woopsie, didn't notice when verifying, fixed!
Congrats! I promise I won't come for you quite as quickly this time lol ;)
I will note that I was going to add 1.9 seconds due to the missing Leer cutscene which presumably happened because of a manual restart, but then because you technically stopped the timer a little later than when the final cutscene actually started I decided to call it even. Anyway, GG on the WR!
Oh you're right, I should specify in the rules, yes, you can bring anything into the levels, already have ingredients unlocked, and use secret exits. Only things that won't count are cannon exits since they don't count as a level completion according to the game itself.
Nah you're right, honestly hadn't realised that I failed to specify.
Just so you know, time should stop when the text box appears, I am guilty of mistiming this myself but we are getting into some very competetive territory now so I'm gonna start making sure we do it right. Sick run btw! Sub 10 is so close!!
Added 8 seconds for missing Belle & Clyde cutscene as that is how long it took Druid to get through it on his any% run.
I retimed to start from the moment Druid gains control of Belle after the game over transition, then added 8 seconds for the missing Belle & Clyde cutscene, which is how long it took Druid to get through that cutscene in their No Cactus run.
Even though this would technically now go in the "Any% Cannonless" category, I am going to keep it here as a record of how the run changed over time.
Hi, no worries, glad you're taking an interest!
1 - In the options menu, the "TXT" slider is for text speed, just crank that all the way up and you can spam through all text boxes pretty much instantly.
2 - Druid is just super fast at inputting right two times, which should get you to the exit area button, however at this time it seems Mhinbron borked something in the update there and now it doesn't let you go down from the v-sync button. This will presumably get fixed soon and I'll edit this post when I confirm it has been.
Heyo, I'm assuming this speedrun is done on normal difficulty. Any chance sub-categories could be added to have the other difficulties on there too?
Yup, dying on purpose after the flour pickup is slightly faster than optimal movement (at least as far as we know, it's still early days haha) And you can actually chain two or three of those Chime launches together if you do 'em fast enough and have enough space, get some real good height and distance. Only trouble is the little pause you do for the throw animation which means apart from particular cases where you NEED the height as well as distance (Ayoto makes good use of it in 1-1, check his run) it's more often faster to just chain long jumps. Not as mechanically satisfying, but definitely faster.
Nice catch on that softlock, I've let the dev know. As for movement under water, if you're on the ground or a platform you can spam down as you walk to constantly do little slides, makes you move much faster. And for upwards movement under water you can do a Chime bounce (where you jump and throw Chime directly downwards causing you to bounce on him and get extra height pretty quickly). I've not had any issue with keyboard dropping inputs, but if it's problem it's a problem, I'm not here to say you're wrong about it. Aside from that, I think it's just personal preference, I like using keyboard for this game more than controller.
my b, this needs to be in new any% cat. will remove from here once it's there.