I finished listing the various levels in the first post. Also, made a video of all the known (theoretical) early Mission 2:
Oh, I didn't know you would translate the post. Cool! Sorry for the general messiness of the original post - I've now fixed its formatting and writing a little. I've also added new info.
There are at least two potential time saves using checkpoint abuse in Siren any%, but neither is used in runs. Just curious if there is some reason for this?
I asked about it from Shiro earlier. He was uncertain, and suggested that checkpoint abuse might warrant a separate category altogether...
Personally, I'm for using checkpoint abuse in runs (because it's faster and not a major glitch) and don't think a separate category would really be necessary. But it would be interesting to get more opinions on this.
I went to town on Siren using save states and cheats, just to discover some potential new ideas for improvement and to answer some previously unanswered questions I had. Here are some results of these tests...
If you keep shouting frame precisely while strafing or walking backwards, you keep accumulating glitchy speed like with regular Gliding. But this style of movement has some differences too.
As you may know, regular Gliding eventually hits a point after which your glitchy speed is reset. Shout Gliding will work even beyond this point, allowing you to stress walls with even more speed than a normal Glide.
Doing Shout Gliding for long enough against a wall will accumulate a strong negative force, enough to push your character a few meters to the opposite direction in some cases. I don't think something like this happens with regular Gliding against walls. But, while unique, it still hasn't helped breach any walls yet (even after over a hundred frame precise inputs with this movement tactic).
Unlike normal Gliding, Shout Gliding can be done while crouched too because shouting interrupts crouch-movement. You won't get much speed increase while crouched, though.
As another oddity I noticed, doing Shout Gliding while in a freefall makes your character fall down slower than usual, allowing you to move further through air.
Performing Shout Gliding is slower & harder than regular Gliding and makes the character speed increase slower too, so its use (even in a TAS) will probably be somewhat specialized, if any.
Out of curiosity I messed with character coordinates with cheats to access normally inaccessible parts of levels. It took a while, but all levels are now listed and (mostly) verified.
To note, if your character ends up fully out of bounds at any time, they suddenly start falling upwards. The fall can still be interrupted if you move back in-bounds... In other words, in TAS conditions this mechanism could probably be used like a controlled tool for gaining height and moving around the levels freely. The biggest problem so far is getting fully out of bounds without cheats, though - no known way to do it.
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Early Mission 2 ! If it was possible to get past the wooden barrier during Mission 1, you could reach the letter and pick it up. Doing this sends the player to Risa's Day 1 - 04:00 earlier than intended and the Link Navigator scenes are graphically glitched too. To note, completing Mission 2 before even completing Mission 1 leaves the original level as fully "unattempted" in Link Navigator, and you can't directly access it.
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All indoors areas lack collision at the moment and can't be explored. That's a general rule with this game: if something is permanently boarded off in some level, it just doesn't exist.
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No early Mission 2: Getting to the graves during Mission 1 just gives you the generic "mana cross" message and nothing else happens.
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Tried using the Church exit, but there's nothing there but an invisible wall.
- Early Mission 2 ! You can watch the cutscene of the scythe being found even during Mission 1, if you could get inside the Cottage somehow. This sends you to Harumi's Day 1 - 15:00 with glitched Link Navigator graphics.
- No early Mission 2: The prompt to pick up the electric cabinet key doesn't exist during Mission 1.
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Early Mission 2 ! If you could get the Sewer Opening Tool during Mission 1, it would be possible to enter sewers with Yoriko even during Mission 1, completing Mission 2.
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I also tested teleporting both Kyoya and Yoriko into the sewer, but the level doesn't end this way. The Sewer Opening Tool is necessary in any case.
- No early Mission 2?: I recall that you can't defeat Datatsushi with the Homunaragi during Mission 1. But I didn't test it on this playthrough.
- No early Mission 2?: I recall that even if you quickly climb the Fire Tower during Mission 1, you don't get Mission 2 for some reason. But I didn't test it on this playthrough.
- No early Mission 2?: I recall there was something preventing you from completing Mission 2 during Mission 1, but I didn't look into it during this playthrough.
- No early Mission 2: To win Mission 2, you need the faded photograph of Akira Shimura. But Yoriko is unable to find this item in Akira Day 1 - 16:00 until you have beaten this level's Mission 1 already.
- Early Mission 2 ! The album already exists during Mission 1 and can be examined, if you can just reach it. This sends you to Kyoya Day 2 - 07:00 early.
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No early Mission 2: There's nothing really preventing you from going to the Generator with Tamon during Mission 1 already, but there is no cutscene or anything else of importance happening there.
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As another note, if you teleport into the large room with snipers with Kyoya and try to run to the exit, this does nothing either during Mission 1. It does work during Mission 2, though.
