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.
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.
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?
Made a spreadsheet to help facilitate finding drinks once they start asking for 2, 3, and especially 4 beverage quality options in challenge mode.
https://docs.google.com/spreadsheets/d/1PXHF-XKhxl1sTb32oXhwzOC--6V_AzoroFT0RsJsBes/edit?usp=sharing
So once you get into the part where they ask for drinks by name or by beverage quality, you can either :
- Type the full drink name (not case sensitive)
- If given 1 beverage quality option, look to the right in the table that has combinations that work
- If give 2-4 beverage quality options, type them in the black box respective to the WARM/COOL/SWEET/BITTER quality they're asking about (not case sensitive)
- When typing these in, if they ask for plain warm/cool/sweet/bitter, just type the first letter of the word (so w for warm, c for cool, etc.)
- If they ask for "not _____", just type n in the corresponding quality
- If they ask for "less _____", just type l (it's an L) in the corresponding quality
- If they ask for "extra _____", just type e in the corresponding quality
Based on some awesome work done by Steam user BOT MrPAPAPABLO ( https://steamcommunity.com/sharedfiles/filedetails/?id=2590997397 ) who included a spreadsheet with a ton of drinks & beverage qualities and also this handy web page for plugging-and-chugging those beverage qualities ( https://steamcommunity.com/linkfilter/?url=https://coffee-guru-js.vercel.app/index.html ).
I know the rules technically say 'play game' is the start of the run but I'm assuming if we want to start with 'endless' instead that'd be fine, too? Since either game option allows for achievement earning progress to be made.
The all achievements category sounds like it could be fun but I'd personally want to get the challenge mode related stuff out of the way sooner rather than later.
Was curious if there was a reason for the split? Also was wondering why loads are left in for console if they're accounted for in PC?
To help better compare runs between one another and to prevent hardware from being an unfair advantage or disadvantage, a 'time without loads' column is in the works to be added to the leaderboards. This will help account for parts of the game that are out of the runner's control.
There are load screens that take the player between the main hub and each individual level/chapter in the game and can vary in length from just a few to many seconds. Over a full run, especially in all challenge runs, these add up. The screens usually have the destination name and/or level number and look like this:
A video showing load screens can be seen here (includes PC, Switch, PS4, and Xbox Series S)
Previous runs are in the process of being manually re-timed and once they have all been re-timed, the leaderboard will be updated. While runners are welcome to, calculating load screen times won't be required to submit runs. A mod will calculate them (or check if the runner has calculated them) during the verification process.
Collection of runs and their times without load screens can be found here: https://docs.google.com/spreadsheets/d/1h41atC9ktOgJ9BhzgT4Uwo-LDg9QOyGqiH6ftKrGlDc/edit?usp=sharing
Spreadsheet used for calculating the load times: https://docs.google.com/spreadsheets/d/1IB9_DmRKnXrMpeRoH6VEeSb3p-fvusfcN4YXjQvtSLA/edit?usp=sharing
As far as I can tell, you need to start the quick swapping before breaching the red circle around the enemies. You get a few seconds to run before needing to swap back and forth again. If you pick up artifacts or open chests, should do a swap right before interacting with the item/chest otherwise enemies might engage in combat.
You can pick up scraps, weapon parts, & items, open chests, and interact with story progressing or area leaving prompts. If there was a way to get past House of Bones and the Sealed Gate without the requirement of a fight, then you could probably beat the whole game without fighting anyone.
Solo gameplay comparing normal gameplay vs. "neo-climbing" at various spots throughout the run :
NMS co-op gameplay comparing normal gameplay to zoop cancels and partner swings at various spots throughout the run : Playlist found here ( https://youtube.com/playlist?list=PLuRMtWadfMWGyfHYxuYJYLH5GPgedPGea )
Hopefully there are more to be found. Some of these are more consistent than others but a few that are known of so far:
Ch 1 - near beginning to skip ch 1
Ch 2 - near pipes on truck part
Ch 2 - near crane on rooftops
Ch 3 - before balloon and truck
Ch 3 - coming out of the party barn
Ch 3 - before dropping underground
Ch 5 - before dropping down into factory
Ch 5 - after box conveyor belt
Ch 6 - on top of the log truck
Ch 6 - after the big rock rolls down the hill
In the sack chute, you can skip spelling out the words and jump across the gap at the end. Probably more helpful in adventure plus since in new game you'd have to cross the gap multiple times. But it does work from either side.
