How Pixel Quest Speedrunners Turned Walls into Liquid

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wow what a great video about a great game, everyone should watch this video and speedrun the game smile

👍︎︎ 3 👤︎︎ u/Cappan1 📅︎︎ Feb 26 2022 🗫︎ replies
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In 2008, a video game company known as HardCircle  was founded by someone named Bret Measor. With   Programmer Jeff Feenstra and artist Michael Opada,  they released the flash game Bimmin, an endless   runner game that went on to find some moderate  success. Looking for inspiration for HardCircle’s   next project, Bret stumbled across a game  called Cactus McCoy and The Curse of the Thorns,   a platformer beat-em-up set in the wild west,  featuring a cactus as the protagonist. Around   this time, the hugely influential platformer Super  Meat Boy was released, a full-fledged PC sequel   to its flash predecessor Meat Boy. After playing  these games, Bret was convinced that Hardcircle’s   next release had to be a platformer. A programmer  named Thomas Martin, who now worked at HardCircle,   was a huge fan of Indiana Jones, so they decided  to name this project Pixel Quest: The Lost Idols,   a game about a treasure hunter who was collecting  golden frog idols for a tribe that had lost them.   On November 9th, 2011, the game was released out  into the wild and would go on to become their most   popular release by far, having huge success on  websites like Coolmathgames, Kongregate, and Armor   Games, reaching over 500k plays on that website  alone. The game was laid out into three sets of 16   stages with each post-tutorial level having three  golden idols to be collected. For the second level   set to be unlocked, 24 total idols had to have  been collected, and for the third level set to be   unlocked, 72 idols had to have been collected. The  minds at Hardcircle wanted the game to be, well,   Hard, which is shown by the level difficulty  ramping up significantly between each level set.   Among the idols, there were many gems  in each level that could be collected,   though these only served as a way to boost  the player’s score and weren’t required   for any form of level progression. Aside  from walking, jumping, and double jumping,   the only special move that the protagonist  possesses is the dash, where the player can   zip forward with the z key, vital for dodging  obstacles and efficiently collecting idols. Now,   I don’t know what the first platformer to feature  a dash mechanic was, but I can confidently say to   all the Celeste fans watching that Pixel Quest  did it before… just not nearly as well. The dash   mechanic in Pixel Quest is what would go on to  allow for the most important speedrunning glitch   present in the game. A couple of months after  the release of The Lost Idols, Hardcircle would   release a sequel called Pixel Quest: The Lost  Gifts, which slapped some different level design   and a wintry coat of paint on the game, just  in time for the holidays. However, in terms of   both speedrunning and casual play, the original  Pixel Quest remained the more popular option.   So, when did Pixel Quest’s Speedrunning  scene begin, and how were speedrunners able   to discover the infamous wall phasing glitch  that would go on to completely break the game?  After spending hours searching YouTube and  other archives to try to locate any runs   that may be missing from the leaderboards, I  can confirm that the first known Pixel Quest   speedrun was uploaded on August 17th,  2015 by a speedrunner named dveon_102.  Speaking of searching, did you know that thousands  of people still find my new videos by typing my   channel name “ItsMaximum” into the search bar?  Actually, much more commonly, people type “its   space maximum.” Well, if you want to avoid ever  having to do that again in the future, subscribing   to the channel is the best way to be made aware of  when I upload any new videos. Also, on the subject   of the channel name, a few days after this video  goes public, I will be shortening the channel name   from “ItsMaximum” to simply “Maximum.” I’ve had  the youtube.com/Maximum URL for over half a year,   and I’ve been going by “Maximum” on most other  social platforms for quite a while now, with   the only notable exception being Twitch, where  the Maximum name is unfortunately taken. I think   It’s time that I make the switch over on YouTube. ANYWAY, in his run Dveon spends a bunch of time   going for a skip here in level 1 where the  player can barely kick off the raised wall   and continue to scale it, which can be  slightly faster than the intended route.   