Could a 'fresh file any%' category get added and then that way there'd be an option for having stuff unlocked already and not? It's a bit of a longer run with some more variables to it than the ng+ version but was still pretty fun. Did a run of it a while ago for reference here:
ooo nice, looks like the tentacle yeeted you? Hopefully that's something that can be repeated. Maybe a timing of the jump with it coming up and out of the water or something?
These are known about but GGs for discovering them for yourself, too! That's awesome to see. There are some really cool and weird things we're able to do in this game. Hopefully you've had fun messing with the game and continue to try new things. Maybe there's still more out there yet to be found or utilized for the speedruns.
https://www.youtube.com/@dashmaster_sav098/videos has some quality videos covering various glitches, if you (or anyone reading this) is interested.
I'm going to archive the category for now since there hasn't been any runs but if you or anyone else does a run of it in the future, it can easily be added back.
That's pretty sick! At the very least, I could help test it out on Epic or Steam. Seems like it'd be a pretty useful tool.
I've thought about going through the old runs before and timing out the chapter load screens "by hand", to see the differences between pc/pc & pc/console. I'd be curious to see what the load remover would consider the loading screen.
On a slighty different note, I always thought ILs could be fun for this game, too. Even if its speedrunning heyday might have been years ago.
Sure, I don't see why not. What would be the start and end times for the rules?
If anyone does one of these longer "100%" type of runs, let me know and I can add a category. Some that come to mind that seem like they'd be interesting would be something along the lines of a "Collector" category where you complete all of Susan's collections or a "Spiritfared" category where you take all able spirits to the Everdoor and show the 100% on the main menu for that game file assuming that's what that number is in reference to.
Grabbing red pins in various ways can lead to some interesting things in this game. There may be more out there yet to be found but so far, two very useful glitches involving grabbing of red pins are as follows:
- "Ghost mode" Ray What does it do? Ray is able to walk through walls, fall off of walkable surfaces but will die, most agents/nurses will disappear if you approach their areas from this out of bounds limbo state. How to do this? When a cutscene is triggered, either by sticker placement or moving Ray through a trigger point, if you grab a red pin within a certain amount of time (this can vary - some are more precise than others, most seem to be pretty lenient though), then when you get out of the cutscene Ray will be in his weird limbo state of being able to pass through a lot of walls.
- "Invincible mode" Ray What does it do? Ray is immune to agents/nurses, they will still see him but won't be able to grab and kill, you can fall off the walkable surface into the void but most of the time Ray will not die. How to do this? While hitting and hold the mindread ability, quickly (but not instantly?) tap the launch arm button directed at a red pin. If it works you'll see the spaghetti arm kind of reach out but not actually grab the pin. On PC, you can re-map the mindread & launch arm abilities onto one button (R2 in the clip below) and then you just use that combined button to reach toward a red pin. No timing of inputs is necessary for this version.
Playing on PC makes both trigger buttons (L2 & R2) into the mindread buttons for me for some reason. If I rebind one of those in the Steam controller mapping to be the same button/keystroke as the launch arm button (so that R2 mindreads and launches at the same time, I guess?), when R2 is used on a regular pin Ray becomes invincible to the agents/nurses until I grab a new pin. Also, you can fall off the map at most places and fall into the void forever.
Ok, so may have found a solution. May not be the best solution, but it's working so far so I'll take it. But the process involves deleting both a level & a settings file in both the registry as well as where the steam cloud stores saves (I think?). If you delete the level/settings files in either but not both, it won't work. But somehow deleting both files in both locations seems to give you a fresh game file the next time you open it.
Anyone have any idea where these are stored at for Steam? I've been looking and googling for like 20 minutes but haven't found anything promising. Was hoping to delete the save to start fresh for 100% runs.
I think this could save up to about 8 seconds or so compared to the "up top" route where you jump up that elevator shaft and get back in bounds at the spot with all the agents. This alternative route gets a little scary since all the agents are present once you get to that area but still shouldn't be too bad.
From what I can tell, the Switch launch just requires mashing jump after exiting to menu and then loading a save. It doesn't necessarily have to be a fast mash and I don't know how long you have to mash but the launch seems to be relatively consistent at least.
Will loadless times be added to the leaderboards at some point?
I'm going to delete my glitchless run that skips the cable car until things get decided but personally, my plan going forward is to run using a ruleset of :
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must finish each quest and can't do a Grandma cutscene without her being there (aka, do the crown quest and clear the cable car path)
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can't do the super jump
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can't go OoB or do the OoB upwarp
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can't clip through physical objects like walls to get around obstructions
How exactly do those work? I had a few accidental ones in my casual playthrough but now that I'd like to do them on purpose, I have no idea what the secret is to get it to work.
Walking through the stronghold wall to get to the Old Castle campsite. Basically just wiggle up and down when on the left side of the gate to walk through the wall (clip from ver 1.2.3 on pc)
Jumping up the slope to skip the cable car ride. When you start walking up the path that goes up where you normally remove the debris from the cable car path, on the first major turn left, you can climb that slope by just jumping up it. Compared to some of the other jumpable slope surfaces, this one is pretty comfy and consistent (clip from ver 1.2.3 on pc)
How does the Switch super jump trick work? Has anyone tried that on PC?
Was watching the run and was curious what the glitches are for this run?