Glitch guides?
8 years ago
England

Looking at picking up this game and wondering if someone has a video/ written information on how to perform some of the glitches in the game.

Thanks in advanced :)

Denmark

I'm not a runner so please correct me if any of this is inaccurate, but from watching the WR run and trying to replicate the tricks my impression is that there are 2 "glitches".

Green beam jump: When you get teleported to the top of a green beam for a short span of time you can actually jump as if you stood on a platform. So if you hold a movement key and time your jump right you can jump out of the top of a green beam. This in particular allows you to get on top of the block that blocks the green beam at the top.

Repeated teleport jump/Upwards boost: If you shoot your teleport gun at a wall and when the bullet hits you still have upwards momentum and is holding the jump button, then you seem to get a boost to your upwards momentum. So if you time it right you can keep your upwards momentum for something like 5 teleports and climb quite high before you start falling down. To still have upwards momentum when the bullet hits the wall you need to be close to the wall, almost so close that the teleport doesn't work. You can see this happen quite clearly on the level "Chomper's hill" (about 50s into the speedrun by IGT). Another good level to look at is "Jail in the Mountain" (about 1:10 into the speedrun by IGT) where upwards boost is used for its own sake and not to chain together teleport jumps.

Maybe there are some smaller subtle glitches I'm not aware of, but AFAIK these are the only real glitches used in the WR run.

halaluso and PrettzL like this

I'll see if I can work one up.

My main issue so far with making a guide or howto vid for the Green Beam invisible platform timing is my inability to be consistent.

This is the only room I can consistently land them: http://puu.sh/jwSem/f649df9f1b.gif

The Close to object quick upward momentum teleport isn't a bug per se, as it's intended to work the way it does, though I believe that it could be abused with a TAS type play method as the timing to repeatedly do them more than 2-3 times in a row is really fast.

Denmark

Regarding the exact timing of the green beam jump, I've recorded myself doing it and looked at it frame by frame and it seems to be inconsistent. The game seems to create a platform for you to jump on that lasts for 4 frames after you are teleported (at 30FPS, frame 1 is the first frame where you do not appear in your original spot). If you jump on frame 1 or 2 you always hit the block. If you jump on frame 3 you usually hit the block, but sometimes it just seems to magically work anyway. If you jump on frame 4 you usually get the jump but sometimes you also hit the block. If you jump on frame 5 and later nothing happens.

I've noticed that FPS often drops by 1 after you do the teleport and I suspect that may mess with the physics and be responsible for the inconsistencies.

I'll look into it further with more samples and also record my key presses and maybe put together a video if I can get any meaningful information. When it is a 1-2 frame trick though I think it has to rely to a large extend on muscle memory to get consistently.

I can also do a video on upward chaining.

Denmark

I've made 2 short guides on chaining teleport shots and on how the ghost AI works. Excuse my terrible accent; I think I'm understandable for the most part which I guess is the main point.

Chaining teleport shots:

Ghost AI:

I still haven't completely figured out the green beam glitch. I think I've found out the reason for my inconsistent results. If the teleport shot travels 8 pixels/frame¤ along the green beam then the frame before it hits the block it could be anything between 1-8 pixels away. If it is only 1 pixel away on the frame before the teleport, then you need to jump on frame 3, but if it is 8 pixels away on the frame before the teleport, then you need to jump on frame 4. I still have trouble really understanding where the line is drawn, and exactly how you can manipulate it to get consistent jumps. I think ultimately we may just need to grind it until it's muscle memory with the help of the audio cue maybe.

¤ This is not the actual speed. I haven't actually measured the speed, but it is somewhere around 8 pixels/frame (at 30FPS).

Tigame likes this

Figures that the green beam jump would be something close to frameperfect.

Wonderful videos! The more resources we have the better our overall community analysis will be for runs.

United States

Helpful videos. helped me understand your run ghuia

United States

Thanks for the videos! They are super helpful.

United States

I was thinking about trying to maybe get into speedrunning some through this game. Would anyone have any suggestions for someone new like me? This was the most relevant forum thread I could find, and I didn't think I should make a new one.

Washington, USA
MarcyAugust
She/Her, They/Them
7 years ago

So you want to get into speedrunning then? Well I can relate to that, as this was the first serious speedrunning game I ever did. The game isn't too long, it has a lot of tech and skill involved, and I have not minded putting fifty plus hours into this game, ten of which were this week alone just grinding out new tech. When you're picking a game, the most important question to ask yourself is: can I see myself playing this game for potentially hundreds of hours not really doing anything new?

At the end of the day, best way to get into speedrunning a game is to just do it. Record a run of one of our categories and submit it! I personally record by broadcasting on twitch and saving a highlight to submit. There's no pressure, and everybody starts somewhere. Heck, I'm towards the bottom of the Any% IGT list, but after my run tonight I bet I'll jump up a good ten ranks easily :P

EDIT: The second post in this thread is from the current WR holder before he began running, it's kinda cute haha

DOUBLE EDIT: Which that could be inspiration as he has been the on/off record holder of the category for a long time. Just takes practice!

Edited by the author 7 years ago
Crynthus likes this
United States

Thanks for the advice! I'll try to submit a run sometime soon. My computer is currently in the process of being reset, but after that and fixing everything, I'll certainly give it a go.

Washington, USA
MarcyAugust
She/Her, They/Them
7 years ago

Cool cool! If you have any other questions feel free to ask anytime on these forums, someone is almost always available to answer (pretty active community).

Michigan, USA

Crynthus, great first submission, my friend! Since you don't have other contacts in your profile and speedrun.com doesn't have PMs set up yet, this is the only way I could think of to reach you.

Just wanted to point out one thing about the strat you used Security room - the gates stay unlocked even if you die after talking to the Alien Guard. So, you only need to talk to him once! In fact, if you can jump around the checkpoint in Security Room, you can actually warp all the way back to the top of Two Shots! I noticed you talked to the Guard three times - good job getting the teleshot off first, but that's probably 15-20s of free timesave for you there. :)

Crynthus likes this
United States

Oh yeah. I realized I did that. I've found that when I do runs and I miss certain tricks (especially when I haven't learned to get them consistently), I really like trying them until I get them. In that case, it was timing the jump to be right after the speech bubble exit. Thanks for the pointers! Also, is dying and warping to Two Shots faster than getting the teleshot jump after the speech bubble?

Also, I had no idea I could have contacts... That's exciting!

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