Unfortunately, Dveon didn’t really save any time  with this one. In level 3 Dveon dashes and then   hits the pause button in the middle of the dash.  Upon unpausing the game, this proceeds to unfold.   So, what the heck just happened? When the dash button is pressed, the game   gives the player additional speed in the direction  that they are facing for a short period of time,   and a small amount of time has to elapse before  the player is able to dash again. Upon pausing,   the game tries to cancel any dash that is taking  place, but clearly… something isn’t working right.   The player continues to propel forward  at dash speed without actually dashing.   Looking at the game’s code, it’s very obvious why  this happens. Normally, when a dash ends, the game   sets the horizontal change from the dash back  to zero, while also resetting the Dash timer and   starting a dash delay timer. However, in the pause  function… the programmer just forgot the line of   code. Using my elite hacking abilities to add  the line back in, you can see that dash canceling   is completely patched. Note that I had to use  the Lost Gifts version of the game because the   original doesn’t like being touched; Lost Gifts  is basically just a reskin, and the underlying   mechanics behind the games are identical. Any  left or right movements made after performing   a dash cancel will cause the speed of the player  to reduce significantly, with very weird behavior   being exhibited regarding which direction the game  decides to constantly push the player in. Dashing   again at any point (without pausing in the middle  of it) will fix this buggy state since the game is   able to set the dash speed back to zero. Usually,  the player is stopped by some kind of wall after   performing a dash cancel, which will cause them  to get stuck in place as the game’s collision   detection refuses to allow them through. However,  another fatal flaw with the game allows this to be   bypassed. If the player is facing the opposite  direction to the wall, collision is not checked   properly.. Holding left after getting stuck on  a wall does cause the player to briefly clip in,   but they will clip right back out since they are  holding left. But by simply tapping the button,   the player’s direction will change without  applying a lot of speed in the opposite direction…   and that is when the magic happens. Once Dveon gets out of bounds in level 3,   he makes slight taps with the arrow keys to try  to get the player facing left while the remaining   dash cancel speed is pulling him right. He then  clips back in bounds, where the exit door can   be collected. One thing to note about being out  of bounds is that there are invisible barriers   at both the top and bottom of the screen, and  hitting the barrier at the bottom will cause the   player to completely freeze, requiring the level  to be reset. The rest of the run is filled with   all sorts of crafty strategies that take advantage  of the dash cancel glitch, though Dveon struggles   greatly with a lot of the movement, both in  and out of bounds, and he gets a skype call   in the middle of the run from someone with a lenny  face as their name and a Batman profile picture.   Thankfully, he was able to get  rid of the popup in record time,   successfully executing a frame perfect,  pixel perfect cursor maneuver. Though, all   of this could have been avoided if he knew that  Discord had been released three months earlier.   Collecting the exit door in level 16, Dveon  ended his run with a time of 9:16.233, however,   in the description of the run, he claimed that he  had a personal best of under three minutes with   no video. Analyzing the movement displayed in this  run… I find that very hard to believe. Regardless,   he did end up achieving the first sub 3 in  the category with a 2:40.100 on December 20th,   2015, exhibiting much cleaner movement throughout.  In this run, Dveon made use of a new glitch that   had been discovered known as fast doors. Normally,  the player has to wait around two seconds at the   start of each level for a door animation to play,  whereafter control is granted. However, by pausing   the game at any point after the level is loaded  in, the player will be able to start moving   immediately after unpausing. The level actually  loads in before the fade in animation even begins,   allowing for even more timesave than  it may initially seem. In level 7,   Dveon used a very daring strategy at the  start to skip an entire elevator cycle,   performing a dash cancel as soon as possible and  then getting a jump off this small segment of wall   to just barely land on this platform. In level 10,  he ended up contacting the spikes, but by mashing   the