Username:
B
I
U
S
"
url
img
#
code
sup
sub
font
size
color
smiley
embarassed
thumbsup
happy
Huh?
Angry
Roll Eyes
Undecided
Lips Sealed
Kiss
Cry
Grin
Wink
Tongue
Shocked
Cheesy
Smiley
Sad
1 page
--
--
List results:
Search options:
Use \ before commas in usernames
1-Up!
Game Page: http://speeddemosarchive.com/vvvvvv.html

VVVVVV (100 %) (Single Segment)

Verifier Responses

Quote:
This run uses the ingame timer, and is faster than the current segmented run. That should speak for itself but I'm going to continue to sing its praises for a little bit.

First, tricks/glitches I'm unfamiliar with but save a lot of time:
Skipping part of the opening cutscene somehow and ending up in the main ship, allowing you to skip quite a bit.
Dying right after getting each trinket to go right to the checkpoint.

Single segment 100% with all the crazy tricks pulled off with aplomb is something I never thought I'd see. Sure there are a couple small things, including 2 deaths that don't waste much time at all. This is a clear accept and a fun watch.


Quote:
Audio is good. There's a bit of a strange issue with the video: the game's most watchable at twice the resolution, and normally the game enlarges it itself using point scaling. The verification copy of the video has no scaling; it shows the game at the smallest size, which loses no information but looks blurry in many media players because they try to scale it up using antialiasing. I'd recomment that the run is encoded at a higher resolution (x2 or x3) using point scaling so that most media players can play it back correctly.

The game's final stats screen is buggy, showing 23 deaths, of which 49 were in the Tower. It also shows an in-game timer of 17:48; fortunately, that timer is accurate, even if the hardest room count is buggy (it's bugged for everyone; basically, it takes data from previous attempts at the run as well as the current one). (Most of the 23 deaths were intentional.) I don't see any signs of cheating.

Before getting to comments for individual rooms, let me explain the route used by this run (over the next few paragraphs). Version 2 of the game (which is clearly being used for this run; a good thing, because it's faster) has a "suicide" button that's designed to keep you from getting stuck due to game glitches; the glitches in question (mostly involving moving platforms and walls) can't actually be triggered anywhere in the game (the level design is specifically designed to avoid you getting an opportunity), but it might happen on the user-contributed bonus levels. Although the runner is playing the official storyline rather than the bonus levels, the suicide button still exists. This is useful both for deathwarps, and because it sometimes works during cutscenes (depending on the way the game is coded), which can break the game's script.

The game has six main characters (each of whom has a name starting with V; this is one of the things the game's name is referring to). In order to complete the game, each of the six needs rescuing. The plot of the game, basically, is that right at the start of the game they all get teleported to disparate locations; and although many of them have located teleporters, they can't use them without coordinates for the other end. (So in gameplay terms you can teleport between teleporters, but need to either have visited the other end, or had an NPC tell you where the other end is.) At the start of the game, the only playable character, Viridian, is marked as not in need of rescuing, but the other five are. You normally end up in Space Station 1 after the intro cutscene; Violet (who remained on the ship) tells you your ship's location via a comms system, allowing you to teleport to the ship (this counts as rescuing Violet), and then you spend most of the game finding Victoria, Vitellary, Vermillion, and Verdigris, merely for the purpose of telling them where the ship is. After you've rescued three crewmembers (intended as Violet then two others), you get diverted to Intermission 1, a co-op with AI level, upon rescuing them. After you've rescued four (intended as Violet then three others), you get diverted to Intermission 2, or the Gravitron, widely the hardest level in the game (and it's also an autoscroller). And after you've rescued five, you end up in need of rescuing yourself, and have to make your way through the final level so that your crewmates can rescue you.

In this run, the runner breaks the intro cutscene via suiciding at a specific moment in it. Although he does end up in Space Station 1 for a split second, he ends up respawning after the suicide on the ship. The main noticeable effect of this is that there's no longer any requirement to rescue Violet first (the game counts you as rescuing Violet when you use the teleporter at the end of Space Station 1). And the major time saving from that is that when rescuing Violet, the game doesn't check for Intermissions. Thus, it's possible to skip either Intermission 1 or Intermission 2 via rescuing Violet third or fourth respectively. (Intermission 2 is longer, so it's the part that gets skipped.)

