Discovered by Goal3.14 - It is possible to clip through the rubble in CRF
This skips some prison / wind tunnel related loading triggers, and also should in theory unload the dinosaur NPC.
Might be a possible void walk strat if we can unload the dinosaur and attempt to trigger his "post power gems" dialogue
More from Goal3.14
The skip can be used to bypass a trigger, allowing a void walk from the Dinosaur after placing power gems, since the Dinosaur is not present for the cutscene to work.
Pressing zoom while Fox (or Krystal) auto throws an object at the edge of its allowed area causes the object to be thrown, but Fox's throw animation doesn't play until you unzoom.
Doing this on a object that respawns causes the new instance of the object to break during Fox's animation.
Having a cutscene play while zoomed still causes the new object to be thrown.
Sharpclaw boxes only respawn if auto thrown by going through a loading zone of some sort, but not when thrown at the edge of their range. When this happen the box doesn't actually get thrown and is instantly teleported to its start location. E.g. The sharpclaw crates at the start of OFP; if you try to cross the tile puzzle with them the crate is thrown normally and destroyed, but if you try to leave OFP with one the throw animation plays but the box is instantly teleported back instead of thrown.
Sharpclaw boxes are not able to cause the delayed animation if taken through the loading zone, but will if taken to the edge of their range.
Can overlap the General Scales final cutscene with... itself. Need to pull staff after doing General Scales glitch while backpedaling into trigger.
It just makes the first 13s of cutscene weird, no actual gameplay impact.
Just dumping all the random basket stuff I found. I'm going to type "edge of its allowed basket area" a lot, so I'm just going to type EBA for Edge of Basket area. Most only tested in 1.1.
If a respawning basket is thrown straight into the void it respawns as normal, but if it is auto thrown at EBA or bounces off some collision before falling to the void then the basket respawns and immediately falls through the floor back into the void. When the new respawned basket respawns again it respawns as normal, instead of falling through the floor again. Colliding with the basket in the void does nothing of interest other than being cool (Also tested in 1.0).
If the delayed animation is done as the basket or respawned basket is falling it will throw the basket from its current position.
Normally deloading the area while holding a basket causes a softlock or crash, however I tried positioning Fox so when targeting the camera would swing out of bounds then back in causing the map to unload and reload which sometimes crashed and sometimes didn’t but it may just be a emulator thing when it doesn’t crash. You can also do the same camera thing as you press A, so as the map deloads the basket also deloads as its just getting thrown, but fox is frozen in his animation and will finish his animation after the map reloads when the camera pans further, this version doesn’t crash at all and would probably be ok on console, not that it does anything interesting it just helps somewhat avoid the crash from deloading the map while doing basket stuff.
Falling oob into the void while holding a non-respawning basket causes the basket to be thrown as you go off the edge. The basket will then teleport back up to a point then get rethrown.
Pressing A and Z at the same time to zoom during the throw animation and not release the basket, when you unzoom the throw will continue as normal. Doing this just next to the EBA, as you pan the camera, the animation hitbox will hit the EBA and will throw the basket while already being zoomed putting Fox into the normal glitched animation state. The same thing works with barrels and Sharpclaw boxes. Sharpclaw boxes will only get thrown as you hit the EBA not if thrown at a loading zone.
Pressing A and Z together as you go off a ledge will stop Fox throwing the basket automatically as he falls off the edge and will instead cause Fox to slowly fall with the basket while zoomed. Unzooming mid fall will cause Fox to stop falling as he throws then begin to fall like normal. This works with baskets, barrels and SC boxes. Doing this on a cliff face with jagged collision can let you get a bit of a roll off immediately after the throw, but I don’t have a good example, and if the basket collides with a wall it will cause Fox to be pushed to the left like normal even when in the air.
I think doing it here takes the basket outside its EBA, but the basket won’t be thrown until you unzoom and throw it yourself or are forced to by another source such as starting swimming.
Doing this while dropping into the void from out of bounds has the same slow fall effect but you get stopped after a short distance. Pressing Z at the right time after throwing will cause fox to not fall afterwards if stationary when throwing, or will let fox continue slow falling if falling when pressing Z. You can't do anything while fox isn't falling and trying to walk causes fox to start falling.
