The History of SSSV Speedruns (WIP)
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The History of SSSV Speedruns (WIP)
업데이트됨 2 years ago 작성자 mcill

DISCLAIMER: Some of these strats (especially the oldest ones) may have been discovered from sources not listed here. My apologies to anyone who found notable strats that I don't mention. Also, if you are mentioned in this text and don't like what I wrote about you, please let me know and I will change it.

Also, there may seem to be a lack of information prior to my involvement with this game. While this may seem biased, there simply does not appear to be much info out there. There is also less commentary I can give on that information because it can only really be discussed in the context of a completed run, which didn't happen until Solidussoap put runs together. Even then, he only has 3 recorded runs to comment on. I will be looking to improve this over time though, so please let me know if you have information or any suggestions!


CONTENTS

-Prehistory (1998-2013) -The Solidussoap Era (2013-2014) -The Mcill Era (2014-2015) -SGDQ 2015 -The Crackerbean Era (2015-2016) -The Ac_143 Era (2017-2018) -Towards Optimization (2019-present)


Prehistory (1998-2013)

SSSV was released in 1998, so I guess "prehistory" starts there. Of course, nothing happened with this game from a speedrunning perspective back then. The first mention of SSSV speedrunning comes from the SDA thread for the game, started by Dragorn in 2006 ( https://forum.speeddemosarchive.com/post/space_station_silicon_valley.html ). Dragorn had plans to run this game, but those plans never came to fruition as far as I know. Nevertheless, this thread garnered some attention and some strats were mentioned throughout. Dragorn gave some basic strats for each level in his initial post. Notable strats include:

-Getting into the sheep pen early in Rocky Hard Place -Clipping through the wall to the rat king's room in Stinky Sewers -Cod escape in Something Fishy -Using the elephant's corpse as a platform to hit the switch as Evo in Jungle Japes -Skipping the swamp maze in Swamp of Eternal Stench -Jumping to the vulture tower from the kangaroo area in Sting In The Tail -Using the TV jump to skip all of Shifting Sands

Other forum users added more ideas. Notably, from blankzero:

-Doing the cliff clip in Ice'n'Easy Does It -Skipping most of Stinky Sewers by only completing the final objective -Exiting the level early in Rat-o-matic by clipping through the mouse door (and the teleporter is always active) -Baiting one elephant to kill the other in Jungle Japes -Playing as Evo to recharge ability energy faster

The thread kind of died in 2010, but was revived again in 2013 after solidussoap finally admitted to having completed a full run. At about this time, AniMeowzerz explained the glitch now known as the "gorilla jump"

Another development in SSSV speedrunning occurred outside of the SDA forum. TASvideos member Bloobiebla created two individual level tool-assisted speedruns: One for Smashing Start 100% () and one for Hoppa Choppa Any% (). The Smashing Start run showcased the idea of overlapping cutscenes for the trophy spawning and the teleporter activating.


The Solidussoap Era (2013-2014)

Despite the discussion around speedrunning this game, I'm not aware of any runs done by anyone until Solidussoap put everything together in an RTA. Just so everyone is aware, Soap is the man. He broke a lot of ground in this game and found some of the most iconic tricks.

The first run Soap recorded (1:45:11, http://www.twitch.tv/solidussoap/c/3426540) showcased many of the things discussed in the forum and more:

-Cutscene skipping by entering animals as the cutscene started was implemented into the run. -The Fat Bear Mountain route of mouse -> ram -> dog -> cutscene skip -> FBM jump was performed.The setup for the FBM jump was pretty terrible, but it worked. -Rat-o-matic had the early mouse kill. -Penguin Playpen had the fast seagull kill. -Hoppa Choppa had the wall clip to get to the heli-rabbit early -The hippo skip was showcased in Jungle Doldrums -Extended hyena laughing was added (I think this strat was mentioned in the SDA thread in an off-handed kind of way, but not explained. It might have been assumed to be common knowledge) -The key jump was used in Jungle Jumps -The pump jump was used in Fun In The Sun -Pillar squeezing to end levels as Evo in Sting In The Tail and Shifting Sands -In Borassic Park, the jump to the teleporter was used -The Big Celebration Parade cutscene skip was introduced using a death abuse to restart the level

It should be noted that Soap's movement at the end of Walrace 64 suggests that he was trying to pick up the trophy during the gate-opening cutscene, which means that the "trophy grab" was known at the time. While this run may be slow by current standards and may appear archaic to some, the route exhibited in this run is not terribly different from the current route. The route certainly appears to be a big step forward from the strats in the forum. Soap's run spurred a little bit of life back into the SDA thread, where he and others discussed the game a bit more. The next run soap has highlighted (1:38:38, http://www.twitch.tv/solidussoap/c/3585074) included the cutscene skip in Have A Nice Day, which may have been new, or maybe he just failed it in his first run...This run also featured the idea to reroute the game to reach the hard levels first. In this case, Whirlwind Tour was completed ASAP.

