Some skips involve spamming the helicopter button, which is probably easier on a keyboard than on a controller. Loading times are also much faster on PC.
As far as what clocks you should get, I made an excel file with the requirements for all levels, as well as the clocks and golden carrots inside. To put it shortly, these are the highlights you should keep in mind for any%:
• To beat the game, you need 120 clocks. All levels combined, except the ski level and the puzzles level in dimension X, can give you exactly 118 clocks. You need 117 to open the puzzles level. Therefore, you can only miss up to one clock (plus the ski level) in the whole game. The one that is missed in the WR video is the acme crates in the main medieval level.
• Most levels come in the order you unlock them. Check the WR video for a sample order, keeping in mind that you will have to go out of your way to complete either duck vs rabbit or planet X conquest before you can unlock carrot-henge
• Some levels have to be played more than once as you unlock more spells. These are The Great Escape, the medieval level, and Sam's lair. You'll have to play The Great Escape three times (after unlocking jump and music) unless you can do a skip. You'll have to play the medieval level 3 times after unlocking music and fans.
Level select is from the main menu.
Level select is through the "load game" menu. Just beat the game once, and you can then select a level from that save.
To activate noclip/ghost mode in-game, you'll need to bind "ghost" and "walk" in the user.ini file.
Is there anything else you're looking for from debug mode that's not just one of those two things?
Hard to define what counts as a glitch.
Why don't you just do a run with whatever restrictions, and not bother posting it on sr? That's what everyone does. Accident is any kill for which body found doesn't count against your score, except poison kills. That includes falling objects, falls, drowning, explosion accidents, and a whole lot of scripted kills. People don't really bother with the tutorial, but they usually run SA, sometimes SO (not necessarily).
Looks accurate to me; how did you time your run? I timed your run and it looks like it's shorter than 15 seconds.
Of course there should be interest in actually running a category before adding it officially
I know you still have to fight the boss on PS and SNES; I believe you also have to fight him on Genesis.
Another possibility for SD capture is Elgato Game Capture HD, not the HD60 or newer versions. The HD has an analog input which comes with a component/composite cable and a PS3 cable; I think they also sell an S-video adapter for the analog input.
The zips can only be done on Japanese SNES version. All you need to do is jump towards the rope, and press jump on the same frame Mickey grabs the rope. If done at the correct height and angle, the zip will bring you to the end of the level.
For the zips in Mad Doctor, I believe the setup is very lenient. For stairs zip in Haunted Halls, the setup would be at the third-to-last step, facing away from the rope, and grabbing the rope at the height of your jump.
I thought a video might be more efficient than an explanation in words:
We haven't found any warps on Genesis though, only SNES. We already knew that exceeding the sprite limit triggers warps, so we've been looking for any consistent ways of doing so. This proves that warps might exist in versions other than SNES (specifically Genesis); maybe Linkboss will be interested in looking for some?
Hello,
I'm not sure if you guys have looked into any way to bypass desynchronising after going too far out of bounds, or if such a way is even useful in the run; I have found that, whenever we go past the white barriers to an unavailable area, the game continually checks the minimum distance from a white barrier and determines if we should be desynchronised only from whether we are on the OOB side of that particular barrier, ignoring whether we are on the OOB side of all other barriers.
To see this, I noticed while doing sequence 2 (when the Vatican is still unavailable) that we can actually go outside the barriers that cut off the Vatican in one spot where there's another barrier delimiting the end of the map. Since these two barriers are close enough and orthogonal, we can safely reach the eastern part of Castel Sant'Angelo as long as we are closer to the barrier that delimits the map, than to the barrier that cuts off the Vatican. However, whenever we get closer to the Vatican cut-off, we die immediately.
I am not sure if you guys can apply this exploit to the run in any way: feel free to look into it. All you need is two white barriers, close enough to each other, such that the safe area of one is in the unavailable area of the other.
Keep in mind that the NA version won't run on a PAL PS2, at least not without modding.
Also PAL doesn't have credits skip in 120%. Also, I believe only PS2 slim can do fast disc, those would be 70k-90k series.
The rules on the category say "all stores/rackets/warehouses, all movie clips, all executions, all safehouses and all safes" but I remember achieving Don of NYC in casual play without having all the safes, clips, executions and safehouses; I believe you just need all the stores, not sure.
Ghost%? Splendid idea! Here's a 14:16 run (RTA), about 12 minutes faster than OP:
This uses a sequence break I found: spell challenge levels have a trigger (the exit at the challenge room) that can take you to different levels. If I ghost straight to the challenge room, the game gets very confused when I reach the exit, since previous triggers weren't hit. I've got the game to give me different outcomes upon exiting: softlocking with a black screen, or bringing me to the castle without an objective (effectively softlocking), bringing me to the Quidditch cutscene, or bringing me to the Buckbeak execution cutscene. These two last results do not softlock the game, and obviously the execution is better than Quidditch since it's farther ahead in the game.
I thus looked for a consistent way to reach the execution cutscene, and the fastest way seems to be going straight to Draconifors-Lapifors and completing the challenge. These sequence breaks are only useful in ghost% for now, but if you guys find a way to get past the gates in the challenge room without ghosting, you could apply them to better any%.
Did you map the buttons through config - gamepads - port 1 - pad 1? Personally I use DirectInput and dualshock.