Yeah you are absolutely correct! I thought they would show in the completion percentage though, huh. but still, they should be grabbed :) Bat glad to see you found the missing piece :) I will add the 100% category to the leaderboards this weekend.
Yeah, all the cubes definitely have to be collected. did you miss a challenge are or is it still weird why you dont have 100%?
and I think I didnt understand the question, sorry! was it about the cube or what was supposed to be found in durbin
also sorry for the late response!
I remember there being a bugged cube that was in already collected as the stage started, so you could technically go 151/150? I don't know if that has been fixed...
Though you say you dont get 100% even after 150? hmm that seems like a different problem...
"Is there a place in Durbin to get it from Dr,Dhelton and Ann DROID?" is this sttill about the cube or something else? sorry I am not quite sure
Airwalk is kinda fast even on ng. You only need to get anndroid in 1 stage, then quit and get ann droid skill on third stage. Finish that up and go through fourth and second and finish rest of the first one. So you have airwalk for majority of the game even on ng.
The amount you can skip with it is incredible so what has been thought it could save like 10 minutes maybe?
With that said amount of time save is just a theory and it could not save that much. Ng+ is like 30 mins or something now and ng fastest have seen is 1:05:00 or in the range of that.
But i am fine adding glitchless on a request if it comes along. Not too much of a hassle anyway.
So you mean to quit out a level after dealung final hit to a boss to skip some jingles? If that is possible i mean that is fine. I would allow it in any% too if you get the clear from the stage without watching the stuff but i doubt you do. Has to be tested.
Oh do you mean if you accidentally go to the main menu? If so that actually could be mentioned sure
we have airwalk already and that will definitely save a lot so I think it should be taken into consideration. SongOfSoil found it but we need to document it at some point.
I can reformat the checkpoint thing for sure, or have both a reminder not to have any and not being allowed or whatever is the clearest.
"After defeating the boss of each stage, you may return to the stage select screen from the menu." also what does this mean? after you defeat a boss you return to the stage select normally right?
LOL didn't even notice :D good catch. Gotta ask them to fix that as yeah, I cannot do it myself...
but yeah, as things stand now 100% would include:
-
all the cubes (was there like 10 on every level other than miniboss/boss level)
-
all the "pink" challenges (or 16 if you count the intro)
-all the ann Droid challenges for the skills
I did 100% before save files existed so IDK if the game considers this 100%. Do the shop upgrades count towards completion. Should they be taken into account?
I probably missed something so feel free to add it
Nice, ng+ is there but i can update the rules. 100% was also discussed a bit but was too lazy to set it up, i can do that though. All challenge areas, was there like 3 per stage (one per level segment of a stage) or how many were there?
I have been thinking about individual levels too and how to set that up. Is just all segments of a level enough or should there be also be categories for individual segments (like intro - 1 etc.)
Appreciate the effort btw
I don't think it would make it that hard. I can see the runs length from the video length (of course removing the start/end stuff not part of the run)
The manual loadless time would of course be something for you to have and the run will be measured in RTA atleast until the load remover is a thing.
If you manage to make one working that would be really cool! I am going to ask around too when I have time to do so.
Happy to hear you are interested
Yes as wwe are talking about a pc version it is very safe to say there probably is a difference in loadtimes and possibly fp s relates stuff which might affect the times. Nothing is 100% confirmes but pretty likely to be the case.
I would love to have a loadremover at some point but I dont know how to make ne myself. Will gave to look into that when i have the time but hopefully yes in the future we have a load remover.
Also a couple of skips:
Radiant Bay 1: skipping the dialogue in the beginning:
and the Intro 1:
0:07: skipping dialogue by jumping a bit to the left of the platform
0:11 skipping an barrier spawn by staying on the right and jumping over some lines (Shoutouts to SongOfSoil)
0:14: skipping dialogue and dash capsule by hugging the outer left wall so you spawn back past the trigger area
0:25: jumping past the barrier from the left (i think right is okay too)
Intro 2: You can skip the autoscroller
If anyone wants to share any oddities, strats whatevers, feel free to do so. Once there are enough or the run shapes up to something, there probably will be a small guide/tutorial for the run. But yeah, this thread is pretty much just to collect anything useful/funny or whatever. Who knows what might come in handy later
Brands regular charge doesn't seem to have that much use, but the downward slash certainly helps with Dynatron.
During Countershade stage you want to first just leave shade alone so he goes to the beginning room and then start attacking.
I think you can defeat Mic with just a buster but yeah... Bat is a better starting point imo.
Ground dash is generally faster I think yeah.
Other than that: 9 Lives is useful for practice and early runs. Trinity might be a difficult one at first, but becomes a lot more doable with the boost that the bots give you after a few deaths.
And feel free to ask more if you come up with more questions.