The final SSSV highlight on Soaps channel is the one we have deemed his PB (1:34:23, http://www.twitch.tv/solidussoap/c/3708985). Although I remember him getting sub 1:30 at some point, there is no recording, so we went with the one that had a recording. This run featured many improvements over the route used in Soap's first two runs, including: -Snow Joke: killing the husky at the bottom of the cliff, turning the big machine on before turning the fan on, and tapping B to continuously run fast as the husky. -Penguin playpen: using Evo to hit the 4th switch by the statue instead of killing the husky. -Battery Farm: hitbox extension was introduced and the ram was used to kill the dog and raise the second bridge. -The Rat-o-matic skip was added. -He also did the YOLO jump in jungle doldrums (damage boosting off one of the boulders in the cave...probably one of the riskiest, smallest time saves in existence).

The run had some interesting micro-optimizations in it, with the commentary focus shifting away from getting skips and toward making animal kills faster and reducing lag. An example of this is the parrot push he discusses in Jungle Doldrums. This was the last recorded run Soap performed. I recall Soap saying he stopped running the game because there was nobody to run against, causing him to lose both motivation and interest in the game.

During Soap's time on the SSSV world record throne, Mashy performed a single complete run of the game on an emulator. Good enough for second place! Unfortunately, emulators are banned because they are substantially faster than console.


The Mcill Era (2014-2015)

Mcill (that's me!) technically started speedrunning SSSV at about the same time as Soap's first recorded run. The runs were on emulator and were never recorded. He switched to console after one of his emulator runs beat Soap's world record. At that point, it was time to switch to console and start streaming. Mcill entered the discussion on the SDA thread, posted two comments and then the thread died. Not wanting to continue bumping a dead post, he kept strats on his twitch channel, which became the repository for SSSV knowledge until the game was added to speedrun.com.

Having already bested Soap's time off-camera, Mcill was quick to claim the world record (1:34:02, http://www.twitch.tv/mcill/c/5076513). At the time, Mcill was a dirty strat copier and pretty much followed Soap's route. He did add a few new ideas with this first recorded run: -An improved FBM jump set up -"Fast falling" as the heli-rabbit by sliding off the edge of a platform -Going over the wall by the first head in Ice'n'Easy Does It instead of going around it -A backup strat for the cliff clip in Ice'n'Easy Does It -A new setup for the Whirlwind Tour skip -Super sliding as the seagull (he failed it this run) -The "sheep jump" on Rocky Hard Place: using the sheep to reach the teleporter (he failed it in this run)

Unfortunately for Mcill, some easy time saves were lost in translation. He did not know holding B on Evo's Escape made the camera move faster...either that or he purposely went slower to make sure he beat the level. He also did not know that the "Earth shrinking" cutscenes in Big Celebration Parade could by skipped by pushing A or B. He also did not implement Soap's route for Battery Farm (using the ram and hitbox extension).

The 1:34:02 was immediately improved to a 1:30:49 (). This time save was actually due to a downgrade in strategy. Essentially, Mcill believed some of the fastest known strats were too difficult to perform consistently and that failing them resulted in a larger time loss than not doing them. By doing slower strats that he was consistent at, he managed to save 4 minutes. Thus began "dirty strat skipper%".

Immediately after this run, Mcill's first big find was...found. The grav clip! (http://www.twitch.tv/mcill/c/5116924). Using the spring ram in Rocky Hard Place, it is possible to turn the gravity off early and allowing the ram to travel across the entire level with ease. This glitch, along with the early ram strat, allowed for the entirety of Rocky Hard Place to be skipped. A consistent set up was found quickly and this strat was encorporated into the run.