This does add some extra complexity to the route, because you need to get to Space Station 1 via an unintended route in order to be able to rescue Violet, and (because this is a 100% run, defined as "obtain all 20 shiny trinkets") in order to be able to get the trinkets in that area. (Normally, if you missed a Space Station 1 trinket, you'd get back there using the teleporter you used to exit the region, but obviously that won't be activated.) This is accomplished via the "Exhaust Chute" room, where the Space Station 1 and Space Station 2 routes cross; you can't get from Space Station 1 to Space Station 2 that way, but you can get from Space Station 2 to Space Station 1. As a result, this run ends up doing the first part of Space Station 2 twice (and, to get the trinkets, has to do much of Space Station 1 backwards then forwards again), but it's still faster than doing the Gravitron.

On to the room by room comments. If I don't comment on a room, it means that it was either perfect, or close enough that the time lost can't sensibly be measured.

Intro cutscene: Suiciding there means that Viridian respawns on the ship. (Violet is always in normal play standing in the room he respawns in, but because she isn't "rescued" from the game's point of view, she isn't there.)

Overworld: The runner heads straight for the Laboratory, one of the four main areas of the game. The only factors that determine which order you do the main areas of the game in are where you're most likely to make mistakes (so as to make the run faster because you lose less progress when starting the run over), and the amount of dialogue in the Intermissions (which varies based on who you just rescued). This isn't 100% flawless (there are a couple of tiny movement errors), but this is within fractions of a second of perfect.

Young Man, It's Worth The Challenge: Trinket 1/20. It's not completely clear how far from perfect the start of the Laboratory is, because the need to slow down to avoid colliding with spikes means that you sometimes can't take all the corners as tightly as you'd like, but it can't be more than a second or so.

Three's a Crowd: This glitch is somewhat harder to get than the runner makes it look. (It only works if there's a place to stand at the right distance below the grav line, it only glitches through grav lines upwards and not downwards, and even then it's rather temperamental.)

Overworld trinket to the left of Entanglement Generator: Trinket 2/20. There are quite a few movement errors on the path to the trinket, with the runner getting stuck on terrain repeatedly; I'd say at least 2 seconds were lost here (although it's pretty difficult to do it faster, because you need to change direction so often in that terrain). A deathwarp is used to save time backtracking after the trinket.

The Tantalizing Trinket: Trinket 3/20. Pretty solid. (It's possible to take the corners tighter, but not safely, and it wouldn't save a significant amount of time even if you did.)

I'm Sorry: There is very little margin for error on that corner. The runner makes it look way easier than it is. (The runner is probably not detouring to the checkpoint before it out of fear of failure, though, but to set up the deathwarp to get back out.)

Purest Unobtanium: Trinket 4/20. The deathwarp out of here saves quite a lot of time, because it's such a detour compared to the normal detour required for trinkets.

Philadelphia Experiment: Victoria rescued (crew member 1/6). The "Four remain." message, by the way, is a demonstration of how the game doesn't consider Violet to have been rescued. (This glitch leaves a huge plot hole, incidentally; she clearly isn't on the ship, and yet she isn't anywhere else either. The plot sorts itself out once Space Station 1 is completed.)

Overworld trinket: 5/20. The runner deathwarps out of the area immediately surrounding the trinket. The route there is close to perfect; the route back, he gets caught on terrain, but only for a fraction of a second. Pretty clean trinket.

Overworld trinket: 6/20. Same sort of thing as before, but with a different puzzle and without the movement error. This one's even cleaner.

Overworld trinket (entrance to Warp Zone): 7/20. The only real difficulty in this trinket is knowing where it is (not a problem for the runner); the surrounding area is both maze-like, and with many identical-looking screens.

Take the Red Pill: The runner flips two times more than necessary, but it doesn't matter because he has to wait for the weird number enemy anyway.

Short Circuit: This route has a pretty tight margin for error, but is a few seconds faster than the intended route wrapping round the screen. (Or perhaps it was an intended route too, as indicated by the room name.)

Maze with No Entrance: Just wanted to say I love the name of this room. (It's entirely accurate. The entire Warp Zone is generally lacking in a sane sense of continuity; it's the level's gimmick.)

As we go up, we go down / Time to get serious: The route for the second room depends on the route for the first room. There's a more obvious route for "As we go up, we go down", but it forces you into a slower route in "Time to get serious", so the runner uses this one instead.

