New thread idea, I think it'd be good to highlight glitches that we can't reproduce, or that are good candidates for glitch-hunting.
As always, if you have any to add to this, please do.
I probably won't be glitch-hunting this game much anymore, so if anybody else picks up this game, these would be good places to start.
Using Rena's map viewer, the trigger to load this room seems perfectly normal. I can't see any good reason why this room would fail to load.
This apparently has happened to Usiko once before too.
For 100%, BMC, and SF categories, a way to skip the high top gate would be awesome.
There are two leads:
- Swim under the gate with a dino damage flip + grubtub dismount glitch. This doesn't work because Fox can't hit triggers while in the dismount state (unless we use SRM like in void travel routes...)
- Firefly skip. If we can induce a cutscene void, we could void walk under the map, then hit the save trigger passed the gate, then do a FireFly discovery cutscene cancel to fix the game and save/quit/reload passed the gate.
Technically, this already works with insane ESW strats to cause a cutscene void from the Arwing due to Tricky not in the party. However, this will soft-lock after the High Top gate since we no longer have Tricky.
In BMC, TAS can skip Freeze Blast entirely by using Ground Quake hovers to bypass the flames in K5 instead. This is the only required use of Freeze Blast.
If there was an RTA way to quickly bypass these flames, it would save substantial time.
This trick sucks and makes going for WR too reset heavy. One possible lead that Dark-X-Rane suggested is to try doing the trick on PAL to see if the 50 FPS makes the trick more consistent.
Cam-Lock is simply not understood. Usually it only works on map boundaries, but there is an exception to this that allows skipping the Belina Te cutscene, despite Fox being on the same map.
Also, Cam-Lock does not allow for QES2 after SS4 is placed in BMC if the file is loaded from a save, however it works fine in a full run.
A better understanding of cam-lock could help find new skips.
In certain layers of TTH, we can use the detexturing glitch, then quit to keep the Arwing and some objects permanently detextured until a full console reset.
Also, sometimes when doing K4E, TTH will remain detextured. It would be great to have a better understanding of what causes this.
100% time save by skipping the Krazoa cutscene after placing SS1
Edit: I wonder if we can skip the SS1 puzzles, and do the SS3 route twice instead? Since now we no longer need to place SS1 for K2.
The cutscene still plays if you try to leave the upper MM pass area though, so maybe ESW to escape is needed
Glitchless time save, just put the barrel down before the turret hits you
Technically discovered by Matt74 on an old neoseeker forum post in 2003
Also at 0:47, a fast method to kill all SharpClaws
@Usiko Appreciated! A few of these are new to me and super interesting.
And another glitch, it appears we can use the color transform cutscene as a temporary cam-lock. This can be used for Queen EarthWalker Skip 2. Cam-lock is faster though, so this saves no time:
And a meme glitch, the EarthWalker can only take damage once:
New setup tutorial for RTA K5E:
Here is the K5E tool: https://github.com/zcanann/K5E/releases/tag/v2.0
Taking damage can cause the EarthWalker in DR to start tilting, so if you get damaged on a slope you can flip. Then just spam attack to continue flipping
This was done in v1.0, haven't tried v1.1
Edit: Actually it looks like JubJub62 discovered this first, but I never realized that the flip in his old video was from taking robot laser damage.
In theory, if TAS executed a frame perfect Arbitrary File Execution with the right file, we could activate a speed hack:
Can use the glitch above to do other weird stuff.
By changing your save trigger to the Shop, you can save/quit after fireblast to keep the Warp Stone unloaded, and do some weird stuff. It seems not to have any use.
Apparently saving on the same frame as cutscenes, and having your save location in a different loading zone can cause significant problems:
The cause of this cutscene void is due to the WarpStone being unloaded, which is used during the Arwing cutscene for Dinosaur Planet in TTH Act 1
This also works if you save/quit to MM pass after killing the 4x sharpclaw, or before talking to the queen for the first time.
No clear time saves yet.
Video I forgot to post I think:
Krystal Strats (these lose time):
We can skip using fireblast in IM
No known uses for this trick. It may be v1.0 only, I thought I tested this on v1.1 and it didn't work...
This setup has been giving me good WC void walk setups.
Staff swings reset gravity, so these can be used to help escape the Sun Temple with better height
It still has a lot of subtle timings and sucks, but this allows us to do one setup that works with a variety of heights
Sunstone position setup:
By moving our camera into the SunStone, we can get an accurate measure of our distance, then use staff swings and rolls to position ourself accordingly
Easy setup for barrel clip, sorry my voice audio is a little low in this one:
Easy setup for bike flag glitch:
I successfully pulled off K5E on console
RTA can definitely sub-hour now, once we improve the WC void walking setup
It is possible to bypass camera RNG by simply running into a wall and waiting. We can also clip through this wall.
Then when the camera settles down, zoom. Still some RNG, but at least the camera will never be upside down or inside Fox.