How could no one have thought of this it has more speedrunnin potential than anything. Someone should run it cause I don't own the game. The planning will be great.
I'll post more when I get a better keyboard. Any% would be more interesting though due to planning and strats. No I'm not doing a run by the way. Do you know of any glitches?
Current 100% best time has a monsterous mistake in the run. 'Mine or Mine?' had to be completely re-done because I am an idiot. 2:45 should be really easy if I can have a brain for a day. Haven't seen MrDodiou's most recent run, but I assume its pretty decent at the least.
Despite the any% definition being 120 clocks, the current route actually collects at least 150 golden carrots to open up 'La Corrida'. Since there a total of 124 clocks and we only need 120 for Any%, we skip 4. The any% route isn't by means purely optimization, some changes are still needed.
Skipped clocks (Any%): Train Your Brain / Space Speedway (ACME Eye) Train Your Brain / Space Speedway (Space Speedway) What's Cookin' Doc? (ACME boxes) Downhill Duck
There's no complexities to 100%.
As far as version differences go, PC version just annihilates PS version in loading differences. I'm interested to see how the PS2 with fast disc enabled catches up somehow to the PC's level. Fortunately, it seems there are no loading variables for modern PC's regarding loading times. In my opinion, the PS version seems to have a wider area to collect golden carrots and clocks. The best example of this is the couch in 'The Greatest Escape'. A dive off the couch on the PS version will allow you to collect the 2 golden carrots above without the spring ability, while you cannot do this on the PC version. 'Piano Skip' in 'The Greatest Escape' is identical on both versions.
Sadly, "Magic Hareblower Unloaded" isn't possible on the PC version, which is by far the coolest trick in the game. I used to have the video on YouTube, but I deleted it a few months ago.
I don't have a TASvideos account, but I was wondering if you guys played around with diving and quitting. Seems that game doesn't exist until Bugs is in contact with solid ground, water, or other hazards. I was hoping to achieve some kind of clock dupe by diving above a hole and selecting quit before entering the level, but the dive overwrites the quit.
I don't have a TASvideos account, but I was wondering if you guys played around with diving and quitting. Seems that game doesn't exist until Bugs is in contact with solid ground, water, or other hazards. I was hoping to achieve some kind of clock dupe by diving above a hole and selecting quit before entering the level, but the dive overwrites the quit.
You don't need an account to read the topic. There has been no attempts to test that as the game hardly works in TASing emulators, almost every cutscene and special move soft-locks the game.
Yeah I see that Warepire, but I'll leave that to the pros.
The first major change I'm considering is switching out the 'Open Sesame' clock that is behind the rock in 'Red Pirate Road' in exchange for the ACME eye clock in 'Train Your Brain'. If you win the game within the first 2 attempts, ACME eye is faster than RPR, and saves a re-visit loading screen for PS runners. I don't like to think that the ACME eye game is pure luck and/or RNG, but its definitely set solutions. Red/Green/Orange combination seem to dominant the solutions most of the time.
The problem with getting the ACME eye clock is that it would be idiotic not to get the Space Speedway clock since its so accessible. And if that happens, next clock on the death list would either be one from the 'Carrot Factory' or the revisit to "What's Cookin' Doc?"
Or we could just make this simple and find a way to clip past the rock in Red Pirate Road to get that clock and the golden carrots
EDIT: Or clipping into the two clock chambers in the castle foyer in "What's Cookin' Doc?" that would completely eliminate the need for the music ability. And if we can eliminate the music ability, there's a small chance we can skip going to Albq. all together.
If you look at the post on the second page regarding Follow The Red Pirate Road a YT comment claims it's possible to use a super-jump to kinda get behind the rock that requires the "open sesame" spell. We haven't succeeded yet, but it's a bit difficult to change direction of that jump to prevent going up the hole. It might also be TAS-only in terms of usefulness if it works.
Seems that finally this game will get the love it deserves. I'm planning of doing runs of it and I have some strats and glitches. I'll start with a glitch that I see that no one does. It's done in nowhere where you push the big box to the log, instead picking the little boxes, run to the left side where the big box and the log connects and Bugs will clip through them and be rejected upwards and collect the golden carrot faster. I have more but I'll would like to know if you knew this or if you have something to share.
By any means don't hold anything back! Knowledge is power!
Boosting upwards works in What's Up Dock? as well. Weird thing is sometimes it works better with a crate in your hands as opposed to just Bugs himself. I never really tried it with the log in Nowhere.
In ''Wabbit on the run'' you can see that on the first clock Bugs doesn't do the clock cutscene until he finishes rolling. You can prevent the cutscene by rolling, jumping or sneaking but you bring back the cutscene if you stand or run. There are more clocks that do this as well like all the clocks in ''Follow the red line''. What is useful from this it's that you can pause and therefore quit the level without having to finish the cutscene. I like to call it ''Clock storage''. In both Stone age's levels with the pterodactyls you can wake them at the same time you collect the clocks that are close to them. The pterodactyl will grab you and cancel the clock cutscene and go into Clock Storage. So you can pause when he is grabing you and you'll the animation when you land. There's also in ''Magic hare blower'' a clock over a cactus that does Cloack Storage close to a loading zone. If you enter the loading zone It won't do the cutscene.
On The Greatest Escape you can jump on the first Acme box and bounce to the stairs were Mugsy is. There also the Piano Skip that I think everyone knows.