shit out of the pause button, he managed to  somehow stay alive and complete the level. Every   single time that the game is unpaused, the death  animation is reset, a process that can be repeated   indefinitely. The player would normally just die  again after unpausing, but since these spikes are   actually falling, they eventually lose contact  with the player, causing them to stop refreshing   the death animation. As a side note, while writing  this script, I found out that It's possible to   clip out of bounds without a dash cancel by using  this glitch, so that’s cool, I guess. With these   glitches at his disposal, Dveon was able to put  together quite a good run for the time, and it   wouldn’t be until a year later that he would be  dethroned by Cappan, who put up a time of 2:34.233   on November 7th, 2016. These three glitches  alone made Pixel Quest a very broken game,   with the 16 levels glitched record being over  a minute ahead of glitchless, which was a 3:42   by Lunaxity. But what other glitches could the  game possibly have in store? Well, lets just say   that it was quite a few, and almost none of them  had any positive applications for speedrunning:  On January 26th, 2017, I uploaded a video showing  Pixel Quest in a very bizarre state. The music   was overlapping, menu actions were super buggy,  the in-game timer was freaking out, and pausing   wasn’t dimming the whole screen, and much more.  I realized that I had somehow managed to overlap   multiple instances of a level being played on  top of eachother. As it turned out, I was not the   first person to stumble across this bug. Cappan  had posted a guide back in 2016 about how to   perform the glitch with a well-timed reset right  before fading into level 17 from the cutscene.   With one instance in the level and one instance  back on the cutscene menu, he completed level 17   on the non-visible instance, taking him to level  18. He eventually somehow ended up playing level   17 while having a level failed menu from level 18  in front of his movement. This glitch was found   to have several methods of activation, one being  opening the pause menu, clicking the quit button,   unpausing, resetting, and then pressing yes to  exit to the main menu during the level reset.   This glitch seemed like it could open  the window to a lot of possibilities,   but it ultimately didn’t really lead to anything  useful, and thanks to the large amount of lag   that it caused, the music overlapping, and the  extremely unusual and inconsistent side effects   that it had, it was ultimately banned from  being used in any submissions in early 2018.   So, thankfully, there is no potential of having  to play a 48-level-long game at 6 fps with no   visibility of your movement and 20 overlapping  audio tracks to somehow save like 14 seconds.  If you thought the jankiness  of Pixel Quest ended there,   you would be dead wrong. There is an extremely  unusual bug where the game will outright refuse to   allow the player to double jump after landing on  the ground. This issue is most apparent in levels   14 and 15, where not receiving a second jump can  end up leading to a decent amount of timeloss.   The only way to get around this bug is to  simply stand still for a bit before jumping,   which is obviously not an optimal action  to take in the context of a speedrun.   Thankfully, the game doesn’t like to throw any  other kind of bs at speedrunners during their ru..  You just witnessed the unfortunate end to a  world record paced 16 Levels glitchless run by   JasperTheFish. Is it known what exactly caused the  game to launch Jasper backwards during a dash and   into the spikes on the wall? Nope. On January 29th, 2018, speedrunner   die-no-mite posted a glitch showing the game  in a completely softlocked state. If you reset,   paused the game, and then didn’t unpause until  the next door animation cutscene finished playing   then congratulations, you’re paralyzed. Resetting  doesn’t work, but you can thankfully still go back   to the main menu. However, that’s the only weird  thing that can happen by pausing the game during   a reset. You may have noticed that after Dveon  performed the death buffer glitch in level 10   in his 2:40, the in-game timer just stopped  progressing. Well, by resetting during the   door opening cutscene and pausing and unpausing,  It’s possible to complete any level in the game   with 998 points left on the timer, note that  one timer unit represents a tenth of a second.   Oh, did I say 998 points? I actually meant 999.  