the one before the wall slime; it saves time landing on the one before the drop
omg you even did the frame counting for me what a homie. also this could totally be under 18:
at the end, the bottom right corner of the wall doesn't exist, so you can jump way earlier.
in room 3 (~8 seconds) try and jump after leaving the platform, it saves like .2 if done perfectly, and loses like nothing if messed up a bit.
(If you wanna see what I mean, check my run, or SirSkippyMan's run for at least the end idea.)
i feel like just in my head alone there could already be so many basic category ideas just to have more run options (if people are willing to fiddle with them, i might anyway). the ones i immediately have in mind are:
no sliding
no abilities (using none throughout the run)
all kills (including the needless ones, though this would be painstaking to track)
no ability charge glitch
100% (all cuts and full training bit, please don’t do this, it’d be so obscenely hard to track during the pace of the game)
no player deaths
and probably whatever combination of these you could imagine. all these with no slow down would prolly be better, slow down is weird to do and busted.
this idea has so much potential i’m so happy someone is using vortex
i mean i don't know a ton but i'd assume that'd be glitchless, which isn't a thing rn, but maybe it could be. i think that'd be neat, especially for newer players, actually.
max boxes sounds mildly absurd considering a box can be used repeatedly, and that one can reset level attempts. if there's a way to make it so the potential isn't inherently infinite, such as max boxes obtained rather than used and no levels resets, then sure.
has been a while but ye that 8 block door skip is rly precise, not because of the box but because, as hahhah mentioned, u need a rly good super jump
So I notice that it seems like no uses crouch cancel clips in the tunnel section of mines. Is there a specific reason for that? Like is it slower or do people just not know about it? I figure it'd allow for divekick speeding through the tunnels since there's no ceiling on the top of the stage, as well as skipping the AI bout since the AI doesn't clip. I personally don't enjoy AI-based runs enough to rly run this; plus there's minimal tech to use (which is what i find fun). But it'd be cool to see this used, as I feel like it could save a few seconds.
If ppl don't know what I mean by a crouch cancel clips here's a bit of an explanation: in Nidhogg u can, well, crouch. u can also hold ur sword in the throw stance. going into throw stance cancels the crouch state. This is fairly useless on the ground (actually it can't be done instantly on the ground), but a throw stance can be used to cancel a crouch hop midair. this then returns u to ur original hitbox height midair. doing this when u'd normally be near a ceiling with a crouch hop, say in the tunnels of mines, clips u into the wall. the game then forces u out of the wall, to the side if ur only partially in the wall horizontally, otherwise up or down based on how far into the wall u r vertically.
basically yeah. to my understanding a super jump is just multiples jumps stacked together. there are also coyote jumps in this game (jumps after u leave the ground), but technically the reason they exist is the same reason super jumps exist. but a coyote jump still only jumps once. so like i'm wondering what part of "glitched" jumping makes it considered a super jump in the first place, in your opinion. you are kind of the mod after all.
ok for clarification what’s the definition of a super jump. like a concrete “this implies a super jump” thing.
i'll be honest i would sooner see super jumps as a glitch then key skips. super jumps work because the game has an attempt at coyote frames which work after you leave the ground. but this also applies to jumping. so you jump, and then jump again, and again, until the frames wear out. essentially it just means u jump from a higher starting point. key skips are just going over a wall (normally) to activate a loading zone behind the wall. it's not intended but it's not such a stretch that's it's super glitchy. for example, both room 7 and room 12 can be key skipped without using super jumps. they require ledge hops (coyote jumps) to my knowledge, but at least room 12 might be able to be done without if the jumps are precise enough. technically both of these could even be considered bugs, as they're both likely just flaws in the coding of the game more than anything that breaks the game. it's not like you're abusing the wall code to glitch through walls or something. anyway, i hope you enjoyed my ted talk.
So is glitchless just beat the game without skipping locks, or is it beating the game without super jumps? or is it both?
actually u can use only two boxes (the same box twice) in "the impossible" #room10skip