Shockwave Rider: Another room where the runner sneaks in very close to an enemy in order to avoid having to use a longer route.

Edge Games: Screw "Doing things the hard way" (also known as Veni Vedi Vici), which is basically just a case of rote memorization until you can do it in your sleep, this is the true hardest trinket in the game. The runner makes it look easy, though. (And deathwarps out via the suicide button, as is the runner's usual habit for trinkets.) Trinket 8/20.

Murdering Twinmaker: Verdigris rescued (crew member 2/6). Players not familiar with the glitch being used might wonder why Intermission 1 doesn't happen as a result of this (normally it would after the second main area being cleared), but Violet not being rescued yet throws the game's count off.

The Tower: An autoscroller that's mostly all one room. Because it's an autoscroller, there's very little you can do to change the time for this level (besides the obvious "don't die unintentionally"), and as a result, the runner's using safer but slower strategies for individual parts of the stage because he has to wait anyway. Both trinkets are collected; this slows the game down for the "You have found a shiny trinket!" message, but it's a 100% so you can't really skip them. (Also, there's a speed trick where respawning at an upside-down checkpoint actually speeds the autoscrolling up a bit if it's sufficiently near the top of the screen. The runner repeatedly suicides at the top of the screen for this reason, either using the suicide button or spikes. One opportunity to do this is unavailable because it conflicts with getting the second trinket, but the rest are taken. It doesn't save much time, maybe a second at most per death, but on an autoscroller, there's not much you can do to improve your time.) 10/20 trinkets collected after this level.

Building Apport: Vermillion rescued (crew member 3/6). Now the game finally realises that maybe it should start Intermission 1 at some point. (Doing Intermission 1 with Vermillion helps keep the cutscene length down; at least one of the other crew members, I can't remember who offhand, has long pauses in their cutscenes in it.)

Now Take My Lead: Intermission 1 is all coop-with-AI levels. The text boxes in this room and the next explain the AI; if the runner does something weird in the following rooms, it's typically to get the AI to cooperate (and in fact, that's the whole point of the puzzles).

Don't Be Afraid: It's hilarious how slowly many speedrunners will inch along the floor in order to avoid Vermillion running off the platform too fast and hitting the second spike trap (which is very easy to do). This runner uses a faster route instead, standing in a specific position so that Vermilion will decelerate in mid-air.

...Not as I Do: A pretty minor sequence break here that saves a couple of seconds. It's rather hard to pull off, but the intended route is almost as difficult.

Do Try To Keep Up: There are safer strategies than this one, but not faster strategies.

You're Falling Behind: There's no danger in this room, it pretty much exists purely for trolling the runner (you have to backtrack in order to manipulate the AI correctly). The runner trolls the room right back again by deathwarping past the backtracking.

Talking to Victoria: Trinket 11/20. This is quite similar to the Toad stars. However, it's not the absolute easiest trinket in the game to get.

Teleporter near Outer Hull: This is one of the few teleporters that might potentially be useful; most teleporters are in areas you never backtrack past. In this one, you go very near the teleporter a second time (on the way to Space Station 2); but sadly, it's still not worth activating (even though it'd be less than half a second off the route used here) because there are no convenient teleporters to use to teleport to that point.

Overworld Trinket (the Elephant of Sadness): Trinket 12/20. That elephant is freaky (and will upset Viridian if he spends too much time near it), but he deathwarps out as usual to avoid having to worry about the issue.

One Way Room: Trinket 13/20. This is one of only two trinkets obtained in an any% run, because the route that collects it is actually faster than the route that doesn't (although rather more difficult, because the timing is much tighter in the room before).

Select Track: The runner uses the lower track, because it's considerably shorter.

Gordian Knot: This trick is mindboggingly precise (and the only reason I have any idea that it might be intended is the name of the room). Congratulations to the runner for getting it first time. (Then he does it again on the way back! I'm not sure how much time that saves, if any, due to the conveyor belts in Backsliders, but it makes Backsliders a lot safer.)

You Just Keep Coming Back: Trinket 14/20. The easiest route to this trinket involves going through Gordian Knot three times and Backsliders three times; the cut-the-Gordian-Knot route used is over ten seconds faster.

Green Grotto: Yep, that's Vermillion; he's been rescued now, and knows the ship's teleport location, so he does a bit of exploring himself and claiming to be useful if you talk to him. On a speedrun, all you can do is ignore him.

