Threads
Christmas IslandSoapAgent5 months ago

Any% but you don't get any toys beyond the one toy that you start with, including from events and from the time capsule.

Since one of the strongest strategies you can use in runs is the crayon or marker toy, which standardizes the order of your deck and lets you build around that (along with some other strong toys like the candy necklace, GC controller, heelies, play-doh), sometimes the run ends up feeling cheap at the end when you can easily steamroll your opponents on the first turn and don't even need to bother with arranging stickers on anything past your opening hand. I think it would be cool to have a category where you're forced to build a more balanced deck that you can actually play all the way through. Some heavy hitting strategies would still accelerate the run greatly, like fever and parrots, but this would more closely resemble a casual run (done efficiently).

There is a Steam achievement for finishing a run with 0 toys, but relying on the time capsule to be able get a valid run and having to make sure there is an empty spot in it wouldn't be fun for trying to do multiple attempts and get a good time, so I think just sticking with the one that you start with is good.

Christmas IslandSoapAgent7 months ago

As of today, specific animations now scale more strongly with the game speed setting, those being the turn banners ("let's play", "opponent's/your turn", and certain card animations (drawing and playing cards, but unfortunately not sticker effects). Another note from this patch is that "Very large numbers are now handled more gracefully and don't slow the game performance down", which I haven't looked into myself but is probably good for single cards that generate a lot of stars. These changes on their own deserve some attention, but while I'm writing this post I want to mention a few things about the previous patch series from last month.

  • The blue orc and knight stickers were nerfed (knight only gives 3 stars per sticker instead of 5, and blue orc gives 4 stars instead of 5 and no longer decreases its stop chance when you add more).
  • There are new boss possibilities. Bobby & Bonnie from week 1 can have long turns due to their increased hand size, and if you have to take more than one turn, this can lose quite a bit of time. Malick from week 2 can mess with your hand if he plays a card with the camera sticker, but I've noticed that he doesn't always discard your strongest card so it's probably about as random as midgame Elias' backhoe toy. Dinosaur Min starts with a newly added toy that adds a fav-blocking dinosaur at the start of the battle, which is annoying if you don't have token denial and have to wait an extra turn. I like the idea of trying to get a dragon/alligator into your 1-card win sequence just to make battles like this more consistent (dragon has the bonus of clearing the opponent's stars in case they had a hefty first turn, but also will nullify any on-draw stars you got if you're playing the car deck).
  • Along with the new bosses, there are also new starters and some new stickers. While this does increase the pool of stickers, I don't think it makes too much difference. Some barnyard stickers are good out of context, like the pig for token denial. The new starters don't seem as good for speedrunning as robot or car (detective in particular is too slow). Each starter also adds a new toy, but these don't seem particularly helpful for speedrunning.
  • The claw machine has a more polished but slower animation, so you can't exactly spam click it anymore.
  • Super duper tough card battles can appear in daily schedules. They seem to just be a version of the same battle from later in the game (or potentially from a higher difficulty?). They aren't super intimidating in most cases, but they are definitely not worth taking in a speedrun. I have no idea if their addition has increased the amount of events that can appear on the schedule, making everything else like 5% less likely (made-up number), or if it's just a modifier of a regular card battle and the pool of events is the same.
  • The challenges are cool! The one I struggled with the most by far was "My Card Is Shorter Than Your Card", which prevents you from putting more than 3 total stickers on each card, but does not have this limitation for the opponents. The reason I bring challenges up is because completing each one adds a new toy to the pool for toy boxes and claw games. Of particular interest to me are:
Cash Register (I Make My Own Starter Packs): Shop rerolls are free
disco sphere thing (Quick Match): Increase max fever multiplier by 1
Toy Plane (Me First!): Choose card or candy grants you double reward on round 1
Purple Token (Smash The Piggy Bank!): Get one free attempt in every Claw Machine and Vending Machine
Play-doh (My Card Is Shorter Than Your Card): Transforms into the toy on left at the start of a card battle

Despite some of the nerfs and increased pool of content that you need to draw from, I think the game is still runnable. Blue orc is way less viable now, but knight is still good enough, and even without either of these, it's possible to make 1 card wins if you get different lucky pulls (and I think 1 card wins with crayon or marker toy are overwhelmingly the way to go for speedrunning). With the increased game speed, this will hopefully offset any slow starts you might have.

Christmas IslandSoapAgent1 year ago

Hey SNES Woods runners, I'm organizing a Wario Series two-team relay race that will take place in July or August of this year. I made an interest form that lists most of the games in the series, and one person who submitted a response expressed interest in running this game for the relay. I would love to be able to feature a couple of the spin off games in addition to the "mainline" games which we already have runners for, and I think Wario's Woods has a place as a speedgame in the relay even if the gameplay is very different from other games in the series.

