Trying everything to uncover new glitches (N64 version)
5 years ago
Västra Götaland, Sweden

So, while messing around at the Bernadette boss battle today, I stumbled upon this. Just a fun, weird glitch at the moment but could potentially lead to something bigger.

Edited by the author 5 years ago
South Holland, Netherlands

I already talked about this glitch being possible to do in one of the first posts here (Walking on her feet), it does look like you can hit the head of the chicken earlier then with regular routing through what you just did (Great find) but I very much doubt the insane risk of being crushed to death is really worth it to get the potentialy maybe 1.5 second timesave over the entire boss fight, it might cause a rather insane reset rates.

Edited by the author 5 years ago
Kompx likes this
South Holland, Netherlands

So yesterday UIJess streamed some practice of some glitch we've been talking about, nephew glitch, useful for 100% runs if it can become consistant (But it's rather hard to do)

This one to be exact:

But then something stranger happened....

This also caused the cutscene to skip at the end of the level of the bear falling, this could be quite a potential timesave for 100%.

Västra Götaland, Sweden

I have been noticing a lot of anomalies concerning objects spawning, platforms starting to move etc. related to Donald's vertical height - The eggs at the Bernadette boss fight is a perfect example, where they spawn both faster and closer to Donald if he's in the air compared to when he isn't. I wonder if that has something to do with the bear falling down that hole, if it has to do with UIJess landing on the box in that fashion, or if it is something else. I haven't really tried running 100% yet, but I just might try it out, just to uncover what caused this.

California, USA

Just felt its worth mentioning that with the glitch above its been really consistent to do on N64 emulator but has not worked once on the original cartridge or the pc version

South Holland, Netherlands

And to add to UI_jess' comment, though I got the bear to fall through the floor elsewhere twice (but not consistantly), I can't get it to work in the spot UI_Jess is getting it consistantly at in N64 EMU at all. - As in I am completely not getting it to happen.

Makes me wonder why it appears to happen in UI_Jess' emu version but not mine as they should be identical.

Also: To respond to Kompx: I can confirm that, that also happens in other places, such as in the first moving platform in 1-3, you can see in my run it spawns very low down rather then in it's normal location after I jumped.

Västra Götaland, Sweden

Yes, the same thing goes for the second platform in the same level. My experience is that if you jump on the moose, you will get to the platform when it's moving towards you. However, if you jump over the moose or simply go straight by punching it, the platform will just start to move away from you when you reach it, rendering it easier to cross the gap. I am curious if you are able to do something similar with the first spike coffins at 3-3. You normally have to wait for the spikes to disappear here because you are angry Donald from performing the pumpkin skip earlier. If you could manipulate the cycles in some way, you could possibly save 1-2 seconds on this part!

South Holland, Netherlands

Check my current PB run in 3-3, you can skip 2/3 of the cycles with spikey coffins by just properly timing your jumps, as it takes a bit for the spikes to appear, I don't know if you can actually manipulate the timing so you can skip all 3 cycles, but it's an interesting theory. It actually saves quite a bit more then 1-2 seconds.

Sidenote: Though it's easier to clear the gap in 1-3 when it moves away from you at the start, it's faster if it just arrived, because when you time your jump right you can get some extra speed win out of the platform just starting to move right when you land on it. Easier doesn't always mean quicker :P

South Holland, Netherlands

Well this just happened on my stream, I don't think it'll be useful but it's certainly a weird glitch.

South Holland, Netherlands

So I just found this new movement optimisation, It's not a glitch, but still, might be useful.

Västra Götaland, Sweden

Hey, so yesterday, while procrastinating from my exam studies, I found this cycle skip you can do in two ways, on Creepy Corridor. The problem with this skip is that the normal path people use for speedrunning the level requires you to damage boost on the pumpkin at the prior gap which means that you will be in angry Donald mode, which makes it impossible to perform the skip. I'm not quite sure which cycle skip saves more time at the moment. Just thought I'd share my latest discovery.

UI_Jess likes this
South Holland, Netherlands

I don't have a save file to be able to time this sadly, but from rough timing it seems to be very close, with pumpkin skip being slightly faster than the platform skip. However, if you optimize this movement a little bit more it may turn out to be faster (PC has different cycles here so cant test it on there)

Edit: forgot I can cheat to access all levels on emu, seems pumpkin skip is indeed about 0.5s faster than platform skip

Edited by the author 4 years ago
Kompx likes this