Found a couple of time savers
5 years ago
Australia

The first one is the clock in Zanydu. You can press them in the following order. Right, left, right, left, left, left. Next, when returning to Zanydu (after the first time) you can right click on Zanydu in the background to skip the travel animation. I also think getting the portable hole can save some time in travelling if the mini game can be solved in a reasonable time but that might require some work in getting the best pattern or resetting until getting the best pattern. Doesn't look like there's much love for this game but I thought I'd post my findings anyway.

France

Hi, I have just started to run the game. Between the segmented run, your tricks and what I have found I did a 35:05 single segment run(with some mistakes and bad rng). I'm really not sure about the viability of the portable hole though. I'll try to develop later.

Edytowane przez autor 5 years ago
Australia

It's good to see another runner of this game. I'm still playing around with routing at the moment and once I'm happy with it I'll start doing some actual runs. Is your route any different from the segmented run that's uploaded here? In any case, I look forward to watching your run.

France

I'll try to record one of my run today or tomorrow. I need to watch the segmented run again but I think it's the same route. I'm on the GOG version, the game is running on ScummVM. I don't know why but some dialogues can't be speed up, like the one you get the first time you enter the cutifier room or the one when you interact with Ms. Fortune intercom. The segmented run don't have that issue. I wonder if it's a ScummVM issue.

Here what I found so far: -the mouse cursor can be move even if we can't see it. I think it's the hardest trick to master and it can save quite some time through the whole run by always putting the cursor on the next thing you have to click even if you can't see it. -The phone quizz(in the Irish pub) is always the same the first time you call, the answers are: blue, yellow, orange, red, green, blue. -Same thing for the clown door, it is always the same sequence the first time you try it: nose, left ear, right eye, right ear, left eye, tongue, left ear, right ear, right ear, left ear, nose. -Unfortunetly the toilet fishing seems random -On that matter the Clown could be our worst ennemy, if you are lucky he can put his nose on the table as soon as you enter the room, but if you are not you can lose minutes because of him. A true run killer IMO. -If you ask Drew to move somewhere on the scenery he will continue to move even if the inventory is open. For example you can use that in Jym's Gym, ask Drew to move near the vaulting horse and while he walk go to the inventory to pick up the butter. It's also useful to use that to combine objects while Drew is moving around.

France

I recorded a run today. I will upload it during the night(my connection speed is not very good). I didn't timed it but it's around 32:30 with some little mistakes and a big one(I forget to use the climatron again to heat up the fish tank), a moderately good rng with the fishing and the best possible rng with the clown.

France

I'm taking back the fact that Drew still moves around when you are in the inventory. I'm not sure about that I need to do some research.

France

Here's my run:

I don't know why I got a black screen in the beginning of the video. I timed the run base on the video, I started the timer on the sound of the button click(during the black screen) and end it as soon as the last cutscene begins(with drew in the malevolator talking to Nefarious) and it stopped at 32:20.25

I think I lost about a minute with all those mistakes. I'm also trying to figure out how to skip every dialogues like in the segmented run because this is a huge time lost in the end. I'm pretty sure we can hit a 30 minutes run.

Australia

That's a really good run. Great clown RNG. It looks like I'm having the same issue as you with being unable to skip certain dialogue. I'm gonna do some practice and hopefully get my own run recorded in the next few days.

France

I look forward to it. I'll do other runs in a near future, I need to do a proper record in order to have a submitable run. I wonder if it's possible to sequence break the game. I know for sure that it's possible to softlock the game by making inventory items disapear, it happened to me two times already.

Australia

Found another small time saver. You can skip Fluxs animation in the gym if you right click the exit quick enough. You can line up your cursor while you're walking towards the gym machine then when the animation finishes quickly right click the exit.

France

Nice! I also found something else: If you click on an object in the scenery to pick it up, then you go in the inventory and pick an objet inside before Drew pick the first object then the object from the inventory will disappear.

I don't know if this can be helpful but it can definitively softlock the game.

I made a video for a better explanation:

Australia

Aaaaahhhhh...... That explains what happened to me in the bakery. I had the butter out after I clicked on the piano. Not sure if it's useful but it is definitely interesting.

Australia

Got any strategies for the Wacman game? I can still only beat this the first time 50% of the time. My current strategy is to sit in the middle lane and just spam attack. Seems like this part has a little rng but not totally unfair. Also, fuck Spike the clown. I'm going to start recording runs this weekend but damn this guy kills it for me.

France

So far my strategy for Wacman is to crouch all the way down and spam the attack button. I keep an eye on the boulder over my head, if it lower to much I start to defend the target while trying to go back in the lower stance as soon as possible.

Good luck to you with your run! I'll look forward to it.

Australia

Finally recorded a run I'm happy with. A few mistakes but good clown RNG. Just waiting for it to be approved but you can check it out here

Hello. Glad to see someone else running this game. Nice finds.

Have you tried running this game on DOSBox 0.74? Because the fast dialogue skips seem to be natural to that platform — I simply hold Esc or Space button to skip the lines, no other manipulations. The configuration is default (cycles=auto etc). ScummVM does override various game setting. For example, if you set Text Speed to maximum in the game's options (F1), it will always default back to the lowest position. So it probably also alters how text skips behave.

Also, the timing method this game currently uses was carried over from SDA days when they had a rule of the run starting only when the mouse pointer appears on screen. Honestly, I always thought that cutscenes skips that happen prior to the gameplay with mouse pointer being visible should also be considered actions a runner does. I would change the rules for starting point of this game to pressing the "Start a new game" button. And the end points needs to be either the last cutscene trigger or mouse pointer disapperance after Drew approaches the Malevolator. "Last action made" is rather ambiguous with this game endpoint and hard to define.

If you agree, I will change the rules and retime the runs. Post your suggestions.

Edytowane przez autor 5 years ago
Australia

Yer I was actually thinking about this. I agree that the start of the run should be clicking Start game. As for the end of the run, I think it should end when the last dialogue line is skipped.

Last dialogue line skip might be a good end point for ScummVM runs, but not DOSBox ones. The line is skipped in a such a fast manner, it's not even being drawn on screen.

Edytowane przez autor 5 years ago
Australia

Fair enough. I've always had issues getting games running properly in dosbox so I don't use it. I'm happy with any of these rules being set. You can always modify them if any new runners come along.

Alright, let's make it the last cutscene activation for now. I also added you as a mod for this game.

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