Mcill's next discovery was an unfortunate one. Apparently it is possible to have one animal go out of bounds in Big Celebration Parade, causing you to fail the level (http://www.twitch.tv/mcill/c/5236986). Much later Mcill found out that sometimes a ram can spawn out of bounds (http://www.twitch.tv/mcill/c/6777997). This may be avoidable using the proper route in BCP. It may also be possible for the fire fox to get stuck out of bounds, which also sucks. Sometimes you can kill the out of bounds animal if you are lucky.

A couple of PB's later and Mcill finally got good (1:26:13, http://www.twitch.tv/mcill/c/5261025). In this run, Mcill finally held B all the way through Evo's Escape. He also finally used Soap's Battery Farm route. This run was also the first example of the ideal Smashing Start route. Picking up the energy before killing the sheep causes the teleporter to activate faster, for whatever reason. Adding in a cutscene skip allows you to get to the teleporter during the cutscene, but you have to wait for the cutscene to end before getting on the teleporter, otherwise you do the teleporter animation twice. Finally, the cutscene skip in BCP was skipped using the restart level option instead of a death abuse. The timing for this was discovered by Solidussoap, who had become active in SSSV speedrunning again after discovering Mcill's stream.

After achieving a 1:26 in Any%, Mcill began to wonder how much time was saved in any% vs. a run that played the game the way it was intended. Thus was born supposed-to% (http://www.twitch.tv/mcill/c/5323329). Mcill spent a few days getting a run that didn't completely suck and ended up with a 2:07. This run was still optimized, but answered his question about how different any% was: about 40-50 minutes different.

After this run, Soap and Mcill completely broke The Engine Room. Soap had discovered a glitch which allowed the racing dog to get from the switch that activates the bridge up to the teleporter (now known as the "leap of dog"). Meanwhile, Mcill had discovered that the keycard could be obtained by touching the scientist as the fox (or any other animal), making the bear unnecessary. Mcill took Soap's strat and improved it by performing it as the fox ("leap of fox"). Soap took Mcill's strat and found a faster and more consistent setup. The result of this madness was the current any% route for The Engine Room.

Additionally, Mcill found a way to get the racing dog into the rat king's area quickly. The dog can ramp off a floating barrel to get into the area where the rat king is supposed to leave. The bar preventing the dog from getting to the rat king can be dodged by backing though it. This strat takes longer than getting the rat into the rat king's area, but the dog kills the rat king faster.

AND ANOTHER THING. Mcill found out that the hitbox extension glitch could be used in Hot Cross Buns to hit the switch in the scorpion pit, skipping the scorpion.

These were put into the route and Mcill continued to improve his time (1:25:21, http://www.twitch.tv/mcill/c/5367915). The Hippo jump was discovered (off stream I guess), and Jungle Doldrums was never the same (1:24:06, http://www.twitch.tv/mcill/c/5419435). The swag jump in Whirlwind Tour shaved of a second or two (1:23:24, http://www.twitch.tv/mcill/c/5464275). With these strats, Mcill managed to get a 1:21:23 (http://www.twitch.tv/mcill/c/5573903). Mcill was satisfied with this time for the next little while and decided to turn his attention to a new category: 99%.

FootBigMike gained an interest in the game and did a few runs, pushing his PB down to 1:32:07 (). Mike quit playing with the reason being that the intro cutscene was too long, so resets made attempts boring. Nevertheless, Mike pulled into second place for the time being. He also developed a strat for level one: Killing the sheep, getting the energy, then being the sheep. This strat is not as fast as the optimized route, but is way more consistent and loses only 1-2 seconds.

Back to 99% now. The rules for 99% were as follows: beat the game with all 390 power cells, all of the trophies except the one on Fat Bear Mountain, and with the highest possible "animals encountered" score. The runner is also required to pass through the trophy on Fat Bear Mountain, such that he would pick it up if it actually had a hitbox. This rule brings the run as close to a 100% run as possible. Mcill did a test run of this category in November 2015 (4:28:27, http://www.twitch.tv/mcill/c/5419244). He found that his "animals encountered" score wasn't as high as he had seen before. This led him to do extensive testing with the "animals encountered" score to try and find out how to maximize it. The results of this research basically indicated that the "animals enountered" score was broken or glitched and could not be trusted. The rules for 99% were adjusted to require the runner to "encounter" every animal in the game, including the mystery bear. An "encounter" occurs when you transition into an animal, activating the new animal cutscene. Sometimes the new animal cutscene doesn't occur (e.g. for the cannon camel), which is deemed okay. Starting a level as an animal does not cause a new animal cutscene or add to the "animals encountered" score and therefore does not count as an "encounter". To encounter an animal that you started the level with, you must exit it and re-enter it.

