WA1: "Adventures done Adventurously" project topic

Discuss the games (no level solutions or off-topic, please).

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Wonderland King
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Re: WA1: "Adventures done Adventurously" project t

Post by Wonderland King » Sat Apr 26, 2014 3:41 pm

Wonderland King wrote:
Muzozavr wrote:nobody (aside from Patrick) can be absolutely sure that ALL the coins and gems have been discovered by the players
Are you sure? :wink: I can tell you that the WA hub has 33 gems and 49 coins. Not sure where they all are yet, though. :(
These numbers are wrong. Sorry! :oops:

EDIT: For more clarification, I discovered a bug that made these counts wrong. Fortunately, based on what I discovered, the WA hub should be the only thing affected by it. I'll look for MOFI's coins and gems next.
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Post by Qloof234 » Wed Jun 25, 2014 6:00 am

Bumping this back up - Since Summer Games Done Quick 2014 is currently ongoing, it seems relevant.

I've been thinking about attempting at speedrunning, and WA seems like a decent place to start. Cross-posting from the facts/findings topic:
billy bob wrote:What is interesting is, when you complete either of the adventures "The Red Shard" or "Thwart the Thwarts", the game reads how many shards you have, and if you have exactly three shards after "Thwart the Thwarts" or four shards after "The Red Shard" then Wysp will appear in the area and at the museum Morklin will have the dialogue that gives the player the key to Temple Ruins (note that you collect the red shard before you complete "The Red Shard" and you collect the blue shard after you complete "Thwart the Thwarts"). However, of course if you collect two indigo shards or blue shards or avoid collecting any indigo shard or red shard or blue shard (all possible) then you can abuse this mechanism. In fact, if you get two indigo shards then complete "The Red Shard" then the mechanism will be triggered and you will be able to beat the game (any%) without even going to The Foggy Mountains.
I figure collaboration on a speedrunning route would be another good place to start. Basically, for an Any% run, the way it would work right now, if I'm not mistaken:

- Complete tutorial area (Orange Shard)
- Head to Wondertown
- Ninja-steal the Indigo Shard in the Museum
- Get the proper Indigo Shard in the Sewers
- Get Mushroom Keys to acquire Red Shard
- Talk to Morklin, acquire key to Ruins
- Activate Shards in Ruins*
- Teleport to the Forever Forest
- Gather enough Mossy Keys to find Green Shard
- Teleport to the Wasteland
- Finish the Pyramid
- Clear Void adventures
- Beat Purple Shard

... You would need around... 43 stars or so, I think? I could be wrong, I'm not sure. Either way, it'd include entirely avoiding the Foggy Mountains and the area east of Wondertown. Only the Sewers tollgate would need opening, and that takes 15 stars.

Does anyone have any improvements or suggestions?
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Post by Jutomi » Wed Jun 25, 2014 6:07 am

Oh, neat!

I wish you luck with your speedrun, Qloof! :mrgreen:

I'm interested to see what your timing would be... :)
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~ :mrgreen:

Also, if you want to see my level list, here it is! :D
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
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Post by Qloof234 » Wed Jun 25, 2014 6:43 am

For now, I just want to see if this is the ideal route for a speedrun, and if not, how it can be improved. Obviously, there's a lot of room for improvement and expansion, because that's just a general outline - There are a lot of different possibilities when it comes to what adventures are played and in what order.

I'll also note that it's important to pace yourself when it comes to NPC events - In my initial test of this route, it was cut short due to a tragic bridge accident in the caves near the beginning :lol:


QUICKEDIT: When I say "how it can be improved", I'm referring to any other shortcuts that exist that can be used to bypass chunks of the game, whereas when I say there's "room for improvement" I mean expansion upon the route's details.

Hooray for clarification!
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Post by Qloof234 » Wed Jun 25, 2014 8:20 am

DP

Okay, so using that route with no prior planning and skipping a few adventures (Let's make one thing perfectly clear: This was not a legitimate speedrun attempt, it was merely a test to see how long this route would take) it took a total of about an hour and a half, from pressing Start Game to finishing (read: skipping) The Purple Shard.

