Hey all, happy to be here.
So do we have a list of all the glitches/exploits that we would avoid if we were hypothetically going to run Glitchless? Cause I'm imagining some of this stuff toes the line.
I'm imagining cutscene skips would be allowed, but outlawed would be:
- Any kind of combat roll climbing
- Helicopter/Box Yeet
- Climbing on invisible walls?
- Ragdolling?
- Save/Loading to un-aggro guards?
I'm not even 100% saying I'm gonna go for a Glitchless... but... it's there. It's right there.
Don't worry, let me begin by saying every run currently on the board is exempt from the new rule changes. However, moving forward, new runs will have to adhere to them.
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You must have gameplay audio/SFX audible. If your run is silent then it's no bueno. The reasoning behind this is anyone can record a great run, slightly speed up the gameplay by a tiny fraction and then record themselves playing it back and timing the splits. Rather than have to potentially get CSI in the future to make sure this isn't happening, having the music and SFX makes this harder to do.
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Autosplitter is now a must for any sub-minute runs. Mods are busy and anything we can do collectively to speed up run verification is good - so on-screen Livesplit with Autosplitter is now essential. Strife's ASL is very good so we can trust it's accuracy. We may have to step in if complications arise but for now, it is the best plan moving forward.
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Eat some sausages man, you look unwell. Get that meat inside you.
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Blindfolded's rules have been codified to be more inline with the superior speedgame, Mr. Blobby's blindfolded category.
Thoughts always welcome, we don't just stomp our big boots down we listen also. Good luck with the c***.. sorry, "hunt".
Thanks to HandsomeStrife, we now have an autosplitter. Tremendous work, thanks so much. So from now on, there'll be no need for freeze-framing video etc. as the splitter is incredibly efficient. Old times are unaffected by this but from now on, it may become a rule that you use the autosplitter to very easily track your times.
If anyone has any questions etc. do let me know - what a time to be a Sausage Hunter eh?
Hello everyone!
HandsomeStrife started playing Mr. Blobby in RetroArch, and in doing so developed some nifty autosplitters we're going to recommend using. But we also discovered that the loading times in RetroArch are significantly shorter. While this will have a limited effect on Creamless, it comes in as 10 secs faster on Any% and Blobfolded%. It will also massively reduce Blobby%.
Therefore, in fairness to everyone, we are splitting the boards down the middle - all previous runs are under DOSBox, all new runs have the option of being either DOSBox or RetroArch. For those unfamiliar with RetroArch, I'll be providing a new guide in a few days as to how to set it up.
The most important part for right now, is once the game is loaded with the DOSBox-Pure core - press F1, then go Options, then Emulation and make sure "Force 60 FPS output" is ON, and the option below "Show Performance Statistics" is set to Detailed Information. New runs will not be allowed unless they have this setting enabled, and have the framerate visible on screen - this is to ensure an even playing field.
I'm sure we'll be ironing out more of these ramifications in coming days but as I expect Strife will be submitting those runs soon, action needed to be taken.
Any Qs etc. reply below or DM me!
- Garlips
Well, it finally happened. While looking into mapping Amiga games for Captain Planet, my good friend HandsomeStrife found a website that has ALL of the Mr Blobby levels (the amiga versions, but they are laid out identically in the DOS) mapped.
https://amiga.abime.net/games/view/mr-blobby#maps
Now the maps do not contain items (like apple, ice-cream and so on), but it's a great starting place that saves us a lot of time. You can plan routing for every level with these maps, for instance.
My next plan is to try and add to these maps the various items on them, so we can start exploring level skips in Blobby%. I'm also going to try out a different version of DOSBox that allows for savestates - an incredibly useful way to experiment with item-combos.
Is this where the Full Game will begin when it launches tomorrow? Is there a Discord at all?
I did a few Blobby Science related tests this afternoon and recorded a video that I may upload at some point in the future. I learned two things:
- Health recovers from Candy Floss, not from score. You know how you get a little YAY when you complete a gate? Well you get that little YAY sometimes outside of a gate, and you gain back some health, and I thought for the longest time it was tied to score. Confirmed it is not - did not get one outside-gate YAY in my first run with 15k score. Got multiple outside-gate YAYs when in the next run before even hitting 5K score, by focussing on Candy Floss.
- The bonus level (that we take a death to not activate), appears to not be score related. I tried playing the level conservatively, scoring as little as possible and still had 15K at the end - but because I hadn't died, I got the bonus level. I would like to try and complete the level with even less score if possible to test this some more.
If you're interested in trying Sausage Hunter but the current astronomical price being asked on Steam is (quite rightly) too much for you, reach out to myself or Mr Matt - we can help you towards more affordable options.
Okay so with our recent race in the rear view, I thought it would be a good idea to list the current skips we know work, as well as craft more.
• One doorskip immediately after Sonny Tang. • Getting into the boat as the door opens to let out some more guards in the docks. • One doorskip in the first tester fight, probably better performed with the shield active, in the last level.
POTENTIALS: • Utilising the slope-cover trick to slide over gates in Back Door. • Are there any other doors we can use doorskip on? • Investigating the weird glitch where some dying bodies push Matt very fast (in my race VOD submission, 1:08:50)