Is the disparity great enough to warrant an entire new category, or might it be more prudent to have NG+ as a variable for Any%?
So.. It's allowed to exit a level, such as tiralley, after it's completed and then loading up serv through level select to skip the password entry screen? If so, then I would like to suggest splitting the categories into Any% and Story Mode, the latter in which you are not allowed to use level select to skip intermission stuff. Something along those lines, at least.
Down to sub-15 already. This category is effing FUN (And also scary. And occasionally extremely aggravating. But fun!)
LgkLewd, would you mind posting a video showing this? I'm not entirely sure I understand.
EDIT: Do you mean exiting tiralley after you kill the three dudes and then going to serv through level select?
First run done. 20:22, which I'm not too displeased with. It's very easily improvable, especially considering I went into this semi-blind. Fun category, albeit it pretty terrifying at times. XD
Alright, I've hit my sub-25 goal. I'll switch over to Katana% for a bit and see how well I do. Expect to at least see a run submitted shortly. <3
There appears to be more of us than I expected. Very heartening to see and be accepted within the speedrunning community! <3
And, great! I'll be using level select if I mess up in the beginning from here on out. Now that I hit my sub-25 goal, I'll be inching my way as close to that sub-20 as I possibly can. XD
It kinda seems to extend to jump as well. I quit on jump and reset to kick through the level select screen and it didn't skip the chat prompt after subway. Resetting like this on shots loaded straight into shots after exiting and loading superhot.exe
I would be a happy girl if this became accepted.
Hello! Since this year marks the 20th anniversary of the release of Daggerfall, I thought I'd commemorate the game's ability to make me feel really old by trying to learn how to break it for speedy purposes. The tutorial seems to be fairly outdated when compared to more recent runs and I haven't been able to find any guides on the new routes and strats and the like. So, my question is, is there any place I can go to find that information, or even yet if there is anyone willing to take me under their wings for the time it takes to get me started.
Any help is greatly appreciated. <3
Once I get my sub-25 Any% I might have a go at Katana%. My biggest hurdle is that I am terrible with the katana. It's a bit alarming how easy it is to miss with that thing in my experience.
Great, thanks for the clarification! Time save AND not driving myself quite as crazy - WIN!
Hi! I've been doing quite a lot of any% running for SUPERHOT lately with my current goal being sub-25. I was just wondering if you wish to reset on Kickstart because you did something dumb, do you still need to reset story progress or can you just jump back into SUPERHOT.EXE without the run being invalidated? The reset animation is nice and all, but it's just long enough to kind of get on my nerves, especially on the days when avarice supersedes common sense. Thanks!
CORPOREAL Tractor beam hopping: Purgatory and Event Horizon have tractor beams that trap you and transport you in the direction they are flowing. This is quite slow, even when moving within them. Thankfully, you can still jump and quickly drop through them by unstickying. The horizontal tractor beams can be traversed far more quickly by "skipping" above them by jumping when you make contact with it. E.g., the first tractor beam on Purgatory with the string of notes. If you time your skips nicely, you can skip exactly between each note which feels and looks cool. XD When you're in vertical tractor beams, you can climb them much faster by just spamming jump or descend them by holding unsticky. Controlling yourself inside vertical beams is really awkward, so be careful not to accidentally shooting out on one side and smacking yourself against a red wall!
Use this thread to discuss strats and tech for specific levels.
CORPOREAL: Elevator cancelling: Most levels have moving platforms you need to bump into an operator to activate. What you'll see me do with a handful of them is to position myself between its path and another platform. This causes them to stop preemptively, which is most often useful for maybe a .3 or .4 second timesave, but a select few can be cancelled in a way that makes riding them obsolete. For example, on the screen with two officers and a row of employees you bounce on and then return to a few screens later, the moving platform can be cancelled by placing yourself between the operator that drops the box on the second operator that lowers the platform, halting it in such a way you can immediately jump on it and then continuing to the above area. Bear in mind, if you don't position yourself correctly you can either miss the cancel altogether, or even worse get trapped beneath the bottom of and the floor, which results in an almost guaranteed reset. Also, the physics apparently get confused when you do elevator cancelling because when you get on top of the stopped platform your dude can start twitching and erratically "fly" a couple pixels into the air. Perhaps this can be used for breaking the game eventually, but so far it's much too unpredictable to be useful.
Elevator pre-positioning: All levels have elevators and the way you leave them depends entirely on your position when you "lock in" when entering them. For example, if you are on the right side of the elevator when it closes, you will pop out on the right side as well. It's worth mentioning the position is fixed within the elevator's entity, i.e., regardless of the difference in rotation, position or scale of the entry elevator, you'll exit by the position relative to the sprite. For example, the first elevator in Purgatory is flipped upside down between entry and exit, and if you enter the elevator at the "bottom" of it, you'll exit at the "top". When you bop the elevator operator, you have a second to readjust your position before the doors close, allowing you to position yourself more optimally for when you exit. This is probably good for .2 seconds, depending on the elevator. Elevators are also very finicky when they determine whether you're in them or not when they close. I find that they're more reliable if you're unstickied and standing still. The trickiest positioning are those when you want to be in the air when you're locked in, e.g., the first elevator in Purgatory and Event Horizon. The timing is very tight, but just keep practicing and you'll get a feel for it. Also, elevators really don't know how to handle you if you're moving around after you're locked in. This is only applicable to the final elevator in Purgatory where you're floating into one. You'll exit it in weird positions and still floating upwards. This could probably be used to position yourself further to the right than it should be possible, but I haven't found the spot for it yet.
Another seemingly obvious tip that both I and Mr. Scales, Ph.Bro still occasionally forget is to make sure you're signed in before attempting full album runs so you won't get prompts between levels.
Also, I feel it apt to provide a justification for not allowing resets within full album runs, which also is a small tip for shaving them precious milliseconds for IL runs: Resetting on the first screen of some levels doesn't reset the platform cycles. This can be used to manipulate the position of platforms and enemies to favor you. For example, on the starting screen of Rowdy Cloudy, you can let a couple platforms spawn so there's no waiting around for the first moving platform to spawn. These time saves are also far too minute to be useful for full album runs, since they are timed in RL (Real Life, i.e. the actual time that passes) and not in-game time.
Hello! I'm Ellieceraptor (Two guesses on my real name), 28 years of age and living in Sweden. I've held a fascination with speedrunning since I was little but didn't start doing it myself until they gave Sound Shapes away for free to PS Plus members last year. I'm also casually learning Dishonored, SUPERHOT and occasionally mess around with Shovel Knight, though Sound Shapes is the only game I consider myself a runner of.