Jump to content

Any2-1: Difference between revisions

From Windswept Speedrun
No edit summary
mNo edit summary
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
==Optimal==
==Optimal==
This stage is done faster with marbles. Doing a [[Tech and glitches#Shell Jump / Mid-Air Shell Jump|shell jump]] on the first platform after bee let you save time over doing the platforms normally. After that is a lot of timed rolls and jump. The section with 3 bees can be done in 2 different way, by either going under or over and squeezing between the bees. Going under is faster as it let you land on the next platform and avoid loosing a bit of speed from extended glide. The jump after the bridge where the first snake need to be done at a certain point. If you do it too early or too late you are gonna either bounce on the snake or get hit by it. </br></br>
IMPORTANT : Make sur to swap to checkers before hitting the goal in full run as you absolutely need to start the next level with it.
<youtube>Y0zAZlMxfao</youtube>


===Over the bees===
There are a number of situations in this stage where you can save freeze frames by avoiding an enemy, but hitting the enemy is easier and more consistent. The route shown aims to avoid as many hits as possible while maximizing consistency.
<youtube>KQZQFzRL8KQ</youtube>
 
<youtube>t__yKECdG2k</youtube>
 
More aggressive options that save a few frames each:
 
*Jumping between the bees at 0:14.5. There are several ways to accomplish this.
 
*Jumping clear over the snake/pip combo at 0:22.8. To execute the strat shown in the video (the safer option), it's important to jump early to prevent the snake jump from triggering, and land on the left side of the platform so you have space to roll the pip. Because of the enemy hit, the roll will extend itself to the wheel.
 
*Jumping over the pip at 0:27. Land on the left side of the platform, do a small jump to get under the cawbie, then flap over the next platform with 2 bees.
 
Safer or easier options that sacrifice a few frames each:
 
*Rolling through the bee at 0:10.5.
 
*Rolling through the final pip.
 
*Flapping over the final gap.
 
Other comments:
 
*At 0:29 make sure to land on the left side of the second stair and jump immediately or you will take damage on the pip.
 
*Make sure to <b> switch to Checkers </b> before finishing the level, as Checkers is necessary to begin the next level.
 
Any 35 is good here - a low 36 is fine too.

Latest revision as of 06:19, 7 June 2026

Optimal

There are a number of situations in this stage where you can save freeze frames by avoiding an enemy, but hitting the enemy is easier and more consistent. The route shown aims to avoid as many hits as possible while maximizing consistency.

More aggressive options that save a few frames each:

  • Jumping between the bees at 0:14.5. There are several ways to accomplish this.
  • Jumping clear over the snake/pip combo at 0:22.8. To execute the strat shown in the video (the safer option), it's important to jump early to prevent the snake jump from triggering, and land on the left side of the platform so you have space to roll the pip. Because of the enemy hit, the roll will extend itself to the wheel.
  • Jumping over the pip at 0:27. Land on the left side of the platform, do a small jump to get under the cawbie, then flap over the next platform with 2 bees.

Safer or easier options that sacrifice a few frames each:

  • Rolling through the bee at 0:10.5.
  • Rolling through the final pip.
  • Flapping over the final gap.

Other comments:

  • At 0:29 make sure to land on the left side of the second stair and jump immediately or you will take damage on the pip.
  • Make sure to switch to Checkers before finishing the level, as Checkers is necessary to begin the next level.

Any 35 is good here - a low 36 is fine too.