I usually like to figure things like this out a bit more before I make a post about it, but I still don't really have any idea how this works. As far as I know this is the only place in the game where you can do this, I haven't had it happen anywhere else thus far at least.
If anyone has any idea about what is going on here, then I'd love to find out. It's a bit precise, but it's not that hard. I don't really have a setup or anything, I just do the strat I usually do, but mash the jump button at the end.
The video below shows me getting the triple jump two times at normal speed and then once at 20% speed.
I'm about to upload a bunch of individual level runs, so I thought I'd share some of the "glitches" I use in some of those. I'm kind of hesitant to call them glitches though, they are more like bugs or hitbox quirks, but glitches sounds better so I'll refer to them as that.
There are really only two glitches (three if you count using both at the same time), and both are fairly straight forward.
The first one I am going to call death glitch, and it is probably the easiest to explain and perform. Simply put, dying will stop the timer, but you will still be able to finish the level. This means you have to have a shuriken in the air when you die, and it has to hit the remaining enemies. Upshot is that you end up with the time at which you died, rather than when the last enemy was killed.
A good level to show this off in is World 6 - Level 10. (I was going to make a comparison video, but I got lazy. Just try it yourself, with and without dying, and you'll see there is about a second difference)
The second one abuses a weird property of the electricity robots' hitbox. It turns out that you are able to hit them without having to face them, if you just stand close enough. This doesn't sound super useful, but it can often save you shurikens.
The video below is a good example of how it can be useful.
Lastly you can combine the two. Not entirely sure how this works, but my best guess is that you have to run into the electric robot and then turn around and shoot all on pretty much the same frame as when you die. It's not a big window, but it doesn't really feel quite frame perfect either.
This shows off how it works (without dying you can only get about 2.27 on this level)
Death glitch is almost entirely useless for anything other than IL, since it takes the same amount of time RTA with or without dying. Though it can help to make sure you get three stars, and for 100% it can help make sure you get a worse time when doing the marathons (to skip the "new best" animation). You can technically use the other trick outside of IL, but it's really finicky and precise so I doubt people will.
Hopefully that will help people get better IL times, or at the very least explain why I die so much in my IL videos ^^
It seems someone did a run of this game about a year ago where they went through all levels required for All Stars, but didn't start from a fresh save. (I had to reject their run unfortunately) So I think we should look into either changing the rules or creating a new category to accommodate this type of run.
I would prefer to make a new category to be honest. I think starting from a fresh saves makes a lot of sense in a speedrun setting, so I'd like to keep the current category as is. I don't see any problem with adding a new category however. I think the run is different enough that it would be justified.
It would be like a New Game+ category, since you don't have to deal with cut-scenes and you also avoid most of the "New Best" screens. I guess we could call it "All Stars - No New Save" or something along those lines. I don't think it makes sense to actually call it New Game+ since the game doesn't really have a mode for that.
As far as rules go I guess it would be almost the same as the current rules for All Star only that timing should start on entering the first level and that you are not required to start from a fresh/empty save.
Those are just my opinions anyway. Love to hear what others think about this before we make any changes.
Decided to put together an auto splitter for this game, and I thought I'd share it in case someone finds it useful. It's pretty basic, since all it is doing is reading the values from the save file, but it works well enough.
Here are the steps you need to go through to set it up to work with LiveSplit:
- Download the .asl file from the link below.
- Edit the layout in LiveSplit and add the "Scriptable Auto Splitter" to your layout.
- Go to "Layout Settings" and then to the "Scriptable Auto Splitter" tab.
- Add the downloaded .asl file to the "Script Path", and edit the options as needed (note, this script is not capable of starting or resetting the timer, so those two options are irrelevant)
Here is the file: https://puu.sh/whL8C/4594152950.asl (edit: fixed a bug where the script wouldn't reset properly when you restarted the game, meaning you had to restart LiveSplit itself between attempts. Should be fixed now.)
You will also need to edit the file itself, both to point it to the save file, and to customize it to your needs. There are comments in the file itself to help you do that, but I'll go through it in short here as well.
There is a variable called path that is defined on line 58 that needs to point to your save file, which you should find in your AppData folder under the path "\Local_10_Second_Ninja_X_Test\asyncsavegroup\10SNX.sav".
In addition to that there are three lists you can edit to change when the script should split. One contains a list of numbers that correspond to the star count at which it should split. One is used for splitting when you get S-rank or higher on certain marathon levels. The last one will split when you gain a certain amount of collectibles.
For any% you will have to do the last split yourself, because there is no way for it to tell when you get to that point. For the two other categories though it is possible to have the script stop the timer at the end of the run. You will also need to manually start the timer at the beginning of the run.
