Misc Glitches Thread
3 years ago
San Francisco, CA, USA

(Thanks Rena for this idea!)

Edit: Rocket Boost Early is possible for RTA! Very easy for a human to do, just requires low-swim.

Now we need to figure out if this can save time. It is possible (but complicated) to load the lower part and collect the White GrubTubs, so maybe we can skip FireFly lantern.

I wonder if we can get SnowHorn Wastes key before unlocking Tricky? Edit: Nope. See my post from a week later.

============

Original post: A human might be able to get Rocket Boost Early:

Entering shop = increase layer by +1 Exiting shop = decrease layer by -1 However I can't seem to do this without moon jump. I'm not sure what loading triggers I am hitting. I tried low-swim, and nothing happened.

The triggers around here are complex: https://i.imgur.com/NITdI18.png

Edited by the author 2 years ago
United States

Nice find!

Is it possible to clip into the lower section of the well and grab all of the white grub tubs? Normally, you would need the rocket boost to grab some of them. Also, to grab some of the white grubs tubs that need the rocket boost, you're supposed to plant a bomb spore on the lower floor. You could skip this by clipping in bounds on the top level, grabbing some of the white grub tubs, and then jumping down to plant the bomb spore. But then you would have no way of getting back up there without the rocket boost.

If you do leave to grab the rocket boost, then I assume coming out of the rocket boost hole will cause the whole area to load, which means the dinosaur blocking the bottom section of the well will still be there. The lantern costs 20 scarabs, so we can't get it until after we go to get Tricky.

Of course, we could do this trick twice: once to grab the rocket boost, and then again to clip into the bottom-most section of the well with the rocket boost.

After this, the cutscene of giving the grub tubs to tricky's mom is 3 minutes long. Based on all of this, I think for the TAS route, it would be faster to get Tricky normally, do DIM early from Snow Mountain to get the gate key, and then get rocket boost normally later on (the cutscene with tricky when you first enter the well is only like 12 seconds, so it's not too bad).

josejavier1158 likes this
San Francisco, CA, USA

Boss Galdon is just barely OOB from DIM #2, but it doesn't load properly

Save/quit after loading the map does not work.

Edited by the author 2 years ago
josejavier1158 likes this
San Francisco, CA, USA

It is possible to enter Galdon's room unloaded from a Bike. It seems these can bypass void-outs.

Let me repeat that. THE DIM BIKE CAN BYPASS VOID-OUTS. This means we can theoretically get OOB on Grid 0, -1, or -2, and fly anywhere (as long as it is far below us). It may be possible to ride the speeder from DIM to Dragon Rock.

=========

Also, I found a faster way to do Bike Skip. You can just save/quit outside the Galdon portal.

Saves 5 minutes in TAS, but still not worth it for RTA since we need Blow Horn.

Edited by the author 2 years ago
San Francisco, CA, USA

I think I've mentioned this, but never got it on video. There is a trigger in DIM that will give you Tricky if you don't have him already.

Edit: You will also get Find and Stay

Steps:

  1. Get File to Mammoth #2
  2. Get File to Fox
  3. ESW from Fox to Mammoth #2 (save before warping)
  4. Hit this trigger. Fox will now have Tricky.

The only other place that gives you Tricky is from warping to Galdon room.

Edited by the author 2 years ago
San Francisco, CA, USA

Figured out the route from my previous glitch discovery for collecting 6x GrubTubs and Rocket Boost early:

Unfortunately this is 1 minute slower than doing this normally. Also this disables Fuel Cell discovery prompt. Unless we find a way to turn in the GrubTubs without Tricky, this doesn't save time.

Route notes:

  • @ 1:40 swim along the edges of the well map to avoid clipping and falling
  • @ 2:08 fall behind the gate, then slide down the ladder to load the bottom section. The game will warp you back up.
  • @ 2:26 we cannot get Rocket Boost because that area is unloaded
  • @ 2:50 when we leave the well, we do not change layers for some reason. So we are on layer -1
  • @ 3:30 after bombing the platform we have to save/quit so that we can climb out and drop down again. I have not found a way to do this without the save/quit here.
  • @ 5:20 when we leave the lower section, the upper section finally loads this time
  • @ 5:30 there is a small section where we can clip through the gate
  • @ 6:30 do not save/quit here, or we will respawn inside the glitched well and lose a lot of time.
Edited by the author 2 years ago
josejavier1158 likes this
San Francisco, CA, USA

There is no point in turning in White GrubTubs early. It is possible with hacks, but has many issues. Queen EarthWalker steals the mushrooms, and does not give you the ShowHorn Wastes key.

Maybe with a discovery cancel instead of warping something interesting happens, but we already use the Fuel Cell, and collision with eggs/gems is disabled.

Seems like a waste of time to explore this idea any further.

Skip to 1:40 for a funny glitch though

Edited by the author 2 years ago
josejavier1158 likes this
San Francisco, CA, USA

Useless, but I was curious what would happen if we finish the beacon event while the well map is loaded:

Edited by the author 2 years ago
josejavier1158 likes this
San Francisco, CA, USA

Might be possible to bypass the CRF door with Ground Quake (Unlikely with 2x mana upgrades, LobsterZelda did some testing and the distance is far and the ledge grabs interfere)

Has some weird effects though if you skip the door

https://i.imgur.com/lQ7KsJK.png

Edited by the author 2 years ago
josejavier1158 likes this
San Francisco, CA, USA

Here is an idea I had for a different TAS version of BCRS. Not sure if it can work. Might not even be faster.