- No early Mission 2: going to Takeuchi residence during Mission 1 doesn't do anything.
- No early Mission 2: I could get on top of the shed during Mission 1, but nothing happens there (beyond the automatic camera angle change). I guess using the can is necessary to start the full sequence which completes Mission 2.
- No early Mission 2: If you go to the back room of the Shrine early, it's possible to pick up Tomoko's item even during Mission 1. However, possessing it while finishing the level doesn't seem to give you early Mission 2.
- Early Mission 2 ! If you can somehow enter the well early, the explosives there can be examined even during Mission 1. This sends you to Tamon Day 3 - 22:00 early.
- No early Mission 2: just like in Naoko's Day 1 - 19:00, even if you finish the level with all the Shibito dead during Mission 1, you still won't get Mission 2.
- No early Mission 2: Entering cafeteria early and examining the table during Mission 1 just gives you a generic message about the table being messy.
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Early Mission 2 ! If you could get to the courtyard early, it's possible to push the statue and go to the Hospital basement even during Mission 1. This takes you to Kei Day 3 - 12:00 early.
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I entered the Hospital basement without opening the door with cheats just to look around. The objects in the room have collision, but nothing gives a message when examined. The tied up character (old Miyako?) is already there, but her graphics are a bit glitchy and her hands are empty. Trying to hit her with a weapon is the same as trying to hit a wall - the hit is simply deflected.
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Early Mission 2 ! if you could clip past the locked gate, the alternative exit from the level works even during Mission 1. This sends you to Naoko's Day 1 - 19:00 early.
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The pickaxe can be found inside the shed even during Mission 1, but can't be reached because the shed's door is locked.
- No early Mission 2? I think that you can't get Mission 2 on your first play of this level even if you complete it under the required time limit.
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No early Mission 2: you need Trowel to complete Mission 2, and it doesn't exist during Mission 1.
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Just out of curiosity I went inside the abandoned house. To my disappointment, most of the insides of the house don't even exist at the moment. There's only two small pieces of corridor where the Shibito are banging on the wall. The enemies aren't programmed to notice Risa either.
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No early Mission 2: there's nothing to examine under the sheets during Mission 1.
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Most of the other side of the hospital doesn't exist during this level. Just a part of the corridor with the emergency alarm as well as the room where Shiro & Kei are hanging out.
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The room with Shiro & Kei has a floor, but none of the furniture has collision to it. If you go close to either Shiro or Kei, they swivel around to turn towards Risa, but otherwise do not react to her in any way. Killing either with the Umbrella results in a game over.
- Early Mission 2 ! If you could somehow pick up the Beaded Doll during Mission 1, you get a Mission 2 completion upon finishing the level. This doesn't send you to a new level directly, though - it just completes a loop.
- No early Mission 2: I went to Central Crossroads early during Mission 1, but there was no trigger that would end the mission there.
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No early Mission 2: unlocking the gymnasium door can be done during Mission 1, but it won't give you Mission 2.
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I tried what would happen if you left the gymnasium without watching the cutscenes where Eiji Nakoshi appears:
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If you skip both of the cutscenes, nothing in the level has changed after picking up the Crowbar. Harumi is still in the Faculty Room and cannot be given commands to. You can't finish the level like this - the game just gives you the message "Harumi's in danger!" as if you never found her.
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If you skip only the second of the two cutscenes, in that case you avoid spawning Eiji. Harumi has teleported somewhere, but you can't take her with you because she still can't be given commands to. So in both of these cases the level becomes unwinnable.
- I tried what would happen if you activated the gymnasium cutscenes without having seen the cutscene at the Faculty Room:
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when you activate the first gymnasium cutscene, the game hides Harumi to one of two locations like always. However, giving commands to her isn't disabled and if you ask her to "Come Here" she'll come running to you. There is no cutscene trigger at the Faculty Room any longer, so it cannot be activated out of order.
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You can't escape the school because you just get a message that says "Harumi's in danger!" even if she's right next to you and enemies are not alarmed, so the level is unwinnable.
- Trying to activate the gymnasium cutscenes in wrong order is not possible. The trigger for the second cutscene doesn't exist until you've seen the first one.
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No early Mission 2: even if you have the candles with you, it's impossible to light all lanterns on your first play of this level. One of the lanterns (C) just says that it cannot be lit.
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I tried visiting both unused exits with cheats, but they only contain a dead end.
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The trigger that starts level finale at the north-west corner of the map already exists behind the invisible wall that blocks you if you don't have Harumi with you. If it could be reached early, it would be a sequence break because then you wouldn't have to take Harumi with you during the level. But for now, doing this is impossible, even with gliding.
- No early Mission 2: even if you complete Mission 1 very quickly, you won't get a Mission 2 completion.
- No early Mission 2: even if you complete Mission 1 without being seen, you won't get a Mission 2 completion.
