Comments
South Holland, NetherlandsAutoGamerZ1 year ago

Nice improvement over your previous pb :)

South Holland, NetherlandsAutoGamerZ4 years ago

So I just found this new movement optimisation, It's not a glitch, but still, might be useful.

South Holland, NetherlandsAutoGamerZ4 years ago

Well this just happened on my stream, I don't think it'll be useful but it's certainly a weird glitch.

South Holland, NetherlandsAutoGamerZ5 years ago

Check my current PB run in 3-3, you can skip 2/3 of the cycles with spikey coffins by just properly timing your jumps, as it takes a bit for the spikes to appear, I don't know if you can actually manipulate the timing so you can skip all 3 cycles, but it's an interesting theory. It actually saves quite a bit more then 1-2 seconds.

Sidenote: Though it's easier to clear the gap in 1-3 when it moves away from you at the start, it's faster if it just arrived, because when you time your jump right you can get some extra speed win out of the platform just starting to move right when you land on it. Easier doesn't always mean quicker :P

South Holland, NetherlandsAutoGamerZ5 years ago

And to add to UI_jess' comment, though I got the bear to fall through the floor elsewhere twice (but not consistantly), I can't get it to work in the spot UI_Jess is getting it consistantly at in N64 EMU at all. - As in I am completely not getting it to happen.

Makes me wonder why it appears to happen in UI_Jess' emu version but not mine as they should be identical.

Also: To respond to Kompx: I can confirm that, that also happens in other places, such as in the first moving platform in 1-3, you can see in my run it spawns very low down rather then in it's normal location after I jumped.

South Holland, NetherlandsAutoGamerZ5 years ago

So yesterday UIJess streamed some practice of some glitch we've been talking about, nephew glitch, useful for 100% runs if it can become consistant (But it's rather hard to do)

This one to be exact:

But then something stranger happened....

This also caused the cutscene to skip at the end of the level of the bear falling, this could be quite a potential timesave for 100%.

South Holland, NetherlandsAutoGamerZ5 years ago

I already talked about this glitch being possible to do in one of the first posts here (Walking on her feet), it does look like you can hit the head of the chicken earlier then with regular routing through what you just did (Great find) but I very much doubt the insane risk of being crushed to death is really worth it to get the potentialy maybe 1.5 second timesave over the entire boss fight, it might cause a rather insane reset rates.

Kompx likes this
South Holland, NetherlandsAutoGamerZ5 years ago

UI_Jess I'll try to see if I can get the nephew glitch recorded on the PC version, but it's going to take a lot of fiddling with compatibility modes and my recorder and then a lot of luck because I forgot the exact positioning for it. - I'll see if I can do that tomorrow, ok?

South Holland, NetherlandsAutoGamerZ5 years ago

Hello Moderators of Donald Duck Goin' Quackers,

I recently discovered after watching some comparison and trying some different sources that I had been running on the PAL N64 version rather then the US one all this time, I've edited the version in all my runs (as I've used the same ROM in all my runs), sorry about that, I should've been more careful when downloading it 8 months ago to look at what version I was playing.

Regards, AutoGamerZ

South Holland, NetherlandsAutoGamerZ5 years ago

hmm, let me give that one a try, I'll report back later. I also have some other routing notes for various other levels I can share whenever I have the time to edit them into a video.

(Later edit: Getting about 25% accuracy right of the bat (11/40 tries))

South Holland, NetherlandsAutoGamerZ5 years ago

"The half cycle skip in saaampe's video is something I have been implementing into my runs for a while. Its not too hard to pull off but if you mess it up its a pretty steep time loss."

  • Which is why I've been having that level at the start of my runs for quite a while now, but I am going to flip the order from 3-4-1-2 to 2-3-4-1 from here on out as the B-piece milkshake skip is definitely harder, and I've gotten timing for that half cycle skip consistant either way, stand where the last star you picked up is on that slope, wait till it just moved down, double jump on the moving platform and immediately double jump off, I haven't had any run attempts where I failed at doing it for months now.

"I am not sure if you need to kick for the boost or not. I always thought that kicking while falling down an angled level makes you go faster"

  • Can confirm on PC that this works, it works on N64 as well but only with pitch perfect timing, it appears to glitch you into the floor and push you foreward causing a small speedup right after, you can definately see the difference if you're on a longer slope (not that there are many of those in the game), after the speed-up stops again. In my experience it's not worth it to complicate movements by those extra jumps in N64, I usually only get such a boost in a few slopes in the entire game if I attempt and usually low down the slope, not on the top meaning I also lost time from not getting the full down-slope in walking, you definitely do walk faster down slopes then standard, and slower up slopes. (Tdlr; It might help on PC runs, but not on N64 runs.)

