First finger. Uses mouse flicking to teleport into walls.
Heaven, door that's slowly closing. Mouse flicking to get into the wall on the left side to easily see through the wall. Don't need to find that tiny spot to teleport from.
Played around a bit again today. Managed to clip into some new walls.
Can be used in Edge Fortress to go the flashlight door route again, and the outside in the rain before plains to avoid navigating the two invisible enemies. Saves some time on both of those.
For 5 finger white fountain runs it should save some time on the way down to the flashlight itself by using the way down shown in the video. And before plains like the other white fountain route.
No luck going through the wall before the fountains.
There are probably other places this can be used as well.
Been digging around a bit to find some other small clips and skips. Biggest one is skipping the 4th gate in the stairway to heaven.
I'm stuffing what I find in this playlist for now.
https://www.youtube.com/playlist?list=PLxzBRhAxgYTIQDuraf-5UPRIFg-Kc5KIx
Edit: What's in the playlist so far:
- Skip through the wall left of the barking bear trap
- Clip through the roof right after entering Edge Fortress
- Skip 2nd gate on the stairway to heaven
- Skip 4th gate on the stairway to heaven
Just a correction or alternate way:
If you hold A before pressing X, let's say hold ZL+A, then hold ZR and press X, it works too. And doing that makes it way more consistent/you shouldn't fail at it. Doing it this way also removes the timing required from going from pressing X then A.
Load times seems to have been greatly improved. I haven't streamed runs in 1.1 yet, so I'll compare times between non-delayed timer and delayed timer from runs of 1.0. Checked on Scorpio Circuit.
But; When I did runs on 1.0 I had the timer at a delay of 1,5 seconds as that's about how much delay the capture has to OBS studio on my laptop and from I hit A and started the timer at the start of the run, the timer would be at around 5.5-6s after the loading ended(from what I recall), essentially having a time at around 7-7.5s load. And I did an offline run now where I had no delay on the timer and it hit around the 4.5-5 mark without a delay. So Scorpio has an about ~2.5s better loading time in the new patch, and I can imagine the other tracks have improved loading times as well.
Note: This was done on pre-loaded Scorpio Circuit(As we usually do before a run).
Edit: Tested again with the timer set to a 1,5s delay, and again the difference is ~2.5s. Also note there's definitely some human error in the timing, but it's roughly about that difference from what I could see. Not that the exact amount of timesave matters, though there is a significant timesave on loadtimes alone.
Edit2: I should be able to go back in vods and check the time the other tracks load as well, but I'll do that later. Probably around after the 25th.
So, 1.1 is way more radical than we thought it'd be.
Non-speedrun changes:
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Minimap
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Changed online
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Speed stat is the same, but acceleration stat is changed on fulcon
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Whatever other fixes Shin'en listed
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Boost in midair is capped
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Strafe doesn't drop speed anymore.
Speedrun changes:
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RLG, the current way we do it, doesn't work for two reasons: ¤ Reverse detection seems to be based on your speed backwards now. ¤ There are checkpoints all over the tracks you have to cross.
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Scorpio Circuit: RLG fix probably nothing left
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Alpine Trust: RLG fix
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Mueller Pacific: RLG fix
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Chuoku City: RLG fix. Right side jump stills works, but you have to pass some obstacles. Not sure if it's faster now. Mick tested left side, but had some problems with it, I think.
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Zvil Raceway: RLG fix
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Sunahara Plains: RLG fix. Jump between the two solid obstacles off-track to trigger a lap doesn't work because of checkpoints.
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Kamagori City: RLG fix.
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Daitoshi Station: RLG fix. Can still climb the wall to go OOB
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Storm Coast: RLG fix. First jump for lap trigger doesn't work. Second one needs testing, probably doesn't work.
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Kenshu Jungle: RLG fix.
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Sunahara Desert: You can still jump over both the dunes and the edge near the goal, but because of checkpoints you won't get a lap. And if you do the second jump you have to go back to trigger the checkpoint or you're counted as going reverse, and no lap count.
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Avalanche Valley: RLG fix.
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Sendai Outpost: RLG fix. Treeman jump still works
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Willard Mine: RLG fix.
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Cevo Canyon: RLG fix.
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Hibashira Speedway: Jump before the end(E_Dragon's) may work.
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Side dashing/strafe boosting, still works, but feels slightly different.
