After the next version of ScummVM (currently 2.8.1), you can turn the crack on/off via the optional enhancements:
https://github.com/scummvm/scummvm/commit/f75b273b59a4b64c2bfb31daf89dc40657b1dead
Thanks to Bosca.
If necessary, you can also ask me on discord.
Inventory things: The inventory scrolls up when changing kids, so when you fix the wires, you can just type (while on the wires): V L enter enter (you can continue it with F3, T, enter enter with the same cursor position) Also, getting the card key later, makes this already available, rather than having to scroll down (J twice)
Alternative: get caught after done upstairs in green tentacle room, sac kid 2 to edna in kitchen. Leave dungeon with 1,get key, outside to open grate, continue as above.
The delay in the doorbell and getting caught is just that I can't get green tentacle skip first try...
I was looking into running this as a part of a DotT: remastered run, so I had to figure out a route that doesn't have inner lab door mod, but that I could use. Mike's V1 run obviously has fast movement which doesn't work in V2, so I can't get caught and get all kinds of stuff. Also, I think it doesn't let me go upstairs a second time if someone is caught, but this route seemed OKish:
The only thing missing is when you need to get the package, so that it's available to use the doorbell again later. If you hear the doorbell, just use your outside character to pick it up (my first test run had it around the pool emptying time).
Edit: 28.11.2022 Changes: dumping kid in the kitchen for basement, other changes based on Mike's recent run.
Kids to door (F)1-> pickup mat 1-> use key in door 1 & 2-> go inside 2 -> go kitchen (to get caught) 1-> upstairs, left door, get paint remover, through security door, upstairs 1 -> run past green upstairs, enter first door (change kids back and forth to allow movement upstairs) 1-> left side of room, up ladder, get yellow key off right wall 1-> go down, go to fourth room use buff machine 1-> go to room with green tentacle (F)3-> ring doorbell (F)2 -> go to loose brick, press loose brick once 1 is caught (F)1 -> exit, get silver key 1-> go to open outside grate (F)3-> go to valve via outside 1->pool (silver key on door) (F)3-> open valve (F)1-> get key and open radio, leave pool (F)3-> close valve (F)1-> go through gate, open garage door, unlock trunk with yellow key, get tools (F)3-> go inside, go to basement door (F)1-> on the way back, use batteries with flashlight, turn on flashlight while moving 1-> open basement (F)3-> go basement (F)1-> go to wires (top floor rightmost door), use paint remover on splotch, green tentacle skip again (F)3-> go to fuse box, open it, turn off fuses (F)1-> fix wires with tools (or use tools with wires) (F)3-> turn on fuses 3-> go outside get package, ring doorbell (or wait for doorbell to ring and then get the package, around 6min 9s from start) (F)1-> wait 5s, get hamster+card from third room (F)1-> get caught, Ed's room, third door (F)3-> go outside, prepare to ring doorbell
ALTERNATE 1: (F)1-> open outer lab door, give everything that isn't the card key and yellow key to kid 2, wait for arcade cutscene 1-> open lab door Lab combo #7572 / 5858 / 3301 / 8640 (F)3-> ring doorbell
ALTERNATE 2: 1-> open outer lab door, give kid 2 the yellow and card key before arcade scene, wait for arcade cutscene 2->open lab door (combo above) , continue with kid 2 instead of 1 (less inventory scrolling) (F)3 -> ring doorbell
(F)1-> go inside lab, wait for cutscene, skip scene, go past tentacle opening the door on the right 1-> use card on door, open locker, get suit (if your version has the killing beams) 1-> go through door, turn off switch 1-> get meteor, put it in trunk, close trunk, yellow key in rocket
Hello everybody,
This stems from a discussion present on the speedy adventures discord, that notes how different the load times can be from runner to runner.
What I propose is that we add a field (and ranking) based on in game time, to level the (hardware) playing field.
I have a script created that works with DoTTR GoG/Steam (I need a windows store version to test with) that enables tracking of time in livesplit.
This method is now used in Monkey Island 2 Special edition.
For those interested, you can find the script here (current version:
And here (development version with some save/load support and better handling of the menu):
https://raw.githubusercontent.com/ffyte/LA-adventure-remake-autosplitters/master/lar-splitters.asl
You can check out my bad run as to how it works.
What are the prospective times, or is it 24/7?
So, a proposed all drafts route: Get distaff open egg get night vision open sky use night vision get straw to gold use straw to gold (and not gold to straw!) get dye use bleach get book of patterns (I'm not sure if you can ignore this on expert!) get empty leave island get twist untwist get invisibility use invisibility get sharpen get terror use terror get sleep get heal use dye use gold to straw use sleep use night vision get reflect use empty use untwist use wake use reflect use open (cell door) use fill use dull use open 'Bye cobb' use close use heal use close use close use close use unsilence use uncook use unmake use transcendence
This is all off the top of my head. And should acquire and use all the drafts at least once.
Unused variants: sharpen, twist
We could also have a 'busybody %', where you just do everything.
Either we have interact with every object or collect (and use) all drafts (at least once). Running back and forth on the weaver's island isn't all too interesting, so I would be more inclined for a collect all, use once. But also require the book of patterns (which I think you don't pick up on the higher difficulties).
BTW: 22.Reflect = Rusty (wake up) (mandatory) any draft will work.
100% would be collect and use all drafts, fill the cup, wood box, heal in all rifts, open the oyster what am I missing? Pick up the book of patterns (I think)?
Also would require using undye in the dye tent. Empty the pool...
You can compare it to your amiga run to see if it moves too fast, but the corridor test says that dos box cycles shouldn't make a difference.
Ok,
I'm going to necro this thread for a second.
I did a low 27 EGA run with scummvm just now, and I have an idea about the versions a bit.
EGA is probably slightly faster overall, due to text skipping (vs. dialogue that cannot be skipped or hurried up). SCUMMVM, with both EGA and Steam were slower in the hall walk on my machine, while on 'native' steam and dosbox, it was about the same time (~just under 34s). So until someone tests the hall walk on another machine on scummvm, I wouldn't recommend it.
I'll get my run submitted once my video is up.
Also see (or the full video of the stream):
Rules added, leader board reorganized. Let me know if I missed something.