Clarion Call: Trinket 15/20. Not much to say here.

Chinese Rooms: The flip off the middle pillar is actually done sliding off the corner (like is required in It's A Secret To Nobody), which will have cost the runner a tiny amount of time compared to simply flipping off the pillar itself. Yet another thing to put on the list of Things That Never Happened Before, I guess.

Just Pick Yourself Down: The runner does this in two cycles, the minimum (three is more usual for casual players). The two-cycle route is very precise and famous for ending runs in no-deaths mode, so it's nice to see this done deathless.

Doing Things The Hard Way: Trinket 16/20. The runner is so confident in his ability to do this first time that he skips the checkpoint in order to allow for faster backtracking after getting the trinket. (See, I told you it wasn't the hardest trinket in the game…) The runner cuts it very close in Vici, but doesn't lose any time.

Exhaust Chute: The only way to get into Space Station 1 if you glitched the opening cutscene (it's common to both Space Station 1 and Space Station 2).

Driller: In an any% run, you'd go right here. There's nothing plot-relevant to the left (apart from the cutscene where Violet tells you the location of the ship, which is not relevant to completing the game only because it's so obviously required the programmers just assume you've done it), but there are trinkets there, so in an 100%, you have to do much of Space Station 1 backwards to get the trinkets.

Stop and Reflect: First unintentional death of the run. Loses approximately 3 seconds.

Trench Warfare: Goes back past the screen threshold at the start (presumably to get the timings on the platforms lined up), then dies an unintentional death anyway. Loses approximately 4 seconds. Gets the trinket on the second try (trinket 17/20). Then deathwarps out.

Comms Relay: An annoyingly long cutscene, where Violet tells you where the ship is (as if you didn't know after this long…) When going through this area forwards, it's fastest to quicksave and reset during the cutscene, and reload the game; this saves a few seconds over watching it. I don't know how much that trick saves when doing the cutscene backwards. (The trick may be categorized out for this run, though, because it's the only place in which an SS-with-resets is faster than an SS-without-resets, and so I can understand why the runner chose to not use resets in the run.) On the plus side, the forced opening of the map actually gives us an opportunity to look at the map for the only time in the run, so viewers can see where the runner has been.

Security Sweep: The runner somehow manages to go the wrong way after doing the hard part, and has to wait for the next cycle. This loses around 1 second.

It's a Secret to Nobody: This is usually the first trinket in the game. On this run, it's trinket 18/20. The runner lost around 2 seconds due to hitting the checkpoint in this area; I just tried it myself, and it's definitely possible to avoid it and still get the trinket. (If you miss the checkpoint, the deathwarp out takes you further backwards, so the runner ended up having to do extra backtracking due to hitting the checkpoint.)

A Wrinkle In Time: Using this teleporter is what causes the game to consider you to have rescued Violet (crew member 4/6). It doesn't check for intermissions, so this actually skips the entire Intermission 2 (including the Gravitron, which despite being lots of fun, is both very hard and very time-consuming due to its autoscrolling nature). Normally when there isn't another crew member taking the teleporter with you, the game lets you choose the destination, but because you're only have meant to have one destination the first time you use that teleporter, teleporting to the ship is forced.

Ship: The runner suicides immediately after Violet's first line of dialogue, allowing him to mostly skip the entire "Level Complete!" cutscene (which is very long). Although this cutscene works on any of the crew members, it permanently breaks the game and makes it unwinnable in most cases; for some reason, it doesn't break when you do it to Violet, though. The runner walks one screen and deathwarps back in order to make the teleporter work.

Level Complete! (second time): Apparently, this is also the name of a room, as well as of a cutscene. Neatly, there's a teleporter halfway through Space Station 2, which significantly reduces the amount of repeated play needed to finish Space Station 2 (rather than merely using it to enter Space Station 1). This is the only speedrunning context in which using teleporters for anything other than hitting plot advancement triggers is useful, as far as I know.

Swoop (second time): This route looks like it goes the wrong way, but it's no slower than the more obvious route because you're flipping off the same pillar in Chinese Rooms anyway.

Just Pick Yourself Down (second time): A two-cycle completion again! The runner cut it very close this time, this was only a couple of pixels from death.

Getting Here Is Half The Fun (second time): The runner doesn't need to collect the trinkets a second time, so all the messing around with Veni Vidi Vici is cut out on the second time through.