Around this time, a quick kill was recorded for the heli-rabbit in Ice 'n Easy Does It (). There is no known method of replicating this and, to my knowledge, no other examples of this quick kill have been found.

After dealing with that technicality, a crude route was developed (2:46:30, http://www.twitch.tv/mcill/c/5665196). No new strats were to be found for this route. The most notable finds were the "island jump" in Have A Nice Day! and the fact that the magic rope power cells could be picked up without having to swing the rope, making that section way easier than expected (it was expected to be nearly impossible to do well). Also, the walrus in Something Fishy could still be skipped, but collecting the trophy as the cool cod was dangerous, making this level not so nice to play. There were added cutscene skips as well simply because there are more cutscenes to skip.

The route was improved over time: -The first strat that was useful in 99% but not any% was the ability to enter the ratomatic without using the mouse sucker (2:41:38, ()). -The route was remade to go to the hardest level first, similar to how the any% route attempted to reach Whirlwind Tour ASAP after The Engine Room. In 99%, the leap of fox was not performed, so The Engine Room was a low priority level. The Whirlwind Tour skip was a smaller relative time loss as well, so Whirlwind Tour was also a low priority level. Instead, Something Fishy became the "hardest level" and it was completed as soon as possible. -A fast door cycle was made in Fun In The Sun for the door between the two main rooms. -At some point in time, ZandergothSRL entered Mcill's chat and explained two tricks he found that could be applied to Hot Cross Buns. First, it is possible to carry two animals as the vulture by stacking corpses on top of each other. Second, the last platform that needs to be changed from O to X can be hit without raising it. Stacking is useful in 99% and the O to X is useful in every run. -Sting In The Tail was rerouted to collect power cells in a counterclockwise path around the level, where previously they were collected in a clockwise path. -Stinky Sewers was completely rerouted

All of this culminated in a 2:36:58 (). This video is also the earliest recorded example of these strats.


SGDQ 2015

Mcill felt pretty comfortable with a 1:21 any% time for SSSV and he felt that the run was sufficiently optimized for a reasonable showing at a GDQ event. He was going to wait for AGDQ because it is hosted closer to where he lived, but SGDQ 2015 was announced to be in Minnesota, which was close enough. Mcill submitted his any% run to the long list of potential runs.

While I don't have any real insight into how games are selected for marathons, I was fairly confident at the time that SSSV would get in. The pros of having SSSV were that it was a completely new run for the vast majority of viewers. It was sufficiently glitchy to be interesting and the run itself was fairly optimized, so it's not like some random dude decided to speedrun some random game without actually trying to be good at it. The major con was that the game was relatively long for an unknown game ran by an unknown streamer, which makes it kind of risky to include in a marathon as well known as SGDQ. If the run were short and the runner or run turns out not to be entertaining, not much is lost, but if the run was long (like SSSVs 85 minutes), it could be considered a lowlight of the marathon. Overall, I felt like the appeal of a new game as optimized as SSSV was enough to pull the game through. Regardless of the reasoning, SSSV was accepted and given what is quite possibly the worst time slot (to be expected for such a run).

During his practicing for SGDQ, Mcill stumbled across some glitches which are as of yet unused in runs, including playing as the chameleon in Evo's Escape (), teleporting across the wall in Jungle Doldrums (http://www.twitch.tv/mcill/c/6386299), gaining a bunch of height as the cannon camel in Hot Cross Buns (), and some sort of tree jumping glitch in Jungle Jumps (http://www.twitch.tv/mcill/c/6778022).

