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EnglandZero_uk5 years ago

Hold c+z+b+up and your stuff will increase. (iirc you will need Not so much a glitch I think as a cheat hence the name of the category. Unless it can be skipped by now you will need to complete keep on piling still to get the drift, otherwise you won't be able to make a few jumps.

Imaproshaman en louisboss99 vindt dit leuk
EnglandZero_uk7 years ago

That glitch on "All Pile on the Rabbid" is brilliant. With this, we can probably get a sub-15 Any%! I can't believe it, lol.

EnglandZero_uk7 years ago

Are there any specific rules regarding the use of emulators, or is it just similar to OOT in the sense that only Pj1.6/1.7 are allowed, with default settings? (or is it just "anything goes" at this point?)

EnglandZero_uk7 years ago

I don't believe so, but there's no way that I'm aware of to exclude variables from specific categories.

EnglandZero_uk7 years ago

This is my error, I didn't check the VOD for level select cheats, which I definitely should do from now on.

EnglandZero_uk7 years ago

Yes. (along with default settings)

EnglandZero_uk7 years ago

@GreenPower713

Yes, it's a graphical glitch that occurs on some emulators.

Pj64 1.6 (along with 1.7) is allowed provided that you are using default settings, meaning that you can't change the graphics plugin to perform GIM, for example.

There is an additional restriction that applies to emulators, and is only relevant if you're using a 1.0/1.1 ROM. You are not allowed to use glitches that are exclusive to 1.0 or 1.1, including glitches like Early Eyeball Frog. You may use 1.0/1.1 ROMs provided that you do not perform glitches that are exclusive to those versions. (there is a high probability that you have a 1.0 or 1.1 ROM)

EnglandZero_uk7 years ago

I don't see why that would be a problem. What emulator are you using?

EnglandZero_uk7 years ago

Oh yes, I forgot about that. Shall we keep the rule for ending on fade out? If so, I'll retime the runs now.

EnglandZero_uk7 years ago

Isaq pointed this out in his latest submission, and I agree that it is a bit vague.

I was originally inclined to time from gaining control of one's character. I however recognise problems within this timing method, as I have come to realise recently. The problem is that timing ends up being inaccurate because it can be hard to judge exactly where one gains control. In general, it's better to start and stop splitting where the player is largely inactive in the game (ie. sitting through a loading screen, shortly after pressing a menu option, spamming through a text prompt, cutscene etc.), to eliminate timing inaccuracies.

The option that I can see as being feasible is timing from pressing "restart". This would make timing a lot easier and simpler. I would be willing to retime existing runs, which wouldn't take long at all, to meet this convention.

For ending, I recognise that fade out is also hard to split at, so maybe splitting upon pressing A? Which can be visually confirmed by the Rabbids starting to pick up the item.

What does everyone think?

EnglandZero_uk7 years ago

I'm going to make this the route planning thread. A bit has happened since I last posted here.

I recently did an 18:01 Any% cheat run, but again I didn't record (I only have my splits). It was deathless and pretty slick, but had a few mistakes. It has gave me a bit of an insight on what we can do, route-wise. As you can tell, I have too much free time atm.

http://imgur.com/a/LWs2k

¤ Introduction - I split at a different time to Phionex, on fade out as opposed to A-ing the prompt to leave the level. With that considered, I'm still 2 seconds slower. I'd credit this just to a) getting distracted by my timer or Skype b) distracting from the typical path to collect XS items. Turns out, that we probably don't have to distract from the "main path" to collect the 50 items, provided that we don't miss an excessive amount of items. It may be beneficial for newer runners to collect a few extra items to ensure that they don't have to divert for extra XS items. This shouldn't really happen, and if it does, there should be enough XS items within the starting area to compensate. While this is probably known by a few, this information is more for new runners. Bumps into walls can also cost ~0.3-0.4 seconds each, so be careful there. If you're a new runner, absolutely do not collect any squids, if you're running All Missions or Any%, as it will lose you some time. I haven't timed precisely how much, but I will try to do that. I can't envisage any feasible skips, due to the requirement of 50 XS items, unless there is a way to clip through the fence at the beginning. I'm not sure if the collector rabbid would be activated in this circumstance, though. At the moment, the Introduction level is boringly stable. ¤ Shop Till You Drop - I still haen't tried Isaq's skip, but I will try to grind it a bit. If I can get it consistently, I'll try to explain it a bit more in the route for Any% with cheats. Playing with two players may become useful in this level. In the locker room, it would be possible to use a charge shot to shoot the girl that jumps atop the locker, saving a bit of time. Similarly in the cafeteria area, it could prevent chasing people as much. Don't bump into any cacti during the level, and try not collide with the cleaner robot or a wall. That could waste a few seconds. If you die, it may waste 30 seconds or more, depending on where you die and how many times you die. Based off my split times, it could save around 90 seconds to 2 minutes given good execution, although I could be overestimating, judging from my split times, potentially bringing the run down to 16:xx. ¤ Keep On Piling - It can be easy to die by falling off the platform shortly after the point at which you boost ¤up¤ a wall. New runners should go slowly here to ensure that they do not die, put simply, as that can waste a somewhat significant amount of time. I can confirm that your stuff will reset after having completed this level, making any time spent increasing your pile beyond 3200, wasted time, and thus time that can be saved. The only feasible skip that I can think of would be skipping the text prompt after unlocking the turbo, which could save, potentially around 12 seconds. Upon receiving the turbo, head straight forward, wiggling the control stick a bit to build a turbo. Try to avoid doing 360s, as that will prompt lines of text from a rabbid explaining how to use the turbo, as the game intends for you to build the boost by circling the mounds, which you should not do. This, again, seems to waste 11-12 seconds. (I deduced both of these from watcching Phionex's run again, I didn't make these mistakes in the run) Avoid collecting much stuff, as this will waste a variable amount of time. ¤ Inbetween "Keep On Piling" and the End, menuing within the level select screen seems to be pretty important. Follow the guide's suggestion of using right to advance tiers, then use Up to increase your pile such that you can start the next level. Again, any time spent fiddling with the menu or increasing beyond 23000ft, is wasted time, so avoid doing this. It could result in a nasty time loss and it may also kill a run. I still used the construction pipe, as I'm unsure if the ambulance is any faster, or any slower. ¤ King of the Pile - First, don't get distracted by your timer, and miss sub-18 because of that, like I did. To digress, this is probably the hardest level in this pretty short run. The hardest bit to get right is the fight at the beginning. I probably lost a decent amount of time here, because I recognise that my fighting strategy is probably pretty unoptimised. Firstly, make sure that the exterminators and the dogs move as little as possible. Keep them as near to you as possible. Secondly, I also noticed how the utilisation of 2 players could save time here, due to the usage of charged shots being able to 1 hit kill the armored exterminators, and maybe the dogs. Although dashes can be effective, I would discourage using them against the exterminators. There is a high probability that they will simply jump, nulling the effectivity of the attack. However, I would recommend using this attack against the dogs and the armoured exterminators, as they cannot dodge the attack in the same way. ¤¤TRY NOT TO DIE HERE¤¤ - it can cost you a lot of time. The rest of the run is platforming, which is quite straightforward, provided that you do not die. If you struggle, try practicing controlling the rabbids, as they can be quite slippery, and overall uncomfortable, to control, at times. That improves with practice.