Exhaust Chute (third time): This time the runner uses the intended route through the room and continues on to the rest of Space Station 2. At this point, we're back on the intended sequence of the game. (For the first time all game.)

Prize for the Reckless: This trinket is only obtainable via respawning at the checkpoint in the room, from above. As such, the runner can't hit any checkpoints until the trinket is collected.

A Deception: Even though you can't hit the checkpoints here if you want the trinket (it'd be easy otherwise), this still isn't the fastest route for this room in 100%. You can save almost a second by entering the room along the ceiling (rather than the floor) at full speed, and then spamming the flip button with the right timing to avoid both enemies and also mostly avoid contact with the conveyor belts; I just did it a few times myself to make sure. (The runner waits half a cycle for the enemies to move to different positions, and then stays in contact with the conveyor belts rather more than is absolutely necessary). The runner's strats here are probably safer than the fastest ones, but the added safety here is rather inconsistent with the rest of the run, and I'm wondering if the runner simply didn't know the faster strats.

Prize for the Reckless (second time): The small wait before deathwarping is so that the moving platform actually unlocks correctly. (Incidentally, this is the only deathwarp in the game that's required for 100%. It's not necessary in no deaths mode (IIRC "We Didn't Expect You To Get This Far") and time trial mode ("Imagine There Are Spikes There, if You Like"), because the spikes are removed, but this convoluted method is the only way to get the trinket in the main game mode (that's being run). Then the runner forgets to step on the platform the first time, and has to wait for the second cycle, losing 2 seconds.

Energize: Vitellary rescued (5/6 crew members rescued). This sends Vitellary back to the ship, but Viridian gets diverted to the Final Level and counts as unrescued. So time for him to go save himself.

1954 World Cup Vinyl: This trick is annoying to learn, but it saves a lot of time over the intended route that wraps around the screen.

DIY V Repair: The suicide here isn't to glitch the cutscene; it works just fine even with the death in the middle of it. It's because deathwarping during the cutscene is slightly faster than deathwarping after it, even if you can't move until the cutscene is over.

Three's Company: The runner glitched the grav lines earlier, why not here? (They're both glitchable.) Glitching the first one could save over a second, but it's pretty temperamental and trying might leave the runner down time overall, so I can forgive not glitching that one. The second, though, is very easy to glitch, and it'd save at least half a second.

Panic Room: Another (very short) autoscroller, so small mistakes here don't matter because you have to wait for the screen to scroll anyway.

The Final Challenge: Yet another autoscroller. This one has upside-down checkpoints, but you can't get to them fast enough for intentional suicide to save time (they've scrolled down too far by the time you reach them). So it's done the intended way.

V: Trinket 20/20. This is easily the easiest trinket in the game, even easier than the one where you talk to Victoria. (And it's also obtained in any% and even low% because it's right on the path with no way round it.)

Outer Space: Game complete. As mentioned before, the in-game timer of 17:48 is accurate.


The middle of the run is excellent, with all the mistakes very minor and not worth worrying about. The start is a little shaky because the runner gets caught on things a lot, but mostly only loses fractions of a second each time (the trinket near Entanglement Generator is an exception, the getting caught on things and movement errors there are really noticeable, even if only a couple of seconds were lost). The worst part of the run by far is Space Station 1 backwards; at least 10 seconds were lost there (7 to the unintentional deaths), and the play quality is noticeably worse than the rest of the run. (I guess this runner had been practicing 100% no deaths mode before doing this run, where Space Station 1 is done normally, but which is otherwise similar to the rest of the run just done in a different order and without the ability to skip the Gravitron.) Overall, though, the run is of an excellent quality.

I recommend accepting this run. Category is 100% single segment with deaths. 100% definition is "all shiny trinkets". Time is 17:48.


Quote:
Quality: Good / Good

This run is faster than the segmented run and is executed well. It's an accept.


Quote:
A/V fantastic, no cheating.

Fantastic run. The route is great and executed with precision. Features some good tricks I hadn't seen before, such as suicide checkpointing in The Tower. Other than wasting a couple seconds on Trinket 2,  and dying once on Trench Warfare, I could se no overt flaws that lost the runner more than a second or so. I was very impressed by the small details in making some of the rooms quicker, such as in Intermission 1. Very impressive.

Accept


Quote:
A/v is good, no cheating noticed.  Time is 17:48.  Despite the very minor flaws in the run, it is overall very well executed.  Accept!


