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discussione: I Wanna Be The Guy
AustraliaBogandemon8 months ago

Yeah, there are no guides per say, but a lot of the glitches work how they appear, even if they don't make much sense on the surface. From memory, I will give a brief description of the major glitches that are used:

  • Wrong warps (Kraidgrief area and after Wily boss) only occur when you do not touch a save at all throughout the run. Because you have no save data or any current save location, it will take you to the co-ordinates that you would spawn at the very beginning of the game, but in that particular area. So if the initial spawn the very first time you load is x 800 and y 800, you will spawn at x 800 and y 800 when you load into a different area, which just so happens to be just barely after the spike wall in the kirby area, and the room before dracula in the other area. This happens with every area in the game, including the final area/tower (which I do not remember if that would have any benefit or not)

TLDR; so long as you never shoot a save, if you restart the second you go to the tetris room and the second you finish the post-wily room, you will teleport to those locations seen in the runs.

  • The metroid room is probably the most odd of the glitches. You can do a lot of really bizarre things with the platforms. The old strat involved you having two of the platforms fall onto the kid at the same time, which seemed to send the character very far into the air, eventually falling onto the item for the wily boss. The strat in the WR is a combination of that, plus some weird logic that happens when horizontally aligned platforms hit the floor at the same time as a collection of two or more. It seems to send the kid sideways. The best advice I have is just to attempt to copy the WR, but keep an eye on making the platforms as in-line horizontally as possible when they collide with the ground. It may be worth having a play around in that room, as there could very well still be a more optimal way to do it (if you so wish).
  • The final glitch in the tower (gradius invincibility) occurs when you die on the final enemy and have the bullets kill him after you are dead. The game believes you have died but it respawns you again after you kill the final enemy, causing you to be invincible and able to walk through the next couple of rooms without getting killed. Probably the hardest in execution but still nothing crazy.

Sorry for the long post, but hopefully that should clear up any/some of the confusion you've still got. I am more than happy for you to reach out to me for further explanation if needed. Best of luck on the runs Logic, I hope to see a sub 17!

Tesivonius, LogicPQ, e Lyren ti piace questo
AustraliaBogandemon3 years ago

Gave it to the developers and hopefully they'll find a fix for it.

Cheers for the heads up.

millacks piace questo
AustraliaBogandemon3 years ago

Yeah, that should be fine. I would argue the case on the original, but since the remaster doesn't have that delay when you start the game, there should be no real issue.

Ion_Amber, Tesivonius, e millacks ti piace questo
AustraliaBogandemon4 years ago

If people are willing to do some runs for these categories, then there probably wouldn't be an issue with adding it to the leaderboards.

The main problem I saw when playing them is that both dotkid and vic viper make the game incredibly trivial. As well as that, once the novelty wears off of being able to literally fly through the game, VV isn't an enjoyable run, since there aren't many new things to learn, and dotkid doesn't have that many skips that really warrant it being a separate category (at least that I know of). I could see Owata% being an interesting run though.

All item runs have always been cool for me and I enjoy them, but they really only add about a minutes worth of extra stuff to do, so it doesn't seem necessary at the moment. But if people would want to run it, then that would be a simple one to add.

millacks e Lyren ti piace questo
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