Glitch/tech Terminology with Examples
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Glitch/tech Terminology with Examples
Aggiornato 1 year ago di ripWSB

Zoop – with autograb turned off hold connecting yarn (triangle/X/Y) and carry (L2/ZL/LT) buttons together. So L2 + triangle for PS, ZL + X for Switch, LT + Y for Xbox. One yarny flies and merges with the other yarny. Two controllers needed.

Zoop cancel (boost/shift/etc) – when yarny A zoops to yarny B, yarny B zoops which cancels the first zoop. Two controllers needed.

"Neo-climbing" - using the game's carry button (L2/ZL/LT) to climb up vertical surfaces. This can be done in solo or co-op and autograb doesn't have to be off. Co-op : at a wall, both yarnys hold down L2/ZL/LT, keep the analog stick pressed directly up, and keep jumping until you're at the top of whatever vertical surface you're trying to climb. Doesn't seem to work very well on slanted walls. Solo : at a wall, hold down L2/ZL/LT and alternate between yarny swapping (triangle/X/Y) and jumping.

Zoop wall jump (ZWJ) – chaining multiple zoop cancels together in a row. Height restricted to the length of yarn between the two yarnys. Two controllers needed. This can also be done without a wall and looks kind of like one yarny is being juggled in the air. https://m.youtube.com/watch?v=MB22VlfEshk

Infinite wall jump (IWJ) – PC only trick with keyboard where you hold the direction into a wall, then tap away from the wall and jump at the same time once you come in contact with the wall to essentially jump your way up. Height not restricted though doing this when yarny is not visible can be difficult.

Partner swing – while yarny A holds onto a knot, yarny B holds onto yarny A, which can increase the swing radius and also allows for greater swing momentum. Can be done in solo or co-op.

"Super swing" - using a partner swing and conserving the extra swing momentum upon release by Yarny B zooping immediately after yarny A releases. Like regular swings, there is a max distance you can achieve with a well executed super swing. You can travel further than regular swings but won't travel as far as a lucky fling.

Fling – zoop cancel while a yarny is flipping (front flipping usually seems to give the best results). Yarny A zoops while yarny B is front flipping, as yarny A is flying toward yarny B (usually in a high arc), yarny B zoop cancels yarny A, which then propels yarny A. Yarny B can then zoop to yarny A to conserve the fling momentum. Two controllers needed. Using flip on the ground : Using flip from a knot : Using a second cancel in air for a "super fling" : Canceling a swing fling very late for a "groundpound fling" (needs higher fps) :

Log/branch launch - near the start of chapter 1 there is a log that can be used to propel yourself. With one yarny on top and one yarny below the log, have both yarnys hold the carry button (L2/ZL/LT) and by moving around (or jumping helps sometimes), there can be a violent reaction which sends the yarnys flying. There hasn't been a consistent setup found for this trick yet and it seems to be pretty random but if you get lucky and get shot off to the left, you can sometimes land at the end level trigger with the steps to the lighthouse and essentially skip the whole chapter.

Skateboard launch - same as the log skip but instead using the skateboard in chapter two. If lucky with the reaction and shot to the right, you can get closer to the end of the level or even sometimes land in the last room before the end level cutscene.

Tangle – when the yarn gets stuck on something in the level while attempting to zoop. Sometimes you can move the yarnys around so the string frees itself allowing to untangle. Tying a knot on an anchor point usually separates the yarnys but you might still have yarn stuck in the game environment. Worst case scenario, a checkpoint restart will do the trick.

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