Quote:
This run is stupidly good. You even got the line clip on your second try Tongue
Accept


Decision: Accept

Congratulations to Jared 'FieryBlizzard' Klein!
Thread title:  
Oh cool, that went reasonably fast...I think. Anyways, thanks to all the verifiers (especially verifier #2) for the comments. Replies to that comment below.

Quote:
Three's a Crowd: This glitch is somewhat harder to get than the runner makes it look. (It only works if there's a place to stand at the right distance below the grav line, it only glitches through grav lines upwards and not downwards, and even then it's rather temperamental.)

The line clip works both upwards and downwards assuming there is a platform close to the horizontal gravity line. This can easily be done in some of the player levels, such as "Watch in Bend" in Golden Spiral. (It can also be done when doing this room backwards, but that's less useful.)

Quote:
Overworld trinket to the left of Entanglement Generator: Trinket 2/20. There are quite a few movement errors on the path to the trinket, with the runner getting stuck on terrain repeatedly; I'd say at least 2 seconds were lost here (although it's pretty difficult to do it faster, because you need to change direction so often in that terrain). A deathwarp is used to save time backtracking after the trinket.

This trinket was terrible. This also shows how low my standards get in terms of smoothness after several hours of attempts. I'd probably have higher standards overall if someone else would also run this category *cough*.

Quote:
I'm Sorry: There is very little margin for error on that corner. The runner makes it look way easier than it is. (The runner is probably not detouring to the checkpoint before it out of fear of failure, though, but to set up the deathwarp to get back out.)

Precisely.

Quote:
The Tower: An autoscroller that's mostly all one room. Because it's an autoscroller, there's very little you can do to change the time for this level (besides the obvious "don't die unintentionally"), and as a result, the runner's using safer but slower strategies for individual parts of the stage because he has to wait anyway. Both trinkets are collected; this slows the game down for the "You have found a shiny trinket!" message, but it's a 100% so you can't really skip them. (Also, there's a speed trick where respawning at an upside-down checkpoint actually speeds the autoscrolling up a bit if it's sufficiently near the top of the screen. The runner repeatedly suicides at the top of the screen for this reason, either using the suicide button or spikes. One opportunity to do this is unavailable because it conflicts with getting the second trinket, but the rest are taken. It doesn't save much time, maybe a second at most per death, but on an autoscroller, there's not much you can do to improve your time.) 10/20 trinkets collected after this level.

1st: 3/8ths of a second, 2nd-4th: 5/8th of a second. There are two earlier abuses that are done in any%, but they can't be done in 100%.

Quote:
Building Apport: Vermillion rescued (crew member 3/6). Now the game finally realises that maybe it should start Intermission 1 at some point. (Doing Intermission 1 with Vermillion helps keep the cutscene length down; at least one of the other crew members, I can't remember who offhand, has long pauses in their cutscenes in it.)

Verdigris (Warp Zone) has built in pauses.

Quote:
Don't Be Afraid: It's hilarious how slowly many speedrunners will inch along the floor in order to avoid Vermillion running off the platform too fast and hitting the second spike trap (which is very easy to do). This runner uses a faster route instead, standing in a specific position so that Vermilion will decelerate in mid-air.

This room is the worst room in all of Intermission 1 to do quickly.

Quote:
Talking to Victoria: Trinket 11/20. This is quite similar to the Toad stars. However, it's not the absolute easiest trinket in the game to get.

I like pressing enter a few frames early (after I see the "press action to talk to Victoria"), which causes the map to appear instead of Victoria's dialogue...

Quote:
Gordian Knot: This trick is mindboggingly precise (and the only reason I have any idea that it might be intended is the name of the room). Congratulations to the runner for getting it first time. (Then he does it again on the way back! I'm not sure how much time that saves, if any, due to the conveyor belts in Backsliders, but it makes Backsliders a lot safer.)

Not intended at all. It requires you to be able to flip while off the platform, which can't be done in the original version. Also, some time is saved with the second flip since you still have to pause going the right way back through Backsliders.

Quote:
Stop and Reflect: First unintentional death of the run. Loses approximately 3 seconds.
Trench Warfare: Goes back past the screen threshold at the start (presumably to get the timings on the platforms lined up), then dies an unintentional death anyway. Loses approximately 4 seconds. Gets the trinket on the second try (trinket 17/20). Then deathwarps out.