All in all, 15:xx is almost definitely possible. I will try to make the guide a tad more detailed, with more hints like the hints above.

EnglandZero_uk7 years ago

^ probably misunderstood the thread/read the title but not the OP.

EnglandZero_uk7 years ago

I feel that I should point out that an Aftermath run has been verified as an Any% run, here: http://www.speedrun.com/run/2yw2xr2y

topic: The Site
EnglandZero_uk7 years ago

I was wondering whether it's possible to exclude a variable for one category, or a set of categories, where it is irrelevant. If not, would it be possible to consider such a feature? To illustrate this suggestion, it could be in the form of opt-out, (ie. all categories are included until excluded) or opt-in (ie. all categories are excluded until included) lists. This would be better than the current system, where only one rule for inclusion can be added. It would be definitely easier than creating multiple instances of the variable, especially with larger boards.

teh_supar_hackr vinden dit leuk
EnglandZero_uk7 years ago

I wasn't aware of such a glitch.

Maybe we should have "No Item Duplication" and "Item Duplication" categories? I probably wouldn't set it as a variable, because otherwise the board will get messy, but I might consider it. I doubt anyone would run the former, but it's there for when one of us 3 is bored enough lol, doubt that I'll have time for it any time soon. It's likely that a first run would take in the region of 4 (maybe even 5) hours, maybe even more.

Edit: Looking back, I guess we could add an additional variable, ie.. Glitches or Glitchless, but that might get a bit messy.

EnglandZero_uk7 years ago

I'm still pondering a few things about the requirements of 100%. Currently, they are as follows:

  • Collecting all XL items.
  • Collecting all XS items. (I am probably going to change this to "Complete every level with all XS items collected, such that full completion is displayed on the level select screen.", since people might get the impression that you can miss out items then ¤only¤ collect those items in subsequent playthroughs)
  • Completing all mini-games (ie. end-of-tier) at least once, geting all light-bulbs.

I was thinking about the hub, mostly. As there's XS items within the hub, I was wondering whether we should make it a requirement to collect all XS items within the hub too. I'm unsure if this contributes to your pile, correct me if it does. I ask because the XS items respawn after "restarting the level", leaving me unsure about whether it actually contributes to the 32,000ft.

It will, probably, only add a few minutes to the run, if that, that's why I'm still unsure.

If you can see anything that could contribute to "100% completion" (potentially some stuff in In Ze Wiimote, beyond minigames), please fill me in :)

============================== I was also wondering about the PC version. The version, to my knowledge, only saw a release in France, Poland, Germany (not sure about that one) and Russia. The only physical copy I could find was this one (I assume it's physical, it could be digital) on a Polish shopping site, http://www.ceneo.pl/15594131. It seems that the PC version had a pretty limited distribution cycle, and thus that probably explains its rareness. I don't think it ever saw a release on a platform such as Steam. Does anyone out there have a copy?

EnglandZero_uk7 years ago

None of my runs, they're all shit Kappa

Havi vinden dit leuk
EnglandZero_uk7 years ago

A TAS should be quite interesting. I thought that this game was pretty devoid of glitches, but I've been proved wrong. I'm estimating an optimal time for Any%, at the moment, to lie at around 17:xx to 18:30, considering I died twice, didn't do the Shop skip, and buggered up a few smaller parts, and a TAS would probably be faster. I can't see any reasonable way to skip the boost, considering the jumps closer to the end of the last level, although I guess it ¤could¤ be possible as part of a TAS.

I did some testing, and I'll finalise my guide accordingly. I'm pretty sure the construction pipe is the fastest way to get to the last level in any%, although not by much, and I'm unsure if having to advance a tier nulls this time save, with the Metro entrance possibly coming into play with All Missions and 100%. (the fastest way to get to any level)

EnglandZero_uk7 years ago

Just did a run and got 21:08, without recording it. It was pretty sloppy, and I died twice. I'll look more into the route now, and finalise it now.

Over Zero_uk
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