Forum posts

Forum: VVVVVV

Thread: ADD BLIND WE ALMOST GOT A FULL BLIND RUN

Started by: gamingzoobagamingzooba

Blind Grav is just blind luck (ha) whereas intermission 1 requires you to actually know what you're doing. You can probably optimize your strategy for Gravitron but just by trial and error you will get through it eventually, even if you're blindfolded. Keep in mind also that after a certain number of deaths it does actually get easier, so the more you die the easier it gets (up to a certain point).

Oreo321Oreo321 and chubbystickfigurechubbystickfigure like this. 

Forum: VVVVVV

Thread: If you play on PC, do you need to have the paid Steam game or can you play on any other unblocked website?

Started by: TanplayzGamezTanplayzGamez

You must play on an official release of the game to have a valid run.

 

Forum: The Site

Thread: Date formatting wrong for some dates

Started by: tzanntzann

Runs done on the same date one year ago (e.g. 02/02/2019 at the time of posting this) are displayed as being done "1 years ago".

 

Forum: VVVVVV

Thread: Gravitron Skip route differences

Started by: LumaChristianLumaChristian

as far as i know, BBhab's PB route is the best known route for gravitron skip. HOWEVER, i would strongly recommend you to use the route that mohoc and myself used in our 12:06 runs (you'll have to toggle showing obsolete runs to see them) or follow the route in emmoji's PB. in general, if you aren't sure what to do somewhere, it's often a good idea to see what emmoji does (which may not be the fastest, but it will be very consistent).

here specifically, the checkpoint death + tower first strat saves 1-2s in total, but you will lose a significant portion of your runs to skipping the two really annoying checkpoints on the way to warp zone. in addition, you are forced to start with the easiest level and go almost in descending order of difficulty, which is very suboptimal. it's much much easier to get a good run with the route not using checkpoint shenanigans at the start, even if it's "optimally" slightly slower.

LumaChristianLumaChristian likes this. 

Forum: VVVVVV

Thread: I broke the game

Started by: OderjunksOderjunks

This is a known bug (transition quit glitch), but it's not useful in the speedrunning realm as of yet.

 

Forum: Hue

Thread: New level strats and glitches

Started by: ModiseusModiseus

~3 second timesave in ThwompTutorial

 

Forum: Hue

Thread: New level strats and glitches

Started by: ModiseusModiseus

Here's my versions of LaserBounceChange
first one is the same speed as current strat
second one skips additional cycles

 

Forum: VVVVVV

Thread: How to unlock game modes

Started by: OBSIDIAUSOBSIDIAUS

There's a level editor built in to the PC version (not sure about 3DS), or there's also the free Make & Play Edition which allows you to make and play custom levels, but not the main game.

 

Forum: VVVVVV

Thread: The beta version

Started by: WhiskplWhiskpl

I don't really see a good reason for that to be a category for a couple of reasons.

1. Is there a publicly available download link? I couldn't find anywhere to download the beta version officially. If there's no way to distribute the game, the leaderboard will be inherently unfair because not everyone can compete.
2. What does it add to the leaderboards that isn't already there? I think it's in a similar position as Player Level speedruns, where it wouldn't be a very popular category, since it's not necessarily the most polished experience you can have with the game. The official release has been patched many times with good reason.
3. Where would you draw the line if someone asked about adding a v1.0 category? A v1.2 category? Adding version exclusive leaderboards is risky, because it unnecessarily divides very similar categories for no reason.

If we were to create a VVVVVV category extensions page, we would certainly consider it IF there were a publicly available download link, but other than that I don't think adding a beta leaderboard is worthwhile.

As a side note: The current Any% WR may only be achievable on v2.0, but you would still be allowed to submit an Any% run on any other version. There is also a publicly available download of v2.0 on Steam.

WhiskplWhiskpl likes this. 

Forum: VVVVVV

Thread: Just add 100% Glitchless

Started by: HasherinoHasherino

100% is now a subcategory for both Glitchless and No Death Mode 🙂

EmmojiEmmoji and Orucs-OraihcOrucs-Oraihc like this. 

Forum: VVVVVV

Thread: A glitch that saves significant time on iOS

Started by: Orucs-OraihcOrucs-Oraihc

A video would help, but I think I understand what you mean. Does this work in time trial mode?

 

Forum: VVVVVV

Thread: A glitch that saves significant time on iOS

Started by: Orucs-OraihcOrucs-Oraihc

What exactly do you mean by skipping essentially all of SS1? I'm not sure I know exactly what you mean.

 

Forum: VVVVVV

Thread: A glitch that saves significant time on iOS

Started by: Orucs-OraihcOrucs-Oraihc

There are other glitches not exclusive to iOS that allow you to get more than 20 trinkets 😉
It only makes a difference in the amount of trinkets displayed on the end game screen (and wherever else the trinket count is displayed).

Interesting find nonetheless, as your method is probably significantly faster for 105%.

 

Forum: VVVVVV

Thread: A glitch that saves significant time on iOS

Started by: Orucs-OraihcOrucs-Oraihc

Text storage only works on v2.0 on PC.

 

Forum: VVVVVV

Thread: A glitch that saves significant time on iOS

Started by: Orucs-OraihcOrucs-Oraihc

Unfortunately, saving and quitting is banned in Any% no TJ, Any% no S+Q and 100%, so closing and reopening the app is not allowed in those categories...

 

Forum: VVVVVV

Thread: Checkpoints in The Tower

Started by: chubbystickfigurechubbystickfigure

The problem is that the game is not continuous, but divided into 1/30 second increments (or frames). That means sometimes you'll be 1 pixel away from the checkpoint on one frame, on the next frame you'll overlap with it by 9 pixels; other times you'll first be 9 pixels away, then overlap with it by 1 pixel. To activate the checkpoint, you have to have touched in on the previous frame. If you die on the same frame you touch it, it won't activate. So for some checkpoints you can go earlier, because the frames line up neatly, but for some checkpoints you'll have to go a bit later.

What decides whether or not it lines up well is which platform you fall / flip off of, so you should try to replicate exactly what the top runs do, because they (for the most part) line up the checkpoint deaths well. Also remember that the checkpoint deaths don't have to be frame perfect, even ones that don't die on the ceiling spikes still save time.

My best advice is to find visual cues (e.g. the moment a platform goes off screen) to time the input to drop onto the checkpoint. You'll have to experiment a bit, but it's not too hard to find relatively consistent visual cues.

PS: @Mindwaves each checkpoint death saves 0.7 seconds optimally, so the 6 checkpoint skips will usually save around 4 seconds in total.

 

Forum: VVVVVV

Thread: Avoiding checkpoint in "The Bernoulli Principle"

Started by: benjamin172benjamin172

The fastest setup method is to press up against the wall, tap left for one frame, then press left and flip at the same frame.