Some other actually useful strats were put into the run during this training session. It was found that the king penguin could jump from the ground all the way up to the top of the level in Pinball Blizzard, shortening the walking distance between two notes. Something Fishy was rerouted to go counter-clockwise through the level instead of clockwise. Improved movement techniques were also found in Walrace 64. The walrus's boosting ability does not increase your speed significantly in that level, unless you use it during a speed boost obtained from one of the booster orbs. Using the boosting ability during an orb boost increases your speed, but also prolongs the effect of the orb boost. Of course, Zandergoth's Hot Cross Buns strats were also used. (1:20:00, ())

While Mcill practiced for SGDQ, Sha_lightning entered the scene and showed an interest in running this game. He put up a run with a time of 2:27:13 (no video). Sha mostly busied himself with glitch hunting. Early on he found a trick allowing the desert fox to travel fast while on top of an animal corpse by using the spin attack. The attack drags the corpse along with the fox making it appear as though the fox is riding the corpse, so the glitch was called "corpse surfing" or "corpse gliding". Unfortunately, the trick has no practical uses yet. Sha also confirmed that the desert fox jumps higher if you jump and use the spin attack at the same time. Mcill observed that doing both at the same time made the fox appear to jump higher, but he thought it was just the graphics playing tricks with the eye (when spinning, the fox raises above the ground as part of the animation, so it could have just been the fox "raising above the air" while jumping). Sha used this jumping technique in Sting In The Tail to reach the kangaroos slightly faster by jumping on the first pillar directly instead of going around it to gain some height on the nearby ramp. This trick is now known, at least by me, as "Sha jumping". The Sha jump was used to help Mcill get his next PB, a 1:19:17 (). This PB was the final result of Mcill's SGDQ practice, so after that it was off to Minnesota for SGDQ!

What is there to say about the SGDQ run? The room was nearly empty, but enough people were watching the Twitch stream to boost SSSV to the prestigious "most viewed" game position (http://imgur.com/TelDASM , shoutouts to Monkley6 for the screenshot!). The run itself ended up sub-estimate, which is pretty good because the estimate was quite bold. Similar length games often give 10 minutes of leeway, where Mcill's estimate for SSSV had about 5 minutes of leeway. You can watch the run here: ().

The day after the run, Mcill was chilling in his hotel room and messing around in Fun In The Sun when he stumbled upon the "turbo launch", the ability to gain lots of height as the vulture by grabbing a large animal underneath a small animal (e.g. a camel under a desert fox). He immediately figured out how it worked, confirmed that it worked with the kangaroo as the large animal, and put it into the route to reach the teleporter in Whirlwind Tour.

Mcill didn't feel the hype of his SGDQ run right away, but it was there. People had kind words to say about it (maybe because the haters didn't bother to say anything). His channel also doubled in followers (+300). More importantly, the run sparked interest in more runners. Three people took an interest in the game: doomking10 (aka ahmcgill), Marxvile, and Crackerbean.


The Crackerbean Era (2015-2016)

After SGDQ, Mcill went back to his still unoptimized 99% runs. Among his new viewers (and, therefore, new SSSV community members) were Doomking10, Marxvile, and Crackerbean. Doom and Marx put some work into any% and posted some times on the leaderboards (1:47:22 and 1:55:40, respectively). Marx was running PAL, which appears to be a slower version overall, so his time would be even faster on NTSC. Apart from their runs, Doom and Marx spent a lot of time working on the so-called elephantless strat for Jungle Japes. Marx also went on to run the GBC version of SSSV.

Crackerbean is a different case altogether. He showed up in Mcill's chat one day and was like "sup, I got a 1:20:xx any% time and now I'm doing 99% too". So Cracker was a good runner from the get go and, more importantly, continued to play this game and became the second consistent SSSV streamer. Cracker took the game by storm and crushed both categories. Then he made new categories to crush.

Mcill managed to drop his 99% time down to a 2:34:09 () before Crackerbean took over. This run featured many new strats after substantial work was put into the 99% route. It used the optimal Pinball Blizzard route (minus some small adjustments). Crackerbean pointed out that you don't have to touch the 6 penguins to play the song, so Mcill's original route was basically trash. It also included the optimal Hoppa Choppa route using a new out of bounds clip found by Mcill.

Crackerbean's first record was in 99% with a 2:28:05 () There was probably some hot new speed tech in there, but its hard to remember since 99% was a very unfinished route at the time. However, this 99% run was probably the first run to use a well-planned route and serves as a good template to discuss significant routing changes (before this run there could have been any number of changes).