Post anything else found and I'll update the list.
I voted to keep the empty hero mode ILs, but when I think about it, it's either or for me.
LJA? it's in. If I'm not mistaken, Nintendo said they intentionally let it stay.
My activity dwindled a fair bit. I haven't really done any different routing, except changing the route on level 7 to rolljump in the lower areas. Without those two load seconds I usually have, you can get a 19s, iirc, with that route. Just gotta figure out how to effectively navigate those last platforms.
Do mind I haven't done any other rerouting, but:
Keep void boost on level 2 and you won't need to use ping except 1 or two purple bumps. Level 3 is about the same. Level 4 doesn't have much changed, the big jump might be easier. Level 5 it's easier to skip the bumper platforms early on. Level 6 is pretty much the same. Level 7 mentioned above. Level 8 pretty much the same. Level 9 pretty much the same. Level 10, either the same or some minor changes I can't quite remember. Level 11 the same. Level 12 pretty much the same, but you get through it faster. Level 13 is easier to navigate, and there's a tiny new skip that maybe saves 2-5 seconds. Level 14 pretty much the same.
Yeah, pretty much. Do note that it also sometimes drops at seemingly random times, but it's very rare.
Remembered something I initially found a very long time ago that I didn't think much about. I'll call it "Void Boost". If you boost right before voiding out, or resetting, you keep the boost flag, I think, and you run at boost speeds all the time.
The biggest thing to note is that you return to normal if you boost again losing the speed, and sometimes it has dropped without boosting, but generally you keep it.
From this I've added a new rule to any%: You can not start the game with the glitch in effect meaning you either have to boost at the very start of the run to turn it off if it's in effect, or run a bit to show there's no increased acceleration. Either that or you can activate it at a time of start where it's visibly showing you activating it.
There's a noticeable time save with the glitch showing a time decrease on level 2 from my previous low 27 to low 24 or high 23. I've also tested level 13 with the glitch using the same routing, which gives a timesave of about 10 seconds.
I've also added any% Glitchless where you're not allowed to use this glitch.
Rolling itself is just holding the roll button a bit before landing. Rolling for the jump is the reason I spam it in a rythm at certain points, because that gives me more of a rythm to when I should jump. Say I jump on flat ground, I'll press the jump button three times in a certain rythm and on the third press I get a roll and can jump straight after. And I've sort of build up a rythm on different places in the run.
We're getting some new categories once the new update (don't know when it's coming, but I think it's soon) comes around. From what one of the devs said, they're gonna add something to track inhibitors destroyed and golden inhibitors. So I'll add the following categories once it's out:
- 100%: All red and gold inhibitors destroyed, with getting to the goal on level 14, or the last level if they add more levels.
- All Gold: All gold inhibitors destroyed, with getting to the goal on level 14, or the last level if they add more levels.
They haven't said anything about adding more levels, but if they do, I'll consider adding a variable to any% for later levels or just keep any% only the 14 levels we're used to. Or we can run the earlier versions for any%.
I'll change these based on how it actually is in the update(s).
Update: According to twitter, I think one of the devs were only toying with the idea, but it'd be pretty cool.
Won't make a new thread for this, but grats to ailo for being the first to get a sub 9, which was something I worked on and off with this autumn. Good going, my friend.
Wondering a bit about the Time Attack and Championship categories because they're very similar. You're basically just going as fast as you can through all 16 levels, but:
- For Time Attack you need to beat the dev times as well for it to count, I guess?
- For Championship you need to get at least top 3 placing in the cups for it to count?
The questions are kind of stupid, but I just want to be sure before doing runs in January.
I'm actually okay with them fixing most of the skips on patch day. And if they don't fix them(hopefully the reverse driving one is fixed), it might be easier to see and find others with the new Track Minimap they're adding.
Edit: An idea for the doc: Would it be possible to add what leagues the shortcuts work on?
Yeah, what you said about respawns seem likely. Been trying the Zvil stuff for a while now with about the same stuff happening as it did with you.
Wops. Haven't paid much attention to this. Verified your run.
I'll get back to it after Christmas. I worked on stuff back in October that can give us sub 9.
Edit:
The biggest thing that seems to hold me back is hardware right now... Just gotta get you guys down to sub 9 and we're good.
I'm coming out of inactivity now. Gonna see if I can push my time below Ailo now.