Subspace Emissary Skips, Glitches, & Timesaves
6 years ago
Maryland, USA

Snake Skip in Halberd Battleship Interior, originally performed in a TAS with Meta Knight by DyllonStej in August of 2018: Then theorized with a RTA viable method with Snake by Garry2Scary in November of 2018: Later optimized by Desch in February of 2019: Is a skip in which you traverse out of bounds with Snake in the portal and button room with a combination of Up B and self-inflicting C4 hits to reach the blocked off door skipping the portals and buttons. Pulling this strat off saves 20 seconds over picking Meta Knight (also counting for first load) and completing the room as intended with current strats.

Edited by the author 8 months ago
Maryland, USA

Although not a skip, Character Storage is a glitch that enables you to play a new level on a new game file with an unintended character group. This was found by James in January of 2021. The glitch is performed on the map by hovering over a level next to the new level and pressing towards that direction + A on the same frame. You can preload a specific group by entering an already completed level with that group, return to map, and perform the glitch on the new level. If a level has an opening cutscene and/or opening cutscene that forces a certain group's selection before gameplay, the stored characters will not be able to be played. Because of this, the glitch will successfully work only on the following levels: The Plain, The Ruins, The Swamp (until Giant Diddy Kong fight), The Research Facility II (until Samus' fight), The Subspace Bomb Factory II (until horde fight), and The Great Maze (until Tabuu fight). For these levels, rather than showing the character selection screen before entering, the game will display the difficulty selection screen from the completed level while performing this glitch (changing the difficulty before entering does not work, whatever the initial difficulty was selected upon starting a new file will override the completed level's selected difficulty). Also, the stored characters can bypass any cutscenes throughout these levels until the first one that forces the level's set character selection. Currently, this glitch would not save any time in a full-game run (due to the slow nature of preloading a specific character group and entering the new level with the previous level's group is not optimal for all of the above levels), however, it can save time in The Ruins, The Swamp, and The Subspace Bomb Factory II for individual level runs since unintended characters are a faster option before the stored characters are canceled out by entering the fights that force the levels' set character selection respectively. This direction + A 1-frame trick has been used for other previous discoveries, such as skipping difficulty selection upon starting a new file (forces to Intense), and invisible name tag selection (doesn't show invisible name tag in-game). https://twitter.com/Techstrobe/status/1352991163435921411

Edited by the author 3 years ago
Maryland, USA

A breakthrough involving Any%/100% ILs has been figured out by MKCocoon in November of 2021, the concept is similar to how CSG works except not the glitch itself, but rather the pre-loading of the starting character portion. Before entering a new level with a ! over it (or a new level that was entered but not completed after loading it back up from the autosave file) you can enter a prior level, select the character that previously joined party that starts off in the new level, back to map, and enter the new level with the starting character already pre-loaded. Some levels for whatever reason do not save or even lose some time after pre-loading (some levels that require character selection before entering may or may not lose time).

The list below are levels in which you can pre-load the optimal starting character (and others for testing purposes) just before entering the new level:

[+] = saves time

[/] = saves time but overall loses time to another character or strat

[-] = loses time or neutral

  • [-] Sea of Clouds (Zelda pre-loaded) - 0s
  • [+] Sea of Clouds (Kirby pre-loaded) - saves 2.25s (Kirby pre-loaded into Zelda is 0.5s faster for IL)
  • [+] The Plain (Pit pre-loaded) - saves 6s
  • [/] The Lake (Diddy pre-loaded) - saves 2s over Fox (Diddy Rayquaza into Fox loses ~.5s to Diddy Rayquaza into Diddy, but Diddy is slower than Fox on Rayquaza so Diddy slower overall)
  • [+] The Lake Shore (Pit pre-loaded) - saves 6s
  • [+] The Path to the Ruins (Lucas pre-loaded) - saves 2s
  • [+] The Cave (Yoshi pre-loaded) - saves 2s
  • [-] The Ruins (Squirtle pre-loaded) - loses ~0.5s (reason unknown as Plain & Swamp start similarly but save time)
  • [+] The Wilds 1 (Meta Knight pre-loaded) - saves 5s
  • [-] The Ruined Hall (Charizard pre-loaded) - loses ~0.5s (to fastest load)
  • [+] The Wilds 2 (Yoshi pre-loaded) - saves 2s
  • [/] The Wilds 2 (Kirby pre-loaded) - saves 1.5s (Yoshi already saves 0.5s over Kirby for PAL skip, Yoshi now is 1s faster for pre-loaded IL)
  • [+] Swamp (Fox pre-loaded) - saves 5s (CSG Swamp saves 10s+ but now irrelevant due to Reverse Pause Glitch Notoscroller in room 2)
  • [-] The Research Facility 2 (Zero Suit Samus pre-loaded) - 0s (reason unknown as Plain & Swamp start similarly but save time)
  • [+] The Research Facility 2 (Pikachu pre-loaded) - saves 5.5s (Pikachu loses 2s to ZSS load-in when not pre-loaded but saves some time to get to Shadow Samus', now is ~7s(?) faster for pre-loaded IL)
  • [+] The Glacial Peak (Meta Knight pre-loaded) - saves 5s
  • [+] The Canyon (Kirby pre-loaded) - saves 2.5s
  • [+] Battleship Halberd Bridge (Snake pre-loaded) - saves 5s
  • [+] The Subspace Bomb Factory 1 (Pikachu pre-loaded) - saves 5.75s
  • [+] The Subspace Bomb Factory 2 (Captain Falcon pre-loaded) - saves 5.25s (CSG SBF2 saves 10s+ but now irrelevant due to Reverse Pause Glitch Notoscroller in room 1)
  • [+] Entrance to Subspace (Meta Knight pre-loaded) - saves 4s
  • [+] The Great Maze (Meta Knight pre-loaded) - saves 5.25s

