Ok this was done a couple months ago but it sat unedited half because I hoped for a better Great Divide run half because... idk I have no other excuse.
With that out of the way, I proudly present you MBG Intermediate with only 1 jump!
And below is a description longer than Youtube allows.
These are Marble Blast Gold's intermediate levels completed with 1 jump. It was a much more challenging task than the beginner ones. There are many more interesting paths, unseen edge hits and runs I am very proud of so sit back, relax and enjoy.
Runs below marked with "PB" beat my leaderboards PB and are a reminder to grind MBG one day.
Levels and notes:
Jump Jump Jump - Missing the second TT makes it significantly harder to keep the time frozen but allows for a better catch. My best (with 4 TTs collected after) one was 3.20.
Monster Speedway Qualifying - Apparently, cutting the corners is faster. Who would have guessed? It's all about using the Super Speeds as soon as possible and slowing down the right amount after getting the 2nd gem.
Skate Park - The wooden ramps make or break the run. I had to reset so many times because of a weird bounce or a not high enough one that caused me to miss a gem.
Ramp Matrix - Pretty much the WR path but replacing 2 jumps with an edge hit and a Super Jump respectively. PB by more than I would like to admit.
Hoops - Here's our jump for the intermediate levels. While it is possible to trigger the first moving platform from under the hoop, I highly doubt a no jumping wall hit is enough. I love how this path evolved. It went from many edge hits into hoops to trying to only doing one to realising doing 2 was faster. The only faster idea I have that I wasn't able to pull off would be to land in one hoop and bounce out in the other (or out on the ground and trigger it from the outside). This might be the only one I'm glad beats my leaderboards PB.
Go for the Green - I found the fastest way to be letting go of W+D for a little bit while falling to the bottom of the ramp. This allows a high enough bounce to make it to the green tube. PB.
Fork in the Road - I "fall off" the first platform to get to the edge hit faster and then do a natural bounce when landing to gain a little more speed.
Tri Twist - I have tried to edge hit from the 6th gem down to the last layer for more than 3 hours with no success, so here's my best run without that. PB.
Marbletris - Super Bounce edge hits are underrated. Believe it or not, that on the floor is a natural bounce. If you don't let go of the movement keys you will (*sometimes*) get stuck to the floor even though you have a Super Bounce active. What got me the sub 7 was slowing down a little before the wall hit to stay closer to the ground. PB.
Space Slide - Hit mines and try to fly to the finish. I believe it can go lower but I'll leave it here. PB.
Skee Ball Bonus - The only challenge is not letting the time restart, which can be done by bouncing out to the right of the wooden wall. PB.
Marble Playground - This is the WRR #2 path tweaked to work without jumps. PB.
Hop Skip and a Jump - I don't really have anything to say here. It's just a bounce on the small ramp and trying to get a straight line to the finish.
Take the High Road - The first edge hit is harder than it looks because it needs to set you up perfectly to both grab the gem and bounce in another edge hit, then use the Super Jump to get enough height. PB.
Half-Pipe - I love when runs go from "is sub 7 possible?" to "I got a low 5". The final piece of the puzzle here was the order of getting the last 2 gems and that little edge hit. PB.
Gauntlet - I do see an edge hit on one of the moving blocks sendind you to the finish faster than what I did, but good luck with that. And funnily enough, the Super Jump edge hit was harder for me to do than the Super Speed one. PB.
Moto-Marblecross - As I was expecting, it turned out to be quite a challenge to keep the time frozen. My best catch is 2.50 but I'm happy with this run. PB.
Shock Drop - It took this long for me to learn that it's faster to only roll towards the end of the countdown when you're not jumping but that's pretty much the whole run here. That, and trying to be as close to the bottom edge as possible.
Spork in the Road - I've tried a couple different (and harder to do) paths but iMacmatician's seems to be the fastest. I managed to get a low 23 because of some added tweaks, like the edge hit at the start, some natural bounces here and there, and the alternating diagonal movement. If done well, it is faster than just normal diagonal movement, HiGuy has a great level demonstrating this, Speed of Flat. I'm certain sub 23 is possible, mainly with a double edge hit at the start (the same first one I do, but lower, and another one to help land on the actual road). PB.
Great Divide - The second time doing the double traplaunch on this level and the second time not being fast enough for the flair. You can see I did not practice the level past the second traplaunch which caused me to have the time restart but it's still a PB.
The Wave - My only advice would be hope for some good edge hits. PB.
Tornado Alley - Just trying to go a little to the right of the tornado and hoping for a good throw.
Monster Speedway - A decent run. I'm sure it can go lower but I really dislike this level so I won't bother. I've played around with a path that gets the extra 2 Time Travels on the grass but in the end it was a couple good seconds slower than what you see here.
Upward Spiral - Can't match beginner's ending but this is pretty good too. What made it click for me was using the Super Speed much later in the loop for the loop exit. Oh and counting to 6 for the Super Jump.
Total time here is with more than 25 seconds lower than my leaderboards total time.