If someone far more skilled and knowledgeable than me can come along, then this is definitely a starting point when it comes to speedrunning routes.

QUICKEDIT: As a side-note, the asterisk next to "Activate Shards" was because I was uncertain as to if they were activated by the Rainbow Pool or by talking to Morklin after the fact. They're activated by the pool, so immediately after the adventure the player can warp to Forest's End.

EDIT 2: On that note, a few points of interest, some of which are already known, but still:

- Running too fast after finishing Stinker Rescue, Pt. 2 can get Pootsy or a Wee Stinker killed by the bridge collapsing.
- In the first area with the Void Spikes, one of the purple-hatted Stinkers stands on the bridge until you finish the conversation with the other one.
- In the same room, the transporter-Stinker only arrives after you talk to the other Stinker by the bridge.
- Upon first arriving in Wondertown, you can run straight up to the museum without talking to anyone in the main area.
- It goes without saying, but you can steal the Indigo Shard before the Thwart does if you skip through Morklin's dialogue.
- Upon returning to Morklin and meeting Wysp, if you talk to Wysp and watch his cutscene before Morklin arrives at the Teleporter area, you'll effectively softlock the game - Morklin's dialogue will be stuck at "Talk to Wysp, he has an interesting story", and the bridge to leave will never rise again.
- Managing coins is a bit troublesome - Unless you gather quite a few by going out of your way, you won't have enough to get a larger inventory bag and a lamp (the spy-eye isn't necessarily relevant here, since speedrunning comes down to memorization a lot of the time). Something to be careful about...
- I could be wrong, but I think that two shards of the same colour count as different shards as far as the teleportation song is concerned. I might've just put in the wrong sequence, I was watching SGDQ at the same time :P
- For the record, when it comes to key-hunting adventures: Eight (8) keys are needed for the Red Shard, and Four (4) are needed for the Thwart Fortress entrance.

I don't remember for sure, but I think my star count was around 45 or so by the end.
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Post by Qloof234 » Wed Jun 25, 2014 9:38 pm

TP

Some adventure notes that I'll expand on later:

- The first two adventures are straightforward, but Pootsy's round-button dialogue in Stinker Rescue Pt. 2 is triggered by the tile immediately left of the yellow button. It's faster to step onto that tile, then talk to him (her?).
- In Passage of Fire, here's what I've found to work reliably: Wait for the first firetraps to go out, cross them and wait, cross the next traps and bridges before waiting, cross the fire and wait for the next bridge, cross the next two sets of bridges (as in the set of 3 and the first set of 2 - I think it's possible to make it all the way to the firetrap on one cycle, but I'm not sure), wait for the next bridge and cross it. Then just wait for the firetrap.
- In The Purple Shard, you can use the Wall-shot/Q-Spell to blink to the topmost fire key and completely avoid the "Blink-past-Thwarts" section.
[To be expanded on later]

EDIT: Some more route notes I wrote down in Notepad. These are my own thoughts, doesn't mean you have to do the same thing I do.

Forest Path:
Room 1 Adventure
UP
Room 2 Adventure
LEFT
Room 3 Adventure
UP
Room 4 Adventure
RIGHT

Mushroom Keys:
Double Lock
Talk to Dizzy
Good Flower, Bad Flower
Pop Springs
Turtle Race
Pop and Blink
Helping Friends
Firing Squad

Moss Keys:
The Turtle and The Stinker
River Crossing
Round and Round
Swamped Down
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Post by Qloof234 » Thu Jun 26, 2014 9:00 am

QP (Come on guys, please don't leave me alone here :( :P )

Just tried speedrunning using the above route, albeit playing Lazy Leaf Race instead of Pop and Blink - Final time was about 1:55:35.

There were several restarts in adventures due to dumb mistakes, and something important to mention: I collected a large amount of coins (about 60-something) before Wondertown in order to purchase both the Lamp and the middle-sized inventory bag.