Due to the testing around the skip I did realise something interesting, if you jump off a sloped surface you keep some momentum from that if you're in milkshake mode, but not if you aren't. (That's why you can last till all the way up the top with a milkshake rather then it running out earlier if you time your jumps right on the milkshake skip for the B-Piece from earlier.

South Holland, NetherlandsAutoGamerZ5 years ago

Tried, I gone from a 2.5% succes rate to a roughly 40% succes rate thanks to you Kompx. I'll shift around my runs for now so this level is at the start (Which will mess very nicely with Splits.io but I don't care much about that), so that I can restart quickly if it fails. Till now I had the other sidescroller in the forest level first, because for this half cycle skip: (Which I discovered before finding Saaampe's video actually on my own, but turns out he had a video on it so why not put it in here as well).

When looking on Saaampe's Twitch I did find he actually made a video of a glitch as well: https://www.twitch.tv/videos/304065927\

Pretty interesting, but pretty useless.

South Holland, NetherlandsAutoGamerZ5 years ago

I just found this on Saaampe's channel, one of the runners with a pretty high ranking in here, not a glitch but much rather a skip (The one I softlocked myself in when trying it):

It's ludicrously hard, you need the milkshake to exactly run out the split second you jump up and then time the double jump exactly right otherwise you clip (and occationally even softlock) yourself into the platform, or won't make it up to the B piece. I just did 80 tries at it, got it twice. This might be one of the hardest timesaves in the game but it can easily shave of 7 seconds compared to the usual route.

I did find something interesting in those roughly 80 tries, I did half of them on high and half of them on low graphical settings, and I found out that the softlock doesn't appear to happen (or not nearly as frequently) when trying this on high settings compared to low for some strange reason. - Can confirm the jump is possible in both low and high graphical settings though, as I got one of the two attempts which worked in high and one in low settings.

Also tried on the PC version but I very quickly got tired out due to the lack of savestates, the save file I still had with the most lives was 11, so that would mean starting from there every 11 tries and playing the entire level again, after already doing about 80 tries on N64 emu, and that's not even talking about graphical settings on PC yet as the game crashes for me when I put it in high graphics on PC.

South Holland, NetherlandsAutoGamerZ5 years ago

Yep, I've definately had that soft-lock TuKéZu shown as well on PC at least once as a kid back when I got the game... Which may or may not have resulted in crying. (also on that same spot) I was like 4 back then :P

South Holland, NetherlandsAutoGamerZ5 years ago

I've just found a soft-lock, I wasn't recording when it happened but I paused the emulator so I could show where it happened (I was training a skip there), I managed to clip myself into the platform while holding left/double jumping and it just got perpetually stuck like this (for the record, I am trying all buttons to get myself out of here in the clip):

(Muted because I was listening to copyrighted music)

South Holland, NetherlandsAutoGamerZ5 years ago

I do always go directly but I make a double jump out of it, that usually works, it's always a bit of a scary jump because you'll know if you gone wrong if your shadow won't shop up before you land so you have like that split second of doom before you fall through. :P

South Holland, NetherlandsAutoGamerZ5 years ago

A happy new year wished to the Quack Attack Speed-running community :) (Even if it's a tiny one :P)

ScorpionSRL likes this
South Holland, NetherlandsAutoGamerZ5 years ago

And today I found another Glitch, well not really a glitch, much more an oddity in how the game loads in certain platforms which can potentially (or rather: already has in my case) kill a run:

South Holland, NetherlandsAutoGamerZ5 years ago

For the milkshake glitch: It happens if you don't pick up the milkshake but just dip into it close enough with either a double jump or like just barely land behind it without picking it up. It's really subtle but one of the underlying sound effects of the picking up will play. Works both on PC and N64, I've checked now. - It's absolutely useless but it baffled me the first time it happened to me 2 days ago when speedrunning to suddenly hear half of the sound play thinking I picked it up but just running on like nothing happened.

"his one is really important to me so if someone could help out that would be nice. HOW do we do the nephew glitch? I have been trying for ever to figure it out but there's no guides of it or anything. Has it been done on any official copies or has it only been done on emulation?"

  • Very simple on pc if you angle it right and walk behind the nephew but turn away from him while standing on the level portal, you can enter the level without talking to the nephew or needing any of the toys. (Works in all 4 worlds, the nephew hit-box is supposed to block you from entering but it doesn't fully cover the portal, you'll trigger talking if you face him, but not if you are at certain angles for some reason resulting inthe above.) In N64 I tried as well but it usually triggers the nephew dialogue which in my version I use on emulator crashed the emulator, but it's definitely possible, just tricky to get the position right. - The direct re-entering glitch does work on PC as well but the timing is harder, rather then mashing you have to press the moment the animation starts and no sooner or later. (I just checked for you)

"Did you reset the game before hand and load the file? What stage did you skip? How many lives did you have? and did you do anything special to open the boss fight?"