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download autosplitter program "AutoSplit_1.5.0.zip " found here and extract files (exe, ico, and pkl) to a new folder. There is more information about the program itself if you're interested in reading up on it.
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download split comparison images found here and put this in the same folder as the autosplitter program you downloaded from step 1.
Folder should look like this at this point :
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in whatever program you use with your capture card (I use OBS, personally), either project that capture or figure out the coordinates of the capture region (position and size) I use fullscreen or windowed projector (right click capture card source and near the bottom)
but you could also just right click the capture card source and go to 'transform' -> 'edit transform'
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open AutoSplit program and do these things :
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make sure your livesplit hotkeys match the autosplitter hotkeys
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choose the Split Image Comparison folder by clicking 'browse' then selecting the folder downloaded from step 2
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click 'custom thresholds' and then change the value for 'pause time after split' to 1.0
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click 'select window' and then depending on how you set up your capture card from step 3, click in the windowed/fullscreen projection or input your X/Y/Width/Height from your 'edit transform' OBS screen to match and you should then see your game feed in the left 'capture region' box in the autosplitter
(note, you may have to adjust X/Y/Width/Height to make sure all gameplay is being captured properly for the autosplitter to compare against correctly)
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go to 'file' -> 'save settings as' and save these settings to the same folder where everything is stored at. This way, when you open the autosplitter in the future, you can go to 'file' -> 'load settings' and bring in everything so you don't have to click through all of the boxes and manually set it up every time
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open livesplit (double check your livesplit global hotkeys match the autosplitter global hotkeys) and then start livesplit before heading into the first level of the run. The timer will start but should pause at about a second or two until the first level loads
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keep the autosplitter program and livesplit active, I don't think the program works well or at all if it's minimized or it's not actively engaged but you can always mess around to see what you can and can't do
That should be about it, I think. Hopefully if the capture region is set up properly, the split images will work in conjunction with livesplit to pause and unpause your timer throughout the run.
A test run :
There's no setup for this skip, correct? The placement of the Mr Copy is always at a spot where you can get past it with the moving platform? Just asking because the Switch & PS4 versions have the Mr Copy down below the moving platform rendering the skip unusable but was hoping maybe there was more to it than meets the eye. Fingers crossed but looking like glitchless might be the way to go for consoles (kind of sad because that glitch looked so cool).
Is this the same game as the PS4 "Slayer Edition"? It looks like it and if so, could that version of the game be added to the page? Hopefully it plays similarly to the PC version.
Thought it might be fun to have custom trophies. Maybe using ghost critters/spirits/skulls (ex here: https://www.reddit.com/r/GameArt/comments/dtrkga/flipping_death_trophy_ideas_for_speedruncom/) either using gold/silver/bronze coloring or using their natural colors.
Or maybe scythes as trophies? Or character heads or I dunno. Just always enjoy seeing custom trophies and was curious if anyone else felt the same.
Just curious if there would be any interest in having runs timed without load times? I've been surprised how slow the load times are for the PS4 and it looked like they might be substantially quicker for PC. Not sure how that would affect other console runners. If maybe Switch was slowest and Xbox was on par or slower than PS4. Who knows?
I'll try and time my next run using splits to see just how much of the run is loading screens (aka the chapter screens and the black "saving" screens when you can't control Penny or skip dialogue) and how much of it is actual gameplay.
Any thoughts? For the two other people who run/ran it? lol Loving the game though. The physics and glitchiness of it are as comically amusing as they are mindbogglingly frustrating. But trying to come up with quick routes and executing them gracefully has been a blast so far!
And... cease word vomit.