Name of the game: Mondschein (download)
Start the game and watch the intro for one minute, then you run away from your mother... 馃弮

(left is RPG_RT, right is Player)
The same seems to happen later in the game, when you again run away from 3 girls (not verified myself, was reported on google play)
Relevant Map: 5 (erz盲hlung-weg). Both the Player and the [mother] event have a custom move route containing just "Move Left" commands at frequency 8, nothing special.
I guess this is caused by a page switch. In that case the moveroute speed is overwritten due to a bug.
Another turbo bug happens when stepping on the slide in Grimps - Level 4:
https://youtu.be/-R_NyRr6Sz0?t=9m32s
In Player, the slide does not work correctly and you stop midway while the actor speed is too high afterwards.
Nothing too fancy here about the "ICE" Events:

The Mondschein bug is caused by the last move command executed in the event on the map "Schwarzer Bildschirm" which is "Increase Move Speed, Increase Move Speed" followed by a teleport. The move command is not executed on RPG_RT and the move speed stays low BECAUSE directly after the teleport another move command is executed that overwrites the buggy one. When you put a "Wait for All Movement" before the teleport the fast movement issue is also in RPG_RT.
via Event Tracer plugin I observed that no Move commands are executed during the first frame on the new map.
Even when not a single event runs on the new map the movement will be one frame late.
Fixed the problems in Grimps @carstene1ns but that was a completely different bug ^^'
This can be distilled down to a very simple test case
Create 2 maps.
Map 1 has autostart event
SetMoveRoute: Player, Increase Speed, Increase Speed
Teleport to Map 2
Map 2 has autostart event
SetMoveRoute: Player, Right, Right, Right, Right, Right
In RPG_RT, the player walks at normal speed. In Player, the player walks fast.
If you change the 2nd event to parallel, the player walks normal speed in both cases.
This is probably related to the second item in #1606
Unfortunately this is still broken in #1694
My test case, the frame timing in RPG_RT must be this:
So something is blocking the player update routine from running on the first frame of map2. Which prevents the move speed up commands from executing.
Putting a OpenSaveMenu before the move route to move right:
| Save | move speed | move route overwrite | stop count | processed | current command |
| -- | -- | -- | -- | -- | -- |
| 1 | 4 | 1 | 65535 | 1 | 1 |
Adding another parallel event with OpenSaveMenu to the second map. This runs at preupdate, showing us the player state before the blocked update routine
| Save | move speed | move route overwrite | stop count | processed | current command |
| -- | -- | -- | -- | -- | -- |
| 1 | 4 | 1 | 65535 | 1 | 2 |
Var1 + 1
EV02 autostart
Msg: \v[1]
Result "2"
Var1 + 1
CE1 autostart
Msg: \v[1]
Result "2"
Foreground interpreter's don't run during pre-update.
Map1 - EV01 trigger
SW1 on
Teleport to Map2
Msg: \v[1]
Map2 EV01 parallel
Var1 + 1
Result: Teleport, "1"
Map2 EV02 autostart
Msg: \v[1]
Result "1"
Msg: \v[1]
Result "1"
Foreground interpreter's do run during pre-update after teleporting!
Map1 - EV01 trigger
SetEscapePoint Map2, SW1 on
AddSkill: Party, Escape
Enable Escape
Map2 EV01 parallel
Var1 + 1
Map2 EV02 autostart
Msg: \v[1]
Result: "2"
Msg: \v[1]
Result "2"
Foreground interpreter's do not run during pre-update after using a teleport skill.
Map1 EV01 trigger
Teleport Map2
Show Picture
Result: Picture fades in with transition
Show Picture
Result: Picture pops in after transition
It must be the case that foreground events run as a special step during pre-update after transition in..
Map1 EV01 trigger
Teleport Map2
Map2 EV01 parallel
Teleport Map3
Map2 EV02 autostart
Map3 EV01 parallel
Var2 +1
Map3 EV02 autostart
Msg: \v[1] \v[2]
Result "0 1"
Multiple parallel teleports skip the foreground events for the intermediate maps
Did a quick and dirty test.
Adding this teleport foreground behavior along with the async transition behavior of #1784 fixes this bug.
This one also fixes #1840
Will prepare a PR
Map1 EV01 parallel
Teleport Map2
Map1 EV01 autostart
Map2 EV01 parallel
Var2 +1
Map2 EV02 autostart
Msg: \v[1] \v[2]
Result "0 2"
Multiple parallel teleports from new game still don't run foreground events.
Map1 - EV01 trigger
SetEscapePoint Map2
AddSkill: Party, Escape
Enable Escape
Map2 EV01 parallel
Teleport Map3
Map2 EV02 autostart
Map3 EV01 parallel
Var2 +1
Map3 EV02 autostart
Msg: \v[1] \v[2]
Result "1 2"
Foreground events don't run on multi-teleport here either!
Map1 - EV01 trigger
SetEscapePoint Map2
AddSkill: Party, Escape
Enable Escape
Map2 EV01 autostart
Teleport Map3
Map2 EV02 parallel
Map3 EV01 parallel
Var2 +1
Map3 EV02 autostart
Msg: \v[1] \v[2]
Result "2 1"
The teleport command on map 2 behaves like a normal teleport
Map1 - EV01 trigger
SetEscapePoint Map2
AddSkill: Party, Escape
Enable Escape
Map2 EV01 parallel
Teleport Map3
Map2 EV02 autostart
Map3 EV01 parallel
Teleport Map4
Map3 EV02 autostart
Map4 EV01 parallel
Var2 +1
Map4 EV02 autostart
Msg: \v[1] \v[2] \v[3]
Result "0 2 1"
Normal foreground event behavior is set for 2nd teleport.
Map2 EV01 parallel
Var1 + 1
Map2 EV02 autostart
Msg: \v[1]
Teleport Other map
Result "1"
SW1 On
Map1 EV02 parallel
Teleport Map2
Result "2"
Teleport Map2
Result "1"
Teleport Map2
Sw1 pff
Result "2"
Most helpful comment
This can be distilled down to a very simple test case
Create 2 maps.
Map 1 has autostart event
Map 2 has autostart event
In RPG_RT, the player walks at normal speed. In Player, the player walks fast.
If you change the 2nd event to parallel, the player walks normal speed in both cases.
This is probably related to the second item in #1606