Problems:

  1. Not sure if it is possible to land at 0:35
  2. I don't know how to bomb the door at 2:00. I did it once before, but I can't repeat it.
  3. It is ideal to not cross the room before throwing the bomb, otherwise we lose about ~8s when doing a save/quit (required to keep wood door unloaded)

The WR can do this segment in 2:40, TAS is even faster. For this method to be worth it, it needs to be even faster...

Edit: Another idea, GQ might be usable for BCRS to skip needing to save/quit. I tried this but couldn't get over the edge :(

Edited by the author 2 years ago
josejavier1158 likes this
San Francisco, CA, USA

The TAS CCE does not need to hit the ladder loading triggers, I was wrong about this. We can staff swing all the way into Cape Claw. This makes it much easier to get OOB. (Skip to 7:45 to see the trick).

Video is normal speed. Swinging recorded at 50%, then speed up by 200%, causing sound distortion.

Differences from before:

  • @ 2:05 We use clever OOB tricks to reduce swinging time.
  • @ 6:20 we now hit the loading trigger while swinging
  • After this, we can drop down low with more staff swinging. Just avoid the water at the bottom (not sure if you can pass underneath it)

To load Ocean Point (Video continues from staff swinging into CC):

To load Cape Claw:

  1. Follow first part of video above, up until the first water transfer in the Krazoa statue.
  2. Clip and fall near the Krazoa mouth.
  3. Walk OOB to behind the Fire Gem door, then walk back towards CC. The loading trigger is in the tunnel. Cape Claw will load.
Edited by the author 2 years ago
josejavier1158 likes this
San Francisco, CA, USA

(Probably) useless OOB in SHW with Ground Quake

josejavier1158 likes this
San Francisco, CA, USA

We can go directly from Cape Claw #3 to LFV (Edit: going from LFV to CC also works!)

We can go directly from LFV to Cape Claw #1 (and stay OOB!) by detexturing LFV and then swimming into CC, maybe there is a time save here?

Edit 2 (From Discord): We can use this to save/quit in the gas room and skip collecting gold bars.

The ladder is still lowered when reloading the game, but the Sharp Claw door save checkpoint does not exist until CC #2. If we reload Cape Claw, the ladder will raise again...

This means we still need gold bars to open the Sharp Claw door, so this doesn't save time yet.

Edit: Dark-X-Rane proved that texture unloading was not required, but we still need to get the camera OOB once. Also, we may need to avoid hitting the loading zone by the LFV gate. Will update if we find a consistent/fast strat.

Edited by the author 2 years ago
San Francisco, CA, USA

======

For those looking for skips, we need to accomplish the following in all Cape Claws:

  • Unlocking CRF
  • Enter OP
  • Exit OP

Any routing we do needs to handle all of these cases.

ie)

  • Either with gold bars, or with Gold Bar Skip
  • SharpClaw Door + Fire Gem Clip, or open the doors normally
  • Krazoa Mouth Cannon OOB, fall into the Krazoa statue while OOB to hit triggers, or open doors normally. ESW cannot be used to escape due to unsetting the SS4 placed flag.
Edited by the author 2 years ago
San Francisco, CA, USA

Using ESW, it is possible to cause Fox to dismount from the CloudRunner in Dragon Rock, and complete the section on foot.

Very slow, loses time. We have to finish CloudRunner puzzles twice. Only possible if we find High Top skip. Skip to 1:45 for the trick.

Without a High Top skip, this will cause a cutscene void.

On the bright side, we discovered a new way to dismount -- Arwing dismount. Might be possible in DIM, but probably also slow.

Edited by the author 2 years ago
josejavier1158 likes this
San Francisco, CA, USA

Found faster method for unloading CC during CCE, which only adds ~10 seconds to the route.

Edited by the author 2 years ago
josejavier1158 likes this
San Francisco, CA, USA

When Void Traveling, it seems moving into the Maze map while on a bike causes a respawn change for X/Z coordinates, but not Y. (1:10 to skip setup)

This gave me a respawn position of 7046.49414, -90522.0859, 31275.082

Edited by the author 2 years ago
josejavier1158 likes this
San Francisco, CA, USA

There is a secret 24th ESW checkpoint, but unfortunately it only exists during a short cutscene.

The ESW checkpoint is from getting captured in jail. But when we gain control of Fox, a normal save checkpoint is triggered, clearing the ESW checkpoint.

v1.1 ESW data pointer is [0x803DE114] (offset is 0)

Edited by the author 2 years ago
josejavier1158 likes this
United States

Here's a nice glitch I just found:

We can get the 3rd mana upgrade without getting ice blaster or reaching the cannon. We just have to do a long process to staff-swing under the cave entrance and then rise up into it.

By hitting the OFPT save trigger before grabbing the 3rd mana upgrade (which I do in this video), we could effectively grab the 3rd mana upgrade on our way to placing the 2 spellstones. Of course, this is pointless, since it's much slower than just doing CC3 the regular (for a TAS) way, but it's cool to know that we could grab this upgrade and place the spellstones all in one trip.

Here's the video. It starts from landing in TTH, and ends with flying away from TTH to prove we can get all the way back. However, to see just the meat of the trick, check out 14:28 in the video up until we enter the cave.

zcanann and josejavier1158 like this
United States

Another update:

We can use out-of-bounds airswims to reach the cannon in glitched Cape Claw 3. Then, we can use the cannon to open the mouth and the mana upgrade cave - we just need to turn the camera away before the cannon ball explodes, or else the game will crash.

If we could find a quick way in Cape Claw 2 to get into the room to lower the water, then we could combine this with the canon strategy to enable us to do gold bar skip. However, it's not clear if it's even possible to get into this room in CC2, and even if we could, the combined effect of all of this would probably be slower than just collecting the gold bars and opening the Sharpclaw door as usual.

zcanann and josejavier1158 like this
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