glitchless: to which extend ?
7 years ago
France

Hi, I'm planning on running this game and I've been searching for new skips.

I assume that the glitchless category was made in opposition to the severely glitched run from Tesseract, and that glitches as "breakdancing", "airclimbing" etc were banned.

But I found some glitches that are not related to those abuses. I wonder if I can incorporate them in a "glitchless" run nonetheless. (for example Cieply and Cubeface have been using attack canceling, which is also a glitch)

  1. The first one is allows to use consumables without consuming them. If you make a save somewhere between the appliance of the effect given (power potion, heal...) and the end of the drinking animation, then reload the game, you will find your character with the flask in the hand, and it drops it if you unseathe a weapon. You can't pick up the flask anymore, but it won't disappear. Also, it's still present in your inventory. If you try to use it a second time it doesn't work. But when you complete the level and begin the next one, it will still be in the inventory, and usable.

  2. the second one is a skip in the Mines. I don't know if it was known before, but I think Tesseract mentions it (what he calls "zipping" I think). When running into a slope with a certain angle, the game will eject you upwards. (for example, for Zoe's lvl1, if you step on the base of one of the pyramides, you can be thrown in air). Here I quickly spam 'look left', 'look right', 'look left', 'look right'... to constantly give an angle to my trajectory while I'm ejected upwards by the slope.

Also I'd like to ask Cubeface how did he manage to skip the final cutscene in the Mines.

Colorado, USA

Hi! Awesome that you want to start running the game.

The only reason why we don't do the break dancing and air climbing (break dancing in particular) is because they're so impossibly hard to control and they change the run so much that I figure it's worth having a separate category. The category was named No Physics Glitches before, which is a better name because the glitches you mentioned don't utterly destroy the game like those other ones. Also like you said, attack cancelling using the block key could be considered a glitch, who knows.

Honestly, I hate coming up with rules for categories in speed games. If you want to use certain glitches, go ahead and use them. This game has so few runners or people who care about it at all, just do what you want and have fun with it.

I'm pretty sure I skipped the cutscene by pressing Escape. Looking back at my videos it looks like I do it nonchalantly, so if you're unable to do that it might be some issue on your part.

France

right ! thank you Cubeface, I'm sorry I haven't been notified for your answer and didn't answer back sooner.

I'm trying to make up my mind with those glitches :

  • "breakdancing" of course belongs to its own category.
  • airclimbing breaks the game too, but is way more consistent, and I think it could be use for a run... (but wouldn't be called glitchless).
  • zipping down is inconsistent and breaks the game by allowing to clip through layers of map. I was going to make a cross on that one, but I think I can use it in Farum since I don't actually clip the map on this occurence.
  • zipping up is consistent, and can only be performed at specific spots on the map, maybe I'll use it.
  • let's say ok to the item conservation through chapters.
  • at some place it's easy to clip through gratings (Shalatuwaar for instance), gonna use that too.
  • stool abuse is perfectly ok (I'm actually using the stool as attended).

...

  • there's also a weird teleportation glitch, sometimes when trying to climb up a ledge something goes wrong, and the game forgets to add the ledge coordinates to some kind "where the player wants to climb" list. So by this point every time you try to climb up somewhere you will be teleported to the previous location. The glitch is conserved through levels, so it's possible to create and incredibly complicated route in which the player would teleport from ledge to ledge. I don't know how to trigger it properly, but it happened twice to me when I was trying to use the stool quite everywhere. I won't use that...

EDIT: In fact zipping up isn't as consistent as I thought. Using a macro it can be fairly easy to perform it but actuallu pressy left right left right with your fingers at the proper frequency is really hazardous.

and I figured out that the teleportation glitch happens when the character dies in between being given the order to climb up a ledge and actually reaching the targeted ledge. It's easy to perform in Kelbegen with the first boulder.

Bewerkt door de auteur 7 years ago