The newly discovered tile deletion glitch!
2 years ago
Capital Territory, Australia

I've been chatting with folks on the Discord server about this for a while but I thought it might be good to post about it here too: A new glitch that changes the dynamic of several episodes and EVERY IL!

It only works in the original DOS version (And ports using the same framework, hilariously this works on the GBA version too), if a secret wall was pushed in a previously open level, loading a new level will move that same tile you previously pushed. I originally utilized it in my Episode 5 IADI run, but that was before I realized ANY tile will work from ANY floor in the game. So long as you can push it on one level, you can push it on all other levels. The one caveat is you need to use debug mode's warp feature to jump between levels to maximize the options available, but warping was always allowed for IL runs anyways. No debug mode features are used after the warp setup is done.

I've been in the middle of mapping out every single possibility this glitch can provide (There's a LOT), and I'll be sharing it around when it's done. Full episode runs can only utilize this on the first floor of an episode (Where you'd have the opportunity to set it up), but the one major exception is Episode 5 Floor 2, in which by complete chance there's a secret on Floor 1 which opens the way past the locked door skipping the need to get the gold key entirely. I've submitted that run already, in the new any% category! https://www.speedrun.com/wolf3d/run/yle8nvnz

DeafeningCha tycker om detta
United States

hey there! I haven't been the most active person in the world, and I checked this glitch out and the videos posted and I don't quite understand what the categorization is?

I noticed a lot of your runs load the game from saves instead of warping on startup, which is not ideal because of RNG issues (not sure how many people do this btw lol)

the other aspect of the IL timing to me is strange because technically the run is longer and also requires saves but none of this is counted in the run? I'm not sure if there was ever a discussion on that or where I can find it, but this seems bizarre to me to count in the same way.

I don't really think loading pre-run saves should count for a speedrun in the same way as regular runs do. What I mean, really, is that it's not really an "any%" kind of run, but more of a novelty thing as a side category, which I think is awesome (the routing efforts here are really impressive btw! Well done!) but really I don't think "any%" is an appropriate title for it. It feels more akin to a new game plus kind of run than anything else? Again, not sure where discussion has been, but if you can point me to any answers that'd be great. Cool find :) Getting back into the board and its nice to see so many players!