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Celeste - Everest

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Re: Celeste - Shishapangma

Post by Crow »

okay, with how tired you sounded towards the end of that one i'd definitely recommend splitting the remaining b-sides into at least two sessions, just to stave off exhaustion :lol:

there's a preeeeetty obvious split point for the next two, as well

and really when you get right down to it all the b-sides are pretty inconsistent in terms of room-to-room difficulty, i've basically experienced this when doing golden strawberries for them. not even really isolated to this one & you'll probably experience that in the next level as well
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Re: Celeste - Shishapangma

Post by Sebby19 »

So around 22:10, raocow was making noises similar to a rooster.

All this time, he's been masquerading as a cow! But the truth is now out, Mr. RAOCLUCK!
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ano0maly
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Re: Celeste - Shishapangma

Post by ano0maly »

It's really generous that many objects that disappear after use, like the crumbling platforms, reappear after a short time.

But I think that didn't apply to some of the feathers in 6B.



And I don't know if this will become relevant later but you can press the dash button to make the blue bubbles move sooner than they would on their own.
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Re: Celeste - Broad Peak (Gasherbrum was greedy)

Post by tirakai »

I feel like half the times raocow's been confused at what to do in the B side so far it's just a matter of jumping over the top of a spiked platform to grab the other side of it. He forgets you can do that at least once an video.
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Re: Celeste - Broad Peak (Gasherbrum was greedy)

Post by FPzero »

Such good music!
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Re: Celeste - Shishapangma

Post by Crow »

ano0maly wrote: 5 years ago It's really generous that many objects that disappear after use, like the crumbling platforms, reappear after a short time.

But I think that didn't apply to some of the feathers in 6B.

stuff respawns if it leaves behind an outline, if it doesn't leave an outline it won't respawn

the first half of this level and the second half of this level are basically two completely different levels which is part of why this is a great stopping point for the b-side overall

also yeah that one doorbell i don't think is possible to get unless you do it first. i actually like to do an up-left dash into it rather than a straight-left dash but whatever works, works
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Re: Celeste - Broad Peak (Gasherbrum was greedy)

Post by Leet »

This feels like a missed opportunity to have harder challenges with the playable beholder.
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
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Re: Celeste - Broad Peak (Gasherbrum was greedy)

Post by Alice »

tirakai wrote: 5 years agoI feel like half the times raocow's been confused at what to do in the B side so far it's just a matter of jumping over the top of a spiked platform to grab the other side of it. He forgets you can do that at least once an video.
Well this is the same guy who randomly forgot he could dash in Celeste for a moment in this last video. I don't know that I'll ever manage to wrap my head around forgetting vital game mechanics thirty videos into an lp, lol. At least forgetting a double jump is somewhat understandable in comparison even if I still really don't get how someone could pay so little attention to what they're doing that they forget they got an ability.
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Re: Celeste - Broad Peak (Gasherbrum was greedy)

Post by FPzero »

When you're playing three different games every day to put on the internet I can understand overlapping mechanics or forgetting something briefly. Hell, when I came back to play a little Celeste after playing tons of Hollow Knight, I was also messing up the controls because I was used to how Hollow Knight plays.
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Re: Celeste - Broad Peak (Gasherbrum was greedy)

Post by BobisOnlyBob »

Leet wrote: 5 years ago This feels like a missed opportunity to have harder challenges with the playable beholder.
That surreal segment really stands out, but I feel like that if they did attempt something with it they ended up leaving it on the cutting room floor. I can't think of an immediate and easy way to make playing as the Seeker actually fun - the original section was basically just a super-trippy transition and a primer on how seekers behave, what they collide with, what they destroy and so on. But unlike your classic World 1-1 "safe example, risky example" setup, they teach it by giving you the controls of the enemy as the "safe example"!
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Re: Celeste - Broad Peak (Gasherbrum was greedy)

Post by 10204307 »

I'm not exactly sure what challenges they could make with the beholder, seeing as by design they can't die.
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Re: Celeste - Shishapangma

Post by ano0maly »

This level felt like playing Bramble Blast from DKC2, with the red bubbles and the labyrinth of spikes.

And I watched yesterday a streamer playing Celeste holding a controller and her hands got sweaty already halfway through 1A, so I suppose that's one advantage of using a keyboard.
Parama wrote: 5 years ago
ano0maly wrote: 5 years ago It's really generous that many objects that disappear after use, like the crumbling platforms, reappear after a short time.

