Comments
thread: NO THING
Oregon, USArarelike6 years ago

Switch is added! Good luck with runs. Keep an eye out for differences between versions so we can separate categories if needed.

thread: NO THING
Oregon, USArarelike6 years ago

Runs and ILs of this game are still really unoptimized. The game is very weird in that some levels just want you to get to a destination spot with a certain % of completion, while others require you to seemingly hit a set number of checkpoints around the map en route to doing so. It's not all science'd and I sort of faded away because it didn't look like anybody else was going to tackle full runs, given the steep difficulty of level 7 and the game just being headache-inducing after a couple hours.

Let us know if you find anything particularly weird!

thread: Gift
Oregon, USArarelike6 years ago

Are there any other known exploits/glitches along those lines?

thread: Gift
Oregon, USArarelike6 years ago

Howdy! I started messing with Gift today and got Picklewickle running it. While he was doing his first run I found a way to get a key from a ghost without killing them (which can be seen in his submitted run he did shortly after I found it). This works on v03 at least, haven't tested earlier versions.

While standing on the edge of the screen as a ghost holding a key approaches, wait for the ghost to be nearly on top of you so that the key sticks out past the edge of the room. Screen transition at this point and the key will be laying on the ground next to you.

You can pick it up and use it as if you'd killed the ghost normally to acquire it. If you don't pick it up and re-enter the room the ghost will have it again; this doesn't allow for key duping afaik so I don't think there's any value to it yet.

Oregon, USArarelike6 years ago

Those gifs are all adorable :3 Makes me motivated to stream more runs soon.

Awesome job on quickly pushing updates! And yeah, I'm definitely controller-oriented as much as possible. I still use the keyboard R to room reset because it doesn't have the startup that controller's does but that's about it.

Looking forward to seeing more of 5734L3R as you continue to develop it, it's been an interesting piece of ghostware for a while now ;)

Oregon, USArarelike6 years ago

I can do the transparency no sweat, but thank ya kindly. Really looking forward to new content and other projects! In the meantime I'll be able to optimize the runs for the current version of PK.

(Aside: I studied Japanese for years, a bit rusty these days but I could help you with some specific questions probably. The biggest trick is understanding how formality and social standing influence sentence structures/endings to give the language a natural sounding flow.)

Oregon, USArarelike6 years ago

That moonwalk gif is amazing! Is it cool if I use that on my twitch stream? It would be super cute as a notification gif.

The only thing that's really wonky to me are the crashes and even then it's no big deal, mostly a minor QOL issue. Everything else was only stuff i found from really testing everything, which most players won't find or will be excited to discover if they're actively hunting for stuff ^^ Feel free to let me know if you're interested in the incidental weirdness stuff too, and thank you again for making this game!

Oregon, USArarelike6 years ago

If you feel strong about blue gate skip or warp skip, cut 'em :) Re: 100%, there hasn't been a category for it yet which I think is common for games that aren't explicit about percentage or obvious in what would qualify. I'm still not even sure I've seen everything in the current version and I've done every room/achievement/diary entry... that I'm aware of. I'd say visit all rooms, get all items, all diary entries, and both endings should be what factors into 100%. Future content would change this to something like 100% Original Campaign or make it a legacy category if the new content becomes part of the main campaign, sorta depends on how it's structured and what the community wants.

I can do an abridged version of what I've found/noticed here. I'll do a longer version in a google doc or as a stream where I cover incidental stuff. I will say that some of the stuff I've listed as useless could possibly be exploited and I just haven't found the setups yet or might require an additional trick.