The game sure does have a tough time making up   its mind sometimes. However, it’s not like the  in-game timer was ever accurate anyways since it   starts at whatever point the player gains control  of the character, making fast door meaningless,   it doesn’t account for time spent on the pause  menu, another clear issue for glitched runs,   and it is extremely inconsistent, especially  when the game has a large amount of lag.  On the same day, die-no-mite uploaded another  video showing this unusual occurrence. Yep,   Pixel Quest is quite the broken game. In a single  49 second clip, we had a bizarre softlock tied to   the music mute button, lag causing the player’s  dashes and the in-game timer to freak out,   and text characters disappearing and having broken  transparency. Well, surely there couldn’t me mor…  Again, on the same day, die-no-mite uploaded this  video… Neat, you can make the cannons in the game   not fire a bullet by using a well timed pause.  That… could actually be useful. Unfortunately,   it doesn’t really seem to  have been taken advantage of.  Moving back to the optimization of Pixel  Quest as a speedgame, I managed to cut   down the 16 levels glitched record from  a 2:34.233 to a 2:15.567 on January 28th,   2018. To help best Cappan’s time, I completed  level 12 with the most optimal glitchless route   for the level, since I found that it was actually  slightly faster and slightly easier than doing   the extremely inconsistent glitched method. I  applied the same philosophy to levels 13, 14,   and 16, while also not accidentally performing  the level dupe glitch in the middle of my run…   note that Cappan’s run was performed before  the glitch was banned. A few days later,   I uncovered a hilarious glitched strategy  in level 12 that had the potential to save   around 10 seconds. You see, if you slide  on this wall for a bit, you'll notice that…   the lava is just missing its death collision on  the left side. Once under the lava, by performing   a very well timed dash cancel, it was possible  to reach the left wall of the ending cavern.   A couple of jumps and a left tap later, and  the level could be completed. I implemented   the strategy the next day in a 16 Levels Glitched  record of 2:04.600, a run that featured an abysmal   level 16 and ended up quite a bit off the sub 2  milestone. Around the time that this run was set,   three different strategies were discovered  that would allow for the time to be pushed   down a decent bit further. The first was found  by Cappan in level 8, where one could potentially   save a second by clipping in and out of the  left wall of the level to reach the ending   door with a much shorter path. The second was a  new approach to level 16 also found by Cappan,   where the player could clip through the left  wall of the level instead of the right one,   whereafter they could clip through the floor of  the ending cavern, allowing a few seconds to be   saved over the glitchless method. Finally there  was a very difficult strategy in level 13 that   involved clipping through the right wall and into  the very top right block of the ending cavern,   where the player would be able to safely clip back  in and finish the level. Clipping back in on this   specific block was necessary since the wall is not  large enough for the player to clip back through   normally, they will just get pushed to the bottom.  However, I just realized while writing this script   that it's possible to just perform another dash  cancel and get stuck on the wall with a lot more   speed, having a similar ending to the level 12  strat. This variant is significantly easier, and   I think that it will definitely be incorporated  into runs at some point. The 16 Levels Glitched   Category had quite a lot of promise, and the  breaking of the sub 2 barrier seemed almost   imminent. Unfortunately, over four years later,  that last minute barrier has yet to be shattered.  Around the same time, me and JasperTheFish  were making a huge push to try and bring the   16 Levels Glitchless world record lower and lower  into the low 3:0x range. Throughout its history,   the Glitchless category never really  had any earth-shattering discoveries.   