Also, the two different Indigo Shards do indeed count as separate shards for the teleportation song, so... Yeah. :P
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Post by billy bob » Thu Jun 26, 2014 2:41 pm

OK this is really cool I'm with you on this. 8) Have you typed any routeing down? Or at least which adventures to play? Don't forget about Q-Spell, the white Star Magic, and Ghost Saving. :wink:
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Post by Qloof234 » Thu Jun 26, 2014 11:14 pm

The only real notes I had for routing were which adventures to play. In terms of bugs, the only ones I really used were the Brr-pad-quick-turn, Wall-Shot/Q-Spell, and the Double Indigo Shard skip.

I'll need to double-check to see if this is actually correct, but I'm fairly certain these are all the adventures I did:

Code: Select all

Stinker Rescue, Part 1
Stinker Rescue, Part 2
Passage of Fire
Frostbite Cave
Scritter Control
The Magic Gloves
Hop, Skip & Blink!
Fire & Ice
The Pump House
Treasure Chamber
Water Works
Freshwater Reservoir
Chasm Chase
Lost in the Sewers
Stinker in Peril
To Catch a Thief
Introducing Wysp!
Double Lock
Good Flower, Bad Flower
Turtle Power
Pop Springs
Turtle Race
Lazy Leaf Race
Helping Friends
Firing Squad
The Red Shard
Seven Locks
Teleportation
One Way Tickets
Changing Colors
The Rainbow Pool
The Turtle and The Stinker
River Crossing
Round and Round
Swamped
Twist & Slide
The Chase Is On
There & Back Again
Stoppers
The Green Shard
The Pyramid
Thwart Power Cubes A
Thwart Power Cubes B
Thwart Power Cubes C
Thwart Power Cubes D
The Purple Shard
46 in total.
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Post by Sammy_P » Fri Jun 27, 2014 2:30 am

wow, thats amazing :p
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This is SO exciting!

Post by billy bob » Fri Jun 27, 2014 4:40 am

Thanks Qloof234, I'm now making a fairly detailed guide on WA any%. Once as I'm finished with it we can all find improvements together. 8)

Nothing too notable to be found yet, except I found a way to skip Wysp's cutscene. :o
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Post by Qloof234 » Fri Jun 27, 2014 4:45 am

Ooh, how'd you pull that off? :o
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Wysp Cutscene Skip

Post by billy bob » Fri Jun 27, 2014 5:12 am

As soon as you enter the Museum after coming back from the sewers immediately move up to where Morklin is in his study. There should be one space that he is fixed on, move onto the space four spaces below that space. Now put the cursor on the space above where you are, then move right one space and Morklin should start moving down. When Morklin has just committed to moving onto the space that is northwest of you move left one space then mash the mouse button. If the dialogue didn't start then just do the same thing again until you get it. If the dialogue did start then skip through it and the adventure star will now be active. Now move straight to the adventure star (don't hesitate at the points where Morklin would be able to walk around you to also get to that area). Once as you have completed the adventure just hold the down arrow key to walk straight down and out of the museum. Because you completed the adventure you will now be able to access Wondertown, so get the red shard and come back to the museum. As soon as you enter the museum hold the up arrow key to walk straight up until you are on the bridges. Now Morklin will probably be two spaces right of you. Just start the dialogue with Morklin by clicking on him (it doesn't matter that you let him round you as long as you start the dialogue) then skip the dialogue quickly (if Morklin is moving round you then don't wait really long on this dialogue otherwise the dialogue will be interrupted by another one and the game will no longer be beatable). The key will drop and you will now have access to Temple Ruins. As you're exiting a dialogue box will come up, just skip through it.

Just remember to move straight down after completing the adventure otherwise you'll just have to watch the cutscene, and remember to move straight up when returning after collecting the red shard otherwise the game will no longer be beatable (but you normally would move straight up anyway).
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Post by Qloof234 » Fri Jun 27, 2014 8:46 pm

That sounds really useful, I'll keep that in mind.

Speaking of skips, just found a huge one in The Purple Shard - None of the fire keys even need to be picked up. Simply charge your gloves with Blink, blink into the hallway with the white/fire gates, and then blink south onto the indigo-to-purple timer switch.