Yeah....Space Station 1 is not friendly for going backwards quickly. As you said, I go back to Stop and Reflect after I enter Trench Warfare to get the platforms lined up again. Sadly I missed my flip mark slightly. An interesting fact is that even in no death mode, it seems you have to do the re-entering to do this strategy as well for the trinket. (This is not the case in Time Trials.) I have no idea why.

Quote:
It's a Secret to Nobody: This is usually the first trinket in the game. On this run, it's trinket 18/20. The runner lost around 2 seconds due to hitting the checkpoint in this area; I just tried it myself, and it's definitely possible to avoid it and still get the trinket. (If you miss the checkpoint, the deathwarp out takes you further backwards, so the runner ended up having to do extra backtracking due to hitting the checkpoint.)

Completely accidental. I normally don't hit that checkpoint. (I very rarely even make it this far.) I wasn't too happy about it.

Quote:
Just Pick Yourself Down (second time): A two-cycle completion again! The runner cut it very close this time, this was only a couple of pixels from death.

I'm convinced that every time I do this trick I'm only one or two pixels away from death. I hate this two cycle, but it has to be done.

Quote:
A Deception: Even though you can't hit the checkpoints here if you want the trinket (it'd be easy otherwise), this still isn't the fastest route for this room in 100%. You can save almost a second by entering the room along the ceiling (rather than the floor) at full speed, and then spamming the flip button with the right timing to avoid both enemies and also mostly avoid contact with the conveyor belts; I just did it a few times myself to make sure. (The runner waits half a cycle for the enemies to move to different positions, and then stays in contact with the conveyor belts rather more than is absolutely necessary). The runner's strats here are probably safer than the fastest ones, but the added safety here is rather inconsistent with the rest of the run, and I'm wondering if the runner simply didn't know the faster strats.

I had no idea about that faster strategy. If I ever visit this category again, I'll add it in. Thanks for the info.

Quote:
Prize for the Reckless (second time): The small wait before deathwarping is so that the moving platform actually unlocks correctly. (Incidentally, this is the only deathwarp in the game that's required for 100%. It's not necessary in no deaths mode (IIRC "We Didn't Expect You To Get This Far") and time trial mode ("Imagine There Are Spikes There, if You Like"), because the spikes are removed, but this convoluted method is the only way to get the trinket in the main game mode (that's being run). Then the runner forgets to step on the platform the first time, and has to wait for the second cycle, losing 2 seconds.

The true "That's never happened before" moment in this run. Oh well. I was too happy about a deathless Space Station 2.

Quote:
Three's Company: The runner glitched the grav lines earlier, why not here? (They're both glitchable.) Glitching the first one could save over a second, but it's pretty temperamental and trying might leave the runner down time overall, so I can forgive not glitching that one. The second, though, is very easy to glitch, and it'd save at least half a second.

I really cannot overstate how much I suck at line clips. It may be a combination of my mashing tempo and the fact that I'm using a laptop keyboard that certainly has its space bar worn out at this point. I wasn't willing to ruin a run this far in considering some of my previous runs. Again, if there were more competition, I might have at least attempted the second one.

Quote:
The worst part of the run by far is Space Station 1 backwards; at least 10 seconds were lost there (7 to the unintentional deaths), and the play quality is noticeably worse than the rest of the run. (I guess this runner had been practicing 100% no deaths mode before doing this run, where Space Station 1 is done normally, but which is otherwise similar to the rest of the run just done in a different order and without the ability to skip the Gravitron.) Overall, though, the run is of an excellent quality.

I've gotten out of Space Station 1 twice when "attempting" 100% in no-death mode. In other words, it's not happening (at least from me). Space Station 1 is just strange due to the fact that it wasn't made to go fast backwards. There's also the combination that it's strange to practice and that the number of runs that get to this point is normally one or two during a "long" attempt session. I wish I didn't completely mess up the ending on my potential 17:43, but it is what it is.

If I start running this game again (I'm on a hiatus from speedrunning all together during the semester), I'll probably go for 17:40 (which will most likely have to be "deathless"), which really doesn't sound like fun considering "Gordian Knot" and certain other rooms. Definitely a big thanks for that incredibly detailed verification (and enlightening me to that room strategy in "A Deception" since I don't recall ever seeing it before).
Fucking Weeaboo
Do I think you deserve congratulations?

YYYYYY