I've made a new thread for the Any% category and elaborated a bit on them in the main overview of runs.
This thread is to elaborate on and discuss the Lego Island 2 (PC) Any% rules.
[section=Timing] Time is Real Time Attack
- There is no way to mod the game to have an ingame timer that gets rid of the loading.
Timer
- Starts: when you select New Game after selecting Start.
- Stops with the last pizza hit on The Brickster on Ogel
[section=Modding/Patching] Patchers/Mod loaders are allowed, but only to do the following: • Getting rid of loading times (significant for timing) • Increase texture/font quality (looks good, does not impact gameplay) • Running Windowed mode (easier recording/streaming/timing) • Skip game launch intro videos (this does not affect timing)
The following patchers/mod loaders are recommended:
[section=Windowed mode] Windowed mode is allowed if preferred (easier for recording, streaming, showing splits etc.) but requires 60fps lock to not soft-lock on the Bi-Plane minigame or the Desert Speedster.
Locking FPS can be done with dxtory.
There are no clear rules set for it yet, so unless those get defined it shouldn't be an actual category (nor does it have any runs submitted)
Some rules that might be interesting for it could be:
- Gold trophies for every mini-game
- X amount of Brickster Bots (if there is a limit of them (I'm not sure about this))
You are correct about the 'modded' version of Lego Island 2. Default the loading times crazy long for no good reason and are also very boring when you're live streaming record attempts of this game.
I have the loading time fix, higher quality font and HQ grass options enabled. This is done with the LI2 Mod Manager. There are various other mod loaders available able to achieve similar results supporting most (if not all) language versions of LI2.
There is a draft of rules for speedrunning this game somewhere on my PC I'll actually put up when I am back from my holiday. These also include mentions of requiring a FPS lock when running this game runs 'windowed' because certain minigames break when they are played when you have over 60fps.
I don't know how to go about actually splitting this up in a different category, or having this just be dedicated to PS runs, but I've requested a separate PC category to be created and mentioned renaming this one.
My current run for PC is 48:18 (so faster than PS, even with the extra minigames that have to be done).
Also wrote out some actual differences between both versions and why PC should be split up from PS:
- Main Island map layout
- Planet Ogel layout
- Amount of pizzas to deliver (9 on PS vs. 11 on PC)
- Number of minigames
No fishing for big Bertha for PS No skydiving + landing on Ogel minigame for PS
- Flying back from desert with helicopter (PS), not dinosaur (PC)
- Bi-Plane segments are completely different (different map layout, keeping an eye on fuel on PC)
- T-rex parkour is a different layout
- Desert driving maps are totally different tracks (speeder + snake chase)
- Using vehicles are actually faster than walking on the PS version
Visual differences which should not matter:
- Moving through the asteroid field (rotating camera + movement on PS vs. up/down/left/right for PC)
- Medieval Island map bridge width
- Visuals of final tower (+falling piece)
I've started running this game on PC (after getting windowed to work and lock at 60fps) and agree we need to split the PS and PC versions up in to separate categories.
Besides the version differences, the PC version has various ways to mod it, which require their own rules for submissions and what is allowed to be modified (or not).
Apparently there are no requirements for MvM runs that are submitted (nor verification?)
Some suggestions to force consistency on submitted runs:
- Boot Camp is allowed but only Valve servers (no community servers!) These might have things such as:
plugins (!rtd or donator perks) more starting money instant respawn more than 6 player slots
- A running timer/clock on screen to confirm single segmented runs
possibly submit recorded demo file with the video if it is not a Twitch highlight to confirm times
- cl_mvm_wave_status_visible_during_wave 1
show wave progress for possible comparison
- Countdown/ready status visible between waves
confirm amount of players on the server allow for syncing waves between runs for comparison