Hope that was explained well enough, if not feel free to ask for clarification. If you find any problems, or if there are any features you think are missing, just contact me here or on Discord and I'll be sure to take a look at it ^^
Hi ^^
Pleasantly surprised to see someone made a page for this game. I was just wondering if you would consider making a separate category for each book? Most episodic games do this, and it makes a lot of sense in my opinion. There could be one category for each book, plus a last category called "All Books" (or something similar)
I'd really like to run this game, but I don't think I have the time/dedication to do a run of the whole game (not at the moment at least) So it would be nice to be able to run each book on it's own ^^
So a warning straight of the bat, this post will most likely be quite lengthy. Also a quick spoiler, I don’t think this skip is actually possible, at least not until something new is found. I am mostly sharing this here to show what I did find and save people the trouble of trying this stuff for themselves to come to the same conclusion as me. And also, just in case someone has some ideas on how to potentially make it work. It’s not entirely unlikely that I missed something obvious.
So the topic of this post is the “big skip”, which I like to call it. I think most people running this game knows what that is, but in case you don’t, the trigger for the final boss is in the first room of the game from the very start. So if there was a way to get up there somehow, it would cut out pretty much all of the game. So it’s a big deal basically.
We know we can get a shot of on the very top ledge, but we would still need to be in a grounded state to take advantage of that. Busker was the first person who I heard suggest a method for getting up there, it involves getting a shot quite high on the wall and then shooting another one as low as possible right before that hits. Now his approach had two problems, there wasn't enough time to get up to where you could shoot the ledge, and even if you did, you wouldn't have enough time to fall, since you would have to fall two whole blocks down.
I figured out how to solve the first problem, you need to run to the right so the shot has to travel further, giving you enough time to get the shot of at the ledge. The second one seemed unsolvable, until Taiyo discovered that Yuri gets into the grounded state when hitting breakable blocks. I figured that if you could break the top one of the two blocks and fall onto the bottom one, you’d half the fall distance, which might make it viable.
So before I started testing the actual trick, I wanted to check how viable it was. I figured how many frames you get to work with if you move as far right as possible before shooting. And also how many frames it takes to fall down to get to the grounded state. Now, I made a mistake here, because in my test it turned out to work out perfectly. I tested the falling when Yuri had quite a lot of downward momentum. When you actually do the shot you have a lot less and falling ends up taking 6 frames too long. Anyway, here is a .gif comparing the two, and showing how perfect it could have been.
Now I didn’t figure this out until after I actually tested out the trick, so I do actually have video of it. I did all of this using Auto Hotkey to essentially TAS the game. Now, that does work, but only kind of. The problem is that AHK runs on milliseconds while the game runs on frames (and almost never at a constant frame-rate, at least not for me…) so it is very unreliable. When I had finalized the script it would often take up to ten times to actually make it run correctly. It de-syncs a lot, and sometimes for reasons I don’t the game doesn’t take the input for “x”.
(Run the video at 0.25 speed if you want to see everything that happens... Also, this isn’t the ideal way to do this, as you can see I shoot the last shot a bit early, that shot should ideally happen at the same frame as you teleport…)
I also had a second (and a third, but it’s even stupider, so I won’t mention it here…) method in mind. Which included getting a shot at the top of the slope instead of falling down to the block. This one is not as close as the other one, but I thought I’d share non the less.
(Weird cut I know, but it’s not that important… the shot at the slope happens way too late… and as you can see there wouldn’t be enough time to get up and get a shot at the ledge in that time anyway…)
So yeah, that’s as far as I’ve gotten with this. Like I said I doubt this is actually possible. Maybe someone else can come up with something clever though, but for the moment I’m all out of ideas for this skip.
While messing around with custom levels I found a new glitch that allows you to warp an entire room to the left or right. And for once it's actually useful in runs as well. Here is a video of me showing it off:
(I'm aware it looks edited, but it really isn't)
The set-up for this is actually fairly simple, and here's a picture that kinda shows what's going on.
(The blocks you see are from the corner of "Lost Mountaintop", and the other three rooms are "OOB")
The white lines show where the edges of the rooms are and the four tiles that are essential for this trick are highlighted in red. You need one of the bottom of the four to be solid, while all the other three need to be empty. And then all you have to do is walk into the corner of the solid block. You do this by walking of the block and then turning around pretty much immediately.
It seems it is somewhat random whether or not you get warped to the right or the left. I have at least not found any consistent way of influencing it, but there might be something that I haven't thought of. It's still a very new discovery.
This is my best theory as to why it happens. Whenever you try to transition to a room and end up in a solid block the game pushes you back to the previous room. You can see this a lot of places "out of bounds". When you do it between two rooms the game kinda freaks out, but it doesn't end up teleporting you anywhere.
We are essentially doing the same thing here, but since it's on the corner you are rapidly transitioning between four rooms rather than two. So my guess is that at some point the game get's confused about which direction you are entering the room from. In the first part of the video, the game knows you are entering "Lost Mountaintop", but it thinks you are doing so from the left, which then puts you up on the ledge. In the second part the same happens, but with the room to the right of "Lost Mountaintop".
As it stands, if you perform it quickly I'm guessing this might save somewhere between 3-5 seconds (crossing an entire room takes about 6 seconds), so it might be worth doing in runs. Also I can't think of anywhere else this might work, but I probably haven't looked everywhere, so there might still be some place(s).