  • Skipped level four (bottom-right) on the attempt it worked, unknown number of lives/stars, I know I died in level 3 after picking up the B-piece, maybe that has something to do with it (yes, I managed to die in that one single gap jump before the end, stupid things like that kill most of my runs while I am consistent at most of the harder things to gain extra speed), It didn't work initially, only worked when standing on the very edge of the boss entry platform on the side closest to the nephew after I double jumped/kicked to that spot. (It's just a theory but after reading your potential fall-through glitch later might mean the portals for bosses are loaded at all times but blocked by a hitbox, meaning if you clip the hitbox you can get in regardless of how many levels you completed, we already know the game blocks portals by hitboxes in both the lab and the nephew rather then by removing the portal itself, so this seems a very plausible way this is happening, but that begs the question: How would I test if this hypothosis is true, it's very tricky to get that clip-glitch on solid ground rather then a slope.)

"Yeah the first boss has some interesting moments but they all don't seem like they could make the process faster just kinda weird position things."

  • If you do it just right and go out of the camera view you can get the first egg to fall earlier after she flies up I discovered since making the post, potential time-save is tiny but it's a time-save none-the less. - Just like how jumping slightly speeds up when eggs fall down, suggesting it doesn't matter whether you jump, but rather how high your position is (n64 emulator version), confirmed this glitch does not work in the PC version (Neither does jumping increase the speed eggs fall on PC).

"You can fall through the floor and die instantly. I've experienced this multiple times where you jump and you just fall, hit the ground and start the falling animation on the ground and die. The most consistent way to go on the level under'hand'ed and kick as you fall down the first set of stairs. Don't know if it can be used to open things early"

  • I game-overed once as a kid due to this, ha ha :P This might be something to try to make the nephew glitch easier, as that suggests it might be possible to clip his hit-box as well.

"There is a weird momentum momentum thing. with some platforms and ledges, if you kick while next to or on the edge, you get a very small boost that propels you a little bit forward."

  • Found this out as well, you can do this with almost all sword-wheelchair-ladies in the side-scrolling levels in world 3 and skip about half a second of walking though it's tricky to do it consistently (But doesn't cost time if you don't so it's not damaging to try during a run, just lucky if it happens to work.) - I also realised something odd with those ladies, if they hit you in certain angles you'll get "angry donald" without the animation. I know I have that on footage but finding it may take a while as it hasn't happened to me recently. - This one's also useful in one of the levels in world 1 (I always mix up the two side-scrollers) where if you jump right at the end of a milkshake you can just clip the wall to boost foreward a bit before a checkpoint. (You'll likely know the spot I am talking about)

"With boss #2 it is possible to skip the cut scene after you beat him. I did this on accident and I have yet to figure out why it happened. I think the run was on pc but I will check and get back on that."

  • Tried on PC, basically tried to fight it a bunch of times but PC version doesn't record for me, I can't get my recorder to record windows which are opened in compatibility mode for windows 7 (Which is the only way I can get the PC version running), I know what you're talking about, it brings back a few memories, but I haven't been able to recreate it in the like 5 tries I gave it after reading your post.

"Only useful for under'hand'ed but in the middle of the animation for the hand running away on the n64 version you can move again although the movement is a little off. You can start the cut scene that follows by moving into it saving some time and giving a unique camera angle."

  • Can confirm this works in PC version on the last hand-checkpoint, which as you know is right before a hole. I died so many times as a kid there trying to finish quicker after that. (I was a very impatient kid)

"and there have been times where I have floated to the top of the screen. I remember with the hands specifically on creepy corridor being able to use the arm parts of the platform which flew me up to the top of the screen."

  • This sounds absolutely awesome, Donald duck flying away like a hot air balloon - Murlock would be pleased. :3

I don't think there's much in here that'll help me right now, but for people running on PC (With the second boss) you just potentially gave quite a big skip there.

South Holland, NetherlandsAutoGamerZ5 years ago

Yes it does, because if you do it first that way before the other levels, then the other levels with the toys and B pieces, you can immediately re-enter the level when the B-piece animation is still ongoing (You can skip the animation of about 2-4 seconds for every level by heading immediately back into the level that way, saving potentially about a minute on the full run.)

It's a glitch I found yesterday, seemingly all the B-piece cutscene in the overworld does is put you stuck in place, but it doesn't disallow you from actually applying button effects, which means as you're stuck for those seconds everything doesn't work except for... punch, which you use to get into the level rather conveniently.

About AutoGamerZ
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