Major, no. Glitches, no. Sequence breaks, yes. Useful, varying yes and no.
The sequence breaks that are useful to speedrunning are usually on a per Rainbow Drop basis, either doing things out of order or with/without an clearly un/intended skill. Sequence breaks that skip skills take a lot of time and usually slow things down since the rooms with skills usually offer quick Drops themselves that have to be replaced. No known way how to skip chapters, since the Heart of Influence door doesn't spawn until you have enough Drops, and likely would require a glitch being found.
It has been unfair of me to not keep anyone updated in the past couple of weeks. I had been holding off in hopes of good news, but I haven't received any and have been hoping to move on. I've been keeping this kinda personal lately, since there is still technically an open investigation, but I owe it to you all to explain.
About 3 weeks ago, I was in a hit and run car accident while riding my electric scooter. I was in the right lane of traffic, and a guy in a parked car to the side opened their driver side door just as I got beside him. I couldn't avoid it, and as a result I had a (self diagnosed) Grade 2 ankle sprain, along with bruising on my chest and the back of my leg that are still present. I've had trouble walking on it, much less finding a comfortable position for it to remain in for extended periods of time. Inbetween still trying to continue work while hobbling on it and heal it with resting, I'm ashamed to admit I haven't felt confident the past few weeks to do anything related to my desk area where my laptop and CRT setup is for more than short bursts of time.
The only news I can offer is that most of the pain has subsided by now, although I still have issues putting weight on my foot from certain directions and it is still slightly swollen and stiff, but my focus is returning. It is my hope to continue this project next week, which I also hope to stream the progress of. I apologize greatly that I haven't felt up to working on this lately. I assure this will change going forward.
Wanted to give an update to this since I've blown way past the last time I mentioned I had time to work on it. I would say I'm halfway done with footage, so I'm still in the process of collecting everything to edit together. Work has been crazy full of long scheduling lately, so apologies for anyone who was expecting me to be done sooner. I try to get a little done whenever I can and have energy, but it's turning out bigger than I originally thought.
This upcoming month of June is kinda the longest stretch. Lots of week long shows and events in my calendar, and probably stuff not even in my calendar yet due to how quickly shows are being put together last minute. I highly anticipate a big July the Fourth event to occupy my time late June/early July. But after that, I definitely will be taking time off from work to focus full time on this and other video game related projects. Again, I apologize for how long it's taking me to put this together and how crammed my schedule has been, but look forward to this by the end of July and hold me to that.
Hey all, it's been a while and I kinda wanted to update on what I've been trying to accomplish and also what's going on in life to make it take so long.
On my to do list is trying to make a video walkthrough for the current any% route, hopefully with the goal that it clarifies stuff that the text based route glosses over and also covers things like movement and the decision making of the route itself. I'm taking this on to try and preserve what knowledge of speed tech we have and condense it so that it's easily digestible by people unfamiliar with the game. With the recent inclusion of emulator runs, I figured this would be a handy guide for people who up until recently had no accessible way to speedrun on Wii with the closure of the Wii Shop Channel.
As for what's happening in the real world, I'm sure the quarantine needs no introduction. For me personally it's been mind crushing and worry about the future has been a burden that has prevented me from advancing a lot of my personal projects despite having plenty of time to work on them. I work in technical theater and live events, which has been hit really hard the past year, however in my area we are finally bringing back safe and distanced outdoor events, along with my state of Virginia entering Phase 2 of vaccine rollout allowing the general public, along with myself, quick access to vaccination. So, my professional world is in quite a frenzy at the moment trying to reorient itself, however I hope it will give me new life to work on projects like this when I have the time again.
So far I have most of a script written up, with room to add and change where improvements can be made, and am working on getting enough gameplay footage, controller cam footage, and some graphics done before I do voice over. I probably won't get around to this again until later this month, so until then I thought I would open up the floor to suggestions for other possible things and ideas to include. Once I am comfortable that I've included everything I want in the script, I will post a Pastebin for review.
