finish.

Jump Tutorial (5.50): I thought this path was impossible. I honestly thought it was not possible unmodded and with the key restrictions. I couldn't get the distance after hitting the arch to get to the finish part, no matter what I tried. That is, until I got an accidental edge hit on the part where I do a wall-hit. That changed the path of the marble enough to allow it to bounce to the finish, as you see here.

Learn the Friction! (20.43): The landing after the wall-hit was so much harder than it should have been due to the key restrictions.

Learn the Random Force (4.05): Man was I lucky on this one! Sometimes the trim hit sends you faster than normal. This was one of those times (and with some special sauce on top of that).

Byzantine Helix (9.37): The loop part annoyed the heck out of me since a lot of the time I would do a hard bounce on the start of the second loop instead of a series of smooth bounces, screwing the run. I managed to fix this problem by pulling back as I was nearing the top of the first. Also in my early runs I turned the camera to the right as I moved up the loops. I eventually realized that was completely unnecessary (unlike in a modded run, where you should do some form of diagonal for maximum speed).

Timely Ascent (3.03): If you're wondering, sub-3 is possible (my best catch was 2.98 but I messed up the rest of the run).

Divergence (5.03): I didn't do the trapdoor edge hit not so much because it was harder than the modded version, but because the key restrictions would give me much too poor control over the marble on the rest of the level. That's also why I didn't do levels like Jump jump jump. (I could have just done the part up to the TT, but I chose not to.)

Learning the Basics (10.52): Note the three steps at the top (including the top platform). Normally I land on all three of these, getting a high 10.xx. This time, I was lucky and landed on the first step, then jumped past the second for an edge hit on the third.

Songs: Nightwish - Sleeping Sun, Disturbed - Ten Thousand Fists, and Metallica - The Four Horsemen. The last song is cut off because in iMovie, I compiled one combination video of three Marble Blast videos (this also explains the 0.6 second black screen at the end, that was necessary for the fade to black to not get in the way of the title slide of the next video). The rest of the song covers the other two videos.

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25 Mar 2012 23:27 #508
An enjoyable set of videos. Good job!

"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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27 Mar 2012 16:59 #509
Short Levels 2


Finally, a successor to my Short Levels 1 video from ~2.5 years ago. Hopefully I haven't already uploaded some of these videos to YouTube (I have so many videos now, I can't keep track of them!).

Notes:

Tornado Alley (2.72): Easier to do in MBP than MBG (although I think I can do it in MBG too) because the start pad is depressed in the MBG version.

Under Construction (2.91): This run includes a built-in blooper that I didn't plan to be there, I didn't notice it until after I had made the entire video, but I'm not going to edit it out. In another attempt, I missed a 2.80 TT catch.

Learn the Random Force (3.66): I spent a while trying to beat my old 3.68. I succeeded, but I used a different start.

Bump Your Head! (3.52): I had a 3.61 or so, but then I found out that not jumping when you reach the Speed Boost saves time. I did this run immediately after using the same tweak on the unmodded run.

Song: Metallica - The Four Horsemen
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27 Mar 2012 18:04 #510
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