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Sorry, but are you just spamming the up key while the door opening animation is going on?
Edit history:
TEN INCH TOM: 2013-05-28 11:08:10 pm
basedgod
just got a 31:10 with a shit run and i missed the block puzzle skip, so sub 30 definitely possible

edit: the new early cube saves around 50seconds
Well, to be honest, sub 30 is probably actually already occurring. Being a PC game loading screens are not included in the run and there is a decent amount of loading screens. I imagine close to a minute or more for me personally.
basedgod
PsyMarth have you had a clean clock segment yet? I still can't get my clock cubes to align like qtbic was able to in his run, even by doing the same method as him.
Quote from Sloth:
Sorry, but are you just spamming the up key while the door opening animation is going on?


Yeah, I'm just spamming Up.

Quote from TEN INCH TOM:
PsyMarth have you had a clean clock segment yet? I still can't get my clock cubes to align like qtbic was able to in his run, even by doing the same method as him.


Nope, I don't really have the run consistent up to that point to time it yet.
Edit history:
TEN INCH TOM: 2013-05-29 10:53:15 am
TEN INCH TOM: 2013-05-29 10:46:45 am
TEN INCH TOM: 2013-05-29 10:45:22 am
TEN INCH TOM: 2013-05-29 10:36:45 am
TEN INCH TOM: 2013-05-29 10:35:27 am
TEN INCH TOM: 2013-05-29 10:35:08 am
basedgod
has anyone been able to get the launch options (steam) to work? I want to test the clock tower but I cant get the -l launch option to do anything. My speculation is that maybe the beginning time for PC is different than xbox. From my calculations, if the hands all start at the 9 position and you start the game at 00:00:00, then to get the 7day cube you would set the time to +1day 17:36 (24min to get to the clock) then set the time back to 5:51 (same day) to get the 24h and hour cube.
Quote from TEN INCH TOM:
has anyone been able to get the launch options (steam) to work? I want to test the clock tower but I cant get the -l launch option to do anything. My speculation is that maybe the beginning time for PC is different than xbox. From my calculations, if the hands all start at the 9 position and you start the game at 00:00:00, then to get the 7day cube you would set the time to +1day 17:36 (24min to get to the clock) then set the time back to 5:51 (same day) to get the 24h and hour cube.

I believe that launch parameter was removed last patch Sad
I did some testing a few patches ago though:
Quote from qbicfeet:
[...] I did some tests with the clock tower and it appears that the moment you create your save file, the arms default to "9 o'clock" and start ticking forward. This means that we could predict when we are going to reach the clock tower, calculate what we need to change the time to and make the changes during one of the cutscenes.

I tested this by adding "-l zu_library" to the launch options, which places Gomez outside of the library (adjacent to the clock tower - starting in the clock tower makes the clock hands freeze) when you start a new game. Digging through the code confirms that save creation time and the clock arms are tied to each other.
Edit history:
TEN INCH TOM: 2013-05-31 06:41:49 pm
TEN INCH TOM: 2013-05-31 06:39:40 pm
TEN INCH TOM: 2013-05-31 06:38:54 pm
basedgod
just beat my old record; 30:14. I made probably 20seconds in mistakes but I also missed the block puzzle skip embarassed that glitch is so unreliable I don't really like that it's part of the route. Will probably improve this next week.

the splits dont look great because I get an extra cube in the first split so it sets the rest back. then I make up ~1minute in the last split from skipping going to the city zone.
http://i.imgur.com/OGtLQkU.jpg

edit: screen is black in the screenshot bc i screenshot/split right when I entered the door in the bedroom so thats the loading screen
Rocket Power!
basedgod
Quote from qbicfeet:
Rocket Power!

woogy woogy woogy
basedgod
just did a clockless run. Was actually a very good run, got block puzzle skip surprisingly.

