Yeah, it's a bit of a crazy challenge. I almost beat it once, but as far as I know, no one has ever actually done a full run in that mode.
So, over the last couple weeks I've figured out how to recreate and refine at least some of the techniques.
- General momentum. If you keep your momentum up you'll generally make better times and be less likely to fail as a run goes on. A body in motion stays in motion type stuff.
- 0-Stamina Jump. An obvious one. You can keep moving at a high speed by constantly sprint hopping when you run out of stamina for running.
- Horizontal Shimmy. When moving side to side, you can do so much faster and more efficiently if you shimmy. Face in the direction you wish to move, tilt your head very slightly down, around 5 - 15 degrees, and while pressing both forward and either left or right, quickly and repeatedly grab and release while moving along a surface.
- Vertical Shimmy. A similar story except you're moving up and down. Maintaining your relative viewing angle is very important here because you can easily lose your stamina if you accidentally look up, especially on surfaces that change their angle.
- Backflip Jump / Double Jump. Using the backflip emote and jumping just as you begin to straighten back out will give you a significantly higher jump. Useful for saving stamina at the start of a climb. Especially useful for dangerous jumps where you can't get away with sprinting first.
- Lunge & Release. If you're close enough to the top of a climb so that your head will be above the edge of a surface when you complete your lunge, you can let go and you'll climb over that very last bit when you otherwise wouldn't.
- Cactus Launch. I'm not very good at doing this technique, and it's technically a glitch, but it's considered legal for the NMG category. You basically just throw a cactus and grab onto it like you're trying to climb it. The key is keeping your cursor over top of it throughout its arc.
My current PB is 30 minutes. Nothing crazy but its a solid run and you can see my use of these techniques throughout the run. It's not a "legal" run though because apparently the moderators force you to use mods in order to even speed run this game.
So, what are the core techniques people are using to accelerate their runs? The 0-stamina jump is an obvious one, but I see people doing this constant grab and re-grab thing during climbing that seems to give them practically infinite stamina, and I haven't figured out how that one works. Also any routing hints?
Only the first run would be usable as the following runs occur under different conditions.
Nice improvement. The health bar freezing white is a well known bug. It's not specific to the XGen site.
Good to see a new runner. I'd recommend watching the video guide by Colibolo to learn the ins and outs of this game.
Supplemental: Congratulations to Prune_Danish again for getting the first EVER sub-14 run.
Solid first run. I would recommend avoiding side travel though. Generally if its off screen it isn't worth going for time wise. I would also recommend doing a few cheat% runs as this will help you practice and clean up your boss fight.
Doubtful. Right now I can see a low 52, maybe even a 51. But I don't think a sub 50 is doable.
Pretty solid run, but you need to clean up on your boss fight. Also, if you're going for glitchless, the record is actually 14:37.
You are right, there is no cheat code for increased damage. I submitted this on the grounds that an existing run used a hacked version of the game, so I figured I'd give my shot on uploaded a hacked run.
hitGasPocket() gets called by the ATV sprite whenever a gas pocket block gets dug out.
Here's a table which shows the amount of damage caused by a gas pocket at a given depth and radiator. (Rounded to nearest integer)
Depth Stock Lv1 Lv2 Lv3 Lv4 Lv5
5000 -133 -106 -100 -80 -53 -26
5100 -140 -112 -105 -84 -56 -28
5200 -146 -117 -110 -87 -58 -29
5300 -153 -122 -115 -92 -61 -30
5400 -160 -128 -120 -96 -64 -32
5500 -166 -133 -125 -99 -66 -33
5600 -173 -138 -130 -104 -69 -34
5700 -180 -144 -135 -108 -72 -36
5800 -186 -149 -140 -111 -74 -37
5900 -193 -154 -145 -116 -77 -38
6000 -200 -160 -150 -120 -80 -40
6100 -206 -165 -155 -123 -82 -41
6200 -213 -170 -160 -128 -85 -42
6300 -220 -176 -165 -132 -88 -44
6400 -226 -181 -170 -136 -90 -45
6500 -233 -186 -175 -140 -93 -46
6600 -240 -192 -180 -144 -96 -48
6700 -246 -197 -185 -148 -98 -49
6800 -253 -202 -190 -152 -101 -50
6900 -260 -208 -195 -156 -104 -52
7000 -266 -213 -200 -160 -106 -53
7100 -273 -218 -205 -163 -109 -54
7200 -280 -224 -210 -168 -112 -56
7300 -286 -229 -215 -172 -114 -57
What did you use for decompilation? I had a software for it, but it was a bit on the expensive side.
So, I noticed the speedrun guide made by emanfman included a manually counted table of distribution for terrain where he stated that he has determined a 32% distribution for air under ground. I figured I'd go ahead and validate that 2 or more hours of his life that he said he'll never get back by confirming in the code that, at least for the air part, he's basically correct. There is a 1 in 3 chance that any given block will be air.
Since I imagine it's of interest, and I figure someone may be able to read this better than I can, here is the whole terrain generation function. https://ibb.co/DW6RC0F

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