Not yet ready to take the any% record, Crackerbean pioneered a new category: Silver Evo. The requirements for this run are to beat the game with 200 power cells, which upgrades Evo to his silver form. This category was meant to serve as an intermediate-length run in between any% and 99%, though it ended up being only about 10 minutes slower than any%. Starting with a time of 1:33:47 (video not found), Crackerbean pushed the time down to 1:24:56 (), mostly saving time as a result of refined movement and small changes in power cell routes. In fact, most of the evolution of the Silver Evo category has been a result of changes in power cell routes. The Silver Evo runs contained early examples of jump swapping. The runs also demonstrated new strats in Sting In The Tail to move from the vulture tower to the teleporter quickly using the kangaroo (a strat that will also be useful in any%). Another routing decision demonstrated in the Silver Evo runs with implications for other categories is found in Weight For It. Crackerbean found that a gorilla jump can be performed at the part of the cliff that is closer to where the gorilla is killed rather than literally as far away as possible.

Crackerbean also created the All Trophies category (now called "Most Trophies" LUL), another intermediate-length run in which the game must be completed with every trophy except the Fat Bear Mountain trophy (which must be passed through). The category did not interest any other runners (meaning just Mcill), so All Trophies was banished to the realm of "miscellaneous categories" and didn't receive much attention.

Oh yeah, after that Crackerbean still had it in him to drop the 99% record down to 2:22:00 (). What a legend.

Since every other record was his, Crackerbean began to push for the any% record, which he got. Like, right away. It's ridiculous (, 1:18:23). This run contained many improvements from Mcill's 1:19:17, which didn't even make use of the turbo launch. The run contained updated routes for Wait For It and Sting In The Tail. It also used jump swapping in a few places. The level order was also changed to play up to Fat Bear Mountain before bee-lining it to the desert. By the end of 2015, Crackerbean had every record.

While Mcill was getting pummeled in RTA, he made a TAS (). The TAS clocked in at 1:02:48. This was way faster than the any% runs of the time as it should be, but because the TAS is on an emulator, the lack of lag makes it difficult to compare properly. Mcill isn't much of a TASer and there wasn't much known about the game other than what has been found through speedruns. As a result The TAS itself basically did everything a perfect RTA run would do. Anything "TAS only", like many cutscene skips, was just stuff that RTA runners could do, but don't bother because the benefit wasn't worth the risk. The TAS did make use of a new strat in Fat Bear Mountain to kill the racing dog with the mouse, allowing the ram to be skipped. After doing this in the TAS, Mcill decided it was actually pretty easy, so he and Crackerbean started doing it in RTA attempts for every category.

The TAS was out of date pretty much the day it was released. Crackerbean discovered a trick called passive punching that made Punch-up Pyramid faster. The kangaroo punches during its idle animation, and Crackerbean found that these punches actually do damage, allowing runners to hit enemies even while recharging their punching ability energy.

This trick was immediately put into runs along with the ram skip in FBM. Mcill managed to sneak in a record for all 3 main categories, which were both swiftly beaten by Crackerbean. Going into 2017, all 3 records were still held by Crackerbean with a 1:13:16 in any% (), a 1:22:47 in Silver Evo (), and a 2:17:18 in 99% ().

Also in 2016, Linkums joined in the fun and did a few runs, ending up with a run good enough for 3rd place at the time!


The Ac_143 Era (2017-2018)

Crackerbean wasn't just an SSSV runner, he also did some Glover speedruns and strengthened the connection between Glover runners and SSSV runners. With the overlapped community came some extra interest in the game. Ryguy2499 put in a few runs and found a few tricks - more on those tricks later. Ac_143 also joined the fray and...the rest is history. Just like Crackerbean did in 2015, Ac_143 took the game by storm and quickly became the fastest runner.

AC had to learn the game first though, and while that was happening, Mcill applied pressure to Crackerbean's records, causing the two runners to get faster and faster. In 99%, Mcill got a 2:16:52 and Crackerbean responded with a 2:15:36. In Any%, Crackerbean managed to stay ahead of Mcill, dropping the record down to a 1:09:34.

Silver Evo was the first Category AC took the record in and 2017 was a mad scramble with Crackerbean, Mcill, and AC trading records. The record was broken 7 times in the year, ending with a time of 1:17:12 by Ac_143 (). Crackerbean was in 2nd and Mcill got the bronze medal for the year.

Any% was actually a more busy category than Silver Evo with the record being broken a total of 10 times. Again Ac_143 held the record in the end with a 1:08:30 (). This time Mcill was in second and Crackerbean got the bronze.

How did the game get so fast? Well first, the runners were actually getting good. Second, we found new tricks! Lets go over the changes from 2017 next.

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