What i did in this run was get all of the cubes that lead from the bell room (including a few cube bits that replace the two you get in the ruins where the 32 door is). I still get the cube on top of the clock tower, since I dont really consider that a clock cube.

final time was 35:38.6
http://i.imgur.com/LDQOcoi.jpg
(didnt get the classroom cube like my splits say, decided to get clock cube instead bc of the teleport it offers and i figured it may be a bit faster.)
Edit history:
PsyMarth: 2013-06-02 01:42:38 am
Dunno what your solution is for this puzzle room, but this one seems pretty fast. Also, I found a cool way to crash the game.

http://www.twitch.tv/psymarth/c/2366113
basedgod
Quote from PsyMarth:
Dunno what your solution is for this puzzle room, but this one seems pretty fast. Also, I found a cool way to crash the game.

http://www.twitch.tv/psymarth/c/2366113


yeah thats a pretty cool trick. my original way was to stack the two that start on the platform and move it into position, then throw the others into their spots from the bottom. i think that trick is faster tho
Have another softlock: http://www.twitch.tv/psymarth/c/2370975
Edit history:
TEN INCH TOM: 2013-06-05 02:03:21 pm
TEN INCH TOM: 2013-06-04 08:39:06 pm
basedgod
just missed sub 35 embarassed

Quote from TEN INCH TOM:
just missed sub 35 embarassed


Make it public so I can see!!
Edit history:
TEN INCH TOM: 2013-06-07 10:20:10 am
TEN INCH TOM: 2013-06-06 05:20:33 pm
TEN INCH TOM: 2013-06-05 06:05:11 pm
basedgod
Quote from qbicfeet:
Quote from TEN INCH TOM:
just missed sub 35 embarassed


Make it public so I can see!!


sorry idk why it was private!

also, sub 34 is possible but very difficult. I calculated around 1 minute of mistakes in this run, possibly more with movement optimization.
basedgod
anyone want to plan a race sometime soon? PM me on here or twitch :*

also, FEZ needs some verifiers if you guys could help!
https://forum.speeddemosarchive.com/post/runs_needing_verification_31_new_runs_jun_6_2013.html
Welp, have a puzzle skip: http://www.twitch.tv/psymarth/c/2393304
Edit history:
TEN INCH TOM: 2013-06-08 07:43:32 am
basedgod
Quote from PsyMarth:
Welp, have a puzzle skip: http://www.twitch.tv/psymarth/c/2393304


Yeah I've had that happen to me too in a run. This is starting to look like the puzzle skips arent related to spamming the up key on a door or anything, and may just be determined when you create a new save file?

Has anyone else noticed that in the retro room, the last disappearing blocks you have to climb, come in two different sets? Sometimes there will be two blocks that are "moving" which gives you a faster time because you can enter the cycles easier, and sometimes there will only be one block.

Maybe we should decide whether or not puzzle skips should be allowed since they seem to be heavily RNG based with no real reason or method behind them.
Edit history:
PsyMarth: 2013-06-08 02:42:45 pm
Quote from TEN INCH TOM:
Quote from PsyMarth:
Welp, have a puzzle skip: http://www.twitch.tv/psymarth/c/2393304


Yeah I've had that happen to me too in a run. This is starting to look like the puzzle skips arent related to spamming the up key on a door or anything, and may just be determined when you create a new save file?

Has anyone else noticed that in the retro room, the last disappearing blocks you have to climb, come in two different sets? Sometimes there will be two blocks that are "moving" which gives you a faster time because you can enter the cycles easier, and sometimes there will only be one block.

Maybe we should decide whether or not puzzle skips should be allowed since they seem to be heavily RNG based with no real reason or method behind them.



I have to disagree with that. I was using copied saves when I was testing the trick before and I wasn't just getting it 100% of the time, so I doubt it's save based. We just need to figure out how to get it consistently. (Also, skipping things based on RNG doesn't seem like a very speedrun thing to do.)

I think it has to come down to when you enter the door, but yeah, I have no clue when exactly you need to enter to cause it. I've also been wondering if it might be due to opening it twice? Like, when spamming on the door open you can maybe manage to trigger entering before the opening animation starts? Just throwing out ideas.

