Found a method of using out of bounds collision on the spiral staircase to get past the first idol bypassing yorda all together.
In this state, shadows do not spawn because I never triggered the yorda acquisition cutscene.
Currently stuck at the chandelier room with the third idol. Getting onto of the idol doesn't work (Fully modeled collision)
We would have to find a way of getting from floor 2 to floor 1 without dying to be able to get anywhere else
*Yordaless% is a challenge run im trying to do where im attempting to get as far as possible without picking up yorda. Ideally the end goal would be to activate the 2 idol reflectors needed normally to get into act 3.
Found a way to skip the owl endcard animation. If you hit the owl during the quitout animation you can beat the level and immediately warp out.
Realistically you can save maybe a second with good menuing in Any%. Doing this off every level can add up but you're also risking alot if you don't hit the trick.
This does not appear to work for vera for whatever reason Window is kinda tight in general
Besides the current findings im out of ideas on how to push this.
If anyone finds anything else just DM me.
Found a method of getting over the guard gates by using eris (See video example) (Tested on 3DS)
TLDR You can keep resetting Eris's homing attack animation by standing next to specific walls.
AFIK You can skip Eagle library and maybe rhino caves *Rhino caves Untested.
Can't get into swamp early yet because of the rhino barrier and the rhino hub you can't clip into using this method.
Not sure if this is a well known thing or not but i'll share
Roll Jumping into a corner and mashing the Character toggle button (X) Sometimes you will start gaining a good amount of height.
I assume if you could gain enough height off this tree you could clip into the other tribe gates. (Loading zones always present)
In testing with Moonjump, the swamp doesn't seem useful to clip into since you have no way of getting into the actual level
*I've tested this on real hardware before and seems consistent with the emulator version
"Menu Storage" is a glitch that happens if you die during the stage clear animation. The retry menu will take priority over the Stage clear menu
Upon hitting retry, the stage complete menu will reappear. This is useful if you're going for RTA IL Records, (Not IGT) as you can warp out of the level immediately.
Additional side effect is that you can save whatever IGT you had when you hit the owl even though you died.
Current levels with Menu Storage ↑ 1-5 (Useful for IGT Aswell as RTA Timing)
↑ 2-4 (Haven't been able to get menu storage on film but i've gotten it before early in my playthrough.
Found this a couple of years ago, you can skip the fusion grenades by using crates to clip through the door
I think this would be useful if you were trying to a run with minimum item pickups. (Albeit, having only the basic pistol for the whole game would be abysmal)
Found a way to be able to complete tall plains early using the minigames menu.
For context the minigames menu is something that is supposed to allow you to replay certain setpieces but its supposed to boot you back into the main menu in theory
However, Dying in the tall plains minigame glitches the game and allows you to continue past where the minigame is supposed to end
You carryover the inventory and save slot of the most recently created (EDIT: Actually the most recently loaded), file.
If it was say a save file of the final boss you could carry over earth breath into tall plains.
This also means if the last created file was in say swamp, you would be in theory be skipping Swamp, aerial skies, dantes freezer. And Most of tall plains
This saves 15 minutes off of a 38 minute category. But this definitely should be a category split.
(Also PS Dont submit this to leaderboards because i had autofire on from testing)
the only reason i can assume for the crashes is sprite tables being filled up beyond what the game can handle. (Garnering that from the fact that blaster bolts trigger crashes alot)
Tested off the cartridge, a list of how each level reacts to this data glitch https://pbs.twimg.com/media/FbfeepMXgAIM-Eg?format=png&name=large
The levels that can be completed without crashing or softlock are Asteroid chase Jabbas Palace and emperor fight
Running off the original cartriage https://pbs.twimg.com/media/FbWi7YWWQAAxU-m?format=jpg&name=small You have to go at it for awhile but it works. The tileset corruption looks different on emu but it is still corrupted
Further testing on crashing is to follow
Do you have a consistent method of getting the quick kill on the final boss? Been ramming my head over and over into a wall trying to figure it out
Spidersqueeze if you hold right after falling off the top ledge, you should land right next to the spider, jumping past him is easier doing this since his hitbox hasn't had the chance to grow yet
(its mildly consistent but it would still be advisable to practice it using save states)
Charge glide at the start of the game, you should be holding the glide button as you close sparks textbox so you're still gliding
.CLIFF MONKEY SKIP
You can just barely squeeze past this monkey if you charge jump
Gonna post video examples of new time saving strats, If im posting these, these are likely new finds.
.DANTES FREEZER ELEVATOR SKIP
Never got this in a run, i had the timing completely wrong
(Seizure Warning, for garbled visuals) Found weird data corruption glitch. If you pause on the same frame you enter a level door the game incorrectly sets the flag for the silhouette extra to be on.
Eventually it has severe effects on the games ability to operate.
0:23 and 2:11 for effects showcase This might be useful if you could somehow control the data corruption to give intended effects like skipping levels or gaining massive studs but im not sure.
I got this crash error message for trying to enter blockade runner "Jumped to invalid address A50918A4"
I have no idea if this is known or not but you can gain infinite height with gonk droid if you're playing in 2player mode
Found this awhile ago, might be useful not sure
Example of really good stomp boost movement 8-3 is Possible in 20s (The first segment i mean)