If you think you'd be interested in participating in this event, I encourage you to join the Wario speedrunning Discord server, which is linked at the top of this game's page, and also fill out the interest form (https://forms.gle/1vAkqXtK1U3NYFTB7). I will close the form after it has been open for two weeks (so about 3 days after this post). Once the form is closed, further planning (locking in a date and schedule, confirming/choosing runners) can take place.

Thank you for your consideration!

thebfin314 gefällt das.
Christmas IslandSoapAgent2 years ago

Hi, I moderate a game and want to submit a run for WR history purposes on behalf of a runner who deleted their account. It seems like, despite deleting their account, they registered again under the same username and used the account for a couple days, so attempting to put the username in the Player field forces it to be tracked under that account. They had submitted to the same category before with the previous account, but now both runs are showing up on the board, and I don't know how to fix it without also editing the old run. Here is the board in question: https://www.speedrun.com/wl2?h=Main_Story-Glitched&x=ndx1n52q-9l79p7n1.jqznnvgq

Ideally I would be able to put the username in as an unregistered player so it doesn't have to be linked to this other account. Other runs of theirs have been submitted in another game (Super Marisa World) earlier this year, and it shows up properly there (unregistered player, no user link), so maybe an update removed this feature, but I hope I'm just missing something.

Edit: title is a bit misleading, "register" should say "submit"

YUMmy_Bacon5 gefällt das.
Christmas IslandSoapAgent3 years ago

If Pepino is on a ladder going down when you restart a level (he doesn't have to be currently moving when you pause), you have control instantly when the level loads, possibly saving around 1.7 seconds IGT. I tested it on two ladders in John Gutter and two vines in Ancient Cheese. Below is a video demonstrating the difference between restarting a level with and without the ladder exploit.

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Christmas IslandSoapAgent4 years ago

I am fully aware that clipping is not a new concept in this family of games, but this felt unique. I was running through the underground room in 1-2 and threw a ninji against the wall, inadvertently taking damage because it bounced back at me. But when I took damage, I also clipped one tile through the floor. I feel like this could be worth exploring if it has any use, and it does seem different from the other clip methods I've seen (namely, there's no vine involved). Here's a picture of the result: https://photos.app.goo.gl/Z4wCaZG731NnxXEw8

Christmas IslandSoapAgent5 years ago

This is not a prank. If you can see this text, I hope that's because the issue was resolved

JACK4L, FlareBlitz und 6 Andere gefällt das.
Christmas IslandSoapAgent5 years ago

Note: This DOES NOT work with touchscreen input, and therefore it doesn't work in the original release. You must have the Scribblenauts Collection 2-in-1 card/ROM in order to use buttons.

Copied from description: The input for performing this glitch is incredibly simple: just do a jump (B, X, or up) while holding left/Y or right/A, release all inputs, then press a jump button again. You can also hold either direction before doing the second jump, as shown here where I hold right to jump straight to the Starite in A1-1.

There is no limitation on this trick in terms of which direction your first or second jump goes, so you could turn around midair, although you'll have to keep Maxwell's massive jumping inertia in mind. The only thing you'll have to worry about is how fast you let go of and repress the buttons, so that you reach max height without Maxwell falling too far in between jumps.

Edit: the main use of this glitch is in levels like these, where it is very easy to grab the starite by double jumping. This is somewhat faster than going into the sketchpad and using an item. Another example of this is the first "action" level in the tutorial world, where there is a ledge that is just too high to jump up legally.

Polonxy gefällt das.
Christmas IslandSoapAgent5 years ago

I see that this board got added recently, which is cool. About a year ago, I created this video, which is a 100% run of the satellite version of the banana level (Level 5?):

I know that adding too many categories could cause category bloat, but perhaps just one level category, 100% Satellite could be added.

Christmas IslandSoapAgent5 years ago

I've also inadvertently pushed swimming entities into the ground by dropping stuff on them, but this is the first time I've seen a super useful exploit in this game.

Unfortunately, this seems like it's a very specific case that can't be replicated in many other levels, but if I find other levels with good clipping methods I'll post them here, and I encourage others to also experiment with clipping.

Christmas IslandSoapAgent5 years ago

Can someone who knows Japanese tell me what this item is? It's used a couple times throughout the JP 100% run to skip barriers and it would be really cool if there's an equivalent in English that works the same

Here's an example of it:

(If you couldn't tell, I don't know any Japanese lol)

Christmas IslandSoapAgent5 years ago

There is a run on the 99 Rounds Type A board which looks like it was meant for the 50 rounds board (:

Christmas IslandSoapAgent5 years ago

0.70 second IGT timesave, at cost of 1 heart

coachen, JDMI und 2 Andere gefällt das.
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speedrunner from the Pacific Northwest who focuses on "alternative" platformers / I won't fix obsolete runs with dead links unless asked
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