![]() The clip back in takes advantage of the lack of speed cap on rolling by getting ahead of the level's drawing routine and slipping in bounds before the walls get drawn around you. Makes you wonder what got taken out in the final cut. While all levels have terrain OoB, Level 2's has a lot more stuff in it. Level 2-A quick clip out and clip back in takes you straight to the exit. That's really all there is to this level, and it went OK. Sometimes you can land inside the thorn circle and not have to open the orange door, but that's even more inconsistent. This is fairly inconsistent, and this particular shot was about average. Level 1-A quick roll boost lands you right next to the exit log. Now that that's out of the way, onto the rundown of the individual levels. As before, turboing the input helps a lot. Thus, you can travel along ceilings by repeatedly jumping. Of course, if you do, you're likely to hit the ceiling again. Also, turboing the jump input makes it really easy.Ĭeiling Jumping-When you hit a ceiling, you have a brief window where you can jump again. This is one of the oldest tricks I've found. If you jump between those two checks, it will skip the second one, allowing you to jump through any liquid. I suspect it first considers you "in water", then sees that this is a deadly liquid and kills you. Honey/Lava Jumping-When you fall into a deadly liquid, the game does not immediately declare you dead. Turbo input-Holding a key down in the Windows version causes the game to turbo that input until another key is pressed. If it happens to land partially through a wall, jumping back on the dragonfly will carry you through the wall. This is why I can't just get a particularly high roll boost and fly over the walls.ĭragonfly clipping-When you jump off the dragonfly, it continues moving forward a bit. It should also be noted that all bounding walls are infinitely high, despite appearances. Clipping back in works the same way, as walls in this game are two-sided. This is used a lot, as many levels have their exits quite close to the start physically. Any vertical wall can be clipped through at any corner that points toward you. This is naturally very hard to control, and has a tendency to land you very far out of bounds if done improperly.Ĭlipping-Clipping out of bounds is far easier than it should be in this game. That means the roll boost will quite suddenly give you an enormous speed, often faster than the game can keep up with. ![]() However, the Windows version of Bugdom does not seem to have a speed cap. The net effect in the Mac version was that you hit your speed cap almost instantly, and thus the roll boost had the effect of instantly giving you top speed. It appears to multiply your speed by a fixed, rather large amount. ![]() The Roll Boost is activated by pressing the kick button while rolling. The Roll Boost Glitch-This only works in the Windows version of Bugdom. In order to better understand the run, here's an explanation of the various tricks used, in order of appearance in the run. I went through the game and found some new tricks along with the old ones, then started working on getting a good run. Recently, I rediscovered Bugdom, and decided to speedrun it for SDA. I found a number of little glitches and tricks in the game back then, but eventually I moved on to other games. Bugdom was the first game I ever tried to speedrun, way back in 5th grade. ![]()
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