This also works when entering a void walk and will cause Fox to fall slowly into the void then fall as normal once the basket is released. Once you reach the edge of the bounding box you stop falling, so this allows you to get the maximum void walk height.
Panning the camera to hit the EBA while slow falling causes Fox to release the basket, but continue slow falling as normal. Unzooming still causes Fox to do his throw animation then fall as normal. So the video of falling through the EBA a couple videos up may not actually pass through it, but I'm unsure.
Unloading a barrel at the same time it explodes causes Fox to do his pickup barrel animation instead of his throw animation which he normally does when carrying a barrel past its unload range.
Pressing zoom at the same time you auto throw a barrel at a ledge causes the game to still think your in the air after you unzoom, so you can’t zoom, roll, slash or shield until you walk which resets it. Slightly moving the stick so you turn but don’t walk won’t reset it and being moved by moving platforms or by knockback by explosions don’t reset it, only walking normally.
Dying and hitting the void out at the same time causes Fox to die and spawn the death animation fox, but it waits until the void out before doing the normal death screen.
Trying to submit SS3 without having collected SS1 lets you go through the VFP spellstone door unlike OFP, but you can't get past the kill sharpclaw gate. The elevator is activated on the other side and the elevator cutscene plays.
Leaving the second room causes the objects in the first to deload.
You can unlock the door without SS1 by, prior to collecting SS3, shooting the flame orbs through the floor from below.
Found by MTP and posted in the Discord:
A pretty long video with some unnecessary segments , but I wanted to show everything that's going on. I don't know if this glitch is actually known or not , I will put the video unlisted if it is.
0:00 : There is a very short window where you can press start after inserting the spellstone. It allows you to save and quit , which gives some very strange effects later on. When reloading the savefile , the game instantly plays the cutscene , nothing too strange there However the savefile will be softlocked from that point , I suppose the game isn’t updating a flag needed to progress. Pretty sure someone more knowledgeable than me regarding this game could find a way to get around that softlock.
3:21 : There I am re-entering the room and the cutscene will play for a second time for some reason. Pay attention to Fox and Tricky during that cutscene , they will have some glitched animations.
3:50 : This cutscene will play normally , in normal circumstances the next destination is Walled City , but Peppy doesn’t agree to it. If you decide to go anyways while ignoring the Barrel Roll rabbit , the King Earthwalker won't be where he should be.
Also worth mentioning that this glitch is also possible with the third spellstone , but I don't know a way to re-enter that room.
Tricky's ball has some similar properties to baskets. Most of the basket stuff doesn't work with the ball since the game will never force you to throw it, but you can still slow fall using the ball. Same with baskets you can ground quake and stuff immediately after throwing it in air. You can also slow fall with a basket then during the brief window where you can quake you can pull out the ball, then press Z and A all with perfect timing to do it in the short window and it lets you start another slow fall in midair after cancelling the first. I think you can't do this while slow falling oob to the void since the game doesn't let you take out the ball.
Getting hit while carrying the barrel just before starting the cutscene causes the barrel to briefly respawn where it landed, before then teleporting to the spawner. If you wait in the cutscene the barrel will drop to the ground where it spawned and if you are fast enough you can pick it up from the spot it exploded before its teleported back to the spawner.
Getting hit during the cutscene allows you to do the throw animation after the cutscene ends, this causes you to get pushed in a direction depending on where you're stood and on which frames you end the cutscene compared to when the barrel respawns. Waiting too long before ending the cutscene causes you to pick up the barrel normally.
Pressing target at the right time can alter your endpoint.
Map of some places I got pushed to and their starting position to easily see the push range: https://imgur.com/a/O9zVoUg
It is now finally possible to beat the Krystal section without collecting any health! (TAS-Only):
Swapping mounts can cause a line to form between the two mounts (due to the coordinate change), hitting all triggers between the coordinates
Also this was never properly documented -- pausing clears iframes, so thats why pausing causes extra damage
As of today, new rules have been added to the leaderboard. The following has changed.
From this point onwards, the following categories will have new rules.
- Stale Reference Manipulation (SRM) will no longer be allowed for this category.
Since SRM is viable and en