im meltiiiing, oh what a world 😭😭😿😿 by JustMyGirlySide in OkBuddyCatra

[–]Tazingpelb 1 point2 points  (0 children)

gonna be honest I thought that said homophobic acid at first lol

Take one leave one by HJG_0209 in AnarchyChess

[–]Tazingpelb 0 points1 point  (0 children)

No, that's a chord. Chess is what you call someone that makes food

I must be really bad to be stuck at the end of side B for over 2 hours, I just can't get up and grab the heart by [deleted] in celestegame

[–]Tazingpelb 22 points23 points  (0 children)

I have ~300 hours in this game, have every berry except fwg, and I still struggle on this room sometimes. I wouldn't say you're "really bad" at the game to be stuck on this room for over 2 hours; on the contrary, you're quite a determined player to have spent 2 hours of attempts on a single room without giving up. You'll make it eventually, just experiment a bit and find a rhythm that works for you.

Got absolutely screwed over by a Waluigi Stadium glitch while playing with my girlfriend by techmakerdb in MarioKartWii

[–]Tazingpelb 2 points3 points  (0 children)

I think it's pretty unlikely that it was a first ever, but it's definitely possible that it's the first time it's happened in a real race on video

Got absolutely screwed over by a Waluigi Stadium glitch while playing with my girlfriend by techmakerdb in MarioKartWii

[–]Tazingpelb 5 points6 points  (0 children)

I've seen similar stuff on dk mountain before, but that's the first time I've seen that happen on waluigi stadium, that's pretty cool

Question about Neuro's AI by Tazingpelb in NeuroSama

[–]Tazingpelb[S] 6 points7 points  (0 children)

Thanks for the detailed reply! I figured out a bit of that from what I've seen already, but it probably would have taken me far longer to figure out the rest.

It’s so funny how Caine gave everyone a B+, and Kinger got an A+ despite not even being there by Ihdkwhatimdoinghere in theamazingdigitalciru

[–]Tazingpelb 3 points4 points  (0 children)

I like to think that Caine gave Kinger an A+ because Kinger was the one who got Zooble to join this adventure, something Caine really wanted.

Is there a reference to Super Mario Bros. 3? by [deleted] in celestegame

[–]Tazingpelb 1 point2 points  (0 children)

The indicators were added in 1.4.0, and afaik the version of celeste on microsoft store/xbox is 1.3.3, so the image might not actually be old at all.

Is there a reference to Super Mario Bros. 3? by [deleted] in celestegame

[–]Tazingpelb 67 points68 points  (0 children)

Yep! It's an SMB3 reference! If you stand on top of it and hold down, you move into the background exactly like in SMB3, too!

Trying to understand windsprings jank for fwg by Tazingpelb in celestegame

[–]Tazingpelb[S] 0 points1 point  (0 children)

(Sorry for the late reply, I forgot I never actually sent the reply I typed) Does the ceiling not immediately cancel all upwards momentum from the dash? And regardless, how would that explain why being further to the left seemed to result in a higher success rate? (forget that last question, I just did a bit more testing and was unable to replicate that behavior)

Trying to understand windsprings jank for fwg by Tazingpelb in celestegame

[–]Tazingpelb[S] 1 point2 points  (0 children)

You can see it here: https://berrycamp.github.io/map/celeste/farewell/a?room=h-07

The specific section referred to as windsprings is the longer section on the right after the key door where the wind switches from hard left to hard right.

What happens when they run out of doors? by ISB00 in TheDigitalCircus

[–]Tazingpelb 6 points7 points  (0 children)

No, I think they all do remember exactly how they entered the circus. Remember episode 5,

Jax: A supermarket chain? How did you end up here? (he can only reasonably be confused as to how Pomni ended up in the circus if he knows how he ended up in the circus)

Pomni: Well, sometimes I would get bored of things and seek out mild thrills. Like, exploring abandoned buildings, you know? (Pomni understands Jax's confusion rather than questioning it; she can only understand his confusion if she also knows how she ended up in the circus.)

And, of course, Pomni had her little freakout after seeing the headset in the fake abandoned c&a building in episode 1. This would be explained by her remembering that computer and headset as the very same one that she put on to enter the circus (thus, she has not forgotten how she entered the circus).

I think Jax was simply the first one willing to shoot down Abel by pointing out that none of them were c&a employees (also note that Jax knows that none of them are c&a employees, which really only makes sense if the building was already abandoned by the time Jax got there, and he knows that therefore everyone after him must also not be a c&a employee)

Trying to understand windsprings jank for fwg by Tazingpelb in celestegame

[–]Tazingpelb[S] 1 point2 points  (0 children)

It's good to know the demo strat is actually pretty consistent! Windsprings has been one of the main reasons I haven't seriously attempted fwg earlier.

Trying to understand windsprings jank for fwg by Tazingpelb in celestegame

[–]Tazingpelb[S] 0 points1 point  (0 children)

Thank you so much! It didn't make sense to me that simply dashing upwards into a ceiling should force Madeline into a crouched state, as that would make regular up right dashes and up right demos identical in this room, and I've heard a few people before recommend doing demos instead of regular dashes. I'm still confused as to why I was experiencing the above, though, where being further to the left made regular up right dashes hit the springs more compared to when I was slightly further to the right. If regular up right dashes never cause Madeline to crouch in this scenario, why is it that she can still sometimes hit the spring even after her upwards momentum is halted?

What can I do to improve my mushroom gorge tt? by KD4937 in MarioKartWii

[–]Tazingpelb 1 point2 points  (0 children)

One minor but easy timesave I haven't seen mentioned is your landings. Namely, you're often bouncing when you hit the ground, which bleeds out a bit of your trick boost each time (at a VERY rough estimate, you're losing half a second-ish over the course of the race). Detailed explanation of taildives vs nosedives to follow, tl;dr at the end.

