Hello, all! I've been keeping up with everyone's runs trying to find ways to trim even more time off of the current routes, and I'm happy to announce that I have two new skips that should trim about 30 seconds. I've also found a couple of cool out of bounds that I want to share, despite the fact that thus far I haven't been able to do much with them.
But anyway, the time saves: both are used in the thermal gates past the Skulls Hideout. The first involves the impassable thermal wall; well...
https://twitter.com/i/status/1014696807366979584
...it's not so impassable anymore. And using this strat, you'll end up on the second or third spinny-wheel platform just before whatshisname. Well ,I've got a new strat for that, too (disregard the fact that in this video I've activated the second blasto tube).
https://twitter.com/i/status/1014697015333158913
As you see here, using a mid-air quick turn gets you enough air to land the tube with no problem.
Now, as for the other things I've found, they aren't useful - yet. Nevertheless, they're cool. The first is a neat bypass on the east side of the Skulls Hideout. By using a quick momentum boost from quick turning you can land over the heads of the skulls waiting at the mouth of the hideout.
https://twitter.com/i/status/1014699642431234048
What does this let us do? Well, it turns out that it allows us to make use of a second potentially viable glitch involving the beeline - and more to point a specific one of the launchers.
https://twitter.com/i/status/1014700437230850048
For whatever reason, the beeline is allowing the player to control its direction prior to entering it, allowing the player to launch themselves (by jamming L or R prior to contact) in a direction of his choosing. Now, though it doesn't do much good here, I predict that if we are able to get the launch to happen straight up, we might be able to reach Snowy Peaks. Is that useful? I guess it depends on how high we get.
(It's perhaps worth mentioning that I've gotten this trick to work in the village too; it seems that anytime the game predicts that you are going to fall into a launch, the player gets to control its direction.)
Finally, I want to show off one last awesome, but thus-far useless trick. Once exiting the Skulls Hideout via the east exit (before or after the boss), we can slide underneath the nearest bee launcher, which results in the following:
https://twitter.com/i/status/1014702055271817216
Once we've bypassed the map boundaries, we can find a seam in the ground texture, which lets us fall/swim farther than we can normally.
At the very least, those of us who enjoy de-fogging the map beyond the developer's intentions can do so even more now:
Let's keep it up! I have a feeling we'll be down to 45m in no time!
That's awesome. Those are neat little tricks. :D
The quickest order we found is to got to Ivory Peaks first, then to the Hideout and last to the Underdark. I'm not sure if there is a different order that might be quicker because of the Sootling and Divefish we'd need to get. If there is a way where we don't need either of them, then the game is really broken. xD
Very nice getting through the steam with the slug! I also really like using the shove-it to get into the third cannon there. That'll save a good chunk of time!
The beeline glitch is super interesting. I've never attempted to control them when the beeline is 'homing in' on you. If it could somehow launch you far enough upward to get to the very top of Ivory Peaks (where chief Boon is) it could be VERY useful there. Skip collecting the beanstalk parts, etc. You'd still need to obtain your sootling at some point unless we can figure out a way to get into the kazoo cave without using that sootling flower. It'll be interesting to see where else this could be used.
Now if only we can find some skips on the Unders area. I've looked around and can't really find much. My best theory is that if you can get across this damn hole before Screetch that you could actually skip the boss fight entirely: .
NPC's seem to just appear where they're supposed to be when you get to a location. I have a hunch that chief Sal will be waiting for you in position if you could get up to him using the bumper that's just across this gap. However, you don't have time to get a slug there and even with wiggling/quick turning/shove-it I can't seem to get Yoku across that gap.
I'll look around the Unders to see what I can find. In the meantime (though I'm not sure how useful it is), I've found an Early-Underground shortcut:
https://twitter.com/i/status/1015378622402531328
BTW, I use the shove-it off of the first ledge after the rails which gives you juuuuust enough time to make it to the right spot. But again, unless there is a big re-route, this isn't all that useful - and even then, without first visiting the village and getting the goal markers, the current route is more efficient.
What might come to be useful, however, is a trick I've found involving the hut-covered "down" bumpers (no, not the trick used in Ivory Peaks): by alternating left and right inputs (or vice versa) quickly, you can not only super-bump a faster, farther, higher jump, but you can also clip through the environment:
https://twitter.com/i/status/1015381845146386432
Maybe if we do this in some area that has a predetermined "out" (maybe some of those used for scripted sequences or region-spanning beeline travel) we can move more quickly between areas. At the very least, it's fun to play around with :)
This is really getting interesting. I'm looking forward to how faster we can beat this game. :D
I'm not a runner myself, EinKoopa - I just like finding glitches/shortcuts. Have you been working on a new run?