From there, you can blink to the floor tile between the walls - It actually reaches the tile. You need to be a little bit careful about your timing, so the bottom-right Thwart doesn't shoot you, but it's incredibly easy and saves a lot of time.
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Post by Sammy_P » Sat Jun 28, 2014 12:36 am

aaaaaaaaaaaa this is so great
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Post by Qloof234 » Sat Jun 28, 2014 1:05 am

So, let's see - the three big skips we have right now:

1) Foggy Mountains Skip, via double Indigo Shard - This skips a huge amount of time, even if you were to bypass the Mountain Trail adventures (You've still got those 6 near the bottom of the mountain that are mandatory)
2) Wysp Exposition Skip - Skips... a minute or so? I forget, to be honest
3) Purple Shard Skip - Skips a few minutes by bypassing most of the level

I'm going to try putting all of these together to see how well the time turns out. Be back in two hours or so. :P
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Post by Qloof234 » Sat Jun 28, 2014 2:43 am

Well.

After putting all that together, along with numerous improvements on my end to adventure strategies (my previous attempt had a lot of dumb mistakes in there)...

1:34:01 or so. The thing is, I don't know how much of that comes from skipping Wysp's cutscene/the Purple Shard, and how much is just optimization in general.
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Post by Qloof234 » Sat Jun 28, 2014 8:38 am

TP. Was in the middle of recording a video to show off the route I'm using.

And then I found out just how important it is to get the Wysp Cutscene skip working properly to begin with - If Morklin gets too far, the bridge can be deactivated before you get a chance to cross it, effectively softlocking the game.
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Post by Muzozavr » Sat Jun 28, 2014 10:39 am

My exams have ended and I spent about a week on other things, so... yeah, I'm kind of back.

Not sure how rusty I'll be without WA practice, though. And I still can't record watchable WA footage on this computer. :x

MasterWonderMage and me were the first to find the blink-only route to "The Purple Shard" and put it into practice. I was the first one to try and bypass the gates, he was the first one to figure out the best way to do so. The best time possible is 15 seconds. :lol:

Also, HOLY WOW DOES THE DOUBLE INDIGO SHARD TRICK NOT MESS UP THE GAME!?!?!?!?!

I read about it, but I swear I thought it'd just mess up the teleportation, so I never tried it... iiiiiiiiiiiiinteresting. :lol:

I have never done any whole-game planning before, so without your route video the best thing I think I can do is to just play the adventures you've listed and try to find awesome tricks inside the adventures. Are you planning to get all the gems/coins in each adventure, or are you just getting to the exit the fastest way possible? That can change a lot. Also, are you going to use the white magic glitch?

Some immediate untested notices, a few of them assume you're using the white magic glitch:
1. Treasure Chamber - try to use the white magic glitch and Q-spell to kill one of the spikeballs in the last room, then get normal blink again and Q-spell your way to the end. I don't know if this is even possible, but if it is, it should save so much time on that level alone.
2. Good Flower, Bad Flower - use the white magic glitch and save time.
3. Water Works - the "big" blink puzzle has a super-easy solution in 2 blinks. I haven't tested Q-Spell on this, though, so maybe Q-spelling is easier.
4. To Catch a Thief - you already know it, but, just in case, Q-Spell makes this level VERY short.
5. Pop and Blink - once you take blink, you can blink back the way you came if you find the right spot. Then you can Q-spell to the red button, saving heaps of time if you can do it right.
6. Round and Round - if you're very quick and VERY good with slidemagic and Brr-pad-quick-turn, you can absolutely MURDER the intended route on this one, but since it's so late in the game, I honestly don't know if it's worth it if you're doing a single segment run or an RTA.
7. Thwart Power Cubes D - check if it's possible to skip the level and Q-spell through the last power gate instead. I know it doesn't save much time, because the level is ridiculously short, but it's also tricky, so if you can do this, it'll make any% runs a bit more sane. And hey, a time saver is a time saver, even if it saves like 10 seconds. :lol:
Rest in peace, Kym. I hardly knew ya.
Rest in peace, Marinus. A bright star, you were ahead of me on my own tracks of thought. I miss you.
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Post by Qloof234 » Sat Jun 28, 2014 11:29 am

The thing about the Indigo Shard trick (other than not getting the Blue Shard, of course) is that it does make things slightly more complicated for teleportation - The game considers each shard a separate object, so if you get a pattern alternating between the two you can't just click on one of them repeatedly. Having said that, I haven't tried teleporting to Wondertown with it active, I have no idea what that might do.