Major Glitches

  • Rocket Warp: Use Warp Device after shooting a Rocket and before it collides with anything to warp the Rocket with you to the destination room. Used to quickly bypass puzzles by spawning Rockets at what should be impossible coordinates in various rooms. (Examples in our two Zepp% runs)
  • Hook Warp: Use Warp Device during the quick animation of a block being pulled toward you by the Hook to cause the block to ignore gravity and slowly move towards its intended destination. Block will not rise/fall on its own through the slow movement and afterwards. Block can be pushed by player but is not susceptible to another Hook or a Rocket until you push it I believe. Used to let the player stand on a block that should have fallen/risen and gain an unintended jump/Hook/Rocket positioning, or to stop a laser for an extended duration as the block passes it. Probably other uses. No optimal uses in current runs AFAIK.
  • Crashes: I can consistently crash the game in room 23 by doing a room reset after turning the valve (might also require grabbing the Launcher?). I don't think the game likes you trying to redo a permanent change? This needs to be tested with other stuff like putting the Gears in their places and such. I have also crashed from getting too many items in too short of a time window (for example, buying Red Key and then instantly warping to Bulb room and getting that if you've already solved the puzzle, probably also happens with other item combos). Lastly, I had a semi-crash/softlock from similar circumstances and a lot of warps in a very brief window but haven't replicated it yet.

Minor Glitches:

  • Moonwalk: Pushing a block onto a button while standing on a lowered retractor block and then immediately (within a few frame window after the push input) pressing the opposite direction. Causes the block to go forward as normal and TimTom's forward progression getting canceled, with him sliding backward onto the y-coord he started from. Example in my clip on twitter, also possible in room 51 (although probably not useful). No current implications for the speedrun or puzzle solving.
  • Reset Shot: Doing a room reset and then shooting a Rocket in the following few frames, which maintains the Rocket through the reset while everything else reverts. Potentially allows you to augment puzzle solutions but no useful situations have been found yet.
  • Half Tile Glitch: If you warp in 87 after being tele'd there and before Yumo's Keeper teleports you the game permanently offsets TimTom's visible sprite from his collision box by a half tile. This is repeatable and stackable, so you can push the visible sprite super far from the collision box. See my last screenshot on steam for an example. To be honest, this is just really funny and I only found it this morning but I wanted to show it off.

Exploits:

  • Push Warp/Item Warp: Pushing a block or stepping off a platform and warping as you finish moving into the tile but before your character is effected by gravity, causing you to survive when you should have fallen to your death for example. Useful for grabbing Lantern in 45/Key in 50 without doing full puzzle.

Weirdness:

  • Can disable player control of character in room 16 by getting horizontal laser at top of room crossing the ladder, then warping out and coming back in via the ladder. TimTom will start to die in the laser, cancel the animation, and stand on the platform below. Player will be able to menu as normal and can always warp out to reset, so it's not a softlock, but it's amusing.
  • Room 24: if you screen wrap vertically by falling upward off a ladder while upsidedown you "land" offscreen. This can be fixed by moving left or right, and this gains you a tile unit of horizontal movement which wouldn't normally be possible during a falling wrap.
  • Room 51: Weird death case. If you reset the room and enter it from 52 you'll die on the laser above the ladder. If this happens 4 times in a row (which it will if you don't interrupt the loop) it will reset your respawn point to the one near the ladder from 48.
  • Room 57: Similar to the one in 51. Entering the room from 58 after reseting the puzzle skips the laser over the door, but if you walk back into it and die you'll respawn in the laser 4 times before your respawn point switches to the one near 56.
Yanrishatum likes this
Oregon, USArarelike6 years ago

Hi Yan!

Firstly, thanks for making this game. I love it and it was a blast of a casual play and made me want to run it :)

I don't think blue gate and warp gate skips would need to be patched, as they are the kind of thing that casual players are probably excited to discover since you can somewhat stumble upon them. They are sequence breaks but don't break the general rules of the game ¤too much¤.

From a speedrun perspective, once we have more people running the game then there can be more categories added which can focus on doing runs with specific glitches or exploits, like an Any% No Rocket Warp. I appreciate you wanting to patch out unintended stuff and won't tell you not to if you feel inclined. I just really like Rocket Warp as it adds a different layer of puzzle to the game where you trade off the difficulty within the room for trying to optimize where you warp to for setting up a needed RW shot. The tradeoff is that it does make some rooms crazy easy; you can clear the last puzzle in the Caves before getting Yumo's Artifact with one really quick RW.