EDIT: after watching that video, I just want to make sure... you guys know about teleporting after jumps, right? An example: http://www.twitch.tv/psymarth/c/2396648

Edit history:
Shadow the Past: 2013-06-15 01:27:14 am
Shadow the Past: 2013-06-15 01:26:33 am
Shadow the Past: 2013-06-15 01:26:33 am
Shadow the Past: 2013-06-14 11:53:38 pm
I stumbled upon a slight physics exploit in the PC 1.06a version of Fez. After watching speedrunners and reading this thread, I found that nobody seemed to know about it/implement it in their speedruns, so I figured I'd share.

This is very simple to execute and replicate, so I don't think uploading a video will be necessary. Stand next to any ledge in the game (specifically so that you're on the block that defines the ledge). Start walking away from the ledge (no more than 1 block), then turn around to trigger the turn around animation (that little skid thing he does). Then, jump when you are starting to fall off the ledge, and you will accelerate to almost double the normal horizontal speed. If you press jump too soon, you'll do a normal jump and gain no horizontal boost. If you do it too late, you'll just fall like normal. This horizontal boost happens (to my understanding) because although you are falling off the ledge, you are still in the turnaround animation, which means the game still thinks you're on the ground. I suppose there's some weird acceleration that happens at the end of it, but since you're not on the ground there's no way for the game to cancel that acceleration like it normally does when you start walking.

This is all done in a very fluid motion, and all inputs can be done in about a second or so. This also can be done on any ledge in the game, which can allow for some areas to be reached quicker than intended. I found this to be especially helpful in the Well area, as many jumps are just out of Gomez's reach, but this boost jump allows him to make those jumps. You can use this trick to get through the hub area of the Well without needing to change the water level, as well as reach this treasure chest http://i.stack.imgur.com/o1V6a.png without needing to solve the puzzle.

As I said, I hope recording this won't be necessary, but I will if requested (I'll need to redownload some recording software first). I'll check back here to see if there's any input on this. I registered just to post this, so hopefully it's worth it lol.

Edit: Did a bit more research. A regular jump between two platforms at the same height will get you about 6 blocks horizontally, 7 if there's a ledge to grab at the end. With boost jumping, you can easily reach 9 blocks, 10 with a ledge and maaaaaybe 11 with a ledge. Keep in mind that this doesn't take into account the amount of distance you'll gain when trying to reach lower platforms. I'd expect a boost jump can yield at least double the distance of a regular jump at the maximum downward vertical jump height (before your death animation triggers).
Hi everyone,

I'm just starting to learn the any% route, and I experienced a(nother) bug.
I was in the room where you have to input left,left,down,down,right,right,up,up and I wanted to take the anticube by doing a long jump.
What happened is that the jump was way faster than usual, I went past the platforms easily.
I didn't record it Sad
Edit history:
TEN INCH TOM: 2013-06-17 04:35:32 pm
TEN INCH TOM: 2013-06-17 04:35:23 pm
TEN INCH TOM: 2013-06-17 09:48:31 am
TEN INCH TOM: 2013-06-17 09:28:19 am
basedgod
Quote from Shadow the Past:
I stumbled upon a slight physics exploit in the PC 1.06a version of Fez. After watching speedrunners and reading this thread, I found that nobody seemed to know about it/implement it in their speedruns, so I figured I'd share...


We have actually known about this bug, PsyMarth found it one a gamefaqs forum and then both of us found a few spots to use it in. Check out my run . I have improved the time since then but you can see the first cube I get I actually longjump to a platform that you're not supposed to be able to reach and get a "secret" cube. There are other spots to do it in that are mostly small time savers. Most major time savers with this glitch come in 100% in the sewers.

Quote from keylie:
Hi everyone,

I'm just starting to learn the any% route, and I experienced a(nother) bug.
I was in the room where you have to input left,left,down,down,right,right,up,up and I wanted to take the anticube by doing a long jump.
What happened is that the jump was way faster than usual, I went past the platforms easily.
I didn't record it Sad


If you jump in the last frames before walking off the platform you can do a longjump that is actually a few frames longer. I do it in the runes room extending from the bell tower to skip a large chunk of it and get a cube bit. See this
Edit history:
TEN INCH TOM: 2013-06-17 11:00:55 pm
TEN INCH TOM: 2013-06-17 01:59:41 pm
basedgod
newest run(still processing):


launch and classroom split inaccurate due to route change