First things first shouldn't "Any% With Glitches" just be "Any%"?
Next with "Any% Glitchless" at what point is a mechanic a glitch? My main question is related to cutscenes. When in a cutscene only nearby objects are loaded. meaning you can walk through doors, enemies, ect. This can be seen here where both an unloaded door and Nightgaunt are clipped through
Don't get me wrong, I think abusing unloaded objects in cutscenes shouldn't be allowed in "Any% Glitchless". I just feel this should be clarified.
I'd also like to see an "Any% No OOB" category, because there are cool clips that don't utterly break the game. A list of OOB and Non OOB clips can be found here: https://docs.google.com/spreadsheets/d/12MwUXost9th_LLvmsZ-Ad7WrK1-n55B3pN2eUgrEXZQ/edit#gid=2131349333
I know it's a bit dumb to ask for new categories when no one runs the current ones, but I hope to start running all three soon, once I've finished learning them ("Any%" route is hell lol).
Finally could an admin add NintendoHardGamer's "Any%" and "Any% Glitchless" runs to the board manually? he's made it very clear he's not going to post any of his times here (read the comments of his 6:21 run if you wanna see his reasoning).
I even made the effort to retime his 2 PBs for ya : ^)
NintendoHardGamer's "Any% Glitchless" in 10:55.88
NintendoHardGamer's "Any%" in 6:21.34
And this is the reason I like to research into the game!!!! excuse the bad playing, I wasn't using my normal control scheme and I was just so fucking excited to find this. This is what I'd hoped clips would bring, but unfortunately it uses the alt+e glitch on the mac versions of the game. enjoy :)
Sigack and I have been working on a general glitch guide that tries to explain how and why they work. it's available on google docs here: https://docs.google.com/document/d/16Mxo096VXA_cqoZZqqSK7-3ZNbBxqvIM-_BJbXkrk58/edit?usp=sharing It's a bit rough around the edges, but hopefully it's understandable.
I've been having fun playing around with some of the clips in YHtWtG and decided to do a small guide on the topic. The guide can be found on google docs: https://docs.google.com/document/d/1iPk9cFz-WTkmfYQBrHvKEuP54mlDaTBTpOJHqzzCyIw/edit?usp=sharing
The Platform clip is arguably not a clip, but it has an interesting affect on the player some times so I added it.
My main concern is that the Transition clip explanation is possibly hard to understand.
Let me know any feedback.
So this is a simple trick. The in-game timer is saved on contact with a bell. By exiting to the Main Menu and then Continuing, you will be restored at your last bell with your in-game time set back to the previously saved time.
This means you can redo a section of the run over (from the last bell) with no time penalty.
The rules don't mention this trick. I'm guessing this is not allowed though.
Side note: This trick makes it possible to do password storage glitch within a single run, without any in-game time lose.
Edit: Forgot to mention that dying and respawning at a bell does not count as hitting the bell, so the last save will not be affected. meaning exiting and continuing will still work.
Hello, me and Sigack have been working on a YHtWtG Autosplitter for Livesplit. It should work for both steam and non-steam versions of the game.
The Autosplitter allows use of YhtWtG's in-game time in Livesplit, and will automatically split when orbs are collected.
For the script or more info here's the github page: https://github.com/Turnipp/YHtWtG-Auto-Splitter
Admittedly no great amount of testing has been preformed yet and I've only been able to test this on a few different computers, so it may not work on all systems.
If anyone checks it out let me know what you think.