It all came down to making micro-optimizations to  the movement in each level, adding dashes at every   moment possible. While IlluminaTea had waited for  the third rock to fall in level 12 before safely   passing by in his record of 3:21.267, Jasper, in  his 3:09.933, performed a dash under every single   rock, a strategy that is quite a bit harder than  it looks. When I set my first Glitchless record   of a 3:09.067 on December 28th, 2017, I added  a dash through this elevator in 13 to save a   fraction of a second, and I tried to perform a  double jump dash from this pillar in level 15…   though the game had other plans. After a world  record battle with Jasper that lasted two months,   I came out on top with a 3:05.300. Nothing had  really changed much aside from simply having   cleaner movement and a slightly different approach  to the end of level 14. However, I didn’t want to   stop there. On February 4th, 2018, I cleaned up  my movement enough to score myself a 3:03.933,   reaching my goal in the category. I moved on to routing and playing the Any%   category of the game, because in the three years  that people had been speedrunning Pixel Quest,   not a single person had made the effort to  properly speedrun the whole game in one sitting.   There had been two runs of people  completing all 48 levels in the game,   one by Dveon back in 2015, and another by  BugAwrgtdta at the start of February. Dveon’s run   was over 30 minutes long, and had some awesome  death buffering moments sprinkled throughout,   my favorite being this one right  at the very end of the run.   The later levels in Pixel Quest are both extremely  challenging and extremely long compared to the   mere sprinkle of challenge present with the first  16 levels. Since Dveon and BugAwrgtdta were using   the dash cancel glitch, they were able to skip  a lot of the treacherous obstacles and puzzles   placed before them; the most notable example of  which has to be BugAwrgtdta’s completion of level   47, where they completely bypass the arduous three  key puzzle present. Awrgtdta finished their run in   9 minutes and 21 seconds, over 20 minutes faster  than Dveon. However, the thing about both of these   runs is that neither of them paid any attention  to the number of golden idols that need to be   collected before starting the second and third  level sets, which is 24 and 72 idols respectively.   They were still able to go through all the levels  since they already had all of them unlocked,   but this made their runs Glitched New Game+ runs,  rather than truly being Any% completions. For me,   I wanted to complete the game as if it were on  a fresh file without the use of dash canceling.   I spent the next several days timing and routing  what the fastest 72 idols were to collect in the   first two level sets. I still have the original  text document that I used to create this route,   with 29 idols coming from the first set and 43  coming from the second. The first 5 levels don’t   have any idols, since they are tutorial levels,  and they can actually be completely skipped in the   context of an any% speedrun since levels 1-6 are  actually all unlocked from the start of the game.   I went to work playing the category and scored  myself a 17:20 on the 9th of February, 2018.   The run was decent, but I unfortunately had quite  a few costly mistakes like this death near the   end of level 47 that cost around 30 seconds. To  this day, I am still the only person to have ever   completed a true Any% speedrun of Pixel Quest. After playing Any%, I moved back to doing 16 Level   Glitchless runs to see if I could squeeze any  more time out of the category. And I don’t know   what was so special about February 11th, 2018,  but I managed to do this in under three hours.  3:01.200. Just a handful of frames away from  reaching my new goal of a 3:00 and putting   the category away for good. There were no  potential new strategies to implement like   there was in glitched. I had to just keep  playing the category to see what I could do.   And, ten minutes later, this is what I did.  Early 2018 was such an exciting time for Pixel  Quest speedrunning: from all the new discoveries,   to the massive new world records, to the  huge competition spree between me and Jasper,   and, of course, the breaking of a minute barrier  that I had never even intended to go for. However,   as you may have gathered, for the past four years,  the game has been completely dead. Not a single   person has even come close to setting a new World  Record in any of the game’s 16 main categories.   Many categories remain completely empty, with zero  100% runs of the whole game ever being performed.   No matter how much love and passion people have  put into playing and optimizing a game, sometimes,   the community behind it just fizzles out. Sadly,  it seems like the company behind the creation of   Pixel Quest has faced a very similar reality. In 2015, Hardcircle announced that they were   actively working on the next game in the  Pixel Quest series, Pixel Jones and the   Gateway of Souls. Unlike The Lost Gifts,  which was basically just a reskin of the   original Pixel Quest with some different levels,  this game was poised to be a completely new,   full-fledged game that would run on PC and  consoles like the Wii U, PS4, and Xbox One.   