The range of timeloss/timesave is -0.5s to 6s Levels not included are due to playing the starting characters for the first time before unlocking or unable to pick the specific characters. Pre-loading characters for Any%/100% ILs have been mutually decided to be banned, but this could change in the future with more discussion.

Edited by the author 3 months ago
MKCocoon likes this
Maryland, USA

This camera skew glitch was first mentioned by SukeSJ when they and xNirox were performing a Co-op run in September of 2022. It shows the position of Player 1 in a more leftward set position than usual, or the camera had been skewed to a different dimension of the screen. This was achieved by Player 1 entering the Meta Ridley door of The Great Maze while Player 2 enters the minecart (the minecart from Bowser to Dedede works as well). The consequence of attaining this glitch is that it will remain until you either enter a minecart or barrel cannon as Player 1, close the game, or reset the console. For whatever reason leaving the game mode and returning (regardless if new or completed file) will not reset the position of Player 1 or the camera. https://drive.google.com/file/d/1Mj6dYnnhfIUZnASowNeIHI_UQYE7aaN_/view?usp=sharing

Edited by the author 1 year ago
Maryland, USA

While in the midst of continuing his 100% TAS in February of 2023, DyllonStej had found 2 methods to skip most of the large rock autoscroller that blocks off a 100% door for both entering the door earlier https://twitter.com/DStejGaming/status/1624965333155979264 and falling down to progress in the stage earlier as well. https://twitter.com/DStejGaming/status/1624978378590720000 While the wall bonk method for entering the door earlier is impossible on Easy, it is possible on higher difficulties due to the rock's increased gradual speed. However, the second clip of falling down to progress in the stage earlier is possible on Easy with 9 frames of leeway by jumping to ceiling bonk into the rock. This saves 10 seconds for 100%, along with another ~5-8 seconds with the first clip on higher difficulties.

Edited by the author 1 year ago
Maryland, USA

While nearing the end of his 100% TAS in June of 2023, DyllonStej had figured out that by utilizing the Pause Glitch, it will work similarly for the end of ambushes (known as the Reverse Pause Glitch) as well as ambush-activated autoscrollers (known as the Notoscroller). This version will unlock the player's or autoscroller's set camera after the ambush and can extend the outer blast zones tremendously depending on enemy and item locations, the only difference is the pause frame seems to be a couple frames before the final enemy or enemies perish. https://twitter.com/DStejGaming/status/1667056623926272002

The affected levels with Reverse Pause Glitch RTA timesave include (most links are dead, check respective IL WRs, RPGs were performed in all RTA viable levels except TBF/TLS/Ruins/Swamp RPG 2):

Some levels will always be incomparable due to positioning and global timers but the rough estimate comes out to be ~3m14s or ~3m26s on PAL and ~4m25s or ~4m37s on NTSC (~3m05s or ~3m17s on PAL and ~4m16s or ~4m28s on NTSC not counting The Lake Shore if fight Pause Glitch is achieved).

It is currently understood that the unlocked camera's path is dependent on the surrounding enemies/items which can aggro the camera meaning there are still active blast zones based on the radius from the furthest enemy/item until everything is defeated and despawned/picked up. Items currently known to influence the camera include: Super/Poison Mushroom, Hammer/Golden Hammer, Heart Container, Maxim Tomato, Stock Ball, Blast Box, and Superspicy Curry. Some levels may ignore these items (The Plain ignores all but Super/Poison Mushroom, all listed levels ignore Heart Container and Maxim Tomato).

Edited by the author 2 months ago