Discussies
NorwaySigmaTapion2 years ago

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.

NorwaySigmaTapion3 years ago

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.

NorwaySigmaTapion5 years ago

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
NorwaySigmaTapion8 years ago

So, 1.1 is way more radical than we thought it'd be.

Non-speedrun changes:

  • Minimap

  • Changed online

  • Speed stat is the same, but acceleration stat is changed on fulcon

  • Whatever other fixes Shin'en listed

  • Boost in midair is capped

  • Strafe doesn't drop speed anymore.

Speedrun changes:

  • 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.

  • Scorpio Circuit: RLG fix probably nothing left

  • Alpine Trust: RLG fix

  • Mueller Pacific: RLG fix

  • 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.

  • Zvil Raceway: RLG fix

  • Sunahara Plains: RLG fix. Jump between the two solid obstacles off-track to trigger a lap doesn't work because of checkpoints.

  • Kamagori City: RLG fix.

  • Daitoshi Station: RLG fix. Can still climb the wall to go OOB

  • Storm Coast: RLG fix. First jump for lap trigger doesn't work. Second one needs testing, probably doesn't work.

  • Kenshu Jungle: RLG fix.

  • 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.

  • Avalanche Valley: RLG fix.

  • Sendai Outpost: RLG fix. Treeman jump still works

  • Willard Mine: RLG fix.

  • Cevo Canyon: RLG fix.

  • Hibashira Speedway: Jump before the end(E_Dragon's) may work.

  • Side dashing/strafe boosting, still works, but feels slightly different.

Post anything else found and I'll update the list.

xDrHellx vinden dit leuk
NorwaySigmaTapion8 years ago

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.

NorwaySigmaTapion8 years ago

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.

NorwaySigmaTapion9 years ago

Seeing as I've been inactive for a while, and Ailo actually submitted a run that I didn't see until now, I think it's best we add more mods or list inactive ones. (Even if it's pretty much just me now)

Inactives:

  • Dp: Unknown time. -SigmaTapion: I'm on and off.
NorwaySigmaTapion9 years ago

Roll jumping is basically jumping the during a short period of time at the start of your roll when you land to get a long and fast jump.

Spots found....

Level 1:

  • At the start over the second gap.
  • At the start over the blocks/poles(?). You can get two roll jumps here.

Level 2:

  • After the second purple bumper you actually need to use, it's pretty safe to use one here.
  • The last gap of the level on the last block to get a nice speedboost into goal.

Level 3:

  • The last stretch before the goal of the level on the left side. That sorta narrow path.

Level 4: No place you really need/should roll jump to gain time as of now. Will explore.

Level 5:

  • If you go to the right at the end of the level on the split bumper and boost jump across the gap avoiding the first inhibitor on that side, you can roll jump over the next gap, but it's sorta hard to get the timing, so you can safe it with a roll into the bumper.

Level 6: No place you really need/should roll jump to gain time as of now. You could do it at the very start and the very end as you go for the last landing before the goal.

Level 7:

  • if you follow the path below on the right you can rolljump after the first gap to get on the other side of the inhibitor.
  • Follow up the first roll jump with a second one to skip the second gap.
  • At the top path, not entirely sure where to start and stop roll jumping. May be safer to just run to get it consistent.

Level 8:

  • After the third bumper you can roll jump to the left-most path or the middle one, but it's not that much faster, and a bit tricky to get right. May not be faster.

Level 9:

  • At the start of the level
  • Into goal after the last skip

Level 10:

  • At the start into the "cave".
  • Out of the cave and through the place where lots of inhinbitors and red spots land. (turn off your ping)
  • The last gaps of the level.

Level 11:

  • When you land after the skip if you can get the timing right. Not really needed.

Level 12:

  • At the start until the first skip.
  • After you've boosted past the first inhibitor and ran up the incline and done the boost jump over the gap, do a rolljump to clear two more gaps in a straight line. -Finish the level by boost jumping the gap straight ahead and roll jump to the goal.

Level 13: No place you really need/should roll jump to gain time as of now. Will explore.

Level 14:

  • When you get to the "twin" inhibitors at the start (You'll know what I'm talking about), you can roll jump on the right side of the right-most inhibitor to save some time. Keep ping off.
  • After the skip before the last boosting spiral at the end, roll jump as you land the skip to do another short skip.
  • At the end with the lots of bumpers, go on the first bumper, turn off ping and roll jump to the end. Turn on ping if you're flying towards the last bumper at the end, this will put you into the goal.
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