Well here's what I was thinking, the reason why to do the Asylum branch first is because of this. From Scarecrow fields, aside from the robotic imps, we don't have to kill anything, next would be going on to the sleeping village, again, we only kill what is necessary, in the asylum grounds, we can kill nothing, speaking of the level read below for what I have to say on it, and the asylum itself we use that method I said before, now our club is basically at less than 10%, or worse, then we can go to pumpkin gorge to refresh it, seeing as we have to go that route anyway, then use the club on the pumpkin, along with the explosion box thing during the cutscene and using dash rapidly for even more damage. I've still not tested whether or not using the next box too is faster, but I'm going to today, now after this, we don't kill anything in the Enchanted Earth as we loop to finish the level, the pools of the ancient dead is where we will need to use the club maybe for the stupid zombie, in the Lake nothing either, and finally in Crystal Caves we can get a replacement on the club in the dragons room (Pick it up after using the gems/talking to the dragon) if i'm not mistaken atleast because it may be out of the "use range" for the gems, then that's basically it for the rest of the game, as the rest of the levels we loop aside from the Entrance Hall, but is that even a level *cough*, and for Zarok, we've got it in the bag too :p.
Now, if we do the pumpkin first after scarecrow fields, it'll be something like this (assume we have 100% club starting with). We can skip refilling the club because its already 100%, we can dash into the secret area to skip using the club's % against the wall, now we're in the beginning place where we could use the moon rune on the hand, or go out of bounds... Well here's 2 options we can do.
1.) We can use the moon rune and go into the building, dash across the thing, get the red rune without turning the churn, and go back, and do the level as normal.
2.) Or your method which is forget the churn room, and go straight for the oob area, to the green rune, and then do the level as normal.
Now, If just thinking about it, number 2 is faster in your head, but it may not be. I really hope I can use TAS editor on these without it desyncing :p this part.
After pumpkin gorge, onto the boss level, we kill the pods (I've got a pretty good pod route), fight the boss, get the gem, and complete it, at this point the clubs probably at like 75%. Onto the Sleeping Village, we can refill the club in the basement place, so club is at 100%, or we could skip refilling it here, either one works. The end of this level requires us to use the club to kill several guards, though we can use manipulation here to line them up to kill them all in 1-2 hits, but still for every guard we lose %'s, the asylum itself basically breaks the club, as we have to use it to get the most out of speed here, so since theres no replacement without backtracking, our club is broken, and we still have the armored zombie to worry about, is why I'm thinking that the asylum route is better first. If counting speed, they're both fairly equal in it, 1 is possibly faster than the other, which is I'm assuming the route I've proposed, but if you really think about it, they're both basically the same. Basically, what ever has the highest club % in the Aslylum and Pumpkin Serpent levels is what we want to use, and the higher % the better right? :p
About the Asylum Grounds, now, there is probably no clipping here (and as you can tell I'm quite terrible at clips/clipping) I don't believe, but I've found out some pretty great things with this level.
1.) We have to talk to Jack to open up an area outside of the beginning area deleting some invisible walls.
2.) We need to get on top of the maze, somehow, and it's possible in many locations.
3.) We can skip all of his trials, and go straight for the exit.. Still though, we have to do the chess puzzle, but it's not big seeing as we've skipped 5 minutes.
Some fun things:
- If you do the clown puzzle before you do the star puzzle, the second you talk to jack after finishing the star puzzle, he'll say the things he would have said if you just now finished the clown puzzle.
- The puzzle with lights won't activate until you've talked to Jack to begin the puzzle.
- On the Rat puzzle, we can use manipulation to make the rat run in the direction of the elephant, by scaring it with a cat, and even though it's not following us, we can run straight to the elephant, and it will still scare it, as long as the rat is near it.
- In oob, there is spots that you can jump in, and levitate.
- There's actually a place that if you look at it from one side, it is white, instead of its original color.
This is just a proposal of ofcourse.
But I see this very likely possible compared to the difficulty of the Gauntlet. Now here is why it won't work.
1.) We don't have enough height. We have to get above an invisible wall, to fall into an area, between it, and another invisible wall, basically, in that video I put up, I was actually in an out of bounds area, and that's why it pushes you in or out. The other method doesn't work either as the invisible wall there is terrifically high. I've done every angle of kbd to an extent, dash jumped, enemy pushing, but I don't think speed has anything to do with it, but just about height. The upside is, I'm sure someone with better skills than me will look at this sometime in the future and figure out a way to do it, I've got 25091 rerecords on this one movie file of just trying to figure it out, and nothing, and a lot more rerecords on other movie files. It just won't happen as of yet.
2.) As I said, speed has nothing to do with clipping, but it does have something to do with height, however, it doesn't increase our height. What I mean is, if we dash, the height is basically the same, as if we were jumping, same with kbd. Basically, its all about projectory. And I've tried every inch of the slanted area, and nothing. But, if we had enough speed, to jump from the top, of the place, then, it would work. But as of now, jumping from the top makes us land at the bottom of the fires.
However, I do also have good things to say too, but this wouldn't be used in a real legit run of the game, but in a RAM manipulation run, if anybody ever figures out how to do it in this game (I don't understand any of that), then we possibly could use it to get having the dragon armor as a value of 1 (saying we have it), instead of 0. Or, we could just give the star rune a value of 1. Or just completely give us a value, saying we already finished the level, even though we haven't even been in it.
Theoretically, we could use the kbd as a form of movement, basically it is faster then running, but it's only useful in so many places. After pxm file 2 is up, pxm file 3 is just going to be a bunch of TASMovie edits :P.
Now, right now, I'm working on the stained glass demon bass, and I've spent hours trying to make it look exiting, and as fast as possible, but really, I'm wasting time when I could just do edits later, so, I'mma just rap up the boss, and go on. As for everything else, like I said, I've got everything basically done, in my head, and can easily do them, so, it's good.
Later today, I'll have WIP 1 up, maybe more, I don't know.
Still my deadline for this is Dec. 25th, and I'm going to keep that, unless we discover an amazing time saving glitch again, and I have to start over :p.
I hope that's helped give you an idea now of everything. If there's anything else you need to know/that you could tell me, please inform me *tries to sound professional*.