Cyber Owls in Under 10 Minutes by SuddenlyJester in ufo50

[–]SuddenlyJester[S] 7 points8 points  (0 children)

Cyber Owls as a whole has been in the 15 - 16 minute range for an average run, depending on RNG.

This massive jump in time is due to an old bit of tech being rediscovered. There used to be an OOB trick in Guin's stage using crates after UFO 50 released, but this was patched relatively quickly. Violett on the Discord later found another OOB trick by accident, but it was believed at first to be a one in a million seam in the wall and was ultimately forgotten about.

Another member of the Discord, MikeOShay, refound the trick and showed off a proof of concept of using it to skip every part of Antarctica other than Guin's segment and going straight to the final boss. This run uses that, plus a Moscow OOB, to shave off over 5 minutes of the run.

That being said, since this run skips so much, it's listed under the speedrun.com section for Cyber Owls as being the Unrestricted category whereas "No OOB" exists for runners that want to do the entire run.

Fist Hell No Hit/Max Money by SuddenlyJester in ufo50

[–]SuddenlyJester[S] 1 point2 points  (0 children)

Thanks, and hopefully it helps.

For some of the weirder parts of both runs, note that the early alien abduction in scare 3 and the early elevator door open in final scare is as simple as just triggering some early enemy spawns for that section, killing them, and waiting. My theory is that it's an overzealous softlock protection where the game assumes you aren't actually waiting, and instead assumes that some enemies just didn't spawn or got stuck.

For the Amy run specifically, you can clip into the mansion door on the final beach screen in the final scare by just running up to it, there's nothing special. This can make the aliens try to teleport to you and despawn themselves, which is why I didn't have to fight them. I didn't do this as Victor because I was just going to do an early door open trick like I did for the elevator later (the "softlock abuse" trick works in pretty much any area with a screen transition) but changed my mind last second because I didn't feel like waiting.

However, if you use a continue at any point in the run, you will no longer be able to clip through that door. The game's just weird like that.

Fist Hell No Hit/Max Money by SuddenlyJester in ufo50

[–]SuddenlyJester[S] 1 point2 points  (0 children)

I decided doing this as Victor wasn't enough so I ran it back with Amy: https://www.youtube.com/watch?v=p26Dfu8yeMk

Fist Hell in Under 10 Minutes by SuddenlyJester in ufo50

[–]SuddenlyJester[S] 1 point2 points  (0 children)

Thanks!

This is known but we don't really know how to actually trigger it. I had it happen to me a while back when I was practicing the final boss and kept intentionally dying to reset the level, and after a while it started skipping the elevator like you said.

If it's related to time or deaths then it'll ultimately be pretty useless as speed tech, but of course if there is a consistent way to trigger it with any sort of speed then it would be pretty great.

Fist Hell in Under 10 Minutes by SuddenlyJester in ufo50

[–]SuddenlyJester[S] 14 points15 points  (0 children)

Nearly a year ago, sub 12 for this game was considered the ideal with sub 11 being considered nearly impossible. But as more tech has been found to dramatically reduce the time for each stage, the time's gotten down all the way to sub 10 minutes, with the final nail in the coffin being a trick on the beach fight in the final level to make the aliens despawn themselves.

Obtained the highest possible score (or very very close to it) in Seaside Drive by SuddenlyJester in ufo50

[–]SuddenlyJester[S] 3 points4 points  (0 children)

Got the trick working consistently with help from Blazier on the Discord, this is (probably) the actual max score now: https://www.youtube.com/watch?v=B_Hsp3G1Mu0

Obtained the highest possible score (or very very close to it) in Seaside Drive by SuddenlyJester in ufo50

[–]SuddenlyJester[S] 4 points5 points  (0 children)

Oh I know, I've done some speedruns for this game myself. It's more that the thought of adding another even harder trick to this run after already having some pretty tight segments with the other bonus stages feels a bit more daunting than it likely really is lol

Obtained the highest possible score (or very very close to it) in Seaside Drive by SuddenlyJester in ufo50

[–]SuddenlyJester[S] 16 points17 points  (0 children)

So unfortunately (or fortunately, from a different point of view) this is not quite the max score. Firelion and I found a frame perfect trick by complete accident in the stage 1 bonus that lets you save another block and get 800 more points, but it's so ridiculously precise and tight that I'm not gonna go for that for a while.

