Difference between revisions of "Skipwalking"

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The worm walking physics is rather complex in Worms 2/W:A/WWP. There are two basic phases to walking; an "expanding" phase and a "contracting" phase. During the latter phase, very little forward motion is acheived.
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{{ParentArticle|[[Tricks and glitches]]}}
  
This can be exploited. Early on, players discovered that if you rhythmically click the right mouse button while making your worm walk, it can walk faster. The technical reason for this is that right-clicking causes the game to open the weapons panel; input (the arrow key which makes the worm walk) then immediately closes the panel, but the upshot is that input is ignored for one frame (1/50 second). This causes the phase of the walk to be reset, and the slower "contracting" phase is skipped.
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Early on, players discovered that if you rhythmically click the right mouse button while your Worm is walking, it can walk faster. Some people consider this to be cheating. Others feel that it is a legitimate skill, and a way to reduce the monotony of long walks. It is, however, generally agreed upon that skipwalking should be disallowed in [[Battle Race]]s.
  
The rate at which the right mouse button is clicked makes a big difference. Click too slowly, and there's little gain in speed. Click too fast and the worm will actually advance more slowly. The optimum rate happens to be 4.<span style="text-decoration: overline">54</span> times per second; at this rate, a worm will advance 1.43098 times as fast as with normal walking. (Contrast this with the Fastwalk utility, which yields exactly twice the speed of normal walking; and with jumping forward on flat terrain, which yields 2.00030 times the speed.)
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=== How skipwalking works ===
  
Some people consider skipwalking, also known as the fastwalk glitch - or "cheatwalking", to be a disreputable cheat. Others feel that it is a legitimate skill, and a way to reduce the monotony of long walks. It is, however, generally agreed upon that skipwalking should be disallowed in [[Battle race]]s.
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The worm walking physics is rather complex. There are two basic phases to walking; an "expanding" phase and a "contracting" phase. During the latter phase, very little forward motion is acheived.
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This can be exploited. Right-clicking causes the game to open the weapons panel. The panel immediately closes because of the arrow key being held down, but the upshot is that input is ignored for one frame (1/50 second). This causes the [[Phases of Worm walking|phase of the walk]] to be reset, and the slower "contracting" phase is skipped.
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=== Practical aspects of skipwalking ===
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The rate at which the right mouse button is clicked makes a big difference. Click too fast or too slowly, and the worm will actually advance more slowly. At best, skipwalking provides a 1.43× speed boost; jumping forward is a faster way to travel when the terrain allows it.
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Because of the way skipwalking works, it would be theoretically possible to do so by holding an arrow key for 1/10 second, releasing it for 1/50 second, then pressing it again, etc. This would be useful, because right-clicking has no effect during a retreat. It is virtually impossible to do in practice; however, by holding one arrow key and tapping the opposite, a skipwalk can be acheived during retreat time (because in W:A, opposite arrow keys cancel each other out).
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=== Speed comparison ===
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:1.00000× speed with 0.04 sec warmup - Normal Walking
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:1.00000× speed - Skipwalking slowdown threshold (2.84211 clicks/second; a slower rate yields slow walking)
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:1.00000× speed - Skipwalking slowdown threshold (6.05000 clicks/second; a faster rate yields slow walking)
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:1.14263× speed - Optimum Jumping up a 45° slope (period=0.94 sec)
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:1.43098× speed - Optimum Skipwalking (period=0.22 sec, 4.54545 clicks/second)
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:1.48148× speed with 0.04 sec warmup - Optimum '''Flipwalking''' (period=0.20 sec, 0.18 sec forward, one frame backward)
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:1.98402× speed - Nearly Optimum Jumping on a flat surface (period=1.32 sec)
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:2.00000× speed with 2/3 second warmup - Walking with Fast Walk utility
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:2.00030× speed - Optimum Jumping on a flat surface (period=1.30 sec)
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:2.29107× speed - Optimum Jumping down a 26.67732° slope (period=1.48 sec)
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:2.10918× speed - Optimum Jumping down a 26.99675° slope (period=1.62 sec)
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:2.33435× speed - Optimum Jumping down a 44.69481° slope (period=1.78 sec)
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:2.39198× speed with 2/3 sec warmup - Optimum '''Flipwalking''' with Fast Walk utility (period=0.12 sec, 0.10 sec forward, one frame backward)
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:2.45320x speed - Optimum Jumping on a flat surface using [[Chute Landing]] (period = 1.06 sec)
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:2.92616x speed - Optimum Jumping down a 44.69481° slope using [[Chute Landing]] (period = 1.42 sec)
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=== Skipwalking interval speed comparison ===
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:period=0.16 sec: 0.92593× speed
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:period=0.18 sec: 1.18313× speed
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:period=0.20 sec: 1.34259× speed
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:period=0.22 sec: 1.43098× speed
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:period=0.24 sec: 1.35031× speed
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:period=0.26 sec: 1.24644× speed
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:period=0.28 sec: 1.19048× speed
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:period=0.30 sec: 1.14198× speed
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:period=0.32 sec: 1.09954× speed
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:period=0.34 sec: 1.03486× speed
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:period=0.36 sec: 0.97737× speed
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=== Skipwalking under Test Stuff V5 ===
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To Skipwalk with this mode enabled, you have two options, A) click the Right Mouse Button, or B) press the Up and/or Down Arrow Keys while walking.
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=== Flipwalking ===
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[[Image:Slow motion flipwalking.gif‎|frame|left|Slow motion]]
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{{ReplayBox|Flipwalking.WAgame|Optimum flipwalking|across a 616-pixel distance}}
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Like with skipwalking, to "flipwalk" one needs to press certain keys at certain intervals to increase the walk speed. Flipwalking is somewhat faster than skipwalking (see "Speed comparison" above). It is done by walking backwards every 10th frame (9 frames of walking in one direction, 1 frame of walking in the other).
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Flipwalking was discovered when the program [[BRSolver]] started using it to travel across flat surfaces after it was programmed to take into account all subtleties of the game's walking logic.
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=== See also ===
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* [[Worm Walking]]