As far as the routing goes - I really haven't done many tricks in the adventures for the most part, they're mostly done as intended (though not going for all coins/gems). I haven't used the White Magic glitch at all, the only real tricks I've been using in adventures have been the quick-turn Brr trick and the Wall-Shot/Q-Spell.

I'll try getting a video again later, but this is more or less the route I used:
  • - Go through beginning areas as normal
    - Avoid optional adventure in Orange Shard cave (Treasure Springs)
    - At Blink area, pick up a few coins and do Hop, Skip, & Blink - This is for the sake of getting coins for later. I have no doubts that there's room for improvement on getting coins in general, but for the basic route I had this was necessary, as you'll see soon
    - Nab the Indigo Shard before the Thwart does, for the sake of the dual-shard glitch
    - In the Sewers, do all the adventures except the Switching Station adventures - This should leave you at 15 stars for the Toll Gate. Additionally, now is a good time to pick up coins, so long as you have 52 when you get to Wondertown
    - Get the regular Indigo Shard (fun fact: In the scene where the Thwart runs past the adventure star, it's possible to cut him off early by clicking through the dialogue fast. It doesn't actually do anything, but it's funny)
    - Return to Museum, do billy bob's Wysp Cutscene skip while being careful about Morklin's position - If he's too close to the bridge by the time you leave, you'll get soft-locked upon returning later
    - Purchase the larger inventory bag and a lamp (not the huge bag, though it's also an option I suppose) - Without this, you'll run out of room for keys quite soon. I know Patooters can give you a Mushroom Key here, too, but I can't remember how to trigger it
    - Head north, head towards Zoopi Lala, etc.
    - At this point, you can either head north (Turtle Power) or east (Good Flower, Bad Flower). I usually start with east, but I don't think it makes too big a difference where you start
    - Complete adventures: Good Flower, Bad Flower; Double Lock; Turtle Power; Pop Springs; Turtle Race; Lazy Leaf Race; Firing Squad; Helping Friends (Chose these ones because these are the ones I found easiest, I'm none too fond of dark adventures so I didn't feel like doing Chomper Cave)
    - Collect Red Shard, return to Museum - If Morklin was too close to crossing the bridge into the teleporter area here, you'll softlock, as his dialogue is A) triggered by him standing on a certain tile, and B) deactivates the bridge, leaving you unable to go up to where him and Wysp are
    - Collect Purple Key, head to Rainbow Pool Ruins
    - Collect two Rainbow Keys (I opted for Teleporters and Seven Locks), head into ruins and complete two bridge adventures (I opted for Changing Colours and One-Way Tickets)
    - Cross Rainbow Pool, teleport to Forest's End, head into Forest Maze
    - Follow this path: Finish adventure in first room, head up, finish adventure in second room, head left, finish adventure in third room, head up, finish adventure in last room, head right. This will take you to the Thwart Fortress
    - Complete Thwart Fortress adventures, collect Green Shard, warp to Wasteland
    - Finish The Pyramid, head into Void
    - Finish Void adventures, collect Purple Shard
In terms of adventure-specific tricks that I used, only two come to mind - First, using the quick-turn-Brr trick to simplify River Crossing a bit, and the aforementioned Purple Shard skip.
In response to your notices, some thoughts/observations:
  • In Treasure Chamber, you can definitely Q-Blast at least one Spikeyball, and from there the other 3 sort of lose control.
    You can definitely use white magic to bypass Good Flower, Bad Flower (though it's a bit tedious clicking the magic icon every time, so I guess my thoughts would be to use white magic in the bottom-most area specifically), and it occurs to me you can use it to make Firing Squad easier too, which is a plus.
    I don't think Q-Blinking would save much time on Water Works.
    I'm not entirely sure if I know the trick you're referring to on Round and Round. I think I know what it is, though - Using Brr pads on the water tiles where the bridges pop up, right? If so, then personally, I think this is a great skip to use - The part with quickturning on Brr pads is a matter of careful timing. I didn't find it that hard to pull off.
    Unfortunately, I don't think there's any way to bypass any of the Void adventures short of Wall-Blinking.
Once I'm less tired, I'll take a look through the adventures I've done to see what other shenanigans may or may not unfold.
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Post by Muzozavr » Sat Jun 28, 2014 11:45 am

