
Home World: another poorly timed dragon, that one is best saved after High Caves. This is definitely a highlight of the run, the runner makes this incredibly annoying level look easy.

The other stairs are handled expertly, due the timing I don't think the hit cost any time. The gem collection was executed very well.Īlpine Ridge: The stairs could have been handled better without that charge. Home World: the cleanup&thief catch go quite well, aside from missing that jump. Home World: goes to Night Flight pretty fast. Shemp: other than being slapped once, it looked perfect. Why would the runner collect the extra life though?ĭr. Looks like the runner forgot the route at the return home platform, then died. Ice Cavern: Nice save after missing the lamp. Also, rescuing that dragon would be quicker AFTER the Ice Cavern. Home World: Could have been done slightly faster, and I think Ice Cavern is faster to be done at the end of the Peace Keepers World. I want to know how I overlooked gliding AROUND that part. Sparx could have been healed after collecting that gem, but overall this level was very solidly done. Flaming the rocket early is something I did in every playthrough I've done of this game, the headbutt was wierd. I thought for sure the runner missed a gem somewhere, but 400/400 were collected.Ĭliff Town: headbutt wall fail near the beginning, thief was ridiculous. Slight mistake on the weird gem boxes, followed by a hit from a bird (how I'm not sure). The run to the balloonist is perfect, other than jumping over a gem.ĭry Canyon: The route had me puzzled at first, then I realized how the runner would collect every gem with the route used. Also, it may not be faster from having to turn around. Rejecting the run over something as trivial as that would be stupid. Rescuing the dragon in the entrance first moves Spyro back forcing him to move a farther distance, while rescuing it after Town Square would likely save about a second. Home World: *this is why it may not be perfect. The red gem is the most glaring mistake, but due to Sparx not being as useful as in later games it's acceptable. Town Square: first dragon could have been saved slightly faster, everything else, especially the thief, is executed near perfect. Perfect thief catch, excellent route decisions. The well had a bit of time loss by missing the whirlwind, but the hitbox on that is finnicky anyway. Stone Hill: I didn't know you could breathe fire in a whirlwind. Total time loss for Toasty is about 3 seconds. About a second is lost by ramming a wall again. Toasty: The trick with the dogs is harder than it looks, but the runner screws it up only once. The route is very solid and well executed.Īrtisan Home: The damage is restored at no time loss.

It also implies that hitting the wall before Dark Hollow was intentional.ĭark Hollow: About time charge-jumping (henceforth known as "galloping") is used. Sunny Flight: abusing the "flap" is indeed faster, the route used is executed very very well, aside from missing the arch and flying into the sky instead of hitting the underside of a platform.Īrtisan Home: The comments imply that hitting the water was intentional, I'm not entirely sure how this is faster though.

Artisan Home: The route used for collecting the gems near Sunny Flight is very well executed, as is
