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Antichamber Speedrunning Terminology

Aug 31st, 2013
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  1. Antichamber Speedrunning Terminology
  2.  
  3. Acronyms and Shortened Room Names
  4. BGA - Blue Gun Area
  5. GGA - Green Gun Area
  6. 4DE - Four Different Exits
  7. MDA - Many Different Angles
  8. Leap Frog - A Game of Leap Frog
  9. Chain Reaction - Link in a Chain Reaction
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  11.  
  12. Laser Glitch
  13. This is a common glitch where the lasers in puzzles are limited to one cube's width long, and some puzzles have the lasers pushed outside the puzzles by one cube's width. This makes most puzzles impossible to complete. This is an instant reset when speedrunning.
  14.  
  15. Cube Throw Glitch
  16. This glitch occurs between obtaining yellow gun and red gun in all speedrun categories. It allows you to throw (Right Mouse) a cube and hit Esc before the cube is placed (while it is still flying through the air). In doing so, when you enter the area of the map that the cube would have landed in, then the cube is now there. The cube cannot be unloaded from the game's memory if it is flying through the air, so it stays on the map when Esc is hit.
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  18. Sign Tracker/Sign Watcher
  19. This is a program created and maintained by Crehl (http://www.twitch.tv/crehl). It tracks the SavedGame.bin file's updates, and reports in an easy-to-read format, whenever you pick up a new gun, whenever a pink cube loads into the SavedGame, and whenever a sign loads into the SavedGame. It can be found on GitHub (http://github.com/Crehl/antichamber-save-watcher). Here is a video explaining how to set it up: http://www.twitch.tv/cali292292/c/2765473 (or on YouTube http://www.youtube.com/watch?v=-eRtO4C2o4M)
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  21. Laser Skip
  22. This trick is encountered on the way to the yellow gun in most speedrun categories. It consists of jumping over the second laser in The Ground Floor. It is tricky to do most the time, and takes a lot of practice to do perfectly. Even then, after much practice, it is still easy to completely fail the jump multiple times.
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  24. Red Cube Skip
  25. This trick is encountered in The Escape just before the large group of red cubes at the end of the Any% Lagless category. This trick allows you to not have to go down to where the group of red cubes is, and instead, you can grab two cubes from inside one of the puzzles in order to grow more with the red gun's ability. This is only worth it if you get it on the first try. Most people don't use it anymore.
  26.  
  27. Lag Glitch
  28. This glitch consists of creating lag in the form of growing or deleting cubes in order to skip the frames you'd be touching a disintegrator field. This allows you to get cubes into The Chase which helps in various ways including skipping every puzzle in The Escape.
  29.  
  30. Glitch Doors
  31. This applies specifically to two of the doors at the top area of The Escape. Occasionally, on the way toward the group of red cubes, the doors do not react to you standing in the green lasers. You have to strafe in and out of the laser until the doors react.
  32.  
  33. Glitch Jump (One Jump)
  34. This trick/glitch allows you to only need one jump on a jump pad in order to get to the bottom.
  35.  
  36. Mapping
  37. The act of hitting Esc and then quickly clicking on the next room during a speedrun. This is used to skip going up stairs or down a hallway in order to save a few seconds. The way it works is because, when entering a certain area, the next room will load onto the map without you having been there before. This allows you to "map" into the next room without going down a hallway or staircase.
  38.  
  39. Green Gun Ability
  40. This allows you to place 8 or more cubes in an enclosed (hollow) square or rectangle in order to "grow" more cubes in the hollow area inside the square or rectangle.
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  42. Fuse
  43. This is another ability gained with the green gun. A fuse in Antichamber describes when you have a chain of cubes and you break off one side of the chain. The shorter side from where the chain was broken will disintegrate sequentially. The most notable room this is used in (for casual play) is Lighting The Fuse where you must make a long chain of cubes around the room in an attempt to sequentially open the 5 doors in order to get to the yellow gun room.
  44.  
  45. Yellow Gun Ability
  46. The yellow gun allows you to "drag" cubes with middle mouse or CTRL. The "dragging" of cubes will allow you to move a chain in any direction you aim the chain of cubes at.
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  48. Red Gun Abilities
  49. The red gun has three notable abilities. The first of which is "fill". Filling consists of filling a 1 wide horizontal or vertical wall of cubes. The second ability is "vacuum". This ability allows you to suck in large amounts of cubes very quickly. The third, and most notable, ability is how the red gun can duplicate cubes. As long as you have 2 or more cubes, the act of filling and vacuuming cubes multiple times will generate more cubes.
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  51. Pink Cubes
  52. Pink cubes, at the moment, have no real use other than the challenge of trying to find them all. There are 15 pink cubes in the game, but only 13 of these are obtainable/able to be found. One of those 13 is miss-able and requires that you delete your SavedGame is you miss it.
  53.  
  54. Bridge
  55. Bridge is usually referred to in the statement, "I"m at bridge" or "I'm crossing bridge" during races. "Bridge" refers to the room Running Into Trouble were the bridge disappears if you walk across it without holding Shift.
  56.  
  57. Yellow Strats/Yellow Puzzle
  58. This refers to the room Link In A Chain Reaction where there are multiple strats to complete the puzzle.
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