OK, that route description might actually do. My computer is busy recoding a video right now (I can't really watch 10bit videos, so I'm trying to recode one into a 8bit format and I have foolishly set the codec settings to "very slow", making for better quality but SIGNIFICANTLY underestimating the time it's going to take :lol: ) but I'm going to try various things and trickery when I can.

On "Round and Round", yes, that's what I meant. Also, I don't remember which areas were mandatory and which weren't, so I actually thought you needed to do the other half, which is harder. In my 100% run (not sure if I ever reported the time) that breaks the route for great justice, I brr the four water tiles, then recharge brr, slide across, and as I slide, I have to freeze ALL FOUR WATER TILES AGAIN in only four brrs. Due to the WA1 engine having an extra quirk, it's also possible to freeze a water tile when you're sliding back out, just in case you missed one or two. So after I did that, I went and froze the way to the button at the bottom, redirected the turtle on the button, and used another quick-turn to grab the coin in only three brrs.

It was hard to do this. :lol:
Rest in peace, Kym. I hardly knew ya.
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Post by jdl » Sat Jun 28, 2014 1:23 pm

Once I get a new PC I'll definitely try speedrunning this too.
I've thought up some categories and rules for speedrunning the game.
These are just suggestions, and are subject to chance once other glitches and strategies are found.
You guys don't have to use these. I'm just throwing them out there for fun. :) Although it would be nice to have some sort of system to go by like other speedrunners do. You guys can change these yourselves until something is found that everybody likes, if you want. Again, just suggestions.

Categories for Speedrunning:

-Any% Cheatless w/ Glitches:
Completing the game without completing all adventures or getting all coins/gems. Glitches are allowed. Using Ctrl+B is forbidden.

-Any% Glitchless w/ Cheats:
Completing the game without completing all adventures or getting all coins/gems. Using Ctrl+B is allowed. Glitches are forbidden.

-Any% w/ Cheats and Glitches:
Completing the game without completing all adventures or getting all coins/gems. Using glitches and Ctrl+B is allowed.

-Any% Cheatless and Glitchless:
Completing the game without completing all adventures or getting all coins/gems. Using glitches and Ctrl+B is forbidden.

100% Categories:
-100% Cheatless w/ Glitches
-100% Glitchless w/ Cheats
-100% w/ Cheats and Glitches
-100% Cheatless and Glitchless
These categories are the same as the ones above, except that you complete the game and complete all adventures and get all coins/gems/stars.


Rules:
-No using the cheat code.
-No using the MV.. But honestly, I'm not even sure about this rule. It's all about how you use it for it to be good or bad for speedrunning.
-For Any% runs, once the ending cutscene is activated, you can stop your timer.
-For 100% runs, the timer is stopped once every star, coin, and gem has been collected.
---

Some things to note.. If you're going to use saving and loading, the speed of your computer effects the speed of which the game saves and loads. Especially when you have other things running in the background like a video recorder. Some computers can save and load faster than others, so be aware that it could be eating up your time. Same thing applies for loading levels and dialog files too.

If you need a timer, I recommend WSplit. It's a very customizable timer that a lot of speedrunners use.
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Post by Muzozavr » Sat Jun 28, 2014 2:14 pm

Some things to note.. If you're going to use saving and loading, the speed of your computer effects the speed of which the game saves and loads. Especially when you have other things running in the background like a video recorder. Some computers can save and load faster than others, so be aware that it could be eating up your time. Same thing applies for loading levels and dialog files too.
Aside from title screens in the levels (because that is what actually makes the in-game timer start, not the adventure itself) I planned to not count the saving/loading. It's possible to do by cutting out the frames it spends on that in a video editor once the video is recorded. Basically, any extra time you spent in the menu or saving/loading doesn't count.