But I think that didn't apply to some of the feathers in 6B.

stuff respawns if it leaves behind an outline, if it doesn't leave an outline it won't respawn
I guess I didn't expect the same kind of object to have different cases.
also yeah that one doorbell i don't think is possible to get unless you do it first. i actually like to do an up-left dash into it rather than a straight-left dash but whatever works, works
I think actually if you dash onto one of the side blocks when they go up like raocow did at 11:32 and jump off right away you may be able to get the top switch.
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Re: Celeste - Broad Peak (Gasherbrum was greedy)

Post by Zach808 »

Anyone else getting Pit of Panga vibes from those last few rooms? I mean, not to that absurd degree, but the throwing Theo at springs and trying to catch him while being aware of where you're landing puzzles definitely felt inspired by that to me.
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Re: Celeste - Broad Peak (Gasherbrum was greedy)

Post by Arctangent »

how is this game still so charming

also the thing you did at first was basically a deceleration cancel ( iirc the speedrunners call it a hyper? ) that makes use of the fact that the start of a dash is really fast but rapidly tapers off, but that tapering off is replaced with normal friction if the dash is canceled leading to the ability to retain the starting speed by dashing into the ground and then jumping before friction kills the rest of the speed

it's a standard part of the engine, not something unique to the area
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Re: Celeste - Broad Peak (Gasherbrum was greedy)

Post by 10204307 »

Yeah, the fun thing about Celeste is that Madeline's maximum speed is completely uncapped, and your momentum almost always carries over, which means certain combinations of objects and maneuvers can result in you flying across the room at unfathomable speed. In the TAS of the game that they showed off at SGDQ, in one of the Theo escort rooms in 5A, Madeline managed to build up enough speed on one of the dash platforms that she clipped through a wall of spikes on the next screen.
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Re: Celeste - Broad Peak (Gasherbrum was greedy)

Post by Crow »

don't feel bad about dying a ton in that first room, that's legit one of the hardest rooms to do in the entire game imo. it's really janky platforming & really precise with all the two-tile gaps too
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Re: Celeste - Broad Peak (Gasherbrum was greedy)

Post by Le Neveu de Rameau »

Ah, jazzy tunes and eyeball monsters...could there be a more perfect combination?
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Re: Celeste - Broad Peak (Gasherbrum was greedy)

Post by ano0maly »

Notice how in the first room, for most of the holes you drop through, there's a mini-wall at the top corner? I think it helps to attach there first since it aligns or nearly aligns with the next hole. Makes dropping down easier.

There are soooooo many things you can talk about regarding what you can do with Theo and with the eye monster. What happens around 7:54 demonstrates one of them:

when the monster revives, it creates a shockwave that blasts you away and can even break red blocks.

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Re: Celeste - Broad Peak (Gasherbrum was greedy)

Post by Crow »

yeah, with that last room before the theo section, the intended method is to time yourself to get blasted by the shockwave after jumping on the soil erosion monster & you end up on or near the grey crumbly platform

it's kind of hard to time either way though & what raocow did works just fine too so, might as well
i'm upset at how fast he did the charge into walls room because i always have a lot of trouble with that one :lol:
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Re: Celeste - Broad Peak (Gasherbrum was greedy)

Post by kitikami »

I've been literally raising my fist in the air in triumph every time raocow finishes a B-side with fewer deaths than the A-side. It's a great dramatic subplot for the LP.
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Re: Celeste - Broad Peak (Gasherbrum was greedy)

Post by Crow »

i have a feeling that isn't going to last unfortunately. a lot of the excess deaths in A-sides tend to be due to strawberry hunting, which 6A had none of, and 6B is.... savage
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Re: Celeste - Broad Peak (Gasherbrum was greedy)

Post by S.N.N. »

Yeah, 6B was the first stage that I found really nasty. I stayed under 250ish deaths for most of the B-sides but I think I got about 550 on 6B.

The remix is awesome though.
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Re: Celeste - Broad Peak (Gasherbrum was greedy)

Post by Paragraph »

I didn't see many diagonal deaths in the last video. Have you finally followed my suggestion to start playing with a Rock Band guitar controller and a trackball mouse operated with your feet?
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Re: Celeste - Broad Peak (Gasherbrum was greedy)

Post by raocow »

no I hacked in a usb port on my sega activator
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Re: Celeste - Broad Peak (Gasherbrum was greedy)

Post by 10204307 »

6B is really the polar opposite of 6A in terms of difficulty. It’s a great level, but damn does it kick your face in. It doesn’t help that feathermode is super finicky to control.
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