But that's what's going on. I get my second shot on the 26th, and I hope by then things will have calmed down enough that I can make this a priority. Then maybe my world will look a bit clearer and I'll have a better idea how to move forward with this idea too.
Ah, I forgot about that. That is my mistake, I remembered the one on the loop to the left but not that one after the locked door. It's quite likely there aren't many other Drops that could match the Flower Drop for this Page in speed considering how most of the work is done in areas we have to visit already. I'll keep it in the back of my mind should a viable route change eliminate the need for the Flowers here.
I can't seem to find anywhere that it was posted, but I've been doing some research lately and remembered discussing a strat for Drop 14 at some point in time that I'm kinda ashamed I didn't remember about earlier. It's only now that I'm unable to find it on SDA or in my own accounts that it makes sense it has been forgotten.
Basically, do a Gather explosion to skip the Orange Gear puzzle, get some water up to the H2O sign and grab the Drop. I feel it's pretty explanatory, so I'm not making a video to demonstrate, but can later if I need to illustrate it.
I updated the video to have proper timing. I didn't include the idea of raining onto Green and Yellow because I'm slightly lazy and would have to get a file up to that point to rerecord that in, but I trust that it would save time simply because it gets rid of the Goop Mist in one shot as opposed to two and eliminates some travel time.
Bleh, I didn't save the project file and I don't know if I wanna remake that again to fixe the timer on my old run's comparison, but long story short, doing this new swag strat saves about 7 seconds.
I got an idea to try optimizing that concept, might take me a little bit of time to edit a video together, because I would like to time it against my run to be certain about the time difference.
While I'm waiting for YouTube to download my run, I can try explaining the idea. On the way to the Duck puzzle, you would get the Green and Yellow Droplets, and then circle back down to the Duck puzzle, blowing away the Goop Mist over the Blue Droplet. On the way up to the Tower Puzzle, you would blow away the Goop Mist over the Purple Droplet and the bottom portion of the Pink Droplet. Then on the Droplet puzzle itself, collect Red and Orange, blow away the Goop Mist over the Pink Droplet and then rain to collect Pink, Blue, and Purple, and then the Drop.
Edit:
Updated video with proper timing
I went back through my run to see how much time I could save by cleaning up mistakes (it's a lot) and also implement free time saves via changing small things like above. Among free time save via route changes, so far, what I've found is:
In Drop 14, if you turn into Ice, hit that switch, and immediately go back right to turn into Water, it is pretty much the exact same amount of time as staying as Ice and changing into water at the bottom of that room. However, if you change into water at the top, getting that Orange Droplet is guaranteed. The route had given two opportunities to get it as Ice, once in Drop 14 and once in Drop 19 when you get Stick, because that jump is weird and sometimes you don't get the height with Ice. However, it's probably a lot easier to beat the platform in the room with Stick if you don't have to worry about getting that Orange Droplet. So, turning into water up top in Drop 14 loses no time, always gets you the Droplet, and might help in Drop 19.
Something that's really difficult to time without getting a file up to that point is in Drop 27, when you get Cloud and Suction, if there's enough time to rain on top before the first gust of wind pushes you back. I mean, the wind is gonna push you back in the middle of raining if you try, but the amount of water you get onto the top area could be enough to be considered your main puddle. If the timing is too tight, I would still wait for the second cycle, but it is an idea to try.
Lastly, Drop 54, I would switch the first Rainbow Flower and the Green Droplet. The ideal route would be Cloud to the Flower, make that jump as Water, and then Squirt up to the Green Droplet, then continue as normal. However, if you miss that weird jump over the lava, you can take an intentional death instead of squirming with Squirt like I did in my PB. When you respawn, the cycle on that exhaust pipe/chimney thing will line up so you can immediately collect the Droplet without waiting and then continue. (Assuming I'm correct in remembering that it will save that you hit the flower after you die) This route change would easily save at least 6 seconds, and doing so without the death would save about 14 seconds over my PB.