(Extra time you spend in any actual level, however, does count, so if you want to use the white magic glitch, make sure to load the other savefile quickly and not spend much time on the glove charger!)

What is MV? Do you mean the white magic?

Also, I'll report later on why I think "glitchless" is not a good category, while "cheatless" is. I mean, other than "it's traditional for speedrunners to do things in such a way". :lol:
Last edited by Muzozavr on Sat Jun 28, 2014 2:17 pm, edited 2 times in total.
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Post by Muzozavr » Sat Jun 28, 2014 2:14 pm

EDIT: And instead of that accidental double post, here's what I think about glitchless and cheatless:

CHEATLESS: Has an easy definition, no Ctrl+B. That's it.

GLITCHLESS: What is a glitch? Some "corner" blinks that are accepted by most as normal gameplay can be subtly based on the Q-spell mechanics, is that a glitch? Quick-brr-turning is considered a glitch, but doing the same thing just to cancel out the recovery animation and making ice-filled levels go by a bit faster, is that a glitch? If you're going for "glitchless, but with Ctrl+B", how do you know if your angled wallblink works because of Ctrl+B or because of Q-Spell? And "glitchless" will disallow the double indigo shard skip, making the speedrun a lot longer.
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Post by billy bob » Sat Jun 28, 2014 3:44 pm

I'm writing down a full guide on WA any%. I'm over half way done with it.

I use Star magic in some of the adventures like the power cube ones.
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Post by Muzozavr » Sat Jun 28, 2014 3:46 pm

I use star magic in some of the adventures like the power cube ones.
GREAT IDEA!!! For some reason I didn't think about using it on the power cube levels... Alright, does it save time on "The Green Shard"?

Also, I have one more question, while that video is still encoding: can you blink (or use magic in general, actually) while moving on a transporter?

I know you can blink away if you're moving on ice or being sprung by a spring, but what about transporters?

If you can I think I'm seeing a tricky, but possible potential "moving Q-spell" skip of a room in "Water Works". It's not a big one, but I just want to know if blinking is possible while on a transporter.
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Post by Sammy_P » Sat Jun 28, 2014 4:06 pm

im not entirely sure, but i think you can only use magic on a transporter

1) right EXACTLY when getting on it
2) or when it stops moving

idk, i cant try right now :p
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Post by Wonderland King » Sat Jun 28, 2014 4:07 pm

Muzozavr wrote:Also, I have one more question, while that video is still encoding: can you blink (or use magic in general, actually) while moving on a transporter?.
As long as it's not Blink. :lol:
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Post by Muzozavr » Sat Jun 28, 2014 4:15 pm

Wonderland King wrote:
Muzozavr wrote:Also, I have one more question, while that video is still encoding: can you blink (or use magic in general, actually) while moving on a transporter?.
As long as it's not Blink. :lol:
Aaaaaawwwww. That saddens me. :( :? No "moving Q-spell shortcut" for "Water Works", then.
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Post by jdl » Sat Jun 28, 2014 5:02 pm

Muzozavr wrote:GLITCHLESS: What is a glitch? Some "corner" blinks that are accepted by most as normal gameplay can be subtly based on the Q-spell mechanics, is that a glitch? Quick-brr-turning is considered a glitch, but doing the same thing just to cancel out the recovery animation and making ice-filled levels go by a bit faster, is that a glitch? If you're going for "glitchless, but with Ctrl+B", how do you know if your angled wallblink works because of Ctrl+B or because of Q-Spell?
Honestly, I'm not sure for any of these.. I was just describing the type of runs available based on what I've seen other speedrunners do for other games. :oops:
I'll let you guys decide on this.. It's all very debatable.
Muzozavr wrote:And "glitchless" will disallow the double indigo shard skip, making the speedrun a lot longer.
Again, debatable. From my understanding on how it works (I haven't actually tried doing it), I'm not sure if it would be considered a glitch, but more of a cheat or trick? After all, it just comes down to walking over and picking up an item really fast, which is pretty much normal gameplay right?
Muzozavr wrote:What is MV? Do you mean the white magic?
I mean the Vault. :wink:
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