This felt like an obvious next step, as popular  flash franchises like Meat Boy had seen massive   success when transitioning to the PC and Console  market. Hardcircle showed off the prototypes that   they had at different game conferences, it  began to appear on upcoming game lists, and   promotional art from the game had been licensed  and completed. The game seemed like it would   absolutely be launching at some point in 2016.  However, as of February, 2022, Pixel Jones has   yet to be released. HardCircle is unfortunately no  longer a company, with their domain now being on   sale. Unable to find any answers as to the fate  of HardCircle and Pixel Jones, I wrote a couple   of questions down and sent a hail mary email to  what I believed to be the address of the former   company’s founder, Bret Measor. Shockingly,  around three months later, I got a response.  On top of the information about the creation  of Pixel Quest which I sprinkled in the   introduction of this video, Bret let me know  why Pixel Jones was never able to be completed:   a lack of funding. The Pixel Jones team applied  for different grants that would have provided the   vital funding necessary to complete the game,  but the requests they made were all rejected,   despite the large amount of popularity that  Pixel Quest had managed to garner online.   However, around 2-3 years ago, Bret dusted off the  game and started working on it again with a group   of people. I actually knew that this was the case  a few years ago because, in 2018, I sent a tweet   to the programmer of Pixel Quest, Thomas Martin,  and six months later, in 2019, I got a response   that they were “hoping to have something to show  soon.” Unfortunately the continued lack of funding   and a certain event that happened near the  start of 2020 ended up killing off this spark of   passion. As for the end of HardCircle, Bret said  that he simply got tired of running a company and   wanted to move on to other positions in the game  industry. He did well enough to reach an early   retirement, and now he appears to be running  a blog about going on different hiking trails.   Unfortunately, Thomas Martin doesn’t appear to  have been as fortunate. Bret said that Pixel Jones   may still yet come back from the dead, but we will  just have to wait and see what ends up happening.  From the early 2000s to the mid 2010s, Flash Games  absolutely dominated the online space. These games   reached millions upon millions of players, and  despite so much interesting stuff happening during   this developing period of time, it seems like  almost none of it has been properly documented   for people to reflect upon and learn about. I  hope that, with this video, I was able to document   both the speedrunning community and the company  behind Pixel Quest, one of the most broken flash   games ever created. However, I don’t want this  video to be the last thing that people ever hear   about Pixel Quest speedrunning. So I am putting  up a $100 bounty on beating my own record in   Pixel Quest’s 16 Levels Glitchless category. I am  also putting a $25 bounty on my 16 Levels Glitched   record, and a $25 bounty on my Any% Glitchless  record. All that you have to do to claim a bounty   is to submit your new record to speedrun.com and  have it be verified on the leaderboard. If any   of these bounties are claimed, I will update the  video description and link to the run that beat my   corresponding record. Sometimes, a small spark  is all that is needed to initiate a huge chain   reaction. Thank you all very much for watching. A huge thanks goes out to Jezs for helping me   edit the script for this video, to Cappan and  Jasper for helping me out with the research,   and, of course, to Bret Measor for providing  his unique insight that helped make this video   a more complete package. I wish everyone who  decides to start speedrunning Pixel Quest the   best of luck, and I hope that some of the game’s  ancient records are finally able to be beaten.
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Channel: Maximum
Views: 233,002
Rating: undefined out of 5
Keywords: maximum, Pixel Quest, Pixel, Quest, glitch, broken, dash, dash cancel, level dupe, hardcircle, speedrun, history, wr, itsmaximum, documentary, speedrunning, world record, speedrun history, red ball wr, flash speedrun, red ball speedrun history, its maximum, red ball 2 speedrun, speedruns, flash, flash game, flash glitch, out of bounds, Maximum, pixel quest the lost gifts, pixel quest speedrun
Id: aOyM9I402N8
Channel Id: undefined
Length: 28min 20sec (1700 seconds)
Published: Fri Feb 25 2022
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