If you did a steam branch, would it be possible to just have current patch as a "legacy branch/patch" and that it's clear it won't support the DLC that the newer patch versions will? Any work you do on this aspect should be minimized since these aren't game-experiencing-ruining things (and we want you to focus on more content!) Also, would you like it if I started a bug/glitch/exploit thread on here for you to be able to reference? I've found several other things which don't currently effect the speedrun or are just weird/cosmetic.

Oregon, USArarelike6 years ago

I think an Any% with all glitches allowed would be a reasonable category which wouldn't detract from the current Any% except for a change in naming conventions. Given Any% in VVVVVV (where they actually use an older patch of the game to perform text storage since that game did get a patch to fix the issue) and ACEs in numerous other games I would say that there's precedent. It's broken af but it's the fastest way to complete the game and that is generally worth making space for on a speedrun leaderboard.

Oregon, USArarelike6 years ago

I think VVVVVV leaderboards are a good example of how we might handle this. Any% is down to 37 seconds or something there and it's a little bit of a meme with fewer players running it, but being a meme doesn't make it an invalid category. My thoughts:

  • Any% pretty much becomes anything goes for glitches: Infinite Jump, Hollow King Skip (won't be necessary in IJ runs but still legal), and Password Storage (presuming it's ever found to work on the Steam version) are all fair game. Alt+E abuse would probably be included here too although only working on Mac and Linux makes this a little finicky and you could debate this aspect of it. This could be run as an IGT or an RTA category. You could even include both and have one as a miscellaneous category if enough people are interested in each but I don't think the community will be large enough to support that. I wouldn't make decisions about this until you hear from a lot of runners about whether they'd run both/either/neither version of this.

  • The current Any% category and associated runs become a "new" category, which could be Any% Glitchless (or Any% No Major Glitches like you see in a few games). No timing changes or anything else, just a new name for the category.

  • I understand why you'd want to merge the leaderboards for nonsteam and steam turnipp but I don't think it can ever really happen (short of JKP going back and adding SUPER room to nonsteam which would be ugh).

  • Considerations on how this effects other categories, like Low% and 100%, should be made at this time as well.

turnipp likes this
Oregon, USArarelike7 years ago

I posted this in the steam version forums but I guess there might be somebody here who doesn't check there. We have a discord channel now! Come join us: https://discord.gg/bZs99rY

Oregon, USArarelike7 years ago

I don't know if my route is actually good or not but it certainly is fun and I like that I frontload pretty much all the map searching/item collecting into the first run. The second run after Lose is literally a straightforward any% with high route after Leap of Faith to get the last few bags and rooms. I have a poorly written google doc for the route I can polish up and ship your way, although I worry that the route might be slow enough as to not be worth anyone's time.

Or... you could route 100% Glitch with Alt+E exploiting ;)

Oregon, USArarelike7 years ago

Great work, turnipp. I think there might need to be some conversations in the near future about categories, names, and rulesets.

ZZKer likes this
Oregon, USArarelike7 years ago

Howdy! I see the old noclip post about a skype group but I imagine that more of us are using discord these days, yeah? I just set a channel up for Wingame speedruns:

https://discord.gg/bZs99rY

That's a perma invite link so it should be fine. If you're not already on discord, it's a great piece of software and you should check it out! One of the things I'd like to get done for this in the near future would be a Now Live bot, like the VVVVVV discord channel has.

ZZKer, MarioBataliJr, and turnipp like this
Oregon, USArarelike7 years ago

I've started experimenting with 100% routes, although I don't think the one I've got up for my current PB is optimal. It's a really interesting and underdeveloped category right now, it seems.

turnipp likes this
Oregon, USArarelike7 years ago

Great job! Sorry I wasn't around to contribute like I had hoped to but y'all made a really solid guide and it's good to see everything in one place. I wasn't even aware of the timer-reset stuff for yolo and cat so now I get to grind out more runs to save the ~1s. Cat confirmed optimal for IGT.

ZZKer and turnipp like this
Oregon, USArarelike7 years ago

A comprehensive guide including all the different glitches/exploits/bugs would be awesome. I'd be willing to contribute towards that as a project.

