Ah, I see what you're asking now -- I updated the rules to clarify. You can use the movie theater warp, but you would need to earn it in that run. Unlocking the warp and then starting a new game to use the warp would not be allowed, as time would start on control from the first attempt.
The warp only works if you've made it that far in the game anyways, on a new game it only gives you an extra life to sit through the movie.
1 million points
When you get 1 million points the score resets
That is all
When starting from a fresh file (with the waterfall cutscene), you can immediately soft reset and save about 10 seconds of time.
Why is this not allowed for "Any%"? I would like to not lose 10 seconds of my life D:
I plan on running this glitchless in the future.
- wall clips
- wall jumps (the old 1-4 trick)
- screen wraps in world 2
- health underflow glitch
^those were the things I was going to remove exactly.
Would A+B on controller 2 be allowed? (It lowers or raises shop prices, depending on the shop)
I played this a long time ago and stopped because the intro bothered me between resets
Yogi won't let me make a romhack that allows skipping the intro
so now I want to get two NESes and two copies of Solstice running and just switch the A/V cables when I die
is this legal
It's the little networking turtle in the bottom left. The time is pretty variable, to the point that it's as impactful as bad boss RNG
It isn't bad luck, it's just how the game is programmed. It has coyote time, but the coyote time isn't turned off when you jump -- only after X time when you leave the ground. You have the same timing window you'd have when walking off a ledge.
FYI to the dev, there may be a garbage collection issue or memory leak somewhere in the game. After playing it most of the day today ( :D ), I started to experience small shudders and hesitations in gameplay. The game would freeze, then "catch up".
At the end of my stream, I got this error at the end of a stage. I am unsure if it is related:
############################################################################################ ERROR in action number 1 of Other Event: Room Start for object oControl:
Memory allocation failed: Attempting to allocate 33554448 bytes at gml_Object_oControl_Other_4 ############################################################################################ gml_Object_oControl_Other_4 (line -1)
Avoiding the fruit to speedup countdown is neat, too
There doesn't happen to be differences between keyboard and gamepad for this that is known, is there?
Entered an Eagle Island tournament and found out right before the event that keyboard + mouse had different effects that gave them some extra speed/height!
I've done some preliminary testing and it looks like keyboard might be better at consistency just by its nature. I just love gamepad more <3
Is there a planned controller remapping option for the game?
Have there been any changes since the Demo version?
Just the videos!
For the speed/items: Press and hold A and B on Controller 1, then turn the game on. During gameplay, access the status screen via Start and press A on Controller 2 or the d-pad on controller 2. This enables very quick movement or gives you a bunch of items.
I'd recommend watching the 2nd fastest time and starting with that video as it does not skip refresh, which makes it way easier.
Bump again
https://www.speedrun.com/tmos/run/y658plqz
Also this guy had incorrect timing rules on his submission for the other End % category in Magic of Sche, so I think he was just unaware of what the timing rules were in general.
There are three main questions that need to be answered:
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Where does time start?
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What advantage would the change provide?
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Are there any potential hidden issues that might surface in the future?
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Timing generally starts from power on, from first input, or from control for every game. There are few exceptions. CnD is changed drastically depending on which style would be used and the RNG lock essentially is cutting off 16 seconds of time due to manipulation. In principle this is bad -- you're "playing" the game at this point but the timer isn't running even though your actions are influencing the outcome. In practice, this is good because the game is somewhat improved from this. This is an opinion, but I think it's a pretty universal one at higher levels of play.
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The only advantage a save state would provide is the 16 second time save. Looking at Xray's attempt counter of 3232 and assuming at least 3000 of those resets were after the 16 second wait, this is 13 hours of his life he has used on the start screen of Chip n' Dale. That is not insignificant, but it would also be only 200 resets after zones B and D, so I'd say over time the 16 second wait is a time save given non-save state starts. Starting from a save state would still be a large quality-of-life improvement.
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This is the big one. Chip n' Dale was played hundreds of times before people discovered the RNG lock. It is entirely possible that at top level play there is a superior RNG seed, odd glitch, ACE setup, etc., that could be set up via save state and we could be entirely unaware.
Given that the 16 second wait is probably a time save over changing the starting time to "power on" and the potential issues we could run into with a save state start, I think the existing ruleset would be fine.
I do think that a "no RNG lock" category would be a good solution if there was a desire for one.
I'm generally not one to make decisions based on principle so I like these kinds of questions, but I think starting from a save state will almost always have a negative impact.
Now Solstice starting from save states to save time...
Reminder about this, the most important of speedruns on speedrun.com, the coveted End%
Rules might need updating for start/end times, Char and I were timing on selecting the input leading to the password screen and on the appearance of the end credits (faces appear), it looks like Mortimer was timing on selecting the "end" button on the password.