Zips
Due to limitations in the memory allotted to the game's rewind system, it is possible to overflow it by exceeding a certain number of actions that are rewound. After that point, the game amplifies the inputs instead of reversing them for some reason. While zipping, the game ignores collision completely. This can be used to bypass doors, walls, etc.
Rewind tricks
When the game is rewound to the exact same point twice, the previous action gets extended. Some examples include the following. Extended jump:
Extended wallrun:
Wall jump continuation:
First person glitches
When holding an object like a box or a lever, entering first person camera and moving the analog stick very slightly in a particular direction leads various forms of glitches. Here are some examples. Box teleportation:
Instant lever:
Lever glitch
When a lever's handle is approached at a very specific angle while the appropriate key to hold it is pressed down, it causes the lever's turn to be instantly completed, skipping the animation.
Boosts
There are various ways in which a boost can be got in this game. A boost can be defined as a noticeably large launch due to which the prince gains a lot of speed and height. The most common type of boost that are consistent and useful for zipless runs are damage boosts. When combined with the slomo power, it gives an even bigger amplification.
Another type boost is rubble boost, performing certain actions near a falling platform has a chance to lead to it.
Invisible sword glitch
This is an area specific glitch. Having the swords out just before entering the final door in the mystic puzzle before the tomb segment caused the prince to have an invisible sword while normally he is supposed to lose his weapons. The effects of this invisible weapon can be observed by going near an enemy, by rebounding a wall and converting into an attack combo, by pressing attack while hanging on a ledge, etc.
Invisible ledges
This is essentially an extension of either rewind tricks or first person glitches. Basically when the prince is glitched out of a ledge such that he still maintains the ledge stance, he can walk infinitely on an invisible ledge that goes in a specific direction. First person glitches can also be used to change this direction.
Zombie glitch
Zombie glitch is a state where the prince has 0 HP without game-overing. This state has several advantages like not aggroing the enemies, not triggering the spike traps, etc. Here is a consistent way to get into that state:
Trap fall damage cancel
It is possible to survive falls from heights that are ususally not survivable by getting hit by a trap at the very end of the fall.
Enemy clipping
By precisely positioning an enemy and trying to land in a same position as it (usually by a wallrun flip or my vaulting over another enemy), we get pushed by the enemy's hit box and this push also ignores other form of collision, making it possible to clip through closed doors.
Ledge storage
By interrupting the animation of climbing into a fence (usually with an enemy attack), we can store that action into memory. This storage lasts until another fence is climbed or if the game is quit to main menu. When it is active, if the prince auto-climbs into a solid object, the stored action is played and the game tried to teleport the prince to the location of the original fence. However collision is active during this so most of the time prince gets stopped by a wall. Here is the glitch in action:
Cancelling a wallrun by pausing
When the game is paused in the middle of the wallrun, there is a chance that the game ignores the wall collision momentarily when unpaused, causing the prince to fall in place. This kind of fall also lets the prince survive slightly more height as compared to just releasing the wallrun.