Latest revision as of 05:02, 15 February 2022

Early on, players discovered that if you rhythmically click the right mouse button while your Worm is walking, it can walk faster. Some people consider this to be cheating. Others feel that it is a legitimate skill, and a way to reduce the monotony of long walks. It is, however, generally agreed upon that skipwalking should be disallowed in Battle Races.

How skipwalking works

The worm walking physics is rather complex. There are two basic phases to walking; an "expanding" phase and a "contracting" phase. During the latter phase, very little forward motion is acheived.

This can be exploited. Right-clicking causes the game to open the weapons panel. The panel immediately closes because of the arrow key being held down, but the upshot is that input is ignored for one frame (1/50 second). This causes the phase of the walk to be reset, and the slower "contracting" phase is skipped.

Practical aspects of skipwalking

The rate at which the right mouse button is clicked makes a big difference. Click too fast or too slowly, and the worm will actually advance more slowly. At best, skipwalking provides a 1.43× speed boost; jumping forward is a faster way to travel when the terrain allows it.

Because of the way skipwalking works, it would be theoretically possible to do so by holding an arrow key for 1/10 second, releasing it for 1/50 second, then pressing it again, etc. This would be useful, because right-clicking has no effect during a retreat. It is virtually impossible to do in practice; however, by holding one arrow key and tapping the opposite, a skipwalk can be acheived during retreat time (because in W:A, opposite arrow keys cancel each other out).

Speed comparison

1.00000× speed with 0.04 sec warmup - Normal Walking
1.00000× speed - Skipwalking slowdown threshold (2.84211 clicks/second; a slower rate yields slow walking)
1.00000× speed - Skipwalking slowdown threshold (6.05000 clicks/second; a faster rate yields slow walking)
1.14263× speed - Optimum Jumping up a 45° slope (period=0.94 sec)
1.43098× speed - Optimum Skipwalking (period=0.22 sec, 4.54545 clicks/second)
1.48148× speed with 0.04 sec warmup - Optimum Flipwalking (period=0.20 sec, 0.18 sec forward, one frame backward)
1.98402× speed - Nearly Optimum Jumping on a flat surface (period=1.32 sec)
2.00000× speed with 2/3 second warmup - Walking with Fast Walk utility
2.00030× speed - Optimum Jumping on a flat surface (period=1.30 sec)
2.29107× speed - Optimum Jumping down a 26.67732° slope (period=1.48 sec)
2.10918× speed - Optimum Jumping down a 26.99675° slope (period=1.62 sec)
2.33435× speed - Optimum Jumping down a 44.69481° slope (period=1.78 sec)
2.39198× speed with 2/3 sec warmup - Optimum Flipwalking with Fast Walk utility (period=0.12 sec, 0.10 sec forward, one frame backward)
2.45320x speed - Optimum Jumping on a flat surface using Chute Landing (period = 1.06 sec)
2.92616x speed - Optimum Jumping down a 44.69481° slope using Chute Landing (period = 1.42 sec)

Skipwalking interval speed comparison

period=0.16 sec: 0.92593× speed
period=0.18 sec: 1.18313× speed
period=0.20 sec: 1.34259× speed
period=0.22 sec: 1.43098× speed
period=0.24 sec: 1.35031× speed
period=0.26 sec: 1.24644× speed
period=0.28 sec: 1.19048× speed
period=0.30 sec: 1.14198× speed
period=0.32 sec: 1.09954× speed
period=0.34 sec: 1.03486× speed
period=0.36 sec: 0.97737× speed

Skipwalking under Test Stuff V5

To Skipwalk with this mode enabled, you have two options, A) click the Right Mouse Button, or B) press the Up and/or Down Arrow Keys while walking.

Flipwalking

Slow motion
Click to watch (W:A + Beta Update required) W:A replay: Optimum flipwalking
across a 616-pixel distance
Download · Info

Like with skipwalking, to "flipwalk" one needs to press certain keys at certain intervals to increase the walk speed. Flipwalking is somewhat faster than skipwalking (see "Speed comparison" above). It is done by walking backwards every 10th frame (9 frames of walking in one direction, 1 frame of walking in the other).

Flipwalking was discovered when the program BRSolver started using it to travel across flat surfaces after it was programmed to take into account all subtleties of the game's walking logic.

See also

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