Those maps are great, btw, so thanks to sigack and you. Looking at it there's maybe a chance that some of the clipins could be used for 100% but it's really hard to say without actually trying it (and I've never run 100%). Hopefully we can all start testing stuff soon and see what's useful!

turnipp likes this
Oregon, USArarelike7 years ago

That's pretty neat! I also didn't even know about ARDYH, so that was cool as well. The initial OOB looks like an issue with where JKP put the rooms when he added the ARDYH section; jumping left from No Fun Without the Danger doesn't actually put you above Solo From Oaks, despite it seeming to belong there.

The clips back to inbounds look like they are all basically the same transition clip outlined by Turnipp. It's just super common up there because the ceilings of the rooms below are mostly flush with the room seams. When there's a divot in the ceiling then you're able to be in transition. It seems to work on any sort of spot in all the rooms you can walk to up there, from Leap of Faith on the left to Brazen Machines on the right. You can also fall into the weird pipe-hole-thing in the top-right corner of Brazen Machines, which has always been an odd looking piece of geometry to me even when inbounds.

It's unlikely to be useful but like you said on steam, there may be some niche utility or interest around it. My game did crash once while OOB but that happens once in a blue moon anyway. The neatest thing to me was that I was able to go off the right side of Brazen Machines and then wallcling left down two rooms, which ended up with me in the textline from the Spider Gloves room: http://i.imgur.com/e6BMYYz.jpg

I hopped on stream to record things during super brief testing. I don't think there's much on here that isn't covered in Mario's vid or anything but it's worth having.

Some information gleaned from doing this:

• There is no kill plane around the game map; if you go off the right and then down you will fall forever. • The game map as linked in the Resources section needs a slight tweak: The first letter-entry room is shown as being directly above Taking the Long Way but this doesn't seem to be the case as you can walk into it as an empty area. The two letter rooms and the exit room are probably located elsewhere nearby in the world layout.

turnipp likes this
thread: VVVVVV
Oregon, USArarelike7 years ago

I figured I'd bump this. Ended up watching Bbhab doing this run for a bit yesterday and then did some practice myself. It seems like it should warrant a standalone category but I would assume there needs to be a few different people contributing at this point for it to happen?

E: Rules would need to be clarified. Line clips and tj would be excluded but Bbhab was running without using death warps either, which I generally think would be fair game?

About rarelike
Joined
8 years ago
Online
today
Runs
127
Games run
Super Skeleman
Super Skeleman
Last run 8 years ago
13
Runs
Labyrinth (PC)
Labyrinth (PC)
Last run 3 years ago
12
Runs
You Have To Win The Game
You Have To Win The Game
Last run 7 years ago
11
Runs
NO THING
NO THING
Last run 5 years ago
11
Runs
PHOGS!
PHOGS!
Last run 1 year ago
8
Runs
Rex: Another Island
Rex: Another Island
Last run 5 years ago
7
Runs
Satan Loves Cake
Satan Loves Cake
Last run 3 years ago
6
Runs
Popo's Tower
Popo's Tower
Last run 2 years ago
6
Runs
Games followed
Astra And The New Constellation
972
visits
Pip!
Pip!
Last visit 9 months ago
343
visits
Reunited
Reunited
Last visit 10 months ago
175
visits
Toastling
Toastling
Last visit 5 months ago
4
visits
CONCLUSE
CONCLUSE
Last visit 7 months ago
128
visits
NO THING
NO THING
Last visit 7 months ago
439
visits
Rex: Another Island
Rex: Another Island
Last visit 1 year ago
316
visits
Super Skelemania
Super Skelemania
Last visit 1 year ago
127
visits
Games moderated
NO THING
NO THING
Last action 7 months ago
48
actions
Super Skeleman
Super Skeleman
Last action 5 years ago
29
actions
Labyrinth (PC)
Labyrinth (PC)
Last action 4 months ago
22
actions
Buntroid
Buntroid
Last action 4 years ago
16
actions
Satan Loves Cake
Satan Loves Cake
Last action 1 year ago
16
actions
CONCLUSE
CONCLUSE
Last action 7 months ago
13
actions
Astra And The New Constellation
Astra And The New Constellation
Last action 2 months ago
12
actions
LONG LIVE THE AXE
LONG LIVE THE AXE
Last action 2 years ago
9
actions