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No early Mission 2: even if you knock out all Shibito before leaving the level, it doesn't seem possible to complete Mission 2 early.
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I tried the inaccessible alternative exits out of curiosity, but they both yield nothing but a dead end.
- No early Mission 2: if you picked up the library card from the Mines and if it was somehow possible to get inside the Library during Mission 1, the folklore book there can be examined early. But completing the level afterwards still won't give you Mission 2.
That's it for now...
Pewable found some tactic to breach walls with objects that can be picked up. I think this is new...?
I still have some runs I'd submit if there were leaderboards for individual level runs in these games. Please? >_>
Sling double jumps can be a bit hard to get consistently. In some cases damage boost jumps might be a better alternative:
I guess this thread should be updated to include some more recent discoveries and other videos...
About your question: I'm not sure, since I haven't patched the game. I do know the devs were planning on patching the airwalk, though.
EDIT:
Also, it turns out you can do a double jump using the "breakjump". Aim downwards and shoot with sling (either Sticky or Proximity bombs) right at the apex of the jump to be able to jump again.
EDIT 2:
Feast your eyes on this!
There is a very simple air walking glitch. (I'm not sure who originally discovered it, but as I said, it's very simple.) Can be done as soon as you turn into adult at the start of the game.
#1. To start with, Aloy can't have spear in her hands when doing this glitch, so aim with Bow for a moment to remove the spear. #2. Start aiming with a rock with d-pad and then press R1. Aloy will do a glitchy spear attack while holding the rock. Keep holding down on d-pad for now. #3. After the attack has finished, let go of d-pad. You may have to press X once to regain ability to move. Now Aloy can slide around at walking speed and she is immune to gravity. #4. No way to end airwalk for now, other than maybe retry from last checkpoint.
(Still haven't messed around with this glitch much, since I'm still so close to the start of the game...)
Hey, just for fun I made a run of the "Training" level on PS3. If you'd add it to the individual level list (or as a Misc. Category), I'll submit it. >_>
Found a weird glitch effect in Blood Ties. If something like this could be started in main game too, the results might be devastating.
Findlestick found an airwalk from this game. From the looks of it, this needs a checkpoint that starts from Lara hanging on a ledge. Retrying and trying to "let go" during loading time can let Lara detach from the ledge, but she remains immune to gravity.
Yep, this category has some hidden potential! Now I'm kind of curious what a 100% run of this would look like...
Hmm, I'm not sure of the sub-category timing convention. I just checked out the console main game runs, and saw that they start from choosing New Game and count loading times and went with it.
I made a run of Blood Ties on PS4. Could it be added as a category so I can submit it?
While browsing Youtube for RotTR glitches, I stumbled upon this. Seems some ledges are able to teleport Lara long distances...
Tried it myself in this location, and it works. This particular ledge tends to take Lara from NW side of Geothermal Valley to the NE side pretty consistently. However, Lara's height varies in the process, sometimes causing her to end up under ground and fall to her death.
Was this known? I guess something like this could have speedrun potential?
Entertainment is extremely subjective, but here are some runs I remember enjoying in the past months that don't rely too much on glitches: Crash Bandicoot 2 any% (with game over abuse). Defunct any%. The Evil Within runs (especially Akumu / no-upgrades is damn impressive). Tekken 3 unlock all endings / 1 round. Bloodborne runs. etc.
I guess in theory, games with decently fast gameplay, good presentation, creative tactics, enough variety and minimum amount of downtime are the most universally interesting ones to watch, even for someone not familiar with the game. In that sense many classic platformers like Mega Man-games are close to the "ideal" speedgame...
I guess I'll use this thread for reporting other new and possibly useful stuff I find from this game.
I've tested Operation: Swordbreaker pretty thoroughly now, and despite the new OoBs, I couldn't find new sequence breaks. One theoretical skip would be to go OoB and underneath floor after passing through the big temple, and then hit the vent trigger of the underground passage from OoB. This would skip the conversation with the wounded soldier. However, the ground is too low in this area and it looks like the underground passage can't be reached from OoB.
This also happened on one of my replays of the level. Might be a time save if it was figured out properly. (Video description has most of the info.)
Many Assassin's Creed-games, like Black Flag, are not particularly well suited for this kind of a list IMO. They're modern games through and through; holding the player's hand unnecessarily long via forced tutorials, and featuring, if not straight-up unskippable cutscenes, at least a lot of waiting around.
The Batman: Arkham-games became more and more cinematic and cutscene-heavy as they went. Knight is a particularly bad offender with a ton of waiting around the game.
In case you want more suggestions, here are some off the top of my head: all Siren-games, all Devil May Cry-games and all Silent Hill-games (excluding Shattered Memories and Downpour) only (or mainly) feature skippable cutscenes.