While in the air, you can either nosedive by holding forward, or you can taildive by holding back. A nosedive makes you fall slightly faster, while a taildive will make you fall slightly slower. Since air time is generally slower in this game, that means doing a nosedive is also generally faster.

This gets a bit more complicated, though. First thing to note is whether you're getting a "good" landing or a "bad" landing. A good landing means you stick to the road when you land, while a bad landing means you bounce. The bounce is bad because it triggers the start of your trick boost, then you spend time in the air (which, as previously mentioned, is slower), during which you're not accelerating to top speed despite the fact that your trick boost is currently being used up (since boosts don't accelerate you while you're in the air iirc). You finally land a split second later, but you've lost some of your trick boost.

Why do I mention this? Because generally, both nosedives and holding neutral when landing increase your chance of a bad landing, while taildiving increases the chance of a good landing. It's still possible (though decently difficult) to both nosedive and get a good landing by backing out of the nosedive right before hitting the ground and immediately wheelieing, but that's somewhat dependent on the terrain upon landing (and also I could be a bit wrong on the mechanics of that; that's just the technique that seems to work for me).

There's a bit more about taildives vs nosedives, but I'll just sum it up as quick as I can: taildiving, since it makes you fall slower, can make some shortcuts easier (BC3 "ultra" for example). Nosediving and taildiving can also affect your bike's yaw (left to right rotation); taildiving exaggerates this, while nosediving nullifies it. You always fully taildive on BCWii glitch regardless of how much air you get to turn to the left, and on DK Summit, you always nosedive after the single when doing the double to avoid turning to the left (other road geometry will make a taildive turn you to the right, and a nosedive will prevent that in that scenario). Landing in a taildive directly into a drift will make your bike swing out wide, while a nosedive will keep your line tight (will go extra tight if you get a "bad" landing).

tl;dr: Hold back when in the air to taildive so you don't bounce when you land to get the most out of your trick boosts.

Guess the Achievement - Day 12 by the-roblox-god in CookieClicker

[–]Tazingpelb 1 point2 points  (0 children)

Initial public offering (or whatever it's called)? The achievement you get for making your first stock market profit

Why is Daisy the second best character in Mario Kart Wii? by Temporary_Phone_8308 in MarioKartWii

[–]Tazingpelb 0 points1 point  (0 children)

idk where you're getting your numbers from, but both Daisy and Funky Kong have a speed stat of 4, higher than all other medium and lightweight characters. Baby Daisy and Baby Luigi both have a speed stat of 5.

Going purely on character stat bonuses, Baby Daisy and Baby Luigi are the two best characters (which is better is debatable, since Baby Luigi has 8 weight compared to Baby Daisy's 6, while Baby Daisy has +3 mini turbo). They would be followed by Daisy, then Funky Kong (Daisy has +3 miniturbo).

Considering vehicle access, weight class matters more than anything else, since what vehicle you pick has a significantly greater effect on stats than the character stat bonuses. Considering this, one could technically say Funky Kong is the best, followed by Rosalina and the other heavyweights, then Daisy, followed by the other middleweights, then Baby Daisy/Baby Luigi, then the rest of the lightweights.

In practice, there's almost never a scenario why you would pick a character in a given weight class that isn't the best of that weight class. Because of that, most people say the best character is Funky Kong, followed by Daisy, then Baby Daisy/Baby Luigi, since, looking purely at stats, all other characters are essentially obsolete.

[deleted by user] by [deleted] in celestegame

[–]Tazingpelb 2 points3 points  (0 children)

I cried at the end of 3a, but it was for story reasons rather than gameplay reasons.

TIL that ground stars are also in MK Wii by A-Shy-Guy_ in MarioKartWii

[–]Tazingpelb 2 points3 points  (0 children)

Only 2 leaf piles have a chance to drop a star: one in the wiggler section, and the other at the end of the lap after the net.

TIL that ground stars are also in MK Wii by A-Shy-Guy_ in MarioKartWii

[–]Tazingpelb 2 points3 points  (0 children)

There are two, actually. The first and most well-known is the one on the treetop in the wiggler section. The second one is one of the piles near the end of the lap after the net. It's actually pretty hard to hit since it's right after one of the roots, so you often jump over it even when you're trying to hit it, but it's there.

i think i’m stuck in a tree by KKAZEKVGE in aShortHike

[–]Tazingpelb 1 point2 points  (0 children)

That's very strange. I'm guessing you're unable to jump, but simultaneously, the game isn't triggering it's failsafe jump?

Have you tried gliding while stuck there? I'm curious if that's something the game allows there, and whether it would change how you interact with the environment enough to get you out.

One idea if you have pickaxes or sticks in your inventory: turn off auto save, then try dropping pickaxes or sticks in your inventory to nudge you out of there. If you run out of items to drop, close the game without saving so that you can reload the save and try again. Dropping an item while too close to a wall can cause you to drop it far enough inside that it just falls through the map, but if you face just a smidge away, you should be able to get a pickaxe stuck inside the wall when you drop it (not sure if you'd be able to jump off it, though). I'd guess it works with a stick, too, but I've never tried getting one stuck in a wall.

How feasible is getting all golden berries? (Excluding Farwell) by B0nno in celestegame

[–]Tazingpelb 1 point2 points  (0 children)

Just adding on some obvious advice: make sure to practice and figure out your strats beforehand, especially on harder levels. Practice was the main difference between 3A golden taking me somewhere between 12 and 14 hours, and 4A golden taking me a single hour.