(Link to video)
Submission Text Full Submission Page
In this tas, Captain Viridian teleports back and forth, and is then smacked into a wall so hard he think he's saved everyone.

Game objectives

  • Emulator used: Hourglass r81
  • Settings: allow threading
  • Game version: VVVVVV 2.0
  • Takes damage to save time

Comments

After playing around with text storage a bit (okay, a lot) I found this. So I made a run of it. It's short. Using normal RTA timing, the run is 0:48.07.

Glitches used

Intro skip

I suicide to get out of the introduction level. Normally this is used to skip the second intermission as well, but we never reach that point.

Telejump

Recently discovered by CtrlAltDelicious, telejumping allows you to be catapulted out of a teleporter. Normally used to clip into walls, I use it for a small speed boost when going back to the ship. Except now with the updated version I don't.

Text storage

Exiting the game while you're in a dialog causes the dialog state to carry over. Combine this with level completion, trinket collection and teleporting for weird results. Apparently it also allows you to beat the game really, really fast.

Other comments

No, that's about it, really.

turska: Judging.
Movie file replaced at the author's request. The new movie is 396 frames faster.

Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
Very nice work, and hilariously fast. I think this should obsolete the current run as Any%, and it would be great to have a separate branch for a 100% run (as in, collects all trinkets). Note that the existing run is already several glitches "behind" even if you discount this one.
Patashu
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Joined: 10/2/2005
Posts: 4016
Toothache wrote:
Why wouldn't you obsolete if we can build it faster, better, stronger. Let's make this the Six Billion Dollar TAS... or something.
Because no one is going to do it :) Masterjun is making 100% no death TAS which by its category definition maximizes gameplay and won't have any large skips. After that Masterjun wanted to make the fastest possible any%... Well, here it is! Masterjun didn't even have to make it :D I doubt Masterjun will after both of those have a desire to make something like any% no S+Q. Well, maybe. But in the mean time there won't be any point to 'any% no S+Q no telefling' style category, because it has less gameplay than 100% no death and less glitches than true any%.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Skilled player (1706)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
I support obsoleting and have a 100% that shows more of the game than to have a "semi" glitched branch of sort. Also Yes vote because of the ending.
BigBoct
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Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
VVVVVV runs that make use of "Press R to die" bother me, and I'm not quite sure why. The availability of that function in the main game is an oversight; it was only meant to be used in player-made levels, and it was fixed in v2.1. On the other hand, we have plenty of runs that use older ROM/ISO revisions that have more glitches/oversights in them, and most of those don't bother me. I'd liken "Press R to die" to something like the GT Code; in a normal speedrun/TAS, it should be off-limits, but if you're doing arbitrary code execution, THEN it's okay.
Previous Name: boct1584
Joined: 10/1/2013
Posts: 98
Location: My Basement
I couldn't tell what was going on at all. No vote for entertainment. I think it should be published, though.
Eszik
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Joined: 2/9/2014
Posts: 163
Sure it should obsolete the previous any% run, sure this is not enough and it's a good thing that someone is working on a 100% ! But in my opinion we should have a "deathless" category (which would mean no gravitron skip as well) that would show more of the game. It would be an intermediate category, such as "11-exit" SMW category or even "warpless" NSMB category. Anyway, yes vote. This was awesome. Maybe you should edit the RTA timing in the submission, sounds inacurrate.
I problably made mistakes, sorry for my bad English, I'm French :v
Player (142)
Joined: 7/16/2009
Posts: 686
Eszik wrote:
Maybe you should edit the RTA timing in the submission, sounds inacurrate.
What about it is inacurrate?
Eszik
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Joined: 2/9/2014
Posts: 163
Scepheo wrote:
Eszik wrote:
Maybe you should edit the RTA timing in the submission, sounds inacurrate.
What about it is inacurrate?
The TAS is only 1 second faster than the RTA?
I problably made mistakes, sorry for my bad English, I'm French :v
Skilled player (1706)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Eszik wrote:
Sure it should obsolete the previous any% run, sure this is not enough and it's a good thing that someone is working on a 100% ! But in my opinion we should have a "deathless" category (which would mean no gravitron skip as well) that would show more of the game. It would be an intermediate category, such as "11-exit" SMW category or even "warpless" NSMB category. Anyway, yes vote. This was awesome. Maybe you should edit the RTA timing in the submission, sounds inacurrate.
I thought the death was only used to skip the intro. How much more of the game would forgoing death but using the text storage show compared to this run?
Joined: 6/4/2009
Posts: 893
what ?
Eszik
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Joined: 2/9/2014
Posts: 163
jlun2 wrote:
Eszik wrote:
Sure it should obsolete the previous any% run, sure this is not enough and it's a good thing that someone is working on a 100% ! But in my opinion we should have a "deathless" category (which would mean no gravitron skip as well) that would show more of the game. It would be an intermediate category, such as "11-exit" SMW category or even "warpless" NSMB category. Anyway, yes vote. This was awesome. Maybe you should edit the RTA timing in the submission, sounds inacurrate.
I thought the death was only used to skip the intro. How much more of the game would forgoing death but using the text storage show compared to this run?
Oh, I though the death after the text box was required to perform the glitch but it seems that it's only used to go to the teleporter faster. So maybe a "deathless, glitchless" category would be ok?
I problably made mistakes, sorry for my bad English, I'm French :v
TASVideosGrue
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Posts: 2738
Location: The dark corners of the TASVideos server
om, nom, nom... blech, salty!
Player (142)
Joined: 7/16/2009
Posts: 686
Cancelling this submission as I've been working on an improvement with Masterjun. Let's just say it'll be weirder.
Warepire
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Editor
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
You mean this can be ... quicker? Good luck on the improvement!
Editor, Player (44)
Joined: 7/11/2010
Posts: 1022
boct1584 wrote:
VVVVVV runs that make use of "Press R to die" bother me, and I'm not quite sure why. The availability of that function in the main game is an oversight; it was only meant to be used in player-made levels, and it was fixed in v2.1. On the other hand, we have plenty of runs that use older ROM/ISO revisions that have more glitches/oversights in them, and most of those don't bother me. I'd liken "Press R to die" to something like the GT Code; in a normal speedrun/TAS, it should be off-limits, but if you're doing arbitrary code execution, THEN it's okay.
It's worth mentioning that the use of R to die was mentioned to the author of the game on a Skype call live at AGDQ this year. Apparently, he's glad it's in the game because it leads to such interesting speeduns (and 2.0 is the current version; AFAIK, 2.1 was never released). I'm not sure if that has an effect on your opinion or not.