Still a lot to be found, here are some thoughts
5 years ago
Cornwall, England

Hello all,

Seeing as Flower just got an amazing 31:12 100%, I've been inspired to talk about the potential left in this game. I spent many hours glitch and skip hunting and after finding the odd optimisation and the playhouse skip, I moved on to other projects. I fully intend to return some day but if the community is alive, I may as well let you all know about some things I found that were never implemented, in case anyone wishes to test or implement them themselves.

Birthday - We can get out and explore the whole house aside the basement and the washing room. the house doesn't load in its entirety so there is an area where you can fall underneath. I believe there to be a trigger for Home where the gold pipe would be, underneath the house. Some more promising results I had were clipping through the bedroom door and almost pushing myself into the washing room. From there, you can lean clip on the drying rack to drop through, which seems viable.

An alternative would be to clip a pillow through the door before you clip yourself through. I've had some luck getting most of a pillow through with leaning and launching to upset the polys but never all the way through, it's worth looking into further though.

Another thing that is never implemented is picking up teddy with no animation after the train. It's possible on console, untested on PC. As far as I can tell you have to pick him up in the first few frames it's possible to do so, and it think he's still in his previous animation so the action is instant.

Home - Home is fairly optimised as is, but here I will talk about the playhouse as it's where it's first featured. The playhouse skip in Home is quick and reliable, but when approached in the two other levels, barriers and walls block your way.

At the end of playground, a solid wall blocks your entry from the normal skip entrance. You can take the block you use to jump up with with you and you will find there's also a ceiling that's impassible. The trigger for the next level doesn't mean you having to enter the room however, you can hit the level trigger from underneath like we do in Wooded House. There is a small ledge you can climb on underneath the trigger room but it's finicky and impossible to clip through. An option might be to find a lean clip on an invisible barrier but I'm yet to test that.

The best option right now is looking like going left around the house instead of right. You can get up on some rocks under the fence to the left and carry the launch block with you, onto a pipe and then up to the corner of the house. The two options then are trying to get on the roof or find a path/clip around the side. I have not achieved either personally but both seem very viable.

When arriving back at the playhouse after Forested House, we encounter a similar problem to the previous level here. There is a window here however and that shows some promise of a launch into it being possible. There is also a ledge on the right side of the room that extends out to near where the pipe is. After launching off of that there is some collision nearby and it may be possible to land on a branch or invisible barrier and then fall down into the pipe and thus trigger. I have also extensively tested the idea of holding an item while falling and trying to launch back up off of it, but that seems either impossible or negligible in effect.

Playground - There are several weak spots in playground that may or may not lead to something. I've often had the suspicion that if one were to get oob and onto the roof of the tunnel they might hit the trigger for the bridge checkpoint simply due to the height. By the roundabout in the tunnel is a set of rocks that are climbable, but very difficult to get very far with. I'm quite sure that just beyond them you would be able to lean clip out or walk through the rock. Another thing is that you can in fact launch over the roundabout with a building block from the start. Not sure if it would have any effect on the game state or the time saved though.

Before the slide, you can jump on the roots used as a guard rail using a block to launch yourself. You can then fall down and pause buffer until the game sets your checkpoint to the bottom, then reload from checkpoint. It saves the whole slide animation time but you have to carry a block there and then reload. It may be that there is a ledge we could catch half way down and not need to pause buffer, it takes a long time to test though and my patience wore thin attempting this.

If these strats do become viable then we could substitute the missed owl at the roundabout for the block we use to launch past it, when we arrive at the seesaw. The weight of it and the spade should be fine to get up.

If we manage to keep the block going up the tower, you can launch over some of the smaller walls at the end by the memory, and into the golden pipe skipping the animation. It's not much but a few seconds is a few seconds.

Forested House - Not much to be said here, other than a consistent set up for the chair clips might be in want. There are some far flung theories of mine about getting on the roof of the FH area but it's a tall launch and when I have launched, often the roof is solid. It may be worth testing corners and painting areas where collision tends to be faulty, the vase in the spawn room gives a good launch.

As a side note, when in the library you can clip through the rocks on the ends of the river. It's just missed collision but it may be useful and failing that, it's a pretty funny glaring error.

I tested the whole outside of the library for a faster clip and most of the ground out there has no collision, but it may still be plausible to clip before the air vent, I wouldn't rule it out.

Into The Closet - The beginning of this level is well optimised, although theoretically using the doors inside the pit we could launch up to the checkpoint faster. If you manage to carry the shoebox (?) we launch off down on top of the doors in the pit, it may be viable to just get high enough to hit the checkpoint and then reload from the menu. Most of the cupboard doors and cupboards themselves are explorable here and have collision but the roof is definitely solid and there seems to be no faster way.

Moving on from that, the lamp/ladder area is buggy as heck. If you move straight forward from the grandfather clock and dont turn left, the alcove in front of you has no collision past a certain point. It's possible to climb on top of the cupboards in the walls from the outside of the level, using a shoebox to launch again. From there, if you managed to get another one with you, you would be able to get on the roof and get to the memory earlier that we currently can, I predict. I could not however manage to get any entity on top of an oob cupboard without dying myself, so if it's possible, it's hard.

Finale - There may be a faster clip possible at the end. The one we use is good but it takes a few seconds to set up, however if you clip outside right where the chair is, you can land on a ledge. This ledge can take you a certain way close to the ending hallway but may not be viable as it drops off at one point. I haven't been able to use it to finish but I wouldn't rule that out either tbh.

So, thank you for reading, if you have any questions about testing theories or you have ideas of your own, I'd love to hear them. If you read all of that, thank you for reading all of that lol. I'm sure this game can and will get broken further and I look forward to a bright and interesting future with this speed game.

96baconbits likes this
Minnesota, USA

Can't remember exactly what version I found it in, but there is a flying bug. only issue is: the Terminal Velocity kill trigger still remains, and if you land on ground that is lower than your start point after hitting a checkpoint, you die from fall damage.

Forgot to mention, it is REALLY slow to set it up, but can be used to possibly explore more areas of the game without the use of the console.

EDIT: It is possible in version 2.0

Edited by the author 5 years ago
Cornwall, England

Seems like an exciting possibility. I only have the game on console right now however, so I’m unable to test a Ver 2.0 glitch. If you describe the method to me however, I might be able to adapt it for console/3.0.

Game stats
Followers
72
Runs
130
Players
34
Latest threads
Posted 2 years ago
0 replies
Posted 2 years ago
3 replies
Posted 2 years ago
2 replies
Posted 4 years ago
0 replies