You can do a Kick Hop (doing a kick while moving) to push switches, go to plataform to plataform of the same height and evade edges that makes Bugs automatically jump.
On both main levels from Dimension X you can jump over the laser doors. You need to reach the highest amount of your jump and then do a dive (When you are diving Bugs is invincible so he won't get hurt). This is most useful on the puzzle of the 2nd clock in Train your brain were you can skip it. If you lose on the space speedway you can also take the clock doing this. On the first Marvin Boss fight you can jump and then earcopter repeatedly so you get were Marvin is but you still have to wait for him to check his machine to hit him. This could save a second or two.
Another glitch that I found: on the Rolling plataforms on The Carrot Factory (I don't know how are they called) if you stand on the right side of them on a specific position and you let them take you to the edge instead of falling you'll be teleported to the edge of the other side. I think that theres a pixel that after reaching the end it starts from the beginning again so if you stand on that pixel it takes you with it.
I also found a OoB on the years 30s were you hang on the lamp post. Hold down and then hold the first person view button. Release the first person and then hold it again, it's harder each time you do it. After it Bugs will clip through the floor and fall forever. you can enter the Big Bank Withdrawal if you cross it's loading zone and also enter the time machine if there is a ''!''. Sadly you can't enter hole levels and it's useless but at least is good to see a OoB in this game.
I'm tring to find a way to get to the upper part of What's cookin' Dock? without the melody. You can throw a ball over the doors were the super jump panels are but I can't get to pass over them. I'll see what else I can find.
When you pause and quit the level when cancelling the animation, does the clock still record as collected?
I found 'Kick Hop' from YouTube, either from a video or a comment. Not the most useful trick, but is handy in some places, such as Nowhere when jumping down from the wooden platform.
Laser doors such as the lasers before Bugs takes control of the robot or laser doors such as the red and white hooks with 2 laser layers? I assume you mean the red and white barriers since you can skip space speedway. If there's any way you can skip the ACME eye brain game, that would do wonders for both any% and 100% in a big way.
The gated doors in the castle foyer are definitely fishy. I've been able to throw the balls over the doorway as well. Bugs can also stand on the edge of the wall just before the door, which is weird, and part of his body phases through the wall. So there's gotta be something there we can get. Should work perfectly with the Super Jump/Spring ability.
In Train Your Brain! for the acme mind (the eyeball guessing game), it will show the solution if you manage to not get it. However, it changes the solution before it completely hides it, so you have a few frames to pause and see the new solution.
Sub 2:30 was completed faster than I previously thought. Now I imagine that a 100% single segment run could be done in a low ~2:10~teens. Any% will be at least a 1:45 single segment, if not 1:30.
Carrot route is not concrete for now due to the pure fact that improvisation is actually a handy tool in real time and single segment attempts. So an accidental death (most likely due to the awful PC camera) can actually be a blessing as a 2nd run through the area to collect additional carrots that are skipped the first time. In the distant future of 100% runs, any damage taken that isn't intended for a death or a barrier clip will instantly trash the run.
As an example: Segmented route of What's Cookin' Doc #1 collects 86 carrots. I don't think I've ever achieved more than 76 carrots during that visit in a single segment run. Instead, 'checkpoints' are used instead of a tombstone approach to carrot collection. Essentially we just make sure our carrot count is empty before reaching larger collection levels such as The Carrot Henge Mystery, Mine or Mine, What's Cookin' Doc, and Objects In The Mirror Are Closer Than They Appear.
So yesterday I discovered its impossible to 100% the game depending on your graphics and video settings. For some reason, the first golden carrot in The Magic Hare Blow isn't rendered. Upon loading the same save file on the higher graphics setting, it loads.
If anyone has the PC version installed, it might not be a bad idea to investigate every idea you've had about breaking or glitching this game. Maybe we'll get lucky and not render a barrier. I'm looking at you, Red Pirate Road!
So in order to revive this tread, I guess I'll just share something really interesting about Train your Brain's Eyeball RNG puzzle. So I started wondering if maybe it already had predetermined patters. I tested one pattern at a time, adding them on a notebook, trying to see if maybe it repeated itself. Here's the list:
1. Pink Red Blue Orange 2. Blue Cyan Pink Purple 3. Cyan Purple Green Pink 4. Red Orange Purple Yellow 5. Orange Pink Blue Green 6. Purple Red Cyan Yellow 7. Yellow Green Orange Cyan 8. Red Green Yellow Cyan 9. Green Blue Red Cyan 10. Purple Yellow Orange Red 11. Pink Red Blue Orange (Same as 1) 12. Blue Cyan Pink Purple (Same as 2)
I noticed that that patterns 1 and 2 repeated itself. So decided to try pattern number 3. Cyan Purple Green Pink And it was correct. The puzzle got solved in one shot. Decided to re-enter the level to test if the patterns would still be the same.
Tried pattern number 1. Pink Red Blue Orange. Failed Tried pattern number 2. Blue Cyan Pink Purple. Failed Tried pattern number 3. Cyan Purple Green Pink. Correct
So yeah, it does have predetermined patterns after all and it isn't really all RNG. The only RNG there is, is which of the 10 possibilities the game chooses. So having this list while getting at this part of the run would be really useful, trying one pattern at a time. Hopefully this will eliminate a potential run killer for 100% that just so happens to be at the end of it