The Time Save Thread
8 years ago
Virginia, USA

Hey everyone,

Since there doesn't seem to be a thread yet for new time saves, and all time saves have either been present in videos or by person-to-person, I've decided to make a thread to dedicate where to put new time save discoveries, be it Single Segment, Best Segment, All Good Endings or Max Quest.

I'm going to start by putting down a few time savers that people might not know of yet if they're new, and going to include one i discovered yesterday. Feel free to share your time saves, unless you want to keep them for yourselves :P

If its only applicable to one category, state which category when you post it(SS, BS, AGE, MQ).

-rats starting combat in Cave(can result in less time in combat) -pressing the 0 key during the mutant in the military base, overseer, and can be held to skip ending cutscenes(BS/SS can skip ending cutscenes, AGE cannot) -lieutenant dialogue animation short(all 1s)(RNG) -lieutenant alternate dialogue route(211, rather than all 1's)(saves ~0.5 over all 1s) -Quick bomb explosion in military base(RNG)(SS) -Cathedral Shopkeeper bomb trick(if opting not to use explosives in Military Base)(see Ewil's BS vid for reference)(BS/SS) -Quicksaving to trigger Jeremiah dialogue faster(of course, set up the quicksave path before this) -Secondary Locker in military base(BS/SS, will need to have quick reflexes in Cathedral nuke arming with science) -Rarely used but useful keys: Z(rest) and M(mouse cursor style) -Spam clicking while going Southeast and Southwest -Junktown warp glitch(See: watch?v=M4lPqdtC45Q&feature=youtu.be)(AGE)(MQ)

Aaroneous and tadyyy like this
Pomorskie, Poland

Good idea. Do you know how does the quick animation of Lieutenant can save? When I was doing the segmented run I noticed both animation happening roughly the same amount of time, but from what I was looking at the timer, I didn't notice any difference. I will check that out later. As for the bomb in Cathedral, since it saves about 30 seconds, I think it should be used in single segment too. How does the quicksave for Jeremiah work? Also, we should have a discussion about allowing saves in single segment. They are allowed in Fallout 2 and many other games and since most of them would be backup only - not much of a real time save, I think they should be allowed.

I timed the no-level save, and if you open every door on the first try, you can save up to 3-4 seconds on leveling lockpicking, which I don't think is a good idea in single segment and about the same on speech, which I guess could be further tested for single segment.

I guess there should be said a bit more about the rats in the starting cave. I use the old school method of letting the rats come at you, which main pro would be the fact that you spend less time in combat and thus the last rat has a bigger chance to move out of your way. It can save about 3 seconds.

Virginia, USA

From what I've gotten, the Lieutenant quick animation CAN save .5 second I think, that is comparing the slowest animation and the fastest animation(I believe there are 3).

And I wasn't sure about saves in this game either so I havent been implementing them in my runs yet, but I notice that if you have a quicksave already setup, the moment you get to floor 1 and quicksave, Jeremiah will immediately initiate dialogue, compared to waiting for him to initiate dialogue, which I think saves .1 seconds, but this is up for debate as to if it can be used or not. It's a small time save, but every split second counts :P

Pomorskie, Poland

Interesting, I will take a look later in these skips. There is alternate way to getting the bomb in Military Base. Instead of going for the locker on the left, you go for the locker on the right and take dynamite instead of c4. This also skips the key, it is possible to arm the bomb in Cathedral without it, but it's much harder. The reason do that is the fact that Lieutenant will get stuck and you don't have to run north to draw him out. I believe it only would save couple of seconds if the key skip would be successful the first time, so it's probably only viable in a segmented run.

Virginia, USA

I thought about implementing BS/AGE strats into SS, it didn't work out so well considering how small of a window it is to get the combat after you've armed the nuke. It is viable for SS, but it's the least practical.

I'll edit those notes on locker for BS strats into the OP

and I've totally forgot to mention, the cave rat strat CAN save more than 3 seconds, I've gotten 14.9 caves with the strat

Pomorskie, Poland

It is actually about 3 seconds per rat. It is possible that every rat moves out of the way, but the highest I've ever seen were two at once. The important rats are the top one, the 2nd on the left (the on the right is harmless as long as it doesn't move left) and the last one on the bottom, which moves away quite often, I would say maybe 30-40% of the time.

Czech Republic

"pressing the 0 key during the mutant in the military base and the overseer"

0 key should also be used to skip all cutscenes and ending screens (just hold the key, no need to mash it)

-lieutenant dialogue animation short(RNG)

Not sure what this means. If you're referring to my segmented run, I simply use a different dialog combination (I think it's 211), where the animation doesn't happen.

Can you please explain these 2?

-Quick bomb explosion in military base(RNG)(SS) -Wait time for bomb to explode at Cathedral(BS/SS)

Here are some tricks I found a week ago and are present in my segmented run:

-Instead of blowing up the robe guy next to Lieutenant, use C4 (dynamite in SS) on shopkeeper in Citadel. And since you can rest there, you don't have to set the explosion timer to 0:10 and you also skip waiting for it to go off. SS strategy would be to tag Steal and plant the bomb directly on the shopkeeper, otherwise there's a high chance of combat. -There're some hotkeys I've never seen anyone use - Enter for ending combat and setting the explosion timer, arrowkeys for scrolling down the inventory (can be also used for scrolling the map, but it's slow), 0 for skipping cutscenes, dialogs and ending screens, M for changing mouse cursor and Z for rest. Generally, all keys in Fallout 1 can be held to do stuff as soon as the game allows it. -Instant Overseer dialog - Can be also seen in barrow's RTA run. I really wonder if this trick is just pure rng, or there is something that affects it. -Mouse cursor placement - You can move your mouse cursor blindly during elevator rides to position it in specific direction. Needs practice. The cursor can be shortly seen during the map loading (maybe like 3 frames on my PC). -As DrTChops found, spamming the movement can be slightly faster. It only seems to work when you run diagonally in southwest and southeast directions.

Virginia, USA

-I'll add that into the 0 key info -lieutenant animation is when you do all 1s, theres 3 options of animation he does to react to you telling him "go to hell", so thats what I mean by that -the military base bomb is just luck, where the bomb might explode early, its just a note -the bomb cathedral thing is what you explained with using c4 and the shopkeeper, I guess I should add more detail to it -I'll note the Z and M keys, all the other keys ive seen people use plenty -as far as I know, Overseer dialogue is pure RNG -mouse cursor is a pretty obvious thing, and also its blind. I dont think its worth mentioning -I was thinking of including Chops' click analysis, but I think he said that was tests with walking(?) which we dont do ever

Pomorskie, Poland

Spamming clicking while going southwest and southeast can indeed make you go faster while running.

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