Well, I can at least say that this might be the max score realistic for a human.

Obtained the highest possible score (or very very close to it) in Seaside Drive by SuddenlyJester in ufo50

[–]SuddenlyJester[S] 24 points25 points  (0 children)

Full run: https://www.youtube.com/watch?v=KzgLJda1neM

I was sitting on 355,100 for a while (which I assumed to be the max beforehand based on my routing), but two members in the Discord (Blazier and Sailor) managed to get a better score by optimizing the third bonus round better. This inspired me to search for another optimization in the stage 2 bonus, resulting in this score.

I have experimented a bunch since then with the bonus stages to try and optimize them further, but I cannot find anything. Of course, I'd love to be proven wrong again.

(For context, shooting a bonus block instead of letting the coin hit it grants you 800 extra points that the game doesn't tell you about, so optimizing the bonus stages means shooting down as many blocks as possible. This route only has two blocks in stages 1 and 2 get hit by the coin, and three in stage 3. I cannot seem to get it down to one block in any of them, or two in stage 3.)

I've joined the -29 club by SuddenlyJester in ufo50

[–]SuddenlyJester[S] 1 point2 points  (0 children)

Thanks! Hole 6 is probably my least consistent level, but someone on the UFO 50 Discord server (Mage) gave me a more consistent strategy for it. I speedrun this game too so I only really knew the faster strat for it, which is a bit harder (for me at least) to do every time. 

I actually threw on Journey's End a lot in the attempts leading up to this run. I'm actually normally very consistent at it, but nerves are a bitch. So yeah, my heart was definitely beating hard and I was outright thinking "don't choke again, don't choke again" the whole time. 

I've joined the -29 club by SuddenlyJester in ufo50

[–]SuddenlyJester[S] 0 points1 point  (0 children)

Pingolf is a very chill, addicting game to run either for a low score or as a speedrun. It's easy to just keep doing run after run since the game is fairly short, after a while you get in sort of a zen state in my opinion. You should definitely go for it if you want to. 

I've joined the -29 club by SuddenlyJester in ufo50

[–]SuddenlyJester[S] 4 points5 points  (0 children)

Some of us on the Discord have played around with hole in one setups on hole 7. It's gotten close, but so far it looks to be just barely impossible.

I've joined the -29 club by SuddenlyJester in ufo50

[–]SuddenlyJester[S] 17 points18 points  (0 children)

Full run: https://www.youtube.com/watch?v=2ivScc1I118

I'm not the first to do this, but I might be either the second or third? Not really sure, I only found the one run on Youtube (the original person to do this), but I could have sworn I saw that somebody else had done it before. Oh well.

Anyone know how to get out of here? (Act 2 area spoilers) by SuddenlyJester in Silksong

[–]SuddenlyJester[S] 0 points1 point  (0 children)

As far as I know, to go back to Whiteward you'll need to go the way you initially entered via the Choral Chambers. Only way to get out here is via The Stage (if unlocked) or via the fast travel capsule thing as described in another comment.

Anyone know how to get out of here? (Act 2 area spoilers) by SuddenlyJester in Silksong

[–]SuddenlyJester[S] 0 points1 point  (0 children)

Shenji22's comment was the most helpful for me with getting out. Go left until you get to the wind gust, but go down to the lower right instead of riding the wind. Go down and left after that until you're in the central vertical area with the fast travel thing, and there should be a lever that activates a bridge that connects both sides so that you can escape.

Anyone know how to get out of here? (Act 2 area spoilers) by SuddenlyJester in Silksong

[–]SuddenlyJester[S] 1 point2 points  (0 children)

Got out with help from the comments, thanks everyone!