Glitches and Tricks
7 years ago
Queensland, Australia

Sigack and I have been working on a general glitch guide that tries to explain how and why they work. it's available on google docs here: https://docs.google.com/document/d/16Mxo096VXA_cqoZZqqSK7-3ZNbBxqvIM-_BJbXkrk58/edit?usp=sharing It's a bit rough around the edges, but hopefully it's understandable.

ZZKer, MarioBataliJr, y rarelike les gusta esto
Oregon, USA

Great job! Sorry I wasn't around to contribute like I had hoped to but y'all made a really solid guide and it's good to see everything in one place. I wasn't even aware of the timer-reset stuff for yolo and cat so now I get to grind out more runs to save the ~1s. Cat confirmed optimal for IGT.

ZZKer y turnipp les gusta esto
Queensland, Australia

No worries mate. Yeah I wasn't aware of the any% timer reset until I was watching ZZKer play the cat dlc and it just clicked. It's a bit of a pain to die 9 times at the start of each run, so if I ever get around to actually running the game again I think I'll give it a miss haha.

ZZKer les gusta esto
Victoria, Australia
Super moderadorstoot
He/Him, They/Them
7 years ago

Thanks for the work you've been doing recently. It's all pretty informative.

South Carolina, USA

Something not on there: It should be noted that it is possible to use the triple jump method to do a double jump when you only have spider gloves but no jump boots. This is used in Extra Spicy 100%. Mario and I call it Extra Jump, but really it's just the same trick as triple jump but with only two jumps.

Germany

Hello my fellow runners, I'm not sure if this is the best place to put it, but i found an infinite jump glitch in the non-steam version. Sadly it requires quitting to the title, so it's unusable with in-game time (maybe in an RTA category?). Also doesn't work on steam.

I made a video about it:

I will also give you an explanation here though, in case you're too lazy to watch the video ;)

Here's how the glitch works:

  1. You land on a moving or falling platform
  2. While standing on the platform open the menu and quit to the title screen.
  3. Continue or start a new game.

Now after you perform a mid-air (not just regular double jump from Spring Boots) you can keep jumping without having to land. Considered as mid-air jumps are: Spring Boot double jumps, Spider Glove wall jumps, or (and this is the most useful) during the 0.1 seconds grace period after running off a platform.

There is one other problem except making in-game time unusable. It crashes the game very frequently. When I start the game for the first time, it almost always crashes when pressing continue after activating the glitch. Which is probably why no one has found this yet. Subseqent activation after restarting work most of the time though. Most crashes seem to occur either on starting the game (new game or continue) or on screen transitions. On Steam it always crashes when pressing "Continue".

I also give a short first idea about what might make the glitch work in the video, but it's mostly based on speculation and a gross oversimplification of the logic involved. The basic idea is that the game still thinks you're on a moving or falling platform, since you quit and continued, so it keeps refreshing your double jump and extending your grace period. I might take a look at the source code some time in the future to see if i can figure this out. Maybe even find an alternative way to active the glitch without quitting? If someone else knows more, please let me know.

Editado por el autor 7 years ago
turnipp, rarelike y 3 otros les gusta esto

So I tried this out on Super Win the Game also, and it doesn't work if you enter in right away, but if you mess around in the select screen, I was able to get it on there. I've done it once, and haven't been able to do it since. I'm saying this because this may be possible on steam version now, and I tried it with no prevail, so maybe someone with more patience and time than me can make it.

Also, should we make a whole new category with RTA with this glitch? I mean that would make a true any%, and if any newcomers come in and look at "any% no infinite jumps", they might wonder where is JUST any%. I'd like to see mods comment about this and what they think about it. I think it should be, just so we can have a just any%, with no lag glitch or any crap like that, just straight any%. But RTA or IGT is debatable, I wouldn't mind either, but I'm leaning more toward RTA. This also raises the question whether we should have a 100% all glitches category, but I don't see this being a thing until we can find a crashless version of this glitch.

Germany

Oh wow, I didn't even think of testing it in Super Win the Game.

About the Categories: Currently any% doesn't allow the glitch anyway, just because we use in-game time. So I wouldn't mind having any% RTA and any% IGT. That doesn't sound too confusing. The Problem this mostly raises is that we now have the situation that each category technically needs a specification about the timing method, even if only one of the two is used (like how we probably will only have 100% IGT for now).

At this point we could actually have a more fundamental debate about changing our timing method to RTA entirely. Because then we would have clear categories again, i.e. any%, any% no IJ, etc. This would also allow us to include the password in the timing (I'm split wether or not that is a good thing though). Is changing the timing method even a feasible thing to do? I know several other games have changed to RTA over time, but I would imagine that to be coupled with a lot of organisational effort.

More on RTA timing. When would timing start? At first I thought this was obviousls, but I could imagine the following options:

  1. When pressing the last menu item before the intro plays (for any% this would be on pressing "Normal")
  2. When launching the game (like they do with SM64)
  3. When skipping the intro. The "obvious" choice would be 1. since that is how IGT works as well. 2 is not really an option since we don't have a good way of resetting the game completely each time, but the nice thing about this is that IJ is definitly disabled each time you reset. So far I'm actually leaning towards option 3, simply because it makes it really obvious where to start timing. You just go to the first frame where the starting screen is visible and that's where you start timing. It also cuts out unnecessary resets due to bad intro skipping (which I at least already did for any% IGT and would most likely be very common in a 1 minute run).

Alternatively we can also just ban the glitch entirely because of the crashes and leave everything as it is. ;)

Victoria, Australia
Super moderadorstoot
He/Him, They/Them
7 years ago

Since we're straying from the opening post, I've made a thread for this discussion on the non-Steam forum: https://www.speedrun.com/yhtwtg/thread/xkxjq/

Spontanicus les gusta esto
Queensland, Australia

Sigack and I have updated the doc to include IJG. Sorry in advance, the explanation is quite complicated, but it's there for anyone interested.

stoot les gusta esto
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