In my PB run, Drop 9 was a combination of missing the first fish and the flower. Ideally, you would hit both, with the majority of your water hitting the fish or the door, but with enough water in both the fish and flower to activate both. The timing window for the bridge isn't much of an issue, since you can make that jump back with the second fish without the bridge, I just had to backtrack since I didn't get enough water on the flower.
Looking at it now though, you don't have to hit the switch for the bridge at all for the entire Drop. Hitting it is nice for safety, but the main thing you're waiting on is the goop slug to become vulnerable. All the other jumps are doable, so skipping that might save a second or probably a little less.
As for Drop 14, that's a good time save, since even if I had hit the trick proper in my PB, you still save time for two transformations. What can happen is when you jump into that wall as Ice, your jump cooldown wears off and you can sometimes jump again and get onto that upper area without the moving platforms. It's a weird trick, and I had like 50/50 odds of pulling it off sometimes. So regardless, this saves time and headache.
On the subject of testing and timing things, one thing I never really got around to testing though was the difference when cycles start between 4:3 and 16:9 aspect ratio. I suspected for a long time it might have an effect on when things come on screen and become loaded, but never really tried it out, since I was more worried about getting a solid route done and ironing out kinks first.
https://www.dropbox.com/sh/8nx8nao02mb2sf1/AADd-OKDpITajyZh15_6EQ1ta?dl=0
This link has my old WSplit file for any%, along with icons. The link in the other thread is dead, probably because I had let my subscription to DropBox die a year ago or so. I don't have splits for 100%, I never got around to routing.
Hi there, sounds like the problem is that the game video is being displayed 30ms later than the game thinks the game is happening. Therefore, if you had the ingame timing adjustment set to 16ms of delay, the game would still be interpreting inputs 14ms behind what it is being displayed, because the timing adjustment isn't delaying the inputs, it is delaying the game video itself.
Unfortunately, there's no way delaying inputs further will compensate since the inputs are still behind. The only solution I can think of is to get rid of some of the video or audio delay. Video would be the best option, since that solves all the issues, but getting rid of audio delay might work too. The visuals might not line up, but if you can sync the audio that comes out of your speakers with what the game interprets your inputs to be, the game could become slightly playable, especially since the scroll speed is so low that lots of arrows are on screen at once.
Just a random thought, not sure how helpful it will be. DDR console games during the transition from CRT to LCD had a rocky time trying to provide proper syncing for every type of monitor being produced, and unfortunately some displays just won't cut it no matter what.
When you get to the "C", you pull it down to the next level. Get on the right side, and start pushing it into the gap. As it falls, continue holding left. As the "C" falls and you continue to walk into the pit, you should land on top of the "C" briefly. After that, you can quickly walk to the right. If you did it correctly and fall out of bounds, you just keep walking to the right and jumping, eventually resetting the camera at the top of the stairs.
My best guess as to why it works is that when you land on top of the "C" you regain control and can change direction as opposed to just falling. Then, when you walk to the right during the transition, there isn't a wall to stop you from walking out of bounds.
I would like to request moderator status in the game Pan-Pan. It has been over 3 weeks since I submitted a run, currently the only moderator hasn't logged in for at least 8 months and hasn't appeared active on social media since August. I attempted to contact via Twitter but haven't received a response in the past weeks, neither has posting in the game's forum garnered a response.
This game recently came out on Nintendo Switch, and although I doubt it, I was curious if there were any version differences between it and previous releases.
What differences are there, and how do they affect the run? If they are enough to warrant splitting the leaderboards by console, might I suggest making both Any% Wii U and Any% PS4 separate main game categories, as opposed to one Any% and one miscellaneous?
This is something I found a while ago, and figured I would share since I'm starting to want to get into speedrunning this game sometime soon.
https://www.dropbox.com/sh/4wb2vh1j8xvesbq/AABp1RQDvS3mL26Wz_vKJ-ZNa